The Dragonlance Nexus

Printed From:


D&D 3e (3.0/3.5) Rules

by James O'Rance

Medium-sized Monstrous Humanoid
Hit Dice: 5d8+10 (33 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 17 (+2 Dex, +5 natural)
Attacks: 2 claws +9 melee, bite +3 melee
Damage: Claws 1d4+3 plus poison, bite 1d6+1 plus poison
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., fire resistance 5
Saves: Fort +3, Ref +6, Will +8
Abilities: Str 16, Dex 14, Con 15, Int 14, Wis 12, Cha 11
Skills: Hide +11, Listen +6, Move Silently +11, Search +7, Sense Motive +5, Spot +4.
Feats: Blindfight, Combat Reflexes, Iron Will, Weapon Focus (Claw)
Climate/Terrain: Any underground
Organisation: Brood (2-5) or tribe (50-100 individuals)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually lawful evil
Advancement: Brood (2-5) or tribe (50-100 individuals)

The disir are a race of deep-dwelling subterranean creatures of disgusting appearance. They stand six to seven feet in height, although they are normally considerably hunched. An aura of stench and decay hangs around the disir. Parts of their bodies are covered with a natural armour, while other parts show exposed rubbery flesh, with a pasty green-white skin tone. Their pores exude a thick coating of slimy gel, which is normally polluted with dirt, debris, and bits of dead flesh.


Disir usually fight with claws and bite, but have been known to use weapons on rare occasions. The claws are powerful and long, easily able to crush soft stones; their bite is particularly vicious, due to protruding fangs and a long, razor-sharp rasp-like tongue that shears flesh from bone. Disir prefer to fight with their claws whenever possible, biting only helpless opponents.

The slimy jelly that drips from a disir's body is toxic, causing intense pain to those struck or bitten by a disir. This jelly generates a burning fire, starting from the point of the wound and cramping the muscles, gradually paralysing the victim.

Fire Resistance (Ex): The slimy, noisome gel that coats the disir provides protection from fire-based attacks. The disir gains a special +4 racial bonus to saving throws vs. fire attacks.

Poison (Ex): Bite and claw, Fortitude save (DC 14); Initial and secondary damage 1d2 temporary Strength.

The toxic gel coating a disir's body has a very short life when exposed to air; it is effective on the disir only because their bodies are constantly renewing it. However, it cannot be bottled or kept and used by others.

Disir Society

The disir are a secretive group, due in part to their remoteness and in part to their fanatical hatred and xenophobia. Deep beneath the surface of Taladas they fashion tunnels or appropriate the homes of other subterranean races.

The disir live in communal tribes of 50 or more members, sharing the duties between all adult members. The disir are dominated by those individuals in the "female phase;" an individual may be male or female, depending on what stage of life it is in. Eggs are laid in incubator halls and are guarded at all times. Warfare between tribes of disir is unknown.

The disir are not so scrupulous about other races, viewing any outsiders as a source of food; treaties or truces are unthinkable. Although omnivorous, disir greatly favour meat of any kind. They are untroubled by spoilage or decay, eating anything they can kill or scavenge. Food gathering and raiding is done in groups and the spoils are brought back to the tribe and divided equally. Those who cannot contribute to the tribe are killed.

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