Crafted from the flesh, blood, and bone of dead corpses, fleshdolls are miniature 1-ft. tall puppets that are animated by unwilling spirits bound with evil necromancy. Products of the fleshdoll stage, the associated curse has a myriad of effects but none are more noticeable than this unnatural transference into one of these gruesome miniatures. Stitched, sewn, pinned, and cauterized—a fleshdoll’s physical appearance and level of aesthetic detail depends on the creativity and skill of the necromancer who created the grizzly golems of fleshcraft.
Creating a Fleshdoll
“Fleshdoll” is an inherited or acquired template that can be added to any living, corporeal creature. A fleshdoll uses all of the base creature’s statistics and special abilities except as noted here.
Challenge Rating: ½ the base creature’s.
Size: The creature’s size changes to Small.
Type: The creature’s type changes to construct and undead. Do not recalculate the creature’s base attack bonus, saves, or skill points, but remove all racial modifiers and race-based special abilities or special qualities.
Armor Class: The base creature’s natural armor bonus becomes +0 (if it had any to begin with).
Hit Points: The base creature loses 3 hit points per HD (to a minimum of 1), gains no bonus hit points for its size as a construct, and heals as an undead (taking damage from positive energy and healing from negative energy).
Defenses/Qualities: A fleshdoll retains all of the base creature’s special abilities and special qualities gained through class levels, as well as all of the immunities granted to the construct and undead types. Fleshdolls do not need to breathe, eat, drink, or sleep. Any abilities that are dependent upon the base creature’s original physical form (such as racial modifiers or race-based special abilities like darkvision and other physically-based qualities) are negated. Any feats or special abilities that involve the creature’s Constitution, such as Fortitude saves, are also negated.
Speed: ½ the base creature’s (minimum 5 ft.) Attacks: A fleshdoll treats weapons they wield as if they were two size categories larger when dealing damage, but are limited to one attack action using one weapon each turn.
BAB: ½ the base creature’s.
Spellcasting: Fleshdolls that cast spells using a somatic component must succeed a DC 25 Use Magic Item check (puppets are not anatomically accurate in every sense, and some gestures and intricate movements difficult to perform). There is no other limitation on spellcasting fleshdolls.
Language(s): Fleshdolls speak as a supernatural ability. While their tiny mouths move (provided their creator crafted them one), their voices are audibly projected from the doll in the likeness of the base creature’s original voice, though slightly more high pitched and with a hollow, squeaky quality.
Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson