Homebrew Spotlight: Centaur Nomad

Centaur Nomad

Medium Monstrous Humanoid (quadruped) (14 RP)

Racial Traits

  • Ability Score Racial Traits: Greater Paragon:  +4 Str, +2 Con, -2 Dex, -2 Cha (2 RP)
  • TypeMonstrous humanoid with the quadruped subtype. (3 RP)
    • Darkvision: Nomad Centaurs have darkvision and so can see perfectly in the dark up to 60 feet.  (0 RP)
  • Size: Centaur Nomads can choose either small or medium (see below): (0 RP)
  • Quadruped Nomad Centaurs have four legs. (2 RP)
    • Fast Speed: Centaur Nomads have a base speed of 50 feet. (1 RP)
      • Sprinter: Nomad Centaurs gain a +10 foot racial bonus to their speed when using the charge, run or withdraw actions. (1 RP)
    • Increased Consumption: Nomad Centaurs require 3 times the food required by humans and other races. (-2 RP)
  • Keen Senses: Nomad Centaurs have honed their senses from living in the wild so gain a +2 racial skill bonus to all Perception checks. (2 RP)
  • Natural Armor: Nomad Centaurs have tough skin, granting them a +1 natural armor bonus. (2 RP)
  • Hoof Attack: The Nomad Centaur may attack with both their hooves and with their torso weapons (fists or otherwise) in one round. This requires 50% of their height above them to do so. Hooves suffer a -5 to attack if used in combination with torso weapons (-2 if Multi-Attack feat is taken) and do 1d4 small, 1d6 medium each, with 1/2 strength bonus for damage. If attacked from behind, the Nomad Centaur can also kick for 1d6 points of damage. A Nomad Centaur attacks with his hooves as if armed. (2 RP)
  • Primitive Craftsman: Nomad Centaurs gain a +2 racial bonus on all Craft or Profession checks to create objects from any natural material (leather, rope, stone, wood, etc). (1 RP)
  • Languages: Common and Sylvan. Bonus: Elven, Halfling, Draconic, and Goblin. (0 RP)

Legendary hunters and skilled warriors, centaurs are part man and part horse. Typically found on the fringes of civilization, these stoic people vary widely in appearance, their skin tones typically appearing deeply tanned but similar to the humanoids who occupy nearby regions, while their lower bodies are similar to the coloration of local equines. Centaur hair and eyes trend toward darker colors and their features tend to be broad, while the overall bulk of their bodies is influenced by the size of the horses their lower quarters resemble. Thus, while an average centaur stands over 7 feet tall and weighs upward of 2,000 pounds, there are vast regional variations—from lean plains-runners to burly mountain hunters. Centaurs typically live to be about 60 years old.

Aloof with other races and at odds even with their own kind, the centaurs are an old race only slowly coming to accept the modern world. While the majority of centaurs still live in tribes roaming vast plains or the fringes of eldritch forests, many have abandoned the isolationist ways of their ancestors to walk among the more cosmopolitan cities of the world. Often such free-spirited centaurs are considered outcasts and are shunned by their own tribes, making the decision to leave a heavy one. In some rare cases, however, whole tribes under progressive leaders have come to trade or make alliances with other humanoid communities—typically Elves, but sometimes Halflings, Gnomes, and rarely Atlanteans or Dwarves. Many races remain wary of centaurs, though, largely due to legends of territorial beastmen and the regular, violent encounters the centaurs have with stubborn settlers and expansionist countries.


Because of some of the pictures I found below, I have decided to work on some variant tribes. They will be of any type of equine or bovine, also anything with hooves and maybe other quadrupeds. More to come!!

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Homebrew Spotlight: Lepi


Medium Humanoid (lepi, animalfolk) (12 RP)

Racial Traits

  • +2 Dexterity, -2 Intelligent or Wisdom (0 RP)
  • Humanoid: Lepi are humanoid with the Lepi subtype. (0 RP)
  • Medium Size: Lepi are medium so have no bonuses or penalties due to their size. (0 RP)
  • Standard Speed: Lepi have a base speed of 30 feet (0 RP)
  • Lowlight Vision: Lepi can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
  • Keen Senses: A Lepi’s skittish heritage grants them Alertness as a racial feat (+4 Perception). (2 RP)
  • Expert Leaper: When making jump checks, Lepi are always considered to have a running start. Also, when they deliberately fall, a DC 15 Acrobatics check allows them to ignore the first 20 feet fallen, instead of the first 10 feet. (2 RP)
  • Feet of Fury (Ex): The large, powerful feet of a Lepi make effective weapons. All Lepi automatically receive the martial artist (unarmed attacks, 1d6) and weapon finesse (kick) feats and a +4 racial bonus to Jump checks. (3 RP)
  • Healthy: Lepi gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. (2 RP)
  • Fleet Footed: Lepi receive Run as a bonus feat and a +2 racial bonus on initiative checks. (2 RP)
  • Language: Lepin and Common. Bonus Languages: Elven, Gnome and Sylvan.(0 RP)


Alternate Racial Traits

  • Burrow: Lepi gain a burrow speed of 20 feet. Replaces expert leaper.
  • Sociable: When Lepi attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. Replaces lowlight vision.
  • Swarming: The warren is life, Lepi are used to living and fighting communally with other members of their race. Up to two members of this race can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.Replaces fleet footed.
  • Beguiling Liar: Lepi gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. Replaces fleet footed or healthy.
  • Plains Runner: Lepi love to run, so gain a +4 to Constitution checks during a forced march. Replaces healthy.


Lepi are a race of humanoid Hare that live in underground warrens on Animus Island. They have a smaller cousin called the Lepus. They both evolved underground, but the Lepi left their warrens to begin a hunter-gatherer existence.  Lepi were once high-strung herbivores with a, “hair-trigger” fight or flight instinct that favored flight. They developed sensitive ears and sharp eyes to more easily escape predators.

Whether it was from lack of food, population pressure or predatory pressure, no one knows. They are now omnivores and excel in the martial arts. Because of their muscular legs similar to a kangaroo, they are great leapers and use them in their natural kick attacks.

A Lepi’s fur comes mostly in shades of gray and brown, but other colors are known. They are very prolific and have few enemies. Favored classes include: fighter, ranger and rogue. Rarely do they follow the magic arts, although it is possible if one can sit still long enough to learn.


Anatomy & Morphology

Lepi are medium-sized hare-like humanoids (animalfolk).

Genetics and Reproduction

Lepi are very prolific and tend to have large families. Females are fertile a few times a year, litter size can range from 2-6 kits, with 3 as the average. They prefer other Lepi partners but are compatible with many other humanoid races. These unions only yield one or two offspring, that are usually sterile.

Growth Rate & Stages

Lepi kits are born with their eyes open and can run around on all fours within a day of birth. They tend to be uncoordinated and clumsy for the first month or so, but learn fast. They grow quickly, and eat prodigious amounts to fuel this growth. Often 1-3 feet in the first year. They become an adult between ages 2-4, leaving home to train with the Fianna soon after.

Ecology and Habitats

Any temperate, but prefer mountainous and hilly areas, some like plains or desert as well.

Dietary needs and habits

Lepi are vegetarians, with prodigious appetites. They prefer a diet of root vegetables, tubers and greens; with a sprinkling of nuts and fruit. A rare few eat fish or insects.


Social Structure

They have a very structured society. Whether it be from the military or guilds depends on the location and time period.

Uses, Products & Exploitation

They are commonly hired as mercenaries, or craftsman.

Facial characteristics

They have long, narrow faces with tall ears and bushy cheek hair.

Geographic Origin and Distribution

Any temperate, but most live on Animus Island or Sylvania (location).

Average Intelligence

Lepi are of average intelligence.

Perception and Sensory capabilities

Lowlight vision, and keen senses (+2 racial bonus to Perception).


Naming traditions

Lepi commonly have 3-6 names. The first name is usually a nickname, others are from relatives and the last is their surname.

Some examples are:

  • Male: adarin kordyne, algador swiftback, ballaw de quincewold, jodd, kersey, longeyes, lorquin woodsorrel.
  • Female: maudie, peasblossom, pennybright, petunia, daphne duckfontain dillworthy, dewfleck, ecrea.

Major organizations

The Fianna clans are similar to a militia, that is beholden to their clan chief. They roam their territory protecting the clan from roving hordes and enemies of any kind.

Beauty Ideals

A Lepi’s ears, tail and coloring are important to females as well as some males.

Gender Ideals

One of the few examples of differences in the sexes, is that females are trained more in ranged weapons than melee. In everything else, there is no difference.

Courtship Ideals

Females are often picky when choosing a male to give permission to court her. Courtly manners and battle prowess are important qualities in prospective mates.

Relationship Ideals

Honor and strength of character are important characteristics.

Average technological level

Lepi are a developing culture in the Iron Age.

Major language groups and dialects

Their main language is Lepin. Elven, Sylvan and Common are also spoken.

Common Etiquette rules

Lepi are a friendly and boisterous people. They hold honor in high esteem.

Common Dress code

Many Lepi, even ones that have retired from the Fianna, wear military uniforms or something similar.

Culture and cultural heritage

They have a militaristic society similar to the Irish. All Lepi have some form of martial training and most hold a place in one or another of the Fianna clans.

All Lepi are given basic military training, no matter what job they will fill later in life. After this training, they are required to fulfill 2-5 years of service. This is usually by patrolling with one of the Fianna clans that keep the peace along the borders.

Common Customs, traditions and rituals

Lepi follow the seasons and find any reason to have a feast. For this reason even a change in the season is the reason for a party.

Common Taboos

Making friends with vermin.


They are one example of Atlantean forced evolution that gained few side effects in the process. Lepi were bred for slave labor and cannon fodder. This is also why they were among the first to rebel against their masters.

Historical figures

Stonefist, an ancient Badger Lord, who traveled to Animus Island and led Lepi warriors in a battle against a vermin horde.

Interspecies relations and assumptions

Lepi are friendly with most good aligned races. Their closest allies are Elves, Tree Gnomes and Fey; as well as other animalfolk.


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Genetic Ancestor(s) Hare
Scientific Name Homo Leporidae Lepus
Origin/Ancestry Mountain Hare, Plains Hare
Lifespan 20-30 years
Average height 5′ 5″
Average weight 140
Average physique Lepi have a lean but muscular body. They are fast, flexible and great jumpers.
Body tint, coloring and marking


Lepi have a large variation of possible colors to its fur. Some of them are: tan, dull yellow, pale brown, or sandy-grey with brownish or reddish stripes. Some additions can be tan, brown, orange or grey. The head has often has a pale, bare, grayish or orange (or brown, tan) patch of skin around the eye and extending forwards to near the muzzle and backwards to the base of the long ears, which have black tips. The underparts and flanks are usually white or light tan. The top of the tail is usually a dark color.

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Homebrew Spotlight: The Travelers, Nomadic Halflings

The Travelers: Nomadic Halflings


Small humanoid (halfling) (14 RP)

Racial Traits

  • +2 Dexterity, +2 Constitution or Wisdom, -2 Intelligence. Nomadic Halflings are nimble, hardy and strong-willed. (1 RP)
    • Advanced Dexterity: Nomadic Halflings receive a +2 to Dexterity. They never lose their Dexterity bonus due to age and instead gain 1 point of Dexterity every time they increase in age. This replaces their age related Intelligence bonus. (4 RP)
  • Type: Nomadic Halflings are humanoids with the halfling subtype (0 RP)
  • Lowlight vision:  Nomadic Halflings can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
  • Small Size: Nomadic Halflings gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet. (0 RP)
  • Normal Speed: Nomadic Halflings have a base speed of 30 feet. (0 RP)
    • Fast: Nomadic Halflings gain +10 feet to their base speed. (1 RP)
  • Keen Senses: Nomadic Halflings gain a +2 racial bonus to Perception skill checks. (2 RP)
  • Skilled: Nomadic Halflings gain a +2 racial bonus to Acrobatics or Stealth skill checks. (2 RP)
  • Fast Talker: Nomadic Halflings gain a +2 racial bonus to Bluff or Diplomacy skill checks. They have a love of talking and haggling for goods. (2 RP)
  • Lucky, lesser: Nomadic Halfings gain a +1 racial bonus to all saves. (1 RP)
  • Quick Reactions: Nomadic Halflings must take the Dodge feat as their first feat, but receive Improved Initiative as a bonus feat. (2 RP)
  • Outsider: Nomadic Halflings reputation of thievery and greed often unnerve those they don’t know. They take a –4 penalty on all Charisma-based skill checks to affect town folk and receive a +4 dodge bonus to AC against them. Town folks starting attitude toward halflings is one step worse than normal. They are often accused of cult worship, children stealing, or worse. (-2 RP)
  • Languages: Common and Halfling; Bonus: Choose three from area (often Elven, and Sylvan are chosen). (0 RP)

Alternate Racial Traits

  • Dexterity Focus: Nomadic Halflings can increase their Dexterity 1 level earlier than any other ability. Therefore a halfling could choose to increase its Dexterity at 3rd level instead of 4th, 7th instead of 8th, and so on. To increase any other ability, halflings must wait until the appropriate level. Replaces quick reactions.
  • Fearless: Nomadic Halflings gain a +2 racial bonus on all saving throws against fear effects. Replaces keen senses.
  • Swarming: Nomadic Halflings are used to living and fighting communally with each other. Up to two halflings can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. Replaces lucky, lesser.
  • Weapon Familiarity: Nomadic Halflings are skilled with any thrown or missile weapon. They gain a +1 to attack and may use their Dexterity modifier instead of Strength modifier for damage all rolls. Replaces fast talker.
  • Wrangler: Nomadic Halflings gain a +2 racial bonus to handle animal skill checks and animal speech (choose type). Replaces skilled.

Nomadic Halflings commonly roam the plains of Atlantia, but are often found on Animas, Dinoterra, Avalonia and Tir fo Bryn as well. Their ancient home was destroyed during the Chaos Wars, so they now travel in search of a new one. The true reason that they travel has been lost to the ages, although a few bards say they remember. Some even say that they are Geased to travel until they make up for an ancient wrong.
They are commonly driven from nearby towns after they have traded because they have a bad reputation for stealing anything that isn’t nailed down (sometimes things that are). Their communal society doesn’t have the same respect for property as most settled folk, they practice a share and share alike with everything. If it’s just sitting around not being used than it must not be wanted or needed. At times they pick up pretty objects and just walk off, and so are accused of stealing it.
They are often accused of cult worship, children stealing, or worse. They love to party, and others are attracted to this way of life, so follow the Travelers to join them.

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Homebrew Spotlight: Pixie Swarm

Pixie Swarm

Diminutive Fey (Swarm, fey)     (20 RP) [NPC]

Racial Traits

  • +2 Dexterity, +2 Charisma, -2 Strength: Pixies are sprightly but feeble. (0 RP)
  • Diminutive: Pixies are Diminutive and gain a +4 size bonus to their AC, a +4 size bonus on attack rolls, a -12 penalty on CMB checks and to their CMD, and a +12 size bonus on Stealth checks. (6 RP)
  • Fey: Pixies are supernatural creatures with strong ties to Nature, they have the fey and swarm subtypes. (2 RP)
    • Lowlight Vision: Pixies can see twice as far as a race with normal vision in conditions of dim light.
    • Luminous: A pixie naturally sheds light equal to that provided by a torch. They can control the color and intensity of the light as a swift action, reducing it to the dimness of a candle or even extinguishing its luminosity entirely if it wishes.
  • Slow Speed: Pixies have a base speed of 20 feet. (-2 RP)
    • Flight: Some Pixies have long delicate wings which grant them the ability to fly. These pixies have a flight speed of 30 feet and a maneuverability of clumsy. (4 RP)
  • Fey Damage Resistance: Pixies gain DR 5/cold iron. (2 RP).
  • Fey Blood: Pixies are immune to magic sleep effects, disease and gain a +2 racial bonus on saving throws made against enchantment spells and effects. This bonus increases by +1 for every two levels the Pixie attains. (2 RP)
  • Fey Affinity (choose one): Pixies gains a +2 racial skill bonus pertaining to this affinity, magic gain a +2 to the DC of the spell school chosen. (2 RP)
    • Nature (plant, animal, element)
    • Magic (shadow, illusion, trickery, protection, etc)
    • Muse (creativity of all kinds: writing, painting, singing, etc)
  • Fey powers [Choose one, based on affinity]: (2 RP)
    • Nature
      • Bond to the Land: Pixie gain a +2 dodge bonus to AC while in the forest (or chosen terrain).
      • Treesinger: Pixie can create objects out of wood by singing to a tree, causing it to shape itself (or part of itself) into the object in question. They gain the Craft (treesinging) skill. The skill may be used untrained but the items created will be primitive and not refined.
      • Polymorph Self: Pixie can shapeshift 2/day. They can transform themselves into any creature from Diminutive to Medium size. The transformation lasts for their Wisdom modifier + ½ their level in rounds. The drawback is that it’s not perfect; there is always something that looks wrong.
      • Glamour: Pixie are so in tune with the natural world that they can appear as an animal, insect or plant; this is not invisibility but a form of natural camouflage. They gain a +4 racial bonus to Stealth, some humans with a strong Will can see through it (30% chance). Will save at DC 16
    • Magic
      • Eternal Youth: Pixies don’t age like mortals, and cannot die from old age. Upon reaching adulthood Fey can stop physical aging at any point they choose. They can look like a child, adult or wizened.
      • Long Step: A Pixie can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds.
      • Fey Sight: Pixie are not fooled by illusions. They see through them as if they had True Seeing cast on them. This also makes them immune to the effects of glamour, and they may see the true identity of anyone they encounter, even if the individual has been polymorphed.
      • Vanish (Su): As a swift action, a pixie can vanish for 1 round as if affected by invisibility. It can use this ability for 1 round per day per Hit Die.
      • Fascination:  Once per day, a Pixie can create a 20-foot-radius burst that causes humanoids within the aura’s range to become fascinated with the user (as the bard’s fascinate bardic performance). Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + 1/2 the user’s character level + the user’s Charisma modifier).
      • Spell Resistance: A Pixie gains SR equal to 11 + its CR.
      • Deep Slumber: A Pixie swarm attack often causes creatures to fall asleep. Any living creature that begins its turn with a pixie swarm in its space must succeed on a DC 22 Will save or be affected as though by a deep slumber spell. The save DC is Charisma-based.
      • Distraction: Any living creature vulnerable to the swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 15 Fortitude save negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Concentration check (DC 20). The save DC is Constitution-based.
  • Pixie Dust: When a pixie fires an arrow from any bow, it can decide to change the arrow’s properties by sprinkling it with magical pixie dust. Doing so is a free action as long as the pixie is the one who fires the arrow. A pixie can generate a number of uses of dust equal to its Charisma score each day. The dust is useless to another creature unless the pixie gives the dust freely. In this case, the pixie chooses what effect the dust will have on an arrow when it is applied, and it takes a standard action to apply the dust to the arrow. Once pixie dust is applied to an arrow, the pixie’s chosen effect persists on the arrow for only 1 round. As long as an arrow is altered in this way, it does not inflict damage when it hits; it only causes its new effect. A pixie can choose any one of the following three effects when dusting an arrow (save DCs are Charisma-based): (2 RP)
    • Charm: The target must succeed on a Will save or be affected as though by a charm monster spell for 10 minutes.
    • Memory Loss: The target must succeed on a Will save or be affected by a modify memory spell.
    • Sleep: The target must succeed on a Will save or fall asleep for 5 minutes.
  • Languages: Sylvan and Common. Bonus: Draconic, Dwarf, Elf, Etherian and Nagan. (0 RP)

Alternate Racial Traits

  • Wild Empathy: This ability works like the druid’s wild empathy class feature, except that a pixie has a +4 racial bonus on the check. Replaces lucky, lesser.
  • Woodland Stride: A Pixie can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect it. Optionally, this ability may function in a different type of terrain, to allow the fey creature to move through, swamps, rocky areas, ice, and so forth. Whatever the choice, this ability only functions in one type of terrain. Replaces fey immunities.
  • Spell-like Abilities: Pixie gain the at will spell-like ability (choose 1)– ghostsound dancing lights or minor image. 1/day (choose 2)–blink, chaos, confusion, cure light wounds, dazzle, entangle, hold person, illusion, fairy feast, mirror image, polymorph object or polymorph person. 1/week (choose 1)–blight, curse, grant wish, restore, magic item or reincarnate. These abilities are as the spell cast by a sorcerer of the Fey’s character level. Replaces fey powers.

The Pixie swarm is meant to be NPCs but allowances can be made for high level/power games. Of course, an individual Pixie won’t have any swarm traits.
Pixies are miniature fey that flit among the flowers. A single pixie looks like a miniature elf with translucent wings. They stand only a hand-span tall. They most commonly live in crystal, mud or woven hives depending on the type/tribe. Of course, the various tribes can differ in appearance, depending on the location and conditions.

In combat a pixie swarm seeks to surround and attack any creature it perceives as a threat, especially one bearing an open flame or other obvious threat to its garden home.

Swarm Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm comprising Fine or Diminutive creatures is immune to all weapon damage.
Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple another.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects if the swarm has an intelligence score and a hive mind. A swarm takes a -10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or grenade-like weapons. If the area effect attack does not allow a saving throw, the swarm takes double damage instead.
Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. Wind effects deal 1d6 points of subdual damage to the swarm per spell level (or Hit Die of the originating creature, in the case of effects such as an air elemental’s whirlwind).
A swarm rendered unconscious by means of subdual damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its subdual damage.

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Creature Spotlight: Lyn’skyurr


This is my new homebrew creation. The muse for this was from a video that my husband was watching of a Monster Hunter Worlds play-through, they were fighting a Tobi-Kadachi monster.

I didn’t copy the monster, just used it for my inspiration. I based it on a flying squirrel, then gave it the Dire and Saurian creature templates (I used the Asp snake for the poison bite) instead of dragon (it was a wyvern in the game), with a hint if the thunder child creature from The Advanced Bestiary. Of course, it can grow larger as it ages. I din’t make it as powerful as these templates allowed, but picked and chose what I wanted.

I made the name up by combining Lyn from Norwegian and Skyurr from Armenian. Combined it means Lightning Squirrel. Below is a slide show of prehistoric and present-day creatures as well as the one from Monster Hunter Worlds, that I used for my creature building.



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Below is the creature in two different formats, word and from Homebrewery (I’m still learning to input here):


Lyn’Skyurr (Lightning Squirrel)         CR 4

XP 1200

N Small magical beast (augmented, air)

Init +6; Senses darkvision 60 ft, low-light vision, scent; Perception +10



AC 21, touch 17, flat-footed 15 (+2 Dex, +4 natural armor, +1 size, +4 dodge bonus to AC)

hp 46 hp (5d10+15)

Fort +6, Ref +7, Will +4



Speed 60 ft., fly 40 ft. (clumsy)

Melee 2 claws +7 (1d3+2 plus rake+1d6 electricity), bite +6 (1d4+1 plus poison or +1d6 electricity)

Special Attacks electricity, leaping pounce, poison, rake

Space 5ft., Reach 5 ft.



Str 12, Dex 15, Con 16, Int 4, Wis 16, Cha 10

Base Atk +5; CMB +5; CMD 17 (10 vs. trip)

Feats Improved Initiative, Skill Focus (Stealth), Weapon Focus (claws)

Skills Acrobatics +20 (+16 when jumping), Climb +12, Fly +4, Stealth +15, Survival +10; Racial Modifiers +16 Acrobatics, +8 Climb, +4 Perception, +8 Survival

SQ glide



Environment temperate forests

Organization solitary, pair or nest (3–8)

Treasure 1,150


Special Abilities

Electricity (Ex) Each of the Lyn’skyurr’s natural melee attacks deal +1d6 points of electricity damage. Any creature grappling a Lyn’skyurr takes 2d6 points of electricity damage each round that the grapple is maintained.

Glide (Ex) A Lyn’skyurr cannot use its fly speed to hover. When flying, a Lyn’skyurr must end its movement at least 5 feet lower in elevation than where it started.

Although not capable of actual flight, a Lyn’skyurr possesses a furry membrane stretching between its wrists and ankles, allowing it to glide for long distances.

Leaping Pounce (Ex) When a Lyn’skyurr charges a foe and jumps for at least the last 10 feet of movement, it may make a full attack, including rake attacks.

Rake (Ex) A Lyn’skyurr with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a Lyn’skyurr gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the Lyn’skyurr’s description. A Lyn’skyurr must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.

Poison (Ex) Bite—injury; save Fort DC15; frequency 1/round for 6 rounds; effect 1d2 Con; cure 2 consecutive saves. The save DC includes a +2 racial bonus. Useable 1/round.


Lyn’skyurr appear to be small reptilian creatures with the head of an asp, and the body of a flying squirrel. The lower part of their body is covered in grayish-green scales, while along their spine it is covered in dark gray fur. This fur appears to constantly have static electricity coursing through it.

These creatures are mostly ambush hunters, when young they hunt in packs but when they mature and take a mate, they hunt in pairs or as a family unit.

Some Lyn’skyurr have been known to have rudimentary language skills. Some believe it’s mimicry, while others believe that they have a rudimentary Intelligence. Some humanoids train Lyn’skyurr as bestial guardians.



When a Lyn’skyurr advances to Large or above, the creature the begins to become a more dangerous predator and use its natural weapons to better advantage.

Bite Becomes the Lyn’skyurr’s primary attack that deals 2d6 damage plus 1-1/2 times the Lyn’skyurr’s Strength bonus (even though it has more than one attack). A Lyn’skyurr’s bite attack has reach as if the creature were one size category larger (+10 feet for Colossal Lyn’skyurrs).

Claws The Lyn’skyurr’s claws become its secondary attack and deals the 1d8 damage plus the Lyn’skyurr’s Strength bonus.

Tail Slap The Lyn’skyurr can slap one foe each round with its tail. A tail slap is a secondary attack that deals 1d8 damage plus 1-1/2 times the dragon’s Strength bonus (this is an exception to the normal secondary attack rules).

Lyn’skyurr lightning squirrel.pdf


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Chosen of Ssliora (Template)



Homebrew Spotlight: Astralus


Outsider (native, astral, humanoid)     20 RP     (NPC)

Racial Traits

  • +2 Dexterity, +2 Intelligence, -2 Constitution (0 RP)
  • Outsider: Astralus are outsiders with the subtype of astral. (3 RP)
    • Ultravision: Astralus have the ability to see in complete darkness perfectly. It is like a combination of enhanced darkvision and blindsense.
  • Medium: Astralus have no bonuses or penalties due to their size. (0 RP)
  • Standard Speed: Astralus have a base speed of 30 feet. (0 RP)
  • Lifesense: Astralus can sense all life within 60 feet. (3 RP)
  • Psionics: Astralus have the following psionic powers. At will: cure light woundsillusion, levitate, telepathy, telekinesis, and tongues; or any 3rd level or lower level spell of choice, that does not attack a creature or deal damage. 1/day: phase (ethereal), cure moderate or serious wounds, stabilize, and scry; or any 5th level or lower level spell of choice. 1/week: planeshift; or any 7th level or lower spell of choice. The caster level for these effects is equal to the user’s character level. (6 RP)
  • Immunities: Astralus gain immunity to charm, sleep and hold person spells or spell-like abilities. (2 RP)
  • Skilled: Astralus gain a +2 racial bonus to Knowledge (planes), science (any) or craft (any) skill checks. (4 RP)
  • Halo: Astralus gain the ability to create light centered on their head at will as a spell-like ability. When using the halo, a member of this race gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. (2 RP)
  • Languages: Etherian and Common. Bonus: Astral, Atlantean, Elf, Lycan, or Sylvan. (0 RP)

Alternate Racial Traits

  • Lightbringer: Astralus are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). If a member of this race has an Intelligence of 10 or higher, it may use light at will as a spell-like ability. Replaces halo.

Astralus are from the Astral Plane, they followed their cousins, the Atlanteans to Aquatica. When they found out what the Atlanteans were doing they tried to stop them. The resulting conflict brought about the Chaos Wars.

Their society is similar to that of Tibet or Vulcan from Star Trek. They revere learning above all and in giving back to others. Their society is a meritocracy.

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Related Links:

Homebrew Spotlight: Elf, Astral

Homebrew Spotlight: Wild Elf



Races of Aquatica: Elves

Races of Aquatica: Elves



    There are a variety of races on Aquatica, most are native to this world but others are either magical evolutions/mutations, transplants or invaders. The two main invaders are Atlanteans and Astral Elves. There are many other transplants from other dimensions, such as the Fey.
This is the first installment of the races of my world and will be updated as needed.



Astralus (Astral Elves)
     Astralus are tall and slender, averaging well over 6 feet in height. Their hair is usually blond, white or silver and they commonly dye it in pastel colors. The most common eye color is light blue or violet.
They are a transplant to this world, but instead of conquering it like their cousins the Atlanteans did, when they arrived through the Dimensional Portal, they became one with Aquatica’s Spirit. They are true protectors of the Natural World, nurturing and healing Ley Lines, Nodes and her creatures. A war between Astralus and Atlanteans, long ago created the defiled wastelands on this World. Creatures and plants were mutated, some beyond recognition and altered parts of the world for centuries to come. The Astralus made it their purpose to heal these scars that they helped cause. Elves are Preservers, where most Atlanteans are Defilers.
In their home Dimension, they had advanced/evolved so far that they left their bodies behind. Some soon became bored with a society of purely spiritual and intellectual pursuits, so they searched for a new home where they could live. They found a young world–Aquatica, and discovered when they arrived that she was a living planet. They became here self-appointed caretakers.
Because of their connection to Aquatica they have no restrictions on learning elemental spells, they also can use these spells at will. Once they learn one version of a spell, other variations aren’t needed. Psionics are easy for them to master.
Astralus live in Hy-Braseal, the Isle of the Beautiful. This is their ancient tree home (ship), that can only be seen once every seven years during the lunar conjunction, otherwise it is in-phase with the Astral Plane. Only those from the Astral Plane can enter the city at any other time.
Kodragons and other astral creatures are a common sight flying around. Their favored pets are a hybrid between a bird and a fish.


Wood Elves
Are the standard elves in the PHB. The only difference is that they are the direct descendants of the Astralus and as such can take a racial feat at first level to reflect their astral ancestry.

Wild Elves
This sub-race of elf is small like halflings and similar to the elves in the Elfquest book series. In early childhood they are bonded to an animal from the local terrain, this is their companion and/or mount for the rest of their life. The wild elf and companion are soul mates, and make each other complete.
They have a telepathic/empathic bond with this animals that is treated as a druidic animal companion (-2 levels) and the abilities stack with any mount/cohort/companion or improved familiar of any class taken, the only time a second animal can be bonded is if they are mated. Wild empathy checks never need to be used as they will always follow you, do as you ask and protect the wild elf.
The Wild Elves only have a short lifespan so live life to the fullest.  Rarely living past 40 years, of course this does extend the lifespan of their companion beyond their normal.  If one does die before the other, the one left tends to pine away and can never bond again.

     Wild Elves live in the present, rarely thinking about the past or future. Not much keeps their attention for long, except food, shelter, safety, and family.
     They are a friendly, but secretive people, if you become their friend, you are until proven otherwise. Grudges are rarely held, as they would be forgotten in days or weeks.
     They have an oral tradition, that the shaman keeps. He is the only one that has a longer memory than the common wild elf. These memories are kept in natural objects with a memory spell imbued in them to keep the memory alive. Sometimes these memories are imbued in the paint used on cave walls. When he is near these objects, they can speak to him and share their wisdom from the past.

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