Dralasite
Medium-Sized Abberation
Hit Dice: 2d8+4 (13 hp)
Initiative: –1 (–1 Dex)
Speed: 20 ft. (4 squares)
Armor Class: 14 (–1 Dex, +3 natural, +1 padded armor, +1 small shield)
Base Attack/Grapple: +1/+2
Attack: Shortspear +2 melee (1d6/x2), or shortspear +0 range (1d6/x2)
Full Attack: Shortspear +2 melee (1d6/x2), or shortspear +0 range (1d6/x2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: None
Special Qualities: Dralasite traits
Saves: Fort +2, Ref –1, Will +3
Abilities:Str 13, Dex 8, Con 14, Int 10, Wis 11, Cha 11
Skills: Diplomacy +2, Escape Artist +5, Listen +2, Sense Motive +6, Spot +2
Feats: Endurance
Environment: Any
Organization: Solitary, pair, bloat (3–6), cluster (4–10), assembly (11–20)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class

Dralasites are found in a crystal sphere far way from the core three spheres of Greyspace, Realmspace, and Krynnspace, and only now are arriving on the fringe of the known spheres.
Dralasites are short, rubbery aliens that have no bones or hard body parts. Their skin is a flexible membrane that is very tough and scratchy. It generally is dull gray and lined with dark veins that meet at the Dralasite's two eyespots.
The internal structure of a Dralasite is very different from the other races. The Dralasite's central nerve bundle (brain), numerous small hearts and other internal organs float in a pudding-like mixture of protein and organic fluids. Dralasites breathe by absorbing oxygen directly through their skin, so they have no lungs. They are omnivores, but eat by surrounding their food and absorbing it, so they also have no digestive tract or intestines.
All Dralasites go through male, female and neutral stages during their lives (these phases can be controlled with medicines). Males release spores into the air, which drift until they become attached to a female. A young Dralasite then ''sprouts'' from its mother, eventually maturing and dropping off.

Combat
Dralasites as a whole are a peaceful race and have long ago figured that which is to be eaten and that which is not to be eaten. Fortunately for nearly all other races dralasites have figured that sentient creatures are not to be eaten as food, but if forced into battle they are terrible foes and will seek to kill first the weakest and then the strongest perceived foes.
Dralasite Traits (Ex): Dralasite characters possess the following racial traits.
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+2 Constitution, –2 Dexterity;
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Speed: Dralasite land speed is 20 feet provided the Dralasite has two leg appendages. If it has only one leg, its land speed is 10. If it doesn't have any leg appendages at all it can only make a single five foot adjustment step in a round (it does this by using it's skin as a make shift pseudopod. A Dralasite gains the carrying capacity and stability benefits of a quadruped if it has four or more legs.
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Scent.
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Racial Hit Dice: A dralasite begins with two levels of abberation, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +0, and Will +3.
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Racial Skills: A dralasite's abberation levels give it skill points equal to 5 x (2+ Int modifier, minimum 1). Its class skill are Diplomacy, Escape Artist, Listen, Sense Motive, Spot.
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Racial Feats: A dralasite's abberation levels give it one feat.
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Weapons and Armor Proficiency: Dralasite's are proficient with all simple weapons, with light armor and with shields.
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+3 natural armor bonus.
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Color Blind: Dralasites see only in black and white. They see shapes and light and darkness very clearly, and can see a difference between distinct colors (blue and green, for example) because one is darker than the other, but they do not see actual colors.
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+2 racial save bonus versus Illusion (Pattern) spells. Dralasites only see in black and white and as such have an innate ability to dismiss magic that relies on color. Dralasites are also immune to the blinding effect of Prismatic Wall and Prismatic Sphere.
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–2 racial save penalty versus all gas attacks. Dralasites rely heavily on their skin membrane and as such are especially vulnerable to airborne toxins.
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Elasticity (Ex): Dralasite's skin is stretchable and supported by a complex muscle structure. This allows them to change the shape of their bodies, within limits. They can "grow" arms and legs to use for walking and handling tools and weapons, and re-absorb limbs when they are not needed.
A dralasite can have five limbs plus the character's Dexterity modifier (or minus if the character's Dexterity modifier is negative). The Dralasite must decide whether a limb is an arm or a leg when it is grown. For example, a Dralasite with a Dexterity score of 11 can control up to five limbs. It could have three legs and two arms, two legs and one arm, no legs and five arms, or any other combination adding up to five or less.
Growing or absorbing a limb takes five minutes. Only one limb can be growing at a time. A limb can be up to 3 feet long, and no less than 4 inches thick. "Fingers'' for handling items can be up to 4 inches long and no less than ½ inch thick.
Even though a dralasite can have many arms, it cannot use more than two weapons at once with out suffering extreme penalties (see pages 124 and 125 of the PHB). A dralasite can upon obtaining the Multiattack or Multiweapon Fighting feats reduce some of these penalties. Also, despite a dralasite's stretching and shrinking, the pattern of veins and ridges on its skin does not change, so they have a permanent "fingerprint" for identification.
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+4 racial bonus on escape artist and sense motive checks. These bonuses are due to the elastic nature and the dralasite's ability to perceive others emotions thru all their senses. Escape artist and sense motive are considered class skills regardless of whatever character class he takes.
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Automatic Languages: Common and Dralasite. Bonus Languages: Dwarven, Elven, Osakar and possibly others at DM discretion.
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Favored Classes: Dralasite. The best multiclassing choices for a dralasite are cleric or wizard.
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Level Adjustment: +1.

In the Spheres
Few dralasites have found the want to leave their small communities, and many dralasites prefer to live alone. They judge themselves by the quality of their ideas and their ability to discuss important ideas wisely. Dralasites often hold large public meetings to discuss new ideas. Discussions and debates are among their favorite ways to relax.
When dralasites decide to adventure into wildspace they will want to go everywhere and meet as many interesting people and places. They make special effort to memorize jokes they have never heard before. To the spelljamming community dralasites are an odd race and many races are just not able to overcome revulsion at a sight of one. Those that are willing to overlook a walking & talking 'amoeba' are apt to find a life-long friend.


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Dralasite, © 1982 Wizards of the Coast, Inc.
d20™ System, Conversion of Dralasite ©2003, Mark Doolan
Original art found in Star Frontiers: Alpha Dawn
Original Source: Star Frontiers: Alpha Dawn