Tuesday, 10 August 2021

Challenge Accepted

Jack-a-lope: Init +3; Atk antlers +3 melee (1d3); AC 14; HD 1d3; MV 40’; Act 1d16; SP see below; SV Fort -3, Ref +6, Will +0; AL N.

Go West from Sour Spring Hollow a good step, or find yourself slinging lead on some Weird Frontiers, and you just might encounter a jack-a-lope. Truth be told, the glow deserts of the post-Apocalyptic future are as good a habitat for these critters as any, whether it be in Umerica or Terra A.D.

Of course, you shouldn't assume that every jack-a-lope you might encounter is the same. So roll that d14, and see how the one you encountered is different!

1. Bounding: This pinkish jack-a-lope can leap up to 40'. If it does so as part of an attack, it gains a +1d bonus on the dice chain to both attacks and damage. Legend says that this type of jack-a-lope can also teach new-shorn lambs to dance with the rattlesnakes, although exactly what that means is a mite unclear....

2. Al Mirage: This jack-a-lope has only a single horn, but does +1d damage with it. It can teleport using an Action Die up to 60' away. Finally, it can create illusions of standing water within 120' (Will DC 15 to disbelieve) once per hour.

3. Carnivorous: Gains a bite attack for 1d4 damage, and Action Dice increase +1 step up the dice chain. Crits as a monster with twice its Hit Dice.

4. Giant: Increases Hit Die, Action Die, and damage by +1d on the dice chain. Gains +2 hp per Hit Die. Gains +10 move (+20 if rolled a second time, then +30, etc.). Each time this is rolled increases Fort save by +2 and decreases Reflex save by -1.

6. Beloved of Radu: Blessed by the Prince of Rabbits, this jack-a-lope has a +10 bonus to all saves and 6 additional Hit Dice.

7. Tibbar-kin: The jack-a-lope drains the life of other creatures, and can target any creature within 120'. Roll a Action Die +4 to determine the Fort DC to resist. The jack-a-lope drains 1d7 hp, which are added to its hit point total, unless the target saves.

8. Just the Bait: The jack-o-lope has a symbiotic relationship with a nearby monster, drawing in the curious and distracting them so the other creature can attack. Possibly descended from an escapee of a spaceship that crashes in some peaks....

9. Better, Stronger, Faster: +1d to Action Dice and damage. Speed increases by +20'; Reflex saves and Initiative increase by +4. Jack-a-lope gains an additional Action Die.

10. Luck Thief: If you spend Luck within 100' of this jack-a-lope, make a DC 16 Will save, or the jack-a-lope gains hit points equal to your spent Luck, and there is no other effect.

11. Luck Eater: Every successful attack made by the jack-a-lope permanently consumes 1d3 points of its victim's Luck.

12. Bunny Combo A: Roll 1d6 and 1d8. Apply both results. Identical results stack.

13. Bunny Combo B: Roll 1d6, 1d8, and 1d10. Apply all three results. Identical results stack.

14. Bunny Combo C: Roll 1d6, 1d8, 1d10, and 1d12. Apply all four results. Identical results stack. If you roll a "12". that means you also gain Bunny Combo A for a total of 5 modifications.


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