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| #1veokSep 20, 2008 17:54:20 | This will hopefully be the beginning of a long, successful, creative outlet. Enjoy, and comment. Or comment then enjoy. Whatever floats your boat, y'know? Drukai -- RACIAL TRAITS Average Height: 5´ 10˝–6´ 4˝ Average Weight: 180–265 lb. Ability Scores: +2 STR, +2 DEX Size: Medium Speed: 7 squares Vision: Low-Light Languages: Common, Kaiite Skill Bonuses: +2 Intimidate, +2 Stealth Drukaite Weapon Proficiency: You gain proficiency with Spiked Chains and are immune to the effects of all varieties of Shackleslime. Favored of the Witch: +2 bonus to AC, and +5 bonus against powers with the “Charm” keyword. Blood Drain: Allows use of Blood Drain as an encounter power. • Blood drain (standard, encounter; recharges when an adjacent creature becomes bloodied) ✦ healing requires combat advantage. Level + 2 vs. Fortitude Hit: 1d6 + Constitution modifier damage. Increase to +4 bonus and 2d6 + Constitution modifier damage at 11th level, and to +6 bonus and 3d6 + Constitution modifier damage at 21st level. Special: Drukai heal an amount equal to damage dealt with this ability. Physical Qualities Drukai are tall, lean humanoids. Their skin is pale gray, and has an almost metallic sheen, easily reflecting light and giving them an unearthly appearance. Their hair, usually long and worn free or in a braid, is always pure white. Drukai resemble elves due to their pointed ears, but Drukai have larger, longer, and more sharply pointed ears compared to such creatures. Drukai lack a visible pupils or iris completely – their eyes are monochromatic orbs with the same silver-gray sheen as their skin. Like most of the civilized races, female Drukai are slightly smaller with easily recognizable female features. Drukai are effectively immortal – while they do grow older over time, and completely susceptible to fatal wounds, Drukai have never been seen to become frail with age, nor display any other physical effects of aging found in other races such as wrinkles, loss of muscle tone, or baldness. Racial Characteristics Drukai are arrogant, cocky, zealous, and spiteful. They have an inherent sense of racial superiority that leads them to find members of other races weak, tasteless, and vulgar. However, when it comes to their own race, Drukai are fanatically loyal both to their allies, and ultimately to their Witch-Queen. Sadistic and cruel, Drukai take delight in displaying their power upon weaker or otherwise helpless individuals. To the Drukai, torture is not a sordid business, but an art. Drukai have pointed incisors lending them a sinister countenance, and are not afraid to get physical; they use as many underhanded tricks and tactics as necessary to achieve their goals—some have even been known to bite their opponents in combat, taking some sort of hellish delight in consuming the lifeblood of those they fight. Drukai have never been known to feel guilty or remorse and their xenophobic tendencies insure that they have few friends and allies outside of each other. Though their leader is female, there are no definite patriarchal or matriarchal tendencies among the Drukai. Male Names: Viir, Tal, Avit, Tlax, Varan, Ralts, Reev, Tiven Female Names: Nian, Shal, Naim, Tiln, Anrin, Xian, Lasmi, Simia Shackleslime Shackleslimes are a breed of oozes specifically created to assist the Drukai during their interactions with other races, specifically, their slaving operations. Greater Minion – Like minions, these monsters present a fraction (1/4 usually) of a challenge to the PCs, but unlike normal minions, greater minions have health (but at the same time have much less combat abilities than a normal creature of that level). Shackleslime Level 8 greater minion Small natural beast (blind, ooze,) XP 160 Initiative +9 Senses Perception +7; tremorsense 10 HP 144; Bloodied 72 AC 22; Fortitude 21, Reflex 21, Will 19 Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks Speed 8, climb 8 m Slimy Touch (standard; at-will) +10 vs. Reflex; 1d4 psychic damage, and the slime makes a secondary attack. Secondary Attack: +8 vs. Fortitude; the target is immobilized (save ends). Attach (minor; at-will) Targets an immobilized creature; +10 vs. Fortitude; the target is grabbed (escape ends). While the target is grabbed, that creature takes 1 psychic damage at the start of its turn, and when the Shackleslime is hit by an attack, the Shackleslime takes half damage from the attack and the grabbed creature takes the other half. When the shackleslime is grabbing a creature, it loses its vulnerabilities (but not its resistances). Shackleslime cannot move grabbed targets while attached. Amorphous Form because of its size and viscous tendencies, up to three Shackleslimes can occupy a single square, and use Attach against the same target. A creature grabbed by more than one Shackleslime must make consecutive escape attempts for each Shackleslime. If any of the escape checks fail, the creature remains stuck. Merciful Touch any creature that would be reduced to zero hitpoints or below by a shackleslime does not die but instead falls unconscious. The shackleslime’s slimy touch and attach abilities do no damage to unconscious creatures. Alignment Unaligned Languages — Str 15 Dex 14 Wis 12 Con 16 Int 1 Cha 1 Slaveslime Level 8 brute medium natural beast (blind, ooze,) XP 350 Initiative +9 Senses Perception +7; tremorsense 10 HP 192; Bloodied 96 AC 22; Fortitude 21, Reflex 21, Will 19 Resist half damage from melee and ranged attacks; Speed 6, climb 6 m Dissociative Touch (standard; at-will) +10 vs. Reflex; 2d6+4 psychic damage, and the slime makes a secondary attack. Secondary Attack: +8 vs. Fortitude; the target is immobilized (save ends). Attach (minor; at-will) Targets an immobilized creature; +10 vs. Fortitude; the target is grabbed (escape ends). While the target is grabbed, that creature takes 10 psychic damage at the start of its turn, and when the Slaveslime is hit by an attack, the Slaveslime takes half damage from the attack and the grabbed creature takes the other half. Slaveslime cannot move grabbed targets while attached. Teleport Assault (move; recharge 5,6) The Slaveslime teleports to a square within its movement range. If the Slaveslime is currently attached to something, it can choose to drag the attached creature along with it, causing 1d6 psychic damage. Alternatively, the Slaveslime may teleport without bringing attached creatures along, though this painful, abrupt exit causes 3d6 psychic damage. Living Prison any creature that would be reduced to zero hitpoints or below by a shackleslime’s attach or dissociative touch abilities does not die but instead falls unconscious and is magically absorbed into the body of the slime. A Slaveslime can hold up to 2 medium size creatures in the extra-dimensional space that makes up its interior. There is enough air in this extra-dimensional pocket for a single creature to survive for 24 hours or a pair of creatures to survive for 12 hours before beginning to suffocate. Only biological matter will be absorbed by the slaveslime – the unfortunate victim’s equipment abruptly collapses and falls empty in the square the victim was in before absorption. Attacking the slaveslime does not harm absorbed creatures in any way, but killing the slime destroys the pocket, ejecting any occupants prone into the slaveslime’s square. Alignment Unaligned Languages — Str 15 Dex 14 Wis 12 Con 16 Int 1 Cha 1 Scourgeslime Level 10 Lurker medium natural beast (blind, ooze,) XP 500 Initiative +9 Senses Perception +7; tremorsense 10 HP 170; Bloodied 85 AC 23; Fortitude 21, Reflex 22, Will 20 Resist half damage from melee and ranged attacks; Speed 8, climb 8 m Corrosive Touch (standard; at-will) +12 vs. Reflex; 1d8+6 acid damage, and the slime makes a secondary attack. Secondary Attack: +8 vs. Fortitude; the target is immobilized (save ends). Attach (minor; at-will) Targets an immobilized creature; +14 vs. Fortitude; the target is grabbed (escape ends). While the target is grabbed, that creature takes 5 acid damage at the start of its turn, and when the Scourgeslime is hit by an attack, the Scourgeslime takes half damage from the attack and the grabbed creature takes the other half. Scourgeslime cannot move grabbed targets while attached. Consumptive Touch (standard; at-will) +8 vs. Reflex; Can only be used against grabbed opponents. 1d8+6 roll a d12 and consult the following table. 1 – held weapon 2 – feet slot or boots 3 – armor 4 – implement (rod, wand, orb, holy symbol, staff, etc) 5 – arms slot or shield 6 – head slot or helmet 7 – neck slot 8 – waist slot 9 – worn clothes 10 – quiver, material components, sheathed or stowed weapons 11 – backpack, miscellaneous worn items 12 – nothing Consumptive touch causes the item in the random slot to be absorbed, subject to the Scourgeslime’s Living Hoard ability. If the character is not wearing or using an item in the selected slot, treat the roll as a 12 and reroll future results of that slot. Living Hoard any item targeted by a Scourgeslime’s Consumptive Touch is not destroyed but instead is magically absorbed into the body of the slime. A scourgeslime can hold up to 200 lbs worth of stone, metal, or other non-living matter in this extra-dimensional pocket. Attacking the scourgeslime does not harm the absorbed items in any way, but killing the slime destroys the pocket, ejecting all contents into the scourgeslime’s square. Merciful Touch any creature that would be reduced to zero hitpoints or below by a scourgeslime does not die but instead falls unconscious. The Scourgeslime’s corrosive touch and attach abilities do no damage to unconscious creatures. Alignment Unaligned Languages — Str 19 Dex 14 Wis 12 Con 16 Int 1 Cha 1 Society – The Drukai are focused in an area of the world called the Creeping Marsh. They do not have regular cities, instead favoring temporary dwellings, and when the occasion necessitates a permanent presence, either inhabit a fort or colonize caverns and caves. Their economy is based on raiding and the slave trade. Captured slaves are doomed to a hard life working the fungus fields growing edible foodstuffs and building materials to further expand Drukaite holdings. Isolated and xenophobic as they are, most civilized nations are only likely to encounter Drukai in their slave raids against outlying villages and frontier towns. Their affinity for oozes and slimes only adds to their frightening reputation, and most people with any sense simply leave them alone. Utterly devoted to their witch-queen, the Drukai are currently content to continue their cycle of raiding nearby settlements for slaves and supplies. Perhaps thankfully, the Witch-Queen has no desire to conquer the surrounding areas. |