Dahrrain

Anonymous's picture
Large Elemental (Extraplanar, Water)
Hit Dice: 12d8+48 (102 hp)
Initiative: +8
Speed: 50 ft., swim 160 ft.
Armor Class: 20 (+4 Dex, +7 natural, -1 size), touch 13, flat-footed 16
Base Attack/Grapple: +9/+18
Attack: Slam +13 melee (1d8+5)
Full Attack: 2 slams +13 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, trap soul
Special Qualities: Acid resistance 20, darkvision 60 ft., elemental traits, watery form
Saves: Fort +12, Ref +10, Will +5
Abilities: Str 21, Dex 19, Con 19, Int 15, Wis 13, Cha 17
Skills: Hide +12, Move Silently +11, Listen +13, Search +9, Spot +13, Swim +12, Survival +8
Feats: Ability Focus (trap soul), Alertness, Improved Initiative, Lightning Reflexes, Track
 
Environment: Plane of Water
Organization: Single, pair or band (6-15)
Challenge Rating: 10
Treasure: None
Alignment: Neutral Evil
Advancement: 13-18 HD (Large); 19-36 HD (Huge)
Level Adjustment: -
Ever wondered why some berks disappear after the rain? Here's your answer... The rain takes them away...Dahrrains are beings that live among us, but are never seen. They live somewhere else, coming to us in rain and leaving with first sun. When it rains, a dahrrain can choose to fall on earth in the form of rain drops. After that, it slowly travels in dark and lonely alleys in a form of water, searching for lone victims. Once it finds suitable victim it moves towards it and usually attacks it from behind. It then rises from the water and assumes its true form; 12 feet high, humanoid with disordered and screaming facial features. Its body is composed of dull grey water that wildly moves around him, outside and inside it, twisting its form accompanied by the sounds of waves crushing into the rocks. After the dahrrain grabs its victim they both disappear in one big splash of black water, leaving behind a useless pool of black water. Those that take their time to look into water, can still see victim's screaming face in water's reflection. But after the sun appears it all vanishes, forever. A dahrrain can be revealed in his watery form by a true seeing spell.Combat

Improved Grab (Ex): A dahrrain can automatically attempt to grapple any creature up to its size without provoking an attack of opportunity when it hits with its slam attack. If it gets a hold, it can trap soul on its next turn.

Trap Soul (Sp): After a dahrrain successfully grabs an opponent, it then starts to trap an opponent's soul as a standard action. The victim must succeed a Will save (DC 21) or be trapped in the dahrrain's body as if affected by a trap the soul spell. The save DC is Charisma-based.

Watery Form (Ex): A dahrrain in its natural form is immune to polymorph effects.

Elemental Traits: An elemental is immune to poison, sleep effects, paralysis and stunning. It is not subjected to critical hits and flanking. It cannot be affected by a raise dead or resurrection spell, but can be brought back by a limited wish or true resurrection spell.

Habitat/Society

Some sages believe the dahrrain to be minions of the Evil Princess of Elemental Water, Olhydra. The theory holds that the dahrrain make short trips to other planes (via storm vortices) to absorb souls for their elemental mistress. However, nobody has ever encountered the dahrrain in their native plane. (Or perhaps, they do. They just can't distinguish the creature from the surrounding water.)

Some however believe that the dahrrain reproduce by absorbing souls. It is not known how this is done, but possibly by splitting into two after several days.

seraph's picture
Offline
Namer
Joined: 2004-12-19
Dahrrain

Edited. I pegged it to trap the soul spell. So everything functions just like the spell.

Nemui's picture
Offline
factotums
Joined: 2004-08-30
Dahrrain

The Trap Soul ability needs rewording. Is a new dahrrain created (as opposed to the soul just being absorbed)? When? Is it under the control of the oldrer dahhrain? Can the original creature be brought back by miracle, wish, true resurrection? How about "direct divine intervention"?

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