D&D 3e (3.0/3.5) Rules
Medium-size Giant (ogre)
Bolandi are a race of tree dwellers with minor illusionary powers. They may be distantly related to the Irda but their origins are not known with any certainty. A mischievous race, bolandi are the most skilled practical jokers on Krynn.
Bolandi are slight humanoids, descended from the ancient ogres, with smooth brown skin, brown hair and eyes. They are slim but well-muscled, with long toes and fingers and high-pitched barking voices. Bolandi wear loose linen clothing.
Bolandi speak their own language and that of the Irda.
The bolandi do not live in a martial society, but learn to defend themselves from their natural enemies—griffins, tigers, and the occasional orughi or ogre—with simple spears and bows. Bolandi sometimes smear their weapons with a paralytic poison (save DC 15, 1d4 Dex damage, secondary damage 1d3 Dex).
Displacement (Sp): By the age of maturity (15 years), a bolandi can displace themselves once per day, as a displacement spell cast by a sorcerer of the same level. At 40 and older, a bolandi can use this ability twice per day.
Powder Bombs (Ex): Bolandi have learned to make powder bombs from the Mischta. These bombs, when dropped, force Fortitude saving throws (DC 10) in a 10-ft. spread; creatures that fail this saving throw are stunned for 2d4 rounds.
Skills: Bolandi gain a +4 racial bonus to Climb and Jump checks.
Most bolandi live on the island of Selasia in the Spine of Taladas, but a few live on other, smaller islands in the tropics. Bolandi live in villages constructed in the limbs and branches of tropical trees. Their homes are constructed from vines, ropes woven from jungle plants, and reeds.
The favoured class of bolandi is illusionist, and their leaders are usually illusionists of 5th level or higher. They are instructed in these arts by Mischta wizards and sorcerers, who sometimes regret it.
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