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Druyid
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<blockquote data-quote="Gish Makai" data-source="post: 290581" data-attributes="member: 241"><p>Forgive the blatant lack of proper word use in this but it has been a while since I created something from scratch.</p><p></p><p></p><p>Druyid </p><p>Medium-size Plant </p><p></p><p>Hit Dice: 4d8+4 (22 hp) </p><p>Initiative: +2 (+2) </p><p>Speed: 30 ft </p><p>Armor Class: 15 +3 (Natural) +2 (Dex) </p><p>Attacks: 2 slam or 1d6 Spike </p><p>Damage: 1d6 or 1d4 (spike) </p><p>Face/Reach: 5 ft x 5 ft/5 ft </p><p>Special Attacks: Spikes </p><p>Special Qualities: Plant </p><p>Saves: Fort +5 Ref +3 Will +2 </p><p>Abilities: Str 11, Dex 14, Con 13, Int 9, Wis 13, Cha 15 </p><p>Skills: Hide +5 </p><p> </p><p>Climate/Terrain: Any Forest or Grassy terrain</p><p>Organization: Solitary </p><p>Challenge Rating: 2 </p><p>Treasure: None</p><p>Alignment: Always Neutral</p><p>Advancement: 5-7 HD (Meduim); 8-9 HD (Large)</p><p> </p><p>Druyid </p><p>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. </p><p> </p><p>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. </p><p> </p><p>COMBAT </p><p>The Druyid prefers to shoot its spikes at its opponents rather than engage in melee combat. </p><p> </p><p>Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits. </p><p> </p><p>Spikes (Ex): The Druyid can let loose 1d6 spikes per round. These spikes are at a ranged attack and are not reusable by anyone. </p><p> </p><p>Skills: Druyids gain a +5 racial bonus to Hide checks when in wooded or grassy terrain.</p></blockquote><p></p>
[QUOTE="Gish Makai, post: 290581, member: 241"] 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. [/QUOTE]
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