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Beast Races
Introduction to the Beast Races
Beast Races are the more brutish group
of races. For all their might however, all Beast Races share a superstitious
quality. Their superstitions and weaknesses vary according to their race.
Alaghi
Languages |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Common, Alaghi |
+2 Str, - 2 Int |
50% |
None |
9 |
XP
Modifier |
Natural
AC |
Height |
Weight |
Melee
Special |
+2 |
7 |
6'0" -
7'6" |
400 - 800 |
1D6 |
Classes |
All except Necromancer,
Alcheficer and Warlock |
Alaghi are the distant relatives of Yetis - they are largely neutral and
resemble big light-colored sasquatches. They are feared for their monstrous
appearance; Alhagis are about 7 feet tall. They generally love nature
and find themselves more comfortable outside of cities.
They have excellent senses and can be nearly any class. Most Alaghi love
games of all sort. Because they live outside of society, they do not have
access to the vast systems of knowledge that other races share. Unfortunately,
their mouths are not equipped to speak common very well, and Alhagi with
intelligence scores less than 9 often have trouble being understood. Their
base melee damage is 1D6.
Superstitions
& Weaknesses: Alaghi are extremely fearful of these three signs
of mortal danger: 1) any night where no stars are visible, 2) encountering
a lone animal who does not flee, and 3) days when lightning hits the earth.
If any of these conditions exist, the Alaghi wil be hard-pressed to venture
vorth from a safe dwelling.
Goblins
Languages |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Common, Goblin |
-1 Str, +1 Dex |
50% |
None |
9 |
XP
Modifier |
Natural
AC |
Height |
Weight |
Melee
Special |
None |
10 |
3'6" -
4'6" |
30 - 120 |
None |
Classes |
All except Paladin
and Cleric |
Goblins are the most prevalent and least feared and respected of the Goblin
races. Though they are attributed with coming up with the language of
all Goblinkind, they've done little else to advance the livelihoods of
anyone. Goblins can come in all types
of personalities, though the majority of them keep to themselves. Goblins
are generally weak, but have well-tempered skin and take minimum damage
from fire or any explosive spell or concoction.
Superstitions
& Weaknesses: Most goblins hate gnomes
and dwarves. Even though they may have friends from those races, they
often chide them for it. Goblins are extremeful fearful of being anyway
transformed or polymorphed and will avoid such situations at all costs.
Orcs
Languages |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Common, Goblin |
+1 Con, -1 Int |
50% |
None |
9 |
XP
Modifier |
Natural
AC |
Height |
Weight |
Melee
Special |
None |
10 |
5'0" -
6'6" |
100 - 300 |
None |
Classes |
All except Paladin |
Orcs are a varied
race in terms of personalities and abilities. They are often refferred
to as the 'humans' of the beast races, due to the incredible diversity
of their civilization: some live in cities, others in tribes, others are
lone hunters, others are kings and knights.
One thing common among all Orcs is their incredible ability to withstand
enormous amounts of pain. It was once speculated that Orcs simply had
no nerves to feel such pain, but a polymorphed wizard proved otherwise
when in Orc-form he was dismembered with hot swords but screamed the whole
time. In the end he concluded it was willpower, not any aspect of Orc
physiology that provided their high threshold of pain. Whatever it is,
despite any severe injury Orcs are able to perform well enough to fight
or escape.
Superstitions & Weaknesses:
Orcs have a general fear and mistrust of cowards or those who commit cowardly
acts, who they believe to be cursed by the gods. They are also averse to
illness, which they also see as a sign of the curse of the gods. Fortunately,
most Orcs are hardy enough to stave off sickness.
Ogres
Languages |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Common, Goblin |
+2 Str,
-1 Int, -1 Wis |
50% |
None |
9 |
XP
Modifier |
Natural
AC |
Height |
Weight |
Melee
Special |
+1 |
10 |
7'0" -
9'0" |
600 - 900 |
None |
Classes |
All except Paladin,
Cleric, and Alcheficer |
Ogres are
huge humanoids who resemble large humans with slightly goblinoid features.
Ogres make excellent warriors due to their hardiness. Despite
their brutish nature, many Ogres are also extremely accomplished in the
magical arts. They vary greatly in intelligence and manners depending
on where they grew up. Despite their superior size, they have amicable
relationships with their other goblinoid cousins. They are often hired
as mercenaries by all races, since they have a general fondness with outfitting
their lairs and dwellings with fine treasures.
Superstitions & Weaknesses:
A long tradition of heading natural signs and portents have made Ogres
extremely sensitive to violent changes in weather or similar terrestial
phenomena. Any sudden shift in weather is a terrible sign and most Ogres
will only venture out with great difficulty on such a day.
Trolls
Languages |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Common, Troll |
+3 Con, -3 Mag |
50% |
None |
9 |
XP
Modifier |
Natural
AC |
Height |
Weight |
Melee
Special |
+4 |
10 |
7'0" -
9'0" |
600 - 900 |
None |
Classes |
Only Fighter,
Barbarian, Thief, Necromancer, Shaman |
Trolls are large, hardy, regenerating
Beast Folk. Trolls that adventure are generally very superstitious - they
will avoid magic at all costs - destroy all magical items they find -
and distrust any weapon they do not make themselves or find. In any hard
decision, they consult their "Gozor" - the spirit of an animal
or dead ancestor they believe always follows them.
They are highly protective of friends and highly
superstitious. A Troll subtracts their 'constitution bonus' (expressed
as bonus hitpoints per level) from all damage he takes from all sources
except for fire and magic. They are 8 to 9 feet tall and can only wear
helmets. They take triple damage from fire, and always take the full damage
and suffer the full effects of spells, regardless of saving throw. Infravision
120ft.
Superstitions &
Weaknesses: Trolls are extremely
fearful of magic and will avoid it at all costs. They are also moderately
fearful of those struck with illness, as virtually no troll ever gets
sick.
Lizardmen
Languages |
Classes |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Common, Reptile |
All |
+1 Dex, -1 Mag |
50% |
None |
9 |
Lizardman |
|
|
|
|
|
XP
Modifier |
Natural
AC |
Height |
Weight |
Melee
Special |
+1 |
6 |
5'6" -
7'0" |
100 - 350 |
D3 / D3 |
Lizardmen are quiet by nature, savage in combat, tacticians,
merchants, and wanderers by trade. Lizardmen generally have very serious
demeanors and do not understand any form of humor that doesn't involve
a dismemberment or decapitation.
They swim at double their movement and can hold their
breath for 5 minutes. Lizardmen all naturally have the unarmed combat
style. They will utilize any opportunity to swim. Lizardmen have a natural
AC of 6. They cannot wield any weapon which has not been crafted by their
own species. Infravision 120ft.
Superstitions &
Weaknesses: Lizardmen are highly
fearful of extreme heat and dry places like deserts.
Kobolds
Languages |
Classes |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Common, Kobold |
All |
Str -1, Con -1 |
50% |
-1 |
10 |
|
|
Dex +1 |
|
|
|
XP
Modifier |
Natural
AC |
Height |
Weight |
Melee
Special |
None |
10 |
3'0" -
4'0" |
30 - 100 |
None |
Dogfaced little runts, big on adventure but small
and pathetic. Superstitous, humorous, and mildly annoying.
In any situation where a Kobold would be seriously
wounded or die as an action, they may force a re-roll of dice. All enemies
critically miss on a 1, 2, or 3 quite badly when a Kobold is involved.
A Kobold always scores a critical hit on a roll of 1 - but the results
are often mixed. Infravision 60ft.
Superstitions &
Weaknesses: Kobolds are generally
fearful of most races that are bigger than them as a result of years of
oppression. Unlike goblins, Kobolds are so despised that they aren't even
used as slaves, and as a result of this they are extremely fearful of
being locked up.
Hobgoblins
Languages |
Classes |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Common, Goblin |
All |
Str +1, Mag -1 |
50% |
None |
8 |
XP
Modifier |
Natural
AC |
Height |
Weight |
Melee
Special |
None |
10 |
5'0" -
6'6" |
120 - 300 |
None |
These are fearsome warriors who lord
over all the monstrous humanoid races (Orcs, Goblins, Kobolds etc.) They
are highly respected by most monstrous and humanoid races and make great
warriors. They are generally gruff, respect order and organization, but
are often surprisingly just. Hobgoblins have a great respect for other
humanoid music, also. Their weapon hordes are dominated by polearms and
oriental arms.
Infravision 120ft. A Hobgoblin has 18 intelligence
for the purposes of teaching itself weapon masteries.
Superstitions &
Weaknesses: Hobgoblins believe that it
is extremely unlucky if a weapon ever breaks in battle, and are reluctant
to do anything else on a day when a weapon breaks in battle.
Languages |
Classes |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Common, Lion |
All |
Str +1, Dex
-1 |
50% |
None |
9 |
XP
Modifier |
Natural
AC |
Height |
Weight |
+3 |
7 |
6'0" -
7'6" |
650 - 750 |
Wemics are ferocious half man-half lions that
travel in "prides". They have the top torsos of humans and the
bottom halves of lions. The leonine part of their body is covered with
fur, and their face is leonine with feline eyes. Their hair grows backwards
like a huge mane. Their claws are retractable (D4 / D4) and they can attack
with them and their weapon in the same round. They can leap 30 feet upward
or 15 feet forward and can climb trees at 85%.
Superstitions &
Weaknesses: While savage in combat,
Wemics fear the undead greatly. They will be reluctant to engage the undead
in combat or in interpersonal relationships should there be an undead
party member.
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Source
Information: Information on this page
was supported using The Complete
Book of Humanoids by Bill Slavicsek (1),
the Monstrous
Manual
(2) by Tim Beach, and the
Monstrous Compendium Annuals, Volume 2 - 4 (3, 4,
5). All of these books were released by TSR in the 1990s and are
now out of print.
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