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What have you done to my Underdark Fey thread?
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<blockquote data-quote="shivamuffin" data-source="post: 851989" data-attributes="member: 936"><p>That darn 3.5! I just learned how to make 3.0 edition critters! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>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. </p><p>Just sent a buttload of stuph to KOC for their project. I like to get atleast 5-10 things at a time to submit.</p><p></p><p></p><p>Dahkmuern</p><p></p><p>Tiny Fey</p><p>Hit Dice: 1d6 ( 4 )</p><p>Initiative: +7 ( +7 Dex )</p><p>Speed: 20ft / 40ft fly ( Perfect )</p><p>AC: 19 ( +2 Size, +7 Dex )</p><p>Attacks: Dagger +2, tiny crossbow ( +9 )</p><p>Damage: Dagger 1d4-2, tiny crossbow 1d4 </p><p>Face/Reach: 2 1/2ft x 2 1/2ft</p><p>Special Attacks: Poison, Spell Like Abilities</p><p>Special Qualities: SR 20, Poison Immunity</p><p>Saves: Fort +0 Ref + 10 Wil +4</p><p>Abilities: Str 7 Dex 24 Con 10 </p><p>Int 15 Wis 15 Cha 15</p><p>Skills: Spot ( +4 ), Listen ( +4), Hide ( +8 ), Move Silently ( +11 ), Pick Pocket ( +11 ), Tumble ( +11 ), Wilderness Lore ( +7 ), Escape Artist ( +11 ), Open lock ( +11 )</p><p>Feats: lightning Reflexes ( +2 Ref saves )</p><p></p><p>Climate/Terrain: Temperate to warm underground</p><p>Organization: Gang ( 2-4 ), band ( 6-11 ), or tribe ( 20-80 )</p><p>Challenge rating: 4 </p><p>Treasure: No coins, 75% goods, 75% items</p><p>Alignment: Chaotic Evil</p><p>Advancement: 2-3 HD Tiny</p><p></p><p>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.</p><p>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.</p><p>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. </p><p>Dahkmuern speak drow, and undercommon </p><p></p><p>Combat</p><p></p><p>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.</p><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>Poison Immunity: Immune to all spider venoms and toxins. +4 Save vs all other natural poisons.</p></blockquote><p></p>
[QUOTE="shivamuffin, post: 851989, member: 936"] 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. [/QUOTE]
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