Larpyx (3.5e Creature)

Larpyx

Larpyx
Size/Type: Diminutive Fey
Hit Dice: 40d6-40 (100 hp)
Initiative: +28
Speed: Fly 240 ft. (perfect)
Armor Class: 70 (+4 size, +20 Dex, +12 deflection, +12 insight, +12 luck), touch 70, flat-footed 50
Base Attack/Grapple: +20/+5
Attack: Energy whip +50 melee (2d8+23)
Full Attack: Energy whip +50/+45/+40/+35 melee (2d8+23)
Space/Reach: 1 ft./0 ft.
Special Attacks: Aura of Feykind, Concealment 50 %, improved evasion, Spell-Like Abilities, Spells, Whip Cage
Special Qualities: damage reduction 30/cold iron and epic, darkvision 100 ft., fast healing 40, immune to paralysis, polymorphing, ability damage, ability drain and death effects, low-light vision, resistance to energy 30, slippery mind, spell resistance 50, true seeing
Saves: Fort +18, Ref +42, Will +31
Abilities: Str 5, Dex 50, Con 9, Int 27, Wis 29, Cha 38
Skills: Bluff +57, Concentration +42, Diplomacy +59, Decipher Script +51, Escape Artist +43, Hide +93, Knowledge (arcane, nature, religion, the planes) +30, Listen +67, Move Silently +63, Sense Motive +50, Spellcraft +53, Spot +66, Tumble +63
Feats: Automatic Quicken Spell (×3), Combat Expertise, Dexterous Fortitude, Dodge, Empower Spell, Epic Fortitude, Great Fortitude, Improved Initiative, Improved Whirlwind Attack, Mobility, Multispell, Quicken Spell, Skill Focus (Hide), Spring Attack, Self-Concealment (×5), Superior Initiative, Weapon Finesse, Whirlwind Attack
Environment: Outer plane of Arboria
Organization: Solitary
Challenge Rating: 35
Treasure:
Alignment: Always neutral good
Advancement: 41-70 HD (Diminutive)
Level Adjustment:

These small fey have legendary powers, and are quicker than the human eye can perceive. They share a tinge of divinity, and the animals and fey of Arboria gravitate towards them.

Larpyxis are slightly translucent blue, semi-opaque pixie-like creatures that possess intricate wings and stand no taller than 10 inches. They can outfly most anything, and luck and premonition favors their divinely tinted blood. They are as rare as they are powerful, and protect the endless forests of Arboria against interlopers and their corruption. They wield long, wafer thin whips that can stretch up to 10 feet from their bodies, allowing them the benefit of reach. Larpyxis are often called 'mother fae' or 'mother pixies' and it is said that their normal much weaker pixie and faerie counterparts use the Larpyx's magical aura to bolster their own spells.


Combat

Larpyxis use their energy whips into battle, either attacking head on and using their speed to try and get out of attacking range before their turn is passed, or channeling touch spells through them.

Energy Whip (Su): This special ability takes the form of a wielded weapon with an effective enhancement bonus of +10 and a range of 10 feet. As an extra ability, the energy whip is able to channel melee touch attacks from spells. The energy whip deals a base 2d8 damage in the form of raw energy, and is not subject to damage reduction.

Whip Cage (Su): A larpyx can curl its whip around itself, forming a spherical barrier akin to a forcecage as a move action at will during its turn. If it does, it can only move at quarter speed (60 ft.) and its flight maneuverability decreases to average.

Aura of Feykind (Su): A larpyx emanates powerful magical energies that affect all fey creatures within a radius of 300 ft. Fey that are in the area gain the following bonuses: +5 circumstande bonus to their caster level for the purpose of casting both spells and spell-like abilities, +10 enhancement bonus to Charisma, +5 luck bonus to Armor Clas, a fast healing of 5 and their existing damage reduction/cold iron increases by 5 points, maximally up to the Larpyx's own maximum of 30. These bonuses remain as long as the fey stays within the larpyx's area of influence, but disappear the moment that it leaves said area.

Resistance to Energy (Ex): Larpyxis absorb the first 30 points of damage from any source of acid, cold, electricity, fire or sonic damage.

Skills: Larpyxis have a +15 racial bonus to Hide, Listen and Spot checks.

Spell-Like Abilities: Larpyxis have literally some Spell Like Abilities, which I will be adding later.

Spells: Larpyxis have the ability to cast spells like a sorcerer, spells per day (6/10/10/9/9/9/9/8/8/8), CL 25th, DC 24 + spell level. Spells known: 0—acid splash, dancing lights, daze, detect magic, flare, ghost sound, open/close, read magic, resistance. 1st—identify, charm person, magic missile, shield, true strike. 2nd—daze monster, locate object, mirror image, resist energy, shatter. 3rd—dispel magic, heroism, hold person, suggestion. 4th—charm monster, dimensional anchor, lesser geas, remove curse. 5th—break enchantment, dream, hold monster, wall of force. 6th—antimagic field, greater heroism, mass suggestion. 7th—banishment, mass hold person, mass invisibility. 8th—irresistible dance, polar ray, sunburst. 9th—freedom, gate, wish.



Back to Main Page 3.5e Homebrew Creatures CR 35

gollark: The UK doesn't seem to be doing hugely well with this whole thing to be honest.
gollark: If he *does* die it'll be very bad for morale.
gollark: That would probably be a decent approach, I suppose.
gollark: Freedom of religion does *not* mean "freedom to do whatever stuff is involved in your religion regardless of anything else", and any nonvital grouping is probably a bad idea.
gollark: In a sense, almost nobody is native to anywhere because humanity evolved someplace in Africa and moved around a lot.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.