As a thank you for making the Karma Roleplaying System Core Rules Book the current #1 seller at RPGNOW, here is a free bonus monster for use in your Karma games (well, storytellers may appreciate the free monster, but players might not!)
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Jabberwocky
Dragon (Extraplanar)
Con 2, Dex 1, End 2, Str 2, Int 1, Will 3, Wis 1, Wits 3, Cha 0, Emp 0, Fai 0, Psy 3
Alertness 7, Humanities 4, Magic (Psionic) 9, Popular Culture 4, Reflexes 5, Resilience 7, Weapon Group (Martial Arts) 4
DT 75, Mana 24, Karma 1
Special Qualities:
Dragon Qualities (PR 2, Magic Resistance 1)
Extraplanar Qualities
Innate Magical Ability: Aura of Fear (Void Element, Soul Impact). The Jabberwocky can radiate an aura of fear. This aura radiates out to a range of 25 feet around the creature. Anyone in the area of effect must succeed at a Mental Health check versus the jabberwocky's Magic check or become terrified for one round. Targets seek to keep their distance from the creature, and will recoil from it. Targets suffer a -4 penalty to any ability check that depends on the Willpower Attribute for the round. Targets that fail the check must immediately make a Spirituality check (CC) or be drained on one point of mana. This lost mana is absorbed by the Jabberwocky. The Jabberwocky can store this excess mana for up to 24 hours. Absorbed mana is used first when powering spells and powers.
Cloud of Confusion: The Jabberwocky's breath weapon is a Cloud of Confusion. The cloud covers a 40-foot diameter area. Anyone caught in the area of effect must make a Mental Health Check (CC) or become confused. Confused targets cannot cast spells, and suffer a -4 penalty to all other ability checks. The effect lasts for five rounds. The Cloud of Confusion has a secondary effect. Those that fail the Mental Health Check must immediately make a Spirituality Check (DC) or loose one point of mana. This mana can be restored normally. The lost mana is immediately absorbed by the Jabberwocky, replenishing its own mana pool. If the Jabberwocky has not burned any mana at the time of the absorption, it can store this excess mana for up to 24 hours. Absorbed mana is used first when powering spells and powers.
Natural Weapons x2: The Jabberwocky can attack with either its claw or bite. Either attack deals 10 DT on a successful check.
The Jabberwocky is a bizarre species of dragon commonly found in the Umbra. The Jabberwocky is believed to have originated from the nightmares of the Dreamscape. Somehow, the creatures escaped the Dreamscape and made their way into the Umbra. Recently, a few have found their way to the material plane, much to the dismay of adventurers everywhere.
The creature's appearance is enough to frighten most people before it even unleashes any of its powers. The Jabberwocky has a bloated body and a thin, serpentine neck that at first glance appears to be too weak to hold up its head. It has a flat face with huge, vacant eyes and an oversized mouth full of rows of teeth. The creature is slightly smaller than normal other dragons, weighing 6,000 lbs, and is about 30 feet long. Its wings are more batlike than dragonlike, and seem too small to actually get the creature airborne. Jabberwockies are clumsy fliers, and have difficulty navigating night corners.
Jabberwockies are anti-social, and will fight each other over a prime territory. They seem to lack the ability to cooperate with their peers in any meaningful way...a small blessing to those that have to deal with them.
Jabberwockies make their lairs in old ruins located not far from settlements, hoping curious children will come exploring. Jabberwockies feed on the energy generated by fear and confusion, and go to great lengths to frighten their prey. While most dragons prefer to avoid civilization, the Jabberwocky actively instigates trouble, hoping to attract stronger adversaries. When attacking a group, a Jabberywocky will always use its breath weapon first, and then proceed to pick off party members one by one. It will, if possible, leave one member alive, hoping that the victim will go gather more adventurers and come back. The creature is not suicidal, however, and if attacked by a superior foe will seek to flee and move on to a new location.
Unlike other dragons, jabberwockies do not covet treasures for the sake of treasure. Instead, they use treasure as bait to lure adventurers into traps. If a jabberwocky is forced to flee, it has no issue leaving its treasure trove behind. It can just build a new one later.
Recommended spells: Blink, Darkness, Fear, Fog, Invisibility, Minor Illusion, Psychic Onslaught, Shadow, Slow
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If you haven't picked up the Core Rules Book yet, you can take advantage of a special bundle package that includes not only the core rules book, but also Karmic Monsters, the Karmic Grimoire, and Elemental Gemstones.
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CONTEST!!!
Oh, by the way, do you recognize the jabberwocky image? Would you like a special discount on a Karma title of your choice? Send an e-mail to karma(at)bardsandsages(dot)com with the subject line JABBERWOCKY. If you correctly identify the original source of this image, we'll send you a $2.00 off coupon for your choice of Karma titles available at RPGNOW.com Be sure to include the title of the product you want the coupon code for in your entry. First 25 correct entries only.
Coupon code for RPGNOW.com and all affiliate shops. You will need an account at RPGNOW to claim the discount.


Comments: 3
I guess I could make you one, if you really needed it, Paul. ;-)