Deep in the woods, a broken-down shack sells tickets to spy vague glimpses of the Bowdler. Every day, widows and orphans crowd against the river banks to watch their loved ones, and to caution travellers against rowing across, knowing they will never return.
The Bowdler is a mockery of humanoid happiness and joviality. Appearing as a humanoid in orange formal attire and an orange cap, Bowdlers in their homes are very accommodating and, when playing crony to an evil ringleader, affably violent in the way of the gentlemen highwaymen of myth.
Bowdlers usually reproduce by inviting travellers into their homes, the peculiarities of their magic gradually making them one of them, for anyone who stays with a Bowdler becomes themselves a bowdler. However, in combat there is another method they employ, expedited, to bowdlerize their victims.
If an insignificant character becomes a Bowdler, use the stats below. If a significant character is Bowdlerized, their type becomes fey, they gain blindsight 10, get +3 natural armor, DR 2/cold iron, and the feats, spell-like abilities, and special abilities of the Bowdler. A player character is retired if they become a Bowdler.
-
Bowdler CR 5
NE Medium fey
Init +3; Senses blind-sight 10 ft.; Perception +12
DEFENSE
AC 20, touch 13, flat-footed 17 (+3 Dex, +4 armor, +3 natural)
hp 32 (7d6+7)
Fort +4, Ref +9, Will +8
DR 2/cold iron.
OFFENSE
Speed 30 ft.
Melee rapier +8 (1d6+4/19-20)
Ranged sling +8 (1d4/x3+touch of civilization)
Special Attacks bowdlerize
Spell-Like Abilities (CL 7rd; concentration +10)
At willâghost sound (DC 16), accept gift (DC 16)
1/dayâhideous laughter (DC 17)
STATISTICS
Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 16
Base Atk +6; CMB +8; CMD 22
Feats Weapon Finesse, Slashing Grace, Power Attack, Cleave
Skills Acrobatics +13, Bluff +13, Perception +12, Perform (sing) +13, Sense Motive +10, Stealth +14, profession (sommelier) +6
Languages Common, others based on original form
SPECIAL ABILITIES
All Mad (Ex)
Bowdlers are creatures touched by a peculiar form of insanity. Any attempts to read their minds or detect their thoughts automatically fail, and the caster makes a DC 25 will save or is stunned for one round. Additionally, so slippery are their minds that if, at the end of a Bowdlerâs turn, they are under the effect of a charm or compulsion effect, the effect may be negated.
Bowdlerize (SLA)
Whenever a Bowdler successfully hits an opponent in melee, they may inflict one of the following effects. If a character falls victim to all three effects, they become a Bowdler in the next 2d6 minutes.
--The Bowdler forces an orange coat on the victim. They must make a DC 15 reflex save or get -3 to hit and damage against Bowdlers.
--The victim forgets their name. They must make a DC 15 will save or treat Bowdlers as allies and their allies as enemies for the purposes of effects that relate to that. This is a mechanical effect that does not change their level of hostility.
--The victimâs face twists into a jovial grin. They must make a DC 15 fortitude save or their mental stats each become 12, or 14 if it is a stat they cast with.
Every time they succeed on one of these checks, they get a cumulative -2 to saves to avoid Bowdlerization. Each effect lasts for ten minutes.
Touch of âCivilizationâ (SLA)
If a creature with an ongoing magical effect is hit by a Bowdlerâs sling, they are targeted by a dispel magic effect with a caster level of 5.