Postfest XIII (Brewfest 2009):Bubbagump Grumblefoot–The Halfling Horror Part 3 |
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Posted on Mon, January 11, 2010 by LordCeb |
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bubbagump writes "“Like arrows in the hand of a warrior are the children of one’s youth. Blessed is the man who fills his quiver with them!” –Psalm 127:4-5a
Postfest XIII (Brewfest 2009): Bubbagump Grumblefoot – The Halfling Horror, Part III
Bubbagump’s Children
“There is nothing more blessed than being a father, for children
are the treasure that brings joy to one’s old age and the legacy that
makes life worth living. Happy is the man who loves his children and
brings them up in the ways of righteousness.” – Bubbagump Grumblefoot,
to the paladin Talasek Thraydin, who heartily agreed.
As mentioned in Part I of this series, Bubbagump Grumblefoot has
fathered three children by his former wife Verma. Each of these was
subjected to horrifying magical and spiritual rituals to the point that
none of their former nature remains. In addition to magical aging
(since Bubbagump couldn’t be bothered to wait until they grew up
naturally), each has been fundamentally altered, twisted and changed
into a monster that lives only to serve Bubbagump’s insane will. Though
the children outwardly appear to be extremely well-behaved,
disciplined, and otherwise normal halfling youths, their true forms are
grotesque and misshapen, revealing the terrifying truth of their
corruption. Though all three are intelligent and quite powerful, they
yet have the minds of toddlers, as no amount of magic can provide the
experience that only comes with age.
The oldest child, Milo, outwardly appears to be a handsome, young,
dark-haired halfling on the cusp of manhood. He is lithe and strong,
though rather shy and quiet. Though he is capable of polite
conversation and is very well-mannered, he much prefers to avoid social
contact. A certain otherworldly strangeness plays about him, for unless
he is looked at directly he seems swathed in shadows that blur his
features and obscure his movements. Those who do not know his true
nature are often uncomfortable when he is about, feeling they are in
the presence of a slavering monster that is about to pounce upon them
from the darkness, in spite of the fact that they can see no obvious
cause for their discomfiture.
Bubbagump most often uses Milo as a spy, sending him to gather
information about those who might someday prove dangerous. Since Milo
is the most intelligent of the children, Bubbagump also uses him as a
bodyguard when he must travel among Greyhawk’s polite society. When he
is not accompanying his father or spying on those in power, Milo spends
most of his time playing with his large pile of wooden building blocks.
He shows a talent for building, though the castles he constructs are
often rather forbidding and many of his blocks have been chewed into
disturbing shapes.
Milo Grumblefoot CR 21
Male unique creature
CE Small outsider
Init +4; Senses darkvision 60 ft.; Listen +9, Spot +9
Languages Common, Halfling; family link
AC 28, touch 15, flat-footed 23; (+5 natural, +5 Dex) Dodge, Mobility, improved uncanny dodge
hp 112 (16 HD); fast healing 7; DR 10/+3
Immune ability damage, ability drain, acid, cold, evil spells, and negative energy effects
Resist electricity resistance 15 SR 23
Fort +11, Ref +25, Will +12 (cloak of resistance +4); evasion
Spd 30 ft., fly – 60 ft. (cloak of the bat)
Melee backstabber +21/+16 (1d4+11/x3) and backstabber +21 (1d4+11/x3) or bite +16 (1d6+18/x2; disruptive attack)
Ranged +4 dread sling +21 (1d3+10/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +11; Grp +12
Atk Options Spring Attack, sneak attack +5d6 (backstabber), true strike
Special Actions disruptive attack, open portal, summon spell dampening
Combat Gear backstabber (Epic Level Handbook, p. 133)
Abilities Str 21, Dex 20, Con 18, Int 16, Wis 6, Cha 4
SQ hide in plain sight, trapfinding, trap sense +2, thrall to Bubbagump, family link
Feats Combat Reflexes, Dodge, Improved Two-Weapon Fighting, Mobility, Spring Attack, Two-Weapon Fighting
Skills Balance +17, Bluff +11, Climb +17, Escape Artist +17, Gather
Information +10, Hide +24 (cloak of the bat), Listen +15, Move Silently
+19, Open Locks +18, Search +18 (+14 to find magic traps), Sense Motive
+9, Sleight of Hand +17, Spot +18, Tumble +19, Use Magic Device +18
Possessions +3 mithral shirt, +4 good outsider dread sling (Epic
Level Handbook, p. 130), backstabber x2 (Epic Level Handbook, p. 133),
cloak of resistance +4, ring of mind shielding, winged boots
Alternate Form (Su): As a standard action Milo can take the form
of a gaunt, grotesque, black-skinned humanoid somewhat resembling an
emaciated bipedal frog with clawed hands and feet. In this form his
head is topped by a greasy shock of wiry black hair and his oversized,
fang-filled jaws hang slack and drooling. His abilities remain
unchanged in this form, while foes receive a -1 morale penalty on their
attack rolls.
Death Knell (Su): Five times per day Milo can draw forth the
ebbing life force of a nearby dying creature to fuel his own power.
This functions as a death knell spell (CL 15th).
Disruptive Attack (Su): Milo deals an additional 7 points of vile
damage any time he touches or bites uncorrupted, living, corporeal
non-outsiders.
Energy Drain (Su): Living creatures hit by a Milo’s bite attack
gain one negative level. For each negative level bestowed, Milo gains 5
temporary hit points. He can use this ability no more than once per
round.
Family Link (Su): Each of Bubbagump’s children is telepathically
linked to Bubbagump and the other children. This link allows telepathic
communication with a range of up to 1 mile. Bubbagump can use the link
to see, hear, smell, and feel through his children, though for them the
link only provides mental communication.
Greater Death Knell (Su): Once per year Milo musters enough
negative energy to perform a greater death knell. This ability
functions as a death knell spell (CL 15th), except the hit points and
Strength gained are permanent. If the target succeeds on a DC 15 Will
save Milo actually loses 1d8 hit points permanently and takes 2 points
of Strength drain.
Open Portal (Su): Milo can use Open Lock checks to force magic
portals to open without the correct device, spell, or key. When he
makes this special Open Lock check, he applies his Intelligence
modifier to the roll, not his Dexterity modifier. A typical portal is a
DC 30 check to open. This requires a full-round action, and once
opened, a portal remains open for 1d4+1 rounds.
Summon Spell Dampening (Su): Three times per day Milo can create a
dampening field that extends 100 feet in every direction. Summoning and
calling spells and spell-like abilities are suppressed within this
radius. The dampening field lasts for 10 rounds.
Thrall to Bubbagump: Milo responds to the commands of his father,
whether issued mentally through the family link (see above) or spoken
directly, as if dominated, with no save allowed.
True Strike (Su): Once per day Milo 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 this
attack.
Eldon Grumblefoot, in spite of the fact that he is only three years
old, appears to be a strapping, somewhat stocky halfling lad in his
mid-adolescence. He has a friendly face and is usually smiling. Eldon
is the most conversational of the three children, though the topic of
his conversation usually revolves around his many stuffed animals,
which he refers to as his “babies”. Eldon is not often allowed outside,
as when he becomes excited or nervous his true nature begins to show
itself. At such times his skin begins to drip with black-mauve slime,
which predictably causes some consternation among those who do not know
what he is.
Eldon has been trained as the primary guardian of his father’s
lair. He spends the majority of his time patrolling the hallways,
usually with one or two of his “babies” in tow. He is also quite fond
of his mother, whom he continually annoys with his presence, getting
underfoot and leaving a trail of slime on whatever she has just
finished cleaning. If he encounters an intruder in Bubbagump’s lair,
Eldon becomes a cunning and determined foe, tracking the intruder
relentlessly. At times Bubbagump has used this tracking ability to his
advantage, sending Eldon to find and destroy those who threaten his
plans.
Eldon Grumblefoot CR 22
Male unique creature
CE Small outsider
Init +5; Senses all-around vision, blindsense 60 ft., darkvision
120 ft., low-light vision, penetrating sight; Listen +9, Spot +17
Languages Common, Halfling; family link
AC 20, touch 14, flat-footed 16 (+6 natural, +4 Dex); split
hp 182 (18 HD); fast healing 9; DR 10/+3
Immune ability damage, ability drain, acid, cold, evil spells, negative energy effects; ooze traits
Resist electricity resistance 15 SR 23
Fort +16, Ref +13, Will +9 (+11 vs. all mind-affecting spells and effects)
Spd 30 ft., climb 30 ft.
Melee 6 tendrils +25 (1d6+5 plus paralyzation + disruptive attack)
Space 5 ft.; Reach 5 ft. (10 ft. tendrils)
Base Atk +15; Grp +16
Atk Options true strike, Power Attack, Cleave
Special Actions mortification, disruptive attack
Abilities Str 20, Dex 18, Con 26, Int 10, Wis 11, Cha 1
SQ hide in plain sight, thrall to Bubbagump, family link
Feats Alertness, Blind-Fight, Cleave, Improved Initiative, Improved Trip, Power Attack, Stealthy, Track
Skills Climb +23, Hide +18, Listen +18, Move Silently +22, Search +18, Spot +18, Survival +18, Use Magic Device +8
All-Around Vision (Ex): In his ooze form Eldon’s entire body
functions as an eye, granting him the ability to see in all directions
at once. This makes him impossible to flank.
Alternate Form (Su): As a standard action Eldon can take the form
of a horrible black-and-mauve ooze somewhat resembling a black pudding.
So frightening is his appearance in this form that other creatures
receive a –1 morale penalty on their attack rolls.
Death Knell (Su): Six times per day Eldon can draw forth the
ebbing life force of any nearby dying creature to fuel his own power.
This functions as a death knell spell (CL 18th).
Mortification (Ex): As a full-round action Eldon can flow over a
helpless living creature’s body to cause a form of rapid putrefaction.
This inflicts 2d8 points of damage each round and ravages the victim’s
body, causing him to become fatigued. Plants and plant creatures take
double damage from this effect. Damage caused by mortification bypasses
damage reduction and energy resistance, and even works against
corporeal undead. Incorporeal creatures are unaffected, of course.
Disruptive Attack (Su): Eldon deals an additional 9 points of vile
damage any time he touches uncorrupted, living, corporeal
non-outsiders.
Energy Drain (Su): Living creatures hit by one of Eldon’s tendrils
or coming into contact with his body gain one negative level. For each
negative level bestowed Eldon gains 5 temporary hit points. Eldon can
only use this ability on one target per round, though he can choose to
have it effect any target with whom he comes into physical contact
during the round.
Family Link (Su): Each of Bubbagump’s children is telepathically
linked to Bubbagump and the other children. This link allows telepathic
communication with a range of up to 1 mile. Bubbagump can use the link
to see, hear, smell, and feel through his children, though for them the
link only provides mental communication.
Greater Death Knell (Su): Once each year Eldon musters enough
negative energy to perform a greater death knell. This ability
functions as a death knell spell (CL 18th), except the hit points and
Strength gained are permanent. If the target succeeds on a DC 12 Will
save Eldon actually loses 1d8 hit points permanently and takes 2 points
of Strength drain.
Hide in Plain Sight (Ex): Eldon can control the shape and
pigmentation of his ooze form such that he can use the Hide skill even
when being observed.
Paralyzation (Ex): Any creature struck by Eldon must make a DC 21
Fortitude save or become paralyzed for 1d6 minutes. The save DC is
Constitution-based.
Penetrating Sight (Su): Eldon can see through up to 2 feet of
wood, 6 inches of stone or metal, and 1 inch of lead as if it were only
a ghostly image. He is immune to visual figments (such as major image)
and glamers (such as invisibility).
Split (Ex): Slashing and piercing weapons deal no damage to Eldon
when he is in his ooze form. Instead he splits into two pieces that
rejoin once the offending blade or object has passed through.
Thrall to Bubbagump: Eldon responds to the commands of his father,
whether issued mentally through the family link (see above) or spoken
directly, as if dominated, with no save allowed.
True Strike (Su): Once per day Eldon 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 this
attack.
Bubbagump has met a number of Oerth’s most powerful and influential
beings since he first surrendered to the call of Tharizdun, but of all
those he has met perhaps the only one he truly fears is his young
daughter, Seraphina. In her “normal” form she appears as an
unremarkable halfling pre-adolescent girl. Though not particularly
attractive, she possesses the cuteness typical of all halfling
children. Her real nature is apparent to those who look closely,
however, for whether she is smiling or frowning, her eyes seem dead,
cold, and empty. Seraphina rarely speaks or shows emotion, though she
is capable of doing so and has been ordered to react appropriately when
in public.
Because she is an undeniably effective combatant, Bubbagump most
often uses Seraphina as his personal bodyguard. She usually accompanies
him when he must go out in public. To explain her reluctance to speak,
Bubbagump has made it known that she suffered a head injury as an
infant. This lie has proven to be of benefit, since those who have
heard of it tend to see Bubbagump as an admirable, doting father who
seeks only to care for his “poor, simple-minded little girl”. He keeps
a close watch on Seraphina in public, however, for he is painfully
aware that her madness dwarfs his own and that she could cause
tremendous harm if she decides to throw a tantrum. It is this madness
that causes him to fear her, for when it is upon her he has no control
over her actions. Were she to throw a tantrum directed at him, he would
be hard pressed to defend himself.
At home Seraphina spends most of her time locked in her room
playing quietly by herself. She has quite a collection of dolls, which
she delights in torturing and dismembering for hours on end. She is
also quite fond of her brothers and sometimes follows them about,
quietly engaging in whatever foul and depraved games they may invent.
Bubbagump has given strict orders that she is to be locked away anytime
he is at home, since on three former occasions he found her standing
behind him or over his bed, in each case eyeing him hungrily with drool
dripping from her fangs.
Seraphina Grumblefoot CR 19
Female unique creature
CE Small outsider
Init +5; Senses darkvision 60 ft.; Spot +13, Listen +4
Languages Common, Halfling; family link
AC 25, touch 11, flat-footed 24 (+5 natural, +2 Dex)
hp 185 (18 HD); fast healing 9; DR 10/+3
Immune ability damage, ability drain, acid, cold, electricity, fire, evil spells, and negative energy effects
Resist –; SR 30
Fort +11, Ref +9, Will +8
Spd 30 ft., climb 30 ft.
Melee 4 tentacle claws +24 (2d6+9, disruptive attack)
Space 10 ft.; Reach 10 ft. (15 ft. tentacle claw)
Base Atk +12; Grp +17
Atk Options Cleave, Power Attack, rend (4d6+18), slowing gaze (DC26), true strike, disruptive attack, tantrum
Abilities Str 29, Dex 12, Con 25, Int 8, Wis 1, Cha 9
SQ penetrating gaze, thrall to Bubbagump, family link
Feats Ability Focus (gaze), Alertness, Blind-Fight, Cleave, Improved Initiative, Power Attack (+1 feat)
Skills Climb +21, Listen +4, Spot +13
Alternate Form (Su): As a standard action Seraphina can become a
grotesque parody of normal appearance, taking on a tragic, corpse-like
countenance with sunken eyes, drawn features, and taught, sallow skin
that may cause some to think she is undead. In this form her arms are
replaced by four long, elastic tentacles, each of which is tipped by a
clawed hand. Her mouth also enlarges, becoming filled with slavering
fangs. Other creatures receive a –1 morale penalty on their attack
rolls against Seraphina when she is in this form.
Death Knell (Su): Six times per day Seraphina can draw forth the
ebbing life force of any nearby dying creature to fuel her own power.
This functions as a death knell spell (CL 18th).
Disruptive Attack (Su): Seraphina deals an additional 9 points of
vile damage any time he touches uncorrupted, living, corporeal
non-outsiders.
Energy Drain (Su): Living creatures hit by one of Seraphina’s
tentacle claws gain one negative level. For each negative level
bestowed Seraphina gains 5 temporary hit points.
Family Link (Su): Each of Bubbagump’s children is telepathically
linked to Bubbagump and the other children. This link allows telepathic
communication with a range of up to 1 mile. Bubbagump can use the link
to see, hear, smell, and feel through his children, though for them the
link only provides mental communication.
Greater Death Knell (Su): Once each year Seraphina musters enough
negative energy to perform a greater death knell. This ability
functions as a death knell spell (CL 18th), except the hit points and
Strength gained are permanent. If the target succeeds on a DC 11 Will
save Seraphina actually loses 1d8 hit points permanently and takes 2
points of Strength drain.
Madness (Ex): Seraphina is incurably insane. In combat she has a
5% chance each round to behave erratically, acting as though affected
by a confusion spell for that round only. Even when having one of her
“spells” she will not attack Bubbagump.
Penetrating Sight (Su): Seraphina can see through up to 2 feet of
wood, 6 inches of stone or metal, and 1 inch of lead as if it were only
a ghostly image. She is immune to visual figments (such as major image)
and glamers (such as invisibility). It still requires line of effect to
a target in order to utilize her slowing gaze.
Rend (Ex): If Seraphina hits the same target with at least two
tentacle claw attacks she latches onto the opponent’s body and tears
the flesh. This attack automatically deals an additional 2d6+18 points
of damage.
Slowing Gaze (Su): Targets who meet Seraphina’s dead, hollow eyes
are slowed for 1d6 rounds. This effect has a 30 ft. range and a
successful Will save (DC 22) negates. This save DC is Charisma-based.
Tantrum (Ex): In any round in which Seraphina takes at least 20
points of damage, there is a 10% chance she will throw a tantrum. The
effects of this tantrum are similar to a barbarian’s mighty rage
ability, granting a +8 bonus to Strength and Constitution, a +4 bonus
to Will saves, and a -2 penalty to AC. A tantrum lasts until the last
available foe is slain, and afterward Seraphina returns to her normal
state. During a tantrum Seraphina cannot be dominated or otherwise
mentally controlled, even by her father.
Thrall to Bubbagump: Eldon responds to the commands of his
father, whether issued mentally through the family link (see above) or
spoken directly as if dominated, with no save allowed. Seraphina is
only able to ignore Bubbagump’s commands when her madness (see above)
is upon her.
True Strike (Su): Once per day Seraphina can gain a +20 insight
bonus on a single attack roll. In addition, she suffers no miss chance
against a target that has concealment or total concealment when making
this attack.
Unkillable (Ex): Seraphina can only be permanently killed if her
body is placed in a location that has been consecrated or hallowed and
is then completely destroyed (by total immersion in acid, for example,
or by a disintegrate spell)."
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Average Score: 5 Votes: 2

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