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Bruhl

Feral proto-human similar to a neanderthal but smaller and more simian-like

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class14 (11)
Hit Dice1
Number Appearing2d4, Wild 3d6, Lair 10d6
Attacks1 weapon
Damage1d8 or by weapon
Movement30' Unarmored 40'
Save AsFighter: 1
Morale8
XP25
Treasure TypeQ, R each; D in lair

A Bruhl appears to be a feral proto-human similar to a neanderthal (caveman), but slightly smaller and more simian-like. Despite its appearance, a bruhl is intelligent, wielding weaponry, wearing skins and leathers for clothing or armor, and even has an occasional shaman or witch doctor amongst its population. However, its tribal society is brutal and destructive, and bruhls nearly universally seek to subjugate other races to keep them as slaves.

Bruhl speak their own rough and simple language, but many also speak Common to some degree.

Special Abilities

Darkvision: 60 feet range.
Light Sensitivity: Suffers a penalty of -1 on attack rolls in bright sunlight or within the radius of a light spell.
Strength: Densely-muscled, receiving a +1 bonus to hit and damage due to strength.

Variants

Warrior (one out of every eight bruhl)

Regular bruhl gain a +1 bonus to their morale if they are led by such a warrior.

Hit Dice2
XP75
Sub-chief (in bruhl lairs, one out of every twelve)

Has better armor and equipment.

Armor Class15 (11)
Hit Dice4
Damage+2 bonus to damage due to strength
Movement20'
XP240
Chieftain (in lairs of 30 or more)

In the lair, bruhl never fail a morale check as long as the bruhl chieftain is alive.

Armor Class16 (11)
Hit Dice6
Damage+3 bonus to damage
Movement20'
XP500
Shaman (in lair (1-2 on 1d6))

Equivalent to a warrior bruhl statistically, but has Cleric abilities at level 1d4+1.

Hit Dice2
XP75
Witch Doctor (in lair (1 on 1d6))

Equivalent to a warrior bruhl statistically, but has Magic-user abilities at level 1d4.

Hit Dice2
XP75