SYIJO SLYVU
Medium-size Plant
Hit Dice: 2d4 (14 hp)
Initiative: +1 Dex
Speed: 20 ft., Swim 30 ft.
AC: 12 (-1 Dex, +4 Natural)
Attacks: 2 Talons +4 melee
Damage: Talon 1d6+2
Special Attacks: Spell-like Abilities
Special Qualities: Marsh-walk, Darkvision 60 ft., SR 11, Poison Immunity
Saves: Fort +3, Ref +2, Will +4
Abilities: Str 9, Dex 10, Con 13, Int 10, Wis 15, Cha 14
Skills: Heal +7, Listen +8, Sense Motive +6, Spot +10
Feats: Create Infusion, Improved Critical (Talon)
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Climate/terrain: Any marsh-land
Organization: Solitary or covey (2-8)
Challenge Rating: 5
Treasure: Triple-standard infused herbs
Alignment: Always chaotic neutral
Advancement: By character class
Syijo Slyvu are race of wicths that exist within swamps and marshs. They rarely become adventurers, because their society is that wicca magic and coveys. Non-adventuring have large gardens in wicth they grow what they call 'wyrd fruit' which basicly herbs infused with magical properties. Even those who do adventure often carry and create a few infusioned herbs. Adventurers, despite the lack of them within Syijo Slyvu society are celebrated because they travel far and wide, finding and cultivating new herbs. As for rules, they have very laws. Although a Syijo Slyvu is basicly free to do as they please, they must never hurt others of their kind, and non-Syijo Slyvu should be observed closely to guess their motives, which they are good at, and those with seemingly good intentions are welcomed into their coveys. Anyone found to have killed another friend or Syijo Slyvu are exiled from the coveys marsh. Syijo Slyvu are unusual creatures, not only with their personalitys but as well in their appearance. They 4 to 4 1/2 ft. night black creatures who have leafy some-what twiggy bodys and a mass of blue, black, white or a mixture of spines on their head. Their strangest feature however is their glowing, ethereal faces that are beautiful and perfect, misplaced on their plant-like, thorny bodys. For some unknown reason only female Syijo Slyvu exist, for they are not born but grow like in pod like plants when they come out in spring whilst growing in the winter, as small grey-bodied Syijo Slyvu that get darker as they age. Syijo Slyvu speak a complex tounge that is a mixture of divine druidic and sylvan, although it is so archaic it is classed as a different language completly. They live for about 700 years.
COMBAT
Syijo Slyvu although not normally violent are capable of awsome druidic might.
Marsh-Walk (Ex): When in swamps, marsh-land or other similar areas, Syijo Slyvu can move with a base speed of 40 ft. and a Swim speed of 50 ft.
Spell-like Abilities (Sp): At will- commune with nature, cure moderate wounds, neutralize poison, poison, remove diseise and water breathing. These spells are as cast by a 16th level Druid.
Poison Immunity (Ex): Syijo Slyvu are immune to any kind of poison, magical or otherwise. They also have a +10 bonus against diseise saves.