Headless Mule (3.5e Monster)

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Author: Bhu (talk)
Date Created: 11/11/2014
Status: Finished
Editing: Clarity edits only please
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Headless Mule
Size/Type: Large Magical Beast
Hit Dice: 5d10+15 (42 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 Size, +1 Dex, +5 Natural), touch 10, flat-footed 14
Base Attack/Grapple: +5/+12
Attack: Hoof +7 melee (1d4+3)
Full Attack: 2 Hooves +7 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Hallucinatory Pheromones
Special Qualities: Darkvision 60', Scent
Saves: Fort +7, Ref +5, Will +4
Abilities: Str 16, Dex 13, Con 16, Int 14, Wis 16, Cha 16
Skills: Listen +7, Spot +7
Feats: Ability Focus (Hallucinatory Pheromones), Endurance
Environment: Warm Plains
Organization: Solitary, Pair, or Group (3-12)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 6-10 HD (Large)
Level Adjustment: ---


"Bert...ever since we bought this mule...the world seems...strange..."

Despite the name Headless Mules are not actually headless. Ask anyone their origin story, and you'll get some weird bizarre crap about a woman sleeping with a priest and being cursed to become a headless mule that spits fire and rainbows, and haunts the countryside on Thursdays.

In reality, this particular species of mule has evolved to use magic as a defense in a similar manner to the Pale Horse. Except instead of seeing the Mule as some incarnation of death, victims get a reeeeeeeeally bad trip. The hallucinatory effect is responsible for the many crazy origin stories regarding the Mule, several local towns in the area, and a great many legends that don't make a damn bit of sense to anyone other than the towns residents, and some really hardcore drug addicts.

Combat[edit]

Headless Mules are rarely required to be involved in combat. Most of the time they chew grass while watching predators freak out curled up in a fetal position. They have seen many things. Horrible things. The world should be glad they cannot speak of them.

Hallucinatory Pheromones(Su): Any creature within 60' of a Headless Mule must make a DC 17 Willpower Save or go batshit crazy and begin hallucinating (Save DC is Cha based). If the Save is Failed the opponent is affected as if by a Major Image spell, with the exception that the Mule doesn't need to concentrate, nor does it choose the hallucination. The victims subconscious does. Obviously no one needs to be told there's bad times a'comin'. If the victim fails the Save by 5 or more or rolls a Natural 1, it's fears come to life, and they are affected by a Phantasmal Killer spell instead.


Back to Main Page3.5e HomebrewMonsters

AlignmentAlways Neutral +
AuthorBhu +
Challenge Rating3 +
EnvironmentWarm Plains +
Identifier3.5e Monster +
Level Adjustment--- +
RatingUndiscussed +
SizeLarge +
TitleHeadless Mule +
TypeMagical Beast +