Deadly Prankster (CR +3)

Practical jokes are often fun and amusing, and many enjoy the high and mighty suffering a lesson in humility via some clever and humorous jest. However, some pranks can go horribly wrong, or vicious and malevolent beings perform them with cruel and malicious intent, resulting in injury, mutilation, or even death. Those that find amusement in the suffering of others, whose practical jokes the fell powers of damnation notice often become what one calls a deadly prankster creature.

Creating a Deadly Prankster Creature

“Deadly prankster” is an acquired template that can be added to any creature with an Intelligence of 4 or higher (referred to hereafter as the base creature). A deadly prankster creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +3

Alignment: Changes to any Evil.

Special Abilities: A deadly prankster creature retains all the special abilities of the base creature, plus the special abilities as described below:

Banana Peel (Su): Once per day as an immediate action a deadly prankster creature creates an area in a 40’ radius that slows base movement to one-quarter normal, and creatures moving on that area’s surface must make a Reflex save or fall to the ground. Creatures trying to return to a standing position as a standard or move action must make an additional Reflex save or Acrobatics check (DC 10 + ½ the deadly prankster creature’s HD + its Cha modifier) or fall prone again. Creatures expending a full-round action to right themselves automatically succeed. Naturally, banana peel only affects creatures in direct contact with it. Deadly prankster creatures often combine this with stairs, slopped floors, or near other traps to make this effect deadlier.

Booby Trap (Su): A deadly prankster creature can set a special trap upon an area as a standard action so that it comes into effect under some condition it dictates when using this ability. The conditions needed to bring the trap into effect must be clear, although they can be general. In all cases, the trap trigger instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the booby trap may fail when triggered. The trap occurs based solely on the stated conditions, regardless of whether the deadly prankster creature wants it to.

When the trap triggers it opens up a 10-foot-by-10-foot extra dimensional hole in the ground or floor with a depth of 10 feet per two HD the deadly prankster creature possesses (maximum 100 feet) and summons a 10-foot square block of stone above the hole that falls, fitting seamlessly into the hole. If the hole is opened directly below a creature, the creature must make a Successful Reflex Save (DC 10 + ½ the deadly prankster creature’s HD + its Cha modifier) or be smashed into the hole, taking 1d6 points plus 1d6 for every 3 HD the deadly prankster creature possess of bludgeoning damage (max 6d6) from the block and 1d6 for every 10 feet it forces the creature to fall. Creatures are buried by the stone block at the bottom of the pit; it takes 1 minute to uncover a creature buried at the bottom of the pit; a buried creature can free itself with a successful Strength Check DC 19.

Upon a successful save any creature standing in the area where the deadly prankster creature first conjured the pit must make a Reflex saving throw to move to safely to the nearest open space (this does not provoke an attack of opportunity) but it still suffers the damage from being struck by the stone block as it leaves the area. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw (same DC), with a +2 bonus, to avoid falling into it, the pit remains in effect for 1 round per HD the deadly prankster creature possesses. At any point during the duration of the effect, other targets may be forced into this pit by means such as a bull rush (or a banana peel affecting the sloped area of the pit). Those creatures do not receive a saving throw.

The pit’s smooth, greased, stone walls have a Climb DC of 30 and a climber must make a successful Reflex save each round or be forced to move at half his climbing rate. Once the effect ends, the pit and the block disappear and the creature is deposited harmlessly on the surface. A deadly prankster creature can only have one booby trap in existence at a time; if a second is created, the first one (if still active) is negated. The deadly prankster creature also has the option of having a bucket of a non-lethal substance falling on the subject instead of the block and pit trap. This can include water, paint, tar, chalk powder, urine, feces, but upon a failed Reflex save it can inflict the sickened condition for 1 round per HD of the deadly prankster creature.

Kick Me (Su): Once per day as a swift action the deadly prankster creature can curse a subject (see bestow curse) within 60 ft. A creature subject to this curse can make a successful Will Save (DC 10 + ½ the deadly prankster creature’s HD + its Cha modifier) to negate the curse when it is first inflicted. This curse causes any creature that can see it from behind to kick the subject (this provokes an attack of opportunity if the kicking creature does not have Unarmed Strike or a natural attack such as hooves, though often the creature is caught flat-footed by allied attacks.) This functions as a telepathic suggestion; a successful Will suggestion effect.

Laxative Prank (Su): Once per day as a swift action the deadly prankster creature can curse a subject within 60 ft. A creature subject to this curse can make a successful Will Save (DC 10 + ½ the deadly prankster creature’s HD + its Cha modifier) to negate the curse when it is first inflicted. This curse causes a living creature experience explosive and sometimes bloody diarrhea, leading to dehydration and occasionally death. This deals 1d6 non-lethal damage each day and the target is fatigued and staggered until the curse is lifted.

Pie in the Face (Su): Once per day as a swift action the deadly prankster creature can make a ranged touch attack against any creature within 30ft. If it hits this burning hot pie deals 1d6 point of fire damage for every 2 HD the deadly prankster creature possess plus the subject must make a successful Fort save (DC 10 + ½ the deadly prankster creature’s HD + its Cha modifier) or be permanently blinded.

Prank Date (Su): Once per day as a swift action the deadly prankster creature can curse a subject within 60 ft. A creature subject to this curse can make a successful Will Save (DC 10 + ½ the deadly prankster creature’s HD + its Cha modifier) to negate the curse when it is first inflicted. This causes the subject to fall madly in love with another creature chosen by the deadly prankster creature that the cursed subject is aware of; The cursed creature’s attitude toward the second creature becomes helpful and a romantic attraction is created even if one would normally not be possible. Otherwise, the effects are similar to a philter of love. The deadly prankster creature often uses this to create bizarre or dangerous forms of attraction such as a fire elemental attempting to hug its beloved.

Running into The Window (Su): If a creature attempts to charge a deadly prankster creature, he hits an invisible wall of force that appears just as he enters the square when he would be able to make the attack. This arrests his forward movement, deals 1d6 points of non-lethal damage for every 10 ft. of movement the charging creature was attempting to make and knocks the creature prone. A successful Reflex save (DC 10 + ½ the deadly prankster creature’s HD + its Cha modifier) results in half damage and negates the knocked prone effect.

Abilities: Increase from the base creature as follows: Con +6 (+3 hp per HD, +3 to Fort saves, +3 to any of the base creature’s Constitution-based DCs), Cha +8 (+4 to Bluff, diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, +4 to any of the base creature’s Charisma-based DCs).

Skills: Deadly prankster creatures gain a +8 racial bonus on Craft (traps), Disable Device, and Bluff checks, these are always class skills for the base creature, and they can use them untrained.

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