Humanoids

“Humanoids” in OSRIC are evil aligned manlike creatures such as orcs, goblins or kobolds. Most humanoids live in tribes or clans. Larger groups of these creatures will tend to include shamans or witch doctors (see “Tribal Spellcasters” at the beginning of this chapter).

Batrachian

Batrachian Anuran Female Eft
Frequency:RareRareRareVery rare
No. Encountered:10d810d1075% of no. of males200% of no. of females
Size:Small to man-sizedSmall to man-sizedSmallSmall
Move:30 ft hopping; 150 ft swimming30 ft hopping; 150 ft swimming30 ft hopping; 150 ft swimming30 ft hopping; 150 ft swimming
Armour Class:6 or better668
Hit Dice:111d6 hp1d2 hp
Attacks:1331
Damage:By weapon1d2/1d2/1d4+11d2/1d2/1d41d2
Special Attacks:HopHopHopNone
Special Defences:CamouflageCamouflageCamouflageNone
Magic Resistance:StandardStandardStandardStandard
Lair Probability:20%20%80%100%
Intelligence:Low to averageLowLow to averageAnimal
Alignment:Chaotic evilChaotic evilChaotic evilNeutral
Level/XP:1/18+1/hp1/15+1/hp1/10+1/hp1/1

Batrachians represent the more advanced frog-man tribes, and are typically armed with spear and shield or harpoon and shield (treat their harpoons as spears). Batrachians can have shamans (maximum of 5th level) or witch doctors (maximum of 5th/4th level).

Optional: If the Cthulhu mythos is in play, at least some batrachians may well worship Cthulhu. In this case they may be a lesser kind of Deep One.

There is a 25% chance that batrachians will have 2d4 giant frogs (75%) or poisonous giant frogs (25%) in their lair. Batrachians with poisonous giant frogs available may (50% chance) have anointed their spears or harpoons with poison.

Anurans represent the less advanced frog-man tribes, and typically do not possess weapons or armour. Anurans can have shamans (maximum of 3rd level) or witch doctors (maximum of 3rd/2nd level). They otherwise count as batrachians.

Females for both batrachians and anurans have the same stats. They are not normally combatant unless the efts (q.v.) or a temple, religious monument, or idol are threatened.

Efts are tadpoles. They are confined to water, and will always dwell in a large, central pool.

Rumours persist of batrachian ghouls, which may be under the shaman or witch doctor’s command.

Hop: A hop counts as a charge, with an additional +1 to hit bonus. A batrachian making a hop attack with a spear or harpoon will inflict double damage. If not armed with a long weapon like a spear or harpoon, a batrachian will always lose initiative due to its clumsy movements on land.

Batrachians are well-camouflaged and can remain motionless for long periods. They are also cold-blooded and hence hard to see with infravision. As a result they surprise opponents 50% of the time, or 80% of the time if hopping.

If 30 or more batrachians are encountered at once, there will be 1d6 batrachian leaders with 2 HD. These larger batrachians have a strength bonus of +1 to damage.

Treasure: 2d6 gp per individual, plus if encountered in their lair, a 20% chance of 1d3 pieces of jewellery and a 10% chance of 1d3 magic items.

Bugbear

Frequency:Uncommon
No. Encountered:6d6
Size:Large (7 ft tall)
Move:90 ft
Armour Class:5
Hit Dice:3+1
Attacks:1
Damage:2d4 or by weapon
Special Attacks:Surprise on a 1-3 on 1d6
Special Defences:None
Magic Resistance:Standard
Lair Probability:25%
Intelligence:Low to average
Alignment:Chaotic evil
Level/XP:3/135+4/hp

Bugbears tend to form bands and live near goblins, a distant relative. Although bugbears have 60 ft infravision, they can live both above and below ground. Bugbears are quite stealthy and surprise at 50%; and a “hear noise” roll will not detect them.

Bugbears use a variety of weapons usually gathered from fallen opponents. These include axes, morning stars, hammers, swords, spears and missile weapons. Bugbear hunting parties (12+ creatures) always have a leader who fights as a 4 Hit Dice creature. (AC 4, 22-25 hp, and do 2d8+1 damage)

Within the lair there will be a chieftain and sub-chief as well as females and young. The chief is also a 4 Hit Dice creature with the following stats: (AC 3, 28-30 hp, 2d8+2 damage). The sub-chief fights as a leader.

If absolutely necessary, females fight as hobgoblins and young fight as kobolds. Each are equal in number to 50% of the male population.

Bugbears speak hobgoblin and goblin as well as chaotic evil and their own cursed speech.

Treasure: 4d6 silver, 2d4 gold for individuals; 1d8×1,000 cp, 1d3×1,000 gp, 1d8 gems (30% chance), 1d4 jewellery (20% chance), miscellaneous magic weapon (10% chance).

Caveman (Tribesman)

Frequency:Rare
No. Encountered:10d10 (10d12)
Size:Man-sized
Move:120 ft
Armour Class:8 (7)
Hit Dice:2 (1)
Attacks:1
Damage:By weapon
Special Attacks:None
Special Defences:None
Magic Resistance:Standard
Lair Probability:40%
Intelligence:Low (to average)
Alignment:Neutral
Level/XP:2/20+2/hp (1/10+10/hp)

Cavemen are primitive tribal humans living beyond the reach of normal civilisation. Hunting parties of cavemen (10 or more) are led by a 3rd level fighter. In their lair, in addition to the number of cavemen determined there will be a chief (5th level fighter) and 1d4 guards (4th level fighters). There is always a 10% chance (per every 10 cavemen) that a 3rd level cleric will be present (he or she is the tribal shaman).

They typically dwell in caves and cavern systems. Their treasure will consist of ivory tusks, gold nuggets, or uncut gems (5% chance per 10 cavemen present). If one is present, it will be the only treasure there. The value of each is 1,000 gp per ivory tusk (2d6 tusks), 5 gp gold nuggets (2d4×10), and 10 gp gems (1d%).

They favour spears, stone axes (treat as battle axes), and clubs (treat as morning stars) for weaponry. They add +1 to damage rolls due to their great strength.

They are frightened by the unknown and suffer a -1 to all morale checks.

Tribesman: Tribesmen are usually found in tropical jungles, or remote islands. They use large wooden shields, and have the same leadership as cavemen. In addition they will have the following:

They are usually armed with spears, shields, short bows, and clubs (treat as maces).

They typically dwell in villages made of crude huts.

Treasure: See creature text.

Gnoll

Gnoll Flind
Frequency:UncommonRare
No. Encountered:20d102d12
Size:LargeMan-sized
Move:90 ft120 ft
Armour Class:55
Hit Dice:22+3
Attacks:11
Damage:2d4 or by weapon2d4 or by weapon
Special Attacks:NoneDisarm
Special Defences:NoneNone
Magic Resistance:StandardStandard
Lair Probability:20%20%
Intelligence:Low to averageAverage
Alignment:Chaotic evilChaotic evil
Level/XP:2/30+2/hp2/40+4/hp

Gnolls live and travel in small bands. They sometimes form loose alliances with other gnolls. They are very adaptive and can be found in most climes. There are rumours of a gnoll overlord, though if he exists his power and reach are limited.

Gnoll raiding parties will be led by a leader with 16 HP. He fights as a 3 HD monster.

Gnoll bands are led by a chieftain (AC 3, 22 HP, attacks as a 4 HD monster, and does 2d4+2 damage), and his 2d6 guards (AC 4, 20 HP, attack as 3 HD monster, 2d4+1 damage).

Gnolls have been known to ally with orcs, hobgoblins, bugbears, and even trolls. Gnolls have infravision (60 ft). They speak troll, their own barked tongue, chaotic evil, and occasionally orcish and hobgoblin.

Description: Gnolls are large hyena-faced creatures. They are covered in a grey fur with a dark muzzle and yellow mane. They have dark eyes, and long nails. Their armour is usually a mismatch of types taken from their victims. They have a rough life, and their average lifespan is only 35 years.

Treasure: Individual 2d6 ep, 2d4 gp; Lair 1d8×1,000 cp (60%), 1d6×1,000 sp (50%), 1d8×1,000 ep (35%), 1d6×1,000 gp (50%), 5d4 gems (30%), 1d6 jewellery (25%), 2d4 potions (40%)

Flinds are close relatives of, and to a degree resemble, gnolls. Flinds stand 6½ ft tall, with powerful limbs and a leonine head. Both flinds and gnolls regard flinds as more highly evolved beings and any gnoll will regard a flind as having 16 charisma. Groups of gnolls are often led by one or more flinds and the gnolls will obey any order given by a flind without question. A gnoll defending its flind leader will not check for morale unless the flind is killed or hors de combat. Flinds share a common language with gnolls and can also speak bugbear, hobgoblin, ogrish, and orcish. Flinds are generally on friendly terms with these humanoid races and will work with them as need arises. For unknown reasons, flinds do not like and will not co-operate with trolls.

In combat flinds swing crude clubs, using their great strength to gain +1 to hit. There is a 25% chance that each flind will wield a disarming weapon called a flindbar; a pair of iron bars linked by a short piece of chain. A flind wielding a flindbar gains two attacks per round for 1d4 hp damage. For every hit with a flindbar the victim must save vs aimed magic items or be disarmed.

If 20 or more flinds are encountered, there will be a leader type with 3 + 3 hit dice, a strength of 18 (+1 to hit and +2 damage), and a charisma of 18 to any gnoll he or she encounters. Leader type flinds always wield a flindbar in combat.

Regarding PC use of the flindbar: The wielder must be man-sized or larger and possess minimum ability scores of 13 in both strength and dexterity. The disarm function can only be used by PCs who select the flindbar as a weapon of proficiency.

Treasure: 1d6 gp per individual; in lair: 1d6×1,000 cp (30%); 1d6×1,000 sp (25%); 2d4×1,000 ep (35%); 1d10×1,000 gp (45%); 1d4×100 pp (20%); 5d8 gems (50%); 4d12 jewellery (65%); 25% chance of any 3 maps or magic.

Goblin

Frequency:Uncommon
No. Encountered:40d10
Size:Small (4 ft tall)
Move:60 ft
Armour Class:6
Hit Dice:1-1
Attacks:1
Damage:1d6 or by weapon
Special Attacks:None
Special Defences:None
Magic Resistance:Standard
Lair Probability:40%
Intelligence:Average (low)
Alignment:Lawful evil
Level/XP:1/10+1/hp

Goblins are tribal, with the strongest ruling the tribe. The tribes all owe fealty to the goblin king. Some think goblins are a distant cousin to kobolds, and like their cousins they prefer to live underground. They detest direct sunlight, and will fight at -1 if exposed to it. They have infravision with 60 ft range.

A goblin raiding party will be led by a captain and 4 sergeants, each with 7 hp and who will fight as orcs (1 HD monsters).

A goblin war party will be led by a sub-chief and his personal guards (2d4). They will fight as hobgoblins (each with 8 hp, AC 5, and doing 1d8 damage). There is a 1 in 4 chance that any war party will be mounted on worgs.

A goblin lair will be led by a chief and his personal guards (2d4). They will fight as gnolls (each with 12 hp, AC 4, doing 2d4 damage). Worgs are often used as guards of goblin lairs, and sometimes a small band of bugbears will be found there as well.

Goblins are good cavers and have a chance (25%) to note new or unusual construction.

Goblins have a deep racial hatred of gnomes and dwarfs and will attack them on sight.

Goblins speak kobold, orcish, hobgoblin, lawful evil, and their own foul tongue.

See also: Nilbog (under “Other Creatures”).

Description: Goblins are small evil creatures with red eyes and a yellow to red coloured skin tone. They typically wear leather armour. They have an average lifespan of 50 years.

Treasure: Individual 3d6 sp ; Lair 1d12×1,000 cp (75%), 1d6×1,000 sp (50%), 1d6 gems (25%), 1d3 jewellery (20%), 2d4 potions (40%)

Grimlock

Frequency:Uncommon
No. Encountered:20d10
Size:Man-sized
Move:120 ft
Armour Class:5
Hit Dice:2
Attacks:1
Damage:1d6 or by weapon
Special Attacks:None
Special Defences:See below
Magic Resistance:Special
Lair Probability:75%
Intelligence:Average
Alignment:Neutral evil
Level/XP:2/28 + 2/hp

Grimlocks are a fierce race that dwell in the dark and hidden places of the earth, periodically issuing forth to the surface in search of prey, preferably human. Whilst somewhat resembling men in shape, they have a thick, almost scaly, hide that is a dusky grey in colour, a head of wild and matted black hair, a mouthful of vicious pointed teeth and two white featureless orbs for eyes.

Though it is unknown whether grimlocks speak a language, it is certain that they are entirely blind as a race. They instead rely on their other senses, which are highly developed and allow them to perceive the environment around them within a 20 ft radius with astounding accuracy. Their blindness also protects them against the effects of bright light or other visual stimuli that might otherwise adversely affect them, including magical effects, such as invisibility, darkness and any visual illusions. However, grimlocks are also known to be particularly vulnerable to effects that obscure their other senses, such as overpowering scents or overloud noises that have a significant duration. When exposed to such hindrances, their perception is reduced to a 10 ft radius and they suffer a -2 penalty to hit.

Grimlocks show very little grasp of tactics or strategy, preferring to attack directly and all at once. However, they do seem to prefer to fight under cover of darkness, which often yields to them a distinct advantage. Although they are capable of inflicting 1d6 damage with their filthy claws, most prefer to use axes or swords. Regardless of hit dice, grimlocks always make saving throws as 6th level fighters and have +1 to surprise rolls. Indeed, they are so well adapted to their environment that they are virtually undetectable when motionless, if initially unobserved.

For every 30 grimlocks encountered there will be one with 3 HD and AC 4; for every 40 grimlocks encountered there will be one with 4 HD and AC 3. These act as leaders, being generally more ferocious than their fellows and even capable of developing and employing elementary stratagems. For every one of these leaders present, their morale is increased by 5%. In their lairs will be found an equivalent number of females, each of which has 1 HD and AC 6, as well as a similar number of young, each of which has 1 hp and AC 6. It is rare for them to be found in conjunction with any other monsters.

Treasure: 1d6×1,000 cp (25%), 1d4×1,000 sp (25%), 2d10×100 gp (25%), 1d8 gems (25%), 1d4 jewellery (25%) and 1 magic item (10%, armour or weapon only).

Hobgoblin

Frequency:Uncommon
No. Encountered:20d10
Size:Man-sized (6½ ft tall)
Move:90 ft
Armour Class:5
Hit Dice:1+1
Attacks:1
Damage:1d8 or by weapon
Special Attacks:None
Special Defences:None
Magic Resistance:Standard
Lair Probability:25%
Intelligence:Average
Alignment:Lawful evil
Level/XP:2/20+2/hp

Hobgoblins live in tribal bands, and can be found in nearly any clime. They are bigger cousins of goblins and are not affected by sunlight. They have infravision (60 ft). They are competitive with other tribes and will sometimes make war on each other, unless controlled by a powerful leader.

Hobgoblin raiding parties are led by a sergeant and 2 assistants, each with 9 hp.

Hobgoblin war parties are led by a captain (AC 3, 16 hp, fights as a 3 HD monster, doing 1d8+2 damage).

In their lair, hobgoblins are led by a chief (AC 2, 22 hp, fights as a 4 HD monster, doing 1d10+1 damage) and 5d4 personal guards (AC 3, 16 hp, fights as a 3 HD monster, doing 1d8+2 damage).

Hobgoblins will typically lair underground and when they do they will sometimes keep carnivorous apes as guards.

Hobgoblins hate elves, and will attack them on sight.

Hobgoblins are very skilled miners and cavers, and can detect new construction, sloping passages and shifting walls with a 40% chance.

Hobgoblins speak goblin, orcish, their own brutish tongue and the very limited language of carnivorous apes. Some can speak common as well.

Description: Hobgoblins are larger, hairier goblins with brown to grey fur. They have bright red or orange faces and yellow or brown coloured eyes. They have an average lifespan of 60 years.

Treasure: Individual 3d12 cp, 2d8 gp; Lair 1d8×1,000 cp (75%), 1d12×1,000 sp (60%), 1d8×1,000 ep (35%), 1d6×1,000 gp (50%), 5d4 gems (50%), 1d6 jewellery (25%), 1 potion (15%)

Kobold

Frequency:Uncommon
No. Encountered:40d10
Size:Small (3 ft tall)
Move:60 ft
Armour Class:7
Hit Dice:1d4 hp
Attacks:1
Damage:1d4 or by weapon
Special Attacks:None
Special Defences:None
Magic Resistance:Standard
Lair Probability:40%
Intelligence:Average (low)
Alignment:Lawful evil
Level/XP:1/5+1/hp

Kobolds live in a tribal society. They tend to make their lairs in dark places such as caves or deep forests. They detest direct sunlight and fight at -1 if they are exposed to it. They have infravision which allows them to see well in total darkness (60 ft).

Kobold raiding parties are led by a sergeant and 2 assistants who fight as goblins. They tend to wield cheap weapons like slings or clubs in combat, and are typically unarmoured. Their AC results from their scaly hide.

Their lairs will be ruled by a chief and his 5d4 body guards (all fight as goblins). They often use wild boars or giant weasels to guard their lairs.

Kobolds are hateful creatures, but they especially despise brownies, pixies, sprites, and gnomes, which they will attack on sight.

These creatures speak lawful evil and their own tongue. Some also speak goblin.

Description: Kobolds stand 3 ft tall and have a dark skin tone (brown to black), with no hair. They are vaguely reptilian in appearance with scales, small horns on their heads, short snaky tails and red eyes. They have an average lifespan of 135 years.

Treasure: Individual 3d6 cp; Lair 1d4×1,000 cp (50%), 1d3×1,000 sp (30%), 1d4 gems (50%)

Lizard Man

Frequency:Rare
No. Encountered:10d4
Size:Man-sized (7 ft tall)
Move:60 ft; 120 ft swimming
Armour Class:5 (4 with shield)
Hit Dice:2+1
Attacks:3
Damage:1d2/1d2/1d8
Special Attacks:See below
Special Defences:None
Magic Resistance:Standard
Lair Probability:30%
Intelligence:Low (average)
Alignment:Neutral
Level/XP:2/20+2/hp

Lizard Men are tribal, and often make their homes in underwater caves that contain air. They are semi-aquatic and require air to breathe. They are excellent swimmers, and will eat most anything, though they prefer human meat to all others.

There are a few tribes that are more highly evolved than others that will make their homes in crude villages and use shields for protection. These lizard men tribes also make use of barbed darts and javelins as missile weapons. They speak their own language.

Description: Their hides are tough and leathery, and are coloured in many different shades of green. They have cold black eyes, and hard nails on their fingers. Some have a bony ridge along their backs.

Lizard men speak their own tongue, and a few (10%) can also speak common.

Treasure: Lair 1d8×1,000 cp (10%), 1d12×1,000 sp (15%), 1d8×1,000 ep (15%), 1d6×1,000 gp (50%), 1d10 gems (30%), 1d6 jewellery (25%), 2 magic items or 1 potion (15%)

Orc

Frequency:Common
No. Encountered:30d10
Size:Man-sized (6 ft tall)
Move:90 ft
Armour Class:6
Hit Dice:1
Attacks:1
Damage:1d8 or by weapon
Special Attacks:None
Special Defences:None
Magic Resistance:Standard
Lair Probability:35%
Intelligence:Average (low)
Alignment:Lawful evil
Level/XP:1/10+1 per hp

Orcs are fiercely tribal creatures, and will make war upon any neighbouring tribe if possible. They will only unite with other tribes if there is an external force strong enough to be able to control the leaders of the tribes.

Orcs suffer under direct sunlight, and fight at -1 when caught out in it. However, they have excellent vision in the dark, and can see well even in total darkness. They have infravision with 60 ft range.

Wandering orc war-parties are led by a captain and his personal guards (3d6). These orcs fight as 2 HD creatures, and have AC 4, 11 hp, and do 1d6+1 damage.

Orc chiefs will always be encountered in their lair. The chief and his personal guards (of which there are 5d6) fight as 3 HD monsters, and have AC 4, 15 hp, and do 2d4 damage.

Orcs are cruel, spiteful creatures and detest elves. They will attack elves on sight. They are known to take slaves of the other races, however.

Orcs are skilled miners and cavers. They have the ability to note new or unusual constructions underground 35% of the time, and to spot sloping passages 25% of the time.

Orcs speak goblin and hobgoblin in addition to their own foul tongue.

Most lairs will be found underground, and those found above ground will consist of simple huts, typically with some kind of defence (ditch, moat, crude walls, etc).

Description: Orcs are filthy, disgusting creatures with a brown or brownish-green coloured skin tone. Their hair is a nest of black or dark brown. They wear rusty and misused armour. They have an average lifespan of 40 years.

Treasure: Individual 2d6 ep ; Lair 1d12×1,000 cp (50%), 1d6×1,000 sp (40%), 1d6 gems (25%), 1d3 jewellery (20%), 2d4 potions (40%)

Troglodyte

Frequency:Common
No. Encountered:10d10
Size:Man-sized
Move:120 ft
Armour Class:5
Hit Dice:2
Attacks:3 or 1
Damage:1d3/1d3/1d4+1 or by weapon
Special Attacks:Repulsive odour
Special Defences:See below
Magic Resistance:Standard
Lair Probability:15%
Intelligence:Low
Alignment:Chaotic evil
Level/XP:2/20+2/hp

Troglodytes are a tribal race of reptilians that make their lairs deep underground. They have infravision (90 ft range). They have an unnatural hatred of humans, and will attack them on sight.

Raiding parties (10 or more) will be led by a troglodyte that has 3 HD. War parties (20 or more) will be led by 2 creatures with 4 HD each. In their lair a chief will be present (he is a 6 HD monster) as well as 2d4 guards (3 hit dice creatures).

Some troglodytes attack with their claws and teeth, and some use weapons that they have taken in previous battles. They also have a special attack, once in combat they emit a sickening odour against which humans (as well as elves, half-elves, dwarfs, halflings, and gnomes) must save vs poison. If they fail, they lose 1 point of strength per round for 1d6 rounds. This effect lasts for 10 rounds after the last round it was active.

Description: Troglodyte skin is normally a dark green colour. However, they have the ability to alter this colouration depending on the area around them (much like a chameleon). This ability allows them to surprise others on a 1-4. This surprise bonus does not work when they are emitting their odour. They have bony fins along their skulls, and dark reptilian eyes.

Treasure: Individual 2d6 ep; Lair 1d6×1,000 cp (25%), 1d6×1,000 sp (30%), 1d6×1,000 ep (35%), 1d10×1,000 gp (40%), 1d4×100 pp (25%), 4d10 gems (60%), 3d10 jewellery (50%), 3 magic items (30%)