Dralasite
Abberation

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.
Personality: Dralasites are philosophical and thoughtful. Their communities are small, 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.
Physical Description: 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.
Speech: Dralasites have a voicebox, but it works like a bellows because they have no lungs. A Dralasite's voice can vary from a soft whisper to a thundering roar and from a bass rumble to a piercing screech. Among themselves, they also use shapes, odors and touch to communicate.
Names: A dralasite has a given name, they have no family name nor does their name imply a gender. Common names found among dralasites are: Wonky, Stev, Wint, Larr, Elmo, Bleep, and Bloop.
Adventures: A dralasite has many reasons to adventure… to hear a new joke, to find new outlooks on life, new experiences. But in nearly in all cases they rarely are motivated by wealth, power or status symbols.
Society and Customs: Dralasites are widely known for their humor. They love old jokes and puns that make humans groan. Many human comedians who could not find work in human cities have become rich performing on Dralasite worlds.
Dralasites do not normally wear clothing because it makes breathing difficult and interferes with their sense of smell. They usually carry their equipment on web belts. When they must wear clothing to protect themselves, they use special materials that let air reach their skin.
Steam baths are another favorite Dralasite recreation. They mix perfumes and intoxicants with the steam which effect dralasites the same way alcohol does a human or dwarf.

Racial Traits
R
Starting Ability Score Adjustments: +2 Constitution, –2 Dexterity; Dralasites are tough and resilient but are not the most nimble of races.
R
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.
R
Medium-sized: As medium size creatures, Dralasite have no special bonuses or penalties due to size.
R
+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.
R
–2 racial save penalty versus all gas attacks. Dralasites rely heavily on their skin membrane and as such are especially vulnerable to airborne toxins.
R
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.
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 Dex 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.
R
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.
R
+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.
R
Favored Class: Dralasite. The best multiclassing choices for a dralasite are cleric or wizard.

Class Skills
The dralasite's class skills (and key ability for each skill) are Diplomacy (Chr), Escape Artist (Dex), Listen (Wis), Sense Motive (Wis), Spot (Wis).

Class Features
All of the following are class features of the rastipede monster class.
Weapons and Armor Proficiency: Dralasite's are proficient with all simple weapons, with light armor and shields.
Feats: A dralasite recieves one feat at 1st level. After 6th level it gains feats normally according to its character level, as shown on table 2–5: Experience and Level-Dependent Benefits.

The Dralasite
  Hit Base Attack Fort Ref Will
Skill
   
Level Dice Bonus Save Save Save
Points
CR Special
1st 1d8 +0 +0 +0 +2
(2 + Int mod) x4
½
Feat, scent 10 ft., +2 natural armor
2nd 1d8 +0 +0 +0 +2
½
+2 Str, scent 20 ft.
3rd 2d8 +1 +0 +0 +3
2 + Int mod
1
+2 Con, scent 30 ft., +3 natural armor

Random Height and Weight Table for Dralasite
  Base Height Base Weight
Gender Height Modifier Weight Modifier
male/female 3'11”   +2d4 110 lb x (2d6) lb

Aging Effects Table for Dralasite
Middle Age* Old** Venerable Maximum Age
50 years 75 years 100 years +4d20 years

Random Starting Ages Table for Dralasite
    Bard Cleric
  Barbarian Fighter Druid
  Rogue Paladin Monk
Adulthood Sorcerer Ranger Wizard
20 +1d8 +2d8 +3d8


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