Rudolph the Red-Nosed Reindeer

The following are two versions of everyone's favorite red-nosed reindeer.  The first is more of a D&D "encounter-style" version while the second is much closer to the Bass and Rankin stop animation version portrayed in the holiday specials.  I hope you enjoy them and Happy Holidays!



Rudolph the Red-Nosed Reindeer
male Awakened Reindeer Psion (Nomad) 8
CR: 9 
NG Magical Beast (Augmented Animal, Psionic)
Init +2, Senses: Listen +5, Spot +5, Low-Light Vision, Scent
Languages: Read/Write and Speak Common, Dwarven, Giant, and Sylvan

AC: 15 (+2 Dex, +3 Natural); t: 12, ff: 13

Hp: 53 (12HD)
Immune: - -
Fort +7, Ref +8, Will +8
Spd: 40’ (8 squares)

Melee +9/+4 Gore: 1d6+1 (20/x2, plus up to 4d6 with Psionic Weapon)
Combat Gear: - - 
Str: 13, Dex: 14, Con: 12, Int: 17, Wis: 11, Cha: 6

SA: Psionics (Manifester Level 8, DC13 + power level, 70 PSP)
SQ: Cold Adaptation (Severe), Low-Light Vision, Scent

Feats: Combat Manifestation (b); Deep Impact; Endurance; Greater Psionic Weapon (b); Improved Natural Attack (Gore); Psionic Weapon; Run

Skill: Concentration +12 (additional +4 to manifest defensively), Jump +5 (additional +4 with running start), Knowledge (Geography) +9, Knowledge (Nature) +10, Listen +5, Survival +10 (additional +2 in above ground natural environments or to avoid hazards/getting lost), Spot +5, Swim +5

Psionic Powers Known: 1st: Burst, Control Light, Distract, Far Hand, Inertial Armor, Know Direction and Location; 2nd: Id Insinuation, Psionic Levitate, Psionic Tongues, Specified Energy Adaptation; 3rd: Astral Caravan, Body Adjustment, Mental Barrier, Time Hop; 4th: Aura Sight, Energy Adaptation, Psionic Fly

Background/History:

Despite popular yule-tide songs performed in the common rooms of inns and taverns across the continent, Rudolph the Reindeer is a fully matured member of his species. He was fairly typical as reindeer go until the fateful winter when he met the Archdruid of the Great Glacier, Nikolas Clous.

Following the Winter Solstice and the departure of his druidic brothers and sisters, Nikolas had grown lonely. A life spent alone in the woods had not given him much time to have children or raise a family of his own and most of his close friends had passed away due to age and injury. In any event, Nikolas had grown lonely and desired a companion. After observing a herd of reindeer grazing in the snow near his home, Nikolas selected a younger male and cast a spell of Awakening upon him, granting human sentience and speech.

Nikolas named his new friend Rudolph after a childhood companion. Rudolph was fascinated by Nikolas, his magic and devotion to nature. He adopted many of Nikolas' viewpoints and decided that he too would become a guardian of the northern lands and the animals who lived there.

Although intelligent, Rudolph was not pious enough to gain access to divine magic but through his meditations managed to unlock his psionic potential. A regimen of self-training followed and over the next several seasons, Rudolph proved to be an able assistant to Nikolas and the dominate buck of his herd.

Despite having outlived the normal life expectancy of a reindeer, Rudolph is still in vigorous health. This is partly due to his ability to mentally heal his injuries while his greater intelligence allows him to find higher-quality forage for his herd.

Appearance:
Rudolph is a male reindeer with an impressive rack of antlers. He stands 56 inches high at the shoulder and is nearly 7-1/2' long. At close to 500 pounds, he is close to the maximum normal size for his species. His brown fur is heavily interspersed with gray, especially around the shoulders and his mouth.

Combat Tactics:


Rudolph generally tries to avoid combat. When pressed to fight, normally in defense of his herd or some important natural resource, he manifests his psionic ability to fly first, granting him greater mobility. Then he activates his psionic weapon abilities, followed by Deep Impact if he has time and charges his foes, delivering devastating attacks.

Against larger predators (like dire wolves or polar bears), he combines these tactics with other powers like Far Hand or Distract to torment his foes until they retreat from the field of battle.



Rudolph the Red-Nosed Reindeer
Male Young Reindeer (Mutant)
CR: 2
NG Small Animal
Init: +1, Senses: Listen +5, Spot +6, Low-Light Vision, Scent
Languages: Read/Write and Speak English

AC: 14 (+1 Dex, +3 Natural); t: 14, ff: 13
Hp: 10 (2HD)
Energy: 16
Immune: - -
Fort +1, Ref +3, Will +1
Spd: 40' (8 squares), fly 60' (12 squares) (average)

Melee +1 Gore 1d4
Combat Gear: - -
Str 10, Dex 13, Con 9, Int 12, Wis 12, Cha 12

SA: Mutant Traits
SQ: Mutant Traits, Cold Adaptation (Severe), Low-Light Vision, Scent

Feats: Endurance
Skills: Jump +1, Listen +5, Spot +6, Swim +2, Tumble +2

• Reindeer Traits: Gains Listen and Spot as class skills. Carrying Capacity: 50/99/150, drag up to 750 lbs

Mutant Traits: Gain three "levels" worth of powers (3 standard or 1 Improved and 1 Standard).  Optional Charisma penalty (-3 Cha in exchange for 1 additional "level" of power); Evolved Metabolism (+4 bonus on their initial energy scores)

Powers:
• Standard Flight: Rudolph is capable of flying 60’/round. He is able to hover in place.
• Ultra Light: Rudolph can shed light, centered on his nose, in a 60' radius. The light is red and is able to penetrate thick fog. Energy Cost: 2, continuous, Duration: 10 minutes/level or HD

Weakenesses:

 Obvious Mutant: Rudolph's bright red nose has resulted in him being ostracized by his peers.  Even his father is ashamed of Rudolph's appearance and fashioned a black "cap" that fits over his nose to hide it from view.
 If Rudolph ever commits an evil act, he loses his power to generate light until he performs an act of atonement.
 Although not technically a weakness, Rudolph has yet to reach full maturity (at roughly 2 years of age).  When he does, he will gain a +3 bonus to Str/Con and a +1 bonus to Dex, Int, Wis, and Cha.

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