The eagle-eyed may note the absence of the snakeman variant... Snakemen have become a class in their own right, which I shall post soon.
The rest of this post is designated Open Gaming Content according to the Open Gaming License.
Requirements: STR 9, DEX 9
Prime Requisites: STR, DEX
Hit Dice: 1d8
Maximum Level: 9
Reptiloids are a race of scaly lizard-like humanoids. They are typically of average human height and build, with scaly skin of varying hue (often greenish).
Reptiloids are strictly carnivorous, and have a natural bite attack which causes 1d8 damage. They have a very powerful sense of smell, which means that they are only surprised on a roll of 1.
Due to their scales, reptiloids have a natural armour class of 7. They are able to use any weapons and armour, and use the same saving throw and experience tables as dwarves. A reptiloid with a 13 in one of the two prime requisites gains a +5% XP bonus. A reptiloid with STR and DEX both above 12 gains a +10% bonus.
Two variant reptiloids are described below. They have weaker bite attacks, inflicting only 1d6 damage, no natural armour, and do not have the normal reptiloid's refined olfactory senses, instead having other abilities.
Gullygug: Gullygugs are a race of amphibious frog-men. When lightly encumbered they can swim at their full movement rate. They can make a hop attack, jumping up to 15' forwards and gaining +1 to-hit and +2 damage if using an impaling weapon. Gullygugs can breathe underwater for 10 minutes. In dry environments gullygugs suffer -2 to-hit unless they have a source of water available to wet their skin.
Troglodyte: A slimy subterranean race. When unclothed, their chameleon skin enables them to surprise on a 1-4. They can also choose to exude a stench which causes sickness (-2 to attack rolls) in other humanoid races within 30', unless a save versus poison is made. Note that a troglodyte's stench affects all humanoids (except other troglodytes) within range, including allies.
- Spawn guardian
- Escaped slave
- Beast rider