Clothling, Drifter (3.5e Monster)
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|Size/Type:||Medium Construct (Air)|
|Hit Dice:||2d10+10 (21 hp)|
|Speed:||fly 15 ft (perfect)|
|Armor Class:||12 (+3 deflection, -5 dex, +4 natural), touch 8, flat-footed 12|
|Space/Reach:||5 ft/5 ft (or 60 ft downward)|
|Special Attacks:||Telegrasp, Weakening|
|Special Qualities:||Blind, Blindsense 60 ft, Soft Body, Strands, Windblown|
|Saves:||Fort +0, Ref -5, Will +3|
|Abilities:||Str 18, Dex 1, Con -, Int -, Wis 16, Cha -|
|Organization:||Solitary or Parade (2-8)|
|Alignment:||Always True Neutral|
|Advancement:||3-4 HD (Medium), 5-6 HD (Large), 7-8 HD (Huge)|
Long tapestries lie bundled together suspended in mid-air, their body trailing downward in ribbons like some kind of cloth jellyfish.
Kin to the similar flagbirds, these long strips of fabric are bunched up in a knot on top which takes many shapes often resembling a flower bud or a strange knot. The rest of the ribbons hang down like tentacles and the mysterious runes which secretly are inscribed upon its surface light up at a touch. They drift aimlessly and mindlessly, though some have suggested they are more than mere decoration or furniture and so follow some simple primitive instinct, though to what no one can say. Drifters who have lost their original commands and purpose even seem to feed though it seems they have no need to do so. Perhaps it is an evolution of what was once some manner of home defense. They are often found floating in the hot thermals of the desert, but have also been spotted elsewhere possibly used as a sort of unsecured ladder for transportation. It's believed they were used as elevators once.
Like flagbirds, drifters light up with strange runes though they do not seem to make vocal chimes. They do seem to react to the runes of others in spite of being blind, and to the chimes of flagbirds which cause them typically to join ranks and drift along with them.
Carrying Capacity: A light load for an drifter clothling is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450 pounds. An drifter clothling can drag 2,250 pounds. Drifters count as quadrupeds for lifting.
Drifters are less of an active threat and more of a trap. Most have a purpose and freely allow transportation up and down their ribbons, but a few either by intent or random feral nature are traps that will actively grab prey which slips into their grasp and drain them of their strength, drift up too high and drop them, or otherwise bring misfortune to would be climbers.
Soft Body (Su): Drifters are immune to bludgeoning damage, and creatures falling on a drifter are slowed down by it, decreasing their fall damage by 2 die for every 5 ft of drifter they pass through. If their fall damage is negated by this they have stopped falling and are caught in the strands.
Runes on their body grant their Wisdom modifier as a deflection bonus to AC.
Strands (Su): The main knot of the drifter body is nothing compared to the long tail of strands they drag below them. They can extend strands out to 50 ft + twice their normal reach (total 60 ft for a medium drifter) as a move action. Anything which enters a square which the strands reside in becomes effectively weightless. They can climb the drifter (DC 0) to move up or down. The drifter may also move them up to down via Telegrasp, in which case they usually drag creatures upward instinctively. If a drifter or its strands passes through or ends up on a square with a creature or object it must make a DC 14 Reflex save to avoid and (if it stopped in its square) move to the closest empty space. The saving throw is Wisdom based.
The drifter can intentionally grab objects via Improved Grapple.
Telegrasp (Su): The drifter can use its strength score to pull or push creatures and objects caught in its strands. It can move a creature or object 30 ft as a move action up or down, or 20 ft for medium and heavy loads upward with no penalty downward. Objects and creatures greater than its heavy carrying capacity prevent it from rising in altitude but can always be moved 5 ft, while creatures and objects heavier than its push/pull weight cannot be moved upward at all. It can always drop any creature or object in its strands as a move action, creatures can resist being dislodged with a opposed grapple check.
Weakening (Ex): Due to "hunger", command, or unknown causes the drifter does have an attack. Any creature in its strands can be forced to make a Fortitude save as a standard action. On a failure the creature takes 1d6 temporary Strength damage. It can also do this as part of a successful attempt to maintain (but not start) a grapple. Creatures it paralyses may be doomed to drift with it forever, but if for any reason it drops its prey the temporary strength damage can be cursed via resting for 1 hour or any effect which cures ability damage or fatigue.
Windblown (Ex): Clothlings are very thin and light. They are immune to falling damage, and count as one size smaller than normal for the purpose of interacting with wind effects. They also always take minimum damage from [Air] spells and wind effects.