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Terrig

Medium Humanoid

Hit Dice: 1d8+3 (8 hp),dying/dead –4/–16 Initiative: +3 Speed: 40 feet AC: 15 (+3 Dexterity,+2 armor),touch 11,flat-footed 12 Base Attack/Grapple: +1/+2 Attack: Spear +2 melee (1d8+1) or shortbow +4 ranged (1d8 plus poison) Full Attack: Spear +2 melee (1d8+1) or shortbow +4 ranged (1d8 plus poison) Space/Reach: 5 feet/5 feet (Face/Reach:5 feet by 5 feet/5 feet) Special Attack: Poison Special Qualities: Low-light vision Saves: Fort +5,Ref+3,Will +1 Abilities: Str 13,Dex 17,Con 16,Int 8,Wis 12,Cha 6 Skills: Knowledge (nature)* +3,Sneak* +4,Wilderness

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Survival* +4 Feats: Fleet ofFoot,Track

Environment: Warm or temperate plains Organization: Solitary,pair,hunting party (3–6 plus 1 warrior of2nd to 3rd level),or tribe (11–30 plus 2–7 warriors of2nd to 3rd level and a totem warrior leader of4th to 5th level) Challenge Rating: 1 Treasure: Standard Advancement: By character class Level Adjustment: +0

Distant cousins ofthe litorians that roam the plains ofthe north,terrig live in the jungles ofthe south.They are cunning hunters and adept trackers,but they have experienced little contact with the city-dwelling cultures and technologically advanced races,such as humans or giants.For example,the terrig use no metal.They have not developed the wheel or agricultural methods.Mostly this is because they have no need for such things where they live.They are masters oftheir domain.

Terrig stand,on average,about 6 feet tall.Their shoulders are wide and their bodies muscular and sinewy.They are covered in short,striped fur:golden-yellow and black,brown and black,or orange and black.A few rare tribes have black and dark brown spots on golden-yellow fur.All ofthese patterns make it much easier for them to hide in dense foliage.Terrig males do not have manes like litorians,but their fur/hair is sometimes longer on their heads than elsewhere.They have feline snouts,sharp teeth,and feline eyes.Most wear only a little clothing,although warriors going into battle wear armor similar to leather jacks,made from tanned skins.They use spears,shortbows,and sometimes stone axes.

On the whole,Terrig are less intelligent than their plainsdwelling brethren.They are hardier and just as fast,however. Their language resembles standard Litorian enough to be considered the same tongue,but there are a number of minor cultural differences and nuances.

The terrig’s statistics here are for a typical 1st-level warrior wearing a leather jack.

Combat

Terrig normally hunt in small groups,using tactics developed over generations.For example,they might chase or lure prey into a trap or an ambush.Most individual terrig are not exceptionally intelligent,but they have had centuries to perfect their techniques. * Skills: Terrig enjoy a +2 racial bonus on Knowledge (nature),Sneak,and Wilderness Survival checks.

Poison: Some terrig tribes use poisoned arrows for hunting and self-defense.This poison,made from jungle roots,inflicts 1d3 points ofStrength damage as both primary and secondary damage,and has a Fortitude save Difficulty Class of13.

Terrig Society

Terrig live in small tribes.When a tribe grows too large,a few families agree to leave,forming their own new tribe.They worry about exhausting their hunting grounds,so they never let their communities grow too large.Terrig tribes sometimes feud over food and water supplies,but mostly they get along with members oftheir own race.

Terrig are very superstitious.They have little direct experience with magic,but their beliefin animism is such that they see spirits in every tree,rock,and fern.This beliefleads them to perform small rituals and acts,or refrain from certain activities,all to appease various spirits.These acts consume a great deal ofa terrig’s day,and remembering each ofthem (as well as the proper omens that show whether the spirits are pleased) is extremely difficult for them.The superstitious terrig have many ways to appease angered spirits.

Terrig are xenophobic and reclusive.Winning the trust of a terrig is a feat worthy ofmention in a history book.These folk do not see litorians as any closer relations to them than humans,faen,or any other creature (litorians feel differently, however).They distrust all outsiders and anything new, whether it be a creature,a mode ofdress,an object,or some aspect ofmagic.

Unlike litorians,terrig have no strong sense ofpersonal honor.For them,survival is the key concept.They will do whatever it takes to survive and to ensure the survival of their family and tribe (in that order).A great individual worthy ofpraise is one who survives to an advanced age with a large family and a prosperous tribe.

Terrig make few gender-based distinctions as to duties, although traditionally females care for the children while they are very young,and a male takes on additional hunting duties.Otherwise,both males and females hunt and perform all needed tasks.Terrig bond for life.

Part One: Monsters of the DiamondThrone 103 Terrig Characters

Terrig are most often warriors.Groups are usually led by totem warriors,unfettered,or—far more rarely—greenbonds.

Terrig characters possess the following racial traits: • +2 Dexterity,+2 Constitution,–2 Intelligence,–2 Charisma • Low-light vision • +2 racial bonus on Knowledge (nature),

Sneak,and Wilderness Survival checks Automatic Languages: Common,

Litorian Bonus Languages: Any

Terrig Encounter (EL 4)

The player characters stand in the middle ofa small town and watch as a wagon pulls in before ofthem.In the wagon are a number ofstrange-looking litorians.These litorians are,in fact,six terrig warriors captured in the jungles ofthe south and brought to the Lands ofthe Diamond Throne as a curiosity.The cruel humans driving the wagon have bound the terrig’s hands and feet. They’ve stopped in town for supplies. While the PCs watch,one ofthe terrig wriggles free ofher bonds.She quietly tries to free the others,but their captors are already on their way back to the wagon.If the characters do anything to distract the humans,the terrig can get enough time to free the others.Ifthey do nothing,she gives up trying to help her comrades and simply tries to flee.Ifthe PCs actually intervene,they must deal with the humans, both 3rd-level warriors.Since no one in town has ever seen a terrig before,no one else moves to help them—these creatures might be dangerous,after all.Even the local authorities seem unsure ofwhat to do. PCs who manage to free all the terrig must then figure out what to do with them,so far from their jungle home.And ifthey were expecting gratitude or trust from the freed terrig,they can forget it—these creatures are justifiably terrified and angry at anyone not oftheir race.

Ifthe player characters do nothing,the single terrig escapes.They hear over the next few days ofa murder committed by a “strange,striped litorian woman” in town.(She was only defending herself.)

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