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JiCi's Beastiary [updated January 2nd 2007]

silvermane

Explorer
What about a netbook (or just a doc file) with all monsters in the same format? There are also a couple of typos that need spellchecking, and plural forms used with singular nouns and vice versa.
 

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JiCi

First Post
Well, I've been working on these monsters for about 2 years, so I needed to follow the new rules as they come. The downside of the new stat block is that it is more time-consuming than the other versions: more text, more data to be insert, so it is more complex.

I'll think about it, thanks for the idea.

All I need now is someone who can help me publish these critters in a Dragon magazine or new D&D books. ;)
 

JiCi

First Post
Quick update

Dude, I totally forgot ! I had 2 homebrewed races on my files !

Next: a new kind of dragon creatures

DRAGONOID
Dragonoids are a newly discovered race of dragon that is created rather than breed. By conducting a ritual involving dragons and humanoid spellcasters, they were able to transform an unhatched wyrmling into a more human shaped creature, on the last days before hatching. The purpose was to create martial-minded soldiers in times of conflict, but as the dragonoids bred through, they gained a will and a mind on their own. With these new observations, dragons, whose willing to sacrifice eggs, modified the ritual so that they could create a normal minded specie, which could diversify the dragonoids from their tutors. Every true dragon can perform the ritual, hence the dragonoid similar features to its creators.

Personality: Dragonoids, once they matured and realised their heritage and power, tend to show off and show pride. They also have a soft spot for treasure hoarding, making them covetous and a bit aggressive when hanging on to some valuable objects. Nevertheless, when integrated to society, they can be arrogant as well, feeling they are important and invaluable to their people, although in some cases, some dragonoids overcome this sense of power, since it can be annoying at times.

Physical description: A dragonoid can often be mistaken for a half-dragon, a dragonborn or a lizardfolk, but closer examinations reveal its unique features. It appears like a muscular scaled humanoid with a dragon head. A pair of majestic wings protrude from its shoulders and a tail from the end of its spine. The color of a dragonoid’s scales depends on the dragon creators. It can range from a pearl white of a white dragon to a golden sheen of a gold dragon. The head also sports features from the dragonoid’s creators, from a skeletal-like horned head of a black dragon to a crested head with two silver horns of a silver dragon. A dragonoid stands at 10 feet tall and weighs 600 lbs. Females are shorter and lighter.

Relations: Dragonoids can have a hard time to fit in, not because of their appearance, but mainly because they tend to be prideful. However, some dragonoids drop this attitude though they keep teasing their opponents and showing off their might.
Alignment: A dragonoid’s alignment is the exact same one as its creators, and they follow that philosophy anyway they can, not even straying from it.

Dragonoid Lands: Dragonoids can live in any lands, from cities to wilderness, though they favor the same surroundings as the creators. A green dragonoid will most likely to stay in the forest and a brass dragonoid will feel at home in the harsh desert. Dragonoids whose creators can polymorph also find cities comfortable.

Religion: Dragonoids tend to worship the draconic gods, although they are not restricted to those. Kord, Heironeous, Hextor and Erythnul are common, as well as Boccob, Ehlonna and Obad-Haï.

Language: Dragonoids speak Draconic and Common, with a low and commanding voice.

Dragonoid traits:
• +6 Strength, +4 Constitution, -2 Wisdom, +4 Charisma. Although strong, stout and charismatic, a dragonoid tend to be a bit too proud about its abilities.

• Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.

• Space/Reach: 10 feet/10 feet.

• A dragonoid’s base land speed is 30 feet. It has also a flight speed of 40 feet (average)

• Wing benefits: A dragonoid is winged and can use these wings to aid their jumps (granting a +10 racial bonus on Jump checks) and to glide. A dragonoid can use the run action while flying, provided he flies in a straight line.

• Gliding: A dragonoid can use his wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. Dragonoids glide at a speed of 40 feet with average maneuverability. Even if a dragonoid's maneuverability improves, he can't hover while gliding. A dragonoid can't glide while carrying a medium or heavy load. If a dragonoid becomes unconscious or helpless while in midair, his wings naturally unfurl, and powerful ligaments stiffen them. The dragonoid descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.

• Dragon type: A dragonoid is a dragon-type creature and thus has the following qualities: darkvision 60 ft, low-light vision and immunity to magic sleep effects and paralysis effects.

• Racial Hit Dice: A dragonoid begins with three levels of dragon, which provide 3d12 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +3, Ref +3, and Will +3.

• Racial Skills: A dragonoid’s dragon levels give it skill points equal to 6 x (6 + Int modifier [minimum 1]). Its class skills are Climb, Jump, Listen, Search, Spot and Swim.

• Racial Feats: A dragonoid’s dragon levels give it two feats.

• +5 natural armor bonus.

• Natural weapons: A dragonoid has a bite attack (1d6) as a primary weapon and 2 claws (1d4) as secondary weapons.

• Breath weapon (Su): A dragonoid is born with a draconis fundamentum. The breath weapon is the same as its creators. A line's length is 5 feet high, 5 feet wide and 30 feet long plus 10ft per Hit Die the dragonoid has. A cone’s dimensions are 15 feet plus 5 ft per Hit Dice. The breath weapon deals 2d6 points of damage, plus an extra 1d6 points for each 3 HD the dragonoid possesses (3d6 at 6 HD, 4d6 at 9 HD, and so on). The damage is the same as the dragon creators. A successful Reflex save (DC 10 + 1/2 the dragonoid's HD + his Con modifier) halves the damage. A dragonoid can use his breath weapon once every 1d4 rounds.

• Resistance to energy: A dragonoid’s scales protect it from the elements. The resistance is the same as its creators’ immunities. A dragonoid has resistance to energy 6 plus 1 per 2 HD.

• Automatic Languages: Common, Draconic. Bonus Languages: Auran, Ignan, Aquan, Terran, Sylvan, Undercommon.

• Favored Class: Fighter or Sorcerer. A dragonoid must choose a favored class at creation. Once this choice is made, it cannot be changed.

• Challenge Rating: 3

• Level adjustment: +5
 

JiCi

First Post
Next: 25 new insect-like creatures. (that's right, you read correctly)

Insectoids
Insectoids are best described as anthropomorphic insects, yet their story are quite different. Many sages question the origins of insectoids. Some think they are the result of gruesome unions between humanoids and polymorphed vermin. Others believe this is a result of high magic radiation from epic battles. The real reason is wizards tried to create a new life from by injecting insect cells into human bodies, and succeeded. Whether it was for a desperate attempt to create soldiers to turn the tide in a siege, or just to wreck havoc is this unknown, but these creatures bred through and have developed their own mentality. Furthermore, many different species have been seen. So far, there are mantises, wasps, scorpions, spiders, ants, moths, dragonfly, horn beetles, stag beetles, centipedes, grasshoppers, cockroaches, ant lions, termites, mosquitoes, leeches, ladybirds, butterflies, scarabs, fireflies, velvet worms, phasms, earthworms, heelwalkers and cicadas.

Personality: Insectoids come in different subraces, and each insectoid has their own personality. However, they do have some points in common. They are a little reclusive and territorial, since they are protective about their kind. When hunting, they are stealthy and patient, relying on their insects genes. Insectoids treat allies with respect, without any discrimination or racism.

Physical description: Insectoids are relatively the same size and weight as a human. Each specie differ from each other, although they all have hard chitin skin, slightly multifaceted eyes, four arms ending in three-fingered hands with opposable thumbs, two humanlike legs, an abdomen protruding their rear and small mandibles coming out of their mouths. Insectoids sometimes have jet black hair.
- Mantises have light green chitin, light elliptical wings and sharp foldable bone-like blades protruding from their upper wrists.
- Wasps have an sting-tipped abdomen, yellow-colored and stripped with black The rest of their body is black, and four wings come out of their backs.
- Scorpions have a red-brown chitin and yellow eyes. Their upper arms end in mitten-shaped pincers and they have a stinger protruding from the end of their spines.
- Spiders have a black body with an abdomen. They have an additional pair of appendage resembling spider legs, which help them climbing and weaving.
- Ants have a dark brown chitin, long distinctive antennae and an imposing acid stinger. They are a bit more muscular than the average human
- Moths vary in coloration, from pure white and dark grey, to purple and black. Along their spines protrude four large silk-like wings.
- Dragonflies have a slight green chitin and are slimmer than the other insectoids. Its abdomen is long and lean, and large wings unfurl from its back.
- Beetles have a hard deep-blue or black chitin. Their heads are crowned by either a single large horn or a pair of snapping mandibles.
- Centipedes have a brownish chitin and lots of small legs, helping them to climb. They are slightly taller than the other species.
- Grasshoppers have a dark green chitin and reversed legs joints, allowing them to jump surprisingly high. Four long triangular wings sprouts from their back.
- Cockroaches have a black and oily chitin, and very long antennae. Their backs have a oblong shape and seem to shine.
- Ant lions have a greenish chitin. Their hands are tipped with sharp claws, enabling them to dig through hard materials, and their jaws are heavily-hooked.
- Termites have a milky white chitin. They resemble ant insectoids otherwise, except they don’t possess a stinger.
- Mosquitoes have a reddish chitin. Their nose are a needle-like stinger and four transparent fibrous wings sprout from their back.
- Leeches have a grey, almost skin-like chitin. Their mouth have three semi-circular teeth and a slimy liquid oozing from their skin.
- Ladybirds have either a red, orange or yellow black-dotted chitin. They possess long antennae and have 2 wings coming out of their back.
- Butterflies vary widely in coloration. Though the rest of their bodies is black, like the wasp, their four wings can be any color and pattern. They also have a long tongue.
- Scarabs have a golden-brown chitin. They have a hard shell like the beetles, and small snapping mandibles near their mouths.
- Fireflies have yellowish chitin. Their abdomen contain a gland that allow them to glow in dark areas. Their eyes are slightly more adapted to poor illuminated areas.
- Velvet worms have a leaf green or light brown chitin. They possess long antennae, lots of smaller legs and a small mouth with mandibles.
- Phasms have a dark brown chitin, almost looking like wood. They are quite tall, with long, slims limbs and long antennae.
- Earthworms have a pink-brown, skin-like chitin. Their bodies are segmented and they have a long bill-like mouth with small eyes.
- Heelwalkers have a light grey chitin. Their heads look like a mantis with large eyes and mandibles. Their limbs are tipped with sharp studs.
- Cicadas have a dark yellow chitin. They have a large black-stripped abdomen and their wings are almost translucent.

Relations: Insectoids are generally distant to the other races, mainly because of their appearance. However, if these races shows respect and empathy to them. Nature dwellers, such as elves and Halflings can expect help from an insectoid tribe, as well as a good trade outpost. Dwarves and gnomes are also in good terms with insectoids. Drows, thri-kreens, dromites, formians and other vermin-like or vermin worshipping races sometimes form alliances with insectoids, as long as they are treated as equals.

Alignment: Insectoids come with different philosophies, They can be as cruel to the core than as good-hearted. Most tribe leader are neutral on one axis, but exceptions are common.

Insectoid Lands: Insectoids prefer nature over urban settings. Forests and plains are usually the best camp site for insectoids. Being sedentary, they do not really worry about moving from one place to the other.

Religion: Insectoids worship gods such as Elhonna and Odad-Haï. Some insectoids venerate Lolth, the spider goddess of the drows.

Language: Insectoids speak Sylvan, Common and Insect, which is a combination of body gestures and chit-chit sounds.

Common insectoid traits: These are the racial traits shared by every insectoid :
  • Monstrous Humanoid.
  • Medium
  • Space/Reach: 5 feet/5 feet
  • Darkvision 60 feet
  • Scent
  • Four arms: Each insectoid has 2 pairs of arms, allowing them to take the Multiweapon Fighting feats. These arms grant a +2 bonus to grapple checks, climb and swim
  • +2 to saves vs. all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Mantis traits:
  • +2 str, +2 dex, -2 con. Mantises are strong and stealthy, but a bit frail.
  • Base land speed of 30 feet, and flight speed of 30 feet (average)
  • Natural weapons (claws): Mantises can slash opponents with their scythe-like claws. As a full-attack action, a mantis can make 2 claw attacks at the same base attack bonus, each dealing 1d6 points of damage plus the mantis’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus. Furthermore, a mantis cannot make a claw attack if it holds something in its hand.
  • Improved Grab: To use this ability, the mantis must hit with its claw attack.
  • Natural armor bonus of +2
  • +2 to Spot checks, +2 to Hide check in foliage.
  • Favored class: Scout
  • LA +2

Wasp traits:
  • +2 dex, +2 con, -2 str. Wasps are quick and stout, making their venom potent, but not as strong as the others.
  • Base land speed of 30 feet, and flight speed of 50 feet (average)
  • Natural weapon (sting): Wasps can sting opponents with the stinger at the end of their abdomen. The sting deals 1d4 points of damage plus 1-1/2 the wasp’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Poison: The sting holds the wasp’s signature feature. Injury, Fortitude DC 10 + ½ the wasp’s HD + the wasp’s constitution modifier, initial and secondary damage 1d4 Dex.
  • Natural armor bonus of +2
  • +2 to Spot check, +2 to Survival check when orienting themselves.
  • Favored class: Rogue
  • LA +2

Scorpion traits:
  • +2 str, +2 con. Scorpions are strong and durable.
  • Base land speed of 30 feet, and climb speed of 15 feet
  • Natural weapons (pincers and sting): Scorpions can crush opponents with their pincers. As a full-attack action, a scorpion can make 2 pincer attacks at the same base attack bonus, each dealing 1d4 points of damage plus the scorpion’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus. Furthermore, a scorpion cannot make a claw attack if it holds something in its hand. Even if the hand is pincer-like, a scorpion can still manipulate objects without penalties. Scorpion can also sting opponents. The sting deals 1d4 points of damage plus half the scorpion’s strength modifier. This attack is a secondary attack at the scorpion base attack bonus -5.
  • Poison: The sting holds a potent venom. Injury, Fortitude DC 10 + ½ the scorpion’s HD + the scorpion’s constitution modifier, initial and secondary damage 1d3 Con.
  • Improved Grab: To use this ability, the scorpion must hit with its claw attack.
  • Natural armor bonus of +3
  • +2 to Hide and Spot check, +8 to Climb check, can take 10 even if rushed or threaten.
  • Favored class: Barbarian
  • LA +2

Spider traits:
  • +2 dex, +2 con, -2 str. Spiders are hardy and quick, but not as strong, relying more on their agility.
  • Base land speed of 30 feet, and climb speed of 20 feet
  • Natural weapon (bite): Spiders can bite opponents. The bite deals 1d6 points of damage plus 1-1/2 the spider’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Poison: The bite of a spider is venomous. Injury, Fortitude DC 10 + ½ the spider’s HD + the spider’s constitution modifier, initial and secondary damage 1d4 Str.
  • Web: Spiders can cast a web eight times per day. A single strand is strong enough to support the spider and one creature of the same size. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider.

    An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are DC 10 + ½ the spider’s HD + the spider’s constitution modifier.

    Spiders can also make web traps. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 6 hit points, and sheet webs have damage reduction 5/—.

    A spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
  • Natural armor bonus of +1
  • +2 to Hide, Move Silently and Spot check, +8 to Climb check, can take 10 even if rushed or threaten.
  • Favored class: Rogue
  • LA +2

Ant traits:
  • +2 str, +2 con. Ants are strong and stout
  • Base land speed of 40 feet, burrow speed of 20 feet and climb speed of 20 feet
  • Natural weapon (bite and sting): Ants can bite their opponents. Their bite deals 1d4 points of damage plus the ant’s strength modifier. Ants can also sting opponents with the stinger at the end of their abdomen. The sting deals 1d4 points of damage plus half the ant’s strength modifier, plus an additional 1d4 points of acid damage. It cannot make multiple attacks gain from a high base attack bonus. This attack is a secondary attack at the ant base attack bonus -5.
  • Improved Grab: To use this ability, the ant must hit with its bite attack.
  • Natural armor bonus of +2
  • +2 to Survival check when tracking by scent, +8 to Climb check, can take 10 even if rushed or threaten
  • Favored class: Fighter
  • LA +2

Moth traits:
  • +2 dex, +2 wis, -2 str. Moths are quick and cunning, but not very strong.
  • Base land speed of 30 feet, and flight speed of 40 feet (average)
  • Natural weapon (slam): Moths can sting opponents with their wings. The slam deals 1d4 points of damage plus 1-1/2 the moth’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Poison: The wings holds a poisonous dust . Injury, Fortitude DC 10 + ½ the moth’s HD + the moth’s constitution modifier, initial and secondary damage 1d4 Str.
  • Poison dust cloud: As a full-round action, a moth can beat its wings to create a poisonous cloud of dust. This grants the moth concealment and anyone within a 10-feet radius from the moth are exposed to the poison.
  • Natural armor bonus of +1
  • +2 to Hide and Spot check.
  • Favored class: Druid
  • LA +2

Dragonfly traits:
  • +2 str, +4 dex,. Dragonflies are quite agile and strong.
  • Base land speed of 30 feet, and flight speed of 60 feet (good)
  • Natural weapon (bite): Dragonflies can bite their opponents. Their bite deals 1d6 points of damage plus the dragonfly’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Wide vision: Dragonflies can see in a much wider angle than humanoids. They cannot be flanked
  • Cold Paralysis: Dragonflies are sensitive to cold. If it takes 10 points of cold damage from some source, it loses its flight speed for 2d6 rounds. If wandering in a rather arctic or cold environment, a dragonfly cannot fly.
  • Natural armor bonus of +1
  • +2 to Hide and Survival check, +4 to Spot and Search checks
  • Favored class: Fighter
  • LA +2

Horn beetle traits:
  • +4 str, +2 con, -2 dex. Horn beetles are very strong and tough, but very slow.
  • Base land speed of 20 feet
  • Natural weapon (gore): Horn beetle can gore their opponents with their horn. Their horn deals 1d6 points of damage plus 1-1/2 the horn beetle’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Powerful Charge: When a horn beetle charges, its gore attack deals 2d6 points of damage plus 1-1/2 the beetle’s strength modifier.
  • Natural armor bonus of +4
  • +2 to Spot check
  • Favored class: Barbarian
  • LA +2

Stag beetle traits:
  • +4 str, +2 con, -2 dex. Stag beetles are very strong and tough, but very slow.
  • Base land speed of 20 feet
  • Natural weapon (bite): Stag beetle can crush their opponents with their mandibles as a bite. Their bite deals 1d6 points of damage plus 1-1/2 the stag beetle’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Trample: 2d6 points of damage plus 1-1/2 the stag beetle’s strength modifier. Reflex half DC 10 + ½ the beetle’s HD + the beetle’s strength modifier. The save DC is Strength-based.
  • Natural armor bonus of +4
  • +2 to Spot check
  • Favored class: Barbarian
  • LA +2

Centipede traits:
  • +2 dex, +2 con, -2 str. Centipedes are agile and enduring, but not very powerful.
  • Base land speed of 40 feet, and climb speed of 40 feet
  • Natural weapon (bite): Centipedes can bite their opponents. Their bite deals 1d6 points of damage plus 1-1/2 the centipede’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Poison: The centipede’s bite holds a poison. Injury, Fortitude DC 10 + ½ the centipede’s HD + the centipede’s constitution modifier, initial and secondary damage 1d3 Dex.
  • Natural armor bonus of +2
  • +2 to Spot checks, +8 to Climb check, can take 10 even if rushed or threaten
  • Favored class: Ranger
  • LA +2

Grasshopper traits:
  • +2 str, +2 dex. Grasshoppers are strong and agile, especially in their legs.
  • Base land speed of 30 feet, and flight speed of 30 feet (average)
  • Natural weapon (bite): Grasshoppers can bite their opponents. Their bite deals 1d6 points of damage plus 1-1/2 the grasshopper’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Natural armor bonus of +2
  • +2 to Listen and Spot check, +4 to Jump checks
  • Favored class: Bard
  • LA +2

Cockroach traits:
  • +2 str, +2 con, -2 cha. Cockroaches have a strong metabolism and strength, but their stench do not make them appealing.
  • Base land speed of 40 feet, and climb speed of 40 feet
  • Natural weapon (bite): Grasshoppers can bite their opponents. Their bite deals 1d6 points of damage plus 1-1/2 the grasshopper’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Stench: Every creature in a 15-feet radius must make a fortitude save (DC 10 + ½ the cockroach’s HD + the cockroach’s constitution modifier) or be nauseated for 1d4 rounds. Regardless of success, the creature cannot be affected by a cockroach’s stench for 1 hour.
  • Natural armor bonus of +3
  • +2 to Hide and Move Silently check, +8 to Climb check, can take 10 even if rushed or threaten
  • Favored class: Ranger
  • LA +2

Ant lion traits:
  • +2 str, +2 con, -2 dex. Ant lions are strong and stout, but not very fast.
  • Base land speed of 20 feet, and burrow speed of 20 feet
  • Natural weapon (bite): Ant lions can bite their opponents. Their bite deals 1d6 points of damage plus 1-1/2 the ant lion’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Improved Grab: To use this ability, the ant lion must hit with its bite attack.
  • Poison: The ant lion’s bite holds a paralysing toxin. Injury, Fortitude DC 10 + ½ the ant lion’s HD + the ant lion’s constitution modifier, initial damage none/secondary damage paralysis 1d6 rounds.
  • Pit: The ant lion can create a 20-feet wide and 20-feet deep conical pit out of loose oil. A DC 10 Spot check identifies the pit, but charging or running characters are not entitled to this check. Anyone must make a DC 17 Reflex Save to avoid falling in.

    A falling creature slide at the rate of 10 feet per round. A DC 17 Climb check is necessary to arrest the slide, and a DC 22 Climb check to required to climb out.
  • Sand burst: A ant lion can hurl dirt at the walls of its pit. As a ranged touch, anyone hit by it must make a DC 22 Climb check or slide 10 feet toward the bottom.
  • Natural armor bonus of +3
  • +2 to Listen and Hide check; changes to +4 to Hide when hidden in its pit
  • Favored class: Ranger
  • LA +2

Termite traits:
  • +2 str, +2 con. Termites are strong and hardy.
  • Base land speed of 30 feet, burrow speed of 20 ft and climb speed of 20 feet
  • Natural weapon (bite): Termites can bite their opponents. Their bite deals 1d6 points of damage plus 1-1/2 the termite’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Improved Grab: To use this ability, the termite must hit with its bite attack.
  • Poison: The termite’s bite holds a paralysing toxin. Injury, Fortitude DC 10 + ½ the termite’s HD + the termite’s constitution modifier, initial damage 1d4 acid/secondary damage paralysis 1d4 rounds.
  • Constrict: A termite deals automatic bite damage on a successful grapple check.
  • Natural armor bonus of +2
  • +2 to Hide and Spot check, +8 to Climb check, can take 10 even if rushed or threaten
  • Favored class: Druid
  • LA +2

Mosquito traits:
  • +2 dex, -2 con. Mosquitoes are agile and stealthy, but frail.
  • Base land speed of 30 feet and flight speed 30 feet (average)
  • Small size: Unlike other insectoids, mosquitoes are smaller, and thus gain all the benefits and penalties of being small.
  • Natural weapon (sting): Mosquitoes can gore their opponents with their nose-like stinger. Their stinger deals 1d4 points of damage plus 1-1/2 the mosquito’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Improved grab: To use this ability, the mosquito must hit with its sting attack.
  • Blood Drain: A mosquito drains blood, dealing 1d3 points of Constitution damage in any round when it begins its turn grappling a victim. Once it has dealt 3 points of Constitution damage, it lets go and goes digest the meal. This drain is treated as a normal meal for a humanoid.
  • Mosquitoes can hide their predominant nose-like “stinger” with a successful DC 15 Hide check.
  • Natural armor bonus of +2
  • +2 to Hide and Spot checks
  • Favored class: Rogue
  • LA: +2

Leech traits:
  • +2 str, +2 con, -2 cha, -2 dex. Leeches are very strong and resistant, but they lack agility and people fear them because of their slimy appearance.
  • Base land speed of 20 feet, swim speed of 20 feet and climb speed of 20 feet.
  • Natural weapon (bite): Leeches can bite their opponents. Their bite deals 1d6 points of damage plus 1-1/2 the leech’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Improved grab: To use this ability, the leech must hit with its bite attack.
  • Blood Drain: A leech drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn grappling a victim. Once it has dealt 4 points of Constitution damage, it lets go and goes digest the meal. This drain is treated as a normal meal for a humanoid.
  • +2 to Hide check, +8 to Climb and Swim check, can take 10 even if rushed or threaten
  • Favored class: Ranger
  • LA: +2

Ladybird traits:
  • +2 cha, -2 dex. The ladybirds are very charismatic, but their carapace makes them a bit slow.
  • Base land speed 20 feet, flight speed of 20 feet (poor) and climb speed of 20 feet.
  • Natural weapon (slam): Ladybirds can buffet opponents with their wings. The slam deals 1d4 points of damage plus 1-1/2 the ladybird’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Carapace: their carapace gives ladybirds DR 2/slashing
  • Natural armor bonus of +4
  • +2 to Listen and Spot checks, +8 to Climb check, can take 10 even if rushed or threaten
  • Favored class: Druid
  • LA: +2

Butterfly traits:
  • +2 dex, +2 cha, -2 str, -2 con. Butterflies are quick and cunning, but very fragile.
  • Base land speed of 30 feet, and flight speed of 40 feet (average)
  • Natural weapon (slam): Butterflies can buffet opponents with their wings. The slam deals 1d4 points of damage plus 1-1/2 the butterfly’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Fear pattern: As a standard action, a butterfly can deploy its wings, revealing a rather intimidating pattern. This grants the butterfly a +5 to Intimidate check to anyone within a 10-feet radius from the butterfly.
  • Natural armor bonus of +1
  • +2 to Hide and Spot check.
  • Favored class: Druid
  • LA +2

Scarab traits:
  • +2 con, +2 wis, -2 dex. Scarabs are very tough, but, like the other beetles, pretty slow.
  • Base land speed 20 feet, and climb speed of 20 feet
  • Natural weapon (bite): Scarabs can crush their opponents with their mandibles as a bite. Their bite deals 1d6 points of damage plus 1-1/2 the scarab’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Natural armor bonus of +6.
  • +2 to Spot check, +8 to Climb check, can take 10 even if rushed or threaten
  • Favored class: Cleric
  • LA: +2

Firefly traits:
  • +2 cha, +2 dex, -2 str. Fireflies are quick and charming, but weak.
  • Base land speed 30 feet, and flight speed of 50 feet (average)
  • Natural weapon (bite): Fireflies can bite their opponents with their mandibles. Their bite deals 1d4 points of damage plus 1-1/2 the firefly’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Light: Fireflies can make their abdomen glow a soft yellow or green light, providing illumination in a 10-feet radius.
  • Low-light vision
  • Natural armor bonus of +2.
  • +2 to Hide, Spot and Survival check,
  • Favored class: Sorcerer
  • LA: +2

Velvet worm traits:
  • +2 str, +2 con, -2 dex. Velvet worm are strong and enduring, but not too fast.
  • Base land speed 20 feet, and climb speed of 20 feet
  • Natural weapon (bite): Velvet worms can bite their opponents with their mandibles. Their bite deals 1d4 points of damage plus 1-1/2 the worm’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Natural weapon (glue strands): Velvet worms can shoot string of sticky silk at their opponents to immobilized them. A velvet worm can shoot 1 strand as a standard action and 2 as a full-attack action, as ranged touch attacks. A strand has a range of 50 feet with no range increment.
    A glue strand deals no damage, but entangles the target for 2d4 rounds. If the target is touching the ground and fails a Reflex save DC 18, it is anchored, unable the move. On a successful save, the target can still moves at half speed for the duration. A flying creature must make a DC 15 Reflex save or fall.
    A creature can burst the strand with a DC 18 Strength check. Another can also cut free a creature by attacking with a slashing weapon and dealing 10 points of damage. In either case, the freed creature still moves at half speed for the duration.
    The velvet worm can shoot the same target multiple times. Each strand add +2 to the saves, 10 hp and +2 to the duration.
  • Poison: The velvet worm’s bite holds a weakening toxin. Injury, Fortitude DC 10 + ½ the worm’s HD + the worm’s constitution modifier, initial damage 1d3 con/secondary damage 1d3 con.
  • Tremorsense 30 feet.
  • Low-light vision
  • Natural armor bonus of +2.
  • +2 to Listen and Spot check, +8 to Climb check, can take 10 even if rushed or threaten
  • Favored class: Rogue
  • LA: +2

Phasm traits:
  • +2 str, +2 dex, -2 con. Phasms are flexible and strong, but their slim build is not very enduring.
  • Base land speed 20 feet, and climb speed of 20 feet
  • Large size: Unlike other insectoids, phasms are taller and leaner, and thus gain all the benefits and penalties of being large.
  • Natural weapon (bite): Phasms can bite their opponents with their mandibles. Their bite deals 1d6 points of damage plus 1-1/2 the phasm’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Camouflage: The phasm can hide in any environments, looking like a stick. It gains a +10 competence bonus to Hide checks.
  • Tremorsense 30 feet.
  • Low-light vision
  • Natural armor bonus of +4.
  • +2 to Listen and Escape Artist check, +8 to Climb check, can take 10 even if rushed or threaten
  • Favored class: Rogue
  • LA: +2

Earthworm traits:
  • +2 dex, +2 con, -2 str. Earthworm are agile and enduring, but not too strong.
  • Base land speed 30 feet, climb speed of 15 feet and burrow speed of 20 feet
  • Natural weapon (slam): Earthworms can slam their opponents with their fists. Their slam deals 1d4 points of damage plus 1-1/2 the worm’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Regeneration: Earthworms can regenerate themselves at a rate of 2 hit points per round. Fire deal normal damage to an earthworm. An earthworm that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the earthworm dies. An earthworm can regrow lost body parts. It takes 24 hours to regrow.
  • Tremorsense 30 feet.
  • Low-light vision
  • Natural armor bonus of +1.
  • +2 to Listen and Escape Artist check, +8 to Climb check, can take 10 even if rushed or threaten
  • Favored class: Druid
  • LA: +2

Heelwalker traits:
  • +4 dex, -2 str. Heelwalkers are extremely agile, but not very strong.
  • Base land speed 40 feet, and climb speed of 20 feet
  • Natural weapon (bite): Heelwalkers can bite their opponents with their mandibles. Their bite deals 1d4 points of damage plus 1-1/2 the heelwalker’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Flexible body: The heelwalker’s body is very flexible, granting it a +10 competence bonus to Escape Artist checks.
  • Tremorsense 30 feet.
  • Low-light vision
  • Natural armor bonus of +3.
  • +2 to Balance and Tumble check, +8 to Climb check, can take 10 even if rushed or threaten
  • Favored class: Rogue
  • LA: +2

Cicada traits:
  • +2 dex, +2 cha, -2 str. Cicadas are quick and have a natural charm, despite their weak build.
  • Base land speed 30 feet, and fly speed of 30 feet (good)
  • Natural weapon (bite): Cicadas can bite their opponents with their mandibles. Their bite deals 1d4 points of damage plus 1-1/2 the cicada’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
  • Noise shime: As a standard action, the cicada can create a sharp thrill that extend to a 40-feet radius. The cicada can maintain this sound for a number of rounds equal to 3 + its constitution modifier, and can stop and resume it at will. While the sound is active, spellcasters must make a Concentration check in order to cast spells. The DC is 10 + ½ the cicada’s HD + the cicada’s charisma modifier. While the Listen DC to hear a cicada is reduced by 10, other creatures have a -10 penalty to Listen checks for hearing other sounds.
  • Low-light vision
  • Natural armor bonus of +3.
  • +2 to Listen and Spot check
  • Favored class: Bard
  • LA: +2
 

JiCi

First Post
Next: a new kind of carnivorous plant

Sylvan Maw Seed CR 1
Usually N Tiny plant
Init +5; Senses: low-light vision, tremorsense 15 ft.; Listen +2, Spot +2
Languages: --
AC 14, touch 13, flat-footed 13
(+2 size, +1 dex, +1 natural)
hp 5 (1 HD); Fast Healing 1
Immune all mind-affecting effects, poison, sleep effects, paralysis, polymorph, stunning and critical hits;
Weakness vulnerability to fire
Fort +2, Ref +1, Will +0
Speed 10 ft. (2 squares), burrow 5 ft.
Melee Bite +3 (1d3-2)
Space 2-1/2 ft.; Reach 0 ft.
Base Atk +0; Grp -10
Atk Options --
Special Actions --
Abilities Str 6, Dex 12, Con 10, Int 3, Wis 10, Cha 6
SQ --
Feats Weapon Finesse (B), Improved Initiative
Skills Hide +19*, Listen +2, Spot +2
A sylvan maw gains a +10 racial bonus to Hide in forest terrains.
Advancement 2-4 HD (Tiny)

Sylvan Maw Sapling CR 3
Usually N Small plant
Init +6; Senses: low-light vision, tremorsense 30 ft.; Listen +4, Spot +4
Languages: --
AC 16, touch 13, flat-footed 14
(+1 size, +2 dex, +3 natural)
hp 27 (5 HD); Fast Healing 3
Immune all mind-affecting effects, poison, sleep effects, paralysis, polymorph, stunning and critical hits;
Weakness vulnerability to fire
Fort +5, Ref +3, Will +1
Speed 20 ft. (4 squares), burrow 10 ft.
Melee Bite +6 (1d6+2 plus poison)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +0
Atk Options --
Special Actions poison (injury, DC 14, 1d4 str/1d4 str)
Abilities Str 12, Dex 14, Con 12, Int 3, Wis 10, Cha 6
SQ --
Feats Weapon Finesse (B), Improved Initiative, Improved Natural Attack (bite)
Skills Hide +16*, Listen +4, Spot +4
A sylvan maw gains a +10 racial bonus to Hide in forest terrains.
Advancement 6-9 HD (Small); 10-12 HD (Medium); 13-15 HD (Large)

Sylvan Maw Elder CR 12
Usually N Huge plant
Init +4; Senses: low-light vision, tremorsense 60 ft.; Listen +10, Spot +11
Languages: --
AC 24, touch 8, flat-footed 24
(-2 size, +16 natural)
hp 136 (16 HD); Fast Healing 6 DR 5/--
Immune all mind-affecting effects, poison, sleep effects, paralysis, polymorph, stunning and critical hits;
Weakness vulnerability to fire
Fort +14, Ref +5, Will +5
Speed 30 ft. (6 squares), burrow 15 ft.
Melee Bite +20 (3d6+15 plus poison)
Space 15 ft.; Reach 20 ft.
Base Atk +12; Grp +30
Atk Options Improved Grab, Swallow Whole, power attack, awesome blow
Special Actions poison (injury, DC 24, 1d8 str/1d8 str)
Abilities Str 30, Dex 10, Con 18, Int 3, Wis 10, Cha 6
SQ --
Feats Improved Initiative, Improved Natural Attack (bite), Ability Focus (poison), Power Attack, Cleave, Awesome blow
Skills Hide +2*, Listen +10, Spot +11
A sylvan maw gains a +10 racial bonus to Hide in forest terrains.
Advancement 6-9 HD (Small); 10-12 HD (Medium); 13-15 HD (Large)
Improved Grab (Ex) If the sylvan maw elder hits with its bite, it may start a grapple without provoking attacks of opportunity as a free action. If it gets a hold, it can try to swallow its target the next round.
Swallow Whole (Ex) A sylvan maw elder can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant’s mass, the opponent must succeed on a DC 24 Fortitude save or be poisoned by the maw’s juices. Furthermore, the creature takes 2d6 points of acid damage per round. A new save is required each round inside the plant. The save DC is Constitution-based, same as the poison.
A swallowed creature can climb out of the mass with a successful grapple check. This returns it to the plant’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the sylvan maw’s interior (AC 17). Once the creature exits, the sylvan maw’s muscular actions close the hole; another swallowed opponent must cut its own way out.
A sylvan maw’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

A mass of knotted vines crawls toward you. The mass walks on 3 tentacle-like appendages made out of vine. On its top rests a large toothy may with two dark orbs, staring at you.

A sylvan maw is a dangerous forest carnivore that slowly prowls through the bushes and trees in search for preys. Its ropy body allows it to hide without much difficulty. Many travelers have mistaken a sylvan maw’s tentacle-like leg for an assassin vine, before getting scooped by this plant.

Strategies and Tactics
A sylvan maw, regardless of its stage, attacks from ambush, either from underground or from thick overgrowth. It bites relentlessly, weakening its foes and, if it can, swallow and slowly digest its prey. Merely more intelligent than animals, it fights according to instinct, rather than strategy. Unless severely injured, it will not retreat until its prey, or foes, die on the spot.

Encounters
Sylvan maw elders are generally encountered alone, but seeds stay and help each others and use their numbers to overcome obstacles. Saplings can be seen in pairs or trios.
Seed ground (CR 3) It has been 6 years since a sapling projected its seeds. Four sylvan maw seeds are scavenging through the area for intruders.

Ecology
A sylvan maw lives in dense forests, living a solitary live. It reproduces itself by seed once every 4 years, leaving 1d6 seeds. Each seed takes 4 years to grow into sentient seeds, 4 years into sapling and a 20 years span to become an elder. Seeds stay together for the time being until maturity.

Many fey and sylvan creatures avoid sylvan maw territories, and a few of them lead hunting groups to eradicate these plants. Treants, shambling mounts and tentriculoses mainly get into fights with sylvan maws for food and territories.

Environment
Sylvan maws are native from temperate forests, away from civilization.
Typical Physical Characteristics
A sylvan maw seed is about 1.5 feet high and weighs about 10 lbs. It has dark brown bark covered by dark green vines. It has a semi-circular maw filled with sharp teeth. Behind its maw are 2 featureless black orbs for eyes.
Alignment
Sylvan maws are usually neutral. These plants rely more on instinct than intelligence to reason.
 
Last edited:

Justice Gundam

First Post
Hi, JiCi! I'm a fairly occasional poster in this message board, me not being a D&D expert and all, but I have to say that I loved all of your creations. Very original and flavourful, especially the arctic diamond, the felldrakes, and the new guardinals and dragons. You've done a great job overall, and provided me with lots of ideas for my upcoming campaign! Thank you very much!
 

demiurge1138

Inventor of Super-Toast
The sylvan maws look good, but the bite attacks of the sapling and the elder still have the same bonuses as the seed.

Demiurge out.
 

JiCi

First Post
demiurge1138 said:
The sylvan maws look good, but the bite attacks of the sapling and the elder still have the same bonuses as the seed.

Demiurge out.
Woops... my bad.

Corrected
 

JiCi

First Post
next: another fiery devil

Hellfire Devil (pyronagon) CR 10
Always LE Small Outsider (extraplanar, evil, lawful)
Init +9; Senses: Darkvision 60 ft., see in darkness; Listen +2, Spot +2
Languages: Ignan, Infernal, Celestial, Draconic, telepathy 100 ft.
--------------------------------------------------------------------------
AC 19, touch 16, flat-footed 14, Dodge
(+1 size, +5 dex, +3 natural)
hp 65 (10 HD); Fire Healing 3/1 DR 5/good and silver
SR 20
Immune fire, poison;
Resistance acid 10, cold 10
Fort +9, Ref +12, Will +9
--------------------------------------------------------------------------
Speed 40 ft. (8 squares), fly 60 ft. (good)
Melee 2 claws +16 (1d3 plus 1d6 hellfire)
Melee Hellfire blade +16/+11 melee touch (1d8+5 hellfire)
Ranged Hellfire bolt +16/+11 ranged touch (4d6 hellfire)
Space 5 ft.; Reach 5 ft.
Base Atk +10; Grp +6
Atk Options Hellfire blade, hellfire bolt, Point-Blank Shot, Precise Shot
Special Actions summon devil
--------------------------------------------------------------------------
Abilities Str 10, Dex 20, Con 15, Int 12, Wis 14, Cha 14
SQ Fire Healing, Heat
Feats Weapon Finesse (B), Improved Initiative, Point-Blank Shot, Precise Shot, Dodge
Skills Balance +18, Disguise +15, Hide +19, Intimidate +15, Listen +15, Move Silently +15, Sleight of Hand +18, Spot +15, Tumble +18
Advancement 11-20 HD (Small) or by character class ; Favored Class rogue; see text
--------------------------------------------------------------------------
Fire Healing (Ex) Any fire attack that would normally deal damage instead heals a hellfire devil. Any fire effect targeted on a hellfire devil heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the hellfire devil to exceed, it gets them as temporary hit points. For example a hellfire devil exposed to a fireball that deals 30 points of damage would heal up to 10 points of damage, or provide the hellfire devil with up to 10 temporary hit points.
Heat (Ex) A hellfire devil’s natural weapons, as well as any weapons it wields, deals an additional 1d6 points of hellfire damage. Creatures hitting a hellfire devil with natural weapons or unarmed attacks take fire damage as though hit by the hellfire devil’s claw attack, and also catch on fire unless they succeed on a DC 17 Reflex save. The save is Constitution-based. This ability can be suppress and resume as a free action.
Hellfire (Ex) A hellfire devil exude profane flames from its body. Damage dealt by these flames is half fire damage and half pure profane power, which is not subject to resistance or immunity to fire.
Hellfire Blade (Su) At will, the hellfire devil can shape its flame into a blade, much like the flame blade spell. Each attack are melee touch attacks, and deals 1d8+5 of hellfire damage. Like the spell, the hellfire devil does not apply its Strength modifier to damage.
The blade deals an additional +1 of damage for each 2 additional HD the hellfire devil gains as it advances.
Hellfire Bolt (Su) As a standard action, the hellfire devil can shoot a fiery orb made of hellfire. Each bolt deals 4d6 points of hellfire damage on a successful ranged touch attack. The hellfire devil may fire a bolt as many times as it can according to its base attack bonus as a full-attack action.
Summon Devil (Sp) Once per day a blaze devil can attempt to summon 2d6 lemures or 1d4 with a 50% chance of success, 1d2 barbed devils with a 35% chance of success, or another hellfire devil with a 20% chance of success. This ability is the equivalent of a 6th-level spell.

A small imp-like creature flies by. As you look upon it, bright flames slowly cover its features. Its spiked tail, bat-like wings, small horns and malicious eyes reveal its devilish look, and a staff of flame and fiery orb in its clawed hands, as well as its evil smile, reveal to you that you are its next prey.

A hellfire devil is a tormented soul merged with the very essence of Baator: hellfire. These mistaken imps burn throughout the battlefields high-ranked foes with their flames. While these outsiders can be misunderstood as wanton destroyers, hellfire devils are often summoned by archdevils, mainly Mephistopheles, to go on crippling assassination missions and other specific targets in order to ignite a war.

Strategies and Tactics
Although intelligent, hellfire devils employ simple strategies against foes. They start by shooting their foes with hellfire bolts from higher grounds, staying out of reach. Then, they close, slashing away their hellfire blades to finish it off. If the enemy is more resilient, they back out and start shooting bolts again before closing in. A hellfire devil prefers to ambush a small group and a single creature, mainly because it lacks the offensive and defensive abilities to counter larger group tactics.

Encounters
Hellfire devils are lone workers. They go alone on killing missions, although some devils can accompany them if backup would be necessary.
Fiery Assassin (CR 10) A hellfire devil has summoned by a spellcaster to take care of one of the PCs. It stays out of sight and strike when its target is alone.

Ecology
Hellfire devils are born from the souls of fire-wielding creatures, such as evokers, fire giants and even pyrokineticists. They breathe, but do not eat or sleep, and cannot be resurrected if killed. These devils live a lonely life, yet they do not complain about it. Their signification of their existence is to kill specific individuals according to their masters’ orders. They are not a slave breed, however, and some just live a life of serial killer for hire.

Environment
Hellfire devils are native from the Nine Hells of Baator. They have been seen in every part of the plane.
Typical Physical Characteristics
A hellfire devil is about 3 feet tall and weighs 80 lbs. Its appearance is identical to a imp, except for its size. It has dark, malicious eyes, a spiked tail, bat-like wings that reach a 6 feet wingspan and small horns. Its wears charred clothes and bits of armor and flickering flames constantly surround its body.
Alignment
As devils, hellfire devils are always lawful evil.

Society
Hellfire devils work and live alone. They usually make their home near their masters’ cities or stronghold, in order to stay in touch with their employers. They sometimes work as a team of 2 or 3 on special missions, yet their potential have proven to other devils that one is often enough. They tend to get along well with other devils, since they do not to get betrayed by others. They have a guilty pleasure to harass ice devils, especially by breaking their pride of being “immune” to fire and that hellfire devils are resistant, not vulnerable, to their cold attacks.
Typical Treasure
A hellfire devil does not carry flammable objects, preferring durable trinkets and gems, but it does not usually hoard treasure of any sort.

Hellfire Devils with Class Levels
Hellfire devils grow stronger as they age, but their assassin living style make them good rogues and most of them take level in the assassin prestige class. Rogue is their favored class, as they do like a good hellfire blade strike right where it hurts.
Level Adjustment: +7
 

JiCi

First Post
next: four new speedy dragons

A dark-scaled lizard braces itself against the ground, just like in order to start running. Its head sports draconic features, such as reptilian eyes, a long snout and sharp fangs. Its four legs are clawed, sturdy and muscular and a tail twitches at the end of its spine. This beast deploys fin-like flaps of skin behind its legs and under its jaw as it starts to run.

Finned Speeddrake CR 5
Usually N Large dragon
Init +4; Senses: darkvision 60 ft., low-light vision, Listen +12, Spot +12
Languages: (understand) Common, Draconic
---------------------------------------------------------------------------------------------
AC 18, touch 13, flat-footed 14, Dodge, Mobility
(-1 size, +5 armor, +4 dex)
hp 76 (8 HD)
Immune paralysis, sleep, slow;
Fort +9, Ref +10, Will +7
---------------------------------------------------------------------------------------------
Speed 100 ft. (20 squares), Run, Spring Attack
Melee Bite +11 (1d8+6)
Space 10 ft.; Reach 5 ft.
Base Atk +8; Grp +16
Special Actions Steady jump, Tight turn
---------------------------------------------------------------------------------------------
Abilities Str 18, Dex 18, Con 16, Int 10, Wis 12, Cha 6
SQ Evasion, Lasting speed
Feats Run (b), Dodge, Mobility, Spring Attack
Skills Jump +17 (+49), Listen +12, Spot +12, Survival +12, Swim +15, Tumble +17
Advancement 9-16 HD (Large);
---------------------------------------------------------------------------------------------
Lasting Speed (Ex) A finned speeddrake is immune to magical slow effects.
Steady Jump (Ex) A finned speeddrake can take 10 on Jump check, regardless of situations.
Tight Turn (Su) A finned speeddrake can make turns at up to 90° without reducing its speed. It can execute such turns a number of times equal to its Dexterity modifier per round.


A crimson-scale dinosaur creature is silently looking around itself. It stands on two legs and has two weaker forelimbs at its chest, like a velociraptor. A long flat, ribbon-like tail drags behind and two ear frills turn and twitches as it prepares to sprint.

Raptor Speeddrake CR 4
Usually N Large dragon
Init +6; Senses: darkvision 60 ft., low-light vision, Listen +10, Spot +10
Languages: (understand) Common, Draconic
---------------------------------------------------------------------------------------------
AC 18, touch 12, flat-footed 15, Dodge, Mobility
(-1 size, +3 armor, +6 dex)
hp 51 (6 HD)
Immune paralysis, sleep, slow;
Fort +7, Ref +11, Will +6
---------------------------------------------------------------------------------------------
Speed 120 ft. (24 squares), Run
Melee Bite +11 (1d6+4)
Space 10 ft.; Reach 5 ft.
Base Atk +6; Grp +13
Special Actions Steady jump, Tight turn
---------------------------------------------------------------------------------------------
Abilities Str 16, Dex 22, Con 14, Int 10, Wis 12, Cha 6
SQ Evasion, Lasting speed
Feats Run (b), Dodge, Mobility, Weapon Finesse
Skills Jump +15 (+54), Listen +10, Spot +10, Survival +10, Swim +12, Tumble +17
Advancement 7-14 HD (Large);
---------------------------------------------------------------------------------------------
Lasting Speed (Ex) A raptor speeddrake is immune to magical slow effects.
Steady Jump (Ex) A raptor speeddrake can take 10 on Jump check, regardless of situations.
Tight Turn (Su) A raptor speeddrake can make turns at up to 90° without reducing its speed. It can execute such turns a number of times equal to its Dexterity modifier per round.


A teal-scaled lizard slowly lumbers around. It has thick legs, broad shoulders and a tail as thick as a wood log. The lizard has bony spikes protruding from both shoulders and has a flat snout and sharp fangs.

Hulking Speeddrake CR 6
Usually N Large dragon
Init +2; Senses: darkvision 60 ft., low-light vision, Listen +14, Spot +14
Languages: (understand) Common, Draconic
---------------------------------------------------------------------------------------------
AC 20, touch 11, flat-footed 18, Dodge, Mobility
(-1 size, +9 armor, +2 dex)
hp 105 (10 HD)
Immune paralysis, sleep, slow;
Fort +9, Ref +10, Will +7
---------------------------------------------------------------------------------------------
Speed 80 ft. (16 squares), Run, Spring Attack
Melee Bite +15 (2d6+9)
Space 10 ft.; Reach 5 ft.
Base Atk +10; Grp +20
Atk Options Power Attack
Special Actions Steady jump, Tight turn
---------------------------------------------------------------------------------------------
Abilities Str 22, Dex 14, Con 18, Int 10, Wis 12, Cha 6
SQ Evasion, Lasting speed
Feats Run (b), Dodge, Mobility, Spring Attack, Power Attack
Skills Jump +21 (+57), Listen +14, Spot +14, Survival +14, Swim +19, Tumble +17
Advancement 11-20 HD (Large);
---------------------------------------------------------------------------------------------
Lasting Speed (Ex) A hulking speeddrake is immune to magical slow effects.
Steady Jump (Ex) A hulking speeddrake can take 10 on Jump check, regardless of situations.
Tight Turn (Su) A hulking speeddrake can make turns at up to 90° without reducing its speed. It can execute such turns a number of times equal to its Dexterity modifier per round.


A light-blue-scaled reptile gently jumps around in search of prey. It has elongated legs, a long tail and a small head, almost like a snake. Its eyes are reptilian and its head sits atop a long neck, which connect to a sleek frame.

Snake Speeddrake CR 5
Usually N Large dragon
Init +9; Senses: darkvision 60 ft., low-light vision, Listen +12, Spot +12
Languages: (understand) Common, Draconic
---------------------------------------------------------------------------------------------
AC 18, touch 13, flat-footed 14, Dodge, Mobility
(-1 size, +4 armor, +5 dex)
hp 76 (8 HD)
Immune paralysis, sleep, slow;
Fort +9, Ref +11, Will +7
---------------------------------------------------------------------------------------------
Speed 100 ft. (20 squares), Run
Melee Bite +12 (1d8+4)
Space 10 ft.; Reach 5 ft.
Base Atk +8; Grp +15
Special Actions Steady jump, Tight turn
---------------------------------------------------------------------------------------------
Abilities Str 16, Dex 20, Con 16, Int 10, Wis 12, Cha 6
SQ Evasion, Lasting speed
Feats Run (b), Dodge, Mobility, Weapon Finesse
Skills Jump +16 (+48), Listen +12, Spot +12, Survival +12, Swim +14, Tumble +17
Advancement 9-16 HD (Large);
---------------------------------------------------------------------------------------------
Lasting Speed (Ex) A snake speeddrake is immune to magical slow effects.
Steady Jump (Ex) A snake speeddrake can take 10 on Jump check, regardless of situations.
Tight Turn (Su) A snake speeddrake can make turns at up to 90° without reducing its speed. It can execute such turns a number of times equal to its Dexterity modifier per round.

Speeddrakes are a new breed of dragons that can run countless miles in record times. These creatures are renown for their speed, and thus are highly prized as mounts for the common beings. However, it has been tougher to actually catch it than train. Recently, four speeddrake species have been discovered: the sturdy finned speeddrake, the avian-like raptor speeddrake, the large hulking speeddrake and a sleek snake speeddrake.

Strategies and Tactics
Being good runners and sprinters, speeddrakes start chasing their preys as soon as they spot them, like a cheetah. Unlike these felines, speeddrakes can pursuit their preys for miles before quit the chase, yet this tactic quickly exhausts intruders or potential food. When engaged against larger intruders, a speeddrake runs circles around it striking at each possible passage. It prefers hit-and-run tactics, as it slowly fatigue intruders without getting counterattacked.

Ecology
Speeddrakes, despite their human-like intelligence, behave more like regular animals such as wolves and lions. They live in packs, each with the strongest and fastest as their leader. They do not hoard treasure like other dragons, but are as much protective for their offspring. Each female become fertile once per year, and lays a clutch of 3 to 5 eggs. Families are distinct and each member has its own responsibility in the pack. These carnivorous feed on anything the can catch.
Environment
Speeddrakes live primarily in wastelands and plains, but it is not uncommon to see these dragons in mountains and underground passageways.
Typical Physical Characteristics
Speeddrakes vary according to species, but all breeds are about 7 to 10 feet long from snout to tail, have four legs tipped with claws and sports draconic features. The raptor speeddrake is bipedal, while the others are quadruped. The hulking speeddrake has a build length of 6 feet long from shoulder to shoulder, while the others have about 3 to 4 feet long.
Alignment
Speeddrakes are usually neutral, but like humanoids, they can have any kind of morale codes and ethics. A pack leader might transmit its ethics to its members by its behavior, but each dragon can choose their path.

Society
While their manners resemble predatory animals, they behave more humanly with other creatures. Other speeddrake packs can form alliances and rivalries just humanoid tribes. They defend their territories from intruders and helps those in need. They seem to have a special kinship with humanoids. Those who befriend such beasts are accepted as their personal companion and rider. Of course, a stubborn speeddrake might only accept a rider that can manage to tame it, just like a bucking horse or bull. This friendship can last for years, but the rider and speeddrake must share the same morale code; if the rider is drastically at the opposite to the speeddrake’s alignment, the speeddrake rejects its former companion and immediately attack it as a form of punishment for manipulating it.
Typical Treasure
Speeddrakes do not carry or hoard treasure, but one accompanying a rider might carry personal gear and armor.

For Player Characters
Speeddrakes make excellent mounts for both combat and travelling. Taming one is rather difficult. Against a strong-willed speeddrake, both Handle Animal and Ride checks increase by 5. These checks decrease if the speeddrake is friendly to its rider, yet it extends only to its chosen companion. Buying such a dragon is difficult and rare bargain, and it costs 1,500 gp per the speeddrake’s HD. A trainer charge 500 gp per HD to train to rear a speeddrake.
Paladins can call a speeddrake as his/her special mount, yet it is considered as a paladin 5 levels lower than usual for the purposes of determining the speeddrake’s bonuses as a special mount.
Carrying Capacity: For a finned speeddrake, a light load is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. For a raptor or snake speeddrake, a light load is up to 228 pounds; a medium load, 229-459 pounds; and a heavy load, 460-690 pounds. For a hulking speeddrake, a light load is up to 519 pounds; a medium load, 520-1,038 pounds; and a heavy load, 1,039-1,560 pounds.
 
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