Where is the brownie?

Post/Author/DateTimePost
#1

zombiegleemax

Mar 22, 2004 11:56:58
I just read a thread about xvart and it made me remember i didn't find the brownie creature on 3ed. I must be inattentive, but may someone tell me where they are? (i know faeries likes to be hidden but..)
Thanks
#2

mortellan

Mar 22, 2004 12:41:56
Sword & Sorcery/ Necromancer Games have a d20 book called the Tome of Horrors which has a 3E write-up for the Brownie. Its a good book with the feel of the original Fiend Folio, better than the new 3e FF imo.
#3

max_writer

Mar 22, 2004 15:48:08
There's also a brownie in Kenzer and Company's Dangerous Denizens.

WoTC also missed the Leprechaun. I found one in the Tome of Horrors and another in Dangerous Denizens.
#4

kelanenprinceofswords

Mar 27, 2004 20:03:39
Here's a 3.5 transcription of the quickling (originally appeared in 1st ed. Monster Manual II):

Quickling
Small Fey
HD: 2d6 (6 hp)
Init: +8
Speed: 120 ft.
AC: 21 (+1 size, +8 Dex, +2 leather), touch 19, flat-footed 13
Base Att./Grap.: +1/-3
Att.: Rapier +10 melee (1d4, 18-20/x2), or light crossbow +10 ranged (1d6, 19-20/x2)
Full Att.: Rapier +10/+10 melee (1d4, 18-20/x2), or light crossbow +10 ranged (1d6, 19-20/x2)
Space/Reach: 5 ft./5 ft.
SA: Spell-like abilities
SQ: Improved evasion, improved uncanny dodge, low-light vision, quickness
Saves: Fort +0, Ref +11, Will +5
Abilities: Str 10, Dex 26, Con 11, Int 16, Wis 14, Cha 8
Skills: Balance +8, Climb +5, Escape Artist +13, Hide +17, Jump +41, Listen +9, Move Silently +13, Sleight of Hand +13, Spot +9
Feats: Weapon Finesse
Environment: Temperate forests
Organization: Gang (2-4), band (4-16), or tribe (20-80)
Challenge Rating: 3
Treasure: Standard
Alignment: Often chaotic evil
Advancement: 3-5 HD (Small)
Level Adjustment: +6

This small, slender, elf-like creature moves with uncanny speed and grace.

These small, slender, extremely fast-moving creatures are said to be a race of brownies who dabbled in magic and mysteries best left alone. Thus, legend relates, the little folk were changed into evil creatures of great maliciousness towards humans, demihumans, and other fey. They dwell in dark woodlands and wild, evil areas.
The quickling race is short-lived because of their accelerated rate of motion. Mature at about 1 or 2 years of age, quicklings die between 12 and 15 years of age.
Quicklings speak their own language, Elven, Sylvan, and Common (although at a high pitch and too quickly to be easily understood).

Combat:
Although blindingly fast, quicklings are not powerful combatants. Thus, they usually avoid encounters unless they outnumber a potential victim. When they do engage in combat, quicklings tend to employ their spell-like abilities to bewilder and mislead their opponents before attacking. Quicklings favor hit-and-run tactics, and gang up on single opponents when possible.

Spell-like Abilities: A quickling can use each of the following spell-like abilities once per day as a standard action -
charm person (DC 14), hypnotic pattern (DC 15), levitate, mind fog (DC 18), shatter (DC 15), and ventriloquism (DC 14). Caster level 9th. The save DCs are Intelligence-based.

Improved Evasion (Ex): Quicklings have the improved evasion extraordinary ability, as described under the monk class on page 42 of the Player's Handbook 3.5 ed.

Improved Uncanny Dodge (Ex): Quicklings have the improved uncanny dodge extraordinary ability as described under the rogue class on page 50 of the Player's Handbook 3.5 ed.

Low-Light Vision (Ex): Quicklings can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of shadowy illumination, and retain the ability to distinguish colors and detail under these conditions.

Quickness (Su): Quicklings are supernaturally quick. A quickling can take an extra standard action or move action during its turn each round.

Skills: Quicklings have a +2 racial bonus on Listen and Spot checks.