Gingerbread Man
Medium Construct
HD:4d10+3(25hp)
Init:+2
Speed:30ft
AC:15(+2dex,+3natural)
BAB/Grapple:+3/+5
Attack: Slam+5 melee (1d6+2 plus heat)
Full Attack: 2 slams +5 melee (1d6+2 plus heat), or candy cane+5 melee (1d12+3 plus trip)
Face/Reach:5ft/5ft (candy cane 10ft reach)
Special Attacks: Heat, Trip
Special Qualities: Scent of cinnamon, crumble, electricity and cold resistance 5, mindless, SR5
Saves:Fort+1,Ref+3,Will+2
Abilities:Str15,Dex14,Con-,Int-,Wis13,Cha12
Skills: None
Feats: Toughness
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Environment: Any Land
Organization: Any
CR:2
Alignment: Always Neutral
Treasure: 1 gingerbread man and 1 candy cane (magically shrinks and reforms when defeated)
Advancement: 5-9hd(medium), 10-18hd(large), 19-27hd(huge), 28-32(gargantuan)
Gingerbread men resemble 6 foot tall cookies bearing that name, weilding massive candy canes.Gingerbread men are mindless but possess common sense and personality that allows them to take commands for their true meaning and employ common sense.
Combat:
Heat(ex): Creatures hit by a gingerbread man's slam attack take 1d4 fire subdual damage. Creatures touching a gingerbread or making a natural attack or unarmed strike against them man takes 1 fire subdual. Creatures with the cold subtype take lethal damage instead.
Trip: A gingerbread man that hits with a candy cane can make an attempt to trip as a free action with a +2 circumstantial bonus.
Scent of Cinnamon(su): Creatures with the fire subtype within 60ft of a gingerbread man gain a +1 morale bonus to attacks and fortitude saves. Fire spells get a +1 bonus to DC and caster level.
Crumble(ex): A gingerbread hand hit by a bludgeoning attack must make a fortitude save dc:15 or take double damage from it. A bucket of water (treat as a range touch attack with a 10ft range) deals 1d8 acid damage to them.
Gift Golem
HD:2d10+3(14hp)
Init:+0
Speed:20ft
AC:14(+4 natural)
BAB/Grapple:+1/+2
Attack: Slam+2 (1d6+1 plus label)
Full Attack: 2 slams+2 melee(1d6+1 plus label), or +1 present ranged (20ft range, 10ft range increment) (1d4 plus explosion)
Face/Reach:5ft/5ft
Special Attacks: explosion, label, giftwrap, berserk, spell-like abilities, final gift
Special Qualities: SR12, Fire and electric resistance 5, spell vulnerability
Saves: Fort+0,Ref+0,Will+0
Abilities:Str13,Dex10,Con-,Int4,Wis11,Cha11
Skills:Listen+3, Spot+2
Feats: Toughness
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Environment: Any Land or Underground
Organization: Any
CR:1
Alignment: Usually neutral
Treasure: Final Gift
Advancement: 3hd(medium)
A gift golem is a vaguely humanoid conglomeration of presents, decorative ceramics, wrapping paper, ribbons, colored ornaments, boxes, and tree limbs. The feet are large packages, the head is a clay pot with a gift on either side, the hands are label-makers attached to boxes, and two glowing white candles that give off no heat or smoke serve as its eyes.A gift golem is an artifical creation with the essence of a small earth elemental trapped inside it, bound to the will of its creator.
Combat:
Explosion(su): Upon hitting the gift golem's present explodes in a firey burst dealing 1d12 fire damage to all within 10ft, reflex save dc:11 for half. A gift golem cannot use this ability two rounds in a row.
Label(su): A creature or object hit by a gift golem's slam attack must make a fortitude save dc:11 or have a runic label magically stamped onto them. A gift golem gains a +1 synergy bonus to attack and damage rolls against labeled creatures and objects.
Giftwrap(su): 3 times per day, a gift golem can cause a large box accompanied by ribbons and wrapping paper to rise forth and engulf a labeled creature unless it makes a successful reflex save dc:15 (+2 racial bonus to dc, +2 synergy bonus to dc). A gift-wrapped creature cannot cast spells with verbal components or move about. Somebody can open the package as a standard action. The person may try to break out with a strength check dc:17 as a full-round action or by dealing 12 points of damage to the box.
Berserk: Whenever a gift golem enters combat, there is a 3% chance the elemental spirit will regain control and recklessly smash about in primitive anger, most likely turning on its creator. The creator can make a command in an authoritative voice to try to regain control with an opposed charisma check, but may only do so once per day.
Spell-like abilities(sp): Once per day summon monster I, dancing lights,
Party Cracker, caster level 2, dc charisma based.
Spell Vulnerability(su): Arcane mark and
Party Cracker bypass a gift golem's spell resistance. A party cracker spell cast on it heals 1d4hp (including its own spell-like ability), and arcane mark forces it to make a will save or be treated as stunned for 1d4 rounds.
Final Gift(su): When destroyed (if under control at the time), the elemental spirit thanks its liberators by gathering together the last bit of magical energy to summon a present for each of them. The total value of the presents should be roughly equal to the appropriate encounter treasure value listed in the DMG, but the items should each be things desirable to the creature's defeaters. Listed below are some example presents for the iconic party.
Krusk: Masterwork great-axe with the orcish work for "smash" engraved on its blade
Devis: Golden mastework harp
Jozan: A pearl of power 1
Vadania: a weeks worth of food for her animal companion and some goodberries
Tordek: A masterwork sheild with his family symbol carved on it
Ember: A shirt
Alhandra: A masterwork item with "I smite you in the name of (her diety)" engraved on the blade
Soveliss: A +1 arrow
Lidda: A bag of gold coins
Hennet: A pair of pants that don't take 2 hours to unbuckle
Mailee: A calorie-enriched cheesecake with whipped cream and sugar on it
Nebin: A scroll of disguise self