humanoids bugbear - radfordradford.edu/ibarland/games/dnd/srd+rules/humanoids.pdf · 2004. 11....

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Humanoids BUGBEAR Medium Humanoid (Goblinoid) Hit Dice: 3d8+3 (16 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 17 (+1 Dex, +3 natural, +2 leather armor, +1 light wooden shield), touch 11, flat-footed 16 Base Attack/Grapple: +2/+4 Attack: Morningstar +5 melee (1d8+2) or javelin +3 ranged (1d6+2) Full Attack: Morningstar +5 melee (1d8+2) or javelin +3 ranged (1d6+2) Space/Reach: 5 ft./5 ft. Special Attacks: Special Qualities: Darkvision 60 ft., scent Saves: Fort +2, Ref +4, Will +1 Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9 Skills: Climb +3, Hide +4, Listen +4, Move Silently +6, Spot +4 Feats: Alertness, Weapon Focus (morningstar) Environment: Temperate mountains Organization: Solitary, gang (2–4), or band (11–20 plus 150% noncombatants plus 2 2nd-level sergeants and 1 leader of 2nd–5th level) Challenge Rating: 2 Treasure: Standard Alignment: Usually chaotic evil Advancement: By character class Level Adjustment: +1 Bugbears speak Goblin and Common. COMBAT Bugbears prefer to ambush opponents whenever possible. When hunting, they normally send scouts ahead of the main group that, if they spy prey, return to report and bring up reinforcements. Bugbear attacks are coordinated, and their tactics are sound if not brilliant. Skills: Bugbears have a +4 racial bonus on Move Silently checks. BUGBEARS AS CHARACTERS Bugbear characters possess the following racial traits. — +4 Strength, +2 Dexterity, +2 Constitution, –2 Charisma. —Medium size. —A bugbear’s base land speed is 30 feet. —Darkvision out to 60 feet. —Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1. —Racial Skills: A bugbear’s humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot. —Racial Feats: A bugbear’s humanoid levels give it two feats. — +3 natural armor bonus. — +4 racial bonus on Move Silently checks. —Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc. —Favored Class: Rogue. —Level adjustment +1.

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Page 1: Humanoids BUGBEAR - Radfordradford.edu/ibarland/Games/DnD/SRD+rules/humanoids.pdf · 2004. 11. 1. · Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19–20) ... hobgoblins,

HumanoidsBUGBEAR

Medium Humanoid (Goblinoid)Hit Dice: 3d8+3 (16 hp)Initiative: +1Speed: 30 ft. (6 squares)Armor Class: 17 (+1 Dex, +3 natural, +2 leather armor, +1 light wooden

shield), touch 11, flat-footed 16Base Attack/Grapple: +2/+4Attack: Morningstar +5 melee (1d8+2) or javelin +3 ranged (1d6+2)Full Attack: Morningstar +5 melee (1d8+2) or javelin +3 ranged (1d6+2)Space/Reach: 5 ft./5 ft.Special Attacks: —Special Qualities: Darkvision 60 ft., scentSaves: Fort +2, Ref +4, Will +1Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9Skills: Climb +3, Hide +4, Listen +4, Move Silently +6, Spot +4Feats: Alertness, Weapon Focus (morningstar)Environment: Temperate mountainsOrganization: Solitary, gang (2–4), or band (11–20 plus 150% noncombatants

plus 2 2nd-level sergeants and 1 leader of 2nd–5th level)Challenge Rating: 2Treasure: StandardAlignment: Usually chaotic evilAdvancement: By character classLevel Adjustment: +1Bugbears speak Goblin and Common.COMBATBugbears prefer to ambush opponents whenever possible. When hunting, they normally send scouts aheadof the main group that, if they spy prey, return to report and bring up reinforcements.Bugbear attacks are coordinated, and their tactics are sound if not brilliant.Skills: Bugbears have a +4 racial bonus on Move Silently checks.BUGBEARS AS CHARACTERSBugbear characters possess the following racial traits.— +4 Strength, +2 Dexterity, +2 Constitution, –2 Charisma.—Medium size.—A bugbear’s base land speed is 30 feet.—Darkvision out to 60 feet.—Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a baseattack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.—Racial Skills: A bugbear’s humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its classskills are Climb, Hide, Listen, Move Silently, Search, and Spot.—Racial Feats: A bugbear’s humanoid levels give it two feats.— +3 natural armor bonus.— +4 racial bonus on Move Silently checks.—Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.—Favored Class: Rogue.—Level adjustment +1.

Page 2: Humanoids BUGBEAR - Radfordradford.edu/ibarland/Games/DnD/SRD+rules/humanoids.pdf · 2004. 11. 1. · Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19–20) ... hobgoblins,

DWARFDwarf, 1st-Level Warrior Duergar, 1st-Level WarriorMedium Humanoid (Dwarf) Medium Humanoid (Dwarf)

Hit Dice: 1d8+2 (6 hp) 1d8+5 (9 hp)Initiative: +0 +0Speed: 20 ft. in scale mail (4 squares); base

speed 20 ft.20 ft. in chainmail (4 squares); base speed20 ft.

Armor Class: 16 (+4 scale mail, +2 heavy shield), touch10, flat-footed 16

17 (+5 chainmail, +2 heavy shield), touch10, flat-footed 17

BaseAttack/Grapple:

+1/+2 +1/+2

Attack: Dwarven waraxe +3 melee (1d10+1/x3)or shortbow +1 ranged (1d6/x3)

Warhammer +2 melee (1d8+1/x3) orlight crossbow +1 ranged (1d8/19–20)

Full Attack: Dwarven waraxe +3 melee (1d10+1/x3)or shortbow +1 ranged (1d6/x3)

Warhammer +2 melee (1d8+1/x3) orlight crossbow +1 ranged (1d8/19–20)

Space/Reach: 5 ft./5 ft. 5 ft./5 ft.Special Attacks: Dwarf traits Duergar traits, spell-like abilitiesSpecialQualities:

Darkvision 60 ft., dwarf traits Darkvision 60 ft., duergar traits

Saves: Fort +4*, Ref +0*, Will –1* Fort +4*, Ref +0*, Will –1*Abilities: Str 13, Dex 11, Con 14, Int 10, Wis 9,

Cha 6Str 13, Dex 11, Con 14, Int 10, Wis 9,Cha 4

Skills: Appraise +2, Craft (blacksmithing) +2,Craft (stonemasonry) +2, Listen +2, Spot+2

Appraise +2, Craft (blacksmithing) +2,Craft (stonemasonry) +2, Listen +3,Move Silently –4, Spot +2

Feats: Weapon Focus (dwarven waraxe) ToughnessEnvironment: Temperate mountains

(Deep: Underground)Underground

Organization: Team (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6thlevel), or clan (30–100 plus 30%noncombatants plus 1 3rd-level sergeantper 10 adults, 5 5th-level lieutenants, and3 7th-level captains)

Team (2–4), squad (9–16 plus 3 3rd-levelsergeants and 1 leader of 3rd–8th level)or clan (20–80 plus 25% noncombatantsplus 1 3rd-level sergeant per 5 adults, 3–66th-level lieutenants, and 1–4 9th-levelcaptains)

Challenge Rating: _ 1Treasure: Standard coins; double goods; standard

itemsStandard coins, double goods, standarditems

Alignment: Often lawful good(Deep: Usually lawful neutral or neutral)

Often lawful evil

Advancement: By character class By character classLevel Adjustment: +0 +1Dwarves favor earth tones in their clothing and prefer simple and functional garb. The skin can be verydark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Dwarvesaverage 4 feet tall and weigh as much as adult humans.Dwarves speak Dwarven. Most who travel outside dwarven lands (as traders, mercenaries, or adventurers)know the Common tongue, while warriors in the dwarven cities usually learn Goblin to better interrogateand spy on those evil denizens of the deep caves.Most dwarves encountered outside their home are warriors.COMBATDwarves are experts in combat, effectively using their environment and executing well-planned groupattacks. They rarely use magic in fights, since they have few wizards or sorcerers (but dwarven clericsthrow themselves into battle as heartily as their fellow warriors). If they have time to prepare, they maybuild deadfalls or other traps involving stone. In addition to the dwarven waraxe and thrown hammer,dwarves also use warhammers, picks, shortbows, heavy crossbows, and maces.

Page 3: Humanoids BUGBEAR - Radfordradford.edu/ibarland/Games/DnD/SRD+rules/humanoids.pdf · 2004. 11. 1. · Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19–20) ... hobgoblins,

Dwarf Traits (Ex): Dwarves possess the following racial traits.— +2 Constitution, –2 Charisma.—Medium size.—A dwarf ’s base land speed is 20 feet. However, dwarves can move at this speed even when wearingmedium or heavy armor or when carrying a medium or heavy load.—Darkvision out to to 60 feet.—Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusualstonework, such as sliding walls, stonework traps, new construction (even when built to match the old),unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised asstone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stoneworkcan make a Search check as if he were actively searching, and a dwarf can use the Search skill to findstonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth undergroundas naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innateability that they get plenty of opportunity to practice and hone in their underground homes.—Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, ratherthan exotic weapons.—Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks madeto resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, orotherwise not standing firmly on the ground).— +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.— +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving thrownumbers given here.— +1 racial bonus on attack rolls against orcs (including halforcs) and goblinoids (including goblins,hobgoblins, and bugbears).— +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).— +2 racial bonus on Appraise checks that are related to stone or metal items.— +2 racial bonus on Craft checks that are related to stone or metal.—Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran,Undercommon.—Favored Class: Fighter.The dwarf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11,Con 12, Int 10, Wis 9, Cha 8.SUBRACESThe information above is for hill dwarves, the most common variety.There are three other major dwarven subraces, which differ from hill dwarves as follows.Deep DwarfThese dwarves live far underground and tend to be more standoffish with non-dwarves.Deep dwarves are the same height as other dwarves, but leaner. Their skin sometimes has a reddish tinge,and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair colorranges from bright red to straw blond. They have little contact with surface dwellers, relying on hilldwarves or mountain dwarves to trade goods for them.Deep dwarves speak Dwarven and Goblin, and occasionally Draconic or Undercommon.Deep Dwarf Traits (Ex): These traits are in addition to the hill dwarf traits, except where noted.—Racial bonus on saves against spells and spell-like abilities increases to +3.—Racial bonus on Fortitude saves against poisons increases to +3.—Darkvision out to 90 feet.—Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell.DuergarSometimes called gray dwarves, these evil beings dwell in the underground.Most duergar are bald (even the females), and they dress in drab clothing that is designed to blend intostone. In their lairs they may wear jewelry, but it is always kept dull. They war with other dwarves, evenallying with other underground creatures from time to time.Duergar speak Dwarven and Undercommon.Duergar Traits (Ex): These traits are in addition to the hill dwarf traits, except where noted.— –4 Charisma instead of –2.

Page 4: Humanoids BUGBEAR - Radfordradford.edu/ibarland/Games/DnD/SRD+rules/humanoids.pdf · 2004. 11. 1. · Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19–20) ... hobgoblins,

—Darkvision out to 120 feet.—Immunity to paralysis, phantasms, and poison. This trait replaces the hill dwarf ’s +2 racial bonus onsaving throws against poison.— +2 racial bonus on saves against spells and spell-like abilities.—Spell-Like Abilities: 1/day—enlarge person and invisibility as a wizard of twice the duergar’s class level(minimum caster level 3rd); these abilities affect only the duergar and whatever it carries.—Light Sensitivity: Duergar are dazzled in bright sunlight or within the radius of a daylight spell.— +4 racial bonus on Move Silently checks.— +1 racial bonus on Listen and Spot checks.—Automatic Languages: Common, Dwarven, Undercommon.Bonus Languages: Draconic, Giant, Goblin, Orc, Terran. This trait replaces the hill dwarf ’s automatic andbonus languages.—Favored Class: Fighter.—Level adjustment +1—Unlike other dwarves, duergar do not have weapon familiarity with the dwarven waraxe and dwarvenurgrosh.The duergar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex11, Con 12, Int 10, Wis 9, Cha 8.Challenge Rating: Duergar with levels in NPC classes have a CR equal to their character level. Duergarwith levels in PC classes have a CR equal to their character level +1.Mountain DwarfMountain dwarves live deeper under the mountains than hill dwarves but generally not as far undergroundas deep dwarves. They average about 4-1/2 feet tall and have lighter skin and hair than hill dwarves, but thesame general appearance.

Page 5: Humanoids BUGBEAR - Radfordradford.edu/ibarland/Games/DnD/SRD+rules/humanoids.pdf · 2004. 11. 1. · Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19–20) ... hobgoblins,

ELFElf, 1st-Level Warrior Drow, 1st-Level WarriorMedium Humanoid (Elf ) Medium Humanoid (Elf )

Hit Dice: 1d8 (4 hp) 1d8 (4 hp)Initiative: +1 +1Speed: 30 ft. (6 squares) 30 ft. (6 squares)Armor Class: 15 (+1 Dex, +3 studded leather, +1 light

shield), touch 11, flat-footed 1416 (+1 Dex, +4 chain shirt, +1 lightshield) touch 11, flat-footed 15

BaseAttack/Grapple:

+1/+2 +1/+2

Attack: Longsword +2 melee (1d8+1/19–20) orlongbow +3 ranged (1d8/x3)

Rapier +3 melee (1d6+1/18–20) orhand crossbow +2 ranged (1d4/19–20)

Full Attack: Longsword +2 melee(1d8+1/19–20) orlongbow +3 ranged (1d8/x3)

Rapier +3 melee (1d6+1/18–20) orhand crossbow +2 ranged (1d4/19–20)

Space/Reach: 5 ft./5 ft. 5 ft./5 ft.Special Attacks: None Poison, spell-like abilitiesSpecialQualities:

Elven traits Drow traits, spell resistance 12

Saves: Fort +2, Ref +1, Will –1* Fort +2, Ref +1, Will –1*Abilities: Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Str 13, Dex 13, Con 10, Int 12, Wis 9,

Cha 10Skills: Hide +1, Listen +2, Search +3, Spot +2 Hide +0, Listen +2, Search +4, Spot +3Feats: Weapon Focus (longbow) Weapon Focus (rapier)Environment: Temperate forest

(Half-elf: Temperate forests)(Aquatic: Temperate aquatic)(Gray: Temperate mountains)(Wild: Warm forests)(Wood: Temperate forests)

Underground

Organization: Squad (2–4), company (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6thlevel), or band (30–100 plus 20%noncombatants plus 1 3rd-level sergeant per10 adults, 5 5th-level lieutenants, and 3 7th-level captains)

Squad (2–4), patrol (5–8 plus 2 2nd-level sergeants and 1 leader of 3rd–6thlevel), or band (20–50 plus 10%noncombatants plus 1 2nd-levelsergeant per 5 adults, 2d4 6th-levellieutenants, and 1d4 9th-level captains)

Challenge Rating: _ 1 (see text)Treasure: Standard StandardAlignment: Usually chaotic good

(Wood: Usually neutral)Usually neutral evil

Advancement: By character class By character classLevel Adjustment: +0 +2Elves average 5 feet tall and typically weigh just over 100 pounds. They live on fruits and grains, thoughthey occasionally hunt for fresh meat. Elves prefer colorful clothes, usually with a green-and-gray cloakthat blends well with the colors of the forest.Elves speak Elven, and most also know Common and Sylvan.Most elves encountered outside their homes are warriors; the information presented here is for one of 1stlevel.COMBATElves are cautious warriors and take time to analyze their opponents and the location of the fight if at allpossible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire fromcover and retreat before they are found, repeating this maneuver until all of their enemies are dead.They prefer longbows, shortbows, rapiers, and longswords. In melee, elves are graceful and deadly, usingcomplex maneuvers that are beautiful to observe. Their wizards often use sleep spells during combatbecause these won’t affect other elves.

Page 6: Humanoids BUGBEAR - Radfordradford.edu/ibarland/Games/DnD/SRD+rules/humanoids.pdf · 2004. 11. 1. · Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19–20) ... hobgoblins,

Elf Traits (Ex): Elves possess the following racial traits.— +2 Dexterity, –2 Constitution.—Medium size.—An elf ’s base land speed is 30 feet.—Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells oreffects.(Not reflected in the saving throw modifiers given here.)—Low-light vision.—Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, compositelongbow, shortbow, and composite shortbow.— +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secretor concealed door is entitled to a Search check to notice it as if she were actively looking for it.—Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc,Sylvan.—Favored Class: Wizard.The elf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11,Con 12, Int 10, Wis 9, Cha 8.SUBRACESThe above information describes the high elf, the most common variety. There are five other majorsubraces of elf, in addition to half-elves, who share enough elven characteristics to be included here.

Half-ElfHalf-elves are not truly an elf subrace, but they are often mistaken for elves. Half-elves usually inherit agood blend of their parents’ physical characteristics.Half-Elf Traits (Ex): Half-elves possess the following racial traits.—Medium size.—A half-elf ’s base land speed is 30 feet.—Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws againstenchantment spells or effects.—Low-light vision.— +1 racial bonus on Listen, Search, and Spot checks. A half-elf does not have the elf ’s ability to noticesecret doors simply by passing near them.— +2 racial bonus on Diplomacy and Gather Information checks: Half-elves get along naturally with allpeople. This bonus may not apply in situations or settings where half-elves are viewed with distrust.—Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, arejust as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic itemsthat are only usable by elves.—Automatic Languages: Common, Elven. Bonus Languages: Any (other than secret languages, such asDruidic).—Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penaltyfor multiclassing, her highest-level class does not count.

Aquatic ElfAlso called sea elves, these creatures are waterbreathing cousins to land-dwelling elves.Aquatic elves fight underwater with tridents, spears, and nets.Aquatic Elf Traits (Ex): These traits are in addition to the high elf traits, except where noted.— +2 Dexterity, –2 Intelligence. These adjustments replace the high elf ’s ability score adjustments.—An aquatic elf has the aquatic subtype.—An aquatic elf has a swim speed of 40 feet.—Gills: Aquatic elves can survive out of the water for 1 hour per point of Constitution (after that, refer tothe suffocation rules).—Superior Low-Light Vision: Aquatic elves can see four times as far as a human in starlight, moonlight,torchlight, and similar conditions of low illumination. This trait replaces the high elf ’s low-light vision.—Favored Class: Fighter. This trait replaces the high elf ’s favored class.

Page 7: Humanoids BUGBEAR - Radfordradford.edu/ibarland/Games/DnD/SRD+rules/humanoids.pdf · 2004. 11. 1. · Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19–20) ... hobgoblins,

DrowAlso known as dark elves, drow are a depraved and evil subterranean offshoot.White is the most common hair color among drow, but almost any pale shade is possible. Drow tend to besmaller and thinner than other sorts of elves, and their eyes are often a vivid red.Drow usually coat their arrows with a potent venom.Poison (Ex): An opponent hit by a drow’s poisoned weapon must succeed on a DC 13 Fortitude save orfall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remainunconscious for 2d4 hours. A typical drow carries 1d4–1 doses of drow knockout poison. Drow typicallycoat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note thatdrow have no special ability to apply poison without risking being poisoned themselves. Since this poisonis not a magical effect, drow and other elves are susceptible to it.Drow Traits (Ex): These traits are in addition to the high elf traits, except where noted.— +2 Intelligence, +2 Charisma.—Darkvision out to 120 feet. This trait replaces the high elf ’s low-light vision.—Spell resistance equal to 11 + class levels.— +2 racial bonus on Will saves against spells and spell-like abilities.—Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights,darkness, faerie fire. Caster level equals the drow’s class levels.—Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the shortsword. This trait replaces the high elf ’s weapon proficiency.—Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic,Drow Sign Language, Gnome, Goblin. This trait replaces the high elf ’s automatic and bonus languages.—Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1round. On subsequent rounds, they are dazzled as long as they remain in the affected area.—Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf ’s favored class.—Level adjustment +2.The drow warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11,Con 12, Int 10, Wis 9, Cha 8.Challenge Rating: Drow with levels in NPC classes have a CR equal to their character level. Drow withlevels in PC classes have a CR equal to their character level +1.

Gray ElfTaller and grander in physical appearance than others of their race, gray elves have a reputation for beingaloof and arrogant (even by elven standards). They have either silver hair and amber eyes or pale goldenhair and violet eyes. They prefer clothing of white, silver, yellow, or gold, with cloaks of deep blue orpurple.Gray Elf Traits (Ex): These traits are in addition to the high elf traits.— +2 Intelligence, –2 Strength.

Wild ElfWild elves are barbaric and tribal. Wild elves’ hair color ranges from black to light brown, lightening tosilvery white with age. They dress in simple clothing of animal skins and basic plant weaves.Wild Elf Traits (Ex): These traits are in addition to the high elf traits, except where noted.— +2 Dexterity, –2 Intelligence. These adjustments replace the high elf ’s ability score adjustments.—Favored Class: Sorcerer. This trait replaces the high elf ’s favored class.

Wood ElfTheir hair color ranges from yellow to a coppery red, and they are more muscular than other elves. Theirclothing is in dark shades of green and earth tones to better blend in with their natural surroundings.Wood Elf Traits (Ex): These traits are in addition to the high elf traits, except where noted.— +2 Strength, –2 Intelligence.—Favored Class: Ranger. This trait replaces the high elf ’s favored class.

Page 8: Humanoids BUGBEAR - Radfordradford.edu/ibarland/Games/DnD/SRD+rules/humanoids.pdf · 2004. 11. 1. · Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19–20) ... hobgoblins,

GNOLLMedium Humanoid (Gnoll)

Hit Dice: 2d8+2 (11 hp)Initiative: +0Speed: 30 ft. (6 squares)Armor Class: 15 (+1 natural, +2 leather armor, +2 heavy steel shield), touch 10, flat-footed 15Base Attack/Grapple: +1/+3Attack: Battleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3)Full Attack: Battleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3)Space/Reach: 5 ft./5 ft.Special Attacks: —Special Qualities: Darkvision 60 ft.Saves: Fort +4, Ref +0, Will +0Abilities: Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8Skills: Listen +2, Spot +3Feats: Power AttackEnvironment: Warm plainsOrganization: Solitary, pair, hunting party (2–5 and 1–2 hyenas), band (10–100 plus 50%

noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6thlevel and 5–8 hyenas), or tribe (20–200 plus 1 3rd-level sergeant per 20 adults,1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, and 7–12 hyenas;underground lairs also have 1–3 trolls)

Challenge Rating: 1Treasure: StandardAlignment: Usually chaotic evilAdvancement: By character classLevel Adjustment: +1Gnolls are hyena-headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow orreddish-brown fur. A gnoll is a nocturnal carnivore, preferring intelligent creatures for food because theyscream more. A gnoll is about 7-1/2 feet tall and weighs 300 pounds. Gnolls speak Gnoll.COMBATGnolls like to attack when they have the advantage of numbers, using horde tactics and their physicalstrength to overwhelm and knock down their opponents. They show little discipline when fighting unlessthey have a strong leader; at such times, they can maintain ranks and fight as a unit. While they do notusually prepare traps, they do use ambushes and try to attack from a flanking position. Because of itsshield, a gnoll’s modifier on Hide checks (untrained) is –2, which means gnolls always take special care toseek favorable conditions when laying ambushes (such as darkness, cover, or some other form ofadvantageous terrain).GNOLLS AS CHARACTERSGnoll characters possess the following racial traits.—Strength +4, Constitution +2, Intelligence –2, Charisma –2.—Size Medium.—A gnoll’s base land speed is 30 feet.—Darkvision out to 60 feet.—Racial Hit Dice: A gnoll begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attackbonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.—Racial Skills: A gnoll’s humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skillsare Listen and Spot.—Racial Feats: A gnoll’s humanoid levels give it one feat.— +1 natural armor bonus.—Automatic Languages: Gnoll. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.—Favored Class: Ranger.—Level adjustment +1.

Page 9: Humanoids BUGBEAR - Radfordradford.edu/ibarland/Games/DnD/SRD+rules/humanoids.pdf · 2004. 11. 1. · Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19–20) ... hobgoblins,

GNOMEGnome, 1st-Level Warrior Svirfneblin, 1st-Level WarriorSmall Humanoid (Gnome) Small Humanoid (Gnome)

Hit Dice: 1d8+2 (6 hp) 1d8+4 (8 hp)Initiative: +0 +1Speed: 20 ft. (4 squares) 15 ft. in banded mail armor (3 squares);

base speed 20 ft.Armor Class: 16 (+1 size, +4 chain shirt, +1 light

shield), touch 11, flat-footed 1623 (+1 size, +1 Dex, +4 dodge, +6 bandedmail, +1 buckler), touch 16, flat-footed 18

BaseAttack/Grapple:

+1/–3 +1/–3

Attack: Longsword +2 melee (1d6/19–20) orlight crossbow +3 ranged (1d6/19–20)

Heavy pick +2 melee (1d4/x4) or lightcrossbow +3 ranged (1d6/19–20)

Full Attack: Longsword +2 melee (1d6/19–20) orlight crossbow +3 ranged (1d6/19–20)

Heavy pick +2 melee (1d4/x4) or lightcrossbow +3 ranged (1d6/19–20)

Space/Reach: 5 ft./5 ft. 5 ft./5 ft.Special Attacks: — Spell-like abilitiesSpecialQualities:

Gnome traits Gnome traits, svirfneblin traits, spellresistance 12

Saves: Fort +4, Ref +0, Will –1 Fort +5, Ref +3, Will +2Abilities: Str 11, Dex 11, Con 14, Int 10, Wis 9,

Cha 8Str 11, Dex 13, Con 12, Int 10, Wis 11,Cha 4

Skills: Hide +3, Listen +1, Spot +1 Hide +2, Listen +2, Spot +2Feats: Weapon Focus (light crossbow) ToughnessEnvironment: Temperate hills (Forest gnomes:

Temperate forests)Underground

Organization: Company (2–4), squad (11–20 plus 1leader of 3rd–6th level and 2 3rd-levellieutenants), or band (30–50 plus 1 3rd-level sergeant per 20 adults, 5 5th-levellieutenants, 3 7th-level captains, and2–5 dire badgers)

Company (2–4), squad (11–20 plus 1leader of 3rd–6th level and 2 3rd-levellieutenants), or band (30–50 plus 1 3rd-level sergeant per 20 adults, 5 5th-levellieutenants, 3 7th-level captains, and 2–5Medium earth elementals)

Challenge Rating: 1/2 1Treasure: Standard StandardAlignment: Usually neutral good Usually neutralAdvancement: By character class By character classLevel Adjustment: +0 +3Gnomes stand 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin color ranges from dark tan towoody brown, their hair is fair, and their eyes can be any shade of blue. Gnome males prefer short,carefully trimmed beards. Gnomes generally wear leather or earth tones, though they decorate their clotheswith intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350years, though some can live almost 500 years.Gnomes speak their own language, Gnome. Most gnomes who travel outside gnome lands (as traders,tinkers, or adventurers) know Common, while warriors in gnome settlements usually learn Goblin.Most gnomes encountered outside their home are warriors; the information in the statistics block is for oneof 1st level.COMBATGnomes prefer misdirection and deception over direct confrontation.They would rather befuddle or embarrass foes (other than goblinoids or kobolds) than kill them.Gnomes make heavy use of illusion magic and carefully prepared ambushes and traps whenever they can.Gnome Traits (Ex): Gnomes possess the following racial traits.— +2 Constitution, –2 Strength.

Page 10: Humanoids BUGBEAR - Radfordradford.edu/ibarland/Games/DnD/SRD+rules/humanoids.pdf · 2004. 11. 1. · Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19–20) ... hobgoblins,

—Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty ongrapple checks, lifting and carrying limits 3/4 those of Medium characters.—A gnome’s base land speed is 20 feet.—Low-light vision.—Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exoticweapons.— +2 racial bonus on saving throws against illusions.—Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. Thisadjustment stacks with those from similar effects, such as the Spell Focus feat.— +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, andbugbears).— +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).— +2 racial bonus on Listen checks.— +2 racial bonus on Craft (alchemy) checks.—Automatic Languages: Common, Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin,Orc.—Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnomewith a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghostsound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.—Favored Class: Bard.The gnome warrior presented here had the following ability scores before racial adjustments: Str 13, Dex11, Con 12, Int 10, Wis 9, Cha 8.SUBRACESThe information above is for rock gnomes, the most common variety.There are two other major gnome subraces, which differ from rock gnomes as follows.SvirfneblinAlso called deep gnomes, svirfneblin are said to dwell in great cities deep underground.A svirfneblin has wiry, rock-colored skin usually medium brown to brownish gray. Only males are bald;females have stringy gray hair. The average svirfneblin lifespan is 250 years.Svirfneblin speak Gnome, Common, and Undercommon.Svirfneblin Traits (Ex): These traits are in addition to the rock gnome traits, except where noted.— –2 Strength, +2 Dexterity, +2 Wisdom, –4 Charisma. These adjustments replace the rock gnome’sability score adjustments.—Stonecunning: This ability grants deep gnomes a +2 racial bonus on Search checks to notice unusualstonework. A deep gnome who merely comes within 10 feet of unusual stonework can make a Searchcheck as though actively searching, and can use the Search skill to find stonework traps as a rogue can. Asvirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human cansense which way is up.—Darkvision out to 120 feet and low-light vision.—Spell resistance equal to 11 + class levels.— +2 racial bonus on all saving throws (figured into the statistics for the character presented here). Thistrait replaces the rock gnome’s racial bonus on saving throws against illusions.—Add +1 to the Difficulty Class for all saving throws against illusion spells cast by svirfneblin. Thisadjustment stacks with those from similar effects, such as the Spell Focus feat.— +1 racial bonus on attack rolls against kobolds and goblinoids.— +4 dodge bonus to Armor Class against all creatures (figured into the statistics for the characterpresented here). This trait replaces the rock gnome’s dodge bonus against giants.—Automatic Languages: Undercommon, Gnome, Common. Bonus Languages: Dwarven, Elven, Giant,Goblin, Orc, Terran. This trait replaces the rock gnome’s automatic and bonus languages.—Spell-Like Abilities: 1/day—blindness/deafness (typical save DC 13), blur, disguise self. Caster levelequals the svirfneblin’s class levels. The save DC is Charisma-based and include a +4 racial modifier. Thistrait replaces the rock gnome’s spell-like abilities.—Nondetection (Su): A svirfneblin has a continuous nondetection ability as the spell (caster level equal toclass levels).— +2 racial bonus on Craft (alchemy) and Listen checks.— +2 racial bonus on Hide checks, which improves to +4 underground.

Page 11: Humanoids BUGBEAR - Radfordradford.edu/ibarland/Games/DnD/SRD+rules/humanoids.pdf · 2004. 11. 1. · Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19–20) ... hobgoblins,

—Favored Class: Rogue.—Level adjustment +3.The svirfneblin warrior presented here had the following ability scores before racial adjustments: Str 13,Dex 11, Con 12, Int 10, Wis 9, Cha 8.Challenge Rating: Svirfneblin with levels in NPC classes have a CR equal to their character level.Svirfneblin with levels in PC classes have a CR equal to their character level +1.Forest GnomeThey are the smallest of all the gnomes, averaging 2 to 2-1/2 feet in height, but look just like regulargnomes except with bark-colored or gray-green skin, and eyes that can be brown or green as well as blue. Avery long-lived people, forest gnomes have an average life expectancy of 500 years.Forest Gnome Traits (Ex): These traits are in addition to the rock gnome traits, except where noted.—Pass without Trace (Su): A forest gnome has the innate ability to use pass without trace (self only, as afree action) as the spell cast by a druid of the forest gnome’s class levels.— +1 racial bonus on attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids.—Automatic Languages: Gnome, Elven, Sylvan, and a simple language that enables them to communicateon a very basic level with forest animals (this replaces the rock gnome’s speak with animals ability). BonusLanguages: Common, Draconic, Dwarven, Giant, Goblin, Orc. This trait replaces the rock gnome’sautomatic and bonus languages.— +4 racial bonus on Hide checks, which improves to +8 in a wooded area.

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GOBLINGoblin, 1st-Level WarriorSmall Humanoid (Goblinoid)

Hit Dice: 1d8+1 (5 hp)Initiative: +1Speed: 30 ft. (6 squares)Armor Class: 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14Base Attack/Grapple: +1/–3Attack: Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)Full Attack: Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)Space/Reach: 5 ft./5 ft.Special Attacks: —Special Qualities: Darkvision 60 ft.Saves: Fort +3, Ref +1, Will –1Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6Skills: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2Feats: AlertnessEnvironment: Temperate plainsOrganization: Gang (4–9), band (10–100 plus 100% noncombatants plus 1 3rd-level sergeant

per 20 adults and 1 leader of 4th–6th level), warband (10–24 with worgmounts), or tribe (40–400 plus 100% noncombatants plus 1 3rd-level sergeantper 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level,10–24 worgs, and 2–4 dire wolves)

Challenge Rating: 1/3Treasure: StandardAlignment: Usually neutral evilAdvancement: By character classLevel Adjustment: +0A goblin stands 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and glazed, varyingin color from red to yellow. A goblin’s skin color ranges from yellow through any shade of orange to adeep red; usually all members of a single tribe are about the same color. Goblins wear clothing of darkleather, tending toward drab, soiled-looking colors. Goblins speak Goblin; those with Intelligence scores of12 or higher also speak Common.Most goblins encountered outside their homes are warriors; the information in the statistics block is for oneof 1st level.COMBATBeing bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have:sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. Theyfavor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise.Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turnsagainst them. With proper supervision, though, they can implement reasonably complex plans, and in suchcircumstances their numbers can be a deadly advantage.Skills: Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry (mounted onworgs) usually select the Mounted Combat feat in place of the Alertness feat, which reduces their Spot andListen check modifiers from +3 to +1.Challenge Rating: Goblins with levels in NPC classes have a CR equal to their character level –2.GOBLINS AS CHARACTERSGoblin characters possess the following racial traits.— –2 Strength, +2 Dexterity, –2 Charisma.—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty ongrapple checks, lifting and carrying limits 3/4 those of Medium characters.—A goblin’s base land speed is 30 feet.

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—Darkvision out to 60 feet.— +4 racial bonus on Move Silently and Ride checks.—Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.—Favored Class: Rogue.The goblin warrior presented here had the following ability scores before racial adjustments: Str 13, Dex11, Con 12, Int 10, Wis 9, Cha 8.

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HALFLINGHalfling, 1st-Level WarriorSmall Humanoid (Halfling)

Hit Dice: 1d8+1 (5 hp)Initiative: +1Speed: 20 ft. (4 squares)Armor Class: 16 (+1 size, +1 Dex, +3 studded leather, +1 light shield), touch 12, flat-footed 15Base Attack/Grapple: +1/–3Attack: Longsword +3 melee (1d6/19–20) or light crossbow +3 ranged (1d6/19–20)Full Attack: Longsword +3 melee (1d6/19–20) or light crossbow +3 ranged (1d6/19–20)Space/Reach: 5 ft./5 ft.Special Attacks: Halfling traitsSpecial Qualities: Halfling traitsSaves: Fort +4, Ref +2, Will +0Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8Skills: Climb +2, Hide +4, Jump –4, Listen +3, Move Silently +1Feats: Weapon Focus (longsword)Environment: Warm plains

(Deep halfling: Warm hills)(Tallfellow: Temperate forests)

Organization: Company (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6thlevel), or band (30–100 plus 100% noncombatants plus 1 3rd-level sergeant per20 adults, 5 5th-level lieutenants, 3 7th-level captains, 6–10 dogs, and 2–5 ridingdogs)

Challenge Rating: 1/2Treasure: StandardAlignment: Usually neutralAdvancement: By character classLevel Adjustment: +0Halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. They have brown or blackeyes. Halfling men often have long sideburns, but beards are rare among them and mustaches almostunseen. Halflings prefer simple, comfortable, and practical clothes. Unlike members of most races, theyprefer actual comfort to shows of wealth. Halflings reach adulthood in their early twenties and generallylive into the middle of their second century. Halflings speak Halfling and Common.Most halflings encountered outside their home are warriors; the information in the statistics block is for oneof 1st level.COMBATHalflings prefer to fight defensively, usually hiding and launching ranged attacks as the foe approaches.Their tactics are very much like those of elves but place more emphasis on cover and concealment and lesson mobility.Halfling Traits (Ex): Halflings possess the following racial traits.— +2 Dexterity, –2 Strength.—Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty ongrapple checks, lifting and carrying limits 3/4 those of Medium characters.—A halfling’s base land speed is 20 feet.— +2 racial bonus on Climb, Jump, and Move Silently checks.— +1 racial bonus on all saving throws.— +2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus onsaving throws in general.— +1 racial bonus on attack rolls with thrown weapons andslings.— +2 racial bonus on Listen checks.—Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc.—Favored Class: Rogue.

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The halfling warrior presented here had the following ability scores before racial adjustments: Str 13, Dex11, Con 12, Int 10, Wis 9, Cha 8.

SUBRACESThe information above is for the lightfoot halfling, the most common halfling variety. There are two othermajor halfling subraces, which differ from lightfoot halflings as follows.

TallfellowTallfellows are somewhat rare among halfling folk. Tallfellows are 4 feet tall or more and weigh between30 and 35 pounds. They generally speak Elven in addition to Common and Halfling.Tallfellow Traits (Ex): These traits are in addition to the lightfoot halfling traits, except where noted.— +2 racial bonus on Search, Spot, and Listen checks. Like an elf, a tallfellow who merely passes within 5feet of a secret or concealed door is entitled to a Search check as though actively looking for it. This traitreplaces the lightfoot’s +2 bonus on Listen checks.—Tallfellows are less athletic than lightfoot halflings and do not have a racial bonus on Climb, Jump, andMove Silently checks.

Deep HalflingThese halflings are shorter and stockier than the more common lightfeet.Deep halflings are about 2-1/2 tall and weigh between 30 and 35 pounds. Deep halflings speak Dwarvenfluently.Deep Halfling Traits (Ex): These traits are in addition to the lightfoot halfling traits, except where noted.—Darkvision out to 60 feet.—Stonecunning: Like dwarves, deep halflings have a +2 racial bonus on checks to notice unusualstonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. Adeep halfling who merely comes within 10 feet of unusual stonework can make a check as though activelysearching and can use the Search skill to find stonework traps as a rogue can. A deep halfling can also intuitdepth, sensing the approximate distance underground as naturally as a human can sense which way is up.— +2 racial bonus on Appraise checks and Craft checks that are related to stone or metal.—Deep halflings are less athletic than lightfoot halflings and do not have a racial bonus on Climb, Jump,and Move Silently checks.

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HOBGOBLINHobgoblin, 1st-Level WarriorMedium Humanoid (Goblinoid)

Hit Dice: 1d8+2 (6 hp)Initiative: +1Speed: 30 ft. (6 squares)Armor Class: 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14Base Attack/Grapple: +1/+2Attack: Longsword +2 melee (1d8+1/19–20) or javelin +2 ranged (1d6+1)Full Attack: Longsword +2 melee (1d8+1/19–20) or javelin +2 ranged (1d6+1)Space/Reach: 5 ft./5 ft.Special Attacks: —Special Qualities: Darkvision 60 ft.Saves: Fort +4, Ref +1, Will –1Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8Skills: Hide +3, Listen +2, Move Silently +3, Spot +2Feats: AlertnessEnvironment: Warm hillsOrganization: Gang (4–9), band (10–100 plus 50% noncombatants plus 1 3rd-level

sergeant per 20 adults and 1 leader of 4th–6th level), warband (10–24),or tribe (30–300 plus 50% noncombatants plus 1 3rd-level sergeant per20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level,2–4 dire wolves, and 1–4 ogres or 1–2 trolls)

Challenge Rating: 1/2Treasure: StandardAlignment: Usually lawful evilAdvancement: By character classLevel Adjustment: +1Hobgoblins are larger cousins of goblins. Hobgoblins’ hair color ranges from dark reddish-brown to darkgray. They have dark orange or red-orange skin. Large males have blue or red noses. Hobgoblins’ eyes areyellowish or dark brown, while their teeth are yellow. Their garments tend to be brightly colored, oftenblood red with black-tinted leather. Their weaponry is kept polished and in good repair. Hobgoblins speakGoblin and Common. Most hobgoblins encountered outside their homes are warriors; the information in thestatistics block is for one of 1st level.COMBATThese creatures have a strong grasp of strategy and tactics and are capable of carrying out sophisticatedbattle plans. Under the leadership of a skilled strategist or tactician, their discipline can prove a decidingfactor. Hobgoblins hate elves and attack them first, in preference to other opponents.Skills: Hobgoblins have a +4 racial bonus on Move Silently checks.The hobgoblin warrior presented here had the following ability scores before racial adjustments: Str 13,Dex 11, Con 12, Int 10, Wis 9, Cha 8.HOBGOBLIN CHARACTERSHobgoblin characters possess the following racial traits.— +2 Dexterity, +2 Constitution.—A hobgoblin’s base land speed is 30 feet.—Darkvision out to 60 feet.— +4 racial bonus on Move Silently checks.—Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc.—Favored Class: Fighter.—Level adjustment +1.

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KOBOLDKobold, 1st-Level WarriorSmall Humanoid (Reptilian)

Hit Dice: 1d8 (4 hp)Initiative: +1Speed: 30 ft. (6 squares)Armor Class: 15 (+1 size, +1 Dex, +1 natural, +2 leather), touch 12, flat-footed 14Base Attack/Grapple: +1/–4Attack: Spear +1 melee (1d6–1/x3) or sling +3 ranged (1d3)Full Attack: Spear +1 melee (1d6–1/x3) or sling +3 ranged (1d3)Space/Reach: 5 ft./5 ft.Special Attacks: —Special Qualities: Darkvision 60 ft., light sensitivitySaves: Fort +2, Ref +1, Will –1Abilities: Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8Skills: Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2,

Profession (miner) +2, Search +2, Spot +2Feats: AlertnessEnvironment: Temperate forestsOrganization: Gang (4–9), band (10–100 plus 100% noncombatants plus 1 3rd-level

sergeant per 20 adults and 1 leader of 4th–6th level), warband (10–24plus 2–4 dire weasels), tribe (40–400 plus 1 3rd-level sergeant per 20adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level,and 5–8 dire weasels)

Challenge Rating: 1/4Treasure: StandardAlignment: Usually lawful evilAdvancement: By character classLevel Adjustment: +0Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies.A kobold’s scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Its tailis nonprehensile. Kobolds wear ragged clothing, favoring red and orange. A kobold is 2 to 2-1/2 feet talland weighs 35 to 45 pounds. Kobolds speak Draconic with a voice that sounds like that of a yapping dog.COMBATKobolds like to attack with overwhelming odds—at least two to one—or trickery; should the odds fallbelow this threshold, they usually flee. However, they attack gnomes on sight if their numbers are equal.They begin a fight by slinging bullets, closing only when they can see that their foes have been weakened.Whenever they can, kobolds set up ambushes near trapped areas.Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.Skills: Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.The kobold warrior presented here had the following ability scores before racial adjustments: Str 13, Dex11, Con 12, Int 10, Wis 9, Cha 8.Challenge Rating: Kobolds with levels in NPC classes have a CR equal to their character level –3.KOBOLD CHARACTERSKobold characters possess the following racial traits.— –4 Strength, +2 Dexterity, –2 Constitution.—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty ongrapple checks, lifting and carrying limits 3/4 those of Medium characters.—A kobold’s base land speed is 30 feet.—Darkvision out to 60 feet.—Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), andSearch checks.—Racial Feats: A kobold character gains feats according to its character class.— +1 natural armor bonus.

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—Special Qualities (see above): Light sensitivity.—Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.—Favored Class: Sorcerer.—Level adjustment +0.

Page 19: Humanoids BUGBEAR - Radfordradford.edu/ibarland/Games/DnD/SRD+rules/humanoids.pdf · 2004. 11. 1. · Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19–20) ... hobgoblins,

LIZARDFOLKMedium Humanoid (Reptilian)

Hit Dice: 2d8+2 (11 hp)Initiative: +0Speed: 30 ft. (6 squares)Armor Class: 15 (+5 natural) or 17 (+5 natural, +2 heavy shield),

touch 10, flat-footed 15 or 17Base Attack/Grapple: +1/+2Attack: Claw +2 melee (1d4+1) or club +2 melee (1d6+1)

or javelin +1 ranged (1d6+1)Full Attack: 2 claws +2 melee (1d4+1) and bite +0 melee (1d4);

or club +2 melee (1d6+1) and bite +0 melee (1d4);or javelin +1 ranged (1d6+1)

Special Attacks: —Special Qualities: Hold breathSpace/Reach: 5 ft./5 ft.Saves: Fort +1, Ref +3, Will +0Abilities: Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10Skills: Balance +4, Jump +5, Swim +2Feats: MultiattackEnvironment: Temperate marshesOrganization: Gang (2–3), band (6–10 plus 50% noncombatants

plus 1 leader of 3rd–6th level), or tribe (30–60 plus2 lieutenants of 3rd–6th level and 1 leader of4th–10th level)

Challenge Rating: 1Treasure: 50% coins; 50% goods; 50% itemsAlignment: Usually neutralAdvancement: By character classLevel Adjustment: +1A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds.Lizardfolk speak Draconic.COMBATLizardfolk fight as unorganized individuals. They prefer frontal assaults and massed rushes, sometimestrying to force foes into the water, where the lizardfolk have an advantage. If outnumbered or if theirterritory is being invaded, they set snares, plan ambushes, and make raids to hinder enemy supplies.Advanced tribes use more sophisticated tactics and have better traps and ambushes.Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitutionscore before it risks drowning.Skills: Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks. Theskill modifiers given in the statistics block include a –2 armor check penalty (–4 on Swim checks) forcarrying a heavy shield.LIZARDFOLK AS CHARACTERSLizardfolk characters possess the following racial traits.— +2 Strength, +2 Constitution, –2 Intelligence.—Medium size.—A lizardfolk’s base land speed is 30 feet.—Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a baseattack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.—Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum1). Its class skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, andSwim checks.—Racial Feats: A lizardfolk’s humanoid levels give it one feat.

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—Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons andshields.— +5 natural armor bonus.—Natural Weapons: 2 claws (1d4) and bite (1d4).—Special Qualities (see above): Hold breath.—Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.—Favored Class: Druid.—Level adjustment +1.

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LOCATHAHMedium Humanoid (Aquatic)

Hit Dice: 2d8 (9 hp)Initiative: +1Speed: 10 ft. (2 squares), swim 60 ft.Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13Base Attack/Grapple: +1/+1Attack: Longspear +2 melee (1d8/◊3) or light crossbow +2

ranged (1d8/19–20)Full Attack: Longspear +2 melee (1d8/◊3) or light crossbow +2

ranged (1d8/19–20)Space/Reach: 5 ft./5 ft.Saves: Fort +3, Ref +1, Will +1Special Attacks: —Special Qualities: —Abilities: Str 10, Dex 12, Con 10, Int_13, Wis 13, Cha 11Skills: Craft (any one) +6, Listen +6, Spot +6, Swim +8Feats: Weapon Focus (longspear)Environment: Warm aquaticOrganization: Company (2–4), patrol (11–20 plus 2 3rd-level

sergeants and 1 leader of 3rd–6th level), or tribe(30–100 plus 100% noncombatants plus 1 3rd-levelsergeant per 10 adults, 5 5th-level lieutenants, and 37th-level captains)

Challenge Rating: 1/2Treasure: StandardAlignment: Usually neutralAdvancement: By character classLevel Adjustment: +1Although humanoid in shape, locathahs are clearly more fish than human. The average locathah stands 5feet tall and weighs 175 pounds. Females and males look very much alike, although the former can berecognized by the two ochre stripes marking their egg sacs.Locathahs speak Aquan.COMBATAny battle with locathahs usually begins with the creatures loosing volleys of bolts from their crossbows;underwater, their crossbows have a range increment of 20 feet. If they have managed to set up an ambushor other trap, they continue to employ crossbows for as long as possible. Otherwise, they close to bringtheir longspears into play. Although primarily used for fishing, these spears make formidable weapons.Locathahs lack teeth, claws, and other natural weapons, so they are not especially dangerous if unarmed. Aweaponless locathah will generally turn and flee.Skills: A locathah has a +8 racial bonus on any Swim check to perform some special action or avoid ahazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.It can use the run action while swimming, provided it swims in a straight line.

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MERFOLKMerfolk, 1st-Level WarriorMedium Humanoid (Aquatic)

Hit Dice: 1d8+2 (6 hp)Initiative: +1Speed: 5 ft. (1 square), swim 50 ft.Armor Class: 13 (+1 Dex, +2 leather), touch 11, flat-footed 12Base Attack/Grapple: +1/+2Attack: Trident +2 melee (1d8+1) or heavy crossbow +2

ranged (1d10/19–20)Full Attack: Trident +2 melee (1d8+1) or heavy crossbow +2

ranged (1d10/19–20)Space/Reach: 5 ft./5 ft.Special Attacks: —Special Qualities: Amphibious, low-light visionSaves: Fort +4, Ref +1, Will –1Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 10Skills: Listen +3, Spot +3, Swim +9Feats: AlertnessEnvironment: Temperate aquaticOrganization: Company (2–4), patrol (11–20 plus 2 3rd-level

lieutenants and 1 leader of 3rd–6th level), or band(30–60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 10porpoises)

Challenge Rating: 1/2Treasure: StandardAlignment: Usually neutralAdvancement: By character classLevel Adjustment: +1A merfolk is about 8 feet long from the top of the head to the end of the tail, and weighs about 400 pounds.Merfolk speak Common and Aquan.Most merfolk encountered outside their home are warriors; the information in the statistics block is for oneof 1st level.COMBATMerfolk favor heavy crossbows of shell and coral that fire bolts fashioned from blowfish spines, with anunderwater range increment of 30 feet. Merfolk often barrage their enemies before closing, when theyresort to tridents.Amphibious (Ex): Merfolk can breathe both air and water, although they rarely travel more than a few feetfrom the water’s edge.Skills: A merfolk has a +8 racial bonus on any Swim check to perform some special action or avoid ahazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use therun action while swimming, provided it swims in a straight line.The merfolk warrior presented here had the following ability scores before racial adjustments: Str 13, Dex11, Con 12, Int 10, Wis 9, Cha 8.MERFOLK CHARACTERSA merfolk’s favored class is bard.

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ORCOrc, 1st-Level WarriorMedium Humanoid (Orc)

Hit Dice: 1d8+1 (5 hp)Initiative: +0Speed: 30 ft. (6 squares)Armor Class: 13 (+3 studded leather armor), touch 10, flat-footed 13Base Attack/Grapple: +1/+4Attack: Falchion +4 melee (2d4+4/18–20) or javelin +1 ranged

(1d6+3)Full Attack: Falchion +4 melee (2d4+4/18–20) or javelin +1 ranged

(1d6+3)Space/Reach: 5 ft./5 ft.Special Attacks: —Special Qualities: Darkvision 60 ft., light sensitivitySaves: Fort +3, Ref +0, Will –2Abilities: Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6Skills: Listen +1, Spot +1Feats: AlertnessEnvironment: Temperate hillsOrganization: Gang (2–4), squad (11–20 plus 2 3rd-level sergeants and 1

leader of 3rd–6th level), or band (30–100 plus 150%noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)

Challenge Rating: 1/2Treasure: StandardAlignment: Often chaotic evilAdvancement: By character classLevel Adjustment: +0

An orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors thatmany humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deeppurple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about210 pounds.Females are slightly smaller.The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by someoneelse who speaks Orc. Some orcs know Goblin or Giant as well.Most orcs encountered away from their homes are warriors; the information in the statistics block is for oneof 1st level.COMBATOrcs are proficient with all simple weapons, preferring those that cause the most damage in the least time.Many orcs who take up the warrior or fighter class also gain proficiency with the falchion or the greataxe asa martial weapon. They enjoy attacking from concealment and setting ambushes, and they obey the rules ofwar (such as honoring a truce) only as long as it is convenient for them.Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.ORCS AS CHARACTERSOrc Traits (Ex): Orcs possess the following racial traits.— +4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma.—An orc’s base land speed is 30 feet.—Darkvision out to 60 feet.—Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.—Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin,Undercommon.—Favored Class: Barbarian.

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The orc warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11,Con 12, Int 10, Wis 9, Cha 8.HALF-ORCSThese orc–human crossbreeds can be found in either orc or human society (where their status variesaccording to local sentiments), or in communities of their own. Half-orcs usually inherit a good blend of thephysical characteristics of their parents. They are as tall as humans and a little heavier, thanks to theirmuscle. They have greenish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and coarsebody hair. Half-orcs who have lived among or near orcs have scars, in keeping with orcish tradition.Half-Orc Traits (Ex): Half-orcs possess the following racial traits.— +2 Strength, –2 Intelligence, –2 Charisma.—Medium size.—A half-orc’s base land speed is 30 feet.—Darkvision: Half-orcs can see in the dark up to 60 feet.—Orc Blood: For all effects related to race, a half-orc is considered an orc.—Automatic Languages: Common, Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, Abyssal.—Favored Class: Barbarian.

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SAHUAGINMedium Monstrous Humanoid (Aquatic)

Hit Dice: 2d8+2 (11 hp)Initiative: +1Speed: 30 ft. (6 squares), swim 60 ft.Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15Base Attack/Grapple: +2/+4Attack: Talon +4 melee (1d4+2) or trident +4 melee (1d8+3)

or heavy crossbow +3 ranged (1d10/19–20)Full Attack: Trident +4 melee (1d8+3) and bite +2 melee

(1d4+1); or 2 talons +4 melee (1d4+2) and bite +2melee (1d4+1); or heavy crossbow +3 ranged(1d10/19–20)

Space/Reach: 5 ft./5 ft.Special Attacks: Blood frenzy, rake 1d4+1Special Qualities: Blindsense 30 ft., darkvision 60 ft., freshwater

sensitivity, light blindness, speak with sharks, waterdependent

Saves: Fort +3, Ref +4, Will +4Abilities: Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9Skills: Handle Animal +4*, Hide +6*, Listen +6*,

Profession (hunter) +1*, Ride +3, Spot +6*, Survival+1*

Feats: Great Fortitude, MultiattackB

Environment: Warm aquaticOrganization: Solitary, pair, team (5–8), patrol (11–20 plus 1 3rd-

level lieutenant and 1–2 sharks), band (20–80 plus100% noncombatants plus 1 3rd-level lieutenant and1 4th-level chieftain per 20 adults plus 1–2 sharks),or tribe (70–160 plus 100% noncombatants plus 13rd-level lieutenant per 20 adults, 1 4th-levelchieftain per 40 adults, 9 4th-level guards, 1–4underpriestesses of 3rd–6th level, 1 7th-levelpriestess, and 1 baron of 6th–8th level plus 5–8sharks)

Challenge Rating: 2Treasure: StandardAlignment: Usually lawful evilAdvancement: 3–5 HD (Medium), 6–10 HD (Large), or by

character classLevel Adjustment: +2 (+3 if four-armed)Most sahuagin feature green coloration, darker along the back and lighter on the belly. Many have darkstripes, bands, or spots, but these tend to fade with age. An adult male sahuagin stands roughly 6 feet talland weighs about 200 pounds.Sahuagin are the natural enemy of aquatic elves. The two cannot coexist peacefully: Wars between themare prolonged, bloody affairs that sometimes interfere with shipping and maritime trade. Sahuagin have anonly slightly less vehement hatred for tritons.Sahuagin speak their own language, Sahuagin. Thanks to their high Intelligence scores, most sahuagin alsospeak two bonus languages, usually Common and Aquan.COMBATSahuagin are savage fighters, asking for and giving no quarter. When swimming, a sahuagin tears with itsfeet as it strikes with its talons or a weapon. About half of any group of sahuagin are also armed with nets.Blindsense (Ex): A sahuagin can locate creatures underwater within a 30-foot radius. This ability worksonly when the sahuagin is underwater.

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Blood Frenzy: Once per day a sahuagin that takes damage in combat can fly into a frenzy in the followinground, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2Strength, and takes a –2 penalty to Armor Class. A sahuagin cannot end its frenzy voluntarily.Rake (Ex): Attack bonus +2 melee, damage 1d4+1. A sahuagin also gains two rake attacks when it attackswhile swimming.Freshwater Sensitivity (Ex): A sahuagin fully immersed in fresh water must succeed on a DC 15Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every 10 minutes itremains immersed.Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds sahuaginfor round. On subsequent rounds, they are dazzled while operating in bright light.Speak with Sharks (Ex): Sahuagin can communicate telepathically with sharks up to 150 feet away. Thecommunication is limited to fairly simple concepts such as “food,” “danger,” and “enemy.” Sahuagin canuse the Handle Animal skill to befriend and train sharks.Water Dependent (Ex): Sahuagin can survive out of the water for 1 hour per 2 points of Constitution(after that, refer to the drowning rules on page 304 of the Dungeon Master ’s Guide).Skills: A sahuagin has a +8 racial bonus on any Swim check to perform some special action or avoid ahazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use therun action while swimming, provided it swims in a straight line.*Underwater, a sahuagin has a +4 racial bonus on Hide, Listen, and Spot checks.*A sahuagin has a +4 racial bonus on Survival and Profession (hunter) checks within 50 miles of its home.*A sahuagin has a +4 racial bonus on Handle Animal checks when working with sharks.SAHUAGIN MUTANTSAbout one in two hundred sahuagin has four arms. Such creatures can make four claw attacks or use extraweapons, in addition to the claw and bite attacks.If a community of aquatic elves is located within 100 miles of a sahuagin community, about one in onehundred sahuagin looks just like an aquatic elf. These creatures, called malenti, have a swim speed of 40feet, can remain out of water for 1 hour per point of Constitution, and have freshwater sensitivity and lightsensitivity (dazzled in bright light). Malenti have no natural attacks. They are otherwise identical withsahuagin.

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TROGLODYTEMedium Humanoid (Reptilian)

Hit Dice: 2d8+4 (13 hp)Initiative: –1Speed: 30 ft. (6 squares)Armor Class: 15 (–1 Dex, +6 natural), touch 9, flat-footed 15Base Attack/Grapple: +1/+1Attack: Club +1 melee (1d6) or claw +1 melee (1d4) or

javelin +1 ranged (1d6)Full Attack: Club +1 melee (1d6) and claw –1 melee (1d4) and

bite –1 melee (1d4); or 2 claws +1 melee (1d4)and bite –1 melee (1d4); or javelin +1 ranged(1d6)

Space/Reach: 5 ft./5 ft.Special Attacks: StenchSpecial Qualities: Darkvision 90 ft.Saves: Fort +5, Ref –1, Will +0Abilities: Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10Skills: Hide +5*, Listen +3Feats: MultiattackB, Weapon Focus (javelin)Environment: UndergroundOrganization: Clutch (2–5), squad (6–11 plus 1–2 monitor

lizards), or band (20–80 plus 20% noncombatantsplus 3–13 monitor lizards)

Challenge Rating: 1Treasure: 50% coins; 50% goods; 50% itemsAlignment: Usually chaotic evilAdvancement: By character classLevel Adjustment: +2A troglodyte stands about 5 feet tall and weighs about 150 pounds.Troglodytes speak Draconic.COMBATHalf of a group of troglodytes are armed only with claws and teeth; the rest carry one or two javelins andclubs. They normally conceal themselves, launch a volley of javelins, then close to attack. If the battle goesagainst them, they retreat and attempt to hide.Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearlyevery form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of atroglodyte must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. The save DC isConstitution-based. Creatures that successfully save cannot be affected by the same troglodyte’s stench for24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature.Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normalbonus on their saving throws.Skills: The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like achameleon and providing a +4 racial bonus on Hide checks. *In rocky or underground settings, this bonusimproves to +8.TROGLODYTE CHARACTERSTroglodyte characters possess the following racial traits.— –2 Dexterity, +4 Constitution, –2 Intelligence.—Medium size.—A troglodyte’s base land speed is 30 feet.—Darkvision out to 90 feet.—Racial Hit Dice: A troglodyte begins with two levels of humanoid, which provide 2d8 Hit Dice, a baseattack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.

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—Racial Skills: A troglodyte’s humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum1). Its class skills are Hide and Listen. Troglodytes have a +4 racial bonus on Hide checks (+8 in rocky orunderground surroundings).—Racial Feats: A troglodyte’s humanoid levels give it one feat. A troglodyte receives Multiattack as abonus feat.— +6 natural armor bonus.—Natural Weapons: 2 claws (1d4) and bite (1d4).—Special Attacks (see above): Stench.—Automatic Languages: Draconic. Bonus Languages: Common, Giant, Goblin, Orc.—Favored Class: Cleric.—Level adjustment +2.