From D&D Wiki

Jump to: navigation, search


Thallids come from swampy areas of ancient magical forests. Their life starts from the magical wellsprings these forests contain and they can continue to grow for centuries.


Thallids found within their communties are strongly dedicated to caretaking for the forest. They clear debris that could harm other plants and animals, fires that could consume the forest, and will sometimes even stand up against other races that start to log the forest (in very dire situations). It is part of their duty and tradition to take care of their forest home and most Thallids are quite content living a life as a forest caretaker.

Thallids tend to be rather shy, however, and are usually very easy to push around. They often leave well enough alone with the outside world, knowing with their aged wisdom that life is cyclical. They don't trust other races very much meerly due to those race's limited perspective of life (being only able to experience it for such a short time).

Thallid adventurers are almost always a much different sort. Thallids are born with the memories of their "parent", but they only have the facts, not the interpretation of those facts. They are literally able to perform the basic skills their parent has the day they are born. When their spark of life is created, it is said that an ancient wood spirit inhabits their body and their soul is that of the spirit. Very rarely, this spirit is a bit more reckless than most ancient wood spirits and a bit less tolerant of the slow-paced lifestyle of the Thallid people. These Thallids are the ones whom become adventurers; usually their adventure begins the day they are born.

Physical Description[edit]

Thallids stand a little bit shorter than a human and are made up of mossy tendrils that almost look like cords.


Thallids of the forest tend to avoid contact with all other races if they can help it. They will actively avoid other species when they are able to. Some Thallids will befriend elves, fey, or gnomes. This friendship is usually limited to trade, however, and most Thallids in the community will remain very skeptical of the intentions of other races.

Adventuring Thallids have no problems interacting with other races. Their behaviour usually suits adventuring groups and most Thallids that leave the forest find their way into fantastic adventures. They often give any concern for regular members of society because they find them just as boring as the Thallid community. In fact, they often don't hold a high regard for anyone that just "settles down" in life.

Other races often find the Thallids to be somewhat unnerving. They show very little expression and the mossy tendrils that form their body constantly writhe. They also seem to have an uncanny perception for detail that puts most other races on edge.


Forest Thallids are almost always True Neutral.

Adventuring Thallids are often Chaotic Neutral, but their alignment greatly varies.


The Thallids can be found in most ancient magical forests that have a substantial swampy region. Their very exisistance is spawned by the magic of the forest and tied to the wood spirits. They only need the swamp to tap into the magical wellsprings of the forest so that they can reproduce.


Thallid communities tend to worship nature gods. The gods often smile on the thallids because they work so tirelessly to preserve their forest home.

Adventuring thallids can be drawn to any deity. Their lack of experience, but wealth of knowledge can drive them to follow a deity meerly to understand the concept of religion.


Thallids speak Sylvan and Common. Their speech is often accompanied by the sound of vines tightening and loosening.


Thallids in a community don't have names. They rarely need to refer to another thallid specifically and if they do, they just describe the other thallid by its job.

Adventuring thallids will often choose their own name when they begin to associate with other races. Their names often are related to something or someone that made a large impression on them. Some thallids, for this reason, have some rather rediculous names, such as "Bumblebee Tavern".

Racial Traits[edit]

  • +2 Wisdom: Thallids are extremely perceptive.
  • Plant: Plants breathe and eat, but do not sleep.
  • Medium size.
  • Thallid base land speed is 30 feet.
  • Immunity to poison, sleep effects, paralysis and polymorph.
  • +2 on saves against stunning and mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Light Fortification (Ex): Thallids are difficult to wound and resist attacks that target vital spots (such as critical hits and sneak attack). When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
  • Vulnerability to Fire (Ex): A thallid takes half again as much (+50%) damage as normal from fire damage, regardless of whether a saving throw is allowed, or if the save is a success or failure.
  • Saproling (Ex): A thallid can take 1 damage + 1 per 2 HD it has as a standard action to create a saproling. A saproling is a diminuative creature that is created when this ability is used. A thallid can choose to make a ranged touch attack against a target with this ability. If the attack succeeds, the saproling is attached to the target. Otherwise, the saproling lands in the square of the target and spends its actions trying to attach to the target. A thallid can automatically attach saprolings to itself. Thallids can have 1 saproling that is not in statis + 1 per 5 HD (they cannot create more until one of their saprolings go into stasis).
  • Renew (Ex): Thallids have the ability to regrow at an incredible rate. As a standard action, a thallid can heal 1 HP as if it had rested to regain the hitpoint. The thallid can heal 2 HP per HD each day in this way.
  • Reabsorb (Ex): Thallids can willingly destroy one of their saprolings as a full-round action with a touch attack that automatically hits to regain 1 HP. The thallid can also regain 1 extra HP per 2 HD with renew.
  • Immortal (Ex): Thallids do not gain or lose ability scores due to aging. If they would gain a class feature that would stop them from losing physical ability scores from aging, they gain 2 charisma, 2 intelligence, and 2 wisdom instead.
  • Automatic Languages: Sylvan, Common. Bonus Languages: Any (other than secret languages such as Druidic).
  • Favored Class: Any.
  • Level Adjustment: +0


When a thallid creates a saproling, he chooses which type of saproling he wants. Different types of saprolings last a different amount of time before they go into stasis.

  • Leechling: Deals 1 damage each round to a target it is attached to. For each damage it deals, the thallid can heal an extra hitpoint with renew. These extra hitpoints added to the renew HP pool must be used within 10 minutes of the leechling going into stasis. Lasts 1 round + 1 per 2 HD.
  • Vitality Saproling: The target can spend a swift action to heal up to 2 HP. Heals a maximum of 1 HP + 1 per 2 HD. Lasts 1 round + 1 per 2 HD.
  • Quickling: The target gets +1 initiative. Lasts 1 hour per HD.
  • Emapthling: The target gets +1 to sense motive. Lasts 1 hour per HD.
  • need name: The target gets +1 to spot. Lasts 1 hour per HD.
  • need name: The target gets +1 to listen. Lasts 1 hour per HD.
  • need name: The target gets +1 to survival. Lasts 1 hour per HD.
  • need name: The target gets +1 to heal. Lasts 1 hour per HD.
  • need name: Reduces the target's AC by 1. Does not stack with other saprolings. Lasts 1 round + 1 per 2 HD.
Size/Type: Diminutive Plant
Hit Dice: 1d8 (1 hp)
Initiative: +1
Speed: 5 ft. (1 square)
Armor Class: 15, touch 15, flat-footed 14
Base Attack/Grapple: +0/-16
Full Attack:
Space/Reach: 0 ft./0 ft.
Special Attacks: Attach (+5 touch)
Special Qualities: Bonus Hitpoints, Stasis
Saves: Fort -2, Ref +1, Will -1
Abilities: Str 2, Dex 12, Con 3, Int —, Wis 8, Cha 4
Challenge Rating:
Alignment: As the thallid creator
Level Adjustment:

Attach (Ex): As a standard action, a saproling may make a touch attach to attach itself to a target. While attached, the target will be subject to the effects of the saproling based on the type that the thallid chose when creating it. The only way to remove an attached saproling is to deal enough damage to reduce it to 0 hitpoints or to otherwise incapacitate it.

Bonus Hitpoints (Ex): The saproling gets 1 extra hitpoint per 2 HD the thallid that created it has. It does not gain any extra HD, however.

Stasis: Each saproling has a duration when it is created. When the duration expires, the saproling falls off any creature it is attached to. It will continue to stay alive (so long as it has hitpoints remaining), and can be reabsorbed.

Vital Statistics[edit]

Table: Thallid Random Starting Ages
Adulthood Simple Moderate Complex
0 years +1d2 +1d3 +2d3
Table: Thallid Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4' 9" +2d4 65 lb. × (2d4) lb.
Female 4' 7" +2d4 60 lb. × (2d4) lb.
Personal tools
Home of user-generated,
homebrew pages!
system reference documents
admin area
Terms and Conditions for Non-Human Visitors