d20 Future: CODEX GALACTICA
During World War II, countless mechanical problems and electrical failures plagued the aircraft of the United States Army Air Force and the British Royal Air Force. Some of these malfunctions resulted in crashes that killed entire crews. Pilots and crew often claimed that the failures were due to “gremlins”—little creatures that sneaked aboard aircraft and disabled vital components, often while the airplanes were in flight. Some of the fly boys whose planes suffered such “attacks” even claimed to have seen little creatures lurking in dark corners of their planes’ cabins or—stranger still—odd shadows clinging to the wings or the engine housings during flight. Although military forces around the world deny their existence, these “gremlins” are quite real. Malicious in the extreme, they dwell high in the sky and call themselves jynxes. A jynx is a fey creature about as tall as a human child. It has sharp, needle like teeth and talons, and a pair of small wings juts from its back. Its eyes are black, and they often gleam with a malicious light.
For many years, jynxes have resented the noisy, smelly,man made flying machines that regularly invade their territory. Consequently, they seize any opportunity to attach themselves to passing airplanes and rip holes in the wings,tear out vital engine components, or snarl wiring. Some-times, aided by their natural invisibility, jynxes even venture earthward to tamper with grounded aircraft. They steal aboard planes and jets to tangle parachutes, disconnect hoses, and puncture hydraulic systems. Once they have finished with their deadly work, these spiteful and sadistic creatures enjoy clinging to the skin of the doomed aircraft to enjoy watching its demise.
Electricity Immunity (Ex): A jynx is immune to electricity damage, though a successful attack that deals such damage causes it to become visible (see below).
Natural Invisibility (Su): A jynx remains invisible even when attacking. Any creature that correctly discerns its location despite being unable to see it has a 50% miss chance on melee and ranged attacks. This ability is always active, but the jynx can suppress or resume it at will as a free action.
Rending Claws (Ex): A jynx’s claws ignore the hardness of items made of wood, metal, or plastic.
Skill Bonus: A jynx gains a + 4 species bonus on Disable Device checks.
Spider Climb (Sp): A jynx can travel on any surface as though affected by a spider climb spell. This ability is always active.
Jynx: CR 1; Small fey; HD 1d6; hp 3; Mas 11; Init + 4; Spd 30 ft., fly 150 ft. (perfect); Defense 16, touch 15, flat-footed 12 ( + 1 size, + 4 Dex, + 1 natural); BAB + 0; Grap – 6; Atk + 5 melee (1d3 – 2, claw); Full Atk + 5 melee (1d3 – 2, 2 claws) or + 4 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ electricity immunity, low-light vision, natural invisibility, rending claws, spider climb; AL chaos, evil; SV Fort + 0, Ref + 4, Will + 5; AP 0; Rep + 0; Str 7, Dex 18, Con 11, Int 15, Wis 16, Cha 14.
Skills: Balance + 8, Climb + 2, Disable Device + 10, Escape Artist + 8, Hide + 8, Jump + 2, Listen + 7, Move Silently + 8, Pilot + 8; Repair + 3, Search + 6, Spot + 7.
Feats: Dodge, Mobility, Weapon Finesse (claw).
Advancement: By character class.
Jynx Fast Hero 3: CR 4; Small fey; HD 1d6 plus 3d8; hp 17; Mas 11; Init + 4; Spd 30 ft., fly 150 ft. (perfect); Defense 20, touch 19, flat-footed 16 ( + 1 size, + 4 Dex, + 1 natural, + 4 class); BAB + 2; Grap – 4; Atk + 7 melee (1d3 – 2, claw); Full Atk + 7 melee (1d3 – 2, 2 claws) or + 6 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ electricity immunity, low-light vision, natural invisibility, rending claws, spider climb; AL chaos, evil; SV Fort + 1, Ref + 6, Will + 6; AP 1; Rep + 1; Str 7, Dex 18, Con 11, Int 15, Wis 16, Cha 14.
Skills: Balance + 14, Climb + 2, Demolitions + 8, Disable Device + 16, Drive + 7, Escape Artist + 14, Hide + 8, Jump + 4, Listen + 7, Move Silently + 8, Pilot + 11; Repair + 3, Search + 6, Spot + 7, Tumble + 12.
Feats: Acrobatic, Aircraft Operation (heavy aircraft), Aircraft Operation (jet fighters), Dodge, Mobility, Personal Firearms Proficiency, Weapon Finesse (claws).
Talents: Evasion, uncanny dodge 1.