Flind

Flind Ability Score Range


AbilityMinimumMaximum
Strength818
Dexterity618
Constitution618
Intelligence316
Wisdom316
Charisma316

Ability Score Adjustments: The initial ability scores are modified by a +1 bonus to Strength and a -1 penalty to Charisma.

Hit Dice: Player character flinds receive hit dice by class.

Alignment: Flinds tend toward lawful evil. PC flinds maybe of any alignment, but are usually lawful neutral.

Natural Armor Class: 10

Allowed Classes: Fighter, Cleric, Shaman, Witch Doctor, Thief

Multiclass: Fighter/Shaman, Fighter/Thief, Fighter/Cleric

(Witch Doctor can be substituted for Shaman)

Height & Weight: Humanoid Average Height & Weight table

Age: Humanoid Age Table

Kit Summary: Humanoid Character Kit Summary

Thieving Skill: Humanoid Thieving Skill Racial Adjusment table


Background: Flinds appear similar to gnolls, though they are shorter and broader. The average flind stands 6 1/2 feet tall. They are more muscular than regular gnolls, and usually stronger. Short brown and red fur covers their bodies, and their ears are more rounded than the gnolls.

Flinds are looked upon with awe by gnolls, revered as leaders and heroes by the hyena-like humanoids. Otherwise, they have the same lifestyle as gnolls, except that they are not as chaotic. Flinds tend to get along with orcs, hobgoblins, bugbears, and ogres, but dislike and will not cooperate with trolls.

Languages: (non-native languages require a nonweapon proficiency slot be spent) Flind, gnoll, orc, hobgoblin, bugbear, ogre, common.

Role-Playing Suggestions: If any type of gnoll is likely to become a player character, it is the flind. As they are already looked upon as heroes by their gnoll cousins, some flinds reject their evil natures to become heroes in the larger world. A rare few even become lawful good.

Flind PCs believe themselves to be very special. All of the reverence heaped upon them by the gnolls throughout their lives gives them a sense of worth not displayed often in humanoid cultures. They exhibit the same bestial urges as their gnoll cousins, but they can control them with less difficulty.

Special Advantages: A flind can use a flindbar to disarm an opponent. A hit requires an opponent to save vs. wands. A failed save means the weapon is entangled and ripped from the opponent's grasp.

Special Disadvantages: None

Monstrous Traits: Appearance, bestial habits.

Superstitions: Like gnolls, flinds hold a special reverence for the moon and its phases.

Weapon Proficiencies: Club, Flindbar, glaive, long bow, long sword.

Suggested Nonweapon Proficiencies: Animal Lore, Close-quarter Fighting, Danger Sense, Direction Sense, Endurance, Fortune Telling, Local History, Looting, Hunting, Intimidation, Reading/Writing, Religion, Spellcraft, Weaponsmithing.

[Complete Book of Humanoids]

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