The Beastmaster - 3e custom monsters


Ancestor of the Sarlis | Ancient Defender | Animari | Antalotion | Arach-Thalos | Artic Beholder | Astral Giant | Augusti Tyrannis | Azimuth | Bak'juum | Beholithid | Bhagrhi Guard | Bheall | Blinking Spirit | Boarverine | Bone Dancer | Brackish Naga | Brain Leech | Bringer of the Plague | Bronze Golem | Butcher Bug | Cehram | Chaos Slime | Chulkharachatk | Cinderelle | Crackmonger | Crimson | Cromizard | Crystalline Beholder | Cura-kana | Dahlia | Darken Terror | Demiholders | Dire Brain Mole | Dire Cassowary | Dire Shrew | Dream Filcher | Eadar | Entolith | Eqaeros | Ethereal Giant | Euglassi Terror | Filcherani | Filcher Spider | Fly | Fodarick | Frostskull | Frukuku | Gelatinous Dragon | Glops | Glowbeetle | Gothfara | Gnass'Ti | Grasping Cluster | Graveyard Guardian | Hakuna | Hoji Krakhoruz | Horror Serpent | Ice Mummy | Illithiobat | Illusionary Dragon | Illutach | Inro | Jiuiliu Hounds | J'udgerii | Jyartau | Kahjinh | Kai-chini | Ka-zou-pkal-hla | Kxacchtahl | Lifeless Liberator | Luxvrakax | Maaegio RaKK | Magrako | Maintainer | Malevolant Playmate | Malicrocious | Massacumber | Mau | Mauorahn | Mudjagh | Nammayl Herhyrll | Nanobeholder | Necromantic Dragon | Noiroit | Onyx Serpent | Op-cha-chl-olp-chah | Orolathea | Osaki | Oyukurii | Phazango | Plebian Vampire | Prismatic Butterfly | Propagator Swarm | Pryzm Golem | Pseudooze | Psianatrix | Psibleed | Psionic Splinter | Psychic Beholders | Qel'tu'E | Rah'khuti | Raptivator | Rayu | Reality Render | Reizvolloth | Rime Hunter | Rokaijaihn | Rygylions | Shadow of Merdrayth | Skelek | Skelos-Flora | Sleeper Puff | Slider Rat | Snoo | Sphiz | Stone Dragon | Ssychkick | Syijo Slyvu | Thermostalk | Thoul | Tikapik | Trichronifics | Tyhistlar | Uulturex | Uyoroka | Vegenesque | Violetjay | VrGu | Wallozar | Whiphoorwhill | Wretched Ghoul | Xaghtaa'H | Xainyaer | Xaothoid | X'chil'e | Yijiuji Hounds | Zaskalahka | Zy'Larjk

By Ahnehnois

Tiny Fey
Hit Dice: 9d6+18 (48 hp)
Initiative: +9 (+5 dex, +4 Improved Initiative)
Speed: 40 ft., climb 10 ft.
AC: 26 (+2 size, +5 dex, +9 luck)
Attacks: 2 claws +3 melee, bite -2 melee
Damage: Claw 1d2-3, bite 1d3-3
Face/Reach: 2 ft. by 2 ft./0ft.
Special Attacks: Pounce, powers, psionics
Special Qualities: Allure, burst of speed, mark, nine lives
Saves: Fort +14, Ref +19, Will +19
Abilities: Str 4, Dex 19, Con 14, Int 19, Wis 19, Cha 19
Skills: Bluff +16*, Diplomacy +16*, Hide +28*, Innuendo +5, Listen +18, Move Silently +20, Spot +16
Feats: Combat Reflexes, Dodge, Expert Tactician, Improved Initiative, Mobility, Spring Attack, Quicken Spell-like Ability
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 14
Treasure: Standard
Alignment: Always neutral
Advancement: 10-27 HD

The Mau is a primordial kitty cat. It is the highest incarnation of the feline concept that evolution often favors, not because of sheer power, but because of the lifestyle of a Mau. These creatures, although not commonly recognized as fey, fit the definition quite handily, being entirely natural but having abilities many would call supernatural. They are very closely attatched to the territory that they own, and they mark it, which both ensures that no other animals invade and creates a connection between the Mau and the claimed territory. However, most who meet a Mau do not bother thinking of its abilities at all. Physically, a Mau appears to be a normal housecat, though it is always a relatively fine specimen, with glistening, luxorious fur, a lean, muscular body, and a cats trademark expressive facial features. There are no scrawny Maus. A Mau, though it does not speak, quite clearly displays a charming personality. Upon meeting a new creature, be it friend or foe, the Mau first analyzes the new find with its various telepathic and clairsentience abilities, and then proceeds to take the action most likely to bring the cat the most benefit with the least effort. If the newfound creature is hostile, the Mau makes use of whatever psionic abilities it deems necessary to remove the threat. If the creature is friendly, the Mau will generally approach it and rumble loudly while rubbing up against it and making subtle eye contact in an attempt to gain food, protection, or just attention. An undecided target usually gets similar advances; the Mau finds making friends is often the easiest way to get along. Maus are often viewed as being some of the most egotistical creatures on the planet, as they often have retinues of followers and live luxorious lives, yet they are entirely self-absorbed. They do think highly of themselves, but this is only because they know they are beautifully equipped to live just the way they want to. They follow their instincts, and these instincts do not tell them to use their powers to help others. In fact, their strongest instinctive need is usually sleep. Historically, the Maus were worshipped by many ancient cultures before they largely degenerated into various inferior forms, leaving the tiny population that exists today. It is unsure how they originated, but it is known that from the beginning, they hunted other animals and were cared for by early humanoid races, even though they had no practical use beyond pest control. Although they are very committed to nonviolence, (at least with regards to nonanimals), they are also not inclined to be helpful unless it is to their benefit. Although normal housecats are often personable and intelligent, these traits pale in comparison with those of their Mau ancestors. A Mau usually has a number of intelligent beings won over by its charms serving its every need. Beyond all their contentment and lives of luxury, though, Maus have a nagging instinct to adventure. A Mau often spends the few waking hours of its day exploring new territory, claiming these areas, and hunting small animals. This completes the creatures full mission in life: eat, sleep, and play. It is no wonder that while many felinoid beings have descended from the now-rare Mau, it is still considered by so many to be perfect beyond any of its ancestors. Maus do not speak, although they do make meoqing and purring sounds much like ordinary cats. They are not believed to have the capability to replicate complex languages, but they make it quite clear that they understand what others are thinking or saying.

During a rare combat situation, a Mau stays as far away from melee as possible, preferring to use its many psionic powers on any opponents. Maus are quite confident in their abilities and do not give up easily, but they are definitely intelligent enough to save themselves if they believe they are at a real risk of harm by retreating or nonverbally calling for a truce. Their remarkable luck and formidible mental powers, combined with their peaceful nature and innate charm, makes any such situations highly unlikely.
Pounce (Ex): If the Mau leaps on a foe during the first round of combat, it may make a full attack even if it has already taken a move action.
Powers (Sp): A Mau manifests powers as a psion with a level equal to its hit dice (a 9th level psion for the base version). It can choose any discipline, though it knows its strengths and generally chooses what fits with its best ability. Given a tie in abilities, it favors the disciplines of Psychoportation, Clairsentience, and Telepathy.
Psionics (Sp): Always active- freedom of movement, steadfast gaze, true seeing; at will-aura sight, catfall, detect thoughts; 3/day-charm monster, immovability; 1/day-fate of one, improved anchored navigation, mind blank, psychic chirugery, tailor memory. Manifester level 9th; save DC 1d20+key ability mod+power level.
Allure (Ex): Humanoid creatures and others susceptible to the Maus charm suffer a circumstance penalty of 2 on their saving throws against the Maus telepathy powers. *A Mau has a +4 racial bonus to charisma-based checks to influence humanoids if it purrs, rubs up against the targets legs, or uses any of its other varying peace tactics. These bonuses are open to considerable DM interpretation (for instance, a wizard who gained the outsider type would still probably fall for the Mau and invoke these modifiers, but a person who had been mauled by a lion earlier in life might not be so kindly disposed to any feline being).
Burst of Speed (Ex): Once per day, the Mau can pick up the pace considerably. It acts as if hasted for up to one round per hit die (9 rounds). This power is activated as a free action, and afterwards the Mau is fatigued for the same number of rounds it spent hasted.
Mark (Su): By spraying trees or other appropriate objects with urine, a Mau marks its territory. Inside this territory, the Mau recieves a +2 bonus to all charisma-based skill and ability checks due to its comfort with the area, and it gains a +2 deflection bonus to AC (not included in the above stats). If removed from this territory for more than an hour, the Mau suffers a 2 penalty to charisma-based checks and an additional 1 morale penalty to all attacks, saves, and checks. The Mau can mark territory of up to one square mile per hit die (9 sqare miles for the base version).
Nine Lives (Ex): A Mau has amazing luck. It benefits from a +9 luck bonus to AC and saving throws. If it fails a save that results in its death, it may reroll this save. This only works nine times during the creatures existence; the DM may rule that a randomly encountered Mau has 1d10-1 uses remaining. Resurrection does not restore uses of this ability, and reincarnation as a different form prevents their use altogether. Reincarnation as a Mau restores a new set of lives, and a Wish or Miracle restores one. It also benefits from the Cheat Death abiltity, which works like the rogues Defensive Roll, except any source of damage can be combatted. The save reroll applies to this, too, and can be used as often as the Mau fails its save, however, the Mau must take the new save result each time, even if its worse.
Skills: A Mau recieves a +4 racial bonus to both Hide and Move Silently checks. It also gets a +8 racial bonus to Balance checks, a +4 racial bonus to Listen checks, and it uses its dexterity modifier for climb checks. *In areas with tall grass or heavy plant growth, the Hide bonus rises to +8.