D&D 3.x Creature Catalog 3.5 Overhaul Project

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FEYSTAG
Medium-Size Magical Beast
Hit Dice: 2d10+4 (15 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 50 ft
AC: 13 (+3 Dex)
Attacks: 2 claws +1 melee
Damage: Claw 1d4-1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Control magic item
Special Qualities: Identify magic item, Immunities, SR 25
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 9, Dex 16, Con 15, Int 13, Wis 12, Cha 12
Skills: Animal Empathy +5, Hide +8*, Knowledge (arcana) +4, Knowledge (nature) +4, Listen +5, Move Silently +8, Spot +5, Use Magic Device +16, Wilderness Lore +5
Feats: Improved Initiative, Skill Focus (Use Magic Device)

Climate/Terrain: Any cold or temperate land
Organization: Solitary or mated pair
Challenge Rating: 1
Treasure: Standard coins; standard goods; double items
Alignment: Usually chaotic neutral
Advancement: 4-6 HD (Medium-size)

Feystags are often whispered of in woodcutter's tales, for their mastery over magic makes them fearsome opponents. These creatures can run on all fours and stand erect. Their limbs are clawed, they have coats of dusty brown hair, and antlers rise from their feline-like heads.

Feystags speak Common and Sylvan.

COMBAT
A feystag senses auras of enchanted items, and it can often identify the type, specific functions, and even "strength" (number of charges, uses, or spells remaining) of a magical item from but a glance.

The feystag's two clawed forearms can awkwardly wield one-handed weapons or rake with its claws.

Control Magic Item (Su): If a feystag learns how to operate an item power triggered by force of will, silent mental command, or spoken word by using its identify magic item ability, it can make the item function from 20 feet away.

Feystags can't control or activate items they haven't identified, and they can activate only one item per round, once, but items that operate continuously for more than one round will do so even after the feystag has turned its attention to another item.

The bearer of an item a feystag activates can wrest control from the creature if the item is controlled by physical means or if the bearer speaks command words. (The bearer's words override the feystag's long-range commands.) If the bearer tries to regain control of a power activated by will, he must make two consecutive Wisdom checks (DC 10 + ½ the feystag’s HD + the feystag’s Charisma modifier). If only one check succeeds, the bearer must make a Will save (DC 12) or be confused for 1d6 rounds. No one can operate the item during this time if the bearer still holds it. If both Wisdom checks fail, the bearer cannot wrest control from the feystag.

Immunities (Su): A feystag is immune to all enchantment/charm and greater divination magic, and to psionics that duplicate mind reading and mind influencing effects.

Identify Magic Item (Su): A feystag automatically senses all magical auras within a 60-foot radius, seeing them as auras of differing brightness. A feystag that studies an item for one round makes a Use Magical Device check to determine if it divines how to activate or control a property of the item. (Some magical items defy identification or have too faint a dweomer for the feystag to learn their powers—DM's discretion.)

Note that the creature can study only one item per round, but it can do so in addition to other physical, mental, and magical activity. A feystag able to handle an item gains a +1 bonus to its skill check.

Skills: Feystags receive a +8 racial bonus to Use Magic Device checks. *They receive a +4 racial bonus to Hide and Move Silently checks when in forested terrain.

FEYSTAG ECOLOGY
A feystag is usually a solitary forager (except during mating cycle). It habitually scouts out new territories, discovering springs, caverns, hiding places, and areas where pitfalls and snares can be set – often a feystag lair is surrounded by traps. The creature hoards magical items, delighted in their use and always trying to acquire more.

A few feystags dwell among humans in remote forest communities. They often bargain with or sell information about items brought to them, or they become sages.

Many creatures—their predators being the same as those for the common deer—prey upon Feystags. Feystags are friendly with korred, centaurs, and satyrs. They prefer to eat plants (particularly mint), certain mosses, and mistletoe.


The Feystag first appeared in the MC Annual I (TSR, 1994)

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The feystag was a pretty early conversion, and I see some definite flaws – but don’t worry, we can fix them. ;)

Basic stuff: they are only entitled to 1 feat but have 2 – we can always make Skill Focus a bonus feat.

I believe it has 15 skill ranks now, which is probably less than before.

Should have darkvision 60 and low-light vision.

Some of these abilities should probably be replaced with other more “correct” abilities – more on that later. ;)

When I post the original 1E & 2E stats later, hopefully that will shed some light and more things will make sense.
 

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true, i remember way back in time wondering that myself... it's something to consider. let me get a look at the original versions and we can compare and contrast that issue.
 

ok, here's a look at the original 1E & 2E sources...

Dragon 89:

CALYGRAUNT

FREQUENCY: Very rare
NO. APPEARING: 1-2
ARMOR CLASS: 7
MOVE: 14”
HIT DICE: 2 + 4
% IN LAIR: 25%
TREASURE TYPE: See below
NO. OF ATTACKS: 2 claws or 1 weapon
DAMAGE/ATTACK: 1-4/1-4 or by weapon type (-1)
SPECIAL ATTACKS: Control magic items
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 70%
INTELLIGENCE: High
ALIGNMENT: Chaotic neutral
SIZE: M (4' high at shoulder)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: IV/160 + 3/hp

The calygraunt, or "feystag," is often whispered of in taverns where adventurers and miners gather, for it is found only in the deepest woods, caverns and delvings, and is a fearsome opponent.

A calygraunt can sense the dweomer emanating from enchanted items and can identify the type, specific functions, and strength (number of charges or spells remaining) of an item. This power has a 90% chance of success, modified as follows: -20% if a spell of any type has been cast upon the feystag; -60% if a confusion or feeblemind has taken effect on the feystag; or -40% if the creature is under psionic attack (these debits are not cumulative; choose the greatest loss in any multiple-attack situation), and -25% if the calygraunt has observed any magical power or function of the item under study in use. A calygraunt may study only 1 item per round, but it may do so in addition to other physical, mental, and magical activity. A feystag free of confusion or feeblemind will instantly be able to detect all dweomers within a 6' radius and rank them according to strength (energy or charges stored or held ready), seeing them as auras of differing luminosity.

A calygraunt may learn enough from studying a magical item to be able to operate it. If the item is activated by command word only, the calygraunt will speak that word. If use of the item or power requires somatic gestures, a calygraunt cannot use it, but if an item can be activated by will or mental command, a calygraunt within 2" may activate it. There is a 40% chance that any item can be so activated (providing the calygraunt has successfully identified it); this chance is modified in the same manner as the chance of identification.

Unless the creature gains physical possession of an item, it will not be able to control the direction of the effects, but often the manner in which an item (such as a wand or ring) is worn or carried will cause it to harm the bearer or those nearby when "turned on" (e.g., a ring of shooting stars could shoot at the wearer's foot).

A calygraunt cannot activate or control an item it has not identified, nor can it attempt to identify a specific item more than once in any day (assuming the first attempt fails). The bearer of an item can wrest control from a feystag operating it from afar if the control method is physical (such as the studs upon a rod of lordly might), or by speaking the proper command words, but if the item is customarily controlled by mental force, the bearer's combined intelligence and wisdom must be more than 32 to seize control. If the opponent's combined intelligence and wisdom scores arc less than 29, then he must save vs. spells or be confused for 1-6 rounds. A calygraunt can never charm or force its will upon another through this sort of mental contest.

A calygraunt can activate only one item once per round, although items such as a sword of dancing or certain Quaal's feather tokens that operate continuously for more than a round will do so even after the calygraunt, after activation, has turned its will to the control of something else. A feystag will not activate items without deliberate intent; its mere presence does nothing to awaken magical power.

A calygraunt may repeatedly activate any item that is not designed to operate only once. One is known to have guarded its lair with a wand of frost wedged between two rocks so as to command the approach to its treasure, and activated the item repeatedly to slay or drive off intruders. Calygraunts hoard magical items and delight in exercising control over them. They are (of course) interested in acquiring more. (Note: some artifacts and relics defy identification, or lack a dweomer of sufficient strength to allow a calygraunt to successfully learn their powers.)

The calygraunt gets its nickname from the staglike, frond-branched horns which adorn its catlike head. It has a coat of dusty brown hair, and has two clawed forearms which can awkwardly (-1 to hit and on damage) wield one-handed weapons. A calygraunt can speak its alignment language, the common tongue, and the languages of creatures nearby. Rarely will feystags dwell among men; those who do often bargain with or sell information they learn from studying items brought to them. In the wild, feystags are solitary but occasionally a mated pair will be encountered. Calygraunts are omnivorous, but prefer to eat plants, particularly mint and mistletoe.


RoMD (MCA1 is essentially the same):

Feystag (Calygraunt)

CLIMATE/TERRAIN: Temperate, arctic/forest, hill
FREQUENCY: Very rare
ORGANIZATION: Solitary (or mated pair)
ACTIVE TIME: Any
DIET: Omnivore
INTELLIGENCE: High (13 -14)
TREASURE: V x 2,X
ALIGNMENT: Chaotic neutral

NO. APPEARING: 1-2
ARMOR CLASS: 7
MOVEMENT: 14
HIT DICE: 2+4
THACO: 19
NO. OF ATTACKS: 2 or 1 weapon + special
DAMAGE/ATTACK: 1d4/1d4 or by weapon type -1
SPECIAL ATTACKS: Control magical items
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 70%
SIZE: M (4' high at shoulder)
MORALE: Steady (11-12)
XP VALUE: 975

The feystag is often whispered of in woodcutters' tales. Its mastery over magic can make it a fearsome opponent.

Feystags (also known to heralds as "calygraunts") can run on all fours or stand erect. A feystag can speak as well as a human. Its limbs are clawed, and it has a coat of dusty brown hair and two staglike, frond-branched horns adorning its catlike head.

Combat: A calygraunt can sense the dweomer emanating from enchanted items and can often identify the type, specific functions, and even strength (number of charges, uses, or spells remaining) of a magical item. This power has a 90% chance of success, modified as follows (choose the greatest applicable debit in any situation; debits are not cumulative):

-20% if a spell has been cast on the feystag in the last 3 turns
- 60% if the feystag is confused or feebleminded
- 40% if the feystag is under psionic attack
+ 25% if the feystag has seen an item ability or function in use

A feystag free of confusion or feeblemindedness automatically senses all dweomers within 60' of it, seeing them as auras of differing brightnesses according to their magical strength. A calygraunt can study only one item per round, but can do so in addition to other physical, mental, and magical activity, A feystag able to handle an item gains a 1-point bonus on its ability check roll; feystags can study items front up to 60' distant,

A feystag who has studied an item for a round is allowed an Intelligence check. If it succeeds, the feystag has successfully divined how to activate or control a property of the item. (If the check fails, the feystag may continue study, and is allowed an Intelligence check each round to learn something about its use - or it may examine the item again later, without penalty.) Some magical items, by their nature, defy identification - or have too faint a dweomer for a calygraunt to successfully learn their powers,

If a feystag successfully learns how to operate an item power triggered by force of will, silent mental command, or spoken word of activation, the feystag can make the item power function from 20' or less away. If activation requires somatic gestures or manipulation of a physical control, the feystag can't work the item without physically v possessing it.

Feystags can't control or activate items they haven't identified, and can activate only one item per round, once. Items that operate continuously for more than a round will do so even after an activating feystag has turned its attention to another item.

The bearer of an item a feystag activates from afar call try to wrest item control back from the feystag. This is always achieved if the item is controlled by physical means or if the bearer speaks command words (the bearer's words override the feystag's long-range commands). If the bearer is trying to regain control of a power controlled by act of will, the bearer's Intelligence and Wisdom must exceed 32 to succeed. If the total is 29-32, the bearer succeeds, but must save vs. spell or be confused for 1d6 rounds (no one can operate the item during this time, if the bearer still holds it). If the total is 28 or less, the bearer can't regain control from the feystag.

A calygraunt's two clawed forearms can awkwardly wield one-handed weapons (- 1 on attack and damage rolls), or it may rake with its claws. Feystags are immune to all enchantment/charm and greater divination magic (and psionics which duplicate such mind-reading and influencing effects).

Habitat/Society: A feystag is usually a solitary forager, unless it mates (whereupon it hunts with its mate). Feystags always scout a territory, learning its drinking springs, cavern-, hiding places, and areas where pitfalls and snares can be set. Often a feystag lair is surrounded by traps that pursuers car) be led into. Feystags board magical items, delight in using them, and are always interested in acquiring more.

A few feystags dwell among humans in remote forest communities; they often bargain with or sell information about items brought to them, or become sages, Esk, first king of Alphalon in the Realms, was a feystag.

Ecology: Feystags are preyed upon by all creatures who dine on deer. They are always friendly with korred, centaurs, and satyrs. Calygraunts prefer to eat plants, particularly mint, certain mosses, and mistletoe.
 

I'd recommend changing it to fey. The crystalline cat and force of nature (both from Dragon #304) are less fey-like than the feystag, and both are of the fey type.
 


ok, Fey might be good, but let's examine the changes. they would take a drop in HP, going from 15 to 11. however, they would go from 15 to 35 skill points which would be mucho beneficial to them. there are other changes involved, but they would be less drastic.
 

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