Hurwaet Swamp Wiggle Salt Wiggle
The humanoid has thick, tough scales covering a body with long, frog-like
legs and webbed fingers and toes. Its troll-like face has large, pointed
ears, a pointed nose, and a sharp chin.
Wiggles are an ancient race distantly related to both sahuagin and
lizardfolk. Though part of the racethe hurwaetihas
remained civilized, the majority has degenerated into groundlings.
Wiggles speak Draconic and Common.
Combat
Fog Cloud (Sp): Once per day, a wiggle can cast a fog cloud
as a 9th-level sorcerer.
Leap (Ex): A wiggle's long, powerful legs make it a natural jumper. It gains
a +30 competence bonus on all Jump check, and its maximum jumping
distance is not limited by height.
- Medium Monstrous Humanoid
- Hit Dice: 3d8-3 (10 hp)
- Initiative: +4 (Improved Initiative)
- Speed: 20 ft. (4 squares), swim 30 ft.
(6 squares)
- Armor Class: 16 (+4 natural, +2 heavy shield), touch 10, flat-footed 14
- Base Attack/Grapple: +3 / +3
- Attack: Longsword +3 melee (1d8/19-20), or sling +3 ranged (1d4)
- Full Attack: Longsword +3 melee (1d8/19-20), or sling +3 ranged (1d4)
- Space/Reach: 5 ft. /
5 ft.
- Special Attacks:
- Special Qualities: Darkvision 60 ft., Fog Cloud, Leap
- Saves:
Fort +0,
Ref +3,
Will +4
- Abilities: Str 11, Dex 10, Con 9, Int 11, Wis 12, Cha 10
- Skills: Balance +5, Jump +32, Listen +3, Spot +3, Swim +4
- Feats: Alertness, Improved Initiative
- Environment: Any
- Organization: Solitary or tribe (3-30)
- Challenge Rating: 1
- Treasure: Standard
- Alignment: Usually lawful neutral
- Advancement: By character class
- Level Adjustment: +1
Hurwaeti are the most civilized of the wiggles. They usually
function as mercenaries and common crewmen. They favor simple
clothingusually long, brightly colored loin clothsand
jewelery made from ceramics or shells.
Combat
With their great jumping ability, hurwaeti are excellent at boarding
actions.
Hurwaeti as Characters
Most hurwaet leaders are fighters or rogues.
Hurwaet characters possess the following racial traits.
- -2 Constitution, +2 Wisdom.
- Medium Size.
- A hurwaet's base land speed is 20 feet.
- Racial Hit Dice: A hurwaet begins with three levels of monstrous
humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base
saving throw bonuses of Fort +1, Ref +3, and Will +1.
- Racial Skills: A hurwaet's monstrous humanoid levels give it skill
points equal to 6 x (2 + Int modifier, minimum 1). It's class skills
are Balance, Jump, Listen, Spot, and Swim.
- +30 racial bonus on Jump checks.
- Racial Feats: A hurwaet's monstrous humanoid levels give it two
feats.
- Weapon Proficiency: A hurwaet is proficient with all longsword,
all simple weapons, and shields.
- +4 natural armor bonus.
- Special Qualities (see above): Fog Cloud.
- Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Elven,
Dwarven, Goblin.
- Favored Class: Fighter.
- Level adjustment +1.
In The Spheres
This ancient race was broken up in an ancient war. The destruction
stranded many colonists, who degenerated into swamp and salt wiggles.
The few remaining spacefarers became mercenaries. Nobody gets anything
from a hurwaet for free.
- Medium Monstrous Humanoid
- Hit Dice: 4d8 (18 hp)
- Initiative: +4 (Improved Initiative)
- Speed: 20 ft. (4 squares), swim 40 ft.
(8 squares)
- Armor Class: 16 (+2 heavy shield, +4 natural), touch 10, flat-footed 14
- Base Attack/Grapple: +4 / +5
- Attack: Club +4 melee (1d6+1), or javelin +4 ranged (1d6+1)
- Full Attack: Club +4 melee (1d6+1), or javelin +4 ranged (1d6+1)
- Space/Reach: 5 ft. /
5 ft.
- Special Attacks:
- Special Qualities: Darkvision 60 ft., Fog Cloud, Leap
- Saves:
Fort +1,
Ref +4,
Will +4
- Abilities: Str 12, Dex 10, Con 10, Int 9, Wis 10, Cha 11
- Skills: Jump +33, Listen +2, Spot +2, Swim +6
- Feats: Alertness, Improved Initiative
- Environment: Temperate marsh
- Organization: Gang (2-3), band (6-10 plus 50% noncombat plus 1 leader of 3rd-6th
level), or tribe (30-60 plus 2 lieutenants of 3rd-6th level and 1 leader of
4th-10th level)
- Challenge Rating: 2
- Treasure: None
- Alignment: Always neutral
- Advancement: 6-10 HD (Medium)
- Level Adjustment:
These degenerate barbarians live as tribal hunters or brigands.
Combat
Swamp wiggles attack with primative stone weapons such as clubs and
javelins.
- Large Monstrous Humanoid
- Hit Dice: 12d8+12 (66 hp)
- Initiative: +5 (+1 Dex, +4 Improved Initiative)
- Speed: 30 ft. (6 squares), swim 50 ft.
(10 squares)
- Armor Class: 19 (-1 size, +1 Dex, +9 natural), touch 10, flat-footed 19
- Base Attack/Grapple: +11 / +19
- Attack: Claw +14 melee (1d6+4)
- Full Attack: 2 claws +14 melee (1d6+4) and bite +9 melee (1d8+2)
- Space/Reach: 10 ft. /
10 ft.
- Special Attacks: Rend 1d6+4
- Special Qualities: Darkvision 60 ft., Fog Cloud, Leap
- Saves:
Fort +7,
Ref +9,
Will +8
- Abilities: Str 18, Dex 12, Con 12, Int 9, Wis 10, Cha 9
- Skills: Jump +40, Listen +5, Spot +5, Swim +7
- Feats: Alertness, Cleave, Great Fortitude, Improved Initiative, Power Attack
- Environment: Temperate marshes
- Organization: Solitary or gang (2-5)
- Challenge Rating: 5
- Treasure: Standard
- Alignment: Usually lawful evil
- Advancement: 13-24 HD (Large)
- Level Adjustment:
Approximately 2% of all swamp wiggles born are actually the evil
salt wiggles.
Combat
Salt wiggles don't use weapons, prefering their natural attacks.
Rend (Ex): If a salt wiggle hits with both claw attacks, it latches onto the
opponent's body and tears the flesh. This attack automatically deals
an additional 1d6+4 points of damage.