Bob Saget (3.5e Creature)
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|Hit Dice:||4d10+5 (25 hp)|
|Armor Class:||11, touch 11, flat-footed 11|
|Attack:||Heavy Mace +1 (1d8)|
|Full Attack:||Heavy Mace +1 (1d8)|
|Special Attacks:||Bad Joke, Full House|
|Special Qualities:||Immunity to fire, cold, and knowing when to stop making bad jokes. Can call others of its kind at will.|
|Saves:||Fort -1, Ref +5, Will +15|
|Abilities:||Str 8, Dex 12, Con 8, Int 10, Wis 6, Cha 16|
|Skills:||Perform (comedy) +15, Intimidate +4|
|Feats:||Combat Reflexes, Chaotic Mind|
|Organization:||Solitary, Band (5), Gang (15), Army (20d20), Species (5,000d20)|
|Treasure:||2d20gp, Saget Locket, Sapphire cufflinks, scripts to episodes of Full House|
Bob Sagets are notorious for telling bad jokes and rambling on about nothing at all. Upon seeing one, adventurers are advised to stay away, since one will keep calling for more of its kind until you are overwhelmed by thousands of them.
Bob Sagets appear human, but then again, so did Hitler. If you can't beat one with one hit before it calls more of its kind, then don't attack at all.
Will call to summon more of its kind once engaged, which appear seemingly out of nowhere. They favor telling their bad jokes, stunning their opponent until they are close enough to attack with maces. Also will use their full house, a summoning ability that calls up two twin girls and one snobby brat, as well as a hobo that will come to live in your basement.
- Bad Joke
A bad joke that stuns the subject speechless for one full minute of pondering the meaning of their lives unless they make a will save of DC 13.
- Full House
Does absolutely nothing but annoy the player, really. Especially the freeloading hobo in your basement.