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Page Last Update October 16, 2001
Dylese    
Medium-Size Humanoid (Dylese)
Hit Dice: 2d10+4
Initiative: +0
Speed: 30 ft.
AC: 15 (+5 natural)
Attacks: Great Club +2 melee, Short Bow +2 ranged
Damage: Great Club 1d10, Short Bow 1d6
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Qualities: Dylese Traits
Saves: Fort +4, Ref +0, Will +4
Abilities:Str 11, Dex 10, Con 13, Int 9,Wis 13, Chr 8
Skills: Listen +2, Hide +2, Swim +4,
Wilderness Lore +4 (in swamp)
Feats: Track    
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Climate / Terrain: Salt Water Marsh
Organization: Solitary, Scouting Party (2-5),
Hunting Party (11-20) plus 1 leader of 3rd - 6th
level, Tribe (50-100) plus 3rd level guard per 10
adults plus 5 5th level hunt masters plus 1 7th
level druid plus 1 10th level chief plus 40% non
combatants.
Challenge Rating: 1
Treasure: no coins, 100% goods, 100% items
(discard anything metal)
Alignment: Usually lawful evil
Advancement: By character class



Dylese Qualities
-stats  +2 Con, +2 Wis, -1 Dex, -1 Int,  -2 Chr
-Medium Size
-Base Speed 30 ft.
-Low Light Vision
-Special Skills +2 Listen, +4 Swim, +2 Hide, +4
Wilderness Lore (in swamps)
- Special Saves +2 Racial Bonus on saving throws
against spells and spell-like effects
-Favoured Class: Barbarian
Cannot touch metal (1 hitpoint damage/round). Metal
Weapons do +1 damage against Dylese.
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