A small goblin-like humanoid emerges from the shadows. It is dressed in drab garments which match its pale gray, leathery skin. An unkempt shock of short black hair frames its bat-like face, slightly pointed ears and bulbous red pupils and its long and slender arms end in four-fingered hands.
Silid CR 1/3
Speed 30 ft.
Melee short sword +4 (1d6+1)
Ranged shortspear +4 (1d4+1)
Special Attacks sneak attack +1d6
Spell-like Abilities (CL 1st):
Str 13, Dex 15, Con 14, Int 10, Wis 9, Cha 4
Base Atk +1; CMB +1; CMD 13
Feats Weapon Finesse
Skills Perception +0, Stealth +11; Racial Modifiers +4 Stealth
Languages Goblin, Undercommon
Gear leather armor, short sword, spear
Organization gang (5-10), band (11-16, plus 1 3rd-level leader), or stripe (21-40 plus 50% noncombatants plus 1 3rdlevel sergeant, 1 lieutenant of 4th level, and 1 leader of 6th or 7th level)
These small subterranean dwellers enjoy ambushing and waylaying their opponents. They slay their victims, steal their possessions, and leave their bodies to what ever happens to wander along looking for a meal. Cruel, mean-spirited creatures, silids care nothing for themselves or anything else. They seem to take great pleasure in bringing misery to others, particularly adventurers. Silids rarely interact with other races. They are an untrustworthy lot, and most other races avoid contact with them.
Silids live in groups (called stripes) of up to 40 individuals. Each stripe is a loose organization of silids, with a single leader that controls and governs the remainder of the stripe. The leader is almost always the meanest, cruelest, and sneakiest silid of the bunch. Under his command, the silids conduct raids and hunt their subterranean realm for surface dwellers that have wandered into their territory. When hunting or harassing travelers, silids often don armor (either leather or padded) and carry weapons.
Silids skulk about their underground world in search of surface-dwellers. Surface-dwellers seem to love exploring the Underdark, so there rarely is a shortage of opponents for the mean-spirited silid. Often, a band of silids trails an adventuring party before attacking; waiting until the terrain is just right (silids prefer small, cramped areas because they gain the advantage on larger opponents). When the attack commences, a silid blurs itself and usually employs one of the following tactics.
The silids attack from ambush, attempting to maim or kill as many of their opponents as they can. Or, the silids rush from all angles and swarm their opponents. The latter tactic is usually only used when a large group of silids are present (such as when a party of adventurers stumbles into a silid lair).
Silids are defined by their class levels–they do not possess racial Hit Dice. All silids have the following racial traits.
- +4 Dexterity, +2 Constitution, -4 Charisma. Silids are lithe, acrobatic and furtive stalkers.
- Small: Silids are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
- Fast: Silids are fast for their size, and have a base speed of 30 feet.
- Darkvision: Silids can see in the dark up to 60 feet.
- Weaknesses: A silid’s eyes are sensitive eyes to daylight and have the Light Blindness weakness.
- Spell-like abilities: A silid can cast blur once per day with a caster level equal to its hit dice. This ability is Wisdom-based.
- Skilled: +4 racial bonus on Stealth checks.
- Languages: Silids begin play speaking Goblin and can also speak Undercommon if they have an Intelligence of at least 10. Silids with high Intelligence can choose from the following languages: Orc, Sylvan.
Silid from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.