Post your original creature creations; please add what edition you are basing your stats on.
Example:
3e stats:
DRAGON, Fluff
Tiny Dragon
Hit Dice: 3d12+3*
Speed: 15ft fly 60ft(good)
AC: 21 (+2 size +6 natural +3 dexterity)
Attacks: Bite –1 melee, 2 claws +1 melee
Damage: Bite 1, claw 1d3
Face/Reach 2 ½ ft by 2½ ft (5ft with tail)
Saves: good will and ref
Special Attacks: Detect thoughts, charm
Special Qualities; improved invisibility, telepathy, immunities, charm abilities, SR 20
Abilities; strength 10, dexterity 16, con 12, intelligence 12, wisdom 12, charisma 24
Skills: Hide+19 Spot+5 Listen+5 Search+2 Intuit Direction+3 Move Silently +10
Feats: Alertness
Climate/terrain: secluded temperate woodlands/jungle
Organisation: Solitary or pair
CR: 3
Treasure: none
Alignment: any good or true neutral
Advancement: As familiar
Fluff dragons are tiny members of the dragon family. However, as the name implies, they do not have the scales of their elder kin, but instead have long fluffy fur of variant colours. However, few ever see fluff dragons, as they remain for the majority of the time, invisible to all bar their own race.
After their first clutch has been born Fluff dragons usually seek humanoid companions, (druid, ranger or sylvan-kind only with charisma 14 or leadership and no familiar), that they deem worthy. Such individuals are sought by the fluff dragon’s telepathic abilities, and granted from that point, the joining of themselves and the creature, including the ability to see them and their race. In other respects, this results in the same effect as the individual finding a familiar, with the level determined from that point on. (so if a 9th level druid gains a fluff dragon companion, when he reaches 10th level, he will gain the abilities of a level 2 mage/sorcerer from having a familiar).
Combat
The fluff dragon rarely enters combat, using improved invisibility at will to escape.
The fluff dragon has the telepathic ability to communicate with all who speak common or sylvan, and detect their thoughts(free action, continuous).
The fluff dragon is immune to enchantment spells and paralysis.
The fluff dragon’s high charisma and natural cute appearance, causes an innate spell-like charm effect. Any who sees a fluff dragon must succeed at a will save (DC 1 or feel inclined to assist the creature, and remain non-hostile. Kender and children under 10 automatically fail this save.
* or as familiar
Creature Creations
Moderator: Stik
- LadyWinterWolf
- Freeman

- Posts: 127
- Favorite D&D Edition: 2nd Edition
- Location: Southeastern Utah - The Four Corners area
- Contact:
Creature Creations
Long live the Witch Queen!!!
- LadyWinterWolf
- Freeman

- Posts: 127
- Favorite D&D Edition: 2nd Edition
- Location: Southeastern Utah - The Four Corners area
- Contact:
From high on top the castle, the crazy mage (Kaber) and his wacky werewolf mate (LWW) plot and devise the vilest of creations. Ok, I usually have to follow him around and hand him the things he’s looking for cause he’s one of those absentminded kind of wizards. Anyways, through sheer imagination, we have come up with:
Ta da!!!
The Garlic Golem
Frequency: Very Rare
# Appearing: 1
Climate/Terrain: Any
Activity Cycle: Any
Diet: Nil
Intelligence: Non (0)
Treasure: Nil
Alignment: Neutral
AC: 5
Movement: 8
HD: 5
THAC0: 15
# of Attacks: 1 + Special
Damage/Attack: 1d6 + Special
Special Attack: See below
Special Defense: only +1 or better weapon hits
Magic Resistance: Special
Size: Medium (7’ tall)
Morale: Fearless (19-20)
XP: 1400
The Garlic Golem is a mass of garlic and water, roughly humanoid in shape. It is created with the use of a gem that contains the trapped spirit of a water elemental; animate object, control plant and command spells, unholy water, and bulbs (5-10) of garlic. The gem becomes embodied within the creature’s chest or forehead during creation, and the elemental’s will is enslaved to the golem’s creator.
Combat: Once/round, the golem will breathe out a stinking cloud (putrefied garlic stench), in addition to its normal attack. Victims, within a 40’ diameter, must do a save vs. breath weapon, or the victim is overcome by the stench, allowing the golem to then use its normal attack. The golem will touch or hit the victim, which is equal to mummy rot, which can only be cured via a cure disease spell. The victim must roll a 1d6 to see how many days the rot will spread before killing the victim. To bring the victim back to life, raise dead and cure disease spells must be used. Cure wound spells have no effect on the victim.
The Garlic Golem is immune to poison, and cannot be effected by hold, charm, fear or other mind based spells. Fire spells and cold spells will do 1d3 damage/round, dependent on the spell’s duration, as will natural fire.
Used the 2e system to create the stats.
So here’s our basic creation, nothing fancy. Creative and/or constructive criticism is welcome, all others……keep it to yourselves, we enjoy using our imaginations.
Ta da!!!
The Garlic Golem
Frequency: Very Rare
# Appearing: 1
Climate/Terrain: Any
Activity Cycle: Any
Diet: Nil
Intelligence: Non (0)
Treasure: Nil
Alignment: Neutral
AC: 5
Movement: 8
HD: 5
THAC0: 15
# of Attacks: 1 + Special
Damage/Attack: 1d6 + Special
Special Attack: See below
Special Defense: only +1 or better weapon hits
Magic Resistance: Special
Size: Medium (7’ tall)
Morale: Fearless (19-20)
XP: 1400
The Garlic Golem is a mass of garlic and water, roughly humanoid in shape. It is created with the use of a gem that contains the trapped spirit of a water elemental; animate object, control plant and command spells, unholy water, and bulbs (5-10) of garlic. The gem becomes embodied within the creature’s chest or forehead during creation, and the elemental’s will is enslaved to the golem’s creator.
Combat: Once/round, the golem will breathe out a stinking cloud (putrefied garlic stench), in addition to its normal attack. Victims, within a 40’ diameter, must do a save vs. breath weapon, or the victim is overcome by the stench, allowing the golem to then use its normal attack. The golem will touch or hit the victim, which is equal to mummy rot, which can only be cured via a cure disease spell. The victim must roll a 1d6 to see how many days the rot will spread before killing the victim. To bring the victim back to life, raise dead and cure disease spells must be used. Cure wound spells have no effect on the victim.
The Garlic Golem is immune to poison, and cannot be effected by hold, charm, fear or other mind based spells. Fire spells and cold spells will do 1d3 damage/round, dependent on the spell’s duration, as will natural fire.
Used the 2e system to create the stats.
So here’s our basic creation, nothing fancy. Creative and/or constructive criticism is welcome, all others……keep it to yourselves, we enjoy using our imaginations.
Long live the Witch Queen!!!
- Ismaels-Legacy
- Peddler

- Posts: 202
- Favorite D&D Edition: 2nd Edition
- Contact:
- LadyWinterWolf
- Freeman

- Posts: 127
- Favorite D&D Edition: 2nd Edition
- Location: Southeastern Utah - The Four Corners area
- Contact:
- LadyWinterWolf
- Freeman

- Posts: 127
- Favorite D&D Edition: 2nd Edition
- Location: Southeastern Utah - The Four Corners area
- Contact: