Charlotte (Gaint Faerie Hamster)

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Charlotte

Hamster, Giant Faerie Hamster


Large Fey (Augmented Magical Beast)
Hit Dice: 6d6+24 (45 hp)
Initiative: +5
Speed: 40 ft. (8 squares), Burrow 10 ft.
Armor Class: 17 (-1 Size, +1 Dex, +7 Natural, touch 10, flat-footed 16
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (2d4+7)
Full Attack: Bite +10 melee (2d4+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Fascinate, Improved Grab, Swallow Whole
Special Qualities: Anti-Magic Susceptibility, Damage Reduction 2/cold iron or
magic, Wild Magic Susceptibility, Darkvision 60 ft., Immune to Disease, SR 14
Saves: Fort +10, Ref +6, Will +5 (+8 to disbelieve illusion)
Abilities: Str 20, Dex 12, Con 18, Int 6, Wis 12, Cha 18
Skills: Bluff +6, Climb +11, Hide + 4, Listen +7, Move Silently +3, Search +4,
Sense Motive +3, Spot +3, Survival +3
Feats: Improved Initiative, Iron Will, Run
Environment: Temperate Plains and Hills (domestication has spread them further)
Organization: Solitary (Unique)
Challenge Rating: 4
Treasure: None
Alignment: Neutral
Advancement: 7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment: —

Charlotte was bred by Iggy because he wanted to see what kind of faerie creature
he could create with his giant hamsters. Charlotte is shy around strangers and
spooks easily. She rarely speaks to anyone other than Iggy, though she can speak
Sylvan and Common.
Her pale pink and lavender fur is extremely soft and she has dark purple eyes.

She normally spends most of her time in her shed. She dug a secret route to the
hamster tunnels that leads to

Anti-Magic Susceptibility (Su): Loses template while in an anti-magic zone but


may attempt a spell resistance roll. As long as the roll succeeds (attempted each
round), the creature keeps the template, but acts as staggered. Once the SR roll
fails, the creature only regains the template by leaving the zone.

Wild Magic Susceptibility (Su): Alignment changes to Chaotic while in a wild


magic zone, and creature acts as if under the effects of a confusion spell. It can
resist the confusion effect with a successful spell resistance roll. As long as the roll
succeeds (attempted each round), the creature acts normally. Once the SR roll
fails, the creature only loses the confusion effect (and regain its original alignment)
by leaving the zone.

▸ All faerie creatures understand and speak Sylvan. If they have an INT of 6
or higher, they may also understand Common (DM’s discretion). The ability
to speak is a Supernatural ability if the base creature is physically incapable
of reproducing human speech.

▸ Faerie plants gain tremorsense to a range equal to 10' per Hit Die, as well
as the ability to see (including Low-Light Vision) and hear. Few faerie plants
can move beyond the spot where they are rooted.

Saving Throw Bonus: Fey are very hard to fool with illusions. Fey may attempt a
saving throw to disbelieve an illusion it sees even if it has not interacted with the
effect, in the same manner as an elf may attempt to find secret doors merely by
passing one. Furthermore, fey gain a bonus on such saving throws equal to half
their HD.

Abilities: Charisma +4, other abilities are the same as base creature, but Int is
always at least 3, and frequently higher (DM’s discretion).

Skills: Giant space hamsters have a +4 Racial Bonus on Climb, Listen and Search
Checks, included in the statistics block above. Faerie creatures gain (4 + Int
modifier; minimum of 1) skill points per HD. Add the following to class skills: Bluff,
Hide, Listen, Move Silently, Sense Motive, Spot and Survival, in addition to any
class skills the base creature may already possess. Those creatures with class levels
use their class skills in place of these skills.

Fascinate (Su): The faerie creature has the power to cause other, non-fey
creatures to become fascinated with it. Normally, the power works continuously and
unconsciously as a free action, and is an enchantment (compulsion), mind-affecting
ability. Each creature within 30 feet that is able to see the faerie and able to pay
attention to it can fall subject to this effect. The faerie must not be disguising its
nature as a fey creature (with spells such as disguise self, alter self, invisibility, or
even mundane disguises). The distraction of a nearby combat or other dangers
prevents the ability from working.

Susceptible victims are allowed a Will saving throw, with a DC equal to 10 + ½ the
faerie creature’s HD + Charisma modifier. If the saving throw succeeds, that
subject is immune to that particular fey’s fascinate power for the next 24 hours. If
its saving throw fails, the affected creature stays still and quiet, staring at the
faerie, taking no other action for as long as the fey is visible and behaves in a
peaceful manner (1 hour maximum) and for an additional 1d3 rounds after the fey
has left its line-of-sight.

While fascinated, a target takes a -4 penalty on skill checks made as reactions,


such as Listen and Spot checks. Any potential threat, such as an ally of the fey
approaching the fascinated creature, allows the target to make a new WILL saving
throw. Any obvious threat, such as someone drawing a weapon, casting a spell, or
aiming a ranged weapon at the target, automatically breaks the effect. This ability
will not work on targets that have more hit dice than the faerie, nor any other fey
with more than ½ the hit dice of the faerie creature.

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