Alaghi

Alaghi are forest-dwelling humanoids distantly related to Alaghi. Alaghi tend to be shy and peaceful and kill only for food. They are capable warriors, however, and fight with great cunning if attacked or panicked.

 

Species Name: Alaghi

Type: Humanoid Monster

Physical Traits: They are barrel-chested, with short, almost invisible necks, and wide, flat heads with sloping brows. Their shoulders are broad, and their arms are long and powerful. Their legs are short but thick, and their hands and feet are very large. An Alaghi’s entire body is covered with thick hair, usually blond, reddish brown, or charcoal grey. Most blond individuals have green eyes and fur tinged with green highlights.

Height: 6 - 7ft

Weight: 310 - 340 lbs

Abilities: Alaghi can move silently 80% of the time and can hide in natural surroundings 75% of the time. An Alaghi’s huge, muscular fists can inflict 2D6 points of damage in combat. A typical Alaghi hunter or warrior carries a stone knife or hand axe, and three or four wooden javelins that the creature can hurl with great force. An Alaghi can attack with a weapon in one hand and make a second attack with its empty fist. If forced into combat, a group of Alaghi scatters and hides. Thereafter, the individuals come out of hiding one at a time to hurl missiles or melee while their fellows circle to the rear, moving silently.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6, WIS: 3D6, STR: 4D6, DEX: 3D6, CON: 4D6, CHA: 2D6, MR: 3D6, HPs: CON +D20, AC: 4

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 85 years

Technology: 2

Culture: Standard. Diversified mix of kind and evil people. Most Alaghi are semi-nomadic hunter-gatherers who travel as small families. They are usually encountered on the move (80%), but when encountered in an encampment (19%), a group of Alaghi has D4-1 youngsters with the same chance to hide and move silently as the adults. Their combat ability, however, is limited to normal pummeling or wrestling attacks (D6/D6 points of damage). Very rarely (15% of encamped groups), 15-20 Alaghi lay permanent claim to a particularly bountiful area and settle down to live in crude huts or large cave complexes. Such communities are always led by an elder more than 100 years old who has high Intelligence, and the ability to cast priest spells. These spells are five first-level, five second-level, and two third-level spells each day from the spheres of all, plant, animal, healing, charm, divination, and combat. Such communities are generally feared and mistrusted, for the individuals in them begin to show traits common to their relatives, the Alaghi. Although willing to trade pelts, game, and ores for manufactured goods, sedentary Alaghi do not hesitate to slay and eat unwary traders or travellers in their midst.
Even more rare are the hermitic Alaghi (1%). These hermits are adults at least 50 years old, with exceptional Intelligence and neutral good alignment. They are solitary vegetarians and philosophers with all the powers of an 11th-level druid. Though shy, they are curious and helpful, and they love riddles and games of strategy, such as chess, which they play mentally. A human or demihuman who can beat an Alaghi hermit at chess is rare indeed.
All Alaghi speak their own language of hisses, hoots, and grunts. Sedentary Alaghi also speak Common and usually the language of any neutral or evil creatures living nearby. Alaghi hermits are loquacious if befriended and can speak with any woodland creature or animal and 2d4 other languages as well.

Nomadic Alaghi travel throughout most of the year, going wherever the game and wild plants provide the best living. In places where the winters are cold, these Alaghi winter in natural caves or protected valleys. Nomadic Alaghi do not necessarily live in harmony with nature, but they respect it and know how to use it without destroying it. Sedentary Alaghi live much like primitive humans, but they tend to be greedy and are quite capable of depleting the resources around them to the point which their communities must resort to raiding to survive. Hermitic Alaghi live in complete harmony with nature and are always on good terms with their woodland neighbours.

Government: Tribal

Population: 160,630

 

Creating an Alaghi character

Step 1: Attributes
Roll attributes as normal but then 4D6 for STR and CON and 2D6 for CHA. Mana = INT + WIS x2. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +20, +20 per level.
Step 2: Skills

Choose skills in the normal manner according to the character's class.

Step 3: Abilities

Alaghi gain all the following free;

Chameleon - Using this ability the Alaghi can blend into and render himself nearly invisible in any forest or jungle terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies.

Additionally Alaghi start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Enhanced Taste 5 Can identify the specific ingredients of anything that have previously eaten, drunk or sample tasted. This includes chemicals, animals, plants, toxins and poisons.
Greater Fortitude 5 +1 on all physical and CON related saves.
Increased AC 5 +1 AC
Increased Thac0 5 +1 Thac0 with unarmed combat at levels 2, 5, 8, 11, 14, 17 and 20.
Nature Survival 5 Due to an Alaghi's extensive experience and training in jungles and forests they gain +1 to any physical, combat and survival rolls made while within that environment. He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Underground, Mountain, Forest or Ocean.
Nightvision 5 Equal to normal vision.
Resist Hunger 5 When food is scarce Alaghi can go for 1 week per CON without eating.
Smell 5 They can identify the specific odour or scent of anyone that have previously met, and track by smell so long as they know the scent.
Strength 5 +1 STR
Witch Sight 10 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 4: Classes
Any but Shaman is the favoured mage class.

 

 

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