Facada, Club

Monster Encyclopaedia II: The Dark Bestiary

Monster Encyclopaedia II

Author J. C. Alvarez
Publisher Mongoose Publishing
Publish date 2005
OGL Section 15 me2

The material below is Open Game Content

Club Facada

Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 7d8+21 (52 hp)
Initiative: +9
Speed: 30 ft. (6 squares)
AC: 23 (+5 Dex, +6 deflection, +2 natural), touch 21, flat-footed 18
Base Attack/Grapple: +7/+11
Attack: Club of ill-fortune +13 melee (1d6+5) or club of ill-fortune +14 ranged (1d6+3)
Full Attack: Club of ill-fortune +11/+6 melee (1d6+5 plus ill-fortune) and club of ill-fortune +11 melee (1d6+3 plus ill-fortune) or club of ill-fortune +12/+7 ranged (1d6+5 plus ill-fortune) and club of illfortune +12 ranged (1d6+3 plus ill-fortune)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Clubs of ill-fortune, fortune’s taunt, quest of failure, spell-like abilities
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., facada traits, fortune’s mask, resistance to acid 20, cold 20, electrical 20, fire 20 and sonic 20, spell resistance 18
Saves: Fort +14, Ref +16, Will +16
Abilities: Str 19, Dex 21, Con 17, Int 21, Wis 21, Cha 23
Skills: Balance +13, Bluff +15, Concentration +11, Disguise +13 (+15 acting in character), Escape Artist +12, Hide +12, Intimidate +15, Jump +13, Knowledge (arcana) +12, Listen +12, Move Silently +13, Perform (act) +24, Perform (juggling) +24, Sense Motive +13, Sleight of Hand +17, Spot +13, Tumble +13
Feats: Improved Initiative, Skill Focus (Perform (juggling)), Two-Weapon Fighting, Weapon Focus (club)B
Challenge Rating: 7
Advancement: 8-13 HD (Medium), 14-21 HD (Large)
Level Adjustment: +5

You see what appears to be a humanoid in a scarlet harlequin suit, with red and white face paint. It is juggling a set of seven clubs painted red and green. When it sees you, its grin turns to a frown and it attacks, brandishing its clubs as weapons.

Club facadas (also called red facadas) are sent to the mortal plane to hamper success and curse endeavours, for which they use their clubs of ill fortune. Each club facada carries fourteen clubs, painted red and/or green, which it uses alternatively to attack (either as thrown or melee weapons) and perform juggling acts. All club facadas ‘wear’ primarily red clothing.

Combat

Club facadas like using their clubs and spell-like abilities in combination, first cursing enemies (by club or magic) and then striking them (also by club or magic) when they are vulnerable.

A club facada can hold up to four clubs in each hand while juggling the rest in the air. When the creature is not using any of its clubs, it can make it disappear, instantly summoning it again if the need arises. A club facada can alternately use its clubs for ranged and melee attacks, even during the same full attack action, without penalty.

Clubs of Ill-Fortune: In the hands of a red facada, these clubs gain a +1 magical enhancement bonus and can be thrown with a 5 foot range increment. They work as normal clubs for any other creature. A target successfully hit by a club of ill-fortune wielded by a red facada must succeed on a Will save (DC 19, Charisma based) or suffer a –1 penalty on all attack and damage rolls, a –2 penalty on skill checks and a –1 penalty to Armour Class for 2d4 rounds.

Fortune’s Taunt (Su): Will save DC 19, caster level 7th. Red facadas use this ability to make targets do stupid things, causing them to fail at their endeavours.

Quest of Failure (Sp): Once per day, a club facada can impose a special geas/quest as the spell of the same name, at caster level 14th, upon an intelligent creature within 30 feet. The save DC is 22 (Charisma based). This ability is always used to compel the creature to fail at any task, causing it to suffer the full effects of the geas/quest every day it succeeds on any die roll against a set DC. This does not affect Armour Class, Initiative or opposed rolls/checks such as grappling. A red facada cannot impose any other kind of geas/quest.

Spell-Like Abilities: At will–bane (DC 17), dimension door, disguise self, dispel magic, doom (DC 17), entropic shield; 1/day–bestow curse (DC 19), crushing despair (DC 20), spell turning. Caster level 7th. Save DCs are Charisma based.

Skills: A club facada gains a +8 racial bonus on all Perform checks.

Page tags: 3x facada monster outsider
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