Modifiers and Abilities for Non-humans

Most of the class-based NPCs listed in the bestiary are assumed to be human. If one or more NPCs are a different race, use the modifiers below to adjust their listed stats.

Automaton

  • +1 AC
  • +2 to save vs poisons
  • No need to eat, drink, breathe, or sleep.
  • Immunity to sleep spells and disease.

Bugbear

  • +2 to saves vs poison, spells, and wielded items.
  • 60’ infravision
  • Can wield any two-handed melee weapon with only one hand.

Dracokin

  • Draconic ancestry
  • Breath Weapon: All creatures in area must Save vs Blasts and take damage equal to 1/2 of the dracokin’s current hp on a fail or half-damage on a success.
  • +2 to all saves vs Blasts of the same type as breath weapon.
Dracokin Draconic Ancestry
1d20 Color Breath Weapon
1 Amethyst 30’ Line of Cold
2-3 Black 30’ Line of Acid
4-5 Blue 30’ Line of Lightning
6 Brass 20’ Cone of Sleep Gas[1]
7 Bronze 30’ Line of Lightning
8 Copper 30’ Line of Acid
9 Emerald 20’ Cone of Acid
10 Gold 20’ Cone of Fire
11-12 Green 10’ Cloud of Chlorine Gas
13 Onyx 10’ Cloud of Chlorine Gas
14-15 Red 20’ Cone of Fire
16 Ruby 30’ Line of Fire
17 Sapphire 20’ Cone of Lightning
18 Silver 20’ Cone of Cold
19-20 White 20’ Cone of Cold

Drow

Dwarf

  • +2 to saves vs poison, spells, and wielded items.
  • +1 AC
  • 60’ infravision
  • Can’t use longbows or 2-handed weapons.

Elekin

  • +2 bonus to saves vs poison, spells, and wielded items.
  • Can wield any two-handed melee weapon with only one hand.
  • Trunk can be used for unarmed attack or for simple object manipulation.

Elf

Elfaye

Felinar

  • +1d2 damage on unarmed attacks from claws.
  • +1 AC
  • 60’ infravision

Firfolk

  • +2 bonus to saves vs poison, spells, and wielded items.
  • Can wield any two-handed melee weapon with only one hand.
  • Can cast glamour from 2nd level and invisibility from 4th level (once each per day).

Giantkin

  • +2 to saves vs poison, spells, and wielded items.
  • Can wield any two-handed melee weapon with only one hand.

Gnome

  • +2 to saves vs spells and wielded items.
  • 60’ infravision
  • Can’t use longbows or 2-handed weapons.
  • 30% have burrowing mammal pet (badger, mole, etc.)

Halfling

  • Can reroll a missed attack or failed saving up to twice per day.
  • +1 AC

Mimikin

  • May be pretending to be another race.

Ogre

  • +2 to saves vs poison, spells, and wielded items.
  • 60’ infravision
  • Can wield any two-handed melee weapon with only one hand.

Rhinokin

  • +2 bonus to saves vs poison, spells, and wielded items.
  • Can wield any two-handed melee weapon with only one hand.
  • Horn can be used for attack as mace (1d6 blunt).

Stral

  • 60’ infravision
  • Each carries at least one magical weapon or item with an elemental bound to it.

Tortokin

  • +1d2 damage on unarmed attacks from claws.
  • AC based on HD / Level:
Tortokin Armor Class
HD Armor Class
1-4 13
5-8 15
9+ 17

  1. Rather than dealing damage, targets in area must Save vs Blasts or fall asleep for 1d4 turns. β†©οΈŽ