Sugar Plum Yuletide NPCs

Marzipan (a.k.a. Marzi)
: Foodfolk male Expert 7
CR: 6     Small Humanoid (Foodfolk)     HD: 7d6 plus 3 (27 Hp)
Init: -1     Spd: 30'     AC: 15 (Chain Shirt, +1 size, -1 Dex), -2 ACP
Attacks: (BAB +5; Grap +1); +7 Candy-Coated Rolling Pin +1: 1d4+2 plus 1d4 Holy (20/×2) or +7 Sizzling Pan +1¹: 1d6+2 (20/×2)
SA: --
SQ: Foodfolk Traits, Indentured, Skill Versatility
Align: N     Saves: Fort +4, Ref +3, Will +6
Str: 12, Dex: 8, Con: 10, Int: 14, Wis: 13, Cha: 15
Skills: Read/Write and Speak Common; Appraise +7 (additional +2 with prepared foods), Craft (Cooking) +8, Diplomacy +20, Gather Information +4 (additional +2 in Land of Sweets), Handle Animal +9, Knowledge (Arcana) +7, Knowledge (History) +8, Knowledge (Local - Land of Sweets) +10, Knowledge (Nobility and Royalty) +12, Perform (Oratory) +9, Profession (Butler) +11, Ride +1, Sense Motive +13, Spellcraft +4
Feats: Lightning Reflexes, Negotiator, Toughness
Gear: Chain Shirt, Candy-Coated Rolling Pin +1Sizzling Pan +1,
¹ After hitting a creature, the Sizzling Pan gains 1 charge. Once it has 3 charges, it bursts into flames dealing an additional 2d6 fire on each attack for 1 minute - charges gained dissipate after 1 minute

• Foodfolk Traits (Ex): Foodfolk is a broad classification of beings. Depending on the food they are based on they gain a variety of racial abilities. Marzipan, being a nut-based cookie creature gains a +2 bonus on Fortitude saves (Solid Structure), can Inspire Courage (as Bard of equal level but only 1/day) (Sweet Words), Proficiency with Frying Pan, Great Frying Pan, Great Oven Shovel, Hand Mixers, Oven Shovel, and Rolling Pin (Grain Weapons Training and Ovenborn), Darkvision 60', +2 bonus on all Charisma-based skills (Irresistible, included above), Handle Animal is always a Class Skill (Food Skills)
• Indentured (Ex): Marzipan is bound to serve whomever holds the position of Sugar Plum Fairy and cannot be coerced to perform any action that would result in harm coming to the bearer of that mantle. He will fulfill whatever command he is given, with the exception of those that would obviously result in his demise, by his master to the best of his ability.
• Skill Versatility (Ex): Experts select any 10 skills as Class Skills. Marzipan's are: Appraise (Int), Craft (Int), Diplomacy (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Perform (Oratory) (Cha), Profession (Wis), and Sense Motive (Wis).


Gulabus - Gluttony Demon

CR: 5     Medium Outsider (Chaos, Evil)      HD: 11d8+33 (81 hp)
Init: +0     Spd: 20'     AC: 15 (+5 Natural), t: 10, ff: 15
Attacks: (BAB +11; Grap +14); +11 2 Claws: 1d4+1 plus poison and +9 Bite: 1d6+3
SA: Poison, Spell-like Abilities
SQ: Darkvision 60'; DR5/Cold Iron, Immune to Fire and Poison; Resist Acid, Cold, and Lightning 10; See in Darkness; Telepathy 60'
Align: CE     Saves: Fort +10, Ref +7, Will +8
Str: 16, Dex: 10, Con: 17, Int: 17, Wis: 13, Cha: 16
Skills: Speak Abyssal and Common; Bluff +19, Concentration +17, Diplomacy +19, Hide +14, Intimidate +14, Knowledge (Arcana) +17, Knowledge (Dungeoneering) +14, Knowledge (Religion) +12, Knowledge (the Planes) +17, Listen +8, Search +13, Sense Motive +17, Spot +8
Feats: Ability Focus (Poison), Multiattack, Negotiator, Persuasive

• Poison (Ex): Injury, Fort DC20, initial damage: 1d6 Str; secondary damage: 2d6 Str. The save DC is Constitution based.
• See in Darkness (Su): Can see perfectly in darkness of any kind, even that created by a Deeper Darkness spell.
• Spell-like Abilities: Caster Level: 11th; at will - Bestow Curse, Create Food and Water, Magic Jar, Summon Swarm
• Telepathy (Su): A Gulabus' telepathy only works with creatures who speak Abyssal or Common.

The Winter King was killed in battle by Grotto Grimmbeard. His mantle passed to the nearest Yule Elf.

The Winter King is a tall, broad figure with a thick white beard, dressed all in red and carrying a staff made of bone.

Winter King

CR: 10     Large Fey     HD: 14d6+28 (73 Hp)
Init: +1     Spd: 30'     AC: 18 (-1 size, +1 Dex, Fire Resistance Studded Leather +3, Ring of Protection +1, Amulet of Natural Armor +1), t: 11, ff: 17
Attacks: (BAB +7; Grap +16); +12/+7 Large Bone* Staff +2: 1d8+5 (20/×2, additional +2 if used two-handed) or +7/+2 Large Composite (+5 Str) Longbow +1: 1d10+6 (20/×3, 110')
SA: Innate Spellcasting; Winter's Judgement
SQ: All-Speak; Darkvision 120'; DR10/Cold Iron; Immune to Charm and Poison; Immutable Form; Resist Cold 20; Shielded Mind; SR17; Truesight 30'
Align: N    Saves: Fort +8, Ref +10, Will +13
Str: 20, Dex: 13, Con: 14, Int: 15, Wis: 18, Cha: 14
Skills: Bluff +10, Climb +8, Diplomacy +14, Disguise (+4 to act in character), Gather Information (+4 in Dessarin Valley), Intimidate +21, Knowledge (Arcana) +19, Knowledge (Local - the Dessarin Valley) +10, Knowledge (Nature) +12, Knowledge (the Planes) +10, Listen +21, Sense Motive +21, Sleight of Hand +3, Spellcraft +4, Spot +21, Survival +12 (additional +2 on other planes)
Feats: Ability Focus (Winter's Judgement), Great Fortitude, Power Attack, Track, Weapon Focus (Staff)
Gear: Fire Resistance Studded Leather +3Ring of Protection +1Amulet of Natural Armor +1Large Bone* Staff +2 (as Staff of Frost plus can cast Frost Fingers at tje cost of 1 charge, CL10, 41 chg); Composite (+5 Str) Longbow +1 and quiver w/ 20 arrows; 2 Potions of Cure Light WoundsElemental Gem (Air); Pouch w/ 12-gp Azurite, 13-gp Malachite, 120-gp Coral, 500-gp Alexandrite, and 170 gp

* Bone weapons deal -2 damage

• All-Speak (Su): Can speak and understand any language that he hears
• Immutable Form (Su): The Winter King is immune to any spell or effect that would alter his form, including petrification and Polymorph.
• Innate Spellcasting: (as Sor 7; DC12 + spell level; 6/7/7/4) Spells Known: 0th:  Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Ray of Frost, Touch of Fatigue; 1st: Charm Person, Chill Touch, Freezing Fingers (as Burning Hands but cold damage), Obscuring Mist, Sleep; 2nd: Darkness, Icy Ray (as Scorching Ray but cold damage), Melf's Acid Arrow; 3rd: Dispel Magic, Lightning Bolt
• Shielded Mind (Su): The Winter King is immune to scrying and to any effect that would sense his emotions, read his thoughts, or detect his location.
• Truesight (Su): As True Seeing but limited to 30' range
• Winter's Judgement (Su): The Winter King magically emits psychic energy in a 60-foot cone. Each creature in that area takes 4d8+4 psychic damage and must succeed on a Will save (DC21) be stunned for 1 minute. The Winter King must wait 1d4+1 rounds before using this ability again.

Mantle of the Winter King
Size/Type: The mantle increases its possessor's size by one, to a maximum of Large. Its type becomes Fey.
Hit Dice: All current and future becomes d6s.
Armor Class: No change, except to reflect the Winter King's new size.
Attack: No change, except to reflect the Winter King's new size.
Special Attacks: The Winter King retains all of the base creature's special attacks and gains Innate Spellcasting and Winter's Judgement.
Special Qualities: The Winter King retains all of the base creature's special qualities and gains All-Speak, Darkvision 120', DR10/Cold Iron; Immune to Charm and Poison; Immutable Form; Resist Cold 20; Shielded Mind; SR17; and Truesight 30'.
Abilities: as base creature, adjusted for size
Skills/Feats: as base creature
CR: as base creature +4

Small figures, roughly the size of a human child with pointed ears and short dark hair appear out of the darkness. They are clad in green and red leathers. They are gaunt with dry skin stretched taut across their bones.

Yule Elf Brute
: male Corrupted Christmas Elf Barbarian 5
CR: 7     Small Aberration (Elf)
HD: 5d12+20 (56 hp)
Init: -1    Spd: 20'     AC: 17 (+1 size, -1 Dex, +4 Natural, Studded Leather Armor), t: 10, ff: 17 (never flat-footed)
Attacks: (BAB +5; Grap +5)+10 Winter's Blade: 1d6+5 plus 1d6 cold (20/×3) or +10 2 Claws: 1d3+2 plus 2 Vile and +8 Bite: 1d4+4 plus 2 Vile
SA: Barbarian Rage (2/day), Disruptive Attack, Enhanced Power
SQ: Christmas Cheer & Goodwill, Cold Resistance 5, Darkvision 60', DR5/magic, Fast Healing, Fast Movement, Immune to Acid, Improved Uncanny Dodge, Non-Violent Mentality, Spirit of Giving, Superior Craftsmanship, Trap Sense +1, Uncanny Dodge (never flat-footed), Wonderful Toys
Align: NE     Saves: Fort +8, Ref +3, Will +0
Str: 19, Dex: 9, Con: 18, Int: 10, Wis: 8, Cha: 9
Skills: Speak Common and Elven; Climb +8, Craft (Woodworking) +4, Intimidate +3, Jump +8
Feats: Multiattack, Power Attack
Gear: Studded Leather Armor, Winter's Blade (Small Frost Axe +1)

• Barbarian Rage (Ex): 2/day, gain +4 Str/Con and -2 AC for 7 rounds
• Christmas Cheer & Goodwill (Ex): All non-hostile NPCs and animals are one category improved upon first meeting a Christmas Elf (e.g. creatures who are indifferent become friendly, etc). Even hostile creatures consider hurting Christmas Elves a lower priority than other creatures they are hostile against. Future actions on the part of the Christmas Elf can change NPC attitudes. The Corrupted Christmas Elf leaves NPCs and animals unsettled, canceling out this ability.
• Disruptive Attack (Su): The corrupt creature deals additional vile damage when it touches uncorrupted, living, corporeal non-outsiders. The amount of vile damage dealt is equal to half of the creature's Hit Dice (maximum 20 points of damage).
• Enhanced Power (Su): The save DCs of any and all of the corrupt creature's special attacks increase by +4.
• Fast Healing (Ex): Each round, a corrupted creature heals damage equal to half of its Hit Dice (maximum of 10 points healed).
• Fast Movement (Ex): A Barbarian in light or medium armor and not carrying a heavy load gains a +10' bonus to their land speed. This is canceled out by the Corrupted template.
• Non-violent Mentality (Ex): Whenever a Christmas Elf willfully causes harm to a creature (anything causing pain), the elf must make a Will save with a DC of 10 + the damage dealt + ½ the non-lethal damage dealt. If the elf fails the save, he takes one point of Wisdom damage, and is shaken for a number of rounds equal to his total amount of Wisdom damage. (Note that causing pain without damage is still DC 10). These Corrupted Christmas Elves do not have any problem with violence.
• The Spirit of Giving (Su): Whenever a Christmas Elf freely gives away an item it has crafted, they may regain experience equal to the experience cost of crafting the item. If it is given back, the experience penalty is reapplied.
• Superior Craftsmanship (Ex): The Craft skill is always a Class skill, and 5 ranks in any particular craft sub-skill gives a +2 bonus (as per synergy) in every other Craft sub-skill. This bonus does not count for violent items.
• Wonderful Toys (Su): When crafting non-violent objects with the Craft skill, all items are counted as only costing half as much as the listed value. This reduces the raw materials cost by half, and crafting time in half, as described in the Craft skill. Experience costs are also reduced by half. None of these reductions count for violent items, as the christmas elf lacks their quasi-magical inspiration when they apply themselves to such end.

Yule Elf Archer: male Corrupted Christmas Elf Ranger 3
CR: 5     Small Aberration (Elf)     HD: 3d8+12 (28 hp)
Init: +1    Spd: 20'     AC: 19 (+1 size, +1 Dex, +4 Natural, Studded Leather Armor), t: 12, ff: 18
Attacks: (BAB +3; Grap +1)+6 2 Claws: 1d3+2 plus 1 Vile and +4 Bite: 1d4+4 plus 1 Vile or +5 (or +3/+3) Winter's Bow: 1d6 plus 1d6 cold (20/×3, 100', additional +1 hit/dmg with 30')
SA: Combat Style (Archery), Disruptive Attack, Enhanced Power, Favored Enemy (Humanoid - Humans +2)
SQ: Christmas Cheer & Goodwill, Cold Resistance 5, Darkvision 60', DR5/magic, Fast Healing, Immune to Acid, Non-Violent Mentality, Spirit of Giving, Superior Craftsmanship, Wild Empathy (+2), Wonderful Toys
Align: NE     Saves: Fort +7, Ref +4, Will +0
Str: 15, Dex: 13, Con: 18, Int: 10, Wis: 8, Cha: 9
Skills: Speak Common and Elven; Hide +11, Listen +5, Move Silently +7, Search +6, Spot +5, Survival +5
Feats: Endurance (b), Point Blank Shot,Track (b), Weapon Focus (Longbow)
Gear: Studded Leather Armor, Winter's Bow (Small Frost Longbow +1) and quiver w/ 20 arrows

Yule Elf Arcanist
: male Corrupted Christmas Elf Sorcerer 2
CR: 4     Small Aberration (Elf)     HD: 2d4+8 (14 hp)
Init: +0    Spd: 20'     AC: 18 (+1 size, +4 Natural, Studded Leather Armor), t: 11, ff: 17; 15% ASF
Attacks: (BAB +1; Grap -1)+4 2 Claws: 1d3+2 plus 1 Vile and +2 Bite: 1d4+4 plus 1 Vile or +4 Dagger: 1d3+2 plus Poison (19-20/×2, 10')
SA: Arcane Spells (CL2, DC11 + spell level; 6/5); Disruptive Attack, Enhanced Power
SQ: Christmas Cheer & Goodwill, Cold Resistance 5, Darkvision 60', DR5/magic, Fast Healing, Immune to Acid, Non-Violent Mentality, Spirit of Giving, Superior Craftsmanship, Wonderful Toys
Align: NE     Saves: Fort +4, Ref +0, Will +2
Str: 15, Dex: 11, Con: 18, Int: 10, Wis: 8, Cha: 13
Skills: Speak Common and Elven; Appraise (+2 w/ poisons); Craft (Poison) +5; Knowledge (Arcana) +5; Spellcraft +4
Feats: Scribe Scroll
Gear: Studded Leather Armor, Small Dagger, 3 doses of Carrion Crawler Brain Juice (DC13, Paralysis/0); 3 Scrolls of Frost Fingers (CL2)

• Arcane Spells Known: 0th: Dancing Lights, Daze, Detect Magic, Ray of Frost, Touch of Fatigue; 1st: Color Spray, Frost Fingers

Sir Ljion Troutscales
: male Shadar-Kai Fighter 12
CR: 13     Medium Fey (Extraplanar)
HD: 3d6+3 plus 12d10+12 (108 hp)
Init: +9     Spd: 30'     AC: 19 (Shadow Silent Moves Mithral Scale Mail of Invulnerability +2, Ring of Protection +2, +3 Dex); -3 ACP
Attacks: (BAB +13; Grap +15), +16/+11/+6  Nénuvalë: 1d6+7 plus 1 Con damage (16-20/×2; 3/day deliver touch attack for 1d6 Con damage) or +14/+9/+4 Dagger of Venom: 1d4+3 (19-20/×2, 1d4+2 if off-hand attack)
SA: Sneak Attack (+1d6)
SQ: Hide in Plain Sight, Shadow Curse; Superior Low-Light Vision
Align: NE     Saves: Fort +14, Ref +16, Will +11
Str: 14, Dex: 20, Con: 12, Int: 12, Wis: 14, Cha: 18
Skills: Read/Write and Speak Common. Elven, and Sylvan; Climb +8, Handle Animal +10, Hide +13 (additional +5 w/ armor), Intimidate +10, Jump +8, Listen +10, Move Silently +7 (additional +5 w/ armor), Ride +13, Search +7, Spot +10, Survival +6 (additional +2 to follow tracks), Swim +6, Tumble +2
Feats: Alertness; Combat Expertise (b); Dodge; Exotic Weapon Proficiency (Spiked Chain) (b); Improved Critical (Rapier) (b); Improved Initiative; Improved Two-Weapon Fighting; Mobility (b); Spring Attack (b); Stealthy; Two-Weapon Fighting (b); Weapon Finesse; Weapon Focus (Rapier) (b); Weapon Specialization (Rapier) (b);
Gear: Shadow Silent Moves Mithral Scale Mail of Invulnerability +2, Ring of Protection +2, Nénuvalë (as Rapier of Puncturing +3); Dagger of Venom; Gal-Ralan +3; Cape of the Mountebank; 2 flasks of Night Extract; Blackstone Rune (2 uses remaining)

• Hide in Plain Sight (Su): Shadar-kai can use the Hide skill even while being observed. As long as they are not illuminated by natural daylight, the daylight spell, or similar magical light, shadar-kai can hide themselves from view in the open without having anything to actually hide behind.
• Shadow Curse (Su): The Plane of Shadow exerts a tremendous pull on shadar-kai's soul, which is only tenuously connected to its mortal body. Any time a shadar-kai is stunned, dazed, staggered, or unconscious (other than from natural sleep), the shadow fey must make a Will save (DC 15) or lose a portion of her soul to the Plane of Shadow. The shadar-kai must also attempt a save any time she removes a gal-ralan, if she has one.
A shadar-kai with a damaged soul gains one negative level that cannot be removed until she restores her soul completely. If exposed to another event that requires a save against the shadow curse, a shadar-kai may gain additional negative levels. A shadar-kai on the Plane of Shadow can transfix her soul to her body again with a greater restoration spell. A shadar-kai on the Material Plane (or elsewhere) must use a wish or miracle spell to restore her soul.
A shadar-kai afflicted with the shadow curse cannot be raised from the dead or resurrected, and cannot gain experience. The touch of the shadow curse galls a shadar-kai, filling her heart with an icy emptiness that eventually drives all but the most determined individuals to capitulate and leave the Material Plane altogether.
A shadar-kai who goes to the Plane of Shadow and remains there ameliorates the effects of the shadow curse and suffers no ill effects. However, if she leaves the Plane of Shadow without restoring her soul, she suffers the effects of the shadow curse until she returns to the Plane of Shadow or restores her soul.
• Superior Low-Light Vision (Ex): Shadar-kai have extraordinary vision in low-light conditions. They can see four times as far as a human in low-light conditions.

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