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Forums: Creatures
Here are some creatures I designed. Some of them may not be entirely original, but you'll just have to look over that. I need someone to playtest them, and give some comments for improvement...
Moon mephit Small outsider (cold) Hit dice: 3d8 (13 HP) Initiative: +5 (+1 dex, +4 improved initiative) Speed: 30 ft., f;y 60 ft. (perfect) AC: 18 (+1 size, +3 dex, +4 natural) Attacks: 2 claws +4 melee Damage: claw 1d3 and 2 cold Face/reach: 5ft. by 5 ft./5 ft. Special attacks: Breath weapon, spell-like abilities, summon mephit Special qualities: cold subtype, Fast healing 2, damage reduction 5/+1, Saves: Fort +3, Ref +6, Will +3 Abilities: Str 10, Dex 17, Con 10, Int 12, Wis 11, Cha 15 Skills: Bluff +6, Hide +12, Listen +6, Move silently +9, Spot +6 Feats: improved initiative _ Climate/terrain: Any land and underground Organization: Solitary, gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types) Challenge rating: 3 Treasure: standerd Alignment: usually neutral good Advancement: 4-6 HD (small); 7-9 HD (medium-size)
Combat:
Note : Moon mephits resemble halflings with dragon-like wings. During daytime they seem to absorb light, and during the night they reflect the moonlight. Breath weapon: cone of darkness, 15 feet, damage 1d8 cold, Reflex half DC 12.
Spell-like abilities: 1/hour-magic missile, as cast by a 3rd level sorcerer. 1/day-deeper darkness, as cast by a 6th level sorcerer.
Fast healing (EX): A moon mephit heals only when exposed to moonlight.
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Sun mephit Small outsider (fire) Hit dice: 3d8 (13 HP) Initiative: +5 (+1 dex, +4 improved initiative) Speed: 30 ft., f;y 60 ft. (perfect) AC: 16 (+1 size, +1 dex, +4 natural) Attacks: 2 claws +4 melee Damage: claw 1d3 and 2 fire Face/reach: 5ft. by 5 ft./5 ft. Special attacks: Breath weapon, spell-like abilities, summon mephit Special qualities: Fast healing 2, damage reduction 5/+1, fire subtype. Saves: Fort +3, Ref +4, Will +3 Abilities: Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 15 Skills: Bluff +5, Hide +11, Listen +6, Move silently +7 , Spot +6 Feats: improved initiative _ Climate/terrain: Any land and underground Organization: Solitary, gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types) Challenge rating: 3 Treasure: standerd Alignment: usually neutral good Advancement: 4-6 HD (small); 7-9 HD (medium-size)
Combat:
Note : Sun mephits look like miniature elves with angel-like wings. Their bodies seem to radiate a faint light, but in fact only reflects sunlight. They have no distinct features when there is no sunlight to reflect. Breath weapon: Cone of light, 15 feet; damage 1d8, Reflex half DC 12.
Spell-like abilities: 1/hour-magic missile as the spell cast by a 3rd level sorcerer; 1/day daylight as the spell cast by a 6th level sorcerer.
Fast healing (ex): this only applies when the mephit is in direct sunlight.
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Faerie tiny fey HD: 1/2 d6 (2 HP) Initiative: +3 (dex) speed: 10 ft, fly 30 ft. (perfect) AC: 15 (+3 dex, +2 size) Attacks: dagger +0 melee damage: dagger 1d4-1 Special attacks: spells Special qualities: low light vision, charming aura Face/reach: 3ft bt 3ft/5ft saves: fort +0, ref+5, will +5 abilities: str 8, dex 16, con 10, int 14, wis 17, cha 15 Skills: Diplomacy +6, bluff +5, listen +5, spot +5 Feats: alertness _ Climate/terrain: temperate and warm plains and forest Organization: solitary or pair Challenge rating: 1 Treasure: 1/2 coins, 1/4 goods, no items alignment: any good Advancement: 1-2 HD (tiny); 3 HD (small)
Combat:
Note : Faeries are tiny elves with butterfly like wings. They are common in legends and faery tales, and are only seen when they wish to be. Faeries rarely get involved in fights, but when they do they make use of their charming aura to avoid being harmed. Faeries speak common and elven. Spells: The faerie can cast the following spells at will ,with a save DC of 14: daze, mending, hold portal, shield, comprehend languages, charm person, charm monster, calm emotions, whispering wind, detect thoughts.
Charming aura (su): All creatures of neutral or good alignment approaching within 30 ft. of the faerie must succeed a will save (DC 14) or become charmed (as by the charm person spel). Evil creatures must succeed a will save or become panicked for as long as they are in the radius of effect. This is always active, but can be supressed by the faerie at wil.
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Small beast HD: 1d10+1 (7 HP) Initiative: +2 (dex) Speed: 20 ft, fly 50 ft. (average) AC: 15 (+2 dex, +1 size, +2 natural) Attacks: Bite +2 melee, or 2 claws +1 melee Damage: Bite 1d6+poison, 2 claws 1d4+1 Face/reach: 5ft. by 5 ft./5ft. Special qualities: Darkvision 60 ft, poison Saves: Fort +3, Ref +4, Will +1 Abilities: Str 12, Dex 15, Con 13, int 2, wis 13, cha 7 Skills: wilderness Lore +5, Spot +5, Climb +4 Feats: Weapon finesse (bite), flyby attack (claw only) _ Climate/terrain: temperate and warm forest Organization: Solitary, pair, nest (2+3 or 4 young) or flock (6-18) Challenge rating: 1 Treasure: None Alignment: always neutral Advancement: 2-4 HD(small); 5-7 HD (medium size)
Combat:
Note : Dragon apes are a weird mixture of lizards, dogs and giant bats. They have batlike wings, the body of a wolf, and the head, legs and tail of a giant lizard. Their winds are usually yellowish, and their head, legs and tail yellowish green, and the eyes are yellow. The body is grey or black. Poison (Ex): In the dragon-apes mouth are small poison lobs, which release a small portion at will. Poison: Fort. save DC 13, initial damage: paralysis, secondary damage: none.
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