Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
My next project (#4)!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="BOZ" data-source="post: 2648228" data-attributes="member: 1241"><p>cool. how are they now?</p><p></p><p>DUDE</p><p>Small Humanoid (DUDE)</p><p>Hit Dice: 1d8+1 (5 hp)</p><p>Initiative: +3</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 18 (+1 size, +3 Dex, +4 clothing), touch 14, flat-footed 15</p><p>Base Attack/Grapple: +0/+4</p><p>Attack: Dagger +1 melee (1d4/19-20 and poison)</p><p>Full Attack: Dagger +1 melee (1d4/19-20 and poison)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Death throes, spell-like ability</p><p>Special Qualities: Detect magic, light blindness, see in darkness</p><p>Saves: Fort +l, Ref +5, Will +0</p><p>Abilities: Str 11, Dex 16, Con 12, Int 9, Wis 10, Cha 8</p><p>Skills: Climb +5, Hide +11, Listen +1, Move Silently +8, Sleight of Hand +3, Spot +1</p><p>Feat: Blind-Fight</p><p></p><p>Environment: Temperate forest, mountain, and underground</p><p>Organization: Gang (2-4) or clan (20-80 plus 1 DUDE LEADER per 20 DUDEs)</p><p>Challenge Rating: 2</p><p>Treasure: Standard coins; standard goods; double items</p><p>Alignment: Usually chaotic neutral</p><p>Advancement: By character class</p><p>Level Adjustment: +2</p><p></p><p>DUDEs are 4-foot tall humanoids with thin, light frames. 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).</p><p></p><p>COMBAT</p><p>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. DUDEs that witness a DUDE's death throes will often flee in terror, but quickly regroup when they can.</p><p>Death Throes (Ex): When killed, a DUDE spontaneously explodes in a flash of white-hot light. All creatures within 10 feet must make a successful DC 11 Fortitude save or be blinded for 1d6 x10 minutes. The save DC is Constitution-based.</p><p>Spell-Like Ability: 3/day—darkness. Caster level 8th.</p><p>Detect Magic (Su): A DUDE can continuously detect magic as the spell (caster level 12th). It can suppress or resume this ability as a free action.</p><p>Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds DUDEs for 1 round. On subsequent rounds, they are dazzled while op¬erating in bright light.</p><p>See in Darkness (Su): DUDEs can see perfectly in darkness of any kind, even that created by a deeper darkness spell.</p><p>Clothing: A DUDE wears layer upon layer of rotting cloth that provides a +4 armor bonus. This clothing is essentially light armor and weighs 15 pounds, and has an armor check penalty of -1, a maximum Dexterity bonus of +4, and an arcane spell failure chance of 15%. If a DUDE's clothing is removed, it is destroyed and becomes useless.</p><p>Skills: A DUDE has a +4 racial bonus on Climb, Hide, and Move Silently checks.</p><p></p><p>DUDE SOCIETY</p><p>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.</p><p></p><p>DUDES AS CHARACTERS</p><p>DUDE characters possess the following racial traits.</p><p>- +6 Dexterity, +2 Constitution, -2 Intelligence, -2 Charisma.</p><p>- Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.</p><p>- A DUDE's base land speed is 30 feet. </p><p>- +4 racial bonus on Climb, Hide, and Move Silently checks.</p><p>- Special Attacks (see above): Death throes, spell-like ability</p><p>- Special Qualities (see above): Detect magic, light blindness, see in darkness</p><p>- Automatic Languages: Undercommon. Bonus Languages: Common, Terran.</p><p>- Favored Class: Rogue</p><p>- Level Adjustment: +2.</p></blockquote><p></p>
[QUOTE="BOZ, post: 2648228, member: 1241"] cool. how are they now? DUDE Small Humanoid (DUDE) Hit Dice: 1d8+1 (5 hp) Initiative: +3 Speed: 30 ft. (6 squares) Armor Class: 18 (+1 size, +3 Dex, +4 clothing), touch 14, flat-footed 15 Base Attack/Grapple: +0/+4 Attack: Dagger +1 melee (1d4/19-20 and poison) Full Attack: Dagger +1 melee (1d4/19-20 and poison) Space/Reach: 5 ft./5 ft. Special Attacks: Death throes, spell-like ability Special Qualities: Detect magic, light blindness, see in darkness Saves: Fort +l, Ref +5, Will +0 Abilities: Str 11, Dex 16, Con 12, Int 9, Wis 10, Cha 8 Skills: Climb +5, Hide +11, Listen +1, Move Silently +8, Sleight of Hand +3, Spot +1 Feat: Blind-Fight Environment: 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 Level Adjustment: +2 DUDEs are 4-foot tall humanoids with thin, light frames. 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. DUDEs that witness a DUDE's death throes will often flee in terror, but quickly regroup when they can. Death Throes (Ex): When killed, a DUDE spontaneously explodes in a flash of white-hot light. All creatures within 10 feet must make a successful DC 11 Fortitude save or be blinded for 1d6 x10 minutes. The save DC is Constitution-based. Spell-Like Ability: 3/day—darkness. Caster level 8th. Detect Magic (Su): A DUDE can continuously detect magic as the spell (caster level 12th). It can suppress or resume this ability as a free action. Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds DUDEs for 1 round. On subsequent rounds, they are dazzled while op¬erating in bright light. See in Darkness (Su): DUDEs can see perfectly in darkness of any kind, even that created by a deeper darkness spell. Clothing: A DUDE wears layer upon layer of rotting cloth that provides a +4 armor bonus. This clothing is essentially light armor and weighs 15 pounds, and has an armor check penalty of -1, a maximum Dexterity bonus of +4, and an arcane spell failure chance of 15%. If a DUDE's clothing is removed, it is destroyed and becomes useless. Skills: A DUDE has a +4 racial bonus on 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. DUDES AS CHARACTERS DUDE characters possess the following racial traits. - +6 Dexterity, +2 Constitution, -2 Intelligence, -2 Charisma. - Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. - A DUDE's base land speed is 30 feet. - +4 racial bonus on Climb, Hide, and Move Silently checks. - Special Attacks (see above): Death throes, spell-like ability - Special Qualities (see above): Detect magic, light blindness, see in darkness - Automatic Languages: Undercommon. Bonus Languages: Common, Terran. - Favored Class: Rogue - Level Adjustment: +2. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
My next project (#4)!
Top