Humanoid (Aquatic) [Chaotic]
Speed: 20 feet, swim 30 feet
Armor Class: 15 (+2 leather, +3 natural)
Attack: Halfspear +1 melee (1d6, piercing, 20 x3) or halfspear +1 ranged (1d6, piercing, 20 x3, 20 feet x5)
Full Attack: Halfspear +1 melee (1d6, piercing, 20 x3) or halfspear +1 ranged (1d6, piercing, 20 x3, 20 feet x5)Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Summoning (clerics only)
Special Qualities: Marsh move
Saves: Fortitude +5, Reflex +0, Will -2
Abilities: Str 10, Int 7, Wis 7, Dex 10, Con 16, Cha 7
Skills: Hide +0, Listen -2, Spot -2
Environment: Temperate and warm aquatic and marsh
Organization: Solitary, pad (4), float (8), or pond (16 - 48)Challenge Rating: 1
Alignment: Usually chaotic evil
Advancement: By character class
Wuggles prefer to fight in or near water. Whenever possible, they use summoned monsters as the first wave of attack. In any given fight, there is a 50% chance that the wuggles will fight to the death no matter how stupid that seems, and a 50% chance they will flee for their lives when some of their number have fallen, even if they could otherwise win the fight.
Wuggles as Characters
Wuggles sometimes gain levels as barbarians. The biggest wuggle in the pond is frequently a barbarian with a couple of levels in that class.
Wuggles hunt things, eat things, bully things, and worship noxious Lords of Hell. There are many wuggle clerics - as many as 10% of wuggles in some ponds have one or more levels in cleric. Wuggle clerics most often worship Kivutar or Sirchade, but wuggle clerics devoted to Iku-Tyrma are not unheard of. Wuggle clerics are more limited than those of other races and can choose only three types of spells: summon monster spells (their preference), inflict spells, and their domain spells.
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