BIRDMANﺕ
2010-03-15, 10:32 PM
Second post. Here is another homebrew for DND 3.5 that I was using for the campaign setting me and friends are working on. I call this Miseralmus, which is a bastardization on the latin translation for "Wretched Mouse". They really aren't "rats" or "mice" so to speak I just used the term "Wretched Mouse" simply because that is what my colleagues saw them as when I first showed them. In general they are based off of an sketch done by artists at what a ptreodactyl may have looked like; of course at the time they thought a ptreodactyl was a flying marsupial type of creature (as we now know those scientists were mistaken). You can find the orginal picture on the web but I did a color photoshopped/colored version of the monster... image is a bit big so im just going to post the link:
http://img220.imageshack.us/img220/729/miseralmus.jpg
I was designing these to be bat like creatures so they would come in swarms but could also appear solitary, so in time they would first start out as an enemy for weaker characters by appearing solitary and over time a dm could add more and more until it is eventually a swarm and still be some what of a challenge for a party. anyway here it goes... Miseralmus the strange flying marsupials
Miseralmus
Size/Type: Medium Animal
Hit Dice: 3d10+6 (24 hp)
Initiative: +4
Speed: 10 ft. (2 squares), fly 60 ft. (Average)
Armor Class: 16 (+4 Dex, +2 natural), touch 15, flat-footed 14)
Base Attack/Grapple: +3/+3
Attack: Bite +3 melee (1d8+1)
Full Attack: Bite +3 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison Bite, Blood Draining, Flyby Attack
Special Qualities: Darkvision 60 ft., Resistance vs poison +5
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 12, Dex 18, Con 14, Int 2, Wis 12, Cha 2
Skills: Listen +14, Spot +14
Feats: Flyby Attack, Blindsense 80ft, Hover
Environment: Nocturnal Warm Jungles climates caves and dungeons
Organization: Solitary or in large groups and swarms
Challenge Rating:
Treasure: None
Alignment: True Neutral
Advancement: —
Level Adjustment: —
Blood Drain (Ex)
While attached a miseralmus can suck blood from a living victim with its sharp teeth. as long as its clung on to a foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the miseralmus gains 5 temporary hit points
Attach (Ex)
when a miseralmus hits with a bite attack, it can use its powerful fangs to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached miseralmus loses its Dexterity bonus to Armor Class. An attached miseralmus can be struck with a weapon or grappled itself. To remove an attached miseralmus through grappling, the opponent must achieve a pin against the creature. While attached a miseralmus can make a bite attack can opt to either blood drain or inject poison into the creature.
Poison (Ex)
Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus
Miseralmus are giant bat like flying marsupials that can stand to be up to 5-6 feet tall in length and have large wingspans. These creatures have a poisonous bite and a thirst for blood. They are nocturnal creatures that inhabit warm jungles and roam at night; they have also been known to inhabit dungeons. Miseralmus are omnivorous but mostly prefer meet and blood in their appetite. They more often then not hunt in swarms or packs as opposed to solitary They have an excellent sense of hearing and can hear many things from far away.The long rat like marsupials have dark brownish gray fur, dark brown wings, and claws similar to a bat. They make very loud high pitched squeaking noises when alerted and often opt to attack territory trespassers as opposed to fleeing.
http://img220.imageshack.us/img220/729/miseralmus.jpg
I was designing these to be bat like creatures so they would come in swarms but could also appear solitary, so in time they would first start out as an enemy for weaker characters by appearing solitary and over time a dm could add more and more until it is eventually a swarm and still be some what of a challenge for a party. anyway here it goes... Miseralmus the strange flying marsupials
Miseralmus
Size/Type: Medium Animal
Hit Dice: 3d10+6 (24 hp)
Initiative: +4
Speed: 10 ft. (2 squares), fly 60 ft. (Average)
Armor Class: 16 (+4 Dex, +2 natural), touch 15, flat-footed 14)
Base Attack/Grapple: +3/+3
Attack: Bite +3 melee (1d8+1)
Full Attack: Bite +3 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison Bite, Blood Draining, Flyby Attack
Special Qualities: Darkvision 60 ft., Resistance vs poison +5
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 12, Dex 18, Con 14, Int 2, Wis 12, Cha 2
Skills: Listen +14, Spot +14
Feats: Flyby Attack, Blindsense 80ft, Hover
Environment: Nocturnal Warm Jungles climates caves and dungeons
Organization: Solitary or in large groups and swarms
Challenge Rating:
Treasure: None
Alignment: True Neutral
Advancement: —
Level Adjustment: —
Blood Drain (Ex)
While attached a miseralmus can suck blood from a living victim with its sharp teeth. as long as its clung on to a foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the miseralmus gains 5 temporary hit points
Attach (Ex)
when a miseralmus hits with a bite attack, it can use its powerful fangs to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached miseralmus loses its Dexterity bonus to Armor Class. An attached miseralmus can be struck with a weapon or grappled itself. To remove an attached miseralmus through grappling, the opponent must achieve a pin against the creature. While attached a miseralmus can make a bite attack can opt to either blood drain or inject poison into the creature.
Poison (Ex)
Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus
Miseralmus are giant bat like flying marsupials that can stand to be up to 5-6 feet tall in length and have large wingspans. These creatures have a poisonous bite and a thirst for blood. They are nocturnal creatures that inhabit warm jungles and roam at night; they have also been known to inhabit dungeons. Miseralmus are omnivorous but mostly prefer meet and blood in their appetite. They more often then not hunt in swarms or packs as opposed to solitary They have an excellent sense of hearing and can hear many things from far away.The long rat like marsupials have dark brownish gray fur, dark brown wings, and claws similar to a bat. They make very loud high pitched squeaking noises when alerted and often opt to attack territory trespassers as opposed to fleeing.