Drilthids (3.5e Creature)

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Size/Type: Medium Outsider (Native, Good)
Hit Dice: 6d8+18 (45 hp)
Initiative: +3
Speed: 15 ft.
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Base Attack/Grapple: +6/+7
Attack: Claw +9 Melee (1d6+3)
Full Attack: 2 Claws (1d6+3) and 4 Shortswords (1d4+1)
Space/Reach: 5 ft./5 ft. (10 ft. with Vines)
Special Attacks: Constrict 1d3+1 or 2d3+2, Spell-like abilities
Special Qualities: Timeless Body, Fall Resistant (2,500 ft.), Mute, Perfect Silent Spell, Plant Traits
Saves: Fort +8, Ref +8, Will +8
Abilities: Str 12, Dex 17, Con 16, Int 10, Wis 16, Cha 12
Skills: Climb +13, Concentration +9, Diplomacy +10, Heal +9, Knowledge (Nature) +11, Listen +5, Sense Motive +5, Spellcraft +9, Spot +5, Survival +5 (+7 Above Ground)
Feats: Improved Natural Attack (Claw,) Multiattack, Weapon Finesse
Environment: Cool Mountains
Organization: Solitary, or Scouting Party (2-5 plus 1 5th Level Fighter,) or Svarta (100-200 plus 30% non-combatants, plus 1 5th Level Fighter for every 5 adults, plus 3 10th Level wizards per 25 adults, plus 1 15th Level Cleric or Druid)
Challenge Rating: 6
Treasure: Standard
Alignment: Always Good (Any)
Advancement: By Character Class
Level Adjustment: +4
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More information...

You see a humanoid plant creature before you. It possesses a human torso and clawed hands with comely features covered in sporadic leaves, green skin and hair, white eyes lacking pupils or irises, and about a dozen small vines in place of legs. The creature's back is flanked with four larger vines, each of which hold a shortsword, insuring the creature's combat readiness.

Originally heralding from the Heroic Domains of Ysgard, Drilthids have immigrated to the Material plane for reasons untold to it's denizens. While they prefer to exist atop lone, forested mountain peaks where they can only be reached with great difficulty, occasional prospective Drilthids will leave their mountainous homes to become mercenaries for any good and just cause. Though they cannot speak, their telepathy allows them to communicate with any intelligent creature that shares a common language. Drilthids speak Common, Celestial, and either Elven or Sylvan.


Drilthids up against non-fiendish opponents attempt to parley before combat. if this fails, Drilthids prefer to use direct combat with their enemies, and rush opponents on the field, using full attacks on foes they immobilize with their entangle spell-like ability. A Drilthid's vines can each hold a light weapon if the Drilthid possesses a Dexterity score of at least 16. Drilthids can use their vines as natural weapons, but they are weaker than their other attacks, and deal damage as small vines instead of medium (1d3). If a Drilthid is using light weapons with it's vines, it uses it's Multiattack feat in place of any Multiweapon fighting feat (as though it were fighting with only natural weapons.)

Constrict (Ex): When a Drilthid wins a grapple check against a medium or smaller creature, it deals 1d3+1 points of damage. Note that Drilthids must start a grapple check as a standard action that provokes an attack of opportunity (unless they have the improved grab feat.) A Drilthid can also attempt to constrict a Large crature; doing so requires all four vines, but deals 2d3+2 points of damage.

Timeless Body (Ex): Drilthids stop aging upon becoming young adults, due to their ultra-efficient metabolism. Bonuses still accue, and Drilthids still die upon reaching their maximum age. (Drilthids have the same age rules as humans.)

Fall Resistant (2,500 ft.) (Ex): Drilthids lightweight, soft bodies prevent them from taking lethal damage when falling from great heights. A Drlthid falling form heights up to 2,500 ft. takes 1 point of non-lethal damage for every 50 ft. they fall. after this threshold, they take lethal damage of 1d3 per 50 ft. This is the prefered method of Ambush; Drilthids will climb up rocky precipices on their home peak, hide behind them, then jump out and fall hundreds of feet directly into the enemies ranks, catching them completely by surprise.

Mute (Ex): Drilthids cannot speak, though they can still read, write and communicate telepathically using any language they understand.

Perfect Silent Spell (Su): Drilthids prepare all spells they cast as silent spells. this does not change any of the spell slots for spells prepared in this way, regardless of spell level.

Telepathy (Su): Drilthids can communicate with any intelligent creature within 200 ft. that shares a common language.

Spell-like Abilities (Sp): At will - Detect Evil(DC 14), Entangle(DC 14); 3/Day - Magic Stone, Cure Light Wounds, 1/Day - Fire seeds(DC 18). The caster level is 8th. the save DC's are Wisdom based.

Skills: Drilthids have a +4 racial bonus on Climb checks. They can always take 10 on a climb check, even if it is rushed or endangered. This bonus increases to +8 on unworked natural stone. (The additional +4 is not factored into the statistics block.)

Ability Scores: The Drilthid presented here had the following ability scores before racial/hit dice adjustment: Strength 10, Dexterity 11, Constitution 10, Intelligence 11, Wisdom 10, Charisma 11. The Drilthid added 1 point to Charisma for it's 4th ECL.

See Also: Drilthid (3.5e Race)

Back to Main Page3.5e HomebrewCreaturesCR 6

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