==BEASTMEN== GOATMAN Medium Beastial Humanoid 9C 7S 5D 10H (10 hp) DR: 1 (natural) Dmg: 4 (greataxe, etc); 2 (claws); 1 (bite) SA: Gore (3 dmg on charge). SQ: -- Speed: Normal Senses: Lowlight vision CR: Description: Goatmen are savage, squat, muscled humanoids with hairy legs, chests, and goat-like heads. Their feet are large cloven hooves. They eschew armor or shields as a sign of weakness, though their thick muscles and hide offer them some protection. Where their skin is visible--such as along their thick arms--they usually sport scars from both battles and rituals. They are often covered in colorful warpaint and will occasionally collect gold jewelry and piercings. Goatmen favor greataxes or whatever large weapon they can lay their hands on. If disarmed, they fall back to their goring horns and thick claws. Though they are technically omnivorous, they enjoy meat. Goatmen roam in small warparty packs and live only for combat. Goatmen speak a Beastial dialect, though some also know some Abyssal. Strategy: A goatman will always attack if his path is thwarted. If the other party steps aside, there's still a fair chance the goatman may still attack anyway. Once a goatman joins a fight, he fights savagely but cunningly (bold or reckless) and does back down or retreat until his foes are dead. ape/baboon men: constrict/rend rather than gore wolfmen: RATMEN skaven-like, musk -TROGLODYTES: different cosmetics: wide eyes, mishapen, miscolored LIZARDMEN honorable, primitive, stable, aquatic SERPENTMEN yuanti-like, magic, evil, stately, ancient, scaley SNAKEMEN: tail, stronger, venomous BOAR-MEN (Farrow) HYENA-MEN (Gnolls) SWARM-MEN: [Cowled man-form made of serpent swarm.][see Hellwasp swarm] ==HUMANS== TEMPLATES Thug: +1C, -1S, -1D, +1H Primitive: +1C, -1D VILLAGER (Human) Medium Humanoid 6C 7S 6D 7H (7 hp) DR: 0 Dmg: 2 (hatchet; club); 1 (knife) SA: -- SQ: -- Speed: Normal Senses: Normal vision CR: Description: A simple rural village dweller. Variants: ELDER: 5C 6S 7D 6H (6 hp) Dmg: 1 (staff or cane) PEASANT, SLAVE: 6C 6S 5D 6H (6 hp) MILITIAMAN (Human) Medium Humanoid 6C 7S 6D 7H (7 hp) DR: 1 (old leathers) Dmg: 3 (spear; pitchfork; torch (2 + 1 fire); heirloom sword) SA: -- SQ: -- Speed: Normal Senses: Normal vision CR: Description: A village dweller decked out for combat. Variants: BANDIT. MOB MEMBER. TOWNSMAN -SERVANT -MERCHANT -COUNCILMAN -SCHOLAR SOLDIER (Human) Medium Humanoid 8C 7S 6D 7H (7 hp) DR: 3 (chainmail, bracers; leather armor, large wooden sheild) Dmg: 3 (longsword; mace); 2 (shortbow, shortsword) SA: -- SQ: -- Speed: Normal Senses: Normal vision CR: Description: A standard foot soldier with a season or so of experience. Variants: GUARD. RECRUIT, BRIGAND: A fresh recuit just out of basic or a rogue soldier down on his luck. 7C 7S 6D 7H (7 hp) ADVENTURER: 7C 7S 7D 7H (7 hp) VETERAN, MERCENARY: A well-seasoned soldier. 9C 7S 7D 8H (8 hp) NOBLE -ERUDITE -OFFICER ELITE SOLDIER (Human) Medium Humanoid 10C 9S 8D 9H (9 hp) DR: 3 (platemail) Dmg: 4 (polarm; greatsword); 3 (longbow, longsword) SA: -- SQ: -- Speed: Normal Senses: Normal vision CR: Description: Variants: HEAVY ELITE: DR: 5 (platemail + large sheild) Dmg: 3 (longsword; morningstar) Lankur Goblin --Tall, gangly, skilled at combat magic and sword-play. ROCK TROLL Small, like David the Gnome trolls. Fast Healing. Thin coarse brown hair, with grey skin visible beneath. Long arms with ape-like hands and feet. Often drooling or with runny bulbous noses. Large staring eyes. Darkvision. Pounce, Grab. Will move in shadow of thick woods, though prefer dusk. Craven. Known for not attacking if outnumbered. However, dangerous to lone travelers or small parties. 1 dmg, claws and bite. Tainted. Favor pouncing with grapples. Follow, and attempt to lure one away with rustling bushes, etc. Tend to focus on nearest victim. Grapple, pin, and drag away to burrows. Lairs are low, such that humans have to awkwardly crawl or crouch to enter. Combat in such cramped conditions is usually Hard (-2). Carnivores, though will eat any trash if available. Cruel and vindictive, often torturing and harassing victims, eating parts of them while they are still alive, preferring to start with their toes. A few reports have even claimed that they bite each other in this way. Their thick saliva seems to retard blood loss, letting victim live in agony for much longer than expected. Those few rescued are usually traumatized to such a degree that they never really recover. Old wives tales tell of victims staring with vacant, troll-like eyes and taking to wandering out into the woods. Such tales suggest that they victims are drawn back to the burrows to either die or, worse, transform into rock trolls themselves. [See Meenlock]