Grenouille

A race of bipedal large humanoid frogs which inhabit wet places - rainy forests, marshes, damp caves or virtually any other place which is shady or dark and has water nearby.

Species Name: Grenouille, Frog Man,

Type: Humanoid Frog

Physical Traits: Grenouille are covered with smooth, mottled olive green hide that is reasonably tough. Their faces resemble those of enormous frogs, with wide mouths and large, bulbous eyes; their feet and hands are webbed. Though they wear no clothing, all use weapons, armour, and shields if they are available.

Height: 5-7' feet

Weight: 60-250lbs

Abilities: Grenouille are rapid swimmers, and have an attack routine that combines a hopping charge with an impaling weapon to deal extra damage to opponents. They can hold their breath underwater for 7 turns and are able to dive down to a maximum depth of 5 metres per CON. They also have the chameleon-like power to alter their skin-colouration to different shades of grey, green, and brown, so that they can hide and attack from surprise.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual, egg.

INT: 2D6, WIS: 2D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 2D6/hop 3D6, HPs: CON +D8, AC: 6

Orbit/Climate: See Earth

Feeding Habits: Omnivore. They live primarily on fish and any other game, preferring a diet of meat.

Lifespan: 20 years

Technology: 2

Culture: Malevolent. Truly malicious race with no redeeming qualities at all. Grenouille form organised bands led by at least one large individual, and sometimes a tribal shaman or great chief. They readily serve chaotic evil masters of other races. Some are more intelligent than others, and that these groups use armour, shields, and weapons, and tend to dwell in caves or deserted human habitations; the less advanced hate these groups and make war on them. Sahuagin hold Grenouille in disdain, and may raid a lair for sport of out of sheer malice, eating captives alive.

They live in somewhat-organized socially fascist groups, cooperating for the purpose of hunting and survival .. adept hunters and fishermen, and skilled in the use and construction of snares and nets, and that in their savage society Males are the dominant sex, and females exist only to lay eggs. Though females and young make up about one-half of any tribe, they count for little in the social order. They do not deal with incursions into their loose territorial boundaries very efficiently, but do kill and eat interlopers. Members of the same group hardly ever fight each other, except when determining a new tribal leader.

It is often females who take up the life of an adventurer, due to their extremely limited opportunities in Grenouille society. Also, most other humanoid races fear and detest them, making adventuring life dangerous.

Grenouille always attack in groups, trying to use their numbers to surround their enemies. Whenever they can, they attack with their hop, which can be up to 30 feet forward and 15 feet upward. When attacking with a hop, add a +1 bonus to their attack (not damage) rolls, and double the damage if using an impaling weapon. This skill, combined with their outstanding camouflage abilities, frequently puts them in an ideal position for an ambush (+2 bonus to initiative checks).

Grenouille tend to disrupt ecosystems, rather than fill a niche in them. They do not have the intelligence to harvest their food supplies sensibly and will fish and hunt in an area until its natural resources are depleted, and then move on to a new territory. They hate men, and will attack them on sight, but fortunately prefer to dwell in isolated regions far from human beings.

Government: Tribal

Population: 1,400,000

 

 

 

Creating a Grenouille character

Step 1: Attributes
Roll attributes as normal including INT and WIS as a character will be more intelligent than the average Grenouille. 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 +8, +8 per level.
Step 2: Skills

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

Step 3: Abilities

Grenouille gain all the following free;

Hop - All Grenouille can attack with their hop, which can be up to 3 metres per STR forward and 1 metre per STR upward. When attacking with a hop, add a +1 bonus to their Thac0, and double the damage if using an impaling weapon.

Toxins - +1 vs poisons, toxins and diseases.

Additionally Grenoiulle 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
Animal Empathy 5 Grenouille can establish telepathic communication with any normal swamp animal within line of sight if he does nothing else in the round. The animal must have a minimum INT of 1. He can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked. It will answer any of his questions.
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.
Fortitude 5 +1 vs poisons, toxins and diseases. This then increases by +1 every second level.
Increased AC 5 +1 AC
Increased Thac0 10 +1 Thac0 with melee weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Natural Chameleon 5 Using this ability the Granouille can blend into and render himself nearly invisible in swamp areas, rainy forests, or marshes. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled area and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 
Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Nature Survival 5 Due to a Granouille's extensive experience and training in swamps and marshes they gain +1 to any physical, combat and survival rolls made while within that environment.
Smell 5 Smell increases to x1 normal range per 3 WIS with an additional x1 per level. It can only be used for smelling poison or impurities in food and beverage.
True 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 5: Classes
Any but Shaman is the favoured mage class.

 

 

 

Races