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Craft Magical Beast (3.5e Variant Rule)

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Revision as of 05:22, 28 January 2020 by Coaldstone (talk | contribs) (Updating.)
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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
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
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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