The Complete Book of Humanoids
Saurial, Flyer
At a glance
Ability adjustmentsDEX +2, STR -1, CON -1
Infravision60 ft
Movement—
Languagessaurial
Requirements
Ability rangeSTR 3-17, DEX 7-19, CON 3-17, INT 3-18, WIS 3-18, CHA 3-18
Abilities
Saving throws+2 vs sound-based attacks, -2 vs gas and scent attacks
Class access
Kits
FighterAmazon, Barbarian, Beast-Rider, Berserker, Cavalier, Gladiator, Myrmidon, Noble Warrior, Peasant Hero, Pirate/Outlaw, Samurai, Savage, Swashbuckler, Wilderness Warrior, Tribal Defender, Pit Fighter, Sellsword
MageAcademician, Amazon Sorceress, Anagakok, Militant Wizard, Mystic, Patrician, Peasant Wizard, Savage Wizard, Witch, Wu Jen, Hedge Wizard, Humanoid Scholar, Outlaw Mage
ClericAmazon Priestess, Barbarian/Berserker Priest, Fighting-Monk, Nobleman Priest, Outlaw Priest, Pacifist Priest, Peasant Priest, Prophet Priest, Savage Priest, Scholar Priest, Oracle, War Priest, Wandering Mystic, Shinobi Priest
DruidAdviser, Avenger, Beastfriend, Guardian, Hivemaster, Lost Druid, Natural Philosopher, Outlaw, Pacifist, Shapeshifter, Totemic Druid, Village Druid, Wanderer, Oracle, Wandering Mystic
ThiefAcrobat, Adventurer, Assassin, Bandit, Beggar, Bounty Hunter, Buccaneer, Burglar, Cutpurse, Fence, Investigator, Scout, Smuggler, Spy, Swashbuckler, Swindler, Thug, Troubleshooter, Scavenger, Tramp
Notes
- Speaks no human or humanoid language: saurial voices are pitched too high to hear, and part of the meaning is carried by scent. A saurial PC usually carries a magical item to be understood by. Some understand without being able to speak it.
- Has no , whatever the .
- A saurial wizard cannot use another 's spellbooks or scrolls; saurials record their spells on notched memory sticks.
- Attacks at −1 with any weapon not of saurial make.
- Cold sleep: prolonged cold brings on torpor. A saurial resists for a number of equal to its size — three for a flyer, ten for a hornhead — doubled with insulated clothing. Warmth revives the sleeper in one to two hours; more than a day in the cold kills.
- THE CAPS CARRY A FOOTNOTE. Where earn an experience bonus, a maximum of 9 becomes a maximum of 10. The book notes its own maxima are theoretical, drawn from a small sample.
- Flies at 24, manoeuvrability C.
- Claws and bite for 1d2 each.