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<blockquote data-quote="BOZ" data-source="post: 2626285" data-attributes="member: 1241"><p>excellent! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p><strong>Halfling, Wild</strong></p><p>Small Humanoid (Halfling)</p><p>Hit Dice: 1d8 (4 hp)</p><p>Initiative: +2 (Dex)</p><p>Speed: 30 ft</p><p>AC: 13 (+1 size, +2 Dex)</p><p>Attacks: Halfspear +3 melee; or shortbow +4 ranged</p><p>Damage: Halfspear 1d6; or shortbow 1d6</p><p>Face/Reach: 5 ft by 5 ft/5 ft</p><p>Special Attacks: Halfling traits</p><p>Special Qualities: Halfling traits, low-light vision, scent</p><p>Saves: Fort +3 Ref +3 Will +1</p><p>Abilities: Str 10 Dex 15 Con 11 Int 10 Wis 10 Cha 10</p><p>Skills: Climb +2, Craft (trapmaking) +1, Hide +3, Move Silently +3, Pick Pocket +3</p><p>Feats: Track, Weapon Focus (halfspear)</p><p></p><p>Climate: Temperate forest and hills</p><p>Organization: Company (3-6), squad (7-30, plus 1 3rd-level fighter per 12 halflings), tribe (25-50 plus 75% noncombatant young, plus 1-2 3rd-level druids, plus 1 6th-level druidess)</p><p>Challenge Rating: 1/2</p><p>Treasure: No coins, 50% goods, 100% items</p><p>Alignment: Usually neutral good</p><p>Advancement: By character class</p><p></p><p>Wild halflings, also known as Bramblings, are primitive humanoids that lack a civilized lifestyle. These shy, isolated halflings live secluded lives in deep woods, often in bramble-covered mounds. They fear all "Big Peoples" and are shy of all non-forest dwellers. Likewise, these so-called "forest children" exist only as fireside tales as far as most other humanoids are concerned. Travelers sometimes believe them to be spirits of dead children who were lost in the woods, thus the popular nickname for these small folk. These halflings are playful hunter-gatherers, living off the bounty of the wild woods rather than practicing agriculture. They have no metalworking skill, but are exceptional weavers.</p><p></p><p>Wild halflings are short even by halfling standards, but have developed senses much sharper than their civilized cousins. They are almost undetectable in natural surroundings, where they hunt for food by utilizing snares and traps. Forest children are as capable at tracking in the woods as rangers or elves. As such, wild halflings are nearly impossible to track if they are aware of being followed.</p><p></p><p>Brambling clothing is typically buckskin, some furs, and some woven fabric. They gather many fibers, including wild sheep's wool, vegetable matter for dyes, spider silk, and sometimes even their own hair.</p><p></p><p>Bramblings speak a dialect of Halfling that is ancient and somewhat crude with no written form, and is largely unintelligible to other halflings. Forest children live about 120 years on average.</p><p></p><p>Most wild halflings encountered outside their home are warriors; the information in the statistics block is for one of 1st level. Tribal leaders are female druids of 4th-6th level, who usually have one or two druid assistants of 1st-3rd level.</p><p></p><p>COMBAT</p><p>Wild halflings usually run away when threatened, but are fierce combatants if cornered. They will cast stones, wield stout sticks, or do whatever they can to protect themselves. Wild halflings typically may also carry a short bow, sling, dagger, club, net, or spear.</p><p></p><p>Skills: Wild halflings receive a +4 racial bonus to Hide checks in woodland settings. Their acute senses provide them with a +2 bonus to Search, Spot, and Listen checks. Like all halflings, they are agile and receive a +2 racial bonus to Climb, Jump, and Move Silently checks.</p><p></p><p>Feats: Wild halflings receive Track as a bonus feat.</p><p></p><p>WILD HALFLING SOCIETY</p><p>Wild halflings, like their more civilized relatives, are a nomadic people. They settle down in winter, but rarely stay in the same lair more than one winter in a row, if they can help it. In summer, the whole tribe migrates from one place to another. They adopt a leader for traveling, who may be of either sex. In the winter they find a hidden communal lair, usually in a copse of trees with a pool or stream nearby. They make their homes in briar-covered mounds in the sides of hills, though some groups prefer to live in the trees. Such wild halflings construct wooden tree houses, disguised with branches and leaves. Those wild halflings that choose not to migrate with the rest of the tribe often live permanently in these wooden constructs. They remain active even in winter, loving to play in the snow. They are usually knowledgeable of every plant or living creature nearby to their lairs.</p><p></p><p>The head of a Brambling tribe will always be a druidic wise-woman with a variety of special powers. She and her assistants are expert weavers, and weave all of the tribe's clothing, nets, bowstrings, and ropes for snares. A cloak made by the wise woman is usually given to one of the leaders, and has all the powers of a cloak of protection +1. The wise women are also master herbalists, teaching all wild halfling druids to make alchemical potions. The potions discovered by Brambling wise-women includes: a tonic that relieves exhaustion, a purgative that reduces the effects of deadly poisons, an antidote that neutralizes poison, a restorative that cures all magical confusion and mental handicaps, a sedative that causes the imbiber to sleep and regain health, and a nectar that sends the imbiber into a deep trance which supposedly grants insight.</p><p></p><p>The Bramblings have no domesticated hunting animals, but befriend songbirds, squirrels, and other such forest creatures living nearby, who in turn act as guards for the halflings, sounding an alarm if trouble threatens. Wild halflings are naturally very good at imitating birdcalls and other animal sounds, and use this ability for secret communication. They can call any friendly bird, squirrel, or other small animal within the vicinity to convey simple messages to another Brambling. Despite their intelligence, wild halflings are unable to grasp much knowledge other humanoids take for granted and often appear a trifle backward and simple, though beautiful and innocent in their pastoral setting.</p><p></p><p>Bramblings are curious folk and borrow items to see what they are, later returning them to their original locations, having mysteriously reappeared. They are friendly and have been known to aid injured travelers and hunters in very small groups. </p><p></p><p>Wild halflings are quite fond of song and poetry, keeping small skin drums and reed pipes, and an occasional primitive harp or ram's horn handy. They also enjoy playing practical jokes. Wild halflings are very adept at crafts such as woodcarving and basket weaving, although their sense of art and craftsmanship is rather crude. </p><p></p><p>WILD HALFLING CHARACTERS</p><p>A wild halfling's favored class is druid. Halfling leaders are usually multiclass druids serving Sheela Peryroyl. Wild halflings are also commonly rogues or rangers.</p><p> </p><p>Originally found in Dragon Magazine #119 (1987, "The Dragon's Bestiary: A Walk Through the Woods", Arthur Collins)</p></blockquote><p></p>
[QUOTE="BOZ, post: 2626285, member: 1241"] excellent! :D [b]Halfling, Wild[/b] Small Humanoid (Halfling) Hit Dice: 1d8 (4 hp) Initiative: +2 (Dex) Speed: 30 ft AC: 13 (+1 size, +2 Dex) Attacks: Halfspear +3 melee; or shortbow +4 ranged Damage: Halfspear 1d6; or shortbow 1d6 Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Halfling traits Special Qualities: Halfling traits, low-light vision, scent Saves: Fort +3 Ref +3 Will +1 Abilities: Str 10 Dex 15 Con 11 Int 10 Wis 10 Cha 10 Skills: Climb +2, Craft (trapmaking) +1, Hide +3, Move Silently +3, Pick Pocket +3 Feats: Track, Weapon Focus (halfspear) Climate: Temperate forest and hills Organization: Company (3-6), squad (7-30, plus 1 3rd-level fighter per 12 halflings), tribe (25-50 plus 75% noncombatant young, plus 1-2 3rd-level druids, plus 1 6th-level druidess) Challenge Rating: 1/2 Treasure: No coins, 50% goods, 100% items Alignment: Usually neutral good Advancement: By character class Wild halflings, also known as Bramblings, are primitive humanoids that lack a civilized lifestyle. These shy, isolated halflings live secluded lives in deep woods, often in bramble-covered mounds. They fear all "Big Peoples" and are shy of all non-forest dwellers. Likewise, these so-called "forest children" exist only as fireside tales as far as most other humanoids are concerned. Travelers sometimes believe them to be spirits of dead children who were lost in the woods, thus the popular nickname for these small folk. These halflings are playful hunter-gatherers, living off the bounty of the wild woods rather than practicing agriculture. They have no metalworking skill, but are exceptional weavers. Wild halflings are short even by halfling standards, but have developed senses much sharper than their civilized cousins. They are almost undetectable in natural surroundings, where they hunt for food by utilizing snares and traps. Forest children are as capable at tracking in the woods as rangers or elves. As such, wild halflings are nearly impossible to track if they are aware of being followed. Brambling clothing is typically buckskin, some furs, and some woven fabric. They gather many fibers, including wild sheep's wool, vegetable matter for dyes, spider silk, and sometimes even their own hair. Bramblings speak a dialect of Halfling that is ancient and somewhat crude with no written form, and is largely unintelligible to other halflings. Forest children live about 120 years on average. Most wild halflings encountered outside their home are warriors; the information in the statistics block is for one of 1st level. Tribal leaders are female druids of 4th-6th level, who usually have one or two druid assistants of 1st-3rd level. COMBAT Wild halflings usually run away when threatened, but are fierce combatants if cornered. They will cast stones, wield stout sticks, or do whatever they can to protect themselves. Wild halflings typically may also carry a short bow, sling, dagger, club, net, or spear. Skills: Wild halflings receive a +4 racial bonus to Hide checks in woodland settings. Their acute senses provide them with a +2 bonus to Search, Spot, and Listen checks. Like all halflings, they are agile and receive a +2 racial bonus to Climb, Jump, and Move Silently checks. Feats: Wild halflings receive Track as a bonus feat. WILD HALFLING SOCIETY Wild halflings, like their more civilized relatives, are a nomadic people. They settle down in winter, but rarely stay in the same lair more than one winter in a row, if they can help it. In summer, the whole tribe migrates from one place to another. They adopt a leader for traveling, who may be of either sex. In the winter they find a hidden communal lair, usually in a copse of trees with a pool or stream nearby. They make their homes in briar-covered mounds in the sides of hills, though some groups prefer to live in the trees. Such wild halflings construct wooden tree houses, disguised with branches and leaves. Those wild halflings that choose not to migrate with the rest of the tribe often live permanently in these wooden constructs. They remain active even in winter, loving to play in the snow. They are usually knowledgeable of every plant or living creature nearby to their lairs. The head of a Brambling tribe will always be a druidic wise-woman with a variety of special powers. She and her assistants are expert weavers, and weave all of the tribe's clothing, nets, bowstrings, and ropes for snares. A cloak made by the wise woman is usually given to one of the leaders, and has all the powers of a cloak of protection +1. The wise women are also master herbalists, teaching all wild halfling druids to make alchemical potions. The potions discovered by Brambling wise-women includes: a tonic that relieves exhaustion, a purgative that reduces the effects of deadly poisons, an antidote that neutralizes poison, a restorative that cures all magical confusion and mental handicaps, a sedative that causes the imbiber to sleep and regain health, and a nectar that sends the imbiber into a deep trance which supposedly grants insight. The Bramblings have no domesticated hunting animals, but befriend songbirds, squirrels, and other such forest creatures living nearby, who in turn act as guards for the halflings, sounding an alarm if trouble threatens. Wild halflings are naturally very good at imitating birdcalls and other animal sounds, and use this ability for secret communication. They can call any friendly bird, squirrel, or other small animal within the vicinity to convey simple messages to another Brambling. Despite their intelligence, wild halflings are unable to grasp much knowledge other humanoids take for granted and often appear a trifle backward and simple, though beautiful and innocent in their pastoral setting. Bramblings are curious folk and borrow items to see what they are, later returning them to their original locations, having mysteriously reappeared. They are friendly and have been known to aid injured travelers and hunters in very small groups. Wild halflings are quite fond of song and poetry, keeping small skin drums and reed pipes, and an occasional primitive harp or ram's horn handy. They also enjoy playing practical jokes. Wild halflings are very adept at crafts such as woodcarving and basket weaving, although their sense of art and craftsmanship is rather crude. WILD HALFLING CHARACTERS A wild halfling's favored class is druid. Halfling leaders are usually multiclass druids serving Sheela Peryroyl. Wild halflings are also commonly rogues or rangers. Originally found in Dragon Magazine #119 (1987, "The Dragon's Bestiary: A Walk Through the Woods", Arthur Collins) [/QUOTE]
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