Shpadoinkle
2010-01-11, 02:22 AM
Yes, this is basically the Healer monster from the Dragon Warrior aka Dragon Quest games.
Tiny Magical Beast
Hit Dice: 1d10 -1 (4 HP)
Initiative +2
Speed: 30 ft, Swim 30ft
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack: +0
Attacks: Tendril +3 melee, 1d3-4
Full Attack: Tendril +3 1d3-4
Space/reach: 2½ ft./0 ft. (5 ft. with tendril)
Special Attacks: Healing ray
Special Qualities: Amphibious
Saves: Fortitude +1, Reflex +5, Will +0
Abilities: Str 3, Dex 16, Con 8, Int 6, Wis 10, Cha 11
Feats: Weapon Finesse
Skills: Spot +2
Environemnt: Any temperate/tropical near water, underwater
Organization: Solitary, Group (2-8) or symbiotic (see text)
Challenge Rating: 1/2
Treasure: None
Alignment: Usually True Neutral
Advancement: 2-4 HD (Tiny)
Level Adjustment: +1
Healers are small creatures somewhat resembling jellyfish. Typically a healer's bell is blue and has yellow-orange tendrils hanging from below it, but other colors have been seen. The bell is approximately one foot in diameter, and the tendrils are approximately two to three feet long. A healer weighs about ten pounds.
Healers are omnivorous and can eat nearly anything. They typically live near shallow waters, both salt and fresh, and can occasionally be spotted near the shores or a bit further inland. They are able to breathe both air and water, and are able to survive on land indefinitely as long as they have enough water to drink, though they occasionally complain of discomfort if they have to go for more than a day without being able to submerge themselves.
When travelling on land, healers actually float above the ground. However, this ability is limited and not fully understood, and healers are only able to float about five feet above any solid surface. Rough terrain hampers them in the same manner it hampers humanoid creatures.
Healers speak Aquan. 10% of healers can speak Common.
COMBAT
Healers are extremely weak combatants and prefer to avoid fighting directly. Instead they tend to distract any dangerous opponents and escape. Healers are often found in the company of predatory animals however, and use them as bodyguards of sorts. On rare occasions a healer (or group of healers) has been known to 'adopt' a sentient creature.
Healing Ray: The special ability of Healers is that which gives them thier name. Healers are able to cast Cure Light Wounds as a spell-like ability as a first level caster three times per day, with a range of 25 feet. This is a ray effect and requires an attack roll to hit if used at range, but none is required if the target is in the same square or a square adjacent to the healer. As healers are not very intelligent, they will often use this ability at the first sign of danger whether the target is actually injured or not.
OTHER
A healer can be taken as a familiar if the master has the Imrpoved Familiar feat. The minimum level for having a healer as a familiar is 4.
Healers can be raised and tamed, though this is difficult and takes at least three months of daily training. At the end of the training period, the trainer makes a Handle Animal check against a DC of 20. If successful, the healer is considered to be tame and can be taught tricks and tasks like any other animal. If unsuccessful a second check, also DC 20, can be made after an additional three weeks of training- if the second check fails, that individual healer is considered 'untrainable,' and additional attempts to train it are automatically unsuccessful. A trained healer can be purchased for 350 GP.
Even trained healers are flighty and attempt to avoid danger, though they'll stay near thier trainer or owner if danger threatens.
Edit: Fixed space/reach, fort save, and dropped the CLW ability from 10/day to 3/day. Admittedly 10 times per day is a bit excessive now that I think about it. Also added raising/taming and familiar info, and changed the language info.
Tiny Magical Beast
Hit Dice: 1d10 -1 (4 HP)
Initiative +2
Speed: 30 ft, Swim 30ft
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack: +0
Attacks: Tendril +3 melee, 1d3-4
Full Attack: Tendril +3 1d3-4
Space/reach: 2½ ft./0 ft. (5 ft. with tendril)
Special Attacks: Healing ray
Special Qualities: Amphibious
Saves: Fortitude +1, Reflex +5, Will +0
Abilities: Str 3, Dex 16, Con 8, Int 6, Wis 10, Cha 11
Feats: Weapon Finesse
Skills: Spot +2
Environemnt: Any temperate/tropical near water, underwater
Organization: Solitary, Group (2-8) or symbiotic (see text)
Challenge Rating: 1/2
Treasure: None
Alignment: Usually True Neutral
Advancement: 2-4 HD (Tiny)
Level Adjustment: +1
Healers are small creatures somewhat resembling jellyfish. Typically a healer's bell is blue and has yellow-orange tendrils hanging from below it, but other colors have been seen. The bell is approximately one foot in diameter, and the tendrils are approximately two to three feet long. A healer weighs about ten pounds.
Healers are omnivorous and can eat nearly anything. They typically live near shallow waters, both salt and fresh, and can occasionally be spotted near the shores or a bit further inland. They are able to breathe both air and water, and are able to survive on land indefinitely as long as they have enough water to drink, though they occasionally complain of discomfort if they have to go for more than a day without being able to submerge themselves.
When travelling on land, healers actually float above the ground. However, this ability is limited and not fully understood, and healers are only able to float about five feet above any solid surface. Rough terrain hampers them in the same manner it hampers humanoid creatures.
Healers speak Aquan. 10% of healers can speak Common.
COMBAT
Healers are extremely weak combatants and prefer to avoid fighting directly. Instead they tend to distract any dangerous opponents and escape. Healers are often found in the company of predatory animals however, and use them as bodyguards of sorts. On rare occasions a healer (or group of healers) has been known to 'adopt' a sentient creature.
Healing Ray: The special ability of Healers is that which gives them thier name. Healers are able to cast Cure Light Wounds as a spell-like ability as a first level caster three times per day, with a range of 25 feet. This is a ray effect and requires an attack roll to hit if used at range, but none is required if the target is in the same square or a square adjacent to the healer. As healers are not very intelligent, they will often use this ability at the first sign of danger whether the target is actually injured or not.
OTHER
A healer can be taken as a familiar if the master has the Imrpoved Familiar feat. The minimum level for having a healer as a familiar is 4.
Healers can be raised and tamed, though this is difficult and takes at least three months of daily training. At the end of the training period, the trainer makes a Handle Animal check against a DC of 20. If successful, the healer is considered to be tame and can be taught tricks and tasks like any other animal. If unsuccessful a second check, also DC 20, can be made after an additional three weeks of training- if the second check fails, that individual healer is considered 'untrainable,' and additional attempts to train it are automatically unsuccessful. A trained healer can be purchased for 350 GP.
Even trained healers are flighty and attempt to avoid danger, though they'll stay near thier trainer or owner if danger threatens.
Edit: Fixed space/reach, fort save, and dropped the CLW ability from 10/day to 3/day. Admittedly 10 times per day is a bit excessive now that I think about it. Also added raising/taming and familiar info, and changed the language info.