The Complete Book of Humanoids

Saurial, Flyer

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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

Level limitsNot yet available in this app — the limits table is in the Dungeon Master's Guide. Ask your DM.

Kits

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.