The Draala PC
I think I may actually allow Draala as a PC race in my next game, just because they’re so awesome (and cute!)
For psionics information, refer to the X-Plorers psionics supplement — I think you can still check it out at the X-Plorers Yahoo group… Comments and suggestions are always welcome!
Prime Requisite: WIS
Hit Dice: 1d6
Maximum Level: 6
Combat: as Cleric.
Saving Throws: as Cleric.
Advancement: as Magic-User.
Weapon restrictions: none.
Armor restrictions: Draala cannot wear armor (or clothing) as it hinders their senses and natural elasticity (see below); however, they may use shields, bracers, amulets, and other protective devices.
Infravision: Draala may see in the infrared spectrum up to 90’.
Elasticity: Draala may sprout up to a total of 6 pseudopods for purposes of locomotion or grasping/using tools, or may adjust their form to half or double their normal height/width (although their mass remains the same.) Note that this is not shapeshifting ability – the Draala cannot stretch into the form of a raft, cage, curved ramp, etc. (This is D&D, not The Herculoids!)
Natural armor: The tough rubbery hide of the Draala gives them a natural Armor Class of 7  and an additional measure of protection against non-magical piercing weapons, which only do 1 point of damage on a successful hit. Other weapons (and magical/techno piercing weapons) do normal damage.
Psionics: All Draala have limited Empathy/Telepathy; Draala PCs have double the normal chances of having additional psionic powers.
Camouflage: The Draala’s greyish skin color provides excellent camouflage underground (1 in 20 chance of detection if stationary.)
Control puddings, oozes and slimes: Draala may control Puddings, Oozes, Gelatinous Cubes, and Slimes by rolling on the Clerics Turning Undead table vs. the hit dice of the creature(s). Successful “turning” results in the creature obeying the Draala’s psychic command; the effect is similar to that of the Charm Person spell.