|ostfest XIII (Brewfest 2009):Bubbagump Grumblefoot–The Halfling Horror Part 2
|Posted on Sat, January 09, 2010 by LordCeb
|bubbagump writes "Watch out for that halfling, he might pick your pocket. Or kill you and eat you. Or worse.
Postfest XIII (Brewfest 2009): Bubbagump Grumblefoot – The Halfling Horror, Part II
Stats and Magic Items for Bubbagump Grumblefoot
Surprisingly single-minded for a chaotic evil character, Bubbagump
Grumblefoot’s only interests lie in finding a means of freeing his
divine lord Tharizdun. Toward that end he has reached his tentacles
throughout the Flanaess, all from his complex below the city of
Greyhawk. His stats are presented here for those DMs who wish to use
him in their campaigns, with his unique magic items following. Note
that the author makes no claim to being the world’s greatest 3.5e game
mechanic. Nitpicking DMs are encouraged to check the stat block for
errors, as there are likely to be at least a few.
Bubbagump Grumblefoot CR 29*
Male pseudonatural (Complete Arcane, p. 160) halfling rogue 5/assassin 9/cleric of Tharizdun 14
CE small outsider
Init: +7; Senses: Listen +10, Spot +11; darkvision – 60 feet (harness of the deep death lord)
Aura: Bubbagump has a particularly powerful chaotic and evil aura.
Languages: Common, Halfling, Gnomish, Elven
AC: 28 (+3 Dex, +1 size, armor of the shadowed slayer, amulet of
the survivor), touch: 14, flat-footed: 25; Trap sense +1; improved
hp: 273 (14d6 + 14d8 + 140; amulet of the survivor, harness of the deep death lord); DR: 10/magic
Immune: outsider type; fatigue and exhaustion (boots of the swiftkiller)
Resist: acid and electricity resistance 15 (with major ring of
universal energy resistance: fire, cold, electricity, acid, and sonic
resistance 20) SR: 24
Fort: +19 Ref: +22 Will: +16; Evasion (+2 vs. poison, spells, and spell-like effects – harness of the deep death lord)
Speed: 30 ft.; pass without trace (boots of the swiftkiller)
Melee: 2 daggers +22/+22/+17/+17 (1d3+7+poison/19-20; sneak attack
+9d6 damage – Bubbagump’s vest; +2d6 vs. good-aligned; see also daggers
of the twisted mind below) and/or shortsword +23/+18 (1d4+6/18-20;
sneak attack +9d6 – Bubbagump’s vest; see also Celanon’s rapier below)
Ranged: sling +24/+19 (1d3+4+2d6 vile damage/20; sneak attack +9d6
damage – Bubbagump’s vest; +2d6 against good-aligned; see also sling of
the void’s vengeance below)
Space: 5 ft.; Reach: 5 ft.
Base Atk: +17/+12
Attack Options: death attack, true strike, magical weapons (see below)
Special Actions: rebuke undead 4/day (+3, 2d6+1, 14th); hide in plain sight
Combat Gear: armor of the shadowed slayer, Celanon’s rapier, daggers of the twisted mind, sling of the void’s vengeance
Spells Prepared/Known: (Cleric CL 14; Assassin CL 9; melee touch +15, ranged touch +20):
(In the interests of space, choose spells as appropriate for class
and level; note that Bubbagump prefers to keep a distance between
himself and his opponents, attacking from surprise whenever possible.
His cleric domains are Evil and Madness [Complete Divine, p. 139)
Abilities: Str 17, Dex 17, Con 19, Int 15, Wis 18, Cha 12
Special Qualities: aura, trapfinding, poison use, alternate form (see also various magic items below)
Feats: True Believer, Two-Weapon Fighting, Improved Two-Weapon
Fighting, Improved Counterspell, Improved Initiative, Leadership, Brew
Skills: balance +22, bluff +9, climb +16, decipher script +6,
diplomacy +5, disable device +16, escape artist +22, hide +30,
intimidate +5, jump +6, knowledge (local) +6, knowledge (arcana) +20,
knowledge (history) +15, knowledge (religion) +15, knowledge (the
planes) +14, listen +10, move silently +38, open lock +19, sense motive
+8, sleight of hand +5, spot +11, use magic device +5
Possessions: combat gear, spellbook, adventuring gear (as
determined by the DM), amulet of the survivor, Bubbagump’s vest, boots
of the swiftkiller, harness of the deep death lord, major ring of
universal energy resistance (Magic Item Compendium, p. 128), major ring
of spell storing, cloak of resistance +4.
Spellbook: 1st–black bag (Book of Vile Darkness, p.86), rooftop
strider (Races of Destiny, p. 167), stupor (Book of Vile Darkness,
p.106), true strike; 2nd–illusory script, invisibility, pass without
trace, spider climb; 3rd–find the gap (Draconomicon, p.113), magic
circle against good, misdirection, nondetection; 4th–freedom of
movement, locate creature, modify memory
Improved Uncanny Dodge (Ex): Bubbagump cannot be flanked except by rogues of at least 10th level or higher.
Hide in Plain Sight (Su): Bubbagump can use the Hide skill even
while being observed. As long as he is within 10 feet of some sort of
shadow, he can hide himself from view in the open without having
anything to actually hide behind. He cannot, however, hide in his own
Death Attack: See the 3.5e Dungeon Master’s Guide, p. 180.
Poison Use: Bubbagump is well-trained in the use of poison and
never risks accidentally poisoning himself when applying poison to a
Alternate Form (Su): As a standard action, Bubbagump can take the
form of a grotesque creature covered in rubbery, slimy purple-and-black
skin, with apparently boneless limbs, clawed feet and hands, and a
mouth full of oversized, pointy teeth. This form has no effect on his
abilities or skills, but is particularly loathsome to behold. Other
creatures receive a –1 morale penalty on their attack rolls when
Bubbagump is in this alternate form.
True Strike (Su): Once per day, Bubbagump can gain a +20 insight
bonus on a single attack roll. In addition, he suffers no miss chance
against a target that has concealment or total concealment when making
* Bubbagump’s challenge rating has been slightly reduced to
account for the fact that he is not maximized to be the most powerful
character build possible. I abhor that sort of artificial rules
manipulation, and so opted instead to build the character in a manner
more consistent with how circumstances allowed him to attain his
Bubbagump Grumblefoot has acquired a number of unique magic items
during his years of service to the Lord of Entropy. He was led to some
through divine revelation, others he received as gifts or tributes from
other Tharizdunites, and some he actually paid to have crafted. Most of
the following items are little more than combinations of lesser magic
items, while some are truly unique. Please note that Bubbagump
possesses several “standard” items not listed here, and individual DMs
are encouraged to supply him with whatever seems necessary for the
situation. Bubbagump also has a considerable hoard of coins and jewels,
and he is not shy about spending them if he discovers a need for a
particular item. Of course, he’s likely to kill the merchant and take
his money back, but that’s another story.
Amulet of the Survivor
Bubbagump found this amulet of amethyst and black iron around the
neck of a corpse he encountered on the dark side of Luna. The being who
wore the amulet was apparently the last defender of a strange
Tharizdunite temple complex, as his body was found surrounded by the
bones of humanoid creatures who bore some resemblance to the Cairn
Builders and whose equipment bore symbols resembling the holy symbols
of Beory and Obad-Hai.
The amulet grants the wearer a +6 enhancement bonus to
Constitution. It also toughens the wearer’s skin, providing a natural
AC bonus of +4.
Moderate (DC 19) transmutation; Price 68,000 gp.
Armor of the Shadowed Slayer
The Shadowed Slayer was a legendary assassin of immeasurable skill
who served the Lord of Entropy more than 2,000 years ago in the Suel
Empire. Originally a halfling, his body was grotesquely twisted by a
variety of alchemical substances he imbibed to increase his power.
Bubbagump received this glinting, untarnished mithral chain
shirt of apparent Elven manufacture from the spirit of the original
Shadowed Slayer when he visited the ruins of an ancient Tharizdunite
shrine hidden in the mountains west of the Sea of Dust. He has spent
considerable time researching the original slayer’s alchemical recipes,
but with no success.
The +6 mithral shirt provides a +15 competence bonus on Balance,
Escape Artist, Hide, and Move Silently checks. In addition, the wearer
can ignore any damage dealt by the first 60 feet of a fall. Regardless
of how far the wearer falls, he can always land on his feet if he so
Strong (DC 22) abjuration, conjuration, illusion, and transmutation; Price: 60,850 gp.
Boots of the Swiftkiller
The Swiftkiller, an insane slasher credited with more than 200
murders, prowled the streets of Rauxes during the final years of Ivid
the Undying. He disappeared quite mysteriously shortly before that city
suffered its historical downfall.
Bubbagump spent considerable time and effort researching the
Swiftkiller some years ago, believing him to be a follower of the Lord
of Entropy. He did eventually find the final resting place of the
infamous fellow, but all he could gain from the body was these fine
black leather boots. They are crafted in the fashion once preferred
among the nobles of Rauxes, though their soles are soft and made for
sneaking rather than riding.
While wearing boots of the Swiftkiller the wearer gains a
+10-foot enhancement bonus to his speed if he is neutral evil, chaotic
evil, or chaotic neutral. This is a continuous effect and requires no
activation. If the wearer is a devotee of Tharizdun (possesses the True
Believer feat), a constant pass without trace effect is also in place
and the wearer is immune to the effects of both fatigue and exhaustion.
Strong (DC 25) conjuration; Price 4,000 gp.
This worn leather vest is the same garment Bubbagump was wearing
when his fate changed so many years ago. He has never been able to part
with it, and has paid a number of wizards considerable sums to enchant
it with various properties. Of course, he slew each one afterwards.
While wearing this vest, Bubbagump gains a +2 competence bonus on
Sleight of Hand, Open Locks, and Move Silently checks, and a +2
competence bonus on Reflex saves. In addition, he deals an extra 1d6
points of damage when making a sneak attack.
The vest also has four pockets (two breast and two waist
pockets), each of which functions as a glove of storing. The wearer of
the vest can cause any item weighing less than 20 pounds that can be
held in only one hand to disappear, mentally designating in which
pocket the item is to be stored. With a simple mental call, and as a
free action, the item can be retrieved, immediately appearing once more
in either hand, as the wearer wishes. As with a glove of storing, each
pocket can only hold one item in stasis at a time. Note that in
addition to any items kept in stasis within the pockets, each pocket
can be used normally. Items stored normally in the pockets cannot be
magically summoned and do not count against the pocket’s magical
Upon command and as a free action, the vest can clothe the wearer
in a field of illusion, allowing a +10 bonus to Hide checks. The wearer
can mentally modify this illusion to adopt a disguise as with the
disguise self spell. The Hide bonus and disguise self effect cannot be
used simultaneously, but inasmuch as the use of each is a free action,
this seldom causes any hardship.
Strong (DC 21) divination, illusion, and transmutation; Price 58,000 gp.
Celanon was a Nyrondan duelist who pretended to noble blood and
greatly enjoyed tormenting those weaker than himself. He delighted in
using this weapon to humiliate his foes by reducing them to drooling
idiots before finishing them off.
During his time as a beggar on the streets of Rel Mord Bubbagump
dared to touch the hem of the haughty half-elf’s tunic to beg a copper
for some bread, and in return he received a sound thrashing. When he
came to his senses some time later, Bubbagump found the pompous bully
and slit his throat, taking his prized rapier as a trophy. He later had
the weapon magically shrunk to fit his own hand, and when he took up
residence in Greyhawk’s Slum Quarter Bubbagump had its appearance
further altered so its bejeweled elegance wouldn’t attract attention
from the neighborhood’s many thieves. It now resembles a slightly
warped, plain, halfling rapier with a bit of rust on the blade.
The +3 rapier provides a +6 bonus to its wielder’s attack and
damage rolls when used to make a sneak attack. In addition, a
successful attack deals 1 point of Wisdom damage. A critical hit does
not multiply this Wisdom damage, and creatures normally immune to
critical hits are not subject to it, nor are creatures that do not
possess Wisdom scores.
In addition, three times per day the wielder can use the weapon
to make a touch attack that deals 1d6 points of Wisdom damage.
Creatures normally immune to critical hits or without Wisdom scores are
also immune to this Wisdom damage.
Strong (DC 21) necromancy and evocation; Price: 104,630 gp.
Daggers of the Twisted Mind (Bubbagump’s Enhanced Version)
These pitted, black +4 daggers of ancient manufacture are
evil-aligned and thus bypass the corresponding damage reduction. Each
deals an extra 2d6 points of damage against all of good alignment. As a
pair they bestow one negative level on any good creature attempting to
wield them. The negative level remains as long as at least one dagger
is in hand and disappears when both are no longer wielded. This
negative level never results in actual level loss, but it cannot be
overcome in any way (including restoration spells) while at least one
of the daggers is wielded.
While held, both daggers drip with a vile form of injury poison
(Fort DC 15, 1d6 Str/1d6 Str). Any creature normally subject to
insanity spells must also make a DC 20 Will save or be stricken
permanently insane as per the spell. (Designer’s note: 3.5e D&D
does not include rules for specific forms of insanity, since mental
illness is difficult to handle through game mechanics. However, it is
highly recommended that DMs including daggers of the twisted mind in
their campaigns consult the 1e DMG for more information, substituting
one of the forms of madness on pages 83-84 of that worthy volume for
the effects of the 3.5e insanity spell.)
By speaking the appropriate command word, the daggers become
sheathed in crackling black negative energy. Devoted followers of
Tharizdun (those with the True Believer feat – Complete Divine, p. 86)
take no damage from this, but all others take 1d4 points of
Constitution damage for each round at least one of the daggers is held
while the effect is activated. This effect lasts until another command
word is spoken to end it. While activated, each dagger deals an extra
1d10 points of damage to any living target (or 2d10 points against a
good outsider) on a successful hit.
Further, upon a successful critical hit by either dagger, the
weapon explodes with negative energy dealing an additional 2d10 points
of damage (4d10 to good outsiders) to the primary target, plus 1d10
points of damage to any creature within 5 feet who is not a follower of
If not used together, each dagger functions only as a +3 dagger
with no other properties, though wielders of good alignment still
receive a negative level. If one dagger is placed in the hands of any
being devoted to Tharizdun who has the True Believer feat, its mate
will automatically transport to the same location, even if held, locked
away, or otherwise hidden. (Note: Bubbagump has paid heavily to have
his daggers’ enchantment modified such that they will automatically
transport to him if either is ever lost, thus preventing his rivals in
the cult of Tharizdun from ever getting their hands on his most prized
Strong (DC 21) evocation [evil], necromancy; Price: 50,000 gp each.
Harness of the Deep Death Lord
The Deep Death are a clan of duergar assassins operating in the
vicinity of the drow city of Erelhei-Cinlu. Bubbagump was dispatched to
find and hire them when he worked for the Temple of All-Consumption
years ago, and he barely managed to do so without losing his life. He
later returned to the Deep Death’s secret underground fortress to study
their methods, stealing this magical harness from the clan’s leader
when he left.
The harness of the deep death lord is a standard climbing harness
made of thick leather and studded with iron. It adds to the wearer’s
Strength score in the form of an enhancement bonus of +6. When worn it
also provides 60-foot darkvision, use of the dwarven stonecunning
ability, a +2 bonus to Constitution, and a +2 resistance bonus to saves
against poison, spells, or spell-like effects.
The harness is fitted with ten small pockets, each of which seems
large enough to hold only a few coins. Each actually functions as a
small bag of holding and can holy up to ½ cubic foot or 5 pounds of
non-living matter. No object with any dimension exceeding 6 inches can
be placed in one of these pockets. Anything placed inside a pocket
effectively has 1/10th its normal weight, so a full pocket weighs only
½ pound at most.
In addition, two secret pockets lie behind each visible one, for
a total of thirty pockets in all. The hidden pockets can be accessed
only through a command word. A true seeing spell reveals the presence
of the hidden pockets but not the command word needed to open them.
Even when a pocket is full it never bulges, so the harness of the Deep
Death lord stuffed with 150 pounds of items still looks like an
ordinary climbing harness.
To place any object in storage one must merely press the object
into the harness. Doing so while speaking the command word places the
object in one of the hidden pockets. Placing an item in a pocket
(hidden or visible) is a move action that does not provoke attacks of
opportunity. Naming a stored object and speaking a second command word draws
the named object out of the pocket and places it in the wearer’s hand.
Doing this is a move action that does not provoke attacks of
opportunity. The wearer can also reach into one of the ten regular
hidden pockets and draw out an item, just as if retrieving a stored
object (a move action that does provoke attacks of opportunity).
A casual search won’t reveal any objects placed in the harness,
and searching the visible pockets cannot reveal anything stored in the
hidden pockets. It is possible to use a Sleight of Hand check to pluck
something out of one of the ten visible pockets, but only someone
wearing or holding the harness can access the hidden pockets, and then
only with the correct command word.
Finally, 3 times per day the wearer can cause the harness to
cover his body with a coat of super-slippery grease that lasts for up
to an hour. Designed to aid movement through tight underground spaces,
this property provides the wearer with a +10 competence bonus on all
Escape Artist checks while the grease remains. Also, the wearer can
attempt Escape Artist checks to escape from grapples or pins as a move
action rather than as a standard action.
Moderate (DC19) conjuration and transmutation; Price 47,900 gp.
Sling of the Void’s Vengeance
Apparently made from the tentacle of some strange, alien creature,
this sling was created by the faranth, a mysterious race of creatures
that once ruled a sizeable portion of the northeastern Flanaess
millennia ago. The faranth prefer to use dominated slaves when possible
rather than fighting themselves, and this sling was originally made for
one of their most skilled thralls. Bubbagump received the weapon as a
gift when he visited the lost faranth capital.
This +4 sling imbues ammunition launched from it with an
explosive charge of evil fire. When a target is hit with a stone or
bullet fired from the sling of the void’s vengeance, the shot explodes
in a burst of black and violet flames, dealing an extra 4d6 points of
vile damage to the target (no save). In addition, each creature within
10 feet of the target when the stone explodes is showered in flame from
the burst and takes 2d6 points of vile damage (Reflex DC 22 negates).
The sling of the void’s vengeance is consecrated to Tharizdun
through a number of horrid rites. Because of this, ammunition flung
from it causes an extra 2d6 points of damage to all targets of good
alignment and is considered evil for the purpose of bypassing damage
reduction. It bestows two negative levels on any good creature
attempting to wield it. The negative levels remain as long as the sling
is in hand and disappears when it is no longer wielded. These negative
levels never result in actual level loss, but they cannot be overcome
in any way (including restoration spells) while the sling is wielded.
When the sling of the void’s vengeance scores a critical hit
against a living creature it bestows one negative level on the target.
Twenty-four hours after being struck, if the negative level or levels
have not been purged, the subject must succeed on a DC 18 Fortitude
save for each negative level or lose a character level permanently.
Strong (DC 23) evocation [evil] and necromancy; Price 86,300 gp.
||Average Score: 5