The Beastmaster - 3e custom monsters
Sphiz













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By Alhadis
















SPHIZ
Fine Fey
Hit Dice: 1d6+2 (5 hp)
Initiative: +2(Dex)
Speed: 5 ft., fly 30 ft. (good)
AC: 20(+2 Dex, +8 Size)
Attacks: Shock +2 touch
Damage: Shock 1d4+1
Face/Reach: ¼ ft. by ¼ ft./0 ft.
Special Attacks: Psionics, shock
Special Qualities: Psionic affinity, Connection with Nature
Saves: Fort+2, Ref+4, Will+5
Abilities: Str 3, Dex 14, Con 14, Int 17, Wis 17, Cha 19
Skills: Animal Empathy+8, Bluff+8, Craft+7, Diplomacy+7, Escape Artist+6, Handle animal+7, Hide+4, Knowledge(nature)+7, Knowledge(psionics)+7, Listen+5, Move silently+6, Search+6, Spot+6, Swim+0, Wilderness Lore+6
Feats: Weapon finesse (Shock)
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Climate/Terrain: Forests
Organization: Solitary, or brood (2d4)
Challenge Rating: 1
Treasure: Standard; 50% goods and items
Alignment: Always chaotic neutral
Advancement: By character class

The Sphiz are tiny, delicate woodland spirits that serve as guardians of insects and arachnids that inhabit forests and vegetation. As psychic creatures able to communicate with any creature, no matter how alien, and being alien themselves, sphiz often fear for the safety of the insect race when larger beings come storming through the woods, and they do anything and everything that they can to drive them away. Sphiz are easily angered by the reckless killing of insects and similar bugs, and often take harsh methods to see them well-protected. Sphiz are tiny- no longer than a mans thumb. They appear humanoid in shape, and of a very beautiful elven woman. Yet, their heads are twisted and vile, but at the same time, strangely attractive. Six gentle eyes protrude from every corner of the sphizs head, and the mouth gives way to mandibles and insectoid mouthparts. But yet, despite all this, many of the larger races still find them hauntingly beautiful in some way. Sphiz usually dress themselves in tight-fitting cobwebs spun by their spider pets, and a pair of fly-like wings stick out from their backs. Sphiz are able to understand any and all written and spoken languages.
COMBAT
Unless acting in the defence of arachnids, arthropods, or insects, sphiz always flee combat with any being larger than itself. It often makes liberal use of charm powers, often turning now friendly-inclined attackers away rather then turning them on their comrades.
Psionics: At will- Brain lock, charm person, glide , and lesser domination . These abilities are as the powers manifested by a 16th-level psion.
Attack/Defence modes (Sp): At will- all/all
Shock (Su): The touch of a sphiz causes mental shock to victims, inflicting 1d4+1 points of raw psionic damage. This ability does not work within a null psionics field.
Psionic affinity (Su): Sphiz are able to communicate psionically, at will, with any living creature within 100 ft. through telepathic means. However, when attempting to persuade the attitude of any vermin-type monster, the sphiz benefits from a +8 racial bonus to diplomacy checks.
Connection with Nature (Su): If deprived of their homeland (such as if teleported away from their forests and natural woodland homes), sphiz must immediately make a Will save (DC 20) or perish instantly. Even if the save is successful, the sphiz loses 2 points of permanent Constitution drain. For every hour that the sphiz remains away from its home, it must make the same save again, each at a cumulative -1 penalty. Once the sphiz returns to its homeland, it begins to heal ability score damage at a rate of 1 point per week.