The Dungeon Masters Guild
Bestiary Mythica

Table of Contents

Monsters
by Level

Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Bestiary Main

2nd Level Monsters

 

The Dust Bunny: by Michael

Edition: Third
Frequency: Uncommon
Appearing : 1
AC: 10
Move: 4
HD: 2d4
In lair: 6
Treasure: None
Attacks: 1
Damage: 1d4
Special att: Asphyxiation
Special def: Multiplication
Intelligence: Animal
Alignment: Neutral
Size: Small

Description: Appears to be a small, eyeless, grey rabbit. If a character tries to exit through a doorway guarded by the Dust Bunny, or kills a Dust Bunny, the Dust Bunny instantly divides into two Dust Bunnies in a cloud of dust, and continues to multiply exponentially until the entire room is filled. Characters have three rounds to exit the room before the air is so clogged that they can not escape. After the three rounds are up, characters must also save against asphyxiation. Using electricity or lemon juice on a Dust Bunny kills every other Dust Bunny in the room permanently (they don't multiply).


The Junk Golem:
by Jordan Smith

email: dnddomain@yahoo.com
Monster: Junk Golem
edition: Any
Frequency: Common
# appearing : 1-100
AC: 7
move: 8
HD: 1+3
in lair: na
treasure: none
attacks: 2
damage: see below
special att: none
special def: see below
MR: none
Intelligence: Non
Alignment: Neutral
Size: Medium
psionic ability: none

Arm damage:
_________________________________________________
|What   |Damage    |Weakness        |Resistance |   
|-----------------------------------------------|
|Club    1-6        Fire/edged weap. Cold/blunt |
|Sword   by type    none             edged, most|
|Utensil 1-4/1-2    most             none       |
|Rope    whip dam.  edged            blunt      |
-------------------------------------------------


Description: Junk golem's are simply piles of junk with the animate object spell cast upon them. They're damage is dependent upon what the arms are, from forks to swords, to rope. They can be made of just about anything, which is where the special defenses come in. If it is made of metal, it will be resistant to sharp weapons and fire, rope, both will be at an advantage, etc. visit my page at:
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Anything else can be easily created and used if you think about it, like a piece of arm armor, or even a hunk of straw! Also, thank you for putting up my site with it :) it is pretty new and i am trying to get some visitors. Have fun :)

 

Fyrebahk (Diminutive Magical Beast) by Kwan Darwood

Hit Dice: ¼ d8 (1 hp)
Initiative: +2 (Dex)
Speed: 5 ft., fly 40 ft. (good)
AC: 16 (+4 size, +2 Dex)
Attacks: - N/A
Damage: - N/A
Face/Reach: 1 ft. by 1 ft./0 ft.
Special Attacks: Firebreath
Special Qualities: Blindsight
Saves: Fort +2, Ref +4, Will +2.
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4.
Skills: Listen +9, Move Silently +6, Spot +9*.

Climate/Terrain: Temperate and warm desert, forest, hill, plains, and underground
Organization: Colony (10-40) or swarm (10-50)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: -

Fyrebahk are nocturnal flying mammals. They resemble bats, except that they are slightly bigger and possess a very dangerous breath weapon.

Combat:

Blindsight (Ex): Fyrebahk can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the fyrebahk to rely on its weak vision, which has a maximum range of 10 feet.
Firebreath (Su): Stream of fire, line, 15 ft., once every 3d4 minutes (up to five times per day). Reflex Save DC: 12.
Skills: *Fyrebahk receive a +4 racial bonus to Spot and Listen checks. These bonuses are lost if Blindsight is negated.

 

 

Dire Rabbit - Medium Animal By I Ate Breakfast

Hit Dice: 3d8 (13 hp)
Initative: +4 (Dex)
Speed: 50 ft., burrow 10 ft.
AC: 16 (+4 Dex, +2 Natural)
Attacks: Bite (+6 Melee)
Damage: Bite 1d6+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Leap Attack
Special Qualities: Scent
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 12, Dex 19, Con 12,
Int 2, Wis 12, Cha 10
Skills: Hide +10, Move Silently +8,
Spot +8, Listen +14
Feats: Weapon Finesse (bite)
Climate/Terrain: Any forest, hill and plains
Organization: Solitary or Warren (20-50)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4 HD (Medium), 5-6 HD (Large)


Dire rabbits normally flee at the first sign of danger and can leap
80 ft. once every three rounds to aid their escape. Young dire rabbits
can be trained and are prized by some halflings as mounts. If trained
for battle they can use their leap as a charge attack and gain an additional
+2 to damage beyond normal charge bonuses. Training a dire rabbit as
a war mount requires a successful Handle Animal check (DC 25 for a young
one or DC 35 for an adult). Riding a dire rabbit requires an exotic
saddle and imposes a -4 to Ride checks while running and jumping due
to the odd gait of the creatures. Dire rabbits receive a +6 racial bonus
to listen checks. The voracious appetite of an entire warren, a pelt
worth 30 gold pieces, and their tastiness to humanoids and predators
keeps their numbers low outside areas protected by halflings.