Humanoid

Humanoid creatures have two arms, two legs, and a head. The creature walks upright and generally uses tools and weapons. In most respects, the creature functions just like a player character, and is subject to all forms or critical hits and their special effects.

Human

The creature is Man-sized or smaller: humans, dwarves, elves, orcs, kobolds, hobgoblins, and thri-kreen are examples of human type creatures.

Critical Hits: Use the humanoid charts. If the creature has multiple arms or legs, the limbs actually involved in the combat or closest to the attack are the most likely to be struck. Roll 1d6; a roll of 1–5 indicates that the active limb is struck, and a roll of 6 indicates the inactive limb is struck. If the creature is employing all its limbs, there is an equal chance for any limb to be struck. For example, an unarmed thri-kreen is fighting with all four claws and its opponent rolls a left arm critical. The two arms on the thri-kreen’s left side are equally likely to be hit (roll 1d6 to determine which one). However, if the thri-kreen was using a weapon in one right hand, a shield in one left hand, and holding equipment in its remaining two hands, a left arm critical would most likely strike the shield arm.

Combat: Human types use attack options, battle tactics, and combat options as their intelligence ratings allow.

Ogre

The creature is larger than Man-sized, but not Huge: ogres, gnolls, bugbears, minotaurs, and quaggoths are examples of ogre type creatures.

Critical Hits: Use the humanoid charts.

Combat: Ogre types use attack options, battle tactics, and combat options as their intelligence ratings allow. They often employ tactics that exploit their superior size and reach, such as moving back out of melee range to force an opponent to close again while the creature guards.

Giant

The creature is Huge or larger: the various races of giants, giant-kin, titans, and some genies are examples of giant type creatures.

Critical Hits:
Use the humanoid charts, but most opponents are forced to attack low (see Chapter Six).

Combat: Most giant types are fond of overrunning opponents, especially if they are two or more size classes larger (see
Chapter One); a giant is likely to create a great deal of havoc when overrunning an entire formation of dwarves. Overrunning can be a dangerous tactic, however, and intelligent or experienced giants usually only try it early in a battle, when they have enough hit points to withstand the attacks of opportunity they are likely to provoke.

Humanoid Flyer

The creature can be any size, but has wings sprouting from its back: pixies, harpies, gargoyles, and pit fiends are examples of humanoid flyer type creatures.

Critical Hits: Use the humanoid charts. Arm hits can strike the wings instead; for frontal attacks roll 1d6; 1–4 means an arm hit, 5–6 a wing hit). Reverse the odds for rear attacks. Arm hits from flank attacks have equal chances of hitting an arm or a wing.

Combat: A flyer’s tactics usually emphasize mobility. If the creature has a ranged attack, it stays out of reach and attacks from a distance. In melee, the creature tends to swoop down for flank or rear attacks, then flies out of reach (using the withdraw option at half its flying speed).

Troll/Ape

The creature can be any size, but relies on natural weaponry: trolls, gorillas, and umber hulks are examples of troll/ape type creatures.

Critical Hits: Use the humanoid charts; however, a troll/ape’s long arms can be used for locomotion if necessary. Reduce movement penalties from leg hits by one step: a no-move result limits the creature to a 1/2 move, a 1/2-move effect reduces the creature to a 3/4 move, and a 1/4 effect is ignored. Trolls and other creatures that regenerate ignore grazes. Points regenerated count as magical healing for reducing bleeding effects. For example, a troll suffers major bleeding for only two rounds before it is reduced to minor bleeding (because it regenerates 6 hit points in that time). After two more rounds, the minor bleeding stops.

Combat: These creatures are fond of overruns (if their size allows) and wrestling attacks (they can bite while wrestling). Their powerful claws are treated as weapons one size larger than normal (
see below).

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