Daedru -- Rival's War

right|300px 
Miniature treants.
==Racial Traits==
-4 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom (-2, 4): Their bodies are very inflexible but stout, and their minds are slow but greatly experienced from long life. 
Quasi-Plant (6): Monstrous humanoids with the plant and daedru subtypes. Being awakened plants, they do not have the typical immunities of the mindless. They, however, 
o   Are immune to paralysis, poison, polymorph, sleep effects, and stunning 
o   Breathe and eat, but sleep voluntarily. 
Medium (0): Medium creatures receive no bonuses or penalties due to their size. 
Slow Speed (-1): Base speed of 20 ft. Their speed is never modified by armor or encumbrance. 
Low-Light Vision: Can see twice as far as humans in conditions of dim light. 
Natural Armor (3): +2 natural armor bonus. 
Arboreal Damage Reduction (2): Have DR 5/Slashing. 
Stability (1): +4 bonus to CMD against trip and bull rush attacks. 
Camouflage (1): +4 racial bonus to Stealth checks while within forest terrain. 
Elemental Vulnerability (-4): Vulnerable to fire and cold. 
One with Nature (2): +2 to Survival and Knowledge (Nature) checks involving plants. 
Natural Bounty (1): Once per day, can use goodberry, but the berries are produced by the daedru itself. This only works if the daedru was exposed to at least 8 hours of sunlight the previous day. Its caster level is equal to the daedru’s character level. 
Treespeech (2): Can speak with plants. 
Languages (0): Begin play speaking Common and Sylvan. Daedru with high Intelligence scores can choose from seven other languages appropriate to the peoples of their region.
==Section heading==
Write the second section of your page here.
Category:Main Game - The Rival's War