|by Ken Emes
|| Any Land
|| Uncommon (20% chance)
| Activity Cycle:
|| Highly Intelligent (13-14)
|| Chaotic Neutral
| No. Appearing:
| Armor Class:
| Hit Dice:
| No. of Attacks:
|| 2 d6 +1
| Special Attack:
| Special Defences:
| Magic Resistance:
|| 3 -4 '
| XP Value:
|General Introduction: A Kwarf is basically a cross
between a Kender and a Dwarf!
Picture a barrel chested Kender
with a beard. Suffers from
wanderlust but is terrified of
large bodies of water.
Solitary in nature mainly because
they are so easily perterbed and
who wants to be around a Kender
with a Dwarf's temper!
They tend to stay in the
everything in site while trying to
|Combat: Similar to a dwarfs, head on
fighting but at a much quicker
pace. Can appear vicious and even
reckles because of their immunity
to fear. They are quite handy
with any weapon preferred by
either of it's parent race's.
|Habitat/Society: They tend to be solitary creatures
avoiding each other when ever
possible because they get on each
|Ecology: They posses the Kenders innate
fearlessness with one notable
exception, the Dwarven dislike of
crossing large bodies of water.
If you find yourself travelling in
the company of a Kwarf and suggest
travelling by sea be prepared for
the nastiest Kender taunting/
Dwarven cussing of a lifetime
(roll -2 for save vs enragement)!