What have you done to my Underdark Fey thread?

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I see, well Clay is busy writing a book, and me, well I don't right now...hmm... 3 cents a word + free copy of the book, hmm... tempting...

Anyways, a Skull Golem would be freaky, and so would a maggot golem. Now, for something really freaky, try a Hair Golem :D

So what exactly are they looking for, just golems, or other monsters too?
 

Spells, magic items, and artifacts ( All with an evil taint to them ) are primarily the focus, but KOC mentioned that constructs would fit into the project.

Hair Golem
Skull Golem ( That bites and spits )
Maggot Golem
Sputum Golem ( Spreads disease and causes nausea )

would be good choices for submissions, at least to start.
 

I see, how about a Slime Golem? or a Darkness Golem?
or a Spirit Golem?
or a Shadow Golem?
or a Ectoplasmic Golem? (Which of course is incorporeal...)
or a Chitinious Golem?
or a Fly Golem?
or a Sewage Golem? (Eeeewww!!!)

:D

You get the general idea...
 


Here's my first Underdark Fey. Took me 2 hours to make this damn thing!

Tweeking suggestions welcome.


Dahkmuern

Tiny Fey
Hit Dice: 1/2 d6 ( 3 )
Initiative: +11 ( +7 Dex, Improved Initiative +4 )
Speed: 20ft / 40ft fly ( Perfect )
AC: 19 ( +2 Size, +7 Dex )
Attacks: Dagger +2, tiny crossbow ( +9 )
Damage: Dagger 1d4-2, tiny crossbow 1d4
Face/Reach: 2 1/2ft x 2 1/2ft
Special Attacks: Poison, Spell Like Abilities
Special Qualities: SR 20, Poison Immunity
Saves: Fort +0 Ref + 10 Wil +4
Abilities: Str 7 Dex 24 Con 10
Int 15 Wis 15 Cha 15
Skills: Spot ( +11 ), Listen ( +11 ), Hide ( +11 ), Move Silently ( +11 ), Pick Pocket ( +11 ), Tumble ( +11 ), Wilderness Lore ( +7 ), Escape Artist ( +11 ), Open lock ( +11 )
Feats: Alertness ( +2 Listen & Spot ), Improved Initiative, lightning Reflexes ( +2 Ref saves )

Climate/Terrain: Temperate to warm underground
Organization: Gang ( 2-4 ), band ( 6-11 ), or tribe ( 20-80 )
Challenge rating: 4
Treasure: No coins, 75% goods, 75% items
Alignment: Chaotic Evil
Advancement: 2-3 HD Tiny

Dahkmuern are the pixie-like kin of the drow. They stand 1' tall, looking very much like their drow kin. Dahkmuern are ebony skinned with pointed ears and very attractive, eyes are bright green, giving the creatures 120ft of darkvision. Dahkmuern also have silvery, insect like wings that give them the ability to fly about the underdark.
Underdark sages believe that the dahkmuern followed the drow into the depths many millenia ago, living at the edges of drow cities. Dahkmuern settlements are smaller versions of the drow cities they reside next to, complete with noble houses, large spider guards, and magical wards. Numbers reach into the thousands, and the cities can sprawl for up to a square mile beneath drow trash heaps.
Dahkmuern society is matriarchal and centered around the worship of the drow goddess Lolth. Although viewed as vermin by their drow neighbors, they are not harmed for fear of incuring the wrath of Lolth. Drow have reluctantly learned to coexist with their tiny kinfolk, often recruiting the dahkmuern as scouts, spies, and assassins.
Dahkmuern speak drow, and undercommon

Combat

Dahkmuern prefer to attack their foes by ambush and trickery. They will begin a battle by firing ranged weapons and employing their spell like abilities to confuse and distract their enemies. Enemies that are affected by the poison tipped ranged weapons will be engaged in melee, then stripped of valuables. Dahkmuern take no prisoners, and offer no mercy.
If outnumbered or faced with a powerful foe, they will retreat into the darks, alerting any nearby drow patrols and will carry out hit and run attacks until the enemy is driven out of dahkmuern territory.

Spell Like Abilities: sleep 3x per day as a 3rd level caster, darkness, invisibility, and resist elements ( fire ) 1x per day as a 3rd level caster.

Poison: Contact poison extracted from the Shamzar Fungus, and applied to melee and ranged weapons. Fort save DC 15 or creature is paralyzed for d4 hours.

Poison Immunity: Immune to all spider venoms and toxins. +4 Save vs all other natural poisons.
 
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Hmm... I would increase the HD to a full 1d6.

Also, to make it compatible with 3.5 the creature should have only 1 feat, and has (6+Int mod)x4 (-or- 32) skill points to use.

I would also give them a spider charm ability (basically prevents unintelligent arachnids from attacking them unless the spider was attacked first.)

I like the idea though. By the way, expect the scorpion tails fey sometime during the next weekend. :D
 

That darn 3.5! I just learned how to make 3.0 edition critters! :D

Can't wait to see the scorpion tailed fey! I'm going to be working on 2 more fey, an artifact, and possibly a construct.
Just sent a buttload of stuph to KOC for their project. I like to get atleast 5-10 things at a time to submit.


Dahkmuern

Tiny Fey
Hit Dice: 1d6 ( 4 )
Initiative: +7 ( +7 Dex )
Speed: 20ft / 40ft fly ( Perfect )
AC: 19 ( +2 Size, +7 Dex )
Attacks: Dagger +2, tiny crossbow ( +9 )
Damage: Dagger 1d4-2, tiny crossbow 1d4
Face/Reach: 2 1/2ft x 2 1/2ft
Special Attacks: Poison, Spell Like Abilities
Special Qualities: SR 20, Poison Immunity
Saves: Fort +0 Ref + 10 Wil +4
Abilities: Str 7 Dex 24 Con 10
Int 15 Wis 15 Cha 15
Skills: Spot ( +4 ), Listen ( +4), Hide ( +8 ), Move Silently ( +11 ), Pick Pocket ( +11 ), Tumble ( +11 ), Wilderness Lore ( +7 ), Escape Artist ( +11 ), Open lock ( +11 )
Feats: lightning Reflexes ( +2 Ref saves )

Climate/Terrain: Temperate to warm underground
Organization: Gang ( 2-4 ), band ( 6-11 ), or tribe ( 20-80 )
Challenge rating: 4
Treasure: No coins, 75% goods, 75% items
Alignment: Chaotic Evil
Advancement: 2-3 HD Tiny

Dahkmuern are the pixie-like kin of the drow. They stand 1' tall, looking very much like their drow kin. Dahkmuern are ebony skinned with pointed ears and very attractive, eyes are bright green, giving the creatures 120ft of darkvision. Dahkmuern also have silvery, insect like wings that give them the ability to fly about the underdark.
Underdark sages believe that the dahkmuern followed the drow into the depths many millenia ago, living at the edges of drow cities. Dahkmuern settlements are smaller versions of the drow cities they reside next to, complete with noble houses, large spider guards, and magical wards. Numbers reach into the thousands, and the cities can sprawl for up to a square mile beneath drow trash heaps.
Dahkmuern society is matriarchal and centered around the worship of the drow goddess Lolth. Although viewed as vermin by their drow neighbors, they are not harmed for fear of incuring the wrath of Lolth. Drow have reluctantly learned to coexist with their tiny kinfolk, often recruiting the dahkmuern as scouts, spies, and assassins.
Dahkmuern speak drow, and undercommon

Combat

Dahkmuern prefer to attack their foes by ambush and trickery. They will begin a battle by firing ranged weapons and employing their spell like abilities to confuse and distract their enemies. Enemies that are affected by the poison tipped ranged weapons will be engaged in melee, then stripped of valuables. Dahkmuern take no prisoners, and offer no mercy.
If outnumbered or faced with a powerful foe, they will retreat into the darks, alerting any nearby drow patrols and will carry out hit and run attacks until the enemy is driven out of dahkmuern territory.

Spell Like Abilities: sleep 3x per day as a 3rd level caster, darkness, invisibility, and resist elements ( fire ) 1x per day as a 3rd level caster.

Spider Charm: Dahkmuern have the ability to control, at will, all non outsider spiders as if they were under a charm animal spell cast at 3rd level.

Poison: Contact poison extracted from the Shamzar Fungus, and applied to melee and ranged weapons. Fort save DC 15 or creature is paralyzed for d4 hours.

Poison Immunity: Immune to all spider venoms and toxins. +4 Save vs all other natural poisons.
 
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I'm actually considering submitting a few spells, and maybe an item or two... Perhaps I will even create a new (and evil) golem... Hmm... Abyssal or Infernal?

By the way, it still has two feats two many, and it is only supposed to have 3 hp. :D
 


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