Flash of Inspiration [Archive] - Wizards Community

Post/Author/DateTimePost
Lord Schpungus

10-12-05, 11:07 PM
Courtesy of Vorpal Tribble:

TRIVIAL MATTER
Tiny Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 20 (+2 size, +6 Dex, +2 natural)
Base Attack/Grapple: -8/-9
Attack: Slam +9 (1d4-2)
Full Attack: Slam +9 (1d4-2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trivia
Special Qualities: Darkvision 60 ft, Mindsense 30 ft
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 6, Dex 23, Con 13, Int --, Wis 8, Cha 15
Skills: —
Feats: Weapon Finesse B
Environment: Civilized areas
Organization: Solitary, pair, or mass (15-45)
Challenge Rating: 2
Advancement: —
Level Adjustment: —
A Trivial Matter is a small clump of black fuzz. Trivial Matters feed on the repressed mental conflict that drives society. As such, they clump together, hanging in the shadows of civilization. Most people don’t notice their Trivial Matters until there are too many of them to deal with.

Trivia (Su): Every 1d4 rounds, as a standard action, a Trivial Matter can pose a conundrum to everyone around it. Everyone within 60 ft must make a Will save (DC 14) or become confused for 1d4 rounds. This is a sonic, mind-affecting effect. The DC is based on Charisma and includes a +2 racial bonus.
Mindsense (Su): Trivial Matters can automatically pinpoint creatures with an Intelligence score (and not under the effect of Mind Blank or similar effects) within 30 ft.
Lord Schpungus

10-13-05, 07:59 PM
no one?
The Vorpal Tribble

10-13-05, 08:13 PM
*snickers*

I'd totally forgotten about that thread... and it seems it was locked. Hoo boy...

Btw, I think maybe you should make it a vermin :D