Adopted By
Quantumboost (talk)
Original Creator: FrankTrollman
Date Adopted: 3/21/2010
Status: Complete
Editing: Spelling and Grammar only

Size/Type: Small Magical Beast (Electricity)
Hit Dice: 4d10+4 (26 hp)
Initiative: +1 (+1 Dex)
Speed: 20 ft.
Armor Class: 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/-2
Attack: Slam +3 melee (1d4-2, Static Charge) or Shock +6 ranged touch (1d8 electricity, stun)
Full Attack: Slam +3 melee (1d4-2, Static Charge) or Shock +6 ranged touch (1d8 electricity, stun)
Space/Reach: 5 ft./5 ft.
Special Attacks: Construct Dreams, Static Charge, Shock
Special Qualities: Resistance to Cold 5, Electricity 20 and Fire 5
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 7, Dex 13, Con 12, Int 6, Wis 11, Cha 14
Skills: Concentration +8
Feats: Combat Reflexes, Ability Focus (Shock)
Environment: Any plains.
Organization: Solitary or Flock (4-40 Mareep with 0-3 Flaaffy)
Challenge Rating: 3
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 5-8 HD (Small), 9-10 HD (Medium)
Level Adjustment:

A Flaaffy's pink, rubbery skin is extremely resistant to electricity. And it’s totally visible over much of its body as the electrical differential between a Flaaffy's fleece and body is so intense that it tears their fleece right out,, leaving them naked over much of their body. While Flaaffy wallow in their pink nakedness, the remaining fleece becomes even more powerfully imbued with electrical power and even more of it is torn out.

When a Mareep becomes a Flaaffy, all of its blueness is confined to its tail. A Flaaffy becomes an Ampharos when it has become so powerful electrically that it no longer has any fleece left and is filled with power and nakedness.

Combat[edit | edit source]

Tactics Round-by-Round:

Flaaffy have a very simplistic fighting style which revolves around shocking things. They use their ability to shock things by shocking them.

  • Round 0: Attempt to hide behind other members of the flock. If none are around, make the attempt anyway.
  • Round 1: Shock an enemy.
  • Round 2: Shock an enemy (not necessarily the same enemy).
  • Round 3: Shock an enemy again.
  • Round 4: Repeat one or more of these steps or run away.

Construct Dreams (Ex): Any Construct creature within 30 feet of a Flaaffy has its type immunities to sleep effects and nonlethal damage negated for as long as the Flaaffy remains within 30 feet of the construct and for 1 minute afterwards. Constructs so affected can be affected by the sleep effects of poisons and mind influencing spells and effects that they are normally immune to.

Shock (Sp): A Flaaffy can emit a shocking arc of electricity at a single target within Close range (25 ft. plus 5 ft./2 hit dice). The Flaaffy must hit with a ranged touch attack, which if successful causes 1d8 electricity damage and forces the victim to make a Fortitude save (DC 10 + 1/2 Hit Dice + Charisma Modifier) or become stunned for 1d3 rounds.

The sample Flaaffy has a save DC of 18 for its Shock.

Static Charge (Su): A Flaaffy inflicts an extra 1d6 electricity damage with its natural attacks when charging.

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