“Demi-humans” in OSRIC are human-like creatures that are generally kindly-disposed towards humans. They are often of races that can become player characters. As a rule, demi-humans are opposed to humanoids (q.v.)—and may also, in some campaign worlds, be opposed to each other. For example, in campaign worlds inspired by the words of J.R.R. Tolkien, dwarfs (there spelled “dwarves”) often hate elves.
Some NPC demi-humans may be clerics. This is not necessarily permitted to player characters of that race; the few clerics in these societies are closely-guarded and watched, and usually may not leave.
Frequency: | Common |
No. Encountered: | 40d10 |
Size: | Small (4 ft tall) |
Move: | 60 ft |
Armour Class: | 4 |
Hit Dice: | 1 |
Attacks: | 1 |
Damage: | 1d8 or by weapon |
Special Attacks: | See below |
Special Defences: | Save at 4 levels higher (see below) |
Magic Resistance: | As above |
Lair Probability: | 50% |
Intelligence: | Very |
Alignment: | Lawful good |
Level/XP: | 2/30+1/hp |
Dwarfs are sturdy humanoids who live in extended clans. They typically make their homes in rocky hills. Dwarfs are led by higher level leader types as follows:
If encountered in their lair: 2d6 fighters (2nd to 5th level), 2d4 fighter/clerics (2nd to 4th level), females (50% total of males) and young (25% total of males)
Higher level fighters and fighter/clerics have a 10% chance (per level) of having magic armour or weapons.
Dwarfs are typically armoured in chain mail and carry shields. Axes and hammers are their weapons of choice. Dwarfs receive a +1 on to hit rolls vs goblins, orcs, and hobgoblins due to their intense hatred of these races. When in melee with giants, trolls, and ogres, these opponents must fight at -4 due to their size and the skill of dwarfs in fighting such opponents.
Dwarfs are a hardy people, and save vs poison and magic as if they were 4 levels higher than their actual level. Dwarfs have infravision to 60 ft and are excellent miners. They speak goblin, gnome, kobold, and orc in addition to their own tongue.
Description: Dwarfs have a dark brown to deep tan coloured skin tone. They grow long beards and their hair colour tends towards browns and blacks. They favour dark sombre colours for their clothing, with flashes of bright colours. They are short but have stocky builds and are known for their great strength. In some campaign worlds, they may wear kilts.
Dwarf females are bearded.
Mountain Dwarfs: These dwarfs are similar to their cousins, the hill dwarfs (described above), except they have 1d8+1 hit dice and they are slightly taller (4½ ft tall).
Treasure: Individual 2d4×5 gp; lair 10d4×1,000 gp (50%), 1d20×100 pp (50%), 5d4 gems (30%), 1d4×20 gems (50%), 1d10 jewellery (25%), any 4 magic items (15%).
Frequency: | Uncommon |
No. Encountered: | 20d10 |
Size: | Man-sized |
Move: | 120 ft |
Armour Class: | 5 |
Hit Dice: | 1+1 |
Attacks: | 1 |
Damage: | 1d8 or by weapon |
Special Attacks: | +1 to hit with pulled bow or sword |
Special Defences: | See below |
Magic Resistance: | 90% to sleep or charm only |
Lair Probability: | 10% |
Intelligence: | High |
Alignment: | Chaotic good |
Level/XP: | 2/30 + 1/hp |
Sometimes elves live in a complex civilisation, other times they are found living in wild bands. While there are several different types of elves, most do share the following traits.
Elves live in a rather loose society where independent clans pledge their support to a central ruler. They will likely place their homes in a secluded thicket or meadow.
When encountered in groups of 20 or more there will likely be a fighter of 2nd level or better. If there are 40 or more then there will probably be a 2nd level fighter / 2nd level magic user or better in the group. If there are 100 or more elves then the leader is likely to be a 4th level fighter / 8th level magic user with 2 additional 4th level fighters / 5th level magic users, and a 4th level fighter / 4th level magic user / 4th level cleric. If the elves are encountered in their homes then there will be an equal number of males to females. Because elves reproduce so slowly, only about 5% of the couples will have children.
Typically elves will wear scale, ring, or chain armour and shield. They will be usually armed with spears, swords, and bows. Higher level fighter / magic users and fighter / magic user / clerics have a 10% chance per level per class to possess some sort of usable magic item.
Elves have the ability to move silently when in natural surroundings, as such they are able to surprise on a roll of 1-4 on a d6. Also elves are able to blend into foliage and become virtually invisible, so long as they do not attack. When using any pulled bow or sword elves receive a +1 to their attack roll.
Also elves have a resistance of 90% to sleep and charm spells. Elves possess infravision with a range of about 60 ft. They can even detect secret doors on a roll of 1 on a d6. If the elf is searching then it is a roll of 1-2 on a d6. On a roll of 1-3 on a d6 and elf can find a concealed door if they are actively searching.
Elves have their own language, and can also speak goblin, orc, hobgoblin, gnoll, halfling, and gnome.
An elf’s appearance is rather thin and pale. Although their hair is dark, their eyes are green. Elves like to dress in shades of blue, green, or violet.
The life span of an elf is 1200 years or more.
Treasure: 1d6 pp per individual in addition to the magic described above.
Frequency: | Rare |
No. Encountered: | 40d10 |
Size: | Small |
Move: | 60 ft |
Armour Class: | 5 |
Hit Dice: | 1 |
Attacks: | 1 |
Damage: | 1d6 or by weapon |
Special Attacks: | See below |
Special Defences: | Save at 4 levels higher (see below) |
Magic Resistance: | See below |
Lair Probability: | 50% |
Intelligence: | Very |
Alignment: | Neutral to lawful good |
Level/XP: | 1/10 + 1/hp |
Gnomes live underground in hills that they have burrowed into, seeking gems and precious metals. They are divided into clans which are rather competitive with each other, but are never outright hostile. They are a distant relative to dwarfs.
For every 40 gnomes encountered there usually is a fighter of 2nd level or higher levels acting as leader. When the groups are of 200 or more there are clerics as well, usually 4th level or higher. If the gnomes are encountered in their burrows, there will be as many males as there are females. Additionally about 25% of the couples will have young. Most of the time the gnomes will have badgers, or other burrowing animals, that they have trained to act as sentries.
Typically when gnomes are encountered they will be wearing studded leather armour or ring armour and a shield. Gnomes are usually armed with a club and spear, sometimes with a short sword and spear.
When gnomes fight kobolds and goblins they fly into an intense rage and gain an additional +1 to hit. When gnomes battle gnolls, bugbears, ogres, trolls, or giants these creatures receive a -4 to their attack rolls due to the gnomes smaller size and nimbleness.
Due to their natural resilience to both magic and poison, gnomes save against these effects at four levels higher then they actually are. Gnomes have infravision that enables them to see 60 ft in the dark. Gnomes are excellent miners, possessing the abilities to detect whether a passage slopes upward or downward or if a corridor, walls, floors or ceiling is safe or not. They can even estimate depth and direction underground.
Besides their own language, gnomes can also speak kobold, goblin, halfling, dwarfish, and can also speak a language commonly known to all burrowing animals.
Gnomes have wood brown skin, white hair, and light to deep blue eyes. They like to dress in leather and earthy colours, and wear lots of jewellery.
Gnomes live typically about 600 years.
Treasure: 6d4 gp per individual.
Frequency: | Rare |
No. Encountered: | 30d10 |
Size: | Small |
Move: | 90 ft |
Armour Class: | 7 |
Hit Dice: | 1d6 hp |
Attacks: | 1 |
Damage: | 1d6 or by weapon |
Special Attacks: | +3 to hit with bow or sling |
Special Defences: | Save at 4 levels higher (see below) |
Magic Resistance: | See below |
Lair Probability: | 70% |
Intelligence: | Very |
Alignment: | Lawful good |
Level/XP: | 1/5 + 1/hp |
Halflings as a race value hard work and simple living. Their settlements are as likely to contain small cottages as they are to have underground dwellings. They tend to keep to themselves and ask the same of other races.
When encountered in groups there will likely be a leader, usually a 2nd level fighter, for every 30 individuals. In groups containing over 90 individuals there will likely be a 3rd level fighter as well. In groups containing more than 150 halflings there will usually be a 4th level fighter in addition to the 3rd and 2nd level fighters.
If the halflings are encountered in their homes there will likely be as many females as there are males. About 60% of these couples will have children. It is also expected that they will have 1d4 dogs acting as guards.
Halflings will usually wear leather or padded armour and they prefer a hand axe, club, spear, or sling as weapons. There is a 10% chance per level that higher level halflings may have magic armour and/or weapons.
Because of their natural resilience to both magic and poison, halflings save against these effects at four levels higher then they actually are. Also halflings are very adapt at sneaking and hiding. They will surprise on a roll of 1-4 on a d6. Halflings are so adept at using the natural camouflage that they should be considered invisible if there is any foliage to hide in.
Halflings speak their own language and will also be able to speak common, gnome, goblin, and orc.
A halfling has a rosy face with light brown to brown hair and brown to hazel eyes. Their clothes are simple earth colours, grey, tan, or brown.
Their lifespan averages about 150 years.
Treasure: 3d8 sp per individual.