D&D 3E/3.5 Ferret's 3.5 creature repository (3rd edition revision complete)

Double sounds good.

The Half-orc only loses that as it is ment to be a fighter (and only a fighter, as per WotCs wants), but losing charisma doesn't seem to bad.
 

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Ok creamsteak if you like Half races so much try this!

I cleaned out some redundant or non-sensicle abilities and was left with this

Gnelf
Medium Humanoid (Gnome)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 20 ft.
AC: 16 (+1 dex, +4 chain shirt, +1 small shield)
Base attack/Grapple: +1/-2
Attack: Short sword +2 melee (1d6-1 19-20) or light crossbow +2 ranged (1d8 19-20)
Full atttack: Short sword +2 melee (1d6-1 19-20) or light crossbow +2 ranged (1d8 19-20)
Face/Reach: 5 ft./5 ft.
Special Attacks: Gnelf traits spells
Special Qualities: Gnelf traits, speak with animals
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 8, Dex 12, Con 12, Int 11, Wis 11, Cha 11
Skills: Listen +6, Spot +6, Search + 5,
Feats: Weapon Focus (short sword)

Climate/Terrain: Any forest, hill, and underground
Organization: Solitary, group (2-4)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class

Gnelves make their parent races look dull with, their unparalleled curiosity and inquisitiveness; they are the true wonderers, and wanderers. They have the natural talent of magic of both races, and the love of nature as much as is seen so strong in the two parents of this species.

Gnelves, stand almost 4’ foot high, and have an almost pixie like resemblance to fae, with pointy ears, amid the length of both species. Although not so skinny as their Elven cousins the are still as hardy as there gnomish relatives and there stature does nothing to down there natural nimbleness, and innate smarts; Inventors, adventurers, and craftsmen. They are likely entrepreneurs, rogues, wizards, and many other talents are open to them, although one rare thing is a Gnelvish cleric, or paladin, Gnelvish barbarians are only half as rare, but do not frequent the numbers as often as other class choices (other then the stuffy alternative of paladins and clerics).

Most Gnelves end up 605 at the concluding part of there years, some have been known to live up to 675 years. Most of this time is spent joking and laughing, and like gnome they adore practical jokes, almost even more then gnomes, but as gnomes they never harm (or intend to anyway).
• Immunity to magic sleep spells and effects.
• +2 racial bonus to Will saves against enchantment spells or effects.
• Low-Light Vision: Gnelves can see twice as far as a human in starlight, moonlight, torchlight, etc.
• +2 racial bonus to Search, Spot, and +3 Listen checks.
• +2 racial bonus to saving throws against illusions and enchantments.
• +1 racial bonus to attack rolls against kobolds and goblinoids.
• +4 dodge bonus against giants
• +2 racial bonus to Alchemy checks
• +1 to enchantments and illusions
Spells: Gnelves with Intelligence scores of 10 or higher may cast dancing lights, ghost sound, prestidigitation, and daze each once per day as a 1st-level sorcerer (spell failure penalties for armor apply).

Speak with Animals (Sp): Once per day a Gnelf can use speak with animals as a 1st-level druid to communicate with a Forest animal 1/day
Combat:
Gnelves prefer ambushes, with spell use then assault, seeing the show of combined enchantment and illusion magic is quite scary.

The favoured class is bard

The way to determine the Weight height and age of Gnelves is thus:

Code:
Gnelf, man		Height		Base weight
			3’ 7” +2d8	60lb X1d4
Gnelf, woman		Height 		Base weight
 			3’ 5” +2d8	55lb X1d4
Gnelf			Adult hood	1st category	2nd category	3rd category
			75		4d6		6d6		10d6
Gnelf			Middle age	Old		Venerable	Max age
			137		206		275		+4d% years
 

I 3.5ed these, but also put them in a new angle, comments plese?

Parval
Tiny Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +8 (+2 natural +2 Dex, +4 Improved Initiative)
Speed: 10 ft., fly 40 ft. (good)
AC: 14 (+2 size, +2 Dex)
Base attack/Grapple: +0/-4
Attack: Kukri 18-20 +2 melee (18-20 1d4-1)
Full Attack: Kukri 18-20 +2 melee (18-20 1d4-1)
Space/Reach: 2-1/2ft./0 ft.
Special Attacks: Parval Traits
Special Qualities: Parval Traits
Saves: Fort -1, Ref +3, Will +0
Abilities: Str 8, Dex 14, Con 8, Int 11, Wis 11, Cha 11
Skills: Listen +3, Spot +3
Feats: Improved Initiative
Climate/Terrain: Temperate forest
Organization: Gang (2-4), band (6-11), or tribe (20-80)
Challenge Rating: 1/3
Treasure: Standard
Alignment: Often chaotic
Advancement: As character class

These small folk, are rumoured to be related to Pixies and Grigs, but what ever else was involved in the evolution it hasn’t watered down the mischievousness, but they do not put that in front of there friends.

Combat
Parval use stealth, and guile over what little brute strength they have, although they do have an inner feral nature.

Parval traits: Parval benefit from various racial traits:
•+2 to initiative: Quick and flighty, they are quick to notice danger, and gain +2 to spot checks at the start of combat.
•Stats: Quick, weak and fragile sums up the Parval, they gain +4 to dexterity, and -2 to constitution and strength
•+4 vs. charm effects
•Can automatically gain 20% concealment in woodland conditions.
•Favoured class: Barbarian
 


I fine ooze I say, A fine ooze. Probably swarm it soon

Plaze
Fine Ooze
Hit-dice: 1/8 d10 (1 Hp)
Initiative: 4(4+ dex)
Speed: 25 ft, swim 45ft
AC: 22 (+4 Dex, +8 size)
Attack Bonus/Grapple: +0/-7
Attack: Slam +12 melee (1 -3 +1d4 acid)
Full attack bonus: Slam +12 melee (1 -3 +1d4 acid)
Reach: 1/2. /0 ft.
Special attacks: --
Special qualities: Regeneration 1, Groove
Saves: Fort +0 Ref +12 Will -3
Abilities: Str 4 Dex 19 Con 10 Int -- Wis 1 Cha 1
Skills: None
Feats: Weapon finesse (slam)

Climate or terrain: Any
Organization: Plague 60+
Challenge rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement:-

They are dubbed horrible failures by ancient scrolls that lie about ruined cities.

They appear like small smooth tear-drop shaped lumps of green jelly, although they usually attack in groups.

Combat:
Plaze swarm and over run, they attack anything they can find wood, creatures, metal if it sees another object it will attack it, the only thing they will not attack are other oozes.

Special abilities:

Regeneration (Ex): Electricity deals normal damage to a Plaze, all other damage is subduel.

Groove (Ex): Whenever confronted with decent music (above DC 20), the Plaze immediately quivers with joy, stopping all aggressive action and just grooving until the music ceases (perform checks are required every round)

Acid trail (Ex): The Plaze excretes a natural acid from itself that causes any creature walking over it to take 1 point of acid damage each round on the acid. In water the trail is 10ft wide instead of 5ft. TYhis ability is only activated when aggravated and stops after 1d4 rounds of combat. It also deals 1d4 acid damage with its attacks; the Plaze is immune to its own acid.

Blindsight (Ex): Ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

Ooze (Ex): Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Replicate (Ex): As the Plaze is an asexual creature it’s only method of reproduction is as follows: After having grappled a creature of at least diminutive size for 2 rounds, it deals 1d4 damage, and uses this matter to create another Plaze with bonus HP equal to the damage dealt.
 

A nicer version, altered so I could enter a competition on the WotC boards.

Playze
Fine Ooze
Hit-dice: 1/8 d10 (1 Hp)
Initiative: 4 (+4 dex)
Speed: 25 ft
AC: 22 (+4 Dex, +8 size)
Attack Bonus/Grapple: +0/-7
Attack: Slam +12 melee (1 -3)
Full attack bonus: Slam +12 melee (1 -3)
Space/Reach: 1/2. /0 ft.
Special attacks: Numbing
Special qualities: Groove, change colour, Ooze traits, Sentient, blind sight
Saves: Fort +0 Ref +4 Will -3
Abilities: Str 4 Dex 19 Con 10 Int 6 Wis 10 Cha 10
Skills: None
Feats: Weapon finesse (slam)

Climate or terrain: Any temperate or warm
Organization: Solitary
Challenge rating: 1/10
Treasure: None
Alignment: Always Neutral
Advancement: ¼ - 2 HD (Diminutive)

A playful Creature that is only just related to the Plaze, they seem to have been altered to be a far more friendly creature, first of all, It has a mind so it can feel guilt, and care; Second it can administer a numbing anaesthetic which will help with painful cuts and grazes. It also has the strange power to change colour. Others theorize it is the success in the same experiment that caused the failed Plaze.

Combat:
It doesn’t fight, and if backed into a corner after being attacked and against and obviously evil opponent, it uses its numbing attack, and then it will try to flee again.

Special Attacks:

Numbing (Ex): After a successful touch, (although it maybe a normal slam) a Playze can cause numbness and loss of pain this reduces dexterity by four.

Special abilities

Groove (Ex): Whenever confronted with decent music (above DC 20), the Playze immediately quivers with joy, stopping all action and just grooving until the music ceases (perform checks are required every round)

Change colour (Su): At will the Playze can change colour, this is only simple blues and reds and other colours, but no great feats like the chameleon.

Blindsight (Ex): Ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet

Ooze Traits/Sentience: Whilst they have the body of an ooze they have been given sentience so these altered rules apply

Ooze: Immune to poison, paralysis, stunning, and polymorphing. Not subject to critical hits. However As they are sentient they can be put to sleep (although only by effects requiring will saves, they cannot be knocked unconscious) and Mind-influencing effects
 

Hows this?


Whisp
Small Aberration (Air)
Hit Dice: 5d8 (40 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: Fly 50 ft. (perfect)
AC: 29 (+1 size, +9 Dex, +9 deflection)
Base attack/Grapple: +3/+1
Attack: Cold +16 melee (2d8)
Full Attack: Cold +16 melee (2d8)
Space/Reach: 5 ft./5 ft.
Special Qualities: Spell immunity, Telepathy
Saves: Fort +3, Ref +12, Will +9
Abilities: Str -, Dex 28, Con 10, Int14, Wis 16, Cha 16
Skills: Bluff +11, Listen +17, Search_+14, Spot +17
Feats: Alertness, Blind-Fight, Dodge, Improved Initiative
Climate/Terrain: Any forest
Organization: Solitary
Challenge Rating: 6
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Any Non evil or chaotic
Advancement: 6-18 HD (Small)

What you see ahead of you is a white misty ‘cloud’, with small tendrils that float as it moves.

Wisps (Also known as whispers) are the goodly aligned cousins of Will o’ wisp. They vary in abilities from their evil cousins. They tend to be extremely shy, and introspective. Yet many a wizard has gone that way, because of a bonding with them as familiars. As Whisps are intelligent they are sometimes the one to propose that they become familiars to wizards, although they are not the only characters they befriend.

On sight they seem to be very small Air elementals

Spell Immunity (Ex): A whisp is immune to most spells or spell-like abilities that allow spell resistance, except magic missile and maze.

Telepathy (Su): Whisps can communicate telepathically with any creature it touches that has a language. It can also tell the alignment, and race of the creature by performing this.
 

I changed this 'from very evil creature for smashing to', 'Possible PC or NPC that can reak havoc'. I'd say a high CR though.

Yurisi.

Large monstrous humanoid (aquatic, amphibious)
Hit Dice: 3d10+9 (35hp)
Initiative: +3 (Dex)
Speed: 30 ft., 30ft. swim, 20ft. burrow
AC: 12 (-1 size, +1 Dex, +6 natural)
Base attack/Grapple: +3/+10
Attack: Bite +5 melee (1d8+3) or claw +5 melee (1d6+3) or Greatsword melee +3 (2d6 +3) and Longsword melee +3 (1d8 +1) or Tail slap +5 melee (1d8 +3)
Full attack: Bite melee +5 (1d8+3), 2 claws +0 melee (1d6 +3); or Bite +5 melee (1d8 +3) , Greatsword +0 melee (2d6 +3); or Greatsword +3 (2d6 +3) and Longsword +3 (1d8 +3); or Bite +5 melee (1d8+3) and Tail slap +5 melee (1d8 +3).
Face/Reach: 10./ 5 ft.
Special Attacks: Improved grab, rend, tactics
Special Qualities: Vibrationsense 60ft
Saves: Fort +12, Ref +12, Will +9
Abilities: Str 16, Dex 12, Con 14, Int 10, Wis 17, Cha 12
Feats: Duel strike, Two weapon fighting
Skills: Spot +3, Listen +3, Bluff +6, Diplomacy +3, Sense motive +3

Environment: Coastal areas.
Organization: Troop (8-16)
Challenge Rating: 4
Treasure: Standard (stash)
Alignment: Always lawful evil
Advancement: By class

A Dog-faced, spiny creature stands before you, the body is covered in sparse hair that sprouts from in between the leathery armour plates. It swings a large weighted tail, and clacks its beaky jaw.

Yurisi are militant amphibious creatures, resembling some sort of cross breed between Ankylosaurus and a bear.

They are mainly an underground race, but not in the same way as Drow may be, they burrow and make lairs in the hard sand deep under beaches, then when creatures wander on to there territory, they strike, pulling them down and suffocating them in the sand. Not all Yurisi live in the sand, the larger, or elder of the species live in the water, or sometimes in outlets in the underdark. Another place that they dwell is underwater; groups of Yurisi can take down whole galleys in a matter of minutes. The Yurisi’s armoured shell has small opening that act as gills, some of this air can be kept in pockets to be used as a buoyancy aid.

Combat
Being an extremely ‘social’ race, they prefer to attack in groups, flanking, distracting and backstabbing.

Improved Grab (Ex): To use this ability, the Yurisi must hit a Medium-size or smaller opponent with its bite attack. If it gets a hold, the Yurisi grabs the opponent with its claws and drags it deep underground, attempting to rend it and let it suffocate. Yurisi can still rend underground.

Rend (Ex): If a Yurisi hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.
Vibration sense(Ex): Not only can Yurisi sense those within 60ft on land it also retains this ability whilst submerged.

Tactics (Ex): Due to extensive team training the Yurisi gain certain benefits when working together, when ever flanking an opponent they may distract it and make it incur an AoO, all Yurisi are taught this trick as all are given formal millitant training.

And so ends this chapter in my 3.5 monster collection.
 
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