Hey guys, I promise I'll finish Dragonlance Setting soon, but after seeing how some of my previously-written reviews were enjoyed I decided to port another one over here.
Click the image to be taken to the Drive-Thru RPG page.
*Clockwise from top left: the Mitt, the Ron'Pol Courtier Devil, the Santorum, and the Gingrich Newt. This image was taken from Drive-Thru RPG's product information page, so I assume that it's okay to post here. If something comes up I'll take it down.
For those who didn't keep up with the 2012 US Presidential elections, it was a crazy time. The election of Obama resulted in a new rash of political extremism among the Republican Party. Over 8 candidates joined the fray, adopting various GOP talking points. However, most of their policies were similar to each other's with some exception. Long story short, the candidates competed to see who could be more right-wing than the other.
The author of this book set out to create monstrous caricatures of 4 of these figureheads. Gamers sometimes feel angry at real-world problems, so the GOP Bestiary would serve as an outlet for player frustration.
"This is the reason for the creatures presented in The Bestiary of GOP, Grand Ol Predators. The monsters herein are evil, pure and simple. They want power over others, to enforce their beliefs onto the masses, or to kill, rob, and steal from others to make themselves rich. They are just plain ol evil predators and need to be dealt with for the betterment of civilization."
Courtier Devil CR 4
XP 1,200
LE medium outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness;
Perception +13
Defense
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2
Deflection)
hp 32 (5d10+5)
Fort +2, Ref +6, Will +9
DR 10/good or 5/silver; Immune fire, poison;
Resist acid 10, cold 10; SR 15
Weaknesses out-foxed
Offense
Speed 40ft.
Melee +1 longsword +8 (1d8+4/19-20), +1 dagger +8
(1d4+3/19-20)
Ranged +1 dagger +8 (1d4+3/19-20)
Special Attacks draining debate (1/minute, 1d4 Int or
Wis damage, DC varies)
Spell-Like Abilities (CL 12th)
Constantdetect good, fly, true seeing
At Willalter self, charm monster (DC 19),
mass suggestion (DC 21)
1/daysummon (level 3, 1 courtier devil or 6
lemures, 50%)
Statistics
Str 14, Dex 15, Con 13, Int 23, Wis 21, Cha 21
Base Atk +5; CMB +7; CMD 19
Feats Deceitful, Detect Expertise *, Improved Initiative
* See the magical sourcebook
Skills Bluff +13, Diplomacy +13, Disguise +13, Knowledge
(history) +11, Knowledge (nobility) +14,
Knowledge (planes) +14, Linguistics +11, Perception
+13, Profession (diplomat) +13, Sense Motive
+13, Spellcraft +11, Stealth +10
Languages Celestial, Draconic, and Infernal, plus 5
more
SQ hellish boon, telepathy
Ecology
Environment any (Hell)
Organization solitary
Treasure triple (+1 longsword, ring of protection +2, several
+1 daggers)
Special Abilities
Draining Debate (Su): A RonPols words have the ability to reduce a subjects ability and desire to think and reason for themselves. The courtier demon may make a Diplomacy check once per minute to convince a subject of the validity of his point of view, no matter how unreasonable or impractical it may sound. If the check succeeds, the subject must attempt a Will saving throw against the skill checks result as the DC. Failing this save results in 1d4 Intelligence or Wisdom damage, as the RonPol chooses. This heals the RonPol of 5 hit points or it gains 5 temporary hit points for 10 minutes (up to a maximum number of temporary hit points equal to its full normal hit points) per draining.
Hellish Boon (Su): Once a mortal has agreed to a deal with a RonPol regarding the exchange of its soul for what it desires, it gets one wish. This wish cannot affect the RonPol in any way, nor can it be bestowed on someone who has not willingly given their soul over to the courtier devil.
Out-Foxed: Obtaining two consecutive, successful Diplomacy checks that defeat the DC by 5 or more against a RonPol (and/or Bluff checks, if appropriate) made during a debate or negotiation confuses the courtier demon. Its stream of thought―its lies and false rationale― gets tumbled about and twisted in its own mind. This subjects the RonPol to a banishment effect with a save DC equal to the DC of the successful Diplomacy (or Bluff) check made against it. If the banishment fails, the RonPol remains but is confused for 1 round.
Mitt CR 1/3
XP 135
Mitt aristocrat 1
CE Medium humanoid
Init +0; Senses gold sense 120 ft.; Perception +6
Defense
AC 12, touch 10, flat-footed 12 (+2 armor)
hp 4 (1d8)
Fort +0, Ref +0, Will +4
Weaknesses wealth obsessed
Offense
Speed 30 ft.
Melee +1 rapier +0 (1d6/18-20)
Ranged +1 light crossbow +1 (1d8+1/19-20)
Statistics
Str 8, Dex 11, Con 10, Int 14, Wis 14, Cha 16
Base Atk +0; CMB -1; CMD 9
Feats Skill Focus (Profession: merchant)
Skills Bluff +11, Diplomacy +11, Knowledge (nobility)
+6, Perception +6, Profession (merchant) +6, Sense
Motive +6; Racial Modifiers +4 Bluff, +4 Diplomacy
Languages Common, Mittian
SQ social chameleon
Ecology
Environment wherever money is to be had. They will
frequently claim different areas as their home in
order to better ingratiate themselves to the communities
they will bleed of all wealth.
Organization solitary
Treasure NPC Gear (leather armor, +1 rapier, +1 light
crossbow with 20 bolts, 1d4x100 gp, other treasure
and jewellery)
Special Abilities
Gold Sense (Ex): A mitt is allowed an automatic DC 15 Perception check as a free action to sense the presence of gold within 120 feet.
Social Chameleon (Ex): No matter the circumstances, no matter how badly the evidence, facts, or odds may be stacked against a mitt, their innate ability to turn a situation on its head, deny the reality of the moment, and make everyone accept their version of reality is nothing short of astounding. Any time they fail a Bluff or Diplomacy check, mitt are able to make an immediate re-roll as a free action. This re-roll is only modified by their Charisma modifier, however. Do not add any skill modifiers.
Wealth Obsessed: Mitts are so obsessed with obtaining wealth that they must make a DC 15 Will save to pursue any objectives they do not see as leading to the acquisition of more financial worth. That is not to say they need to make a saving throw to eat, sleep, carry on a conversation or the like― matters of daily life and basic interaction may be carried out normally. Going to a party that offers no chance of making new trade contacts, helping a village of refugees out of a sense of charity, or funding mercenaries to defend a town a mitt has already evacuated its possessions from, on the other hand, would all require a saving throw.
This saving throw must be made every day such an objective is pursued. Even if the save is successful, every consecutive day the mitt is pursuing a goal that is not self-servingly financial in nature it will suffer a cumulative -1 penalty to Intelligence and Wisdom-based skill checks.
Gingrich Newt CR 3
XP 800
LE small magical beast (aquatic)
Init +2; Senses darkvision 60 ft., low-light vision,
scent; Perception +5
Defense
AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural,
+1 size)
hp 26 (4d10+4)
Fort +5, Ref +6, Will +3
Offense
Speed 40 ft., swim 40 ft.
Melee bite +4 (1d4), slam +0 (1d4)
Special Attacks poisoned tongue (15 feet, 1d6 plus
1d4 Con, DC 13), toxic presence (40 ft. radius, 1d4
damage and -2 to attack and skills, DC 13)
Statistics
Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 16
Base Atk +4; CMB +3; CMD 15
Feats Iron Will, Persuasive
Skills Bluff +5, Climb +4, Diplomacy +7, Perception
+5, Stealth +6, Swim +7; Racial Modifiers uses Dex
to Swim
Languages Aquan, Common
SQ amphibious, veil of appeasement (DC 15)
Ecology
Environment temperate or warm marshes and
aquatic
Organization solitary or mated pair
Treasure double
Special Abilities
Poisoned Tongue (Ex): Using a ranged touch attack, a gingrich can lash a target with its tongue. The tongue is barbed―so it will tear flesh and inflict 1d6 damage―and filled with poison. A gingrich cannot bite or use a slam attack in the same round it attacks with its tongue.
Injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d4 Con damage; cure 1 save
Toxic Presence (Ex): A gingrich is constantly surrounded by an invisible, toxic cloud with a 10 ft. radius per HD, requiring a Fortitude save by anyone getting close enough to breathe it in. Make a saving throw every round so long as the creature remains in the cloud. Failing the saving throw induces a coughing and nausea fit that imposes a -2 penalty to attack and skill checks (and may break concentration) and inflicts 1d4 damage.
An environment exposed to a gingrich long enough will become similarly poisoned by its toxins. Small bodies of water, such as ponds, streams, and springs the gingrich regulalry frequent will pass the toxin on to anyone who drinks of them and plants, fungus, etc. will become withered and sickly, emitting spores or the like that are as harmful as the gingrichs own toxins in a 10 foot radius. Weeks must pass in the gingrichs absence before water will be clear of the toxins, but plants may take months or even years to shake off this poison. The female gingrich newt does not possess this ability, nor is she immune to it. Male gingrichs, however, are immune to their own toxins, the toxins that result in the environment due to their presence, and that of other gingrich newts.
Veil of Appeasement (Sp): How other creatures may perceive these creatures, regardless of their actions, is constantly being influenced by a mind-affecting aura that makes others view a gingrich more favorably. Anyone with line of sight to a gingrich or hearing its words must make a Will save or become charmed, as per charm person (without the +5 save bonus if the creature is being threatened or attacked.) The save DC is Charisma-based.
Santorum CR 5
XP 1,600
NE medium undead
Init +2; Senses darkvision 60 ft.; Perception -2
Defense
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 45 (7d8+14)
Fort +4, Ref +4, Will +5
Defensive Abilities aura of anachronism
(120 ft. radius, DC 15),
channel resistance +4; DR 10/women; Immune undead
traits; Resist cold 10, electricity 10
Offense
Speed 30 ft.
Melee Bite +9 (1d8+4 plus drain female), 2 claws +4
(1d4+4/x3)
Space 5 ft. Reach 10 ft.
Special Attacks drain female (1d4 Constitution and
Strength, DC 15), frothy foulness (30-foot cone, DC
15, 4d6 acid)
Statistics
Str 19, Dex 15, Con ―, Int 5, Wis 7, Cha 14
Base Atk +5; CMB +9; CMD 21
Feats Combat Reflexes, Iron Will, Persuasive,
Power Attack
Skills Disguise +6, Intimidate +6, Knowledge
(religion) +4, Stealth +6
Languages any spoken in life; typically Common
SQ fanaticism
Ecology
Environment any
Organization solitary, some may be accompanied by
a fanatical offshoot cult of their faith consisting of
10-100 commoners and experts, 2-4 priests (1st level
clerics) and 1 high priest (3rd level cleric)
Treasure none
Special Abilities
Aura of Anachronism (Su): A santorums utter refusal to believe in the workings of science actually interferes with the proper functioning of such devices within a 120 foot radius of this monster. Anyone within this range who is wielding or operating a technological or alchemical item must succeed at a Will save or it will stop functioning until such time as it is removed from range and reactivated. Such an item within this range that is activated but has no wielder or operator automatically shuts off. The save DC is Charisma-based.
Drain Female (Su): A female of any species that is bitten by a santorum is sapped of its vitality, suffering 1d4 points of Constitution and Strength damage if it fails a Fortitude saving throw. This heals the santorum of 5 hit points or it gains 5 temporary hit points for 10 minutes (up to a maximum number of temporary hit points equal to its full normal hit points) per draining. The save DC is Charisma-based.
Fanaticism (Ex): Whenever a santorum is directly acting in what it believes to be beneficial to its gods cause, it gains a +2 to all dice rolls. It can also reroll any one die roll per round under such circumstances. This must be done directly after the initial dice are rolled. The santorum must abide by the second result even if the original roll was better.
Frothy Foulness (Ex): All of a santorums rage and foulness mixes in its bowels with whatever it has eaten to produce a foul, chunky and frothy mixture that can be expelled once every other round behind it, from its rectum. This deals 4d6 acid damage to a 30-foot cone. Those caught in the area can attempt Reflex saves to take half damage. The save DC is Charisma-based.