this is not a character, but i found the stats for a protoss in D&D
Protoss
Hailing from the lush, jungle-green prime material world of Aiur, these noble humanoids have mastered the art of psionics for generations upon generations, so much, in fact, that their name and prowess are beginning to rival with the dreaded mind flayers as tales of their deeds and their wars slowly spread across the planes.
Personality: Protoss generally are honor-filled, very proud –almost arrogant–, hardy and self-confident. Being extremely long lived, they naturally have a broad scope on events, and tend to react with elf-like serenity to unforeseen events and surprises. They are slow to make friends and to forget offenses, but quick to protect those they count as allies. Passionate, brave and with a strong sense of justice, they are ready to answer any challenge or insult to their courage with unrelenting ferocity.
Physical Description: Most protoss stand about 9 to 10 feet tall and weigh 300 to 400 pounds. They have an overall aspect that invites to believe in fragility and weakness, but these creatures sport a surprising strength and agility. Their humanoid body has four-fingered hands, and has an alien face that lacks any form of mouth, nose, nor ears; their skin consists on layers of fine but strong scales of various colors, from dull brown to metallic dark blue. Their legs may make some remind the back legs of most quadrupeds, and end in two fingers with blunt claws.
As said before, protoss lack all mouth, nose and ears; their speech is substituted by an innate psionic ability that allows them to communicate through telepathy with any creature within voice range. Protoss senses alone bespeak their deeply psionic nature; they perceive noises and fragrances through a special psionic ability and their eyes are powered by raw psionic energy, which causes them to glow with different colors. They feed by producing digestive liquids through their hands that dissolve their food into goo they can later reabsorb.
Relations: Protoss share a trait with elves: their extremely long life spans mean that they make their relationships very slowly. Anyway, their overall behavior is far from cold; it is, instead, distantly friendly, but true friends can trust him to fight to the death –even against impossible odds– to protect them. A particularly annoying racial trait of the Protoss is that they have a racial proud huge enough to consider themselves above most other forms of life; moreover, they are very proud individually, but are as tolerant and correct with other races as they are proud of themselves.
Protoss have no regards –beside those spoken before– when choosing companions, but tend to prefer dwarves due to the fierce discipline most of them display. Elves are usual companions too, as they share more than a few traits and have a lot of time to know each other. Most of them don’t have a great sense of humor, so they really don’t make good partners when teamed up with gnomes or halflings. Finally, mind flayers crave hungrily –almost ravenously– for protoss brains, since siphoning them enhances their already formidable psionic abilities, and will go to often ridiculous lengths to get them. Needless to say, this has caused protoss to develop a hatred for illithids intense enough to be compared with the burning, yet icy fanaticism of a githzerai. Planewalking protoss are particularly fond of githzerai, and this feeling is mutual.
Alignment: Since protoss are a race tempered by a never-ending racial war which doesn’t seem to be ending anytime soon and are fiercely dedicated to mastering the Way, they tend equally to both law and chaos. And, although they’re exposed to it every day, they tend to dislike needless violence, and most of them abhor evil and all of its aspects.
Religion: As every protoss dedicates a part of his life to self-contemplation and self-mastery, they make poor supplicants and tend to look suspiciously upon a source of power beyond the mere reaches of the arm and the mind. Those who do, however, tend to revere good deities with a neutral or lawful bent. It should also be noted that some protoss turn their quests for self-mastery and psionic development in almost religiously ascetic pursuits.
Language: Protoss have their own language and their own alphabet; unlike other races, they harbor no desire to keep it secret, but protoss can read the emotions the writer stamped on each sigil of their tongue, an ability most individuals from other races lack – save those with psionic abilities subtle enough. And finally, since they ‘think’ their words and don’t speak them physically, they have no trouble when speaking any tongue.
Adventurers: Since they live in a world torn by war and are fiercely loyal to their tribes and clans, protoss who dedicate their lives to the path of the adventurer are rare. Most who make such a choice are often motivated by tragedy: outcast of tribe or clan –whether rightfully or unfairly– or being the last survivor of either are perfect examples. However, there still are protoss that go adventuring out of wanderlust and the desire to explore the unknown –both ideas that make young protoss enthusiastic–, and the urge for new experiences which provide them with greater insights in their never-ending quest for psionic perfection.
Combat: Despite their deeply psionic and introspective nature, protoss are very warlike and love the glory of personal, hand-to-hand combat, and thus like to rely on melee weapons. As elves esteem swordplay and archery, combat with punch daggers and claw bracers is a skill every protoss learns and attempts to master. Among protoss, duels and ritual combats are fought with especially made and tuned claw bracers empowered with focused psionic energy.
Habitat/Society: The protoss are organized into tribes led by the most powerful psion or psychic warrior. These tribes fight with each other continuously, and have been doing so for the past 5,000 years; this Age of Conflict started when their protectors, an ancient race of unbelievable power and technology known as the Xel’Naga, abandoned Aiur because of the foolish tensions and incidents between members of different tribes.
Names: Protoss names usually feel regal and elegant, and some have a vague resemblance with Greek or Babylonian names. Male names: Adun, Aldaris, Artanis, Tassadar, Zeratul. Female names: Raszagal.
A note for Dungeon Masters: The protoss are intended to be used as a race for planar campaign settings, like ol’ Sigil from PlaneScape. If someone insists on playing a protoss on the prime, test him by challenging him to come up with a really good reason for which a protoss should be there. If he convinces you, remember that a protoss is a very alien creature that could easily be mistaken for some fiends (the ultroloth, if you ask me), to the grim amusement of the DM
Protoss age & weight statistics
Table 1–1: Random starting ages
Adulthood Barbarian
Rogue
Sorcerer Bard
Fighter
Paladin
Ranger
Psychic
warrior Cleric
Druid
Monk
Wizard
Psion
210 years +5d6 +7d6 +12d6
Table 1–2: Random height and weight
Gender Height Modifier Weight Modifier
Male 8’ +4d10†240 lb. +8d20 lb
Female 7’ 10†+4d10†230 lb. +7d20 lb
Table 1–3 : Aging effects
Middle age Old Venerable Maximum age
275 years 380 years 520 years +5d% years
Protoss Racial Traits
• Basic ability modifiers: +2 Strength, +2 Dexterity, +4 Intelligence, +4 Wisdom: As said before, protoss sport a surprising strength and agility in spite of their apparent frailty, and the years spent in the study of the Way give them both a cunning intellect and great insights.
• Large-sized: As Large-sized creatures, protoss suffer a –1 size penalty to AC and attack rolls and have a –4 size penalty to Hide checks, and they must use larger weapons and armor than humans use.
• Base movement rate is 40 feet.
• Inertial armor: A protoss instinctively generates a tangible field of force that provides a +4 armor bonus to AC. This extraordinary ability is nearly identical to the Inertial Armor feat, save a few differences: it remains active even when the protoss is unconscious or asleep, and doesn’t require a reservoir of psionic strength. Furthermore, a protoss may take the Inertial Armor feat multiple times, every feat enhancing the armor bonus provided by this ability by 2, to a maximum armor bonus of +8. This armor bonus does not stack with those provided by armors and shields.
• Natural armor: A protoss receives a +3 natural armor bonus to AC due to its leathery, scaly skin. This bonus stacks with all inertial armor modifiers.
• Psionic focus: Whenever a protoss gains a character level feat, he can take any psionic feat, regardless of his class, that doesn’t require a direct PP expenditure or a PP reservoir. This excludes all item creation and metapsionic feats.
• Deaf mind (Ex): Since protoss speak among each other with thoughts, they have the ability to shield their mind from that ‘noise’ whenever they needed it. This is translated in a natural mental hardness of 3, which stacks with any other mental hardness bonuses from psionic defenses, feats, or abilities, a +3 bonus to all saving throws versus mind-influencing effects, and a reduction of the duration of any stunning caused by such attacks by 3 rounds, to an absolute minimum of 1 round.
• Telepathy (Ex): A protoss communicates with his mind
• A protoss has proficiency with claw bracers and punch daggers.
• Favored Classes: psion and psychic warrior. A multiclass protoss’ psion and psychic warrior classes do not count when determining whether he suffers an XP penalty for multiclassing.