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<blockquote data-quote="BOZ" data-source="post: 2704819" data-attributes="member: 1241"><p>one more to go!</p><p></p><p><strong>Urd</strong></p><p>Small Humanoid (Urd, Reptilian)</p><p>Hit Dice: 2d8+2 (11 hp)</p><p>Initiative: +3 (Dex)</p><p>Speed: 20 ft, fly 40 ft. (average)</p><p>AC: 16 (+1 size, +3 Dex, +2 natural)</p><p>Attacks: Halfspear +2 melee; or rock bomb +5 ranged</p><p>Damage: Halfspear 1d6; rock bomb 2d4</p><p>Face/Reach: 5 ft by 5 ft/5 ft</p><p>Special Attacks: </p><p>Special Qualities: Darkvision 60 ft</p><p>Saves: Fort +1 Ref +6 Will -1</p><p>Abilities: Str 10 Dex 17 Con 12 Int 7 Wis 8 Cha 10</p><p>Skills: Spot +3</p><p>Feats: Alertness</p><p></p><p>Climate: Temperate and warm hills and mountains</p><p>Organization: Gang (3-14), flock (15-300 plus 1 3rd-level subcheiftain per 20 urds and 1 leader of 4th-5th level), gen (50-500 plus 50% noncombatants plus 1 3rd-level subcheiftain per 20 adults, 2 subcheiftains of 4th-6th level, 1-6 adepts of 3rd-6th level, 20-70 giant bats, 1 chieftain of 8th level)</p><p>Challenge Rating: 01</p><p>Treasure: Standard</p><p>Alignment: Usually neutral evil</p><p>Advancement: By character class</p><p></p><p>Urds are warlike flying humanoids referred to by some as flying kobolds. These short people are three feet tall on average and have leathery bat-like wings sprouting from their backs on which they can glide for long distances. Their wingspan stretches eight or more feet across, and these beings are quick and maneuverable flyers. On land, they slouch to counterbalance their wings and thus move with an awkward half-hopping gait. Their bodies are thin and frail-looking, covered with scales of mottled yellow to brick-red color. Their heads are tipped with short ivory horns, and urds have red-rimmed eyes, and flattened noses. They wear minimal clothing if they wear anything at all, but often decorate their bodies with paints made from natural dies such as berries and ground bone.</p><p></p><p>They are normally content to eat fruits or small animals, but if the tribe is aggressive and powerful enough, they may be bold enough to eat larger creatures such as goblins, elves, or humans. Urds are known to exceed 100 years of age, but hardly any survive past the age of 50.</p><p></p><p>Urds speak Draconic as well as a smattering of Common.</p><p></p><p>COMBAT</p><p>Urds are night hunters, traveling in great flocks to attack smaller groups of grounded prey. They rely on their rock bombs to take opponents out of the fight, and only enter melee if their opponents are weakened enough to dispatch quickly. Urds are unreliable in larger battles. They are easily startled, particularly by bright lights such as fireballs (although they suffer no penalties from light sensitivity), or by large flying creatures. Urds only enter into melee if they greatly outnumber their opponents, and only if they can easily overpower smaller unarmored targets; they will take flight and flee otherwise, just as they will flee if they begin to lose a melee.</p><p></p><p>Most of the time urds carry a "rock bomb"; a stone covered with jagged edges and protrusions, that weighs 2-3 pounds. Urds drop these rocks from the air with great accuracy. Unsuspecting victims are caught flat-footed and have no Dexterity bonus, although aware opponents with the Dodge feat can use it normally. Each urd can only carry one of these rocks at a time while flying, and are thereafter forced to melee with their spears or flee.</p><p></p><p>Skills: Urds receive a +2 racial bonus to Spot checks, but only at night.</p><p></p><p>URD SOCIETY</p><p>Urds are tribal yet egalitarian, and form massive extended families called gens. A gen may well contain over 300 adults and is controlled by a hereditary chieftain.</p><p></p><p>Urds usually lair in isolated mountain caves or carefully concealed underground caverns. Their lairs are usually comprised of one main chamber plus a number of smaller chambers for the nurseries, which are usually guarded by giant bats that the urds keep as pets.</p><p></p><p>Urds are generally unintelligent, easily frightened, and cowardly towards other races. They are quick to attack weaker foes that they can subdue, such as kobolds and goblins. Their cowardly nature often leads them to submit to more powerful creatures, and entire gens may swear fealty to dragons or powerful spellcasters. Urds often hire themselves out as mercenary units to larger armies in the capacity of scouts and messengers.</p><p></p><p></p><p>URD CHARACTERS</p><p>An urd's favored class is barbarian; most urd leaders are barbarian/rogues. Urd clerics worship their patron deity Kuraulyek, and they can choose two of the following domains: Animal, Earth, Evil, Trickery. Most urd spellcasters are adepts, however.</p><p> </p><p>Originally found in Monstrous Compendium MC2 (1989)</p></blockquote><p></p>
[QUOTE="BOZ, post: 2704819, member: 1241"] one more to go! [b]Urd[/b] Small Humanoid (Urd, Reptilian) Hit Dice: 2d8+2 (11 hp) Initiative: +3 (Dex) Speed: 20 ft, fly 40 ft. (average) AC: 16 (+1 size, +3 Dex, +2 natural) Attacks: Halfspear +2 melee; or rock bomb +5 ranged Damage: Halfspear 1d6; rock bomb 2d4 Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Special Qualities: Darkvision 60 ft Saves: Fort +1 Ref +6 Will -1 Abilities: Str 10 Dex 17 Con 12 Int 7 Wis 8 Cha 10 Skills: Spot +3 Feats: Alertness Climate: Temperate and warm hills and mountains Organization: Gang (3-14), flock (15-300 plus 1 3rd-level subcheiftain per 20 urds and 1 leader of 4th-5th level), gen (50-500 plus 50% noncombatants plus 1 3rd-level subcheiftain per 20 adults, 2 subcheiftains of 4th-6th level, 1-6 adepts of 3rd-6th level, 20-70 giant bats, 1 chieftain of 8th level) Challenge Rating: 01 Treasure: Standard Alignment: Usually neutral evil Advancement: By character class Urds are warlike flying humanoids referred to by some as flying kobolds. These short people are three feet tall on average and have leathery bat-like wings sprouting from their backs on which they can glide for long distances. Their wingspan stretches eight or more feet across, and these beings are quick and maneuverable flyers. On land, they slouch to counterbalance their wings and thus move with an awkward half-hopping gait. Their bodies are thin and frail-looking, covered with scales of mottled yellow to brick-red color. Their heads are tipped with short ivory horns, and urds have red-rimmed eyes, and flattened noses. They wear minimal clothing if they wear anything at all, but often decorate their bodies with paints made from natural dies such as berries and ground bone. They are normally content to eat fruits or small animals, but if the tribe is aggressive and powerful enough, they may be bold enough to eat larger creatures such as goblins, elves, or humans. Urds are known to exceed 100 years of age, but hardly any survive past the age of 50. Urds speak Draconic as well as a smattering of Common. COMBAT Urds are night hunters, traveling in great flocks to attack smaller groups of grounded prey. They rely on their rock bombs to take opponents out of the fight, and only enter melee if their opponents are weakened enough to dispatch quickly. Urds are unreliable in larger battles. They are easily startled, particularly by bright lights such as fireballs (although they suffer no penalties from light sensitivity), or by large flying creatures. Urds only enter into melee if they greatly outnumber their opponents, and only if they can easily overpower smaller unarmored targets; they will take flight and flee otherwise, just as they will flee if they begin to lose a melee. Most of the time urds carry a "rock bomb"; a stone covered with jagged edges and protrusions, that weighs 2-3 pounds. Urds drop these rocks from the air with great accuracy. Unsuspecting victims are caught flat-footed and have no Dexterity bonus, although aware opponents with the Dodge feat can use it normally. Each urd can only carry one of these rocks at a time while flying, and are thereafter forced to melee with their spears or flee. Skills: Urds receive a +2 racial bonus to Spot checks, but only at night. URD SOCIETY Urds are tribal yet egalitarian, and form massive extended families called gens. A gen may well contain over 300 adults and is controlled by a hereditary chieftain. Urds usually lair in isolated mountain caves or carefully concealed underground caverns. Their lairs are usually comprised of one main chamber plus a number of smaller chambers for the nurseries, which are usually guarded by giant bats that the urds keep as pets. Urds are generally unintelligent, easily frightened, and cowardly towards other races. They are quick to attack weaker foes that they can subdue, such as kobolds and goblins. Their cowardly nature often leads them to submit to more powerful creatures, and entire gens may swear fealty to dragons or powerful spellcasters. Urds often hire themselves out as mercenary units to larger armies in the capacity of scouts and messengers. URD CHARACTERS An urd's favored class is barbarian; most urd leaders are barbarian/rogues. Urd clerics worship their patron deity Kuraulyek, and they can choose two of the following domains: Animal, Earth, Evil, Trickery. Most urd spellcasters are adepts, however. Originally found in Monstrous Compendium MC2 (1989) [/QUOTE]
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