Most of the (class-based) NPCs listed in the [bestiary](/bestiary/index.html) are assumed to be human. If you want to use one of the player races to modify an NPC, use the rules below. ### Automaton - +1 AC - +2 to save vs poisons ### Bugbear - +2 to saves vs poison, spells, and wielded items. - Can wield any two-handed melee weapon with only one hand. - Infravision 60' ### Dracokin - Determine [draconic ancestry](/races/dracokin.html#draconic-ancestry) and breath weapon - +2 to all saves vs Blasts of the same type as breath weapon. ### Drow - HD 2+ can cast [Darkness](/spells/light.html#darkness) once per day. - HD 4+ can cast [Detect Magic](/spells/detect-magic.html) once per day - Infravision 60' - Light Sensitivity: -2 to attacks and -1 AC in bright light (daylight, _Continual Light_, etc). ### Dwarf - +2 to saves vs poison, spells, and wielded items. - Can't use longbows or 2-handed weapons. - +1 AC - Infravision 60' ### Elekin - +2 bonus to saves vs poison, spells, and wielded items. - Can wield any two-handed melee weapon with only one hand. - Trunk: Can be used for unarmed attack or for simple object manipulation. ### Elf - HD 2+ can cast [Light](/spells/light.html) once per day. - HD 4+ can cast [Detect Magic](/spells/detect-magic.html) once per day. - Infravision 60' ### Elfaye - HD 2+ can cast [Hidden Step](/spells/hiddenlight.html) once per day. - HD 4+ can cast [Detect Magic](/spells/detect-magic.html) once per day. - Infravision 60' ### Felinar - +1d2 damage on unarmed attacks from claws. - +1 AC - Infravision 60' ### Firfolk - +2 bonus to saves vs poison, spells, and wielded items. - Can wield any two-handed melee weapon with only one hand. - Can cast _glamour_ from 2nd level and _invisibility_ from 4th level (once each per day). ### Gnome - +2 to saves vs spells and wielded items. - Can't use longbows or 2-handed weapons. - Infravision 60' - 30% have burrowing mammal pet (badger, mole, etc.) ### Halfling - Luck: 1d3 times per day, can reroll a missed attack or failed saving throw. - +1 AC ### Mimikin - May be pretending to be another race. ### Rhinokin - +2 bonus to saves vs poison, spells, and wielded items. - Can wield any two-handed melee weapon with only one hand. - Horn: Can be used for attack as mace (1d6 blunt). ### Stral - Each carries at least one magical weapon or item with an elemental bound to it. - Infravision 60' ### Tortokin - +1d2 damage on unarmed attacks from claws. - Determine AC: