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Barkling

Diminutive furry humanoids with very dog-like faces

humanoid pack-hunter

Basic Fantasy Role-Playing Game

BFRPG

Armor Class15 (11)
Hit Dice1/2 (1d4 HP)
Number Appearing3d4, Wild 4d6, Lair 5d10
Attacks1 bite or 1 weapon
Damage1d4 bite, or by weapon
Movement20' Unarmored, 40'
Save AsNormal Man
Morale7 (9)
XP10
Treasure TypeP, Q each, C, K in Lair

Barklings are diminutive furry humanoids with very dog-like faces. They stand between 2½ and 3½ feet tall and typically weigh around 45 pounds. They are pack hunters by nature, shy when encountered singly or in small groups but bold when their numbers are overwhelming. Use the higher morale figure when a barkling group outnumbers their enemies by 3 combatants to 1 or more.

Barklings can deliver a nasty bite but prefer to fight with weapons, favoring small weapons made for their stature and relative lack of strength; all such weapons do 1d4 points of damage on a hit.

Barklings see well in the dark, having Darkvision with a range of 30 feet, but their sense of smell is where they excel; a barkling can track almost any living or corporeal undead creature by scent, even if it has been as much as a day since it passed.

In combat barklings usually wear chainmail armor which they craft themselves (as shown in the Armor Class given above).

Barklings are sometimes confused with kobolds, for whom they have a particular hatred; calling a barkling a kobold or suggesting that the two species are related is considered a terrible insult.

Special Abilities

Darkvision: 30 feet range.
Superior Tracking: Can track almost any living or corporeal undead creature by scent, even if it has been as much as a day since it passed.
Pack Tactics: Use higher morale figure (9) when a barkling group outnumbers their enemies by 3 combatants to 1 or more.

Variants

Warrior (one out of every ten barklings)

One out of every ten barklings will be a warrior with 1 hit die.

Hit Dice1
XP25
Chieftain (in encampments (one out of every twenty))

In barkling encampments, one out of every twenty will be a chieftain of 2 hit dice having a +1 bonus to damage due to strength. Barklings gain a +1 bonus to their morale as long as they are led by any of their leaders.

Hit Dice2
Damage1d4+1 bite, or by weapon+1
XP75
Lord (in villages of 50 or more)

In villages of 50 or more there will be a barkling lord of 3 hit dice who has +1 bonus to damage. Barklings gain a +1 bonus to their morale as long as they are led by any of their leaders.

Hit Dice3
Damage1d4+1 bite, or by weapon+1
XP145
Wizard (in lair (1-2 on 1d6, or 1-3 on 1d6 if a chieftain is present))

A wizard is equivalent to a 1 hit die warrior barkling statistically, but has Magic-User abilities at level 1d4+1. For XP purposes, treat the wizard barkling as if it has a number of hit dice equal to its magic-user level -1, and assign one special ability bonus asterisk.

Hit Dice1