The Dragonlance Nexus

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Hurdu

D&D 3e (3.0/3.5) Rules

by James O'Rance


Large Humanoid (Reptilian)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft.
AC: 14 (-1 size, +5 natural)
Attacks: Bite +3 melee, tail +0 melee; or greatclub +3 melee
Damage: Bite 1d6+2, tail lash 1d4+1; greatclub 1d10+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Qualities: Low-light vision
Saves: Fort +1, Ref +3, Will +1
Abilities: Str 15, Dex 10, Con 12, Int 9, Wis 12, Cha 8
Skills: *Hide -4, Listen +4, Move Silently +2, Profession (hunter) +2, Spot +5
Feats: Alertness
Climate/Terrain: Temperate and warm forest and mountains
Organisation: Solitary, pair, patrol (5-20), or tribe (20-40)
Challenge Rating: 1
Treasure: None
Alignment: Usually lawful evil
Advancement: By character class

Hurdu are lizardfolk that dwell in the Steamwall Mountains and have taken on similar aspects to the twisted, vicious things that live in this tortured region of Taladas. Hurdu stand seven to eight feet tall when standing upright, but tent to walk hunched over on all fours. Their alligator-like skin is yellow-green to orange-yellow in colour, a natural camouflage that permits them to blend into the ill-favoured foliage of the Steamwall Mountains. Hurdu are given to violent rages and displays of brutish atrocity. They commonly torture prisoners, and show no mercy or sympathy to the weak or ailing.

Combat

Hurdu fight well as a unit, as those of lesser rank follow the directions of their leader unquestioningly. Left to their own devices, hurdu are good tactical fighters. Operating with the advice of a sesk draconian, a hurdu raiding party is capable of inspired sneak attacks and treacherous strategic moves.

Hurdu favour weapons that they can use with two hands, taking full advantage of their reach and height to land smashing blows. However, even without weapons a hurdu is not unarmed. If necessary he can bite with his fangs, or instead lash out with his five-foot-long tail.

Hurdu wear armour when it is available but are comfortable without it, relying on their natural body armour for a minimal degree of protection.

Skills: * Hurdu gain a +4 circumstance bonus to Hide checks in the Steamwall Mountain region.

Hurdu Society

Hurdu live in tribes organised along a strict basis of social dominance. They dwell along the less poisoned waterways in small villages of 20 to 30 individuals. Hurdu hunt, trade with sesk draconians, and compete with hobgoblins for living space in the Steamwall region. They despise Marak kender, who sometimes clash with their hunting parties, and avoid the dwarves of the Fianawar region, who usually best them in battle.

Hurdu Characters

The favoured class of a hurdu is barbarian, and their warleaders are predominantly barbarians; however, a few are adepts dedicated to their war-deity Ussk, god of disease. The very rare hurdu clerics of Ussk (Morgion) have access to the domains of Death, Healing, Trickery, and War.

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