Wednesday, April 4, 2012

A-to-Z Challenge, D: Dwarf, Red (New Oe/BX/1E Monster)

I had originally intended to make today's "D" post a "Double-shot of Dwarves", with a black dwarf also being listed. But, that's how life goes, I suppose. For reference, the black dwarves are very sophisticated and most of them have spell/magic capabilities, compared to the barbaric, magically incapable red dwarves detailed below.

Dwarf, Red


DESCRIPTION

This barbaric race of dwarves have unruly reddish-brown hair, eyes so red they seem to burn like fire, and teeth so black as to appear like little bits of coal. They are stouter and more muscular than standard dwarves, and all but ignore social conventions like hygiene or manners.

Red dwarves are migratory, living a sem-nomadic life as they move biannually between climatic zones, normally establishing their seasonal lair in natural caverns in rocky hills. Red dwarves commonly enlist the use of trained bears to act as both pack animals and lair guardians. For each 6 members in a clan, there will be one black bear in service to that clan. Their nomadic lifestyle does not provide the same mining expertise of normal dwarves, giving them none of the benefits of that expertise (detecting passages, new construction, etc.)

Red dwarves will either be completely unarmored (no armor, no shield; 50% of the time) or will wear leather armor and carry a shield (50%). The members of a group are normally armed as follows:
sword & light crossbow
sword & spear
sword & hammer
axe & hammer
axe & spear
axe & mace
hammer & heavy crossbow
10%
10%
15%
25%
20%
10%
10%

For every 8 red dwarves that appear in a group, there will be an additional leader type (as "clan leader") with hit dice 4+6 (saving at 2 levels higher than a normal red dwarf) and wearing leather armor carrying a shield (AC: 6). If more than 20 are present, there will be an additional red dwarf phratry leader (as "chieftain") with hit dice 6+8 (saving at 4 levels higher than a normal red dwarf) wearing +1 leather armor and carrying a shield (AC: 5). If encountered in their lair (or caravan, as above) there will be additional females and young with 50% and 25% of adult male stats respectively.

Red dwarves are generally hostile to other races, including other types of dwarves, and are extremely competitive with red dwarves from other clans (even within the same phratry). While many red dwarf clans maintain "unspoken" alliances with one another, a red dwarf clan will rarely hesitate to abandon any sort of allegiance to another clan in deference to the good, well-being, and benefit of their own. This hostility towards other races includes the dwarven hatred of goblins, hobgoblins and orcs, giving them a +1 bonus "to hit" against them. Furthermore, their barbaric nature provides them with a battle rage, increasing that bonus to +2 whenever 5 or more of these creatures are present. Additionally, when a leader is present (and alive) their morale is 12 rather than 10. Their training in fighting giant-classed monsters also affects such creatures (ogres, trolls, giants) gives them a -4 "to hit" penalty when fighting red dwarves. All red dwarves also benefit from a +1 damage bonus with all hand-to-hand weapons (due to strength). While red dwarfs have a natural resistance to poison and magic (per higher than standard save), they are incapable of magic use (i.e., "spells") or psionics.

Red dwarves speak their own dialect and any creature who speaks the normal dwarvish language will only understand 50% of what is being said (+5% per INT point above 13). Red dwarves also speak the standard dwarven dialect, as well as the language of goblins and orcs. There is only a 25% chance that a red dwarf will speak the common language.

Oe/1E STATS
FREQUENCY: Very Rare
NO. APPEARING: 4-40
ARMOR CLASS: 6
MOVE: 6"
HIT DICE: 2+4
% IN LAIR: 50%
TREASURE TYPE: Individuals: M (x2);
in lair: G, Q (x10), R
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-9 or by weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES:
Saves at 4 levels higher (see below)
MAGIC RESISTANCE: As above
INTELLIGENCE: Low to average
ALIGNMENT: Lawful evil
SIZE: S (4' + tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 6
HIT DICE: 2+4
MOVE: 60'
ATTACKS: 1 weapon
DAMAGE: 2-9 or by weapon
NO. APPEARING: 4-40
SAVE AS: Dwarf: 2
MORALE: 10 or see below
TREASURE TYPE: Individuals: K (x2);
in lair: G, M (x4) in lair
ALIGNMENT: Chaotic

1 comment:

  1. Knowledge of mythology is wonderful for other world building in stories. I'm sending a link to my sons who have dwarfs in some of their stories.
    :)
    Kate
    Follow & A to Z Visiting: http://whemkateblogs.blogspot.com

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