D&D 3e (3.0/3.5) Rules
Small Humanoid (Swarm)
An irritating, high-pitched chatter fills the air, followed by the proclomation, "I'm bored!". Pedestrians flee the streets as a mass of bright, variegated colors surges down the road.
Some say the kender swarm is more frightening than the biggest dragon. That's mainly because most would rather jump into the dragon's mouth than deal with so large a group of kender.
The kender swarm, when entering combat, leads off with it's taunt ability to enrage and distract as many foes as it can.
Distraction: Any living creature that begins its turn with a kender swarm in its space must succeed on a DC 19 Will save or run away in fear, while losing all personal belongings, for 1 round.
Taunt: The target of this ability must make a successful Sense Motive check (DC 1d20+17) or take a -2 penalty to attack, armor class, and saving throws. The target is filled with the need to destroy the swarm.
Fearlessness: The kender swarm is completely immune to fear, magical or otherwise.
Author's Note: Happy APRIL FOOLS!
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