Aertai (3.5e Creature)

The Aertai are a reclusive race of insect-like people common in the Eldeen Reaches. Their bodies resemble that of a lean humanoid but they are actually covered in a black exoskeleton with striking flashes of green and dark purple. Four sets of wings, similar to that of a dragonfly, sprout from their back and their heads have an elongates oval shape.

AertaiAertai Leader, 5th-Level Druid
Size/Type: Medium Humanoid (Aertai)Medium Humanoid (Aertai)
Hit Dice: 1d8+1 (5 hp)5d8+15 (37 hp)
Initiative: +2 (+2 Dex)+5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 20 ft. (good)30 ft., fly 20 ft. (good)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 1415 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +0/+1+3/+4
Attack: Claw +2 (1d4+1 plus poison)Claw +5 (1d4+1 plus poison)
Full Attack: 2 Claws +2 (1d4+1 plus poison)2 Claws +5 (1d4+1 plus poison)
Space/Reach: 5 ft./5 ft.5 ft./5 ft.
Special Attacks: PoisonPoison, spells
Special Qualities: Darkvision 60 ft.Animal companion, darkvision 60 ft., nature sense, resist nature’s lure, spontaneous casting, trackless step, wild empathy, wild shape 1/day, woodland stride
Saves: Fort +1, Ref +4, Will +2Fort +6, Ref +2, Will +8
Abilities: Str 12, Dex 14, Con 13, Int 11, Wis 14, Cha 11Str 13, Dex 13, Con 16, Int 10, Wis 18, Cha 8
Skills: Hide +4, Move Silently +5, Survival +5Concentration +10, Heal +12, Knowledge (nature) +2, Spellcraft +8, Survival +14
Feats: Weapon Focus (Claw)Improved Initiative, Weapon Focus (Claw)
Environment: Temperate forestsTemperate forests
Organization: Solitary or Family (3-8 adults 1-2 non-combatants and one 5th level druid leader)Solitary or with Family
Challenge Rating: 16
Treasure: StandardStandard (including Amulet of Health +2)
Alignment: Any neutralAny neutral
Advancement: By character classBy character class
Level Adjustment: +1+1
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Not much is known about the Aertai and their contact with other humanoids has been very limited. Even though they are not outwardly hostile, occasional attempts by human explorers and traders to establish contact have repeatedly failed. One major difficulty in establishing any sort of a relationship is the Aertai language which seem to be made up from a mixture of high pitched sounds which are inaudible to most humanoids without the aid of magic. In addition, they do not seem to have any use for wealth and they are extremely self-reliant which makes it that much more difficult to find common ground with other races.

What is certain about them is that they take great care to preserve and nurture the lands they live in. They only take what they need and they are very careful not to deplete the natural resources of their habitat. In fact the only occasions that Aertai have been known to initiate contact with other beings is when they need help combating threats to their territory.

Aertai typically make their home on treetops and they make sure their settlements blend in with the forest around them. Many adventures have passed underneath an Aertai settlement unaware of their presence above.

Combat

Aertai are slow to anger and they will walk away from casual offers of violence, preferring to study their opponent before they engage in combat. They are expert tactians and can quickly evaluate the strength and weaknesses of their adversaties. They are fearless when defending their land from creatures that seek to spoil it or when protecting their settlements and young. They take full advantage of their expert knowledge of their homeland and frequently prepare many traps at key locations with the aim to subdue or kill, depending on the nature of the threat.

Poison (Ex): Injury, Fortitude DC 11, initial damage 1d2 Str, secondary 1d4 Con.The save DC is Constitution-based.

Aertai Leader

Animal Companion (Ex): Aertai druids commonly have a dire bat as an animal companion. Its statistics are as described on page 62 of the Monster Manual, except the Aertai druid can handle it as a free action and share spell if the companion is within 5 feet (see page 36 of the Player’s Handbook).

Nature Sense (Ex): The Aertai gains a +2 bonus on Knowledge (nature) and Survival checks (already figured into the statistics above).

Poison (Ex): Injury, Fortitude DC 15, initial damage 1d2 Str, secondary 1d4 Con. The save DC is Constitution-based.

Resist Nature’s Lure (Ex): Aertia druid gains a +4 bonus on saving throws against the Spell-like abilities of fey.

Spontaneous Casting: Aertai duids can lose a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Trackless Step (Ex): Aertai druids leave no trail in natural surroundings and can’t be tracked.

Wild Empathy (Ex): Aertai duids can improve the attitude of an animal in the same way a Dimplomacy check can improve the attitude of a sentient being.

Wild Shape (Su): The Aertai druid can change into a Small, Medium, or Large animal and back again one time per day, as per the polymorph spell.

Woodland Stride (Ex): The Aertai druid may move through natural undergrowth at normal speed and without taking damage or suffering any other impairment.

Common Druid Spells Prepared (5/4/3/2; save DC 14 + spell level): 0-Flare (x2), Cure Minor Wounds (x3); 1st-Cure Light Wounds, Longstrider, Produce Flame (x2); 2nd-Bear’s Endurance, Flame Blade, Flaming Sphere; 3rd-Call Lightning, Greater Magic Fang.

Common Possessions: +2 Amulet of Health

The Aertai druid presented here had the following ability scores before racial adjustments, and level increases: Str 11, Dex 9, Con 12, Int 10, Wis 13, Ch 8.

Aertai as Characters

See Aertai (3.5e Race).



Back to Main Page 3.5e Homebrew Creatures CR 1
Back to Main Page 3.5e Homebrew Creatures CR 6

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