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Barrode

Humanoid scavengers with orange skin, ruffled ears, and a tactical approach to combat

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class14
Hit Dice2+2
Number Appearing3d6, Lair 3d6×5
Attacks1 weapon
Damage1d6 or by weapon
Movement30'
Save AsFighter: 1
Morale9
XP75
Treasure TypeP, Q

A Barrode is a humanoid creature standing roughly 5 feet tall, with squat legs, elongated torsos and arms, and large ruffled ears. Its skin is typically orange and its eyes range from purple to light gray. With rare exception, the only hair on a barrode’s body is found on its arms and legs.

While determined and ruthless in battle, a barrode is not wholly devoted to war or violence. This means that it is known to engage in negotiations with an enemy should it prove opportune or should otherwise be at a disadvantage.

Typically grouping in bands of scavengers, barrodes will try to overwhelm their opponents with large numbers. A particular tactic that is employed by bands of barrodes is to surround an enemy and, with the enemy distracted, proceed to pull off armor and steal weapons in order to render them helpless. Once the group of barrodes is defeated, the stolen items will be unharmed and thus available for recovery. However, it is also common for a barrode pack to make off with their ill-gotten gains at the first opportunity, attempting to evade pursuit at all costs.

Special Abilities

Tactical Theft: Barrodes will try to overwhelm opponents with large numbers. They surround enemies and, with the enemy distracted, proceed to pull off armor and steal weapons to render them helpless. Stolen items remain unharmed and can be recovered after the group is defeated.
Strategic Retreat: Common for a barrode pack to make off with their ill-gotten gains at the first opportunity, attempting to evade pursuit at all costs.
Negotiation: Known to engage in negotiations with an enemy should it prove opportune or should otherwise be at a disadvantage.

Variants

Shaman (groups of 12 or more (1-2 on 1d6))

Can cast two random spells (level 1-3). Armed with spiked clubs.

Attacks1 × spiked club
War Chieftain (groups of 30 or more)

1 additional hit die, an AC of 16, and generally wield scimitars and bows.

Armor Class16
Hit Dice3+2
Attacks1 × scimitar or bow