Forest giants can be found in deep and primordial woods. They range in height from 12 to 14 feet tall, and their skin tone goes from a rich earth tone to a tan. Their hair is wild, unkempt, and usually shot through with leaves, twigs, and other forest debris. They wear the skins of animals they have slain and eaten and fashion trunks of small trees into warclubs. Forest giants will also have a thick growth of gray-green moss covering most of their bodies and gear. They are proud of their moss covering and grooming it as it helps in their natural ability to camouflage themselves. Forest giants are not stupid and have average intelligence. They construct traps, blinds, and funnels for hunting game and ambushing those entering their territory.
While not chaotic in nature, forest giants tend to be cruel and show no mercy to any creatures they come across. Creatures they capture are tortured for entertainment before eating them. Due to their voracious appetites, forest giants do not tend to stay long in any area and constantly roam between a handful of favored hunting grounds found throughout the forest where they live. They are omnivores but prefer fresh meat.
Forest giants are solitary creatures but can be found in mated pairs. They rear their young for roughly one year before driving them off to find their way in life. Forest giants at this young age are as large as adult male humans and aggressively targeted by other predators within the forest to prevent them from growing into adults.
Too large to be effective hunters that stalk their prey, forest giants have become masters of ambush and can remain motionless for hours on end. When confronted with a foe they feel might be stronger than themselves, the forest giant will use their natural ability to blend into their surroundings to hide.
In combat, a forest giant uses their club and pushes over trees onto enemies to pin them down. This tactic is a favorite when confronted by a pack of animals or a group of adventurers. They usually prep several trees around their ambush site by loosening the soil around the tree's roots. If they feel the need to flee, they might topple over trees to bar the way of their pursuers.
5th Edition Statblock
AD&D and 2nd Edition Statblock
FREQUENCY: Very Rare
ACTIVITY CYCLE: Any
INTELLIGENCE: Average (8-10)
ALIGNMENT: Neutral evil
NO. APPEARING: 1-2
ARMOR CLASS: 2
HIT DICE: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8 or by weapon (2-12+10)
SPECIAL ATTACKS: See Below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: H (14' tall)
MORALE: Elite (13-14)
XP VALUE: Normal: 5,000
Special Attack: Instead of attacking with their club, a forest giant can topple a tree upon unsuspecting opponents. The attack forces all creatures in a straight line for 30ft, starting from the base of the trunk in the direction the Forest Giant pushes it, to make a save vs. breath weapon or take 2d6 bludgeoning damage. Those who fail their saving throw by more than half are also pinned under the tree and must spend a full round to climb out from under the tree.
Natural Ambusher: In 2nd edition rules, and when in a forest, a Forest Giant will surprise their opponent on a 1-5 on a d10 roll and are only surprised on a 1-2 on a d10. In first edition, Forest giants are only surprised on a roll of a 1 and surprise others on a roll of 1-3 provided they are in a properly wooded area.
3rd Edition Statblock
Size/Type: Large Giant
Hit Dice: 14d8+50 (106 hp)
Speed: base speed 40 ft.
Armor Class: 20 (–1 size, +13 natural), touch 9, flat-footed 20
Base Attack/Grapple: +9/+20
Attack: Greatclub +16 melee (2d8+10) or slam +15 melee (1d4+7) or rock +8 ranged (2d6+7)
Full Attack: Greatclub +16/+11 melee (2d8+10) or 2 slams +15 melee (1d4+7) or rock +8 ranged (2d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: See Below
Special Qualities: Low-light vision
Saves: Fort +12, Ref +3, Will +4
Abilities: Str 25, Dex 10, Con 19, Int 6, Wis 10, Cha 7
Skills: Climb +7, Hide +8, Jump +7, Listen +3, Spot +6
Feats: Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Weapon Focus (greatclub)
Environment: Temperate forests
Organization: Solitary (1-2) or a mated pair
Challenge Rating: 7
Alignment: Often neutral evil
Special Attack: Instead of attacking with their club, a forest giant can topple a tree upon unsuspecting opponents. The attack forces all creatures in a straight line for 30ft, starting from the base of the trunk in the direction the Forest Giant pushes it, to make a DC 12 Reflex save or take 2d6 bludgeoning damage. Those who fail their saving throw by more than half are also pinned under the tree and must spend a full round to climb out from under the tree.
Natural Ambusher: The DC to spot a Forest Giant lying in wait to ambush a foe is DC20.
Karoo, or desert mermaids, as they are more commonly live in and around a desert oasis. They resemble mermaids of legend with an upper torso and body like a human, but instead of a fish-like lower half, their body is more snake-like. Their skin is tan, gritty, and rough like sand, and their hair is usually long, thick like braids.
Karoo live around desert oases and protectors of the ones where they decided to settle down. They will observe travelers to their oasis, and if they defile or waste the water, they will wait to ambush and attack them unawares. Even if the travelers to their oasis are respectful of the oasis, they might try to capture one of them to feed on later.
While the Karoo can attack with claws, they prefer to use their long serpentine-like tail to constrict their prey, crushing them to death. Once their prey is grappled, they often will burrow into the sand to suffocate the creature while they constrict them.
The Karoo also have a burrow-like ability that allows them to swim through sand as if it were water. While under the sand, they have a type of vibration sense that will enable them to detect prey on the surface, where they leave their tails just below the surface, ready to strike and grapple. They do have to emerge from the sand periodically to breathe but can stay submerged below the sand for up to thirty minutes at a time.
The Karoo is found alone or in small family groups. If locals know of a Karoo living at a particular oasis, they will leave out offerings when they visit the oasis to appease them during their stay. The Karoo speak their own language and have a 50% chance of speaking another local language. They learn these languages from listening to travelers they spy upon while they rest at the oasis. Because of this, some Karoo knows much of the local lore and news.
Inspired by the original Wild Hunt written by James Ward in the original Deities and Demigods page 30. I tried to keep as much the same as possible while adding the twist and the feel of a Rovers version. I did have to make some slight alterations to accommodate the 5E version as well as the AD&D version.
The Wild Hunt exists in all the lands where Druids and their deities dwell. It is a physical manifestation of "life force" with aspects that change depending on the region it is manifested in. In the vast plains of the Rovers of the Barrens, the Master of the Hunt is known as Kernos. He appears as a warrior wearing a bison helm and carrying a warclub. Kernos is accompanied by a pack of savage ebon black hounds.
The Hunt appears whenever there is evil in the land (as in the case of an
evil temple or an evil priest of the 12th level or greater coming into the
area, or what the DM decides is a grossly evil act)
When the Hunt passes, the noise of the howling dogs or the Hunt Master's horn can be heard for miles in the night. If this noise is actively pursued by any being, they will become part of the Hunt when they sight the pack and its master! If the Hunt passes by any given being. In that case, they must make a magic saving throw, or a WIS saving throw with a DC of 20 if they look at it (Those attempting to avoid looking at it have a 25% chance of resisting the urge) or join the Hunt. When any given being becomes part of the Hunt they take on one of two roles: they will be the hunters or the hunted! If the being joining the hunt is connected to the evil that summoned the Hunt, they will become the hunted. If the being opposes the evil that summoned the Hunt they will become hunters, and if the being was indefferent to the evil that summoned the Hunt there is a 50% chance they will become the hunted, or the hunter.
The Hunt always begins ten miles from the source of evil that "summons"
it, and for each mile nearer the source of evil when the Hunt is spotted, and they are indifferent to the evil that summoned the Hunt, the chance of their become hunted instead of hunter increases by 10%. The Hunt will always pass close by the source of evil that has created it (never going into a building, but going within inches of the building and passing by). After passing by, it will travel on in a random direction for ten more miles.
There will only be one Hunt on the Prime Material Plane on any given
night, and it will always be drawn to the greatest evil in the area
(decided upon by the referee). If the Hunt finds a being to hunt before
finding the source of evil, it will attack that being to kill it, and then disappear as it reaches its summoning source. If the Hunt does not find a victim before it reaches the source, it will travel on for another ten miles and every being that sees it and does not make their saving throw vs. magic will have a 90% chance of becoming the hunted!
If after ten miles, no being becomes the hunted, the entire pack will turn
on the nearest big game creature around (deer, stag, bear or anything
partially dangerous and non-intelligent). All during this hunt, the beings
that have come along with the Hunt must travel with the Master, and they
must attack whatever becomes the hunted. All beings that have been taken in as hunters will attack the quarry (whatever it may be) and if they do not succeed in killing the being, the Master and his hounds will take over (but only when all other hunters have been incapacitated) and they will either kill or be killed.
The magic of the Hunt will catch up and sweep along any who become
part of it, so that, whether mounted or on foot, they will be able to keep up with the fast pace that the hounds set.
The Hunt generally pursues on the ground, but it has the ability to run right into the air to fly over obstacles or especially difficult terrain.
When the hunted being has been run down, there is an instant melee to
the death. All participants must fight on to the death to the best of their
abilities (no holding back).
The only ways to prevent being killed as the object of the Hunt are to run
out of the 10 mile radius of the source of evil, to elude the pack until morning, or to slay the Master and his pack.
All beings that have been in any part of the Hunt have a 50% chance of becoming ensnared again with every sighting of the Master and his pack (no saving throw).
There have been legends of epic battles between the Master and his
hounds and some of the greater heroes of the past. In these legends, the
Master and his pack have been slain, only to disappear in the darkness
and appear somewhere else the next night, proving that the force that
creates the Hunt is eternal.
Kernos, the Master has glowing green eyes and is shrouded in shadows. His head is crowned by a great bison helm, and he wears a suit of black leather. The Master never speaks.
He runs a few feet behind his pack of hounds and will sound his horn at
every 1 mile increment in his chase. He uses a +3 war club in battle.
These huge black hounds have licks of green fire for tongues and green fire for eyes. These flames do no damage but they make the whole Hunt cast an eerie green glow. The beasts will never attack the hunted until all the beings that have drawn themselves into the Hunt have had their chance to kill. If the pack is killed, the Master will then battle the being. The death of any member of the pack goes unnoticed by the rest and it disappears after the battle is over. The hounds attack as 8 hit dice monsters for AD&D.
Centaurs in the Flanaess come in two distinct varieties, the woodland types and the free roving centaurs that roam the expanse of plains in the Baklunich west and the grasslands that stretch across the northern Flanaess.
It is surmised among scholars that the centaurs encountered in the forested regions of the Flanaess are originally from the same stock as their plains cousins, despite being slightly smaller in stature. This is supported by the centaur's own mythology as they claim their origins are in the vast western plains.
According to centaur legend, which is handed down orally in stories and has only been written down by a few scholars, they began a migration east as the men who would become the Bakluni moved in and began competing with them territorially. During these wars for dominance over the plains, around -3,000 CY, the centaurs were at a significant disadvantage due to the humans' advantage in numbers and their more prolific use of magic.
While many centaurs were displaced and moved east, some still live in their ancestral homes, adapted to a life of competition, and continued ranging and staying away from the humans. Centaurs in these western lands are far more aggressive against humans and will attack them on sight if they have a sufficient numerical advantage, otherwise, they will flee and avoid confrontation. The centaurs that moved into the east are very wary of humans but far less bloodthirsty.
Moving into the northern plains of the Flanaess these centaurs dispersed. Tribes settled into what is now the lands of the Tiger Nomads, Wolf Nomads, Cold Marshes, much of what is the empire of Iuz, and the Barren Plains. At this time, some tribes even abandoned their traditional hunter-gather lifestyle upon the plains and took to living in the forests, with large numbers taking up residency in the Burneal, Vesve, Forlorn, and Fellreev forests. As the centaurs moved into the Flanaess, those who took to living in forests came in contact with the elves. With both races having strong ties to nature, they became mutual allies despite the centaur's general wariness towards other races. The elves living in the forests at that time helped the centaur’s transition to life there. This is particularly true of the Vesve centaurs, who have very strong ties with the elves and have adopted many of their elven customs.
Some groups of centaurs did push further south and east into the Flanaess, but the bulk of them remained in the north. However, of those tribes that did continue migrating south and east, they were nearly exclusively of the woodland variety.
The centaurs lived in the northern Flanaess for nearly a millennium before they came in contact with Flan tribes that had moved into the Flanaess and migrated into the north around -1740 CY. These encounters were relatively peaceful compared to the next wave of Flan people, the Ur-Flan lead by Vecna. The Ur-Flan and centaurs' meetings were brief and violent, leading to the centaurs fleeing east and westward away from this new Flan empire in the center of the Flanaess.
Eventually, this empire and the Ur-Flan faded from history. The Flan that remained on the plains afterward learned to live in an uneasy peace with their centaur neighbors.
The next wave of people to move into the centaurs domains in the Flanaess were the descendants of those ancient Bakluni tribes that had driven the centaurs out of their native lands in the west. These Bakluni fleeing the war between their people and the Suel moved into the lands now controlled by the Wolf and Tiger Nomads. These Bakluni, unlike the Flan, carried with them hatred and distrust of centaurs because of their experiences with them in the west. This lead to a violent clash between the two peoples. Like they had in times gone by, the centaurs were outnumbered and overwhelmed by the Bakluni tribes.
The tribes of centaurs in the northwestern were pushed eastward or sought shelter in the Burneal and the Vesve forests. The centaur tribes that fled eastward were moving into lands already dominated mostly by Flan tribes. The longstanding peace between the Flan and the centaurs turned into hostility and warfare. These conflicts were short-lived as many centaurs in the east moved into the Fellreev, and Forlorn forests seeking shelter. In the end, those tribes that remained on the plains were transformed into strong nomadic warrior tribes that learned to live alongside the Flan in peace.
The centaur tribes of the modern age live in relative harmony with their neighbors, be they elves in the forest or the nomadic Flan. Unfortunately, the animosity between the centaurs and the Bakluni tribes that evolved into the Wolf and Tiger Nomads remains.
During the Greyhawk Wars, as Iuz waged a war of genocide against the Barrens nomadic Flan, he waged war against the centaurs of the Barrens as well. Like the Flan tribes, the centaur tribes found themselves pushed to the edge of extinction before the war turned against Iuz, forcing him to pay more attention toward his enemies in the south.
Since then, the plains' centaurs have grown a strong bond of camaraderie with the remaining Flan tribes, and the two peoples now look upon one another as allies.
The centaurs of the Vesve were caught up in the war as well and fought alongside their closest allies, the elves. These centaurs still do not trust humans and work only in conjunction with them at the Veseve elves' behest.
Of all the centaur tribes, those who live in the cold Burneal forest have fared the best over these centuries of warfare. They have only contended with local tribes of Chakji and the Uirtag Flan they share the forest with. The centaurs have learned to share the sprawling forest with their human neighbors and are on good terms with them. The wars that have thinned the other centaur tribes of the Flanaess, fortunately, have never found their way into the Burneal. These centaurs are the most culturally savage of all the centaur tribes having the least contact with the outside world.
The forest-dwelling and plains centaurs' fighting styles have developed into similar but unique approaches to combat and warfare. Both use the same weapons for the most part, with their tactics setting them apart. Centaur warriors all carry hide-covered shields, spears, clubs, and either long or short bows.
On the plains, centaurs will attempt to keep their enemies at a distance and rain down arrows upon them. Only after they have sufficiently whittled down their enemy’s numbers do they close in to fight them. Plains centaurs are proficient at charging attacks where they will ride past their enemies just within range of their spears, stab at them as they ride past.
Woodland centaurs do not have the luxury of wide-open spaces. Still, they try to keep a distance between themselves and their enemies. Forst centaurs prepare ambushes to catch their enemies in relying on the element of surprise to inflict maximum casualties. Once the trap is sprung, they will launch several arrows, then melt into the forest and take up positions at another ambush. Forest centaurs are even more reluctant to close ranks with their enemies than their plains cousins. While slightly smaller than plains centaurs, the forest centaurs are still large creatures making it harder for them to navigate in thick forest.
The society of centaurs of the Flanaess is described for their kind in the various incarnations of the monster manuals. They are sociable with elves and gnomes, indifferent towards halflings and dwarves, and can be hostile towards humans. The level of hostility varies greatly depending on the region. The centaurs of the northern plains of the Flanaess are highly aggressive towards the Tiger and Wolf Nomads but on relatively good terms with the Rovers of the Barrens. They also hate all of those that work with Iuz.
Centaurs in the far west are isolationists speaking only with other tribes of centaurs. They are hostile toward all Bakluni and Paynim peoples. The western centaur tribes have taken to breeding and keeping packs of dogs with them, something their eastern cousins do not do.
The centaurs of the Burneal, and Forlorn forests are on good terms with local tribes of Flan and Chakji, but view all other humans as their enemies. These tribes also do not share the camaraderie with elves that the southern tribes have.
Of all the centaur tribes of the Flanaess, those of the Vesve forest is the most open towards other races and peoples. While still wary of humans, they have fought alongside rangers and druids enough to see and understand that not all humans are bad, just most of them. Their relationship with the elves of the Vesve is very strong. Because of this, the centaurs of the Vesve are the most culturally advanced of all the centaur tribes of the Flanaess.
Centaurs live in tribes existing of several extended families. The number of families varies but ranges between 4 to 8. The tribes are led by elders and the shaman of the tribe. Warriors are respected but are not the ruling class per-say. However, when a warrior reaches an older age, they are generally welcomed into the council of elders.
Centaurs of the plains live a traditional hunter-gatherer lifestyle and range from one campground to another in time with the seasons. They also live in large communal tents during bad weather. During the summer, they will traditionally only use lean-tos as a form of shelter.
Forest centaurs live a stationary lifestyle, usually making their homes in forest glades and clearings. They also build wooden structures or permanent tent-like structures. Forest centaurs also farm and raise certain types of livestock.
Centaur clothing is fashioned from furs and rough homespun fibers. They are not metal workers, and the bulk of their tools and weapons are made from wood and stone. They understand the benefit of metal weapons, though, and those that they can collect are prized. If and when centaur tribes barter or trade with other races, they usually are looking for metal weapons.
Unlike most other race’s centaurs have no gods that they worship. Their religion is based around the worship of their ancestors and nature. They believe that all things have a spirit that connects them to the one Great Spirt from which everything has evolved. All gods of nature and other gods are little more than an extension of this Great Spirit and should be respected but not venerated.
Each tribe has at least one elder shaman and a handful of lesser shaman that learn from the elder. When the elder shaman passes, one of the lesser shamans steps in to fill the void, becoming the new elder shaman.
Centaurs believe that one should try to live in harmony with all the spirits of the world. To them, living in harmony with nature is how one does this, and they see attempts to control, alter, and change the natural order of things as a perversion and unnatural. Damming a river, building a city, cutting down trees to sell the wood for coin are all perversions and anger the spirits.
Centaurs as Player Characters
Players wanting to play a centaur in Greyhawk should be aware of several things before choosing them, and they should talk with their DM to see how strictly they will apply them.
Most centaurs distrust humans or are hostile to them. Most centaurs also see other races that do not live in harmony with nature as evil races. To centaurs’ dwarves fall into this category. Because of this, most centaurs will find it hard to live and associate with most other races.
Humans unfamiliar with centaurs treat them with more of a sense of awe than anything else. They do not look at them with the same disdain they have for orcs and goblins. However, those with a history of interaction with centaurs will be wary or hostile toward them. Despite this, it is possible to play a centaur that has rejected some or most traditional ways of centaur life and now lives amongst humans.
The second thing that a player should consider is that the world is not designed for creatures of their size and make. Centaurs are much taller than average humans. Buildings and dungeons are not designed for four-legged and large creatures. Simple actions for a human, like climbing a rope, is nearly impossible for a centaur. Players should keep this in mind when choosing a centaur as a character. That being said, there are rules to be found in the Complete Book of Humanoids and in the Guildmasters’ Guild to Ravnica for playing centaur characters.
It's time to visit our favorite monster inventor the mad archmage Asenneas. Even through mistakes Asenneas teaches us that some good can prevail, and not all failure are worthless if you can recycle the rejects.
Many great monsters created in the earlier days of the D&D game have never made it through the various editions to today. The Huntsmen, from Dragon magazine #40 1980 by Lewis Pulsiper is one of those monsters.
In this article, I give the monster a 5th edition overhaul and expand upon its limited Backstory.
Huntsmen are created in laboratories through alchemical means. Initially created by a wizard that wanted a way to guard the forest where his wizard's tower stood, he began looking into possible servants. The Wizard wanted something more intelligent than a construct, or undead. He also their loyalty to be unwavering. The Wizard also enjoyed the beauty of his forest and didn't want his minions ruining it in his service. While the Wizard was searching for these perfect guardians, he ran into a bit of trouble with a migrating band of wood elves. The elves had encroached upon his lands and began hunting his game, which made him angry. Seeing an opportunity to kill two birds with one stone, the wizard invited the elves to a feast at his tower. The Wood Elves not wishing to offend the wizard accepted the invitation, but only a band of their bravest warriors attended. During the festivities, the Wizard unleashed a particularly wicked Cloud Kill spell that slew the elves giving the wizard the raw materials for his experiment. Depositing their corpses into a vat of thick alchemical sludge, he began imbuing them with a mixture of magical enchantments to create what would become Huntsmen.
The experiment was successful, and after depriving the Wood Elf tribe of their most potent warriors, the remaining tribe members fled in fear. The stats and abilities of the Huntsmen listed below are from the wizard's original formula using Wood Elves. Still, in theory, other races could be used in the same process producing different results.
Huntsmen will retain a semblance of their original form before the transformation. However, there are several distinct changes to their physical form. All Huntsmen have a sickly green hue to their skin, and their hair turns a dark green. Their eyes also turn green with dark green irises. The transformation also makes their frames leaner than average, giving them a skinny appearance. Despite this leaner form, they do not appear to suffer any loss of strength.
Huntsmen retain a semblance of intelligence and are not stupid. While they have no verbal language, they communicate with each other through a complex mixture of sign and pantomime. They care for gear and equipment and can craft traps for use in defending territory. Despite these skills, Huntsmen lack passion and a sense of individuality. Huntsmen do not create works of art, play instruments, or indulge in any type of recreative activities.
Despite their manufactured loyalty, Huntsmen do not tolerate mistreatment from their masters. They will leave in mass if they are not being mistreated or even rebel and attempt to kill their master. If this is a holdover from their former lives is unknown. Huntsmen are blindly loyal to their batch mates; other Huntsmen created in the same batch as themselves. This loyalty does not extend to other Huntsmen if they were created later in a different batch. They will however, work in tandem with other Huntsmen that are not their batch mates according to their master's directions.
Huntsmen are proficient with the same weapons and armor they used before becoming Huntsmen and can be trained in the use of others. Whether a holdover from their Wood Elf heritage or something brought about from the transformation, Huntsmen prefer to use stealth and ambush tactics when confronting foes. Huntsmen also prefer to fight in a group alongside their fellow batch mates.
Huntsmen have little in the way of society outside their direction to carrying out orders given to them by their master. When given time to themselves, they will use it preparing to carry out their orders, by constructing crude armor and weapons or making components for traps. If tasked with guarding a place or area, they will work tirelessly to ensure that all buildings in that area are well-tended and cared for. They seem to perform these tasks instinctively, and while their work is crude, it is always highly functional.
Huntsmen always care for any fellow batch mates that are wounded and have a basic understanding of the binding and cleaning of wounds. If the master that created the huntsmen ever dies, they spend their time carrying out the last orders they received until none of them exists to perform the task anymore. This can be for centuries or more as it appears that Huntsmen do not age.
As noted earlier, Huntsmen do not speak or have a verbal form of communication. Despite this, they do communicate through an intricate form of pantomime, which quickly evolves into its own sign language. This lack of verbal communication is the only real drawback of HUntsmen as their master will be forced to learn it from them.
Huntsmen, while being alchemically created monstrosities, still consume food and water to sustain their physical forms. Mostly herbivores, Huntsmen are not picky about what they consume and do little in the way of preparing what they consume. They do, however, cook meat that they eat when possible.
While it appears that some of the traits, and abilities, of a Huntsmen carry over from their lives as Wood Elves, several abilities are a direct result of the alchemical process that created them.
Poison Immunity: Huntsmen are immune to all forms of natural poison.
Charm Immunity: While a huntsman is within 30ft of one of their batch mates, they are immune to all forms of charm and dominate spells.
Communal Health: Huntsmen have a special bond with all their fellow batch mates. Because of this, it is suggested that when a wizard creates them to do so in batches of four or more. The max number that can be created in one batch is ten.
Each Huntsmen has their own hit point total, but if a Huntsmen from their batch dies within 30ft of them, some of the manufactured lifeforce within them passes to their remaining batch mates. In-game terms, this means that those Huntsmen within 30ft of one of their dying batch mates will receive 1d8 temporary hit points. These temporary hit points can stack with additional temporary hit points gained from the death of other batch mates. These temporary hit points will last for one day after received before the Huntsmen's hit point total returns to normal.
From the annals of one of Greyhawk’s most mysterious and least know Archmages, Asenneas, the Alchemist, we delve into his research and creation of Dragonlings. Dragonlings are a hybrid mix of kobolds with dragon materials to give us a new species of small draconic influenced creatures.
Asenneas' fondness for dragons is reflected in many of his creations, but none as obvious as Dragonlings. Asenneas used kobolds in his tower and dungeons as a cheap and inexpensive workforce. However, their volatile nature and general disdain for nearly all other races made them hard to work with. To remedy this, Asenneas decided to try and merge the kobolds with certain aspects of dragons to make them more manageable.
After several failed batches he eventually found the right combination of ground-up dragon scales, percolated dragon’s blood, and magic that when infused into a kobolds system brought about a stable transformation. Of course, Asenneas did not settle on creating just one type of Dragonling as his curiosity wouldn’t allow him to stop at just one successful experiment. Unfortunately, he concluded that his process was only successful when using chromatic dragon ingredients. He hypothesized that the genetic material from metallic dragons was rejected by the kobold genes, while the chromatic for some reason was not.
Eventually, after testing his new creations, Asenneas settled on blue Dragonlings as his new workforce and sold off the others or set them free into the world. Asenneas often as a final test of his subject’s releases some into the wild if he considers them successful to watch them and record how they fare in the real world.
Personality: One of the biggest reasons Asenneas decided to produce the Dragonlings was because of his trouble with the kobold’s lousy temperament. While they followed orders without question from Asenneas, they would continuously quarrel with his other minions. By infusing them with the draconic materials, they took on specific aspects of dragons.
Red dragonlings proved to be too headstrong and nearly as unwilling as regular kobolds to work with others. They also became highly overconfident, thinking that they could defeat any foe. This overconfidence did not manifest into outright stupidity, at least not in all of them, but as a replacement for his current kobold workforce, the red Dragonlings were a failure.
Black Dragonlings became even more cruel and ill-tempered than the original kobolds, proving that they were also a poor replacement for regular kobolds. While they retained their abilities to work in a group while amongst themselves, they still despised all other forms of creatures besides other black Dragonlings.
Blue Dragonlings lost much of the latent kobold cruelness, but it was replaced by a desire to try and manipulate and deceive others. While they might not openly attack or disobey others, they will look for loopholes in orders and agreements that they can bend to their favor.
Green Dragonlings lost most of the kobold cruelness as well, but it was replaced with a deceptive and highly territorial nature. This territorialness also made it hard for them to work with other minions in or out of their perceived territory. This fact, along with a general fondness for intrigue led to infighting amongst them.
White Dragonlings are savage little creatures that are the only version of the Dragonlings that hated other creatures even more than the kobolds did. While other Dragonlings will tolerate ones of different colors, white Dragonlings despise them the most. This inability to work with others at all found they booted out into the wild first among the Dragonlings.
Combat: Dragonlings, for the most part, excluding white Dragonlings who will simply attempt to mob their enemies, and red Dragonlings that sometimes succumb to their overconfidence, prefer to ambush their prey and enemies. They use bows and spears, preferring to stay at a distance in combat, especially against larger foes. If they begin to lose a battle, Dragonlings are not so proud that they won't flee in the hopes of surviving to fight another day or to prepare an ambush for their enemies. The exception to this rule is, of course, the white Dragonlings that work themselves up into such a frenzy that they don't even realize they are losing an engagement.
Dragonlings prefer to set traps and ambush when they can, and if encountered in their lair, they will have several traps set throughout it. Another favorite tactic of Dragonlings is using the elements that they are naturally immune to in battle. Red Dragonlings will throw firebombs even amongst their own troops, and usually unleash a salvo of them before they charge an enemy. Another trick is to use some of their kind as bait to lure unsuspecting adventurers into an oil-soaked room only to set it ablaze and then rush in. Green Dragonlings use poison gas bombs and gas-filled pit traps. Blue Dragonlings have invented ways of electrifying floors, and white Dragonlings are known to fight in freezing water.
Society: Dragonlings are tribal, and much like their kobold forebears are industrious creatures. They prefer to spend their time living beneath ground mining and constructing surprisingly high-quality goods. While nowhere near the quality of craftsmanship that one finds produced by dwarves and gnomes, their wares are superior to those crafted by most other humanoid races.
This desire to craft and create is visible in their homes as the lairs. Dragonlings lairs are well-constructed networks of tunnels and rooms all painstakingly trapped and designed to help them defend themselves against invaders, usually other humanoids, looking to plunder their goods and treasure. One common denominator found in all dragonling lairs is the fact that the ceilings are rarely over 5' in height. This height restriction comfortably accommodates the tallest of the Dragonlings and hinders larger adventurers and humanoids that seek to raid them.
Dragonlings are drawn to live in regions similar to those preferred by the dragons they share a color with. Blue Dragonlings preferring arid and desert-like locations, reds migrate to mountainous areas, Black Dragonlings to swamps, green Dragonlings to thick forests, and white Dragonlings to colder climes. Green Dragonlings can be found either in tunnel complexes below the forest or high in the trees themselves with huts tucked into the branches of them. Black Dragonlings tend to always live above ground in dens that are constructed much like beaver lodges.
Dragonling society, like kobolds, is based on the might makes right philosophy with the strongest of their kind taking up the position of chief of the tribe.
Dragonlings, like kobolds, are not fond of other creatures, except dragons, and will fiercely defend, and eliminate any opposition that they feel interferes with the welfare of the tribe. Dragonlings hate kobolds most and will attack them on sight and capture them to be slaves when they can. The exception to this rule is where white Dragonlings are concerned as they hate other Dragonlings slightly more than kobolds.
Where dragons of their same color are concerned, Dragonlings will seek out to serve them, provided they are adult dragons. To Dragonlings, the chromatic wyrms of Greyhawk are to be revered as the mighty beasts that they are.
The ambitions of Dragonlings are simple, gain power and influence within their tribe and try as hard as they can to retain it. They respect the authority of those that have proven to be their betters, however white and red Dragonlings will only acknowledge other Dragonlings or dragons themselves in this regard.
Language: Dragonlings speak draconic as their primary language, but they also understand the kobold tongue. Speaking in the kobold language to another Dragonling is a high insult, and Dragonlings will only talk in kobold to non-dragonlings.
Religion: Upon the Dragonlings release from Asenneas' dungeon, they quickly converted to the worship of draconic gods, and chief among them was Tiamat. The Dragon Queen is held in the highest regard, and each Dragonling type depicts her differently, with the head of their color being the center and most dominant one.
Diet: While dragonlings will eat most animals and intelligent beings such as humans, goblins, or even lizardmen, they refuse to eat kobolds, and while they can eat most animals, dragonlings prefer to catch fish and tend herds of domestic animals.
Special Traits and Abilities:
Red dragonlings are, on average, the largest of the Dragonlings growing to heights of 3.5' to 4' tall and are slightly more robust than other Dragonlings. They are also immune to all forms of non-magical fire damage and resistant to magical fire damage. Unfortunately, a trait that carried over from their kobold heritage is an aversion of sunlight, and they have the sunlight sensitivity trait.
Black Dragonlings are at home in the water and have a natural swim speed and are amphibious. They are also immune to all forms of non-magical acid damage and resistant to magical acid damage. Unfortunately, a trait that carried over from their kobold heritage is an aversion of sunlight, and they have the sunlight sensitivity trait.
Blue Dragonlings have an innate sense of detecting illusions and have advantage when it comes to saving throws regarding them. They are also immune to all forms of non-magical lightning damage and resistant to magical lightning damage. Unfortunately, a trait that carried over from their kobold heritage is an aversion of sunlight, and they have the sunlight sensitivity trait.
Green Dragonlings are very sneaky, and while ambushing is a favorite tactic of all Dragonlings, they have mastered the craft. Green dragonlings are proficient in stealth and have advantage on all stealth checks. They are also immune to all forms of non-magical poison damage and resistant to magical poison damage. Unfortunately, a trait that carried over from their kobold heritage is an aversion of sunlight, and they have the sunlight sensitivity trait.
White dragonlings are, on average, the smallest of the Dragonlings growing to heights of only 2.5' to 3' tall and are slightly weaker than other Dragonlings. They, however, make up for this with their tenacity when fighting in groups gaining the pack tactic trait. They are also immune to all forms of non-magical cold damage and resistant to magical cold damage. Unfortunately, a trait that carried over from their kobold heritage is an aversion of sunlight, and they have the sunlight sensitivity trait.