Showing posts with label humanoid. Show all posts
Showing posts with label humanoid. Show all posts

Saturday, April 27, 2024

Zephyr

The Zephyr are a race of winged humanoids who are found in certain tropical and semi-tropical regions. They are a peaceful people, having a great love of all types of music, art, and crafts. Though inclined towards passivity, they will actively defend their homes and families if threatened. To this end, their warriors exhibit a high degree of skill with the short bow and, to a lesser extent, the javelin.

Zephyr are hollow-boned and somewhat slight of stature, and are built to allow for speed and maneuverability in the air. Compared to the other humanoid races, they are not strong, and cannot carry much weight while airborne. Their skin ranges in color from gold to a coppery brown, with hair ranging from yellow to bright red. Zephyr literally have eyes like a hawk’s, and can see fine details at ranges of up to one mile. A full-grown Zephyr has a wingspan in excess of twenty feet, and can remain airborne for up to one hour before needing to rest. Young Zephyr are poor flyers, but learn to glide soon after birth.

Zephyr live in family groups, normally numbering from three to thirty individuals. They build nest-like eyries of skillfully woven straw, reeds, and rushes, which they construct along cliff faces and other precipitous spots. Like many of the sylvan races, Zephyr are vegetarians, and eat only fruits, nuts, and berries. They despise most reptilian species, especially the Naga, who are their traditional foes.

The Zephyr peoples are noted for their kindness and hospitality. They will always help strangers in need of aid or rescue, providing food and shelter as necessary. Though they are most trusting, the Zephyr are not fools; those who take advantage of their kindness are often dealt with harshly.

Height/Length: 5-6 ft.

Weight: 80-120 lbs.

Attributes:

STR: 6-14

INT: 6-18

SPD: 6-18

WILL: 6-16

DEX: 6-18

CHA: 9-19

CON: 4-14

PER: 9-19

Level: Any

Alignment: Neutral

Damage: As per weapon employed

Special Attributes:

Flight

Keen eyesight (see fine details up to 1 mile away)

+1 to hit with missile weapons

+1 saves vs PER and CHA

Armor: Unarmored

Hit Points: As per human characters.

Comments:

Zephyr cannot fly if wounded for more than 2/3 of their total hit points.

Friday, April 26, 2024

Netherman

Nethermen are not a true race of beings, but are a cross between humans and goblins. Though occasional interbreeding between the two species has helped maintain the relatively small Nethermen population, the majority of Nethermen are descended from the hybrid stock created by the Atlantean sorcerers of the First Age.

Nethermen basically resemble humans in stature, but have a tendency to be more muscular and less agile than homo sapiens. Like goblins, their skin coloration ranges from tan to yellow/green, brown, or black. Mottling, a fairly common characteristic of goblins, is generally not seen amongst Nether folk. Nethermen also have the deep-set eyes of their goblin ancestors, and the same “reverse” eye coloration (black with white pupils). Infravision is present in about 95% of the species.

Nethermen have fairly short life spans. As they are not a true species, over half of both the males and females are sterile, and are unable to reproduce. For this reason the race of Nethermen, like the Andaman, seems slowly headed towards extinction. Despite this fact a number of nomadic clans still exist in various regions throughout the known world. All are warlike in nature, though not all are hostile to humans. For this reason, Nethermen are tolerated in many areas of human civilization.

Generally speaking, the Nether race has unfortunately “inherited” the worst traits of both their human and goblin ancestors. Although there are exceptions, most Nethermen are prone to be violent, cruel, and cunning, and have no great liking for any of the other humanoid races. As a race they have little talent for magic, most being skilled as warriors, spies, rogues and assassins. Certain tribes of Nethermen have their own shamans or witch doctors, however.

Though most Nethermen clans are nomadic by nature, a few build permanent villages and settlements in certain wilderness areas. Such villages tend to be small and crudely built, often having stockade or earthwork walls surrounding them. Those Nethermen who choose to live amongst humans are most often employed as mercenary soldiers, caravan guards, and so forth.

Height/Length: 5½-6½ ft.

Weight: 150-250 lbs.

Attributes:

STR: 10-18

INT: 5-15

SPD: 6-18

DEX: 6-16

CON: 10-18

WILL: 5-15

CHA: 4-14

PER: 8-18

Level: Any

Alignment: Variable; most are Neutral or Evil

Damage: As per weapon employed

Special Attributes:

Infravision (95% chance of possessing this ability) +1 saves vs STR

Armor: Unarmored

Hit Points: As per human characters

Comments:

Nethermen may be skilled in the following professions: Assassin, Shaman, Gladiator, Rogue, Corsair, Hunter, Bounty Hunter, Spy, Warrior.

Thursday, April 25, 2024

Naga


Naga (also known as “serpent men”) are an ancient race of reptilian humanoids found only on certain tropical islands and on the vast continents of Mu and Lemuria. Highly intelligent beings, Naga are amongst the most evil of living creatures, and have a deep hatred of other humanoid races.

There are two different types of Naga: the common Naga, and the Nagaraja (“Naga kings”). Common Naga are by far the predominant type, making up from 95-99% of the total Naga population. They are fully humanoid in form, and are bipedal. Nagaraja, on the other hand, have humanoid upper torsos and serpentine lower bodies. Both types are cold-blooded and have scaly hides and relatively low metabolic rates. Naga of either type are susceptible to cold, and can only live in hot climatic regions.

All Naga revere Tiamat, a monstrous dragon/serpent said to live at the earth’s center, as their patron deity. Only Nagaraja may aspire to be priests and priestesses of Tiamat, though common Naga are often allowed to practice necromancy or wizardry. The tenets of the Naga’s religion are simple and inflexible: the Naga were the first race on earth, the Naga are superior to other races, and the Naga will one day unite all the saurian species and rule the world. Not surprisingly, devotees of Tiamat are encouraged to sacrifice, slay, or enslave other humanoids in order to help achieve these goals. The Naga, in fact, employ slave labor exclusively to construct temples and serpentine labyrinths dedicated to their reptilian goddess.

In battle, Naga are vile and cunning antagonists. They are capable of using most types of weapons, though scimitars, long daggers, and staves are most often preferred. Nagaraja are especially dangerous, for in addition to their spell casting powers they are able to entwine about and crush victims in their snake-like lower bodies. It is known that certain Nagaraja also possess a venomous bite, similar in effect to a cobra’s.

Naga can communicate empathically with snakes or reptiles of any kind. Nagaraja possess this ability to an even greater degree, and are able to control reptilian creatures who approach within twenty feet of them.

Though few in number, Naga are undoubtedly a threat to the other humanoid races. Because they live up to 200 years, Nagaraja priests and Naga wizards and necromancers are capable of attaining great magical power. The insidious actions of these followers of Tiamat are well-documented, and seem certain to continue as long as the Naga race exists (see Cults).

Height/Length: 6 ft. (Naga), 10 ft. (Nagaraja)

Weight: 140-180 (Naga), 300-400 + (Nagaraja)

Attributes: STR: 11-17 SPD: 8-16 DEX: 6-16 CON: 10-18

INT: 10-18 WILL: 8-16 CHA: 2-16 PER: 11-19

Level: 1-8 + (see Comments)

Alignment: Lawful Evil

Damage: All: as per weapon employed; Nagaraja: Tail: 2-12 (constriction, per round)

Special Attributes:

Spell casting

Empathic communication with reptilians (range: unknown)

Nagaraja: control reptilians (range: 20 ft.; save vs WILL to resist)

Cold causes sluggishness (-1 penalty on all saves and attacks)

Venomous bite (10% of Naga population; damage as per a cobra)

Armor: Unarmored

Hit Points: 12-32 +

Comments:

Ancient Naga and Nagaraja may exceed the 8th level of ability. They may be Warriors, Priests, Witches, Witch Hunters, or Necromancers.

Wednesday, April 24, 2024

Triton

Tritons are a race of aquatic humanoids found in various temperate seas and oceans. In appearance, Tritons are extremely manlike, though their skin is a pale greenish in color, and their hair a blue-green hue. Tritons also have webbed feet and hands, enabling them to move swiftly in the water. The race breathes using gills, but also has poorly developed lungs, which permit them to function on the surface of the water. Tritons can even come ashore for short periods of time, but like most marine creatures they require moisture on their skins to keep from quickly dehydrating and dying. An hour out of the water is generally enough to kill a Triton.

Both male and female Tritons are quite attractive to humans, and it is believed that the two species are capable of interbreeding. However, the race of Tritons is shy and reclusive, and few men have ever had a chance to observe them for any length of time. What little is known of these beings is based on tales told by stranded Tritons, rescued and cared for by humans before being returned to the sea. As such, it is possible that the stories which are told contain much that is exaggerated or distorted for one reason or another. For obvious reasons, humans have rarely been in a position to visit the domains of the Tritons.

It is said that the Tritons build great undersea cities, often using living coral shaped into various structures. They are farmers and herdsmen, and have domesticated a number of marine creatures, including various types of fish, dolphins, and, most importantly, the hippocampus. Their people farm seaweed and other aquatic plants, and use undersea volcanos to forge metals into weapons and tools.

The Tritons are said to be at war with an evil undersea race, known as the Makara. The two races are bitter enemies, and it is largely due to this enmity that the Tritons have become skilled in the arts of war. Without such motivation, the Tritons would undoubtedly be a gentle and peaceful folk, but long conflicts with these bitter foes have made them fierce fighters.

Tritons employ a variety of weapons, including tridents and spears, short swords, and powerful crossbows which can throw a bolt over long distances, even underwater. Their culture is apparently one of numerous independent city-states, ruled by a king or queen. Trade among these cities is common, and cooperation, particularly against the Makara, readily offered. Certain Triton clans are known to trade with men, though they are few in number.

All Tritons are capable of communicating telepathically, both in their own language and in the languages of man. They are able to read the thoughts of non-telepaths at ranges of up to one hundred feet, making communication between Tritons and humans a relatively simple matter.

Height/Length: 5 1/2–6 1/2 ft.

Weight: 120-180 lbs.

Attributes: STR: 8-18 SPD: 13-19 DEX: 10-18 CON: 8-16

INT: 10-18 WILL: 10-18 CHA: 8-18 PER: 13-19

Level: 1-8 (see Comments)

Alignment: Neutral

Damage: As per weapon employed

Special Attributes:

Water breathing

Telepathy (range: 100 ft.)

Armor: Unarmored

Hit Points: 10-40 +

Comments:

Though the normal range of ability for Tritons is 1-8, certain individuals occasionally rise beyond this plateau. Tritons can survive out of water for approximately one hour. Professions open to Tritons include Warrior, Priest, Rogue, Witch, Scholar, Spy, and Paladin.

Tuesday, April 23, 2024

Makara

The Makara are a race of ocean-dwelling humanoids, much feared for their aggressive and warlike nature. They are found in warmer seas and oceans throughout the known world, and are the arch-rivals of the race of merfolk known as the Triton.

Makara are horrid creatures, having protruding lower jaws lined with rows of shark-like teeth and dark, deep-set eyes. Their bodies are covered with tough green scales which afford protection from most types of biting and stinging sea creatures. A row of sharp spines runs from their crested heads to the small of the back. Both their clawed hands and feet are webbed, allowing Makara to move through the water with great speed.

The Makara are social creatures, usually living in colonies of up to two hundred individuals. They often reside within underseas caves and caverns, though it is said that small groves have been known to occupy the hulls of sunken ships. The largest and most powerful male will always be the leader of any such colony, and may be almost twice the size of an average member of the species. According to certain scholars, Makara continue to grow slowly throughout their entire lives, and especially long-lived individuals sometimes reach immense proportions. The Makara constantly war amongst themselves, and life in their colonies is fraught with peril. When food is scarce, the Makara are known to resort to cannibalism.

In combat, Makara are vicious fighters. Although their natural weaponry is quite formidable, most of their warriors employ various types of pole arms, such as spears, military forks, and tridents. Makara are both fearless and merciless, and take prisoners only when food is plentiful. In such cases, a Makara war party may bring air-breathing captives into their watery domains and keep them in undersea grottos or air-filled caverns. There these unfortunate victims are usually tended like sheep, and fattened for slaughter. Makara often argue violently over the rights to the fattest victims, who are considered to be delicacies of the most desirable sort.

Though it was once believed that Makara, being incapable of speech, were ignorant or bestial creatures, it is now known that such is not the case. Makara can communicate empathically with civilized humanoid standards. The ability to communicate empathically is probably used by the Makara when training their "pets" (moray eels, sharks, stingrays, and the like), which are often brought along on warring or hunting missions.

Makara are a great threat to sailors and sea-faring merchants, whose ships they will readily attack from below the water line. Because Makara can survive for up to one hour out of water, they will occasionally attack coastal villages, and isolated island groups.

Height/Length: 6-7 ft.

Weight: 180-260 + lbs.

Attributes:

STR: 9-19

INT: 6-14

SPD: 6-18

WILL: 6-16

DEX: 6-16

CON: 9-19

CHA: 4-12

PER: 6-16

Level: 1-12+

Alignment: Lawful Evil

Damage: Claws: 1-4 (+ STR) each, Bite: 1-3, or as per weapon employed

Special Attributes:

Empathic communication (range unknown)

Water breathing

Armor: As leather armor

Hit Points: 10-60+

Comments:

Makara can survive out of water for approximately one hour. They may either be Warriors, Witch Doctors, or Shamans by trade.

Monday, April 22, 2024

Korupira

Korupira are a malign race of humanoid beings much feared for their fiendish cunning and cannibalistic tendencies. Though they are by no means common, small bands of Korupira are believed to dwell in jungles and temperate forests throughout the known world.

Korupira are nocturnal creatures who only rarely venture forth in daylight. The skin and hair of a Korupira are jet black, which makes them very difficult to spot in darkness of any sort. Because Korupira are cold-blooded, individuals with infra-visual capabilities experience similar difficulties when attempting to locate these creatures at night.

In stature, Korupira generally resemble well-built humanoids. Both the male and the female average close to six feet in height, with some individuals reaching heights of six and a half feet or more. Despite their reddish eyes, sharp fangs and talons, Korupira females are strangely quite attractive. For this reason they are sometimes sought after by slavers, who can make a pretty profit (200-1200 gold pieces) by filing down the fangs and talons of captured females and selling them to certain less-than-scrupulous buyers. Unfortunately, capturing these creatures can be a very perilous and even foolhardy proposition.

Like demons and devils, all Korupira can see normally in darkness of any type. They are extremely fast, and possess an insane and diabolical intelligence. Korupira also possess the innate ability to perfectly mimic any sound they hear, from the "twang" of a bowstring to a human voice or an animal's cry. Diabolically clever creatures, Korupira often use their talent for mimicry to lure prey into ambushes or to baffle those who would do them harm.

In combat Korupira attack with their claws, each of which is capable of inflicting a vicious wound. Though their fangs are razor-sharp, Korupira will only attempt to bite fallen, stunned, or helpless individuals, or those antagonists who attempt to grapple or wrestle with them. As Korupira are superior climbers, they will often leap upon their victims from a tree or rock overhang. If badly wounded, they will always attempt to flee.

Korupira are usually encountered only in small groups of up to six individuals or more commonly, alone or in pairs. Mated pairs will fight as berserkers if either of the two is threatened with harm. Little else is known of these creatures, who are humanoid in appearance and yet are not warm-blooded. Perhaps, as certain primitive tribes claim, Korupira are earth-bound demons, or lesser devils who have escaped from the lower planes.

KORUPIRA

Height/Length: 5 1/2-6 1/2 ft.

Weight: 125-185 lbs.

Attributes: STR: 12-18 INT: 15-19

SPD: 15-19 DEX: 15-19 CON: 8-16

WILL: 10-16 CHA: 8-16 PER: 16-20

Level: 2-8 +

Alignment: Chaotic Evil

Damage: Claws: 1-6 (+ STR) each, Bite: 1-4

Special Attributes:

See in any type of darkness

90% undetectable in darkness

Mimic any sound

Scale walls (95%)

Armor: Unarmored

Hit Points: 10-30 +

Comments:

Korupira are very clever, and will often hatch ingenious plots in order to enable them to snare prey.

Sunday, April 21, 2024

Elves

Elves are a race of intelligent beings descended from the Sidhe, or Fairy Folk. They are perhaps most
closely related to the mountain-dwelling nymphs known as Oreads, though they possess a more highly developed culture and civilization. Once quite numerous, the race of elves has slowly dwindled in the face of human expansion. Even so, colonies of elves can still be found in certain forests (wood elves), mountains (mountain elves) and seas (aquatic elves). A most advanced species, the high elves, dwell in the magical kingdom of Ys, in Mediterranea.

Elves are typically slender in build, with fine features and bright green or blue-green eyes. Skin coloration ranges from pale white (high elves) to tan (wood elves), with hair ranging in color from golden yellow to light brown. The majority of elves are both striking and statuesque in appearance, exhibiting a grace not generally found amongst the members of other races.

By human standards, elves have incredibly long life spans, most living well past 800-900 years of age. In spite of their long life spans, elves are not prolific, and it is rare for an elven couple to have more than one or two offspring. The low birth rate of elves has certainly contributed to the declining population of this ancient race.

Elves are the only humanoids who are trusted by the Sidhe, though the more malign types of Faery Folk find them as distasteful as any other folk. As they are familiar with the Sidhe’s magics, elves are much less susceptible to the pranks and tricks which the Faery Folk enjoy playing on more gullible peoples.

Height/Length: 5 - 6'

Weight: 90-160 lbs.

Attributes:

STR: 16

INT: 18

SPD: 18

WILL: 16

DEX: 19

CHA: 18

CON: 15

PER: 19

Level: + 1

Alignment: Any

Damage: As per weapon employed

Special Attributes:

Infra Vision

1 saves vs DEX, CHA, PER

2 saves vs Sidhe magics

Armor: Unarmored

Hit Points: Variable

Comments:

All elves are able to communicate in Sylvan, the language of the Sidhe and Sylvan races. They have a natural affinity for magic, and many elves are members of one of the magical professions.

Saturday, April 20, 2024

Dwarf

Dwarves are the most civilized of the subterranean races, and are among the oldest of the humanoid peoples. They are found throughout the known world, but tend to congregate mainly in mountainous regions. A few small clans are said to be island dwellers, but they are quite rare, to say the least. Wars with the trolls and goblins have drastically reduced the dwarven population, so that few large clans are believed to exist today.

Dwarves are generally short and heavily built, with plain features and dark brown eyes. Skin coloration ranges from tan to a ruddy reddish-brown or black, with either auburn, brown or black hair. As both the males and females are bearded, facial hair is considered a mark of great distinction amongst these folk (the longer the beard, the better).

Like elves, dwarves are long-lived, and produce few offspring. They are dour and hard-working by nature, having little interest in merry-making except when strong drink is available. Superior miners and smiths, dwarves have a great liking for precious stones and metals, and any dwarven settlement will always have a good forge and at least one well-worked mine.

Height/Length: 4 - 5 ft.

Weight: 100-160 lbs.

Attributes: STR: 18 INT: 18

SPD: 16 WILL: 18

DEX: 16 CHA: 16

CON: 19 PER: 18

Level: 1+

Alignment: Any

Damage: As per weapon employed

Special Attributes:

Infra Vision

Identify rocks and minerals (95%)

Detect unsafe stonework (save vs INT)

+1 saves vs CON

Armor: Unarmored

Hit Points: Variable

Comments:

All dwarves are able to communicate in Dark Tongue, an ancient language spoken by many of the subterranean races. They have a natural talent for mining and stone cutting, and may excel at these two professions.

Friday, April 19, 2024

Druas


The Druas are the most mysterious and least understood of the humanoid races. At best, the origin of the Druas species is uncertain; scholars have alternately ascribed to the theory that the Druas are descended from the Korupira (so-called “forest devils”), or are a cross-breed of elf and demon. Still others have speculated that the Druas are the last remnants of the fabled “first race” of humans who once dwelled on the dark continent of Mu. Further confusing the issue is the fact that of all the humanoid races, only the Druas have no apparent homeland or territory of their own.

While individuals and small groups of Druas are found scattered throughout the world, they seem to have no homogeneous cultural or religious ties. A popular folk tale of the dwarves says that the Druas once had an ancestral homeland called Talislanta, which sunk beneath the waves after the first cataclysm. According to the dwarves, the Druas are destined to “wander the world over, until Talislanta again rises from the sea.”

In stature, Druas generally resemble elves or nymphs, and exhibit the same grace and ease of movement as most of the Sidhe (faery folk). All have coal-black skin and white hair, with no facial hair of any kind. Their eyes are steel-gray, with the irises typically being flecked with traces of silver. A Druas’ stare is said to be not born of maliciousness, but has led some superstitious folk to claim that Druas possess “the evil eye.”

In temperament, Druas are perhaps like no other humanoids. Most seem preoccupied or lost in thought, as if dreaming, even when engaged in conversation. Although most Druas tend towards the neutral alignments, chaotic and lawful evil groups or cults of Druas are known to exist. Druas, in fact, possess a natural affinity for the mystic arts, all of these folk having certain innate psychic abilities. Like elves, Druas also have very long life spans.

Certain hunters and adventurers claim to have chanced upon Druas settlements, which—they say—are always located in the most inaccessible of wilderness regions. According to their accounts, the Druas live in circular structures of smooth-cut stone which, by their description, bear some resemblance to the Druidic Temple of Stonehenge, in Alba. As there remains little evidence to support such tales, they must be considered of dubious nature.

Height/Length: 5’4”-6’2”

Weight: 80-170 lbs.

Attributes: STR: 6-16 INT: 6-18 SPD: 6-18 DEX: 6-18 CON: 6-16 CHA: 6-16 PER: 13-19

Level: Any

Alignment: Neutral

Damage: As per weapon employed

Special Attributes:

Infra-vision

Sending (see Comments)

+2 saves vs PER

+1 saves vs WILL

Armor: Unarmored

Hit Points: As per human characters

Comments:

Sending is the psychic ability to relay a telepathic message (to one person only) of up to seven words. Druas may only use this ability once per day. Range is unlimited, though sending is not possible between different dimensions. Professions open to Druas include: Bounty Hunter, Warrior, Monk, Martial Artist, Mystic, Rogue, Witch Hunter, Wizard, Hunter, and Witch.

Thursday, April 18, 2024

Ahl-At-Rab

Ahl-At-Rab (or "sand devils") are a warlike species of saurians that populate certain deserts and barren wastelands. The Ahl-At-Rab are a nomadic race, and continually roam from place to place in search of food. They are believed to be distantly related to the sea-dwelling Makara.

Humanoid in form, Ahl-At-Rab are slow moving but powerful creatures. They average about six and a half feet in height, though seven foot males are not uncommon. All have scaly hides which range in color from tan to dark brown. A fin-like crest runs from the center of the forehead to the base of the neck, and is believed to help maintain body temperature. Like all reptiles, Ahl-At-Rab are cold-blooded creatures.

Although they are not builders, the Ahl-At-Rab are fairly skilled at making weapons and crude implements mostly of copper or obsidian. Some tribes have succeeded in domesticating certain types of reptiles, such as vipers, sand boas, and the ponderous lizards the Ahl-At-Rab call “sand dragons.” The Ahl-At-Rab use these giant creatures as steeds and burden beasts, and often train them to fight along with their riders. Mounted on their “sand dragons,” Ahl-At-Rab are able to travel up to twenty miles per day through most types of desert or barren terrain.

The Ahl-At-Rab live for combat, and will attack even large groups of armed men without hesitation. They possess ample natural weaponry, Ahl-At-Rab usually prefer using spears, obsidian clubs, and war whips made of sand dragon hide in battle. Both their spears and clubs function as melee weapons, as well as hand-held weaponry. The Ahl-At-Rab occasionally use copper or reptile-hide shields and breastplates, and sometimes affix such protective devices on their sand dragons. Unless they are hopelessly out-classed or outnumbered, Ahl-At-Rab will fight to the death. As they are carnivorous creatures, those they slay in battle, but will not stop to do so until all fighting has been resolved. They will take prisoners, both for use as slaves and as a hedge against times when food becomes scarce. For the latter reason, prisoners of the Ahl-At-Rab are usually not mistreated unless they are believed to be spies.

Though once quite numerous, the Ahl-At-Rab are believed to be a dying race. Few existing tribes number greater than forty to fifty warriors, plus a like number of females, young, and old ones. On rare occasions, two or more tribes will join forces and travel en masse, but most of the time the Ahl-At-Rab tribes are too busy warring against each other to bother with treaty-making.

Height/Length: 6 1/2–7 ft.

Weight: 200-300 + lbs.

Attributes:

STR: 15-19

SPD: 6-12

DEX: 6-12

CON: 20

INT: 6-12

WILL: 8-16

CHA: 2-12

PER: 8-16

Level: 1-12+

Alignment: Lawful Evil

Damage: Claws: 1-4 (+ STR) each, Bite: 1-4, or as per weapon employed

Special Attributes:

Communicate with all reptilian species

Can survive without water (up to 14 days)

Cold slows movement (SPD & DEX) by 1/2

Armor: As leather armor

Hit Points: 20-60+

Comments:

Ahl-At-Rab revere the serpent goddess, Tiamat. They consider the Naga to be akin to demi-gods. Ahl-At-Rab may either be Warriors or Shamans (their Power Animals will always be serpents).