Ankhur - Main Menu - D&D
 
Main Menu
* Home Page
* House Rules

* The Begining
* Astrology
* History
* Arkuthian Calendars
* Global Info
* Gods & Deities
* Nations of Arkuth
* Nations by Religion
* NPCs of Arkuth

* Government
* General Laws
* Area Alignments
* Tech Levels
* Wealth Levels
* Monetary System

* Social Hierarchy
* Precedence
* Courtesy Titles
* Primogenitures
* Noble Succession
* Armies/Commanders

* Ship Information
* Sea Vessels

* Alignments
* Armor Descriptions
* Weapon Tables
* Equipment List
* Non-Weapon Profs.
* Occupations
* Race/Class Limits

 
Races of Arkuth
* The Elves (álfr)
* The Dwarves
* The Gnomes
* The Halflings
* The Orcs
 
Places in Arkuth
* BlaydKurn
* Shaleton
* Graemoore
* Furra'zan Reach
* Barnweal
* Elspir
 
Monsters
* Jungle Gnomes
* Jungle Trolg
* Jungle Rhino
* Orkvren
* Gobo
* Dray
* Vineman
 
PC Classes
* 2E Monk
* 2E Barbarian
* 2E Assassin
* Shaman Warrior
* Dwarven Bard
* Arkuthic Knight
* Giant Killer
 
PC Races
* Bugbears
* Half Dwarves

 
 

Arkuth - Dray

Dray

2nd Level Monster
Climate/Terrain:
Seas/Oceans
Frequency:
Rare
Organization:
School
Activity Cycle:
Day
Diet:
Omnivore
Intelligence:
Low to Very (6)
Alignment: True Neutral
Number Appearing: 10-100
Armor Class:
6 (8)
Movement: 18 sw
Hit Dice: 3 (12 hit-points)
THACO: 18
Number of Attacks: 1 + special
Damage/Attack:
1d4+1 or by special
Special Attacks: Spittle (see below)
Special Defenses: Nil
Magic Resistance:
Nil
Size: S (4' long)
Morale: Champion (15)
Treasure: (see below)
XP Value: 75

Description:

Dray are a form of small undead sea creatures that scour the seas looking to assault any sea vessels that host human or demi-human targets. They pray upon the living, trying to knock their would-be food overboard with their paralyzing spittle and mind effecting screams. Dray can grow up to 4' long and can weigh up to 65 lbs. They swim in schools ranging in number from 10 to 100. Their bellies are soft and offer little protection (AC 8), while the rest of their bodies are covered in a gel-like exoskeleton that provides the bulk of their natural AC.

Combat:

In combat, Dray attack much the same as piranhas in blood. An all out frenzy will commence, especially once their first victim falls into the water. The Dray can launch themselves up to 30' out of the water, propelling their horrifying bodies in a large arching trajectory. Once in the air, they can quickly target their prey and take aim, shooting their acid-like spittle towards them. Anyone struck by this acidic ball of gelatin must save vs paralyzation or be stunned for 1d4 rounds. Those who save still suffer 2d4 acid damage for the initial strike, plus an addition 1d4 residual acid damage for the next round. Beyond this main attack, the Dray's spine of haunted souls can also be employed every 4 rounds, and anyone caught within a 20' radius of this bone-chilling shriek must save vs petrify at +2 or fall unconscious immediately for 4d6 rounds. If a victim falls into the water the Dray attack by using their vicious bite which causes 1d4+1 points of damage per successful strike.

Habitat/Society:

As mentioned above, Dray scour the high seas of Arkuth, lurking in the darkest of waters waiting for the opportunity to shower yet another unaware vessel with their toxic spittle. Their actions are simple, concise and are designed to destroy these ships along with all those onboard. Those who fall victim are often devoured immediately, while the ship's themselves sink to the bottom of the ocean and offer a new spawning ground for the next generation of Dray. These new wooden shelters are guarded with utmost ferocity and are quickly settled by the Dray. However, being made mostly of wood, these habitats are naturally destroyed over time and the Dray must once again locate and capsize a new home.

Characteristics:

The Dray possess no actual treasure on, or in them, however if they are gutted and someone is around that has knowledge of how the Dray's internal organs function, they can remove a spleen-like sack that contains a bile-like fluid that combusts into acid upon contact with air. These sacks must be removed with great care and kept intact and unable to contact air otherwise they can explode causing 2d4 splash damage to those within a 5' radius. These sacks can be harvested and used as weapons, but the sack's skin is fragile once exposed to an outside environment and will simply rot away within 3 to 4 days. At which time the acid in them also becomes ineffective.

 

Copyright © 2012-2013 PADND.com - All Rights Reserved.
Owned and Maintained by Cole E Austin
Original site design and world design by Cole Austin
World of Arkuth (The Sundered Lands) - Copyright © 2010-2012 PADnD.com
All artwork is copyright © by the original artists