Alebrije
Monster Encyclopaedia II: The Dark Bestiary
Author J. C. Alvarez
Series Monster Encyclopaedia
Publisher Mongoose Publishing
Publish date 2005
Alebrijes (pronounced Ah-lay-BREE-hays) are disgusting, gaudy statuettes representing colourful gargoyles or imps. They are created by dark craftsmanship but having no supernatural power of their own, except in some exceptional cases where a true spirit of the lower planes decides to inhabit and animate the hellish figurine. In such occasions, an alebrije looks somewhat like a Quasit in a clown suit, or a gargoyle defaced by very creative, sensitive and thorough vandals. No one knows how an alebrije gains sentience, though it appears to be somehow related to the creature’s madness ability and its incredible power over imagination. The most widespread theory is the presence of a beastly spirit from some outer plane, taking over the figurine and giving it a predatory, animal instinct. Some sages even speculate that alebrijes are not constructs at all, but instead a lesser breed of gargoyle, pretending to be lifeless until prey comes within sight.
Its tiny, spindly body is covered with multicoloured scales. Its stunted wings are halfway between a dragon’s and a bat’s. Its disproportionately large claws are tinted with red paint simulating blood. Atop all of this lies a horned, misshapen humanoid head with big bulging eyes and a huge, bulbous and hairy protruding nose, surrounded by black geometric designs appearing as a mix of honeycomb and spiral motif, surely meant to appear as facial tattoos. The thing’s most startling feature is its almost lifelike, twisting red tongue, extending nearly one foot beyond its swollen red lips. Suddenly, to your horror, what at first seemed to be a lifeless, dreadful demonic effigy half leaps, half flies towards you with a crazed jumble of laughter, sizzling and hooting.
Alebrije | |
Tiny construct | |
Hit Dice | 3d10 (16 hp) |
Initiative | +3 |
Speed | 20 ft. (4 squares), fly 10 ft. (poor) |
AC | 20 (+2 size, +3 Dexterity, +5 natural), touch 15, flat-footed 17 |
Base Attack/Grapple | +2/-5 |
Attack | Claw +7 melee (1d3+1 plus madness) or bite +7 melee (1d3+1 plus madness) |
Full Attack | 2 claws +7 melee (1d3+1 plus madness) and bite +5 melee (1d3 plus madness) |
Space/Reach | 2½ ft. /0 ft. |
Special Attacks | Madness |
Special Qualities | construct traits, Darkvision 60 ft., Low-Light Vision |
Saves | Fort +1, Ref +4, Will +0 |
Abilities | Strength 12, Dexterity 17, Constitution -, Intelligence 3, Wisdom 8, Charisma 9 |
Skills | Hide +14, Jump +22 |
Feats | Multiattack, Weapon Finesse |
Environment | Any |
Organisation | Solitary |
Challenge Rating | 2 |
Treasure | None |
Alignment | Always chaotic evil |
Advancement | 4-9 HD (Small) |
Level Adjustment | +4 (Improved Familiar) |
Combat
An alebrije has no combat strategy to speak of, leaping madly into the fray without thought or hesitation. It does not seem to use its madness attack tactically or even consciously, acting as crazy as the victims of its power.
Madness (Su): The touch of an alebrije causes a specific kind of hallucinatory madness on targets. Any living, intelligent creature successfully hit by an alebrije’s claws or bite attack must succeed at a Fortitude save (DC 12, Strength based) or begin hallucinating as his senses are overloaded by the supernatural poison in the alebrijes claws. In game effects, this equals a confusion effect at caster level 5th.
Skills: An alebrije’s stunted wings do not allow flight, but they give the creature a +16 circumstance bonus on Jump checks. An alebrije uses its Dexterity modifier instead of its Strength modifier for all Jump checks and can take 10 on any Jump check regardless of circumstances.