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CLIMATE/TERRAIN: |
Warm/Desert |
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FREQUENCY: |
Very Rare |
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ORGANIZATION: |
Clans |
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ACTIVITY CYCLE: |
Day |
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DIET: |
Solar Energy/Heat |
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INTELLIGENCE: |
Supra Genius to godlike (19-21+) |
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TREASURE: |
Frozen Sun (6,000 platnum pieces) |
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ALIGNMENT: |
Neutral |
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NO. APPEARING: |
80-100 |
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ARMOR CLASS: |
-2, Leader -3 |
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MOVEMENT: |
40 |
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HIT DICE: |
20 * a (a = # of months alive) |
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THAC0: |
-2, Leader -3 |
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NO. OF ATTACKS: |
4 |
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DAMAGE/ATTACK: |
See Below |
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SPECIAL ATTACKS: |
See Below |
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SPECIAL DEFENSES: |
immune to suprise, fright, poison, blind, disease, breath wepons, and missiles. Fire and heat add 1 to the Domanash's Hp, Wind and Earth do 1/2 dmg, water does normal dmg, and cold does double damg (natural weather causes no loss of HP). Domanash regen 3 HP/ 5 hrs.. |
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MAGIC RESISTANCE: |
80%, Leader 95% |
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SIZE: |
M (5' tall) |
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MORALE: |
Fearless (19) |
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LEVEL/XP VALUE: |
Warrior - 10,000, Leader - 20,500 |
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Domanash are mostly beatiful women. They wear yellow and red, tight, short clothes. Any male wo sees a Domanash must make a Save vs. Spell, with a -2 penalty, or they immeaditly give all their money and items to the Domanash
Combat:
Domanash only use weapons that they create. They can cast special spells: Blind, Sunburn, Stone, Firewall, Heatwave, Create Fire, Shape Fire, Control Fire, Explosion, Wind, Staff of LIght, Bow of Flame, Flame Arrows, and Hell Flame(email me at mtrx256@hotmail.com for what those spells do). All Domanas can jump 60' high (+2 dmg.). A Domanash can also attack with thier hands and feet. Both hands do 2d8 dmg., and both feet do 2d10.
Domanash normaly attack in groups of 10. The Leader picks the most skilled group and fights with them. When defending a Leader the Domanash Warriors get +2 to Attack rolls nd get +5 to dmg
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Habitat/Society:
Too little is known
Ecology:
It is said that to kill a Domanash you must lower below -20 HP, use a wish spell, and keep it out of light and heat for 10 years.
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