The Dragonlance Nexus

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D&D 3e (3.0/3.5) Rules

by James O'Rance

Small Humanoid (kender)
Hit Dice: 1d8 (4 hp)
Initiative: +1 (Dex)
Speed: 20 ft.
AC: 14 (+1 size, +1 Dex, +2 leather)
Attacks: Hoopak staff +0 melee; or hoopak sling +1 ranged
Damage: Hoopak staff 1d8-1, hoopak sling 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Taunt
Special Qualities: Fearlessness
Saves: Fort +0, Ref +3, Will +0
Abilities: Str 9, Dex 13, Con 11, Int 11, Wis 11, Cha 11
Skills: Craft (any one) +2, Escape Artist +3, Hide +5, Move Silently +1, Open Lock +3, Listen +3, Pick Pocket +3, Spot +5
Feats: Lightning Reflexes
Climate/Terrain: Any land
Organisation: Solitary, pair, gang (4-9), or village (10-100 kender, plus 1 leader of 4th to 6th level and 1 3rd—level rogue per 20 adults)
Challenge Rating: ½
Treasure: Standard
Alignment: Often chaotic neutral
Advancement: By character class

Kender are an endearing yet infuriating race, kender can be found everywhere in Ansalon due to their wanderlust and curiosity. As the human proverb goes, "Where a rat can go, two kender will be."

Adult kender resemble young teenaged humans; aside from their pointed ears, they could pass as human youths with unusual premature wrinkles. Some kender are so wrinkled as to appear wizened. Most kender stand about four feet tall, although some reach five feet in height. Despite thin limbs, kender are well muscled.

Kender speak their own language as well as the Common tongue.

Most kender encoutered outside Hylo or Kendermore are commoners or rogues. The statistics above describe a 1st-level commoner. See page 38 of the Dungeon Master's Guide for more information on commoners.


Kender prefer to rouse opponents to a rage with their taunting, and follow up with a volley of stones hurled from the staff-sling of their hoopak. All kender are proficient in one of their unusual racial weapons, with the hoopak being most common.

Kender have been known to get into more trouble than they can easily deal with. If faced with an enemy far beyond them in terms of power, most kender will retreat to safer ground, peering over their shoulders to get a good look at the beast as they run.

Taunt (Ex): Kender can use uncannily insightful insults to anger others, causing them to react irrationally towards the kender, thus lowering their defences. Opponents unaware of the kender cannot be taunted. A kender can taunt an opponent while performing most actions, with the exception of spellcasting and activating magic items by command word or spell activation methods. The kender must taunt for one full round before she has any effect. This is a language-dependent, mind-influencing effect (Will save negates, DC 10 + 1/2 kender's level + Cha modifier).

An opponent who fails its Will save suffers a -2 morale penalty to AC, but gains a +2 morale bonus to attack rolls when in melee combat with the kender. The opponent must make another Will save to attack any other target or cast a spell while the kender is within melee combat range; if he fails, he must attack the kender instead or lose that action. An opponent who attempts to cast a spell may make a Concentration check and use that result as its saving throw.

The effects of kender taunt last as long as the kender continues to insult the opponent plus 1d4 rounds or until he makes a Will save, whichever comes first.

Fearlessness (Ex): Kender receive a +4 morale bonus on saving throws against fear. Kender are naturally fearless creatures, and so rarely suffer from the feeling that they are unlikely to recognise it in the event that fear does overcome them (these unfortunate kender instead claim that they have a "funny feeling").

Kender treat all fear effects as though they were two levels lower. Therefore, a kender who is affected by a fear effect that causes targets to become shaken or frightened is unaffeced by the fear. A kender who is affected by a panicking fear effect becomes shaken.

From this point on, it is possible for a kender to become frightened or panicked as normal; that is, a shaken kender who is made panicked again becomes frightened, and a frightened kender who is made panicked again becomes panicked. Only severe trauma or intense supernatural fear has been known to create such fear in kender. See "Fear" on pages 76-77 of the Dungeon Master's Guide.

Skills: Kender receive a +2 on Escape Artist, Open Lock, Pick Pocket, and Spot checks.


The favoured class of kender is rogue. Kender use the terms "scout" or "handler" since they consider terms like "thief" and "rogue" offensive.


The above information describes the true kender, the most common kind of kender in Krynn. However, there are two kender subraces in remote lands of Krynn, the Marak kender and the kendar, and the Fifth Age sees the creation of a third, the afflicted kender. These subraces share enough kender characteristics to be included here.

Afflicted Kender

In the Fifth Age, survivors of the Kender Flight have formed their own communities and distanced themselves from the so-called "true kender" of Hylo. Their numbers were reduced by half, and many of the survivors bore physical and emotional scars for decades to come. Known as afflicted kender by the other peoples of Ansalon, these kender have a hard, cautious, and watchful demeanor. They move carefully and silently, as though they were conserving their energy for emergencies.

Skills: Afflicted kender gain a +2 racial bonus to Hide and Move Silently checks, due to their natural caution, great agility, and sneaky nature.

Afflicted kender do not benefit from standard kender fearlessness, although they do gain a +4 morale bonus against fear effects.

Marak Kender

Kender of the Marak Valleys in Taladas have suffered centuries of hostile climate and hobgoblin raids since the Cataclysm, and have thus become suspicious, distrustful, and paranoid of others. Their curiosity drives them to check everything and everyone out—"just for safety's sake." They steal not because they are thieves, but to make sure that the odds are always in their favour. Furthermore, Marak kender are very conscious of insults, and react very strongly when they consider themselves insulted. Those who have only ever encountered the friendly true kender will be quite startled to see knives drawn when the Marak kender see some hidden meaning in an innocent remark.

Marak kender always suspect the worst in any unknown being. Others find Marak kender less irritating, but just as unpleasant to know, and quickly learn to leave the creatures alone. Only the most thick-skinned ogre could live happily among paranoid and insult-conscious Marak kender.

Skills: In addition to the standard kender traits, Marak kender gain a +2 racial bonus to Listen checks, due to their keen and suspicious ears.

Marak kender gain a +4 morale bonus against fear effects, although they do not benefit from standard kender fearlessness.


Kendar are a lost offshoot of clannish kender who dwell in the subterranean rift of Chorane, deep beneath the frozen southern continent of Krynn. Kendar are quite similar to their relatives on the surface in appearance, being slightly smaller and pale of complexion.

Kendar are quite curious, but unlikely o go rushing off into dangerous situaitons—kendar can recognise inherently foolish or dangerous behaviour as easily as any human. However, they are a naturally skeptical race, and believe only what they have seen and experienced first-hand. If another member of a kendar's clan swears his own personal experience of something, then the kendar may believe it.

Kendar have a strong mercenary streak, and due to their intellectual curiosity they can become fairly adept with arcane magic. All kendar love magic items, and will pay well for them.

Skills: Kendar receive a +2 racial bonus to all Appraise, Craft, Escape Artist, and Spot checks, rather than the skill bonuses listed above for true kender.

Skepticism (Ex): Kendar gain a +2 racial bonus to saves against illusion effects, although they do not benefit from standard kender fearlessness.

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