Dray

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The two generations of Dray standing side by side.

The Dray are an obscure race from the Dark Sun setting, created by Dregoth, a Sorcerer-King turned Lich who was pissed that this interrupted his attempt to turn into an Athasian Dragon and wanted to find a way to complete the process. They appeared in the Dark Sun Monstrous Compendium Appendix II: Terrors of Tyr and in City By The Sea of Silt. They were also to appear in Dregoth Ascending, but TSR going under made this idea a flop, although Athas.org ultimately pieced the adventure together for 3.5. Notably, the 4e version of Dark Sun just flat-out turned them into dragonborn, though the actual similarities between the two are limited. They don't get a dragon's breath weapon, for instance, but do get infravision while dragonborn do not, and their ignorance of the outside world doesn't quite square with the dragonborns' History proficiency.

There are two "generations" of dray, representing the first and second attempts that Dregoth made at engineering a new master race to replace humanity - long story short, although still a human supremacist, the Athasian Dragon transformation had convinced him that the true destiny of humanity was to turn into an entire race of dragons. Unfortunately, the process took two tries to get right, and so the first generation dray are all mutated in different, unstable ways. They do hold roughly to the template of the perfected 2nd generation dray - a 6-8ft tall, leanly muscular humanoid with a long neck, a draconic head with fangs, clawed digits, a whip-like tail and tough red scales, ultimately looking a lot like the heavily dragonified Sorcerer-King Nibenay, or a wingless version of Dregoth himself - but are prone to all manner of deformities, most notably patchwork spots of humanity (an arm that's human, human teeth instead of fangs, etc).

Ironically, the dray of both generations were actually playable, with stats given in City By The Silt Sea. In fact, although the 2nd generation dray were stated to average towards a Lawful Evil alignment, PC versions could be of any environment, and 1st generation dray were actually predominantly Neutral (good, evil, lawful, chaotic) (and, again, PCs could be any alignment they pleased), with their racial fluff noting they are very honorable and never forget it when they are helped.

Universal Dray Traits:

All dray have a natural immunity to heat and fire. They can tolerate temperatures that would incapacitate humans, and can make saving throws against heat- and fire-based attacks for half or no damage. They also need less water than the average human. An active dray needs ½ gallon of water per day, while an inactive one needs only ¼ gallon of water per day.
All dray have both two Claw attacks (1d6 + Str modifier damage) and one Bite attack (1d4 damage), although 2nd generation dray only resort to these when desperate.
All dray have a default Armor Class of 7.
All dray double the damage they suffer from Cold-based attacks and receive a -2 penalty to attack rolls when in areas of bright light.
Their alien appearance and cultural arrogance gives all dray an effective -3 Charisma penalty when interacting with other races.

1st Generation Dray Traits:

Ability Score Adjustments: +2 Strength, +2 Constitution, -2 Intelligence, -1 Wisdom
Ability Score Minimums: Strength 10, Dexterity 8, Constitution 8, Intelligence 5, Wisdom 5, Charisma 5
Ability Score Maximums: Strength 20, Dexterity 20, Constitution 20, Intelligence 17, Wisdom 17, Charisma 17
Racial Class Options & Level Limits: Cleric (Magma Element Only) 16, Fighter 14, Gladiator Unlimited, Psionicist 12, Ranger 14, Thief 12
Racial Thieving Skill Adjustments: Pick Pockets -10%, Open Locks -15%, Find/Remove Traps -5%, Move Silently +15%, Hide in Shadows +10%, Detect Noise +5%, Climb Walls -, Read Languages -5%
Infravision 30 feet
+1 to attack and damage rolls with dray natural weapons

2nd Generation Dray Traits:

Ability Score Adjustments: +1 Strength, +1 Constitution, +1 Intelligence, -1 Wisdom
Ability Score Minimums: Strength 10, Dexterity 8, Constitution 5, Intelligence 8, Wisdom 7, Charisma 7
Ability Score Maximums: Strength 20, Dexterity 20, Constitution 20, Intelligence 20, Wisdom 20, Charisma 20
Racial Class Options & Level Limits: Defiler Unlimited, Fighter 12, Gladiator 12, Psionicist Unlimited, Ranger 8, Templar 18, Thief 16
Racial Thieving Skill Adjustments: Pick Pockets -5%, Open Locks -5%, Find/Remove Traps -, Move Silently -, Hide in Shadows +5%, Detect Noise -, Climb Walls +10%, Read Languages -
Infravision 60 feet
+1 to attack rolls when wielding a dray-crafted weapon

1st Generation Mutations: All 1st gen dray have at least 1 mutation. They can either take a cosmetic mutation of some kind, or, if the DM wishes, make one roll on this table. Results with more nebulous ideas should still be flavored in some physical way - for example, lowered Dexterity might be due to the dray having pronounced spinal curvature, bony growths that impede joint rotation, stunted legs or other such forms of being bent and misshapen.

1: A random limb is human instead of dray; that limb's AC is 10 and, if it is an arm, it loses its associated claw attack.
2: The dray's scales are soft as human skin, raising its AC to 10.
3: Strength is reduced by 1d2 points.
4: Constitution is reduced by 1d2 points.
5: Dexterity is reduced by 1d2 points.
6: Intelligence is reduced by 1d2 points.
7: Wisdom is reduced by 1d2 points.
8: Charisma is reduced by 1d2 points.
9: The dray has no infravision
10: The dray's scales are tougher than normal, lowering its AC to 5.
11: The dray's mouth is filled with human teeth instead of the normal fangs, removing its bite attack.
12: The dray's claws are jagged and uneven, reducing its claw attack damage to 1d4.
13: The dray lacks a tail; although this is an unfortunate cosmetic deformity amongst its own kind, there are no stat penalties.
14: Strength is raised by 1d2 points.
15: Constitution is raised by 1d2 points.
16: Dexterity is raised by 1d2 points.
17: Intelligence is raised by 1d2 points.
18: Wisdom is raised by 1d2 points.
19: The dray's scales are uneven in both color and texture, with human flesh showing through the gaps. They are still dense enough to ward off blows, so the dray retains its natural AC of 7.
20: Roll twice more.
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