Daeduru (3.5e Race)

From D&D Wiki
Revision as of 05:21, 8 July 2019 by Coaldstone (talk | contribs) (Fixed categories.)
Jump to navigation Jump to search


Daeduru

Personality

Daeduru, like the demonic spirits that give them life, generally live in a self-serving and highly disruptive manner. This can range anywhere from seemingly childish pranks to homicide, kidnapping, torture, or whatever else may come to mind. On rare occasions, a daeduru may appear to perform some kind or selfless act, but in all actuality, there is a sinister purpose behind every decision that drives them; or at the very least, a selfish one. The victim of a purely selfish act by a daeduru should count themselves most fortunate.

Physical Description

Daeduru (meaning "Demons of the Stone"), look like animated statues of various creatures, rather than the crude appearance of the constructs from which they were made. They are roughly 1.5 to 3 times larger than the creature they are modeled after, weigh roughly 100 to 150 times as much, and are generally made of solid stone, though occasionally have been known to consist of brass, steel, marble, obsidian, and crystal. Scholars believe there are still daeduru out there made of other substances that have yet to be discovered. They are usually identified by the race or creature after which they are modeled (ie. Dwarven Daeduru, Human Daeduru, Elven Daeduru...).

Relations

When dealing with other races, and often with other members of their own race, daeduru are cold and calculating. They are known to pose as statues when happened-upon by strangers, if only to attempt to find some weakness to exploit, whether immediately or through getting close to, and later using or outright betraying them. However, some daeduru are less "tactful" and prefer to kill on sight. These members of the society often find themselves left to wander the wilds on their own. Very rarely, a daeduru may find it's way into a more civilized society. This is usually with war-loving races or factions, is a shaky relationship at-best, and is often short-lived, due to one party betraying the other.

Alignment

Daeduru are almost exclusively Evil, and lean toward the Chaotic. However, very rarely, one may come across a Neutral Daeduru. Daduru are never Good.

Lands

Daeduru often live in ruins or in wildernesses outside civilizations where magic-wielders, such as sorcerers and wizards are plentiful. This is because they were originally the constructs of said wizards and sorcerers. They came to be by misguided attempts at creating a more powerful construct using demonic magics and the essences of powerful demons themselves. They have since, harnessed that same power and began creating new Daeduru on their own, establishing themselves as a self-sufficient race.

Religion

Most daeduru do not ascribe to any form of worship, as it interferes with their goal to advance themselves in every way possible, except by way of serving another. Daeduru that do worship a diety often find themselves drawn to those that represent the qualities they themselves value most. As such, daeduru are drawn toward worshiping Nerull, Erythnul, Hextor, and Vecna.

Language

Despite their general exclusion from more civilized communities, daeduru have a surprising gift for learning new languages. Often after only 2 or 3 encounters with someone who speaks a given language, the daeduru often acquires at least a rudimentary understanding of it, if it doesnt become outright fluent.

Names

First generation daeduru (those that were created by another race) often keep the name assigned them by their creator (if any), or some perversion of that name. Other daeduru arent given names, but rather, name themselves for qualities of strength and mercilessness that they value. Some daeduru, who have stronger ties to their demonic origins, take on demonic names. On the rare occasion that a daeduru is taken into another society, he may take a name associated with that race.

Racial Traits

  • +4 Strength, -2 Dexterity +2 Constitution, -4 Charisma. -->: Given their origins, daeduru are often quite strong and hardy, but due to their make-up, are slow. Their nature is obviously quite off-putting, and therefore they are viewed as a brutish race, at best.
  • Monstrous Humanoid (Living Construct): While not technically a Construct anymore, daeduru are still physically similar, both to their construct bases, and to the creatures after which they are modeled.
  • Large: As Large creatures, Daeduru have a -1 penalty to Armor Class and a -1 penalty on all attack rolls. They also have a reach of 10 feet.
  • Daeduru base land speed is 30 feet
  • Daeduru Racial Hit Die: 3 D10.
  • Daeduru have a natural Armor of +8 due to composition.
  • Daeduru are not proficient with any armor, no matter what class they take, and gain no bonus to Armor Class from wearing any armor.
  • A daeduru's Armor Class automatically increases by 1 D4 every third level.
  • Daeduru do not breathe, eat or sleep. They can still benefit from consumables.
  • Daeduru cannot swim, because they have no buoyancy. However, because they do not breathe, they can traverse lake and river beds with relative ease. When crossing beneath water, a daeduru has his base land speed reduced by 5.
  • Daeduru do not age.
  • Temperature Resistant (Ex): Daeduru can survive in temperatures between -50 F and 350 F without taking penalties or damage.
  • Refining Fire (Ex): When exposed to extreme heat (1000 F and up), Daeduru suffer a temporary loss of 1d4 hardness per hour exposed. After temperatures are within normal range again, there is a 5% chance of increasing their hardness by their current level +2 for 2D4 rounds.
  • Stoic Sentry (Ex): While standing still, daeduru can pose as statues (Spot vs a DC of 10 + Hide modifier to notice the Daeduru is not actually a statue) if a creature hasnt yet noticed them. While using this ability, the daeduru gets a temporary +3 to Listen and Spot Checks, and gains an attack of opportunity against anyone who walks within 10 feet of him. The same creature cannot be easily fooled more than once this way, and additional uses half the DC to notice the Daeduru.
  • Automatic Languages: Common, Undercommon. Bonus Languages: Dwarven, Abyssal, Giant, Gnome
  • Favored Class: Barbarian.
  • Level Adjustment: +1

Vital Statistics

Table: Daeduru Random Starting Ages
Adulthood Simple Moderate Complex
30 years +20 +50 +80
Table: Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
n/a n/a n/a n/a
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Daeduru Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 7' 6" +1D8 3000 lb. × 10 lb.
Female 7' 0 +1D8 3000 lb. × 9 lb.



Back to Main Page3.5e HomebrewRaces