Monday, January 3, 2011

General Rules: Monsters - Sellig

Sellig (modified for rules compliance from Mercenaries)
Small Humanoid (Orc)

Hit Dice: 1d8 (4 hit points)
Initiative: +1 (Dexterity)
Speed: 30 feet, swim 30 feet
Armor Class: 14 (+1 Dexterity, +2 leather armor, +1 natural); touch 11, flat-footed 13
BAB/Grapple: +0/+1
Attack: Spear +1 melee (1d8+1, piercing, 20 x3, 20 feet x5)
Full Attack: Spear +1 melee (1d8+1, piercing, 20 x3, 20 feet x5)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: Darkvision 60 feet, water breathing
Saves: Fortitude +0, Reflex +3, Will +0
Abilities: Str 13, Int 10, Wis 10, Dex 12, Con 11, Cha 9
Skills: Hide +3, Listen +4, Spot +4
Feats: Skill Augmentation (Listen and Spot)
Environment: Marsh or swamp
Organization: Raiding party (2 - 7 plus 1 3rd level leader) or band (8 - 16 plus 150% noncombatants plus 1 3rd level leader and 2 2nd level lieutenants)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually Neutral evil
Advancement: By character class

Selligs are amphibious humanoids with green, moist skin and rudiementary gills behind their ears tht allow them to breathe underwater indefinitely. They live in swamps and marshes and they feel comfortable enough in these ecosystems that they inevitably project a strong sense of proprietorship over their territories. Selligs are notorious for attacking on sight anyone who intrudes on land that they condiser their own, whether intentionally or not. This inevitably causes conflict with settled populations who exist at the margin of sellig territories, and as selligs don't much care to negotiate, such conflicts can stretch on for generations. As a consequence, selligs are often the target of posses and bounty hunters eager for retribution.

Selligs speak a dialect of Euroz and one common language.

Combat
Whenever they have advance warning of their foe, selligs strike from ambush, using their hiding skills and their natural coloration to conceal themselves among vegetation. They also use their water breathing ability to suspend themselves just beneath the water's surface, exposing only their eyes and the tops of their heads.

Water Breathing (Ex): Selligs can remain underwater for up to 12 hours at a time without an strain, breathing through their gills.

Sellig Society
Selligs live in modest, clan-sized groups. Their natural environemnt doesn't aloow them much population density, and filling up a swamp with selligs would only make them easier to find anyway. Where their territory is large enough, clans will merge to form tribes, seeking security in numbers.

Selligs worship the swamp god, who consideres all marshland creatures children of the swamp who need her protection.

Sellig Characters
Selligs don't associate much with outsiders, and very rarely will an individual join with other races for any purpose whatsoever. A sellig who has left the swamp and is willing to accept the company of non-selligs is most likely on the run and quite desperate. Being away from the swamp is likely to make a sellig edgy and depressed.

A sellig's favored class is barbarian. Sellig clerics worship the swamp god and can choose two of the following domains: Evil, Plant, and Trickery.

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