Liquan (3.5e Creature)
From D&D Wiki
Liquans are sentient oozes who are capable of speech and intelligent thought, they typically take on a humanoid appearance. It should be noted that some creative liberty has been taken in modifying the core rules for oozes so as to make this race sentient.
|Hit Dice:||6d10+12 (45 hp)|
|Speed:||30 ft. (6 squares), climb 20 ft., burrow 10 ft, cannot swim|
|Armor Class:||16 (+2 dex, +4 natural), touch 12, flat-footed 14|
|Attack:||Slam +6 (1d6+2)|
|Full Attack:||Slam +6 (1d6+2)|
|Space/Reach:||5 ft./5 ft.|
|Special Qualities:||ooze traits, vulnerabilities, adhesive form, water soluble, water healing, damage reduction 5 (bludgeoning), immunities, spell resistance 17, scent, tremorsense, reshape, low-light vision|
|Saves:||Fort +4, Ref +4, Will +1|
|Abilities:||Str 14, Dex 14, Con 14, Int 10, Wis 8, Cha 8|
|Skills:||Climb +21, Hide +8, Listen +6, Move Silently +8, Search +6|
|Feats:||Improved Initiative, Improved Unarmed Strike, Improved Grapple|
|Environment:||Warm marshes, warm forests, underground|
|Advancement:||6-12 HD (Large)|
Liquans are omnivores and generally occupy about 100 liters or so, weighing around 220 lbs. They speak common as well as their own native language: liquanese.
Liquans are capable of wielding weapons and wearing armor, and have been seen to do exactly that on occasion. But they are typically a peaceful people, preferring to just find and consume various kinds of water and run away if a conflict arises. That said, killing one in combat can be very difficult as they have a wide variety of defense mechanisms to protect themselves with. What's more is that they can heal themselves with water and even water vapor, so most people just try to convince liquans first to stay and then to try and join them. Whether or not they succeed is a different matter entirely.
Adhesive Form (Ex): Liquans are known for being very sticky and as such gain a +8 on all grapple checks due to their incredibly sticky composition. They also receive a +4 bonus to resist being disarmed.
Damage Reduction (Ex): Liquans are resilient and able to reform parts of their bodies from most kinds of damage. As such they have a damage reduction of 5 (bludgeoning).
Immunities (Ex): Liquans are immune to ability damage, ability drain, poison, disease, sleep effects, paralysis, polymorph, and stunning. They are also immune to critical hits, not subject to flanking, and cannot be tripped.
Reshape (Ex): Liquans can change their forms to be thinner, broader, and so on. For instance, a liquan can flatten itself so that it resembles a puddle and can then slip underneath a doorway. There must, however, be at the very least 1 cm of distance from any given surface of the liquan to the other. Meaning that it cannot become any thinner than 1 cm. Any equipment or carried objects on the liquan, however, do not shift or alter their shape by default. Regardless of that, liquans maintain their color and translucent appearance no matter what shape or form they assume. (SUBJECT TO CHANGE)
Scent (Ex): Liquans use their sticky composition to detect various particles of matter in the air and can interpret it as scent.
Skills (Ex): A liquan has a +4 racial bonus on listen, search, hide, and move silently checks. It has a +10 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Spell Resistance (Su): Liquans have spell resistance equal to 11+hit-dice.
Vulnerabilities (Ex): Liquans are vulnerable to extreme temperatures and as such have a +50% weakness to cold and to fire.
Water Healing (Ex): Liquans can heal themselves if they make physical contact with a body of water that is at least 200 ml large. They must maintain contact with the water as they absorb it for it to heal them. As such, liquans may heal themselves for 1d6 points of health for every 200 ml of water they can absorb (as long as they are not fully immersed in it). Doing so is a full-round-action and provokes an attack of opportunity.
Liquans can also use water vapor present in the air to regenerate their bodies. As such, while a liquan is present in an environment with a humidity of 25% or more then it heals 1 hp per minute.
Water Soluble (Ex): Liquans are water-based and as such will dilute in large bodies of water if they are fully immersed in it without protection. For every round they spend fully immersed in a body of liquid water that is larger than 100 liters, without protection, they take 1d6 damage. Exposure to heavy precipitation counts as full immersion in water, but light precipitation deals 1d4 damage per round instead.
Culture and Lifestyle
Liquans tend to form small villages underground, where they are safe from precipitation. These tend to be almost inaccessible to most other races due to the fact that liquans can shift and alter their physical form to move through cracks between rocks. Not much is known about their culture due to their penchant for isolationism. What most people do know, however is that younger liquans are known to be very curious and will follow creatures they deem to be interesting or unusual.
Liquans as Characters
Liquan characters possess the following racial traits.
- +4 Strength, +4 Dexterity, +4 Constitution, -2 Wisdom, -2 Charisma.
- Medium size
- Space/Reach: 5 feet/5 feet.
- A liquan's base land speed is 30 feet.
- Low-Light Vision.
- Racial Hit Dice: An equan begins with six levels of ooze, which provide 6d10 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +2, Ref +2, and Will +2.
- Racial Skills: While core rules state that oozes are mindless, liquans receive racial skill points equal to 9 x (2 + Int modifier, minimum 1). Its class skills are Climb, Hide, Move Silently, Listen, and Search. Liquans have a +4 racial bonus on Listen, Search, Hide, and Move Silently checks. It has a +10 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
- Racial Feats: A liquan'sooze levels give it three feats.
- Weapon Proficiency: A liquan is proficient with all simple weapons.
- +4 natural armor bonus.
- Natural Weapons: Slam (1d6).
- Special Qualities (see above): ooze traits, vulnerabilities, adhesive form, water soluble, water healing, damage reduction 5 (bludgeoning), immunities, spell resistance 17, scent, tremorsense, reshape, low-light vision.
- Automatic Languages: Common, Liquan.
- Favored Class: Rogue
- Level Adjustment 2