Merwyl (3.5e Creature)

Merwyl

Merwyl
Merwyl Tracker
Size/Type: Tiny FeyTiny Fey
Hit Dice: 1d6 (3 hp)3d8 (ranger) + 3d8 (druid) + 3 (30 hp)
Initiative: +4+10
Speed: 15 ft. (3 squares), fly 60 ft. (perfect)15 ft. (3 squares), fly 60 ft. (perfect)
Armor Class: 19 (+2 size, +4 Dex, +3 deflection), touch 19, flat-footed 1522 (+2 size, +6 Dex, +4 deflection), touch 22, flat-footed 16
Base Attack/Grapple: +0/-10+5/-4
Attack: Shortsword +6 melee (1d3-2/19-20) or longbow +6 ranged (1d4-2/×3)+1 frost shortsword +14 melee (1d3 plus 1d6 cold/19-20)
Full Attack: Shortsword +6 melee (1d3-2/19-20) or longbow +6 ranged (1d4-2/×3)+1 frost shortsword +12 melee (1d3 plus 1d6 cold/19-20) and +1 frost dagger +12 melee (1d2 plus 1d6 cold/17-20)
Space/Reach: 1 ft./0 ft.1 ft./0 ft.
Special Attacks: Animal companion, favored enemy (Humanoid (goblinoid)), spells, track, wild empathy, woodland stride
Special Qualities: Damage reduction 10/cold iron, darkvision 60 ft., spell resistance 15Damage reduction 10/cold iron, darkvision 60 ft., spell resistance 21
Saves: Fort +0, Ref +6, Will +4Fort +6, Ref +10, Will +8
Abilities: Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16Str 10, Dex 22, Con 10, Int 14, Wis 19, Cha 18
Skills: Bluff +7, Concentration +4, Escape Artist +8, Hide +12, Listen +10, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +10Concentration +6, Diplomacy +8, Handle Animal +10, Heal +10, Hide +18, Knowledge (nature) +10, Listen +12, Move Silently +8, Ride +10, Spot +8, Spellcraft +6, Survival +10
Feats: Alertness, DodgeB, Weapon FinesseBAlertness, DodgeB, SRD:Improved Initiative, Nature Sense, Toughness, Two-Weapon Fighting, Weapon FinesseB
Environment: Any marsh, forest or jungleAny marsh, forest or jungle
Organization: Gang (2-4), band (6-11), or tribe (20-80)Single, pair, group (3-6) or community (20-100 with 20 % noncombatants)
Challenge Rating: 39
Treasure: NoneNone
Alignment: Usually chaotic (any)Usually chaotic (any)
Advancement: As character classAs character class
Level Adjustment: +4+4

This humanoid-like fey stands less than a foot tall, and is seemingly of rough stock. Instead of wings, they have wisps of vibrant energy seeping out of their backs, forming the shape of ethereal wings on which they carry themselves. Quite attuned to the nature as they are, these little fey are fierce protectors of their woods and congregate happily in villages made of countless tiny houses cut out of the bark of the giant trees.

Preternaturally tough for their size, Merwyl stand an average of about 14 inches tall, their ethereal wings growing out in four distinct, thin shapes. Their flight is a form of magical propulsion that even inexperienced Merwyl can boast to master to great heights.

Combat

These creatures prefer to battle with druidic or divine magic, but will fight fiercely with surprising martial cunning when they are attacked in order to stave off the potential undesirables.

Merwyl Tracker

These merwyl are masters of nature, using their honed skills in order to stave off those who would do ill to the woods in which they live.

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Merwyl as characters

Merwyl possess the following racial traits.

  • -4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma.
  • Tiny size; +2 bonus to Armor Class, +2 bonus to attack rolls, +8 bonus on Hide checks, -8 penalty on grapple checks, lifting and carrying limits ½ that of medium characters.
  • Deflection bonus to Armor Class equal to its Charisma modifier.
  • A merwyl's base land speed is 15 feet. It also has a fly speed of 60 feet (perfect).
  • Darkvision out to 60 ft.
  • Skills: Merwyl have a +2 racial bonus on Listen, Search, and Spot checks.
  • Racial Feats: A merwyl receives Dodge and Weapon Finesse as bonus feats.
  • Special Qualities (see above): Damage reduction 10/cold iron, spell resistance 15 + class level.
  • Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
  • Favored Class: Druid.
  • Level Adjustment: +4



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