I created a breed of Treants for use in my own campaign world, I merely wanted some feedback and stuff on them. Generally, its a kind of hive-mind treants that live in the jungle. Yet, read below if you would please and give me a verbal beating if they suck...
Dunai, Young Mother
Huge Plant
Hit Dice: 20d8+260 (350 hp)
Initiative: -3 (Dex)
Speed: None
AC: 25 (-3 Dex, -2 Size, +20 Natural)
Attacks: 4 slams +30 melee
Damage: Slam 4d6+13
Face/Reach: 20 ft. by 20 ft. / 15 ft.
Special Attacks: Triple damage against objects, Spells, Dunai Spellcasting
Special Qualities: Plant, Create Dunai, SR 22, DR 15/+8, Telepathic Link, Tremorsense
Saves: Fort +25, Ref +3, Will +22
Abilities: Str 36, Dex 4, Con 36, Int 26, Wis, 26, Cha 18
Skills: Diplomacy +16, Intimidate +18, Knowledge (Religion) +28, Knowledge (Arcane) +26, Knowledge (Nature) +30, Spellcraft +28, Listen +34, Sense Motive +30, Spot +34, Wilderness Lore +30, Scry +22
Feats: Alertness, Sunder, Iron Will, Power Attack
Climate/Terrain: Rtourth Jungle
Challenge Rating: 12
Treasure: None
Alignment: True Neutral
Advancement: 21-25 (Huge)
Dunai, Old Mother
Huge Plant
Hit Dice: 26d8+416 (533 hp)
Initiative: -3 (Dex)
Speed: None
AC: 30 (-3 Dex, -2 Size, +25 Natural)
Attacks: 4 slams +39 melee
Damage: Slam 5d6+16
Face/Reach: 25 ft. by 25 ft. / 15 ft.
Special Attacks: Triple damage against objects, Spells, Dunai Spellcasting
Special Qualities: Plant, Create Dunai, SR 26, DR 20/+9, Telepathic Link, Tremorsense
Saves: Fort +28, Ref +6, Will +23
Abilities: Str 42, Dex 4, Con 42, Int 32, Wis, 32, Cha 22
Skills: Diplomacy +20, Intimidate +22, Knowledge (Religion) +34, Knowledge (Arcane) +32, Knowledge (Nature) +36, Spellcraft +32, Listen +40, Sense Motive +36, Spot +40, Wilderness Lore +36, Scry +28
Feats: Alertness, Sunder, Iron Will, Power Attack
Climate/Terrain: Rtourth Jungle
Challenge Rating: 16
Treasure: None
Alignment: True Neutral
Advancement: 27-33 HD (Huge)
Dunai, Ancient Mother
Gargantuan Plant
Hit Dice: 34d8+680 (833 hp)
Initiative: +1 (-3 Dex, +4 Improved Initiative )
Speed: None
AC: 38 (-3 Dex, -4 Size, +35 Natural)
Attacks: 4 slams +54 melee
Damage: Slam 7d6+20 / 19-20
Face/Reach: 30 ft. by 30 ft. / 20 ft.
Special Attacks: Triple damage against objects, Spells, Dunai Spellcasting
Special Qualities: Plant, Create Dunai, SR 32, DR 25/+10, Telepathic Link, Tremorsense
Saves: Fort +32, Ref +10, Will +29
Abilities: Str 50, Dex 4, Con 50, Int 38, Wis, 38, Cha 26
Skills: Diplomacy +28, Intimidate +30, Knowledge (Religion) +44, Knowledge (Arcane) +42, Knowledge (Nature) +46, Spellcraft +42, Listen +50, Sense Motive +44, Spot +48, Wilderness Lore +44, Scry +34
Feats: Alertness, Sunder, Iron Will, Power Attack, Improved Initiative, Improved Critical (Slam)
Epic Feats: Epic Will
Climate/Terrain: Rtourth Jungle
Challenge Rating: 22
Treasure: None
Alignment: True Neutral
Advancement: 35-50 HD (Gargantuan)
Dunai, Tytharielseth
Colossal Plant
Hit Dice: 55d8+1485 (1733 hp)
Initiative: +1 (-3 Dex, +4 Improved Initiative )
Speed: None
AC: 54 (-3 Dex, -8 Size, +55 Natural)
Attacks: 6 slams +82 melee
Damage: Slam 9d6+27
Face/Reach: 50 ft. by 50 ft. / 30 ft.
Special Attacks: Triple damage against objects, spells, Dunai Spellcasting
Special Qualities: Plant, create Dunai, SR 40, DR 30/+10, Telepathic Link, Immunities, Tremorsense
Saves: Fort +42, Ref +18, Will +36
Abilities: Str 64, Dex 4, Con 64, Int 56, Wis, 56, Cha 36
Skills: Diplomacy +52, Intimidate +54, Knowledge (Religion) +74, Knowledge (Arcane) +72, Knowledge (Nature) +78, Spellcraft +78, Listen +66, Sense Motive +60, Spot +64, Wilderness Lore +58, Scry +46
Feats: Alertness, Sunder, Iron Will, Power Attack, Improved Initiative, Improved Critical (Slam)
Epic Feats: Epic Will, Epic Spellcasting, Tenacious Magic (Command Plants)
Climate/Terrain: Rtourth Jungle
Challenge Rating: 28
Treasure: None
Alignment: True Neutral
Advancement: By character class
The Dunai are an ancient race, as old as both the Drauch, Asmodai and Po Lathin. Yet, despite their age, they have never existed outside the Rtourth Jungle. As long as they were left alone, the Dunai never bothered anyone. This is why they are seldom mentioned in the books of ancient history, since they never had any part in what transpired in the world. The first time the Dunai appear as an important factor in history is during the Blood War. Tergarth had during his travels encountered the Dunai in the Rtourth Jungle. Tergarth even had a meeting with Tytharielseth who was sympathetic to his cause, yet unable of offering him any help. The Dunai, due to their nature, were unable of leaving the Rtourth Jungle. Yet, they did allow Tergarth to set up his base of operations in the jungle and offered to protect him against the Drauch. Thus, the Rtourth Jungle became the gathering point for the allied armies, who could gather in peace due to the powerful protection offered by the Dunai. Several times, the Drauch attempted to penetrate into the jungle, yet the Dunai guardians proved to be too much of an obstacle.
After the Blood War had ended, Tergarth led his people back to the Rtourth Jungle. Even though the Tamara continent had been freed of the Drauch, Tergarth still preferred the Rtourth Jungle as his residence. Over the years, he had gained the thrust and friendship of Tytharielseth and had made a pact with the Dunai, a pact of protection. The Tergarth elves and the Dunai became as one, both living side by side in the Rtourth Jungle. Tytharielseth gave Tergarth the first Dunai Empath ever made. The Empath allowed the Dunai and the Tergarth elves to bond even closer and even today, the two are inseparable.
The Dunai society centres around the Dunai Mothers, powerful creatures resembling treants. Yet, unlike treants, Dunai Mothers cannot move. Once they are planted, they embed their roots deep in the ground and become immobile. Yet, the Dunai Mothers have the ability to create lesser Dunai that are responsible for protecting and nurturing the mother tree. These lesser Dunai come in many variations, from the simple Devourers to the powerful Elementalists. Yet, most of the lesser Dunai are completely devoid of intelligence, being controlled by the mother tree like puppets. The only lesser Dunai with real sentience are the Dunai Spawn and the Dunai Elementalists. All other lesser Dunai are directly controlled by the Dunai Mother through a psychic link.
Combat
The Dunai are dangerous opponents, due to the tactics and abilities they employ. First of all, they are not easily tricked or beguiled, as the Dunai Mothers use their superior intelligence and psychic links to the fullest. Once a Dunai Mother moves into a part of the jungle, the first thing she does is to plant Dunai Observers in the entire area she is to claim. Then, she creates Devourers so that she can get a steady supply of nutrients. After she has assured a good supply of food, she creates Warriors and Thornslingers to guard her. Old, mightier Dunai also create Elementalists and Golems to guard their lands.
The Dunai Observers are almost impossible to spot, appearing as small plants or fungi. They constantly transmit anything they sense to their Mother, constantly keeping her informed of any creatures in her part of the jungle. Should any strangers move into her domain, she will become instantly aware as the Observers sense the intruders. The first thing a Mother will do once intruders have been detected is to send Warriors and Thornslingers to the area to follow the intruders. If the intruders seem peaceful, they Warriors and Thornslingers will simply escort them through the Dunai lands. If they take any hostile actions, for example, moving directly towards the Mother or begin chopping or burning down trees, the Mother will send all her available Warriors, Thornslingers and Elementalists to the area to engage the intruders. If there are too many or the intruders are too powerful, she will get reinforcements either from the Tergarth elves or other Dunai Mothers close by. When she feels confident that she can take down the intruders, she will set up an ambush, often consisting of hidden Thornslingers placing themselves around in trees in an area the intruders are going to move through. She will then use her Dunai Spellcasting ability to support her Thornslingers while they open fire on the intruders. In the meanwhile, her Warriors and Elementalists will be nearby, hiding. When the intruders break up, either to attack the Thornslingers or to hide from the poison needles, the Warriors and Elementalists will attack. Due to the superior intelligence and cunning of the Dunai Mother, these ambushed hardly ever fail.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Telepathic Link (Su): All Dunai are connected through a telepathic link. Since there are always other Dunai around, this link warns the individual Dunai of threats she cannot see. Therefore, Dunai are impossible to ambush or surprise.
Dunai Spellcasting (Su): The Dunai Mothers can actually cast spells through the Telepathic Links they share with the minions. If a Dunai Mother casts a spell, she can let it pass through one of her minions, acting as if though it came from him. This allows her to support her minions in combat.
Tremorsense (Ex): A Dunai can automatically sense the location of anything within 60 feet that is in contact with the ground.
Dunai Mothers
The Dunai Mothers are the centre of the Dunai society. All of them are connected to Tytharielseth through the psychic link of the Dunai. The Dunai Mothers resemble huge trees, being at least fifteen metres tall. Unlike treants, Dunai are jungle trees, covered in algae and creeping wines. Even though Dunai Mother have a face like normal treants, its hardly discernible through the wines and plants covering its stem. If one should get the opportunity to see a Dunai Mother from above, you would see that she has four large branches, placed symmetrically around on her stem. Even though a Dunai Mother seldomly has need to do so, these branches act as her arms and hands in case she needs to manipulate her immediate surroundings. Yet, since a Dunai Mother is always found amongst her minions, she hardly ever needs to anything. Instead, she focuses on controlling and creating lesser Dunai to work for her.
Some call the Dunai society a hive society, yet this is not true. The creatures a Dunai Mother create are not intelligent slaves. The creatures created are completely mindless, unable of taking actions on their own. Only through the control of its mother will the lesser Dunai act. There are three exceptions to this rule though.
Dunai Mother can create sentient offspring. The Dunai Spawn are seeds that can later become Dunai Mothers on their own. Dunai Elementalists are Dunai spellcasters, able of commanding the elements to protect the Rtourth Jungle. The last are the Dunai Warlords. These creatures are able of commanding lesser Dunai by themselves.
Dunai Devourers, Thornslingers, Warriors, Empaths and Observers are all mindless, simply acting as the ears, eyes and hands of the Dunai Mothers. The Dunai Golems are mindless as well, yet they receive their orders from the Dunai Elementalists.
Combat
Dunai Mothers hardly ever fight themselves. Only if someone should find a Dunai Mother before she could muster enough of her warriors to rout the intruders. Yet, this hardly means the Dunai Mother cannot fight. They are tough creatures, almost immune to attacks from normal weapons. Even most spells have difficulty harming them.
Dunai Mothers prefer to use spells in combat, trying to hinder or weaken the enemy warriors while her Thornslingers are directed to go after the enemy spellcasters. She will try to stall the enemy warriors until they have been weakened sufficiently, after which she willingly enters into melee with them. Some people think they can exploit the Dunai Mothers lack of mobility. Unfortunately, her damage reduction makes her almost immune to arrows and bolts. So, while the enemy is wasting all their ammunition, she can blast them to pieces with her magic while she waits for reinforcements to arrive.
Triple damage against objects (Ex): A Dunai Mother that makes a full attack again an object or structure deals triple damage.
Spells: All Dunai Mothers can cast spells. An Young Mother can cast spells as either a 10 Th. level sorcerer or druid, an Old Mother can cast spells as either a 15 Th. level sorcerer or druid, an Ancient Mother can cast spells as either a 20 Th. level sorcerer or druid while Tytharielseth can cast spells as a 20 Th. level sorcerer and a 30 Th. level druid. The Telepathic Link gives Dunai sorcerers access to all arcane spells, since they can simply draw them from the memory of their fellow Mothers.
Create Dunai (Ex): Dunai Mothers can create all the lesser forms of Dunai. It takes 1 hour to create an Observer or an Empath, 2 hours to create Warriors, Thornslingers and Devourers, 12 hours to create Elementalists, Warlords and Mother Seeds. A Young Mother can create 4 lesser Dunai at once, an Old Mother can create 6 at once, Ancient Mother can create 8 at once and Tytharielseth can create 12 at once.
Dunai, Warrior
Large Plant
Hit Dice: 6d8+30 (57 hp)
Initiative: +3 (Dex)
Speed: 40 ft., climb 30 ft.
AC: 20 (+3 Dex, -1 Size, +8 Natural)
Attacks: 2 Woodblades +10 melee
Damage: Woodblade 2d6+5
Face/Reach: 10 ft. by 10 ft. / 10 ft.
Special Attacks: Rend, Improved Grab, Dunai Spellcasting
Special Qualities: Plant, Telepathic Link, Regeneration 3, Tremorsense
Saves: Fort +10, Ref +5, Will +4
Abilities: Str 20, Dex 16, Con 20, Int 0, Wis 10, Cha 10
Skills: Hide +12, Listen +10, Spot +10, Move Silently +12
Feats: Alertness, Combat Reflexes, Power Attack, Sunder, Cleave, Iron Will
Climate/Terrain: Rtourth Jungle
Challenge Rating: 4
Treasure: None
Alignment: True Neutral
Advancement: 7-10 HD (Large)
Dunai Warriors
The Dunai Warriors represent the brute force of the Dunai race. They look somewhat like great apes made of moss, with their arms ending in large, wooden blades instead of hands. When there are no enemies within the Rtourth Jungle, the Warriors lay dormant, appearing more as moss covered rocks than actual creatures. Yet, should any dangerous creatures enter the area, the Warriors will animate to stalk the intruders. Since the Observers constantly monitor the intruders, the Warriors will simply stay out of visual range, waiting for a good opportunity to strike if the intruders appear to be hostile. Otherwise, they will simply escort the intruders until they leave the jungle.
Combat
In combat, the Warriors are fearsome foes. Since they are controlled by their Mother, they often employ clever tactics. Most combat is initiated by volleys of thorns from the Dunai Thornslingers, followed by attacks from the Warriors. The Warriors will try to distract the enemy fighters while some of them sneak around the enemy in order to reach their spellcasters. Once they reach the spellcasters, they will attempt to grapple them to stop them from casting spells. With their great strength and size, few spellcasters can resist their powerful grapple.
Rend (Ex): A Warrior that hits with both Woodblade attacks latches onto the opponent’s body and tears the flesh. This automatically deals an additional 4d6+10 points of damage.
Improved Grab (Ex): To use this ability, the Warrior must hit an opponent of up to Large size with at least one of it’s attacks.
Regeneration (Ex): Dunai Warriors take normal damage from Fire and Acid.
Dunai, Thornslinger
Medium-Size Plant
Hit Dice: 3d8+9 (26 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft., climb 30 ft.
AC: 18 (+4 Dex, +4 Natural)
Attacks: 2 Thorns +7 ranged
Damage: Thorn 1d8 and poison
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Poisoned Thorns, Dunai Spellcasting
Special Qualities: Plant, Telepathic Link, Regeneration 2, Tremorsense
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 16, Dex 18, Con 16, Int 0, Wis 10, Cha 10
Skills: Hide +16, Listen +8, Spot +8, Move Silently +16
Feats: Alertness, Dodge, Improved Initiative, Point Blank Shot, Precise Shot, Iron Will
Climate/Terrain: Rtourth Jungle
Challenge Rating: 3
Treasure: None
Alignment: True Neutral
Advancement: 4-8 HD (Large)
Dunai Thornslingers
The Thornslingers are vicious archers of the Dunai, able of hurling poisonous thorns at targets. A Thornslinger looks like a smaller version of the Warrior, with hands instead of Woodblades.
Combat
All along their lower arms are small spikes, making some believe that the Thornslinger is actually a melee fighter that uses these spikes in close combat. Actually, these small spikes are merely the tips of long thorns. Inside the Thornslinger are small air pockets surrounded by a powerful muscle. When the Thornslinger flexes the muscle, the air pocket is squeezed together and the thorn is propelled forward. The thorns have a range increment of 50 feet.
Poisoned Thorns (Ex): The Thornslinger is actually unable of manufacturing poison in it’s body. Instead, it can harvest poison from other poisonous plants in the Rtourth Jungle. Therefore, Thornslingers often have several different poisons in their thorns. A Thornslinger
can only have one kind of poison in each thorn, but this doesn’t keep it from having different poisons in different thorns. Since Dunai Mothers have a good grasp of tactics, they often employ clever combinations of poisons. They prefer to let their Thornslingers have a few thorns that have poison that lower the enemy’s constitution and thereby their resistance to poison. After the enemy’s resistance has been lowered sufficiently, the Thornslingers have thorns with some kind of paralysing or strength draining poison that will allow the Dunai Warriors to easily defeat the weakened foes.
Regeneration (Ex): Dunai Thornslingers take normal damage from Fire and Acid.
Dunai, Observer
Tiny Plant
Hit Dice: 1d4+1 (3 hp)
Initiative: +0
Speed: 10 ft., climb 10 ft.
AC: 14 (+2 Size, +2 Natural)
Attacks: None
Damage: None
Face/Reach: 2½ ft. by 2½ ft. / 0 ft.
Special Attacks: Dunai Spellcasting
Special Qualities: Plant, Telepathic Link, Regeneration 1, Darkvision 120 ft. Spell-like abilities, Tremorsense
Saves: Fort +2, Ref +1, Will +3
Abilities: Str 5, Dex 10, Con 12, Int 0, Wis 10, Cha 10
Skills: Hide +60, Listen +38, Spot +38, Move Silently +40, Spellcraft +40
Feats: Alertness, Iron Will
Climate/Terrain: Rtourth Jungle
Challenge Rating: 1/4
Treasure: None
Alignment: True Neutral
Advancement: 2-3 HD (Tiny)
Dunai Observers
The Observers are vital to the Dunai, acting as the eyes and ears of the Dunai Mothers. When the observers are first created, they look like small, green spiders. Yet, they never remain in this form for long. Instead, they quickly move to a location given to them by their Mother. Here, they find a good hiding place where they can observe the surrounding forest. When they have found this place, they slowly begin altering form. This change in form isn’t an illusion, they quite literally change form. Mostly, they change into some kind of plant, either a creeping wine, a flower or a small bush. They can change into any plant normally located in the jungle. In their new form, they are almost impossible to detect. Since they look exactly like any other plant in the forest, a spot check against a DC of 70 is required to notice the Observer. Since the Observers neither move nor make any sounds, it’s impossible to hear them. Even though they have spell-like abilities, they don’t radiate magic. Since they are mindless, they cannot be detected with any kind of thought detection magic neither.
Combat
Dunai Observers aren’t combatants. Their role is to observe, as it might gathered from their name. Yet, the Dunai Mother can use the Telepathic Link with the Dunai Observers to cast spells through, as she can with all of her other spawns.
Regeneration (Ex): Dunai Observers take normal damage from Fire and Acid.
Spell-like Abilities: At will – See invisibility, Detect Magic, Detect Undead and Detect Thoughts; 1/day – Plunder Thoughts, Detect Scrying, Analyze Dweomer and True Seeing. These abilities are as spells cast by a 10 Th. level sorcerer (save DC 14 + spell level). The Observer keeps the all abilities it can use at will constantly active.
Dunai, Devourer
Large Plant
Hit Dice: 5d8+15 (26 hp)
Initiative: +0
Speed: 15 ft.
AC: 17 (-3 Dex, +10 Natural)
Attacks: 2 Slams +3 melee
Damage: Slam 1d8
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Dunai Spellcasting
Special Qualities: Plant, Telepathic Link, Regeneration 3, Shielding, Tremorsense
Saves: Fort +4, Ref +1, Will +3
Abilities: Str 10, Dex 5, Con 16, Int 0, Wis 10, Cha 10
Skills: Hide +4, Listen +2, Spot +2, Move Silently +4
Feats: Iron Will
Climate/Terrain: Rtourth Jungle
Challenge Rating: 2
Treasure: None
Alignment: True Neutral
Advancement: 6-10 HD (Large)
Dunai Devourer
Devourers are the peasants of the Dunai race. Since the Dunai Mothers are unable of moving, they have difficulty getting the nourishment they require to create their spawn. The Dunai Devourers are therefore responsible for gathering this nourishment and transport it back to the Dunai Mothers. The Dunai Devourers looks like small earth elementals, covered in by moss and leaves. They move slowly across the jungle floor, looking for spots where the ground is rich in organic material. When they find a good spot, they settle down and begin “sucking” this nourishment from the ground. For many hours, they stand completely still. When they have filled their body with this nourishment, they move slowly back to their Mother where they use their gathered nourishment to enrich the soil around her. Each Dunai Mother will have from five to fifteen Devourers responsible for gathering nourishment. The Dunai Devourers always move around in small groups, often accompanied by Warriors and Thornslingers. The Dunai Observers are the ones responsible for locating good areas to harvest.
Combat
Dunai Devourers seldom fight. Since they are always escorted by Warriors and Thornslingers, they simply move away from any enemies that approach them, allowing the Warriors and Thornslingers to fight instead. Yet, if a Dunai Mother has run out of Warriors and Thornslingers, she will use her Devourers as protection instead. This will only occur if there is no other option and the enemy is moving directly towards her.
Regeneration (Ex): Dunai Devourers take normal damage from Sonic and Acid.
Shielding (Ex): Once a Dunai Devourer finds a suitable location to harvest, they will form a protective shell around them. This grants them an additional 6 points of AC, making their total AC 23. They can only use this ability while standing completely still.
Dunai, Elementalist
Medium-Size Plant
Hit Dice: 6d8+18 (48 hp)
Initiative: +3 (Dex)
Speed: 30 ft.
AC: 19 (+3 Dex, +6 Natural)
Attacks: 2 Slams +4 melee
Damage: Slam 1d8+1
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Spells, Dunai Spellcasting
Special Qualities: Plant, Telepathic Link, Regeneration 2, Tremorsense, Spells
Saves: Fort +5, Ref +, Will +12
Abilities: Str 12, Dex 16, Con 16, Int 20, Wis 20, Cha 16
Skills: Hide +8, Listen +6, Spot +6, Move Silently +8, Spellcraft +14, Knowledge (Arcane) +12, Knowledge (Nature) +12, Scry +12
Feats: 3 Metamagic Feats, Iron Will
Climate/Terrain: Rtourth Jungle
Challenge Rating: 6
Treasure: None
Alignment: True Neutral
Advancement: By character class
Dunai Elementalist
Originally, then Dunai weren’t able of creating the highly specialised Elementalists. When Tergarth lived in the Rtourth Jungle with his army, Tytharielseth was allowed to study elven magic and elven biology. Tergarth himself even volunteered to donate blood to the Dunai. By using the blood of Tergarth, the Dunai were able of creating creatures that were half-elves, half-Dunai. These creatures had individual intelligence, being different from the normal spawn created by the Dunai. They also had the capacity to learn. The Dunai created to different creatures, the Elementalists and the Warlords. The Elementalists look like elves, slender and proud. Yet, their Dunai ancestry shows and their skin has an earthly brown colour. Instead of hair, they have long strands of green moss. Their face resembles that of an elf, with no facial hair. Their eyes are completely black.
The Elementalists are actually created without any magic skills. Instead, they are sent to the elves to receive training. All Elementalists are wizards and has all the benefits and hindrances of such. Their Dunai ancestry makes them more interested in elemental magic than anything else, which has given them the name Elementalist. These Dunai have levels, just like most humanoids. Most are wizards of level 5 or above if they are encountered outside the elven Academy of Magic. Those encountered within the Academy are from level 1 to 4. The statistics noted above are for a 5 Th. level Dunai Elementalist. Any Dunai Elementalists of higher level than level 5 gains all the benefits from higher level, including hitpoints and saving throws.
Combat
Dunai Elementalists never fight alone, as Dunai never do. When Dunai Elementalists are encountered, they are often escorted by Dunai Warriors and Thornslingers. Should anyone invade Dunai lands, the Elementalists will supply the magical assistance for an eventual ambush on the intruders. Often, the Elementalists will start with using Fog Cloud or similar magic. Since Dunai have Tremorsense, they are immune to the hindrances imposed by such magic. After they have created a beneficial combat area, they will weaken the enemy with normal offensive spells before the Dunai Warriors attack.
Regeneration (Ex): Dunai Elementalists take normal damage from Sonic and Acid.
Spells: Most Dunai Elementalists can cast spells as 5 Th. level wizards. Only under dire circumstances would the Dunai Elementalists under training leave the magic academy. Should that happen, Elementalists would be encountered that can cast spells as wizards of level 1 to 4. Some Dunai Elementalists are above level 5, yet they are rare and rarely encountered in combat. All Dunai Elementalists below level 5 have the same statistics as 5 Th. level Elementalists, with the only difference being the amount of spells they can cast.
Dunai, Warlord
Large Plant
Hit Dice: 10d8+70 (120 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft., climb 30 ft.
AC: 35 (+4 Dex, -1 Size, +12 Natural)
Attacks: 2 Woodblades +18 melee
Damage: Woodblade 2d6+9 / 17-20 x3
Face/Reach: 10 ft. by 10 ft. / 10 ft.
Special Attacks: Rend, Dunai Spellcasting
Special Qualities: Plant, Telepathic Link, Regeneration 5, Command, Tremorsense
Saves: Fort +13, Ref +7, Will +8
Abilities: Str 24, Dex 18, Con 24, Int 16, Wis 16, Cha 16
Skills: Hide +10, Listen +16, Spot +16, Move Silently +10, Knowledge (Military) +20, Knowledge (Nature) +16, Knowledge (Weapons) +16, Sense Motive +12
Feats: Alertness, Combat Reflexes, Power Attack, Sunder, Cleave, Great Cleave, Iron Will, Weapon Focus (Woodblade), Weapon Specialisation (Woodblade), Improved Critical (Woodblade).
Climate/Terrain: Rtourth Jungle
Challenge Rating: 8
Treasure: None
Alignment: True Neutral
Advancement: 11-20 HD (Large)
Dunai Warlord
Dunai Warlords are another creation of the symbiosis between Tergarth Elves and the Dunai. The Dunai always had one problem; their culture is bound to the Rtourth Jungle. Since the Dunai spawn had remain close to the Mothers, the Dunai could never move their army beyond the Rtourth Jungle. Yet, after Tergarth had offered to bond with the Dunai, Tytharielseth developed the Warlords from the Elf’s blood. The Warlords appear as mighty Dunai Warriors, being slightly bigger with a humanoid face instead of the gorilla-like face of the normal Warriors. The Warlords are also the only Dunai that actually wear garments and jewellery. The Warlords have learnt much from their elven ancestry and have adopted some of the elven viewpoints. Often, a Warlord will wear a large, ornamented cape. Sometimes, the Tergarth Elves create magical capes for the Warlords, in which case it will be adorned with magical symbols. Some Warlords wear other pieces of equipment, mostly helmets, shields and bracelets. They never wear armor, as their body is already covered by hard, metallic scales. The Dunai Warlords are able of creating rather unique weaponry due to their affinity with trees. They can command the Hardwood Oaks into growing wooden swords. The Hardwood Oaks are a brand of trees only found within the Rtourth Jungle, a species of tree that is extremely durable. The wood of the Hardwood Oak is almost as strong as steel. Yet, this hardness makes it almost impossible to shape and alter. The Warlords can command the Hardwood Oak to grow sword-like branches, which are ready to use as weapons. The Warlord simply breaks of the branch, creating a good, durable weapon. The Woodblade looks almost like a normal sword.
The Dunai Warlords are expert tacticians from birth. The Dunai Mothers transfer all their knowledge into the Warlords when they create them. Since all the Dunai Mothers are connected, this means that the Warlords receive the knowledge of all of the Dunai. The Warlords are few in numbers though, the Dunai never having more than ten of them around during times of peace.
The Warlords are able of commanding Dunai Spawn, the ability which has given them their name. This enables the Dunai to travel outside the Rtourth Jungle. The Dunai are not expansionists though and the Warlords are hardly ever found outside the Rtourth Jungle. The only reason a Warlord would have for leaving the jungle is if the Tergarth elves were going to war. The Dunai Warlords would then be given command over an army of lesser Dunai which they would use to assist their elven allies. Yet, this hardly ever occurs. The last time the Dunai went to war was three hundred years ago, when several tribes of goblins had camped outside the Rtourth Jungle and were cutting down the trees. The Tergarth elves decided to cleanse the outskirts of the jungle and the Dunai sent eight Warlords with an army numbering several thousand Warriors and Thornslingers. The goblins were eventually routed and since the conflict ended, the Dunai have not been called upon by the Tergarth Elves to aid them outside the Rtourth Jungle. The Warlords that assisted the Tergarth Elves during the battle against the goblins are the same Warlords that are alive today.
Combat
Dunai Warlords are fierce combatants. Yet, despite all their power, they are rarely found fighting their opponents directly. They normally lead other Dunai into combat, each Warlord having a personal army of several hundred lesser Dunai. Since the Warlords have an empathic connection with their troops, they aren’t even required to remain close to the battlefield themselves. They can simply find a good hiding-place and lead the battle from there. Yet, the Dunai Warlords aren’t like the normal pacifist Mothers. The elven blood that flows in their body has given them a sense of pride and honour that obliges them to be present at battles. The Dunai Warlords are therefore used to leading their troops from amongst their ranks, like any humanoid commander would, instead of using the normal Dunai way of commanding battles, which has the commander located several miles from the battle itself.
Regeneration (Ex): Dunai Warlords take normal damage from Fire and Acid.
Command (Ex): Dunai Warlords can command lesser Dunai just like the Mothers can. Yet, unlike the Mothers, the Dunai Warlords are mobile and can therefore order their Warriors and Thornslingers to move outside the Rtourth Jungle.
Dunai, Young Mother
Huge Plant
Hit Dice: 20d8+260 (350 hp)
Initiative: -3 (Dex)
Speed: None
AC: 25 (-3 Dex, -2 Size, +20 Natural)
Attacks: 4 slams +30 melee
Damage: Slam 4d6+13
Face/Reach: 20 ft. by 20 ft. / 15 ft.
Special Attacks: Triple damage against objects, Spells, Dunai Spellcasting
Special Qualities: Plant, Create Dunai, SR 22, DR 15/+8, Telepathic Link, Tremorsense
Saves: Fort +25, Ref +3, Will +22
Abilities: Str 36, Dex 4, Con 36, Int 26, Wis, 26, Cha 18
Skills: Diplomacy +16, Intimidate +18, Knowledge (Religion) +28, Knowledge (Arcane) +26, Knowledge (Nature) +30, Spellcraft +28, Listen +34, Sense Motive +30, Spot +34, Wilderness Lore +30, Scry +22
Feats: Alertness, Sunder, Iron Will, Power Attack
Climate/Terrain: Rtourth Jungle
Challenge Rating: 12
Treasure: None
Alignment: True Neutral
Advancement: 21-25 (Huge)
Dunai, Old Mother
Huge Plant
Hit Dice: 26d8+416 (533 hp)
Initiative: -3 (Dex)
Speed: None
AC: 30 (-3 Dex, -2 Size, +25 Natural)
Attacks: 4 slams +39 melee
Damage: Slam 5d6+16
Face/Reach: 25 ft. by 25 ft. / 15 ft.
Special Attacks: Triple damage against objects, Spells, Dunai Spellcasting
Special Qualities: Plant, Create Dunai, SR 26, DR 20/+9, Telepathic Link, Tremorsense
Saves: Fort +28, Ref +6, Will +23
Abilities: Str 42, Dex 4, Con 42, Int 32, Wis, 32, Cha 22
Skills: Diplomacy +20, Intimidate +22, Knowledge (Religion) +34, Knowledge (Arcane) +32, Knowledge (Nature) +36, Spellcraft +32, Listen +40, Sense Motive +36, Spot +40, Wilderness Lore +36, Scry +28
Feats: Alertness, Sunder, Iron Will, Power Attack
Climate/Terrain: Rtourth Jungle
Challenge Rating: 16
Treasure: None
Alignment: True Neutral
Advancement: 27-33 HD (Huge)
Dunai, Ancient Mother
Gargantuan Plant
Hit Dice: 34d8+680 (833 hp)
Initiative: +1 (-3 Dex, +4 Improved Initiative )
Speed: None
AC: 38 (-3 Dex, -4 Size, +35 Natural)
Attacks: 4 slams +54 melee
Damage: Slam 7d6+20 / 19-20
Face/Reach: 30 ft. by 30 ft. / 20 ft.
Special Attacks: Triple damage against objects, Spells, Dunai Spellcasting
Special Qualities: Plant, Create Dunai, SR 32, DR 25/+10, Telepathic Link, Tremorsense
Saves: Fort +32, Ref +10, Will +29
Abilities: Str 50, Dex 4, Con 50, Int 38, Wis, 38, Cha 26
Skills: Diplomacy +28, Intimidate +30, Knowledge (Religion) +44, Knowledge (Arcane) +42, Knowledge (Nature) +46, Spellcraft +42, Listen +50, Sense Motive +44, Spot +48, Wilderness Lore +44, Scry +34
Feats: Alertness, Sunder, Iron Will, Power Attack, Improved Initiative, Improved Critical (Slam)
Epic Feats: Epic Will
Climate/Terrain: Rtourth Jungle
Challenge Rating: 22
Treasure: None
Alignment: True Neutral
Advancement: 35-50 HD (Gargantuan)
Dunai, Tytharielseth
Colossal Plant
Hit Dice: 55d8+1485 (1733 hp)
Initiative: +1 (-3 Dex, +4 Improved Initiative )
Speed: None
AC: 54 (-3 Dex, -8 Size, +55 Natural)
Attacks: 6 slams +82 melee
Damage: Slam 9d6+27
Face/Reach: 50 ft. by 50 ft. / 30 ft.
Special Attacks: Triple damage against objects, spells, Dunai Spellcasting
Special Qualities: Plant, create Dunai, SR 40, DR 30/+10, Telepathic Link, Immunities, Tremorsense
Saves: Fort +42, Ref +18, Will +36
Abilities: Str 64, Dex 4, Con 64, Int 56, Wis, 56, Cha 36
Skills: Diplomacy +52, Intimidate +54, Knowledge (Religion) +74, Knowledge (Arcane) +72, Knowledge (Nature) +78, Spellcraft +78, Listen +66, Sense Motive +60, Spot +64, Wilderness Lore +58, Scry +46
Feats: Alertness, Sunder, Iron Will, Power Attack, Improved Initiative, Improved Critical (Slam)
Epic Feats: Epic Will, Epic Spellcasting, Tenacious Magic (Command Plants)
Climate/Terrain: Rtourth Jungle
Challenge Rating: 28
Treasure: None
Alignment: True Neutral
Advancement: By character class
The Dunai are an ancient race, as old as both the Drauch, Asmodai and Po Lathin. Yet, despite their age, they have never existed outside the Rtourth Jungle. As long as they were left alone, the Dunai never bothered anyone. This is why they are seldom mentioned in the books of ancient history, since they never had any part in what transpired in the world. The first time the Dunai appear as an important factor in history is during the Blood War. Tergarth had during his travels encountered the Dunai in the Rtourth Jungle. Tergarth even had a meeting with Tytharielseth who was sympathetic to his cause, yet unable of offering him any help. The Dunai, due to their nature, were unable of leaving the Rtourth Jungle. Yet, they did allow Tergarth to set up his base of operations in the jungle and offered to protect him against the Drauch. Thus, the Rtourth Jungle became the gathering point for the allied armies, who could gather in peace due to the powerful protection offered by the Dunai. Several times, the Drauch attempted to penetrate into the jungle, yet the Dunai guardians proved to be too much of an obstacle.
After the Blood War had ended, Tergarth led his people back to the Rtourth Jungle. Even though the Tamara continent had been freed of the Drauch, Tergarth still preferred the Rtourth Jungle as his residence. Over the years, he had gained the thrust and friendship of Tytharielseth and had made a pact with the Dunai, a pact of protection. The Tergarth elves and the Dunai became as one, both living side by side in the Rtourth Jungle. Tytharielseth gave Tergarth the first Dunai Empath ever made. The Empath allowed the Dunai and the Tergarth elves to bond even closer and even today, the two are inseparable.
The Dunai society centres around the Dunai Mothers, powerful creatures resembling treants. Yet, unlike treants, Dunai Mothers cannot move. Once they are planted, they embed their roots deep in the ground and become immobile. Yet, the Dunai Mothers have the ability to create lesser Dunai that are responsible for protecting and nurturing the mother tree. These lesser Dunai come in many variations, from the simple Devourers to the powerful Elementalists. Yet, most of the lesser Dunai are completely devoid of intelligence, being controlled by the mother tree like puppets. The only lesser Dunai with real sentience are the Dunai Spawn and the Dunai Elementalists. All other lesser Dunai are directly controlled by the Dunai Mother through a psychic link.
Combat
The Dunai are dangerous opponents, due to the tactics and abilities they employ. First of all, they are not easily tricked or beguiled, as the Dunai Mothers use their superior intelligence and psychic links to the fullest. Once a Dunai Mother moves into a part of the jungle, the first thing she does is to plant Dunai Observers in the entire area she is to claim. Then, she creates Devourers so that she can get a steady supply of nutrients. After she has assured a good supply of food, she creates Warriors and Thornslingers to guard her. Old, mightier Dunai also create Elementalists and Golems to guard their lands.
The Dunai Observers are almost impossible to spot, appearing as small plants or fungi. They constantly transmit anything they sense to their Mother, constantly keeping her informed of any creatures in her part of the jungle. Should any strangers move into her domain, she will become instantly aware as the Observers sense the intruders. The first thing a Mother will do once intruders have been detected is to send Warriors and Thornslingers to the area to follow the intruders. If the intruders seem peaceful, they Warriors and Thornslingers will simply escort them through the Dunai lands. If they take any hostile actions, for example, moving directly towards the Mother or begin chopping or burning down trees, the Mother will send all her available Warriors, Thornslingers and Elementalists to the area to engage the intruders. If there are too many or the intruders are too powerful, she will get reinforcements either from the Tergarth elves or other Dunai Mothers close by. When she feels confident that she can take down the intruders, she will set up an ambush, often consisting of hidden Thornslingers placing themselves around in trees in an area the intruders are going to move through. She will then use her Dunai Spellcasting ability to support her Thornslingers while they open fire on the intruders. In the meanwhile, her Warriors and Elementalists will be nearby, hiding. When the intruders break up, either to attack the Thornslingers or to hide from the poison needles, the Warriors and Elementalists will attack. Due to the superior intelligence and cunning of the Dunai Mother, these ambushed hardly ever fail.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Telepathic Link (Su): All Dunai are connected through a telepathic link. Since there are always other Dunai around, this link warns the individual Dunai of threats she cannot see. Therefore, Dunai are impossible to ambush or surprise.
Dunai Spellcasting (Su): The Dunai Mothers can actually cast spells through the Telepathic Links they share with the minions. If a Dunai Mother casts a spell, she can let it pass through one of her minions, acting as if though it came from him. This allows her to support her minions in combat.
Tremorsense (Ex): A Dunai can automatically sense the location of anything within 60 feet that is in contact with the ground.
Dunai Mothers
The Dunai Mothers are the centre of the Dunai society. All of them are connected to Tytharielseth through the psychic link of the Dunai. The Dunai Mothers resemble huge trees, being at least fifteen metres tall. Unlike treants, Dunai are jungle trees, covered in algae and creeping wines. Even though Dunai Mother have a face like normal treants, its hardly discernible through the wines and plants covering its stem. If one should get the opportunity to see a Dunai Mother from above, you would see that she has four large branches, placed symmetrically around on her stem. Even though a Dunai Mother seldomly has need to do so, these branches act as her arms and hands in case she needs to manipulate her immediate surroundings. Yet, since a Dunai Mother is always found amongst her minions, she hardly ever needs to anything. Instead, she focuses on controlling and creating lesser Dunai to work for her.
Some call the Dunai society a hive society, yet this is not true. The creatures a Dunai Mother create are not intelligent slaves. The creatures created are completely mindless, unable of taking actions on their own. Only through the control of its mother will the lesser Dunai act. There are three exceptions to this rule though.
Dunai Mother can create sentient offspring. The Dunai Spawn are seeds that can later become Dunai Mothers on their own. Dunai Elementalists are Dunai spellcasters, able of commanding the elements to protect the Rtourth Jungle. The last are the Dunai Warlords. These creatures are able of commanding lesser Dunai by themselves.
Dunai Devourers, Thornslingers, Warriors, Empaths and Observers are all mindless, simply acting as the ears, eyes and hands of the Dunai Mothers. The Dunai Golems are mindless as well, yet they receive their orders from the Dunai Elementalists.
Combat
Dunai Mothers hardly ever fight themselves. Only if someone should find a Dunai Mother before she could muster enough of her warriors to rout the intruders. Yet, this hardly means the Dunai Mother cannot fight. They are tough creatures, almost immune to attacks from normal weapons. Even most spells have difficulty harming them.
Dunai Mothers prefer to use spells in combat, trying to hinder or weaken the enemy warriors while her Thornslingers are directed to go after the enemy spellcasters. She will try to stall the enemy warriors until they have been weakened sufficiently, after which she willingly enters into melee with them. Some people think they can exploit the Dunai Mothers lack of mobility. Unfortunately, her damage reduction makes her almost immune to arrows and bolts. So, while the enemy is wasting all their ammunition, she can blast them to pieces with her magic while she waits for reinforcements to arrive.
Triple damage against objects (Ex): A Dunai Mother that makes a full attack again an object or structure deals triple damage.
Spells: All Dunai Mothers can cast spells. An Young Mother can cast spells as either a 10 Th. level sorcerer or druid, an Old Mother can cast spells as either a 15 Th. level sorcerer or druid, an Ancient Mother can cast spells as either a 20 Th. level sorcerer or druid while Tytharielseth can cast spells as a 20 Th. level sorcerer and a 30 Th. level druid. The Telepathic Link gives Dunai sorcerers access to all arcane spells, since they can simply draw them from the memory of their fellow Mothers.
Create Dunai (Ex): Dunai Mothers can create all the lesser forms of Dunai. It takes 1 hour to create an Observer or an Empath, 2 hours to create Warriors, Thornslingers and Devourers, 12 hours to create Elementalists, Warlords and Mother Seeds. A Young Mother can create 4 lesser Dunai at once, an Old Mother can create 6 at once, Ancient Mother can create 8 at once and Tytharielseth can create 12 at once.
Dunai, Warrior
Large Plant
Hit Dice: 6d8+30 (57 hp)
Initiative: +3 (Dex)
Speed: 40 ft., climb 30 ft.
AC: 20 (+3 Dex, -1 Size, +8 Natural)
Attacks: 2 Woodblades +10 melee
Damage: Woodblade 2d6+5
Face/Reach: 10 ft. by 10 ft. / 10 ft.
Special Attacks: Rend, Improved Grab, Dunai Spellcasting
Special Qualities: Plant, Telepathic Link, Regeneration 3, Tremorsense
Saves: Fort +10, Ref +5, Will +4
Abilities: Str 20, Dex 16, Con 20, Int 0, Wis 10, Cha 10
Skills: Hide +12, Listen +10, Spot +10, Move Silently +12
Feats: Alertness, Combat Reflexes, Power Attack, Sunder, Cleave, Iron Will
Climate/Terrain: Rtourth Jungle
Challenge Rating: 4
Treasure: None
Alignment: True Neutral
Advancement: 7-10 HD (Large)
Dunai Warriors
The Dunai Warriors represent the brute force of the Dunai race. They look somewhat like great apes made of moss, with their arms ending in large, wooden blades instead of hands. When there are no enemies within the Rtourth Jungle, the Warriors lay dormant, appearing more as moss covered rocks than actual creatures. Yet, should any dangerous creatures enter the area, the Warriors will animate to stalk the intruders. Since the Observers constantly monitor the intruders, the Warriors will simply stay out of visual range, waiting for a good opportunity to strike if the intruders appear to be hostile. Otherwise, they will simply escort the intruders until they leave the jungle.
Combat
In combat, the Warriors are fearsome foes. Since they are controlled by their Mother, they often employ clever tactics. Most combat is initiated by volleys of thorns from the Dunai Thornslingers, followed by attacks from the Warriors. The Warriors will try to distract the enemy fighters while some of them sneak around the enemy in order to reach their spellcasters. Once they reach the spellcasters, they will attempt to grapple them to stop them from casting spells. With their great strength and size, few spellcasters can resist their powerful grapple.
Rend (Ex): A Warrior that hits with both Woodblade attacks latches onto the opponent’s body and tears the flesh. This automatically deals an additional 4d6+10 points of damage.
Improved Grab (Ex): To use this ability, the Warrior must hit an opponent of up to Large size with at least one of it’s attacks.
Regeneration (Ex): Dunai Warriors take normal damage from Fire and Acid.
Dunai, Thornslinger
Medium-Size Plant
Hit Dice: 3d8+9 (26 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft., climb 30 ft.
AC: 18 (+4 Dex, +4 Natural)
Attacks: 2 Thorns +7 ranged
Damage: Thorn 1d8 and poison
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Poisoned Thorns, Dunai Spellcasting
Special Qualities: Plant, Telepathic Link, Regeneration 2, Tremorsense
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 16, Dex 18, Con 16, Int 0, Wis 10, Cha 10
Skills: Hide +16, Listen +8, Spot +8, Move Silently +16
Feats: Alertness, Dodge, Improved Initiative, Point Blank Shot, Precise Shot, Iron Will
Climate/Terrain: Rtourth Jungle
Challenge Rating: 3
Treasure: None
Alignment: True Neutral
Advancement: 4-8 HD (Large)
Dunai Thornslingers
The Thornslingers are vicious archers of the Dunai, able of hurling poisonous thorns at targets. A Thornslinger looks like a smaller version of the Warrior, with hands instead of Woodblades.
Combat
All along their lower arms are small spikes, making some believe that the Thornslinger is actually a melee fighter that uses these spikes in close combat. Actually, these small spikes are merely the tips of long thorns. Inside the Thornslinger are small air pockets surrounded by a powerful muscle. When the Thornslinger flexes the muscle, the air pocket is squeezed together and the thorn is propelled forward. The thorns have a range increment of 50 feet.
Poisoned Thorns (Ex): The Thornslinger is actually unable of manufacturing poison in it’s body. Instead, it can harvest poison from other poisonous plants in the Rtourth Jungle. Therefore, Thornslingers often have several different poisons in their thorns. A Thornslinger
can only have one kind of poison in each thorn, but this doesn’t keep it from having different poisons in different thorns. Since Dunai Mothers have a good grasp of tactics, they often employ clever combinations of poisons. They prefer to let their Thornslingers have a few thorns that have poison that lower the enemy’s constitution and thereby their resistance to poison. After the enemy’s resistance has been lowered sufficiently, the Thornslingers have thorns with some kind of paralysing or strength draining poison that will allow the Dunai Warriors to easily defeat the weakened foes.
Regeneration (Ex): Dunai Thornslingers take normal damage from Fire and Acid.
Dunai, Observer
Tiny Plant
Hit Dice: 1d4+1 (3 hp)
Initiative: +0
Speed: 10 ft., climb 10 ft.
AC: 14 (+2 Size, +2 Natural)
Attacks: None
Damage: None
Face/Reach: 2½ ft. by 2½ ft. / 0 ft.
Special Attacks: Dunai Spellcasting
Special Qualities: Plant, Telepathic Link, Regeneration 1, Darkvision 120 ft. Spell-like abilities, Tremorsense
Saves: Fort +2, Ref +1, Will +3
Abilities: Str 5, Dex 10, Con 12, Int 0, Wis 10, Cha 10
Skills: Hide +60, Listen +38, Spot +38, Move Silently +40, Spellcraft +40
Feats: Alertness, Iron Will
Climate/Terrain: Rtourth Jungle
Challenge Rating: 1/4
Treasure: None
Alignment: True Neutral
Advancement: 2-3 HD (Tiny)
Dunai Observers
The Observers are vital to the Dunai, acting as the eyes and ears of the Dunai Mothers. When the observers are first created, they look like small, green spiders. Yet, they never remain in this form for long. Instead, they quickly move to a location given to them by their Mother. Here, they find a good hiding place where they can observe the surrounding forest. When they have found this place, they slowly begin altering form. This change in form isn’t an illusion, they quite literally change form. Mostly, they change into some kind of plant, either a creeping wine, a flower or a small bush. They can change into any plant normally located in the jungle. In their new form, they are almost impossible to detect. Since they look exactly like any other plant in the forest, a spot check against a DC of 70 is required to notice the Observer. Since the Observers neither move nor make any sounds, it’s impossible to hear them. Even though they have spell-like abilities, they don’t radiate magic. Since they are mindless, they cannot be detected with any kind of thought detection magic neither.
Combat
Dunai Observers aren’t combatants. Their role is to observe, as it might gathered from their name. Yet, the Dunai Mother can use the Telepathic Link with the Dunai Observers to cast spells through, as she can with all of her other spawns.
Regeneration (Ex): Dunai Observers take normal damage from Fire and Acid.
Spell-like Abilities: At will – See invisibility, Detect Magic, Detect Undead and Detect Thoughts; 1/day – Plunder Thoughts, Detect Scrying, Analyze Dweomer and True Seeing. These abilities are as spells cast by a 10 Th. level sorcerer (save DC 14 + spell level). The Observer keeps the all abilities it can use at will constantly active.
Dunai, Devourer
Large Plant
Hit Dice: 5d8+15 (26 hp)
Initiative: +0
Speed: 15 ft.
AC: 17 (-3 Dex, +10 Natural)
Attacks: 2 Slams +3 melee
Damage: Slam 1d8
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Dunai Spellcasting
Special Qualities: Plant, Telepathic Link, Regeneration 3, Shielding, Tremorsense
Saves: Fort +4, Ref +1, Will +3
Abilities: Str 10, Dex 5, Con 16, Int 0, Wis 10, Cha 10
Skills: Hide +4, Listen +2, Spot +2, Move Silently +4
Feats: Iron Will
Climate/Terrain: Rtourth Jungle
Challenge Rating: 2
Treasure: None
Alignment: True Neutral
Advancement: 6-10 HD (Large)
Dunai Devourer
Devourers are the peasants of the Dunai race. Since the Dunai Mothers are unable of moving, they have difficulty getting the nourishment they require to create their spawn. The Dunai Devourers are therefore responsible for gathering this nourishment and transport it back to the Dunai Mothers. The Dunai Devourers looks like small earth elementals, covered in by moss and leaves. They move slowly across the jungle floor, looking for spots where the ground is rich in organic material. When they find a good spot, they settle down and begin “sucking” this nourishment from the ground. For many hours, they stand completely still. When they have filled their body with this nourishment, they move slowly back to their Mother where they use their gathered nourishment to enrich the soil around her. Each Dunai Mother will have from five to fifteen Devourers responsible for gathering nourishment. The Dunai Devourers always move around in small groups, often accompanied by Warriors and Thornslingers. The Dunai Observers are the ones responsible for locating good areas to harvest.
Combat
Dunai Devourers seldom fight. Since they are always escorted by Warriors and Thornslingers, they simply move away from any enemies that approach them, allowing the Warriors and Thornslingers to fight instead. Yet, if a Dunai Mother has run out of Warriors and Thornslingers, she will use her Devourers as protection instead. This will only occur if there is no other option and the enemy is moving directly towards her.
Regeneration (Ex): Dunai Devourers take normal damage from Sonic and Acid.
Shielding (Ex): Once a Dunai Devourer finds a suitable location to harvest, they will form a protective shell around them. This grants them an additional 6 points of AC, making their total AC 23. They can only use this ability while standing completely still.
Dunai, Elementalist
Medium-Size Plant
Hit Dice: 6d8+18 (48 hp)
Initiative: +3 (Dex)
Speed: 30 ft.
AC: 19 (+3 Dex, +6 Natural)
Attacks: 2 Slams +4 melee
Damage: Slam 1d8+1
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Spells, Dunai Spellcasting
Special Qualities: Plant, Telepathic Link, Regeneration 2, Tremorsense, Spells
Saves: Fort +5, Ref +, Will +12
Abilities: Str 12, Dex 16, Con 16, Int 20, Wis 20, Cha 16
Skills: Hide +8, Listen +6, Spot +6, Move Silently +8, Spellcraft +14, Knowledge (Arcane) +12, Knowledge (Nature) +12, Scry +12
Feats: 3 Metamagic Feats, Iron Will
Climate/Terrain: Rtourth Jungle
Challenge Rating: 6
Treasure: None
Alignment: True Neutral
Advancement: By character class
Dunai Elementalist
Originally, then Dunai weren’t able of creating the highly specialised Elementalists. When Tergarth lived in the Rtourth Jungle with his army, Tytharielseth was allowed to study elven magic and elven biology. Tergarth himself even volunteered to donate blood to the Dunai. By using the blood of Tergarth, the Dunai were able of creating creatures that were half-elves, half-Dunai. These creatures had individual intelligence, being different from the normal spawn created by the Dunai. They also had the capacity to learn. The Dunai created to different creatures, the Elementalists and the Warlords. The Elementalists look like elves, slender and proud. Yet, their Dunai ancestry shows and their skin has an earthly brown colour. Instead of hair, they have long strands of green moss. Their face resembles that of an elf, with no facial hair. Their eyes are completely black.
The Elementalists are actually created without any magic skills. Instead, they are sent to the elves to receive training. All Elementalists are wizards and has all the benefits and hindrances of such. Their Dunai ancestry makes them more interested in elemental magic than anything else, which has given them the name Elementalist. These Dunai have levels, just like most humanoids. Most are wizards of level 5 or above if they are encountered outside the elven Academy of Magic. Those encountered within the Academy are from level 1 to 4. The statistics noted above are for a 5 Th. level Dunai Elementalist. Any Dunai Elementalists of higher level than level 5 gains all the benefits from higher level, including hitpoints and saving throws.
Combat
Dunai Elementalists never fight alone, as Dunai never do. When Dunai Elementalists are encountered, they are often escorted by Dunai Warriors and Thornslingers. Should anyone invade Dunai lands, the Elementalists will supply the magical assistance for an eventual ambush on the intruders. Often, the Elementalists will start with using Fog Cloud or similar magic. Since Dunai have Tremorsense, they are immune to the hindrances imposed by such magic. After they have created a beneficial combat area, they will weaken the enemy with normal offensive spells before the Dunai Warriors attack.
Regeneration (Ex): Dunai Elementalists take normal damage from Sonic and Acid.
Spells: Most Dunai Elementalists can cast spells as 5 Th. level wizards. Only under dire circumstances would the Dunai Elementalists under training leave the magic academy. Should that happen, Elementalists would be encountered that can cast spells as wizards of level 1 to 4. Some Dunai Elementalists are above level 5, yet they are rare and rarely encountered in combat. All Dunai Elementalists below level 5 have the same statistics as 5 Th. level Elementalists, with the only difference being the amount of spells they can cast.
Dunai, Warlord
Large Plant
Hit Dice: 10d8+70 (120 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft., climb 30 ft.
AC: 35 (+4 Dex, -1 Size, +12 Natural)
Attacks: 2 Woodblades +18 melee
Damage: Woodblade 2d6+9 / 17-20 x3
Face/Reach: 10 ft. by 10 ft. / 10 ft.
Special Attacks: Rend, Dunai Spellcasting
Special Qualities: Plant, Telepathic Link, Regeneration 5, Command, Tremorsense
Saves: Fort +13, Ref +7, Will +8
Abilities: Str 24, Dex 18, Con 24, Int 16, Wis 16, Cha 16
Skills: Hide +10, Listen +16, Spot +16, Move Silently +10, Knowledge (Military) +20, Knowledge (Nature) +16, Knowledge (Weapons) +16, Sense Motive +12
Feats: Alertness, Combat Reflexes, Power Attack, Sunder, Cleave, Great Cleave, Iron Will, Weapon Focus (Woodblade), Weapon Specialisation (Woodblade), Improved Critical (Woodblade).
Climate/Terrain: Rtourth Jungle
Challenge Rating: 8
Treasure: None
Alignment: True Neutral
Advancement: 11-20 HD (Large)
Dunai Warlord
Dunai Warlords are another creation of the symbiosis between Tergarth Elves and the Dunai. The Dunai always had one problem; their culture is bound to the Rtourth Jungle. Since the Dunai spawn had remain close to the Mothers, the Dunai could never move their army beyond the Rtourth Jungle. Yet, after Tergarth had offered to bond with the Dunai, Tytharielseth developed the Warlords from the Elf’s blood. The Warlords appear as mighty Dunai Warriors, being slightly bigger with a humanoid face instead of the gorilla-like face of the normal Warriors. The Warlords are also the only Dunai that actually wear garments and jewellery. The Warlords have learnt much from their elven ancestry and have adopted some of the elven viewpoints. Often, a Warlord will wear a large, ornamented cape. Sometimes, the Tergarth Elves create magical capes for the Warlords, in which case it will be adorned with magical symbols. Some Warlords wear other pieces of equipment, mostly helmets, shields and bracelets. They never wear armor, as their body is already covered by hard, metallic scales. The Dunai Warlords are able of creating rather unique weaponry due to their affinity with trees. They can command the Hardwood Oaks into growing wooden swords. The Hardwood Oaks are a brand of trees only found within the Rtourth Jungle, a species of tree that is extremely durable. The wood of the Hardwood Oak is almost as strong as steel. Yet, this hardness makes it almost impossible to shape and alter. The Warlords can command the Hardwood Oak to grow sword-like branches, which are ready to use as weapons. The Warlord simply breaks of the branch, creating a good, durable weapon. The Woodblade looks almost like a normal sword.
The Dunai Warlords are expert tacticians from birth. The Dunai Mothers transfer all their knowledge into the Warlords when they create them. Since all the Dunai Mothers are connected, this means that the Warlords receive the knowledge of all of the Dunai. The Warlords are few in numbers though, the Dunai never having more than ten of them around during times of peace.
The Warlords are able of commanding Dunai Spawn, the ability which has given them their name. This enables the Dunai to travel outside the Rtourth Jungle. The Dunai are not expansionists though and the Warlords are hardly ever found outside the Rtourth Jungle. The only reason a Warlord would have for leaving the jungle is if the Tergarth elves were going to war. The Dunai Warlords would then be given command over an army of lesser Dunai which they would use to assist their elven allies. Yet, this hardly ever occurs. The last time the Dunai went to war was three hundred years ago, when several tribes of goblins had camped outside the Rtourth Jungle and were cutting down the trees. The Tergarth elves decided to cleanse the outskirts of the jungle and the Dunai sent eight Warlords with an army numbering several thousand Warriors and Thornslingers. The goblins were eventually routed and since the conflict ended, the Dunai have not been called upon by the Tergarth Elves to aid them outside the Rtourth Jungle. The Warlords that assisted the Tergarth Elves during the battle against the goblins are the same Warlords that are alive today.
Combat
Dunai Warlords are fierce combatants. Yet, despite all their power, they are rarely found fighting their opponents directly. They normally lead other Dunai into combat, each Warlord having a personal army of several hundred lesser Dunai. Since the Warlords have an empathic connection with their troops, they aren’t even required to remain close to the battlefield themselves. They can simply find a good hiding-place and lead the battle from there. Yet, the Dunai Warlords aren’t like the normal pacifist Mothers. The elven blood that flows in their body has given them a sense of pride and honour that obliges them to be present at battles. The Dunai Warlords are therefore used to leading their troops from amongst their ranks, like any humanoid commander would, instead of using the normal Dunai way of commanding battles, which has the commander located several miles from the battle itself.
Regeneration (Ex): Dunai Warlords take normal damage from Fire and Acid.
Command (Ex): Dunai Warlords can command lesser Dunai just like the Mothers can. Yet, unlike the Mothers, the Dunai Warlords are mobile and can therefore order their Warriors and Thornslingers to move outside the Rtourth Jungle.