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<blockquote data-quote="Devon" data-source="post: 293019" data-attributes="member: 1446"><p>Is this a rebuild of an earlier attempt, Gish? I have this in my records from a previous post (see below). I forget who it was that lost his/her hard drive full of monsters.</p><p></p><p>If not, someone else must have come up with the same name for a similar creature... weird.</p><p></p><p>(I feel horrible -- I should really start leaving names in my monster stash.)</p><p></p><p></p><p></p><p>- Devon</p><p></p><p></p><p>Druyid </p><p>Medium-size Plant </p><p>HD: 3d8+12 (25 hp) </p><p>Initiative: +0 </p><p>Speed: 30 ft </p><p>AC: 13 (+3 Natural Armor) </p><p>Attacks: 2 Slams +4 (melee) </p><p>Damage: Slams 1d6+2 </p><p>Face/Reach: 5 ft x 5 ft/5 ft </p><p>Special Attacks: Augmented Spike, Improved Grab </p><p>Special Qualities: Plant, Low-light vision, Fire Vulnerability, Sustenance, Barkskin </p><p>Saves: Fort +7, Ref +1, Will +3 </p><p>Abilities: Str 14, Dex 11, Con 18, Int 12, Wis 15, Cha 12 </p><p></p><p>Climate/Terrain: Temperate Land </p><p>Organization: Solitary or Group (2-6) </p><p>CR: 2 </p><p>Treasure: None </p><p>Alignment: Neutral (Usually) </p><p>Advancement Range: By character class </p><p></p><p>Druyids are plant people. They resemble humanoids in every feature but what gives them away is their 'skin'. They have bark for skin. They range in colors from green to brown to most autumn colors. This does not in any way give them any sort of chameleon power. </p><p></p><p>COMBAT </p><p>Druyids fight by slapping at their opponents with their fists. </p><p></p><p>Improved Grab (Ex): Druyids that hit with both slam attacks automatically hit with their augmented spikes. </p><p></p><p>Augmented Spikes (Ex): In the palm on each hand, the druyid has a four inch spike hidden within its flesh. This spike can be called forth at will but is usually used when the druyid can get a hold of its victim. The spikes deal an additional 1d6 damage. </p><p></p><p>Fire Vulnerability (Ex): Druyids are susceptible to fire. They suffer an additional point of damage for every HD dealt from a fire source (i.e. they suffer 4 extra points of damage from a 4 HD fire source). </p><p></p><p>Sustenance (Ex): If a druyid is in contact with the earth or any water, it can sustain its life indefinitely. It takes what it needs from the soil and water to stay alive. If it cannot keep contact with the earth or water, the druyid 'starves' to death by losing 1 Constitution point per day until it can get contact again. </p><p></p><p>Barkskin (Ex): Druyids have a natural bark for skin and this gives them a +3 to natural AC. For every 3 HD/levels, druyids gain a +1 to AC as their skin hardens over time. </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>Druyids as Player Characters </p><p>Druyids can be played as PCs and have an ECL of +6. They favor Druid as their class but can be anything if they choose. They prefer to use natural weapons, those made from wood or earth.</p></blockquote><p></p>
[QUOTE="Devon, post: 293019, member: 1446"] Is this a rebuild of an earlier attempt, Gish? I have this in my records from a previous post (see below). I forget who it was that lost his/her hard drive full of monsters. If not, someone else must have come up with the same name for a similar creature... weird. (I feel horrible -- I should really start leaving names in my monster stash.) - Devon Druyid Medium-size Plant HD: 3d8+12 (25 hp) Initiative: +0 Speed: 30 ft AC: 13 (+3 Natural Armor) Attacks: 2 Slams +4 (melee) Damage: Slams 1d6+2 Face/Reach: 5 ft x 5 ft/5 ft Special Attacks: Augmented Spike, Improved Grab Special Qualities: Plant, Low-light vision, Fire Vulnerability, Sustenance, Barkskin Saves: Fort +7, Ref +1, Will +3 Abilities: Str 14, Dex 11, Con 18, Int 12, Wis 15, Cha 12 Climate/Terrain: Temperate Land Organization: Solitary or Group (2-6) CR: 2 Treasure: None Alignment: Neutral (Usually) Advancement Range: By character class Druyids are plant people. They resemble humanoids in every feature but what gives them away is their 'skin'. They have bark for skin. They range in colors from green to brown to most autumn colors. This does not in any way give them any sort of chameleon power. COMBAT Druyids fight by slapping at their opponents with their fists. Improved Grab (Ex): Druyids that hit with both slam attacks automatically hit with their augmented spikes. Augmented Spikes (Ex): In the palm on each hand, the druyid has a four inch spike hidden within its flesh. This spike can be called forth at will but is usually used when the druyid can get a hold of its victim. The spikes deal an additional 1d6 damage. Fire Vulnerability (Ex): Druyids are susceptible to fire. They suffer an additional point of damage for every HD dealt from a fire source (i.e. they suffer 4 extra points of damage from a 4 HD fire source). Sustenance (Ex): If a druyid is in contact with the earth or any water, it can sustain its life indefinitely. It takes what it needs from the soil and water to stay alive. If it cannot keep contact with the earth or water, the druyid 'starves' to death by losing 1 Constitution point per day until it can get contact again. Barkskin (Ex): Druyids have a natural bark for skin and this gives them a +3 to natural AC. For every 3 HD/levels, druyids gain a +1 to AC as their skin hardens over time. Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits. Druyids as Player Characters Druyids can be played as PCs and have an ECL of +6. They favor Druid as their class but can be anything if they choose. They prefer to use natural weapons, those made from wood or earth. [/QUOTE]
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