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<blockquote data-quote="demiurge1138" data-source="post: 2498029" data-attributes="member: 7451"><p>Way back in the days of the 2e Monstrous Manual, the feyrs rocked. They kind of freaked me out when I was 9, and the corpulent, gnashing illustration captured my imagination. Too bad the 3e version's not very good. So I decided to fix that.</p><p></p><p><strong>Feyr</strong></p><p><strong>Small Aberration</strong></p><p><strong>Hit Dice: </strong> 4d8+12 (30 hp)</p><p><strong>Initiative:</strong> +3</p><p><strong>Speed:</strong> 30ft (6 squares)</p><p><strong>Armor Class: </strong> 19 (+1 size, +3 Dex, +5 natural), touch 14, flat-footed 16</p><p><strong>Base Attack/Grapple:</strong> +3/+0</p><p><strong>Attack:</strong> Bite +5 melee (1d4+1)</p><p><strong>Full Attack:</strong> Bite +5 melee (1d4+1)</p><p><strong>Space/Reach:</strong> 5ft/5ft</p><p><strong>Special Attacks:</strong> Fear</p><p><strong>Special Qualities:</strong> Amorphous, darkvision 60ft, immune to fear, low-light vision, SR 14, vulnerability to sunlight</p><p><strong>Saves: </strong> Fort +4, Ref +4, Will +5</p><p><strong>Abilities:</strong> Str 12, Dex 16, Con 16, Int 5, Wis 13, Cha 16</p><p><strong>Skills:</strong> Hide +11, Move Silently +8, Spot +7</p><p><strong>Feats:</strong> Ability Focus (fear), Stealthy</p><p><strong>Environment: </strong> Any land and underground (usually urban)</p><p><strong>Organization:</strong> Solitary, pair or brood (3-4)</p><p><strong>Challenge Rating:</strong> 4</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always chaotic evil</p><p><strong>Advancement:</strong> 5-8 HD (Small), 9-15 HD (Medium)</p><p><strong>Level Adjustment:</strong> -</p><p></p><p><em>A bizarre lump of flesh surges forth, a sickly oil-slick of color no larger than a small dog. Its many golden eyes glare balefully at you, several fanged jaws studding its belly gnashing. Its body is covered in tentacles, two large ones serving as propulsion and many others flailing wildly as it attacks.</em></p><p></p><p>Created by the congealed fear of humans, the creatures known as feyrs (pronounced “fears”) usually lurk in cities under siege, the prowling grounds of serial killers, and other communities under high tension. Not surprisingly, feyrs feed on fear, and when the atmospheric amounts of fear are insufficient, the feyr will stage bloody attacks to create panic.</p><p></p><p>Stupid creatures, feyrs understand little beyond random violence and how to affect crude ambushes. They do not even seem to understand their own weakness to sunlight, curiously regarding the new phenomenon until annihilated. As such, few feyrs survive their first few nights of existence, but if enough feyrs survive and thrive in a community, they may be driven by base urges to fuse with each other, forming the more powerful (and wily) great feyr.</p><p></p><p>A feyr is about 2 feet in diameter, with its longest tentacles reaching a length of about 4 feet. It weighs about 30 pounds. They do not speak.</p><p></p><p><strong>Combat</strong></p><p>A feyr always tries to attack from ambush, causing fear in as many opponents as possible. Once they have caused a satisfactory amount of panic, they retreat if possible, hiding again and finding a new target for random violence.</p><p></p><p><strong>Fear (Ex):</strong> All creatures within 60ft of an attacking feyr must make a Will save (DC 17) or be panicked for one minute. Creatures that save successfully are instead shaken for one round, and are immune to the fear effect of that feyr for 24 hours. This is a mind-affecting fear effect, and the save DC is Charisma based. </p><p></p><p><strong>Amorphous (Ex):</strong> A feyr’s body does not have organs and vitals like most organisms, granting it a 50% chance to negate critical hits and sneak attacks.</p><p></p><p><strong>Vulnerability to Sunlight (Ex):</strong> A feyr exposed to sunlight instantly dies, bubbling away into a puddle of oily liquid and a thick acrid smoke. Magical sunlight (such as that created by a <em>daylight </em> spell) kills the feyr if it penetrates the creature’s spell resistance.</p><p></p><p><strong>Skills: </strong> The many eyes of a feyr grant it a +4 racial bonus to Spot checks</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 2498029, member: 7451"] Way back in the days of the 2e Monstrous Manual, the feyrs rocked. They kind of freaked me out when I was 9, and the corpulent, gnashing illustration captured my imagination. Too bad the 3e version's not very good. So I decided to fix that. [B]Feyr Small Aberration[/B] [B]Hit Dice: [/B] 4d8+12 (30 hp) [B]Initiative:[/B] +3 [B]Speed:[/B] 30ft (6 squares) [B]Armor Class: [/B] 19 (+1 size, +3 Dex, +5 natural), touch 14, flat-footed 16 [B]Base Attack/Grapple:[/B] +3/+0 [B]Attack:[/B] Bite +5 melee (1d4+1) [B]Full Attack:[/B] Bite +5 melee (1d4+1) [B]Space/Reach:[/B] 5ft/5ft [B]Special Attacks:[/B] Fear [B]Special Qualities:[/B] Amorphous, darkvision 60ft, immune to fear, low-light vision, SR 14, vulnerability to sunlight [B]Saves: [/B] Fort +4, Ref +4, Will +5 [B]Abilities:[/B] Str 12, Dex 16, Con 16, Int 5, Wis 13, Cha 16 [B]Skills:[/B] Hide +11, Move Silently +8, Spot +7 [B]Feats:[/B] Ability Focus (fear), Stealthy [B]Environment: [/B] Any land and underground (usually urban) [B]Organization:[/B] Solitary, pair or brood (3-4) [B]Challenge Rating:[/B] 4 [B]Treasure:[/B] None [B]Alignment:[/B] Always chaotic evil [B]Advancement:[/B] 5-8 HD (Small), 9-15 HD (Medium) [B]Level Adjustment:[/B] - [I]A bizarre lump of flesh surges forth, a sickly oil-slick of color no larger than a small dog. Its many golden eyes glare balefully at you, several fanged jaws studding its belly gnashing. Its body is covered in tentacles, two large ones serving as propulsion and many others flailing wildly as it attacks.[/I] Created by the congealed fear of humans, the creatures known as feyrs (pronounced “fears”) usually lurk in cities under siege, the prowling grounds of serial killers, and other communities under high tension. Not surprisingly, feyrs feed on fear, and when the atmospheric amounts of fear are insufficient, the feyr will stage bloody attacks to create panic. Stupid creatures, feyrs understand little beyond random violence and how to affect crude ambushes. They do not even seem to understand their own weakness to sunlight, curiously regarding the new phenomenon until annihilated. As such, few feyrs survive their first few nights of existence, but if enough feyrs survive and thrive in a community, they may be driven by base urges to fuse with each other, forming the more powerful (and wily) great feyr. A feyr is about 2 feet in diameter, with its longest tentacles reaching a length of about 4 feet. It weighs about 30 pounds. They do not speak. [B]Combat[/B] A feyr always tries to attack from ambush, causing fear in as many opponents as possible. Once they have caused a satisfactory amount of panic, they retreat if possible, hiding again and finding a new target for random violence. [B]Fear (Ex):[/B] All creatures within 60ft of an attacking feyr must make a Will save (DC 17) or be panicked for one minute. Creatures that save successfully are instead shaken for one round, and are immune to the fear effect of that feyr for 24 hours. This is a mind-affecting fear effect, and the save DC is Charisma based. [B]Amorphous (Ex):[/B] A feyr’s body does not have organs and vitals like most organisms, granting it a 50% chance to negate critical hits and sneak attacks. [B]Vulnerability to Sunlight (Ex):[/B] A feyr exposed to sunlight instantly dies, bubbling away into a puddle of oily liquid and a thick acrid smoke. Magical sunlight (such as that created by a [I]daylight [/I] spell) kills the feyr if it penetrates the creature’s spell resistance. [B]Skills: [/B] The many eyes of a feyr grant it a +4 racial bonus to Spot checks Demiurge out. [/QUOTE]
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