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Mischievous Meadows – Biddlywink

BiddlywinkBIDDLYWINK     CR 4
XP 1,200
CN Diminutive fey
Init +9; Senses darkvision 120 ft., arcane sight, see invisibility; Perception+12
DEFENSE
AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
hp 38 (7d6+14)
Fort +3, Ref +9, Will +8
Weakness silver, vermin qualities
OFFENSE
Speed fly 60 ft. (perfect) or 40 ft. (see text)
Melee force fronds +11 (1d8+3 force)
Ranged +11
Space 0 ft.; Reach 0 ft.
Special Attacks force fronds
Spell-Like Abilities (CL 7th; concentration +10)
     Constant—arcane sight, nondetection, see invisibility
     At will—glitterdust, mage hand
     5/day—dimension door
STATISTICS
Str 6, Dex 18, Con 12, Int 8, Wis 14, Cha 16
Base Atk +3; CMB -2; CMD 13
Feats Improved Initiative, Skill Focus (Sleight of Hand), Toughness, Weapon Finesse
Skills Escape Artist +14, Fly +15, Perception +12, Sense Motive +11, Sleight of Hand +17, Stealth +26, Survival +12; Size Modifiers Fly +6, Stealth +12
Languages Druidic
SQ Freeze, hide in plain sight

SPECIAL ABILITIES

Interdimensional Sac (Su) While biddlywink can (and often do) consume enchanted items as quickly as possible, they also store them to digest later in an invisible extradimensional sac not unlike a handy haversack or bag of holding, but only capable of storing up to 30 pounds. When a biddlywink is killed, the sac appears on the material plane and bursts open dealing 3d8 force damage (DC 20 Reflex negates) to any creatures or items in a 10-ft. radius (though not to anything within it).
Force Fronds (Ex) The tendrils extending from a biddlywink’s mouth can be devastating when employed to attack a creature. On a successful melee touch attack, they deal 1d8+3 force damage.
Light Flier (Ex) When a biddlywink’s interdimensional sac is holding at least 2½ lbs. of items or a number of caster levels worth of items equal to twice the biddlywink’s hit die, it cannot maintain a sustained flight. Its speed is reduced and it moves in long bounds and hops that don’t exceed 5 feet in height or 10 feet in length—the biddlywink effectively now has a base speed of 40 feet until items in its Interdimensional Sac are digested.
Ranged Legerdemain (Su) A biddlywink can use Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and the biddlywink cannot take 10 on this check. Only object that weigh 5 pounds or less can be manipulated this way.
Wyrd Digestion (Su) These strange insectile-fey literally eat magic to survive. As a standard action, a biddlywink can ingest a magical item of Diminutive size or smaller. As a full round action, it can consume a magical item of Tiny size and over the course of a minute (ten rounds), a Small size magical item.
Once eaten by a biddlywink, an item is not instantly destroyed—instead it is secreted inside of its Interdimensional Sac. Potions are digested quickly within and are destroyed after a number of rounds equal to caster level. Wondrous items are more resilient and last for a number of minutes equal to caster level; any other enchanted items (rings, staves, weapons, armor) are destroyed after ten minutes per caster level.
AAW_Blog_Biddlytree_CacoonAny item recovered from a biddlywink’s interdimensional sac before it is fully digested operates at two caster levels higher than normal for one week. The first time it is stored in an extradimensional space, it remains empowered this way until removed again (though afterward, the increased power diminishes and it returns to normal).
Biddlywink that consume enough magic items (1000 gp x hit die) transform into a biddlytree and sprout 2d12+4 biddlywinks with the young template after 1d10 days.

Weaknesses Biddlywink are vulnerable to silver and take x1.5 damage from all attacks made with the material (by spell or weapon). Moreover, whenever being treated as a vermin would prove negative for the biddlywink, such as when fighting an opponent with favored enemy (vermin), they are treated as the vermin type.

These odd creatures are easily hated as much as rust monsters and far more dangerous when left unattended near an enchanted treasure trove. Like an intelligent vermin, they eat away at magical items like termites before transforming into a plant-like creature that produces more biddlywinks. Entire dungeons have been overrun by hordes of the creatures and they are known to be used by druids attempting to cleanse a domain of an unwanted resident—dragons in particular dislike the little creatures, and many a warden of nature has fallen to draconic claws after attempting to seed the diminutive fey in the wrong treasure hoard.

 

[Today’s excellent artwork is brought to us by Justin Andrew Mason!]

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Mischievous Meadows – Lunar Larceny!

Snowy ForestWhile sleeping during the evening and making camp in the forest, the PCs’ magic items are stolen from them as they rest! Each loses one or more wondrous items—and eventually they find they are short an enchanted ring a piece as during the night, the party is  visited and re-visited by strange creatures of the woods that abscond with their goods!

In the unlikely event that none of the adventurers have the requisite items, the smallest (and least powerful) magic weapons targeted first. Otherwise the party loses a total of 1d4+1 random potions and 1 wondrous magic item (minor first and medium second; never any items that hold an extradimensional space) each time they are visited upon by the thieves. The final visit ends with the theft of a ring from every PC that has one in addition to the other purloined items. Only items that weigh 5 pounds or less are stolen—anything heavier is too heavy for theft by the stealthy robbers.

Thieves in the Night!

There are a total of four of the mysterious robberies during the night; the creatures stealing the items are not only diminutive (and thus undetectable with the alarm spell) but also extremely talented at blending in with their surroundings and constantly under the effects of a nondetectionspell. Particularly difficult to see or hear (DC 36 Perception check) and not idiotic (they have an Intelligence of 8), the PCs are unlikely to find them but if they do, their quarry teleports away with a prepared dimension door spell-like ability unless the adventurers are able to hide themselves (though the thieves have arcane sight and see invisibility, so the chances of that are slim; they have a +12 bonus to Perception checks and 120 ft. darkvision).

If the PCs don’t take turns at watch during the night…

As you wake up and take account of your surroundings in the light of the rising sun, something doesn’t seem quite right. Rooting about your belongings, checking your gear, and looking over all your equipment, you realize that some of the items are missing! All of you are similarly dismayed as it becomes clear that everyone has been robbed during the night!

Or give everyone opposed Perception check (vs +12) with a -10 penalty for being asleep as something employs Sleight of Hand against the adventurers.

woods-forest-backgroundAs the initial change of watch occurs and one of the PCs is awoken to take the next shift, read the following:

Stretching your limbs and taking account of your surroundings, you notice that something isn’t quite right and with a little investigation you quickly realize that a potion is missing from your pack! Looking at all of your companions you notice something else—one of your wondrous items has disappeared as well!

You did NOT just do that!


The PCs may be giving you nasty looks as the night goes on, but don’t worry—encourage the party to have faith in their sense of adventure! The AaWBlog might be devouring their loot now but we promise, there are great rewards that await the strong of heart and anyone that endures the whole of Mischievous Meadows!

There’s virtually no hope of catching the thieves in the act without the party actively watching all their goods or keeping an eye out with detect magic. The latter proves fruitless but the former gives them opposed Perception checks (vs +12) for each item stolen as three more robberies occur while the night drags on.

Following their trail is another matter entirely!

Unlikely Trails

The mysterious thieves only steal from a distance (of 30 feet) and take the time to hide their tracks, making them move away at only 20 feet a round and leaving a meager trail—opposed Survival checks (vs +16) reveal the marks of their erratic retreat, but anyone with detect magic receives a +10 bonus to the check as drops of spilt potions appear every teen feet or so.

forest-pictures-8Eventually the PCs are led to a grove and a DC 25 Perception check finds the fresh markings of whatever left the trail leading up into a tree. Detecting the creature in the branches is virtually impossible (requiring a DC 47 Perception check as it utilizes the freeze special quality) and just as in their camp, it teleports away with a prepared dimension door spell-like ability as soon as it feels endangered.  If caught this way more than five times, half the stolen items reappear and the creature flies away until another day.

As the adventurers give up on the chase and realize their quarry is too elusive to find them, a chittering emits from the brush and a small stick-like insect latches onto an item held by one of the PCs—either a bag of holding, glove of storing, handy haversack or other wondrous item that provides an extradimensional space!

Stay tuned to the AaWBlog tomorrow to find out what the 1d4+3 creatures attacking the party are in the first Statblock Sunday for Mischievous Meadows!