HurwaetSwamp WiggleSalt 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 race—the hurwaeti—has 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.

Hurwaet

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 clothing—usually long, brightly colored loin cloths—and 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.

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.

Swamp Wiggle

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.

Salt Wiggle

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.