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Erqigdlit

Erqigdlit
Adlet” © Carlo Spagnola. Accessed via his deviantArt page here

This snarling creature appears to be a bipedal hybrid of wolf and man, with canine legs and humanoid arms ending in clawed hands. It has a short muzzle filled with razor-sharp teeth and pointed, dog-like ears. Its body is covered from head to toe in red fur.

Taken from the Creature Codex

Erqigdlit are bloodthirsty, wild humanoids of the frozen forests. It is commonly rumored among the people of the tundra that the erqigdlit were created in some hideous act of bestiality, marking them forever as the enemies of all civilized folk. The erqigdlit do their best to fit this role, as they have little technology and delight in the taste of human flesh. The erqigdlit do not create shelters, make tools or use fire. The erqigdlit do not craft arms or armor, but they understand their function—typically only chiefs and other elite members of the tribe are allowed the use of precious captured weapons.

Erqigdlit society is barely a society at all, having more in common with the pack hierarchy of wild dogs than any other culture. Status in the tribe is determined by strength and skill at hunting, but fights to establish pecking order are rare— erqigdlit display little violence towards each other and most disputes are solved via intimidation and threats rather than bloodshed. Erqigdlits are obligate carnivores and enjoy the taste of other humanoids most of all. Erqigdlit packs travel for days through ice and snow in search of human prey, striking when they have the advantage of numbers and surprise. Their ability to move through frozen terrain unhindered gives them unparalleled speed in their icy domain.

Although the erqigdlit are often confused with werewolves, the two creatures have little to do with each other. Erqigdlit fear fire, and even a simple torch may keep these creatures at bay for a time. Erqigdlit stand as tall as a man, and are slightly heavier on average due to their powerful muscles and strong bones.  An erqigdlit reaches maturity by three years of age, and typically lives a short, violent life. Few erqigdlit survive until old age, which is typically 20 years old.

Erqigdlit               CR 1/3
XP 135
Erqigdlit warrior 1
CE Medium humanoid
Init 
+2; Senses low-light vision, Perception +7, scent
Defense
AC 
13, touch 11, flat-footed 11 (+2 Dex, +1 natural)
hp 6 (1d8+2)
Fort 
+4, Ref +2, Will +0
Offense
Speed 
30 ft.
Melee bite +2 (1d6+1) or morningstar +2 (1d8+1) and bite -3 (1d6)
Statistics
Str 13, Dex 15, Con 14, Int 5, Wis 10, Cha 6
Base Atk 
+1; CMB +2; CMD 13
Feats 
Skill Focus (Perception)
Skills 
Perception +4
Languages Erqigdlit
SQ 
snow-walker
Ecology
Environment 
cold forests
Organization solitary, pair, gang (3-6), pack (5-12 plus 1-2 elites of 3rd level, 1 sub-chief of 4th-5th level) or tribe (20-40 plus 50% noncombatants, 3-6 elites of 3rd level, 1-2 sub-chiefs of 4th-5th level, 1 chief of 6th-8th level)
Treasure incidental
Special Abilities
Snow-walker (Ex)
 An erqigdlit does not suffer penalties from difficult terrain when walking on natural snow or ice. Magically manipulated snow and ice affect an erqigdlit normally.

Erqigdlit as Characters

Erqigdlit are defined by their class levels; they do not possess racial Hit Dice. An erqigdlit character has the following racial traits
+2 Str, +2 Dex, +2 Con, -4 Int, -2 Cha 
Erqigdlit are strong, nimble and tough, but are savage and feral creatures.
Senses: Erqigdlit have low-light vision and scent.
+1 natural armor
Natural Attacks: 
Erqigdlit have a bite attack that deals 1d6 points of damage. This is a primary natural attack
Snow-walker: 
See below
Languages: 
Erqigdlit begin play speaking Erqigdlit. Erqigdlit with an Intelligence bonus may choose from the following bonus languages: Common, Dwarf, Giant, Orc.

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