The Dragonlance Nexus

Printed From:


D&D 3e (3.0/3.5) Rules

by James O'Rance

Medium-size Humanoid (goblinoid)
Hit Dice: 3d8+3 (19 hp)
Initiative: +0
Speed: 20 ft.
AC: 17 (+7 natural)
Attacks: Bite +4 melee; or weapon +4 melee
Damage: Bite 1d4+3; glaive 1d10+3; longspear 1d8+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spittle
Special Qualities: Fire resistance, low-light vision
Saves: Fort +4, Ref +1, Will +2
Abilities: Str 15, Dex 11, Con 13, Int 10, Wis 12, Cha 8
Skills: Craft (trapmaking) +3, Hide +1, Listen +2, Move Silently +2, Spot +3
Feats: Toughness
Climate/Terrain: Temperate and warm mountains and plains
Organisation: Solitary, pair, gang (4-9), or tribe (20-40)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class

Sligs are ferocious humanoids, distantly related to goblins and hobgoblins. Sligs hate weakness, a quality that they associate with mercy and benevolence. Consequently, sligs consider those of good alignment to be a blight on the world and are dedicated to their extermination.

Sligs are six feet in height, with tough, horny, hairless hides of a dull orange colour. Sligs have narrow, slitted eyes, pointed ears with large earlobes, long, thin snouts, and huge mouths filled with sharp fangs. Salivary glands line the inside bottom lip, steadily secreting milky venom. The slig's fingers and toes are thick, stubby, and have olive-green hooked claws. Blunt vestigial tails extend from the slig's spine, quivering and throbbing when angry. Sligs wear few clothes, but are fond of decorating their bodies with heavy iron jewelry and body paint.

Sligs speak Goblin and Ogre; a few exceptional individuals also possess a smattering of Common.


Sligs can bite with their hooked fangs, but they prefer to use weapons. Sligs love combat and delight in devising inventive methods to trap their opponents. They are masters of creating pit traps, and fill them with poisonous snakes, hungry rats, or muddy water tainted with mushroom toxin.

Fire Resistance (Ex): A slig's hide is immune to normal fire, and reduces magical fire damage by 5.

Spittle (Ex): Three times per day, a slig can squirt its venomous spittle up to ten feet away with a ranged touch attack. On contact, the spittle does 1d6 temporary Constitution damage, plus 1d3 temporary Wisdom secondary damage.

Slig Society

Slig tribes live in hillside caves or in simple huts of stone or wood, built in grottoes, canyons, and barren lands. Male sligs have no permanent residence within their communities, drifting from hut to hut or cave to cave as the mood strikes them. Slig tribes dig a large pit where they keep wild game such as goats and dire rats, and another pit for prisoners. Food and prisoners are treated the same way—tied and burned on bonfires, and then devoured.

Often, the sligs have leashed wolves that are trained to attack intruders on sight. As a further protection, numerous pits surround the village; particularly large villages are enclosed with stone walls that can only be travelled through via rope ladders.

Slig Characters

The favoured class for sligs is the Warrior (see page 39 of the Dungeon Master's Guide). Slig warriors are primarily responsible for the tribe's defense, and enforce the decision of the Champion, the largest and strongest male of the slig tribe. Slig clerics worship Takhisis and Sargonnas.


Ghagglers are aquatic sligs that breathe through gills rather than lungs. They can only venture above water for one minute per point of Constitution, and are rarely seen by land-dwellers. Ghagglers cannot spit poison underwater, and instead inject their venom with a bite up to three times per day. In all other respects, ghagglers are similar to sligs.

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