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The Beastmaster - 3e custom monsters
Malevolant Playmate













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By Read my glowing, claw-like finger
















MALEVOLANT PLAYMATE
Small Outsider (Evil,Incorporeal)
Hit Dice: 1d8 (4hp)
Initiative: +1 (dex)
Speed: 20ft,Fly 40ft(good)
AC: 12(+1 dex,+1 size)
Attacks: Spell-like abilities,Possess
Damage: -
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Spell-like abilities,Possess
Special Qualities: Outsider Traits, Incorporeal, Charm Immunity
Saves: Fort+0, Ref+1,Will-1
Abilities: Str-, Dex12, Con10, Int12,Wis8, Cha16
Skills: Bluff+9, Hide+4, Craft (toymaking)+5
_________________________________
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge rating: Fiendling 3, Young terror 3.5, Child horror 4
Treasure: Double toys, half coins
Alignment: Always Nuetral Evil
Advancement: 1HD Fiendling, 2HD Young Terror, 3HD Child Horror
 
A malevolent playmate looks like a ghostly version of a child. It is often mistaken for some sort of undead. When it first reaches the material plane a Malevolent playmate's first objective is to find a child and make that child its "friend". It usually picks an abused or lonely child longing for some companionship. It will try to start the "friendship" by offering the child a magical toy created with its ability. It will ask the child not to tell anyone else about its existence and that is a secret. It will play with and comfort the child with all the earnesty of a real friend and tell the child that it is their best friend, but it is lying. In actuality the malevolent playmate views the child only as a tool to work through and to achieve its own evil goals. The playmate waits until its new "friend" is asleep and then possesses them. Using the poor child's body it goes about the town searching for a victim. When an appropriate target is found it uses its powers to weaken them and then finishes them of with its death knell, using its hypnotic powers to keep anyone nearby from seeing. It will later deny to the child that it has any knowledge of last nights terrible events. It then goes on, playing and frequently giving gifts to the child and keeping low until it can use its death knell again. It uses its high bluff check to avoid suspicion as long as it can, however eventually the charade ends. When this happens the Malevolent playmate leaves and searches for another small town to terrorize. Malevolent playmates reproduce assexually, a month after they have advanced to child terror they develope an egg, which they nurture by storing life force from death knell in. Once the egg has received three death knells worth of life force, the playmate implants it in a dying person. The egg drains one hit point per round until the person is dead, and then developes in the corpse for one year before hatching into a fiendling. Who suspects a child, let alone that childs imaginary friend?

COMBAT
Spell Like abilities (Sp): At will: Mage hand, Prestadigitation.
3/day: Invisibility. 1/per day:
Recneps' minor toy, Charm Person, Hypnotism
1/per week: Death Knell
Channeled Powers (Sp): These are spell-like abilities that a Malevolent playmate can only use through a possesed person. Any level:
1 per day: Hypnotism, Invisibility, Magic Missle, Energy Drain (1 level, on possessed person only)
Fiendling: At will: Chill Touch
Young Terror: At will: Chill Touch, Ghoul Touch
Child Horror: At will: Chill Touch, Ghoul Touch, Vampiric Touch
Death Knell (Su): A playmate's death knell is identical to the cleric spell except for the benefit the Malevolent playmate recieves. Instead of temporary levels, the playmate heals 4d8 points of damage and gains 1/4 permanent hit die. This is the only way it can advance it's hit dice. A Malevolent Playmate cannot advance its hit dice further once it has reached the Child Horror level.
Possess (Su): This ability is identical to a ghost's malevolence except that the playmate can only possess its friend. The victim remembers nothing. The caster level for a Malevolent playmate's spell-like abilities is that of a first level sorcerer plus the playmate's hit dice.