by Adam Frank and Tim Wallace
A man with a wild look in his eyes sits at a long table in front of a haphazardly placed tea setting. The table is scattered with teapots and teacups with no matching rhyme or reason. He wears a large green top hat with a card placed in the brim reading 10/6. He peacefully drinks from his place setting and when he reaches to top off his cup you see nothing pour from the spout.
MAD HATTER CR 6
CN Medium fey
Init +4; Senses low-light vision; Perception +10
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 71 (10d6+50)
Fort +8, Ref +11, Will +8
DR 5/cold iron; Resist fire 5
Speed 30 ft.
Melee tea party knife +11 (1d4+4/19-20)
Special Attacks hat trick, tea party knife
Spell-Like Abilities (CL 10th; concentration +11)
Str 12, Dex 19, Con 20, Int 11, Wis 5, Cha 12
Base Atk +5; CMB +6; CMD 20
Feats Outflank[APG], Precise Strike[APG], Slashing Grace[ACG], Weapon Finesse, Weapon Focus (dagger)
Skills Bluff +14, Knowledge (geography) +13, Knowledge (local) +13, Knowledge (planes) +10, Perception +10, Perform (oratory) +14
Languages Common, Sylvan
SQ madness, solo tactics
Other Gear dagger, handy haversack (in the form of a top hat), courtier's outfit, broken pocket watch (worth 187 gp, 5 sp)
Hat Trick (3/day, DC 16) (Sp) This ability functions as mythic plane shift, except that the Hatter uses his hat as the focus for the spell, and he can only bring one willing creature with him. In addition, he may use this ability as part of a melee touch attack to attempt to send an unwilling target to a random location within Wonderland. The save DC is Charisma-based.
Madness (Ex) The Mad Hatter uses his Charisma modifier on Will saves instead of his Wisdom modifier, and is immune to insanity and confusion effects. Only a miracle or wish can remove the Hatter's madness. If this occurs, the Hatter gains 6 points of Wisdom.
Solo Tactics (Ex) All of the Hatter's allies are treated as if they possessed the same teamwork feats as the Hatter for the purpose of determining whether the Hatter receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the Hatter to receive the listed bonus.
Tea Party Knife (DC 16) (Su) The dagger wielded by the Mad Hatter or March Hare is treated as a masterwork weapon and as the ability to bypass hardness when attacking unattended objects, ignoring hardness less than 20. Those struck by the dagger must succeed at a DC 16 Will save or be confused for 1d4 rounds. If not wielded by the Mad Hatter of the March Hare, the knife becomes an ordinary dagger. The save DC is Charisma-based.
An absurd man in an absurd land, the Mad Hatter, after years and years of living in Wonderland is said to have been driven completely insane by the corrupting influence of the plane. He is always wearing a tattered green flared top hat with a card that reads 10/6 in its tea stained band. The hat itself has a few hatters pins sticking out from it appearance for easy access.
He is obsessed with riddles and special days. He always insists that the most special of days re those without any special meaning. He will be eager to invite any adventurer to his tea party if they accept he is constantly insisting they rotate seats for a “new cup.”
The Hatter has gained a nobles standing within the Queen of Hearts' court, as well as in the White Queen's court. He has tremendous political power within both courts and will commonly work as a messenger between both queens. The Hatter has several neutral friends in Wonderland as well including the Cheshire Cat, the March Hare, and others of undecided standing within the courts. No one is exactly certain why the Queen of Hearts puts up with The Mad Hatter's dual loyalties, nor why she grants him so much power within her court.