Craft Magical Beast (3.5e Variant Rule)
Craft Magical Beast
Prerequisites: Caster Key Ability 15 or Greater.
You can create magical beasts now! Doing so will take 25gp and 20 XP* per Hit Point of creature created. These costs are for magic materials, and XP for the creation of the soul.
The XP cost is only if the Spellcraft DC check succeeds.
The DC is 15 + CR of base creature + Half CR of second creature.
- If the creature in question has a CR of less than 1, treat the CR as a negative half of the denominator (1/2 would be -1, 1/6 would be -3, etc.)
Take for example the Toadbat.
The Toadbat's creation DC is 8, and costs 25 gp and 20 XP.
Toadbat | |
---|---|
Size/Type: | Diminutive Magical Beast |
Hit Dice: | 1/4 d8 (1 hp) |
Initiative: | +1 |
Speed: | 5 ft (1 square), fly 30 ft. (average) |
Armor Class: | 15 (+4 size, +1 Dex), touch 15, flat-footed 14 |
Base Attack/Grapple: | +0/–17 |
Attack: | — |
Full Attack: | — |
Space/Reach: | 1 ft./0 ft. |
Special Attacks: | — |
Special Qualities: | Blindsense 10 ft., low-light vision, Amphibious |
Saves: | Fort +2, Ref +3, Will +2 |
Abilities: | Str 1, Dex 12, Con 10, Int 1, Wis 14, Cha 4 |
Skills: | Hide +14, Listen +4, Move Silently +6, Spot +4 |
Feats: | Alertness |
Environment: | Temperate deserts or marshes |
Organization: | Colony (10–40) or Swarm (10–100) |
Challenge Rating: | 1/10 |
Treasure: | None |
Alignment: | Always neutral |
Advancement: | — |
Level Adjustment: | — |
My sister requested a mix of a Giant Bee and Manta Ray, so here goes nothing:
Creation Cost: 400 gp and 320 xp, DC 17
Manta Bee | |
---|---|
Size/Type: | Large Magical Beast |
Hit Dice: | 3d8+3 (16 hp) |
Initiative: | +1 |
Speed: | 20 ft (4 squares), fly 50 ft (average)(10 squares), swin 20 ft (4 squares). |
Armor Class: | 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12 |
Base Attack/Grapple: | +2/+7 |
Attack: | Sting +3 melee (1d4 plus poison) |
Full Attack: | Sting +3 melee (1d4 plus poison) |
Space/Reach: | 10 ft./5 ft. |
Special Attacks: | Poison |
Special Qualities: | Darkvision 60 ft, low-light vision, Amphibious |
Saves: | Fort +3, Ref +4, Will +2 |
Abilities: | Str 13, Dex 12, Con 11, Int 2, Wis 12, Cha 5 |
Skills: | Swim +10, Listen +7, Survival +1, Spot +5 |
Feats: | Alertness |
Environment: | Temperate or Warm Marshes |
Organization: | Solitary, School (2-5), or Hive (11-20) |
Challenge Rating: | 1 |
Treasure: | None |
Alignment: | Always neutral |
Advancement: | — |
Level Adjustment: | — |
Poison (Ex): Injury, Fortitude DC 10, initial and secondary damage 1d3 Con. The save DC is Constitution-based.
My friend Andrew wanted an Orc-Dog:
Creation Cost: 150 gp and 120 xp, DC 13
Orcdog | |
---|---|
Size/Type: | Medium Monstrous Humanoid |
Hit Dice: | 1d8+2 (8 hp) |
Initiative: | +2 |
Speed: | 35 ft (7 squares) |
Armor Class: | 13 (+2 Dex, +1 natural), touch 12, flat-footed 11 |
Base Attack/Grapple: | +1/+3 |
Attack: | Bite +2 melee (1d4) or Javelin +2 ranged (1d6+3) |
Full Attack: | Bite +2 melee (1d4) or Javelin +2 ranged (1d6+3) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | - |
Special Qualities: | Darkvision 60 ft, low-light vision, Scent |
Saves: | Fort +4, Ref +1, Will -1 |
Abilities: | Str 15, Dex 14, Con 14, Int 5, Wis 9, Cha 6 |
Skills: | Jump +7, Listen +5, Survival +1, Spot +5 |
Feats: | Alertness |
Environment: | Temperate Plains or Hills |
Organization: | Solitary, Gang (2-4), Pack (5-12), or Squad (11–20 plus 1 Dire Orcdog). |
Challenge Rating: | 1/2 |
Treasure: | None |
Alignment: | Chaotic Neutral or Evil |
Advancement: | — |
Level Adjustment: | — |
Does a Centi-Bat sound right?
Centi-Bat | |
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Size/Type: | Tiny Magical Beast |
Hit Dice: | 1/4 d8 (1 hp) |
Initiative: | +2 |
Speed: | 15 ft. (3 squares), Climb 10 ft (2 squares), Fly 30 ft (6 squares)(average). |
Armor Class: | 14 (+2 size, +2Dex), touch 14, flat-footed 12 |
Base Attack/Grapple: | +4/-13 |
Attack: | Bite -1 melee (1d3-5 + Poison) |
Full Attack: | Bite -1 melee (1d3-5 + Poison) |
Space/Reach: | 2 1/2 ft./0 ft. |
Special Attacks: | Poison |
Special Qualities: | Darkvision 30 ft, low-light vision, Blindsense 10 ft. |
Saves: | Fort +2, Ref +2, Will +1 |
Abilities: | Str 1, Dex 15, Con 10, Int 1, Wis 12, Cha 3 |
Skills: | Jump |
Feats: | Alertness |
Environment: | Temperate Deserts or Underground |
Organization: | Colony (9-28) |
Challenge Rating: | 1/9 |
Treasure: | None |
Alignment: | Usually Neutral |
Advancement: | — |
Level Adjustment: | — |
Poison (Ex): A centi-bat has a poisonous bite The save DCs are Constitution-based. The indicated damage is both initial and secondary damage.
My personal favorite is the centi-bird.
Centi-Bird | |
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Size/Type: | Tiny Magical Beast |
Hit Dice: | 1/4 d8 (1 hp) |
Initiative: | +2 |
Speed: | 15 ft (3 squares), climb 10 ft, fly 30 ft. (poor) |
Armor Class: | 14 (+2 size, +2 Dex), touch 14, flat-footed 12 |
Base Attack/Grapple: | +0/-13 |
Attack: | Claws (1d6-5) or Bite (1d4-5+poison) |
Full Attack: | Claws (1d6-5) or Bite (1d4-5+poison) |
Space/Reach: | 2 1/2 ft./0 ft. |
Special Attacks: | Poison |
Special Qualities: | low-light vision |
Saves: | Fort +2, Ref +3, Will +2 |
Abilities: | Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4 |
Skills: | Jump |
Feats: | Alertness, Weapon Finesse |
Environment: | Temperate Forests |
Organization: | Solitary or Colony (8-16) |
Challenge Rating: | 1/7 |
Treasure: | None |
Alignment: | Neutral |
Advancement: | — |
Level Adjustment: | — |
Size | Fort DC | Damage |
---|---|---|
Tiny | 10 | 1d2 Dex |
Poison (Ex): A centi-bird has a poisonous bite The save DCs are Constitution-based. The indicated damage is both initial and secondary damage.
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