Kwarf
by Ken Emes |
|
Climate/Terrain: |
Any Land |
Frequency: |
Uncommon (20% chance)
|
Organization: |
Solitary
|
Activity Cycle: |
Any
|
Diet: |
Omnivore |
Intelligence: |
Highly Intelligent (13-14) |
Treasure: |
varies |
Alignment: |
Chaotic Neutral
|
|
No. Appearing: |
1
|
Armor Class: |
4 |
Movement: |
6
|
Hit Dice: |
30 |
THAC0: |
18
|
No. of Attacks: |
1
|
Damage/Attack: |
2 d6 +1
|
Special Attack: |
taunt |
Special Defences: |
|
Magic Resistance: |
+4 |
Size: |
3 -4 ' |
Morale: |
dour |
XP Value: |
500
|
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
background investigating
everything in site while trying to
go unnoticed.
|
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
other's nerves.
|
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)! |
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