Gish Makai
First Post
Forgive the blatant lack of proper word use in this but it has been a while since I created something from scratch.
Druyid
Medium-size Plant
Hit Dice: 4d8+4 (22 hp)
Initiative: +2 (+2)
Speed: 30 ft
Armor Class: 15 +3 (Natural) +2 (Dex)
Attacks: 2 slam or 1d6 Spike
Damage: 1d6 or 1d4 (spike)
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Spikes
Special Qualities: Plant
Saves: Fort +5 Ref +3 Will +2
Abilities: Str 11, Dex 14, Con 13, Int 9, Wis 13, Cha 15
Skills: Hide +5
Climate/Terrain: Any Forest or Grassy terrain
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 5-7 HD (Meduim); 8-9 HD (Large)
Druyid
The Druyid is a creature that strikes fear into most travelers. It looks like a humanoid plant that walks upright but it has special qualities about it.
Standing roughly 5 1/2 feet in height and almost completely green in color, the Druyid is a capable fighter in most wooded and grassy conditions.
COMBAT
The Druyid prefers to shoot its spikes at its opponents rather than engage in melee combat.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Spikes (Ex): The Druyid can let loose 1d6 spikes per round. These spikes are at a ranged attack and are not reusable by anyone.
Skills: Druyids gain a +5 racial bonus to Hide checks when in wooded or grassy terrain.
Druyid
Medium-size Plant
Hit Dice: 4d8+4 (22 hp)
Initiative: +2 (+2)
Speed: 30 ft
Armor Class: 15 +3 (Natural) +2 (Dex)
Attacks: 2 slam or 1d6 Spike
Damage: 1d6 or 1d4 (spike)
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Spikes
Special Qualities: Plant
Saves: Fort +5 Ref +3 Will +2
Abilities: Str 11, Dex 14, Con 13, Int 9, Wis 13, Cha 15
Skills: Hide +5
Climate/Terrain: Any Forest or Grassy terrain
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 5-7 HD (Meduim); 8-9 HD (Large)
Druyid
The Druyid is a creature that strikes fear into most travelers. It looks like a humanoid plant that walks upright but it has special qualities about it.
Standing roughly 5 1/2 feet in height and almost completely green in color, the Druyid is a capable fighter in most wooded and grassy conditions.
COMBAT
The Druyid prefers to shoot its spikes at its opponents rather than engage in melee combat.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Spikes (Ex): The Druyid can let loose 1d6 spikes per round. These spikes are at a ranged attack and are not reusable by anyone.
Skills: Druyids gain a +5 racial bonus to Hide checks when in wooded or grassy terrain.