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Small Aberration
Hit Dice: 3d8+3
Initiative: +6 (+2 Dex, +4 initiative)
Speed: 40ft
Armor Class: 17 (+1 size, +2 Dex, +4 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: Tail axe +3 melee or 2 electric rays +2 ranged touch
Space/Reach: 5ft by 5ft/5ft
Special Attacks: Electric ray
Special Qualities: Damage reduction 5/+1, distort luck, electric immunity
Saves: Fort +2 Ref +3, Will +1
Abilities: Str 14, Dex 15, Con 12, Int 18, Wis 6, Cha 10
Skills: Bluff +5, Climb +7, Escape Artist +7, Hide +7, Listen +3, Move Silently +7, Search +8, Spot +8
Feats: Expertise, Improved Initiative, Improved Trip, Weapon Focus (ray)
Environment: Cold or temperate plains and mountains
Organization: Solitary, pair or disaster (4-7)
Challenge Rating: 3
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: 4-9 HD (Small), 10-14 HD (Medium)
Level Adjustment: 0
Bobillies are small, bizarre creatures with an insatiable curiosity and a tendency to have bad things happen to those near them. A bobilly is truly a strange creature; it has one large blue eye on its small head above a tiny mouth. The neckless head is attached to a cylindrical body with six legs, each with a tiny set of human-like hands, which it can use to manipulate objects and walk on. Their torsos have two large, rounded antennae on them; these antennae produce electricity that the bobilly uses to warm and defend itself. They are three feet long and weigh about 100 pounds. They are quite fond of food. They speak Common and Sylvan in high-pitched voices. They are fond of bashers, and often follow them around. This can lead to chaos, as bobillies like to recklessly push buttons and their presence causes strange things to happen. CombatBobillies only fight to defend themselves, but their very presence can cause bad things to happen anyway. When fighting, they prefer to use their electric rays.Electric Ray (Ex): A bobilly can fire these rays twice a round every 3 rounds, at a range of 60 feet.Distort Luck (Su): The bobilly emanates a wave of chaos that causes strange things to happen. All creatures within 20 feet of a bobilly cannot detect traps. Also, traps are not set off by a bobilly. They instead affect the next creature to pass into the trap's area. This of course, has limits. An obviously visible trap, like a pit, is still detectable, and a bobilly cannot cross it. However, a magically glamered pit remains undetectable, and the bobilly can walk over it with ease. The next creature to cross it, however, falls. The bobilly can’t suppress this aura.Skills: Due to the clarity of their one eye, bobillies gain a +5 to all Spot and Search checks.Habitat/SocietyAlthough they are highly intelligent, bobillies chaotic natures prevent them from forming anything resembling a society. Instead, they live in family groups, called "disasters" by most bashers. Although they are native to the Prime, a few have mysteriously migrated to Limbo, where they feel right at home (in the more hospitible zones, of course). In fact, some slaadi have taken a liking to bobillies and adopt them as pets. 0EcologyIn the wild, bobillies feed on fruits, nuts and eggs, but they'll take human food if they can get it. Their blood is prized by mages, who use it as a material component for electricity-related spells.
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