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draelith [2025/10/01 04:03] – [Overview] admindraelith [2025/11/28 03:33] (current) – [Physique and Appearance] admin
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 ====== DRAELITH ====== ====== DRAELITH ======
  
 +{{ :draelith_gg_scenic_2d.png?200|}}
 ===== Overview ===== ===== Overview =====
  
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 ===== Physique and Appearance ===== ===== Physique and Appearance =====
  
-  * **Height (at rest):** 2.8–3.6 meters (up to 4.2 m when fully extended)   +  * **Height (at rest):** 2.2–2.8 meters (up to 3 m when fully extended)   
-  * **Mass:** 180–240 kg  +  * **Mass:** 120–160 kg  
   * **Build:** Four primary stilt legs + two shorter raptorial forelimbs tucked under thorax     * **Build:** Four primary stilt legs + two shorter raptorial forelimbs tucked under thorax  
   * **Carapace:** Translucent, hollow “bell” over the dorsal cavity; faint subdermal opalescence visible only at close range     * **Carapace:** Translucent, hollow “bell” over the dorsal cavity; faint subdermal opalescence visible only at close range  
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 **Attacks** **Attacks**
  
-  * **Raptorial Lunge:** +7 to hit, reach 10 ft., 2d10+4 piercing. On hit, target must succeed on DC 15 STR save or be **restrained** (impaled/pinned) until end of its next turn.  +  * **Raptorial Lunge:** +7 to hit, reach 10 ft., 2d10+4 piercing. On hit, target must succeed on DC 15 STR save or be restrained (impaled/pinned) until end of its next turn.  
   * **Rostrum Pierce:** +6 to hit, 1d8+4 piercing. Against restrained targets, deals an extra 1d8.     * **Rostrum Pierce:** +6 to hit, 1d8+4 piercing. Against restrained targets, deals an extra 1d8.  
  
 **Special Abilities** **Special Abilities**
  
-  * **Infrasonic Pulse (Recharge 5–6):** 20-ft. radius tremor-aura. Creatures on the ground make a DC 14 CON save or become **disoriented** (disadvantage on attacks and Perception that rely on hearing/touch) until end of next turn.  +  * **Infrasonic Pulse (Recharge 5–6):** 20-ft. radius tremor-aura. Creatures on the ground make a DC 14 CON save or become disoriented (disadvantage on attacks and Perception that rely on hearing/touch) until end of next turn.  
   * **Seismic Blindfight:** Blindsight 60 ft. when in contact with ground; ignores visual obscurity and darkness while grounded.     * **Seismic Blindfight:** Blindsight 60 ft. when in contact with ground; ignores visual obscurity and darkness while grounded.  
   * **Statue Stillness:** Advantage on Stealth when motionless; creatures have disadvantage to detect it beyond 30 ft. in windy conditions.   * **Statue Stillness:** Advantage on Stealth when motionless; creatures have disadvantage to detect it beyond 30 ft. in windy conditions.
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   * **Terrain Clock:** Use wind strength and ground type as stealth modifiers; on bare basalt the Draelith is almost silent.     * **Terrain Clock:** Use wind strength and ground type as stealth modifiers; on bare basalt the Draelith is almost silent.  
-  * **Pulse Control:** Open with **Infrasonic Pulse** to sow disadvantage, then **Raptorial Lunge** to pin a target.  +  * **Pulse Control:** Open with Infrasonic Pulse to sow disadvantage, then Raptorial Lunge to pin a target.  
   * **Pressure Play:** Let it harry camps at night—footprints on the perimeter, a pinned pack animal at dawn.     * **Pressure Play:** Let it harry camps at night—footprints on the perimeter, a pinned pack animal at dawn.  
   * **Counterplay Hooks:** Vibration dampeners, hanging walkways, or gravel trenches can negate seismic advantage.   * **Counterplay Hooks:** Vibration dampeners, hanging walkways, or gravel trenches can negate seismic advantage.
draelith.1759291390.txt.gz · Last modified: 2025/10/01 04:03 by admin

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