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Demi-humanoid list

                                                                    Good                     Nat.  

Name                 Type           HD     Str Dex Con Int Wis Cha ‘Save’ BAB Fort Ref Will  Armor

   Skill Points   # Feats  <Favored class>    =Languages=    

Mouse folk:

mousefolk almost never live in there own constructions, Their small size allows them to live in the cracks and crevices of other races civilizations.

  •White (church-mice, temple):     1/2hd
                                <Cavalier> 
  •Brown (house):                   1/2hd 
                                <Rogue>
  •Gray (field):                    1/2hd
                                <Ranger>
  •Black (Rat folk):                1/2hd
                                <Barbarian>
 

Minimoids (mini Humanoids);

Toadmen, Buggirs; "Antmen", Scorpoids, Snakoids- Darkvision 30', low-light vision,

 

Toadmen; -Wood Age -(Neutral +)

  •Jump to attack charging bonus.

  •tongue flick grappling attack 1" radius. called shot - 2, toadman can release at will

  •Combined called shot or any tongue grapple and jump allows toadman to land on the location hit.

  •When 'Singing' a toadman’s croak can influence other inhabitants’ attitudes and morale about an intruder to his recognized area.

 

Buggirs; "Antmen" - Bronze Age - LN

 1.Queen-

 3 hp bite

 •Spray caustic nesting solution, kills bacteria, fungus, etc. in nest area, 1-4 rounds blindness if fail roll, in 2" area, trouble breathing for one hour -1 to hit

 

 2.Drone

 The master drone demi-talent witchdoctor (cleric/magic-user) leads nest chamber guard- may choose once per day to speak a language of a demi-human-oid race, beyond his personal one.

 A unit lead by a drone has no morale saves.

 each drone speaks the Antmen language with the nest accent and another demi-human-oid language different from that of any other Antmen drone in the nest.

 

 3.Soldier

 1d2 bite +3hp toxin if fail save, one dose

 

 4.Worker

 bite 1hp

 create web or crew paper

 Automatic fail to moral save if attackedif a way out; run, if not immediate attack on closest creature that is not an Antmen.

 

Scorpoids; stone age, CN

 •wall climbing 3"

 •Toxic sting 4 hp minus constitution bonus damage one point per round from successful strike, one dose per hour -

  if goes below 0 unconscious, -10 death.  Will not strike a downed prey and no leakage loss after poison stops.

 

Snakoids; -scavenges equipment off dead prey -NN

 •1 or 2d4 [if two courting pair, if more mother and children.  Minus to reaction roll in both group cases]

 •swimming 6"

 •Spitting poison; death to less then ½ hd. creature, blindness and nausea to greater, three doses regenerates one dose per ½ day.

 
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