#65
the original text suggests a ECL of 4; does this guy look like a +3 LA?
Small Humanoid (DUDE)
HitDice: Id8+l(5hp)
Initiative: +3 (Dex)
Speed: 30ft.
AC: 18 (+1 Size, +3 Dex, +4 clothing)
Attacks: Dagger +1 melee
Damage: Dagger 1 d4 and poison
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Darkness, death throes
Special Qualities: Detect magic, light blindness, armor, see in darkness
Saves: Fort + l,Ref+5,Will+0
Abilities: Strll,Dexl6,Conl2,Int9,Wis 10, Cha8
Skills: Climb +5, Hide + 13, Listen + 1, Move Silently +8, Pick Pocket +3, Spot + 1
Feat: Blind-Fight
Climate/Terrain: Temperate forest, mountain, and underground
Organization: Gang (2-4) or clan (20-80 plus 1 DUDE LEADER per 20 DUDEs)
Challenge Rating: 2
Treasure: Standard coins; standard goods; double items
Alignment: Usually chaotic neutral
Advancement: By character class
DUDEs are 4-foot tall humanoids with a thin, light frame. They have gray skin and dark white eyes with gray pupils. DUDEs dress in black or brown clothing that reeks of filth. When their clothing begins to rot with age and fall from their bodies, they simply add another layer, rather than remove the tattered rags. DUDEs speak their own babbling language understandable only to other DUDEs and DUDE LEADERs (see that entry).
COMBAT
DUDEs create darkness to gain the advantage in combat. Once the advantage is obtained, DUDEs seek to pilfer valuables from their opponents, favoring magic items over normal items. They are particularly fond of daggers, rings, and jeweled items. A DUDE never flees or parleys during combat. They fight until they or their opponents are dead.
Darkness (Su): 3/day ? darkness as the spell cast by an 8th-level sorcerer.
Death Throes (Ex): When killed, the DUDE spontaneously explodes in a flash of white-hot light. All creatures within a 10-foot radius must succeed at a Fortitude save (DC 11) or be blinded (as the blindness spell) for Id6 x 10 minutes. Other DUDEs within 60 feet that witness a DUDE?s death throes must make a Will save (DC 15) or flee in terror for Id6 rounds.
Detect Magic (Su): A DUDE can continuously detect magic as the spell cast by a 12th-level sorcerer. It can suppress or resume this ability as a free action.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight otadaylight spell) blinds DUDEs for 1 round. In addition, they suffer a -1 circumstance penalty to all attack rolls,
saves, and checks while operating in bright light.
See in Darkness (Su): DUDEs can see perfectly in darkness of any kind, including that created by deeper darkness spells.
Armor: DUDEs? clothing consists of layer upon layer of rotted cloth. When a layer of clothing rots away, the DUDE simply covers it with a new layer of clothing. This grants it a +4 armor bonus to its AC.
Skills: DUDEs receive a +4 racial bonus to Climb, Hide, and Move Silently checks.
DUDE SOCIETY
It is known that subterranean cities of DUDEs exist. Most creatures that have seen these cities venture no closer than necessary, for the route to the city is often lined with traps, snares, and other deadly devices to detour would-be trespassers. Each city is a large circular pit with a spiraling staircase leading down to the multi-layered city. A DUDE city is constantly shrouded in a cloud of impenetrable darkness. The actual habitat and details of DUDE society remain a mystery, as those that have ventured into a DUDE city have yet to return and tell of their exploits. It is believed that the race known as DUDE LEADERS are the leaders of such cities.
DUDE CHARACTERS
The favored class of a DUDE is rogue.
PLAYER CHARACTER DUDES
Player character DUDEs have +6 Dex, +2 Con, -2 Int, and -2 Cha. A DUDE character is ECL 4.