Small Humanoid (Orc)
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 feetSpecial 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: ½Treasure: Standard
Alignment: Usually Neutral evil
Advancement: By character class
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.
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.
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.
Home Three Worlds Monsters
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