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Fairy Shrimp (3.5e Monster)


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Author: Bhu (talk)
Date Created: 09/29/2014
Status: Finished
Editing: Clarity edits only please
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Fairy Shrimp
Size/Type: Diminutive Fey (Aquatic)
Hit Dice: 1d6+1 (4 hp)
Initiative: +4
Speed: 20’ Swim, 40’ Flying (good)
Armor Class: 20 (+4 Size, + 2 Natural, +4 Dex), touch 18, flat-footed 16
Base Attack/Grapple: +0/-11
Attack: Nip +1 melee (1d3-3)
Full Attack: Nip +1 melee (1d3-3)
Space/Reach: 1 ft./0 ft.
Special Attacks: Spells
Special Qualities: Damage Reduction 5/ Cold Iron, low-light vision, Amphibious, Spell Resistance 17
Saves: Fort +1, Ref +6, Will +3
Abilities: Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 16
Skills: Bluff +7, Diplomacy +7, Hide + 16, Intimidate +7, Knowledge (Arcana) +4, Spot + 5
Feats: dodge
Environment: warm Marshes
Organization: Solitary or Swarm (10 to 40)
Challenge Rating: 1
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: 2-3 HD (small), 4-6 HD (Medium), 7-12 HD (Large)
Level Adjustment: ---


"Leroy?"

"Whut Jebediah?"

We had too much Shine? Or is thuh Crawdaddies floating 'round us on wings?"

"Naw. Naw they's flyin'."

Fairy Shrimp appear to be delicate shrimp like beings with butterfly or dragonfly wings. They haunt pools and rivers and wetlands in abundance, considering themselves protectors of the bayous. Granted their idea of protection is just annoying outsiders until they leave, but if it's effective you run with what you're good at. They speak Common and Sylvan.

CombatEdit

Fairy Shrimp rarely resort to physical combat, harrying their opponents with spells as a group instead. They tend to specialize in Conjuration, Divination, Enchantment, and Illusion. If pressed they will flee and return later with help.

Spells: Fairy Shrimp can cast spells as a Sorcerer equal to their Hit Dice.



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