Dry, Common

Family: Dry

Medium humanoid, neutral evil

Armor Class 12 (hide armor)
Hit Points 13 (2d8 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 14 (+2) 11 (+0) 12 (+1) 9 (-1)

Damage Resistances poison
Condition Immunities poisoned
Skills Perception +3, Medicine +3, Stealth +2
Senses darkvision 120 ft., passive Perception 13
Languages Common
Challenge 1/8 (25 XP)

Special Traits

  • Desert Camouflage: The dry have advantage on Dexterity (Stealth) checks made to hide in desert terrain.

Actions

  • Poisoned Dagger: Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage plus 2 (1d4) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

About

A desert-dwelling people, the dry are desiccated and withered, with leathery skin stretched across gaunt frames. When they have hair, it is thin and wispy, and their voices are raspy. Emerging only at night, the dry capture any who are foolish enough to be caught in their territory and sacrifice these prisoners in dark rituals. When they capture people wandering the desert, the dry carve accounts of the murder into their victims’ flesh and then ritualistically sacrifice the captives, forcing the deceased ones’ souls to deliver the reminders to the underworld.

Section 15: Copyright Notice

Gods and Icons, Copyright 2016, Dread Unicorn Games; Authors: John WS Marvin, Vanessa Rose Phin, Connor W. Marvin.