_Michael_
Explorer
Seeking rules-lawyers! lol Tried to use my knowledge and research abilities to create some underground creatures and hoping to get some constructive feedback on them. Was trying to follow monster creation rules but not sure how well I did.
First up is the Lorix.
Lorix (Peekers)
Lorices are small, dusty-white furry creatures with large blue eyes and big ears. Standing no bigger than a foot or so, the lorix is relatively harmless, running from danger using its magical ability to "blink," or magically teleport across small distances. Colloquially known as "peekers", they tend to blink into the tents or campsites of sleeping individuals, where they peek through their things in their perpetual search for snacks and a shiny coin or two.
The lorix is fairly intelligent, and they have a language consisting of chittering squeaks and chirps. They tend to congregate in colonies near flowing water such as rivers and lakes, building simple homes of mud and stone that they keep surprisingly dry and warm through insulation with furs and woven rugs.
While not dangerous, in larger numbers they can quickly overwhelm the unprepared, though this usually only occurs if one goes so far as to earn their wrath by mistreating one. Then, the whole clan will turn out to exact vengeance and lead the offenders through booby trapped tunnels and dead-ends. Those who have befriended them through offerings of treats or inexpensive gems, or interaction with the noble lorices who understand the nuances of friendship more (and its inherent value in dangerous locations such as the Evergloom) often find that they have very valuable insights to offer about paths through the local areas to avoid dangers.
Though rare, larger variants of them exist within the lorix colonies, averaging two to three feet tall with a surpassing intelligence and magical abilities. Known as a Noble Lorix, they are usually capable of speaking in Gloomtongue as well as a smattering of others, and treated like honored guests by other lorices, regardless of their clan. They are often found wandering alone, seeking trade and offering rare and unique items found in their travels through the Evergloom.
Lorix
Tiny Fey
Hit Dice: 3d6+3 (13 hp)
Initiative: +3
Speed: 20 ft (4 squares)
Armor Class: 16 (+2 size, +3 Dex, +1 natural), Touch 15, Flat-Footed 13
Base Attack/Grapple: +1/-11
Attack: sling +4 (1d2-4)
Full Attack: sling +4 (1d2-4) or tiny spear -3, (1d3-4)
Special Attacks: Spell-Like Abilities
Special Qualities: Low-light vision, blindsight 30 ft., Damage Reduction 5/cold iron, Spell Resistance 13
Space/Reach: 2.5 ft/2.5 ft
Saves: Fort +2, Ref +6, Will +5
Abilities: Str 3, Dex 16, Con 12, Int 8, Wis 14, Cha 11
Skills: Escape Artist +4, Hide +12, Listen +13,
Move Silently +5, Search +4, Sense Motive +4,
Spot +5, Survival +3
Feats: Alertness, Track
Environment: Subterranean
Organization: TBD
Challenge Rating: 2
Treasure: 50% coins
Alignment: Chaotic Good
Advancement: By character class
Level Adjustment: --
Blindsight (Ex): Lorices can sense all foes within 30 feet as a sighted creature would due to their sensitive hearing. A silence, zone of silence, or similar spell or magical effect, negates this ability and forces the lorix to rely on its vision, which is approximately as good as a human’s.
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Spell-Like Abilities (Sp): 1/day--blink, darkness, grease, and mage hand (DC 13). Caster Level 5th. The save DCs are Charisma-based.
Skills: Lorices receive a +8 racial bonus to Listen checks.
First up is the Lorix.
Lorix (Peekers)
Lorices are small, dusty-white furry creatures with large blue eyes and big ears. Standing no bigger than a foot or so, the lorix is relatively harmless, running from danger using its magical ability to "blink," or magically teleport across small distances. Colloquially known as "peekers", they tend to blink into the tents or campsites of sleeping individuals, where they peek through their things in their perpetual search for snacks and a shiny coin or two.
The lorix is fairly intelligent, and they have a language consisting of chittering squeaks and chirps. They tend to congregate in colonies near flowing water such as rivers and lakes, building simple homes of mud and stone that they keep surprisingly dry and warm through insulation with furs and woven rugs.
While not dangerous, in larger numbers they can quickly overwhelm the unprepared, though this usually only occurs if one goes so far as to earn their wrath by mistreating one. Then, the whole clan will turn out to exact vengeance and lead the offenders through booby trapped tunnels and dead-ends. Those who have befriended them through offerings of treats or inexpensive gems, or interaction with the noble lorices who understand the nuances of friendship more (and its inherent value in dangerous locations such as the Evergloom) often find that they have very valuable insights to offer about paths through the local areas to avoid dangers.
Though rare, larger variants of them exist within the lorix colonies, averaging two to three feet tall with a surpassing intelligence and magical abilities. Known as a Noble Lorix, they are usually capable of speaking in Gloomtongue as well as a smattering of others, and treated like honored guests by other lorices, regardless of their clan. They are often found wandering alone, seeking trade and offering rare and unique items found in their travels through the Evergloom.
Lorix
Tiny Fey
Hit Dice: 3d6+3 (13 hp)
Initiative: +3
Speed: 20 ft (4 squares)
Armor Class: 16 (+2 size, +3 Dex, +1 natural), Touch 15, Flat-Footed 13
Base Attack/Grapple: +1/-11
Attack: sling +4 (1d2-4)
Full Attack: sling +4 (1d2-4) or tiny spear -3, (1d3-4)
Special Attacks: Spell-Like Abilities
Special Qualities: Low-light vision, blindsight 30 ft., Damage Reduction 5/cold iron, Spell Resistance 13
Space/Reach: 2.5 ft/2.5 ft
Saves: Fort +2, Ref +6, Will +5
Abilities: Str 3, Dex 16, Con 12, Int 8, Wis 14, Cha 11
Skills: Escape Artist +4, Hide +12, Listen +13,
Move Silently +5, Search +4, Sense Motive +4,
Spot +5, Survival +3
Feats: Alertness, Track
Environment: Subterranean
Organization: TBD
Challenge Rating: 2
Treasure: 50% coins
Alignment: Chaotic Good
Advancement: By character class
Level Adjustment: --
Blindsight (Ex): Lorices can sense all foes within 30 feet as a sighted creature would due to their sensitive hearing. A silence, zone of silence, or similar spell or magical effect, negates this ability and forces the lorix to rely on its vision, which is approximately as good as a human’s.
.
Spell-Like Abilities (Sp): 1/day--blink, darkness, grease, and mage hand (DC 13). Caster Level 5th. The save DCs are Charisma-based.
Skills: Lorices receive a +8 racial bonus to Listen checks.
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