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The Beastmaster - 3e custom monsters
Whiphoorwhill













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By planeshifter
















WHIPHOORWHILL

Tiny Magical Beast 

Hit Dice: 1d8+4 (11 HP)

Initiative: 10 (+2 Dex)

Speed: 20 ft. (Fly 70 ft.)

AC: 5 (+3 Dex, -2 Natural)

Attacks: Peck +2 Melee, Wing Buffet +3 Melee and 2 talons +3 melee

Damage: Peck 1d4+2 and blood drain. Wing Buffet 1d6+1 and Talon 1d8+2 and daze.

Face: 1 ft. by 1 ft/1 ft.

Special Attacks: Blood Drain, Daze

Special Qualities: Immunity to magical sleep

Saves: Fort:-1 Will:+9 Ref:+2

Abilities: Str:3 Dex:19 Con:8 Int:10 Wis:12 Chr:15

Skills: Appraise +4 (with yellow trinkets only) Bluff +5, Move Silently +10

Feats: Skill Focus (Bluff)


Climate: Any cold or temperate forest

Orgranisation: Solitary, pair, or flight (3-8)

CR: 2

Treasure: Double Standard (yellow trinkets only)

Alignment: Always neutral evil

Advancement: 2-5 HD (Tiny), 6-8 HD (Small)

Whiphoorwhill's appear as nothing more than small brown birds that inhabitat dark and cold forests. However they are intelligent but cunning beings that must suck the blood out of the living. They are not vicous however and often pretend to befriend their victims. They have a unusual love for the colour yellow and those who can offer them such trinkets stand a chance of living.

COMBAT
Blood Drain (Ex): Any time a Whiphoorwhill can attempt to lacth on the victim's arm with a reflex check (DC 15). If it suceeds it begins to suck out 1d4 points of temporary constitution. Once like this it is a bit hard to take of taking a fortitude save (DC 15) to yank the Whiphoorwhill of ones arm. If the targets constitution falls below 0, the damage is permament.
Daze (Sp): Every time a target is attacked with the Whiphoorwhill's talon attack the victim must make a will save (DC 10) or be dazed for the next 1d4 round. Otherwise this ability is as the spell cast by a 5th leval sorceror.