Druyid

Gish Makai

First Post
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 autum 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 ahold 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 indefinately. 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 due to their skin hardening 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 +2. 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.

Druyids get -2 to Str and +2 to Wis.
 

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Gish Makai said:
Druyid
COMBAT
Druyids fight by slapping at their opponents with their fists.

Hehe, monsters that are not afraid to show their girlie sides. I would have used

"Druyid fight by slamming thier fists into opponents."

But thats just me, you know how forest folk are a little off anyway.

Other than that they seem like a great shock to a party of idiot adventures who stumble through the forests acting like they own everything.
 

Sorry for the wording but it was 2 oer 3 in the morning when I made them.

Don't make fun of the Druyids or else they'll slap you silly.
 


That's not necessarily true, psychognome. I can think of half a dozen monsters off-hand from the Monster Manual that have a CR of less than their Hit Dice, such as the Djinni, the mummy, most arrowhawks, the athach, etc.

However, I'm not sure how the ability scores were made when the druyid only has a -2 to STR and +2 to WIS. You might want to use the average stats for the base stat block.
 


However, I'm not sure how the ability scores were made when the druyid only has a -2 to STR and +2 to WIS. You might want to use the average stats for the base stat block.

Yes, a good point. The stats presented in a description are usually supposed to represent an average member of the race, so going by the stats:

Abilities: Str 14, Dex 11, Con 18, Int 12, Wis 15, Cha 12

and using the conversion rules set out in the DMG (by which monsters can be made into characters, namely by subtracting 10 or 11 from their average stats--it's more complicated when you have stat penalties, so I won't paraphrase it), the stat modifiers for a Druyid as a PC would be:

+4 Str, +8 Con, +2 Int, +4 Wis, and +2 Cha.

- Devon
 
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I truly enjoy the feedback. This is my first attempt at a playable creature race so could someone give a general guide of what I might have to fix?
 

I like this race... fairly simple, elegant, and fits its idiom quite nicely. I think it's great.

One thing to address would be skills.

I know there are one or two creatures of the Plant type which have the special ability to get skills (and perhaps feats as well? I don't recall) as Fey instead of as Plants--for instance, the Green Warder from Monsters of Faerun. This is something you would want to add, if these become player characters.

You might want to make sure that the Augmented Spike ability is clearly defined. As it is, I'm not sure whether it can be used in melee combat, or only when grappling an opponent. Is it a weapon in its own right, or is it a bonus to its normal slam damage?

- Devon
 

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