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Aeromi

Fur-covered arboreal humanoid with gliding membrane and long bushy tail

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class12
Hit Dice1
Number Appearing2d4, Wild 3d6, Lair 10d6
Attacks2 claws or 1 weapon
Damage1d4 claw, by weapon
Movement30' Glide 90' Climb 20'
Save AsFighter: 1
Morale8
XP25
Treasure TypeQ, R each; D in lair

The arboreal Aeromi is a fur-covered humanoid about 4 to 5 feet in height with a long bushy tail. It has relatively long limbs ending in claws; they are primarily used for climbing, but make for formidable weapons as well. It is quite dexterous (accounting for the armor class). An aeromi has stretchable skin between its upper and lower limbs and along the side of its body (a patagium) that allows it to glide effectively between trees. This patagium is not continuous but instead is anchored in key points on its body. It speaks its own language that includes various clicks and chittering, but many also speak Common to some degree.

Aeromi are nocturnal and have Darkvision to a range of 90’ when outdoors, even on the darkest of nights. On a clear night with ample star- or moonlight, an aeromi can see nearly as well as a human can in daylight. In indoor areas or underground the aeromi can see with Darkvision out to 30 feet. An aeromi suffers a -1 attack penalty in bright sunlight or within the radius of a light spell.

An aeromi climbs readily among the massive redwood and sequoia trees that it lives among. Aeromi villages are built upon platforms and bridges in the upper reaches of these forests.

An aeromi tends to carry little to allow mobility, but may utilize belts and clothing that can be fastened between the anchor points of its patagium. Aeromi may utilize humanoid weaponry when needed.

Special Abilities

Darkvision: 90’ range outdoors at night. 30’ range indoors or underground. Can see nearly as well as a human in daylight on clear nights with ample star- or moonlight.
Sunlight Penalty: -1 attack penalty in bright sunlight or within the radius of a light spell.
Gliding: Stretchable skin patagium between limbs allows effective gliding between trees.
Climbing: Climbs readily with clawed limbs.

Variants

Warrior (one out of every eight aeromi)

A regular aeromi gains a +1 bonus to its Morale if it’s led by such a warrior.

Hit Dice2
XP75
Sub-chief (in villages, one out of every twelve)
Hit Dice4
Damage1d6 claw
XP240
Chieftain (in lairs of 30 or more)

In the village, aeromi never fail a morale check as long as the chieftain is alive.

Hit Dice6
Damage2d4 claw
XP500
Shaman (in any village (1-2 on 1d6))

Equivalent to a warrior aeromi statistically, but has Clerical (or Druidic if that optional supplement is utilized by the GM) abilities at level 1d4+1.

Same stats as Warrior

Witch Doctor (in village (1 on 1d6))

Has the abilities of a Magic-User at level 1d4.