Druin (3.5e Monster)
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This creature is loosely based on a monster from the Dragon Quest series of video games.
|N Small Aberration|
|Init/Senses||+2/Darkvision 120 ft.; Listen +3, Spot +13|
|AC|| 15, touch 13, flat-footed 13|
(+2 natural armor, +2 Dexterity, +1 size)
|hp||23 (3 HD)|
|Speed||30 ft. (6 squares), climb 30 ft.|
|Special Actions||Muddler, Reality Rasp, Reality Warp|
|Abilities||Str 10, Dex 15, Con 12, Int 10, Wis 17, Cha 11|
|SQ||Nightmarish Restoration, Unreal Form|
|Feats||Skill Focus (Hide), Iron Will|
|Skills||Climb +8, Hide +13, Listen +3, Move Silently +12, Sense Motive +7, Spot +13|
|Muddler (Su)|| As a swift action mind-affecting gaze attack, a druin focuses on a creature in range of it's darkvision (120 ft.) that it can see. The target creature must then make a Will save DC 14 (10 + semiconscious for a number of rounds equal to the druin's Wisdom bonus (3 for the druin presented here, with a minimum of 1). A creature already semiconscious and targeted again must make another Will save or become unconscious. Most creatures experience a druin's muddling ability as "mental noise".
½ the druin's HD + it's Wisdom modifier) or become |
Each round while semiconscious, the character is allowed to attempt a Will save as a swift action to shrug off the effect.
Each round while unconscious from this condition, the character is allowed to attempt a Will save (as a swift action, despite being unconscious) to again become semiconscious for the full duration of that effect (3 rounds).
An ally of a creature affected by a druin's muddling may take a standard action when adjacent to the affected creature to use the Aid Another action to provide a +2 bonus to the creature's next save.
|Reality Rasp (Su)||A druin may rasp away the reality of an adjacent creature or object as a standard action. Unconscious creatures are more susceptible to this ability. Targets must make a Fortitude save or take 1d4 per druin HD+the druin's Wisdom modifier (3d4+3) in damage. Unconscious creatures take double damage. Target's that save take only half damage. Creatures and objects unable to make Fortitude saves are automatically dealt damage. This is untyped damage. Creatures killed by a druin's Reality Rasp vanish, leaving behind whatever gear they possessed.|
|Nightmarish Restoration (Su)||A druin heals itself an amount equal to half of the HP rasped away by it's Reality Rasp ability.|
|Reality Warp (Su)||As an immediate action, the druin may either alter it's own reality, taking only half damage from a single source of damage or take the full damage but rebound half the damage the druin received back onto the source that damaged it as untyped damage. In the case of manufactured weapons, it is the weapon that is damaged rather than the wielder.|
|Unreal Form (Su)||A druin is suppressed within an area of antimagic, much like a summoned creature. The druin reappears in the same spot once the antimagic goes away.|
The druin presented here has 6 skill ranks in Spot and Move Silently. It gains a +8 racial bonus on Climb checks. It gains a +4 bonus on Hide, Move Silently, Sense Motive and Spot checks. It also gains a +4 size bonus on Hide checks. These numbers are represented in the stat block above.
Like some otherworldly amalgam of cricket and cycloptic octopus, the druin is a strange creature indeed. It sports one oversized human-like eye in place of a head or face. It's body is a purplish ovoid on which two feelers protrude from the top. The druin scurries about on eight to twelve striated legs (accounts of the exact number vary between specimens) that end in tapered points. A pair of longer, reddish limbs much like it's feelers dangle behind it from underneath. For a creature without tooth or claw, it posses as a surprisingly dangerous predator.
Druins are nightmarish creatures only partly existing within normal reality, composed of nightmarish thoughts given physical form. They haunt underground caves and labyrinths, scouring their habitats for their favorite foods, living flesh.
Tactics & Habits
Often, a druin will wait up on a high ledge or other difficult to reach place, partly concealed so that it may ambush other creatures or make and escape if necessary. When confronting prey, a druin will attempt to slow it down and knock it unconscious with it's gaze before closing in to consume living flesh.
Druins, when left without an adequate food source for long periods of time, are given to wandering for sustenance, allowing them to occasionally be discovered under open sky at night.
Druins with established territory carve themselves burrows in which to hide with their Reality Rasps.