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2014-04-28

DF Monster: Gecklings

Because I always felt that Kobolds, were more little "dog-men" than lizards, but I wanted to have a lesser reptile race in my DF games. I came up with "Gecklings." These are small, weak, cowardly little monsters that tend to group up. They served as the bottom of the food-chain in the Caverns of Chaos (both figuratively and literally).


Geckling
ST:
8
HP:
8
Speed:
5.25
DX:
11
Will:
8
Move:
5
IQ:
9
Per:
11
HT:
10
FP:
10
SM:
-2
Dodge:
8
Parry:
9
DR:
2

Short Bow (13): 1d-3 imp
Sm. Spear (13): 1d-1 imp, Two-hands: 1d imp
Traits: Cowardice, Infravision, Sharp Claws, Sharp Teeth, Social Stigma (Savage)
Skills: Bow-13, Spear-13, Stealth-14
Class: Mundane.
Notes: Gecklings will flee at the first sign that the battle is not going their way, unless they have had Bravery cast on them by one of their shamans. They use their SM to offset the penalties to attack the legs (-0) and feet (-1) of their opponents. They carry 1d cp each.


Geckling Shaman
ST:
8
HP:
8
Speed:
5.25
DX:
11
Will:
12
Move:
5
IQ:
12
Per:
11
HT:
10
FP:
10
SM:
-2
Dodge:
8
Parry:
9
DR:
2

Short Staff (12): 1d-2 cr
Spells (all @ 13): Bravery, Fear, Flash, Might, Minor Healing, Panic, and Spasm
Traits: Infravision, Power Investiture-2, Sharp Claws, Sharp Teeth, Social Stigma (Savage)
Skills: Staff-12, Stealth-14
Class: Mundane.
Notes: Will cast Bravery on other Gecklings at the first sign of trouble. Then will try to Flash or Panic away some, and force weapon drops with Spasm. If there are more than one Shaman, one might start casting Might on some of the fighters. Staff is a 2 point power item.

***

The biggest issue with these guys is their very weak attacks. The Shamans can weaken a player group some, but don't tend to have much casting endurance. Even using Might, isn't that effective, as it can be expensive to even start getting to the point where the Gecks can start to get through armor.

Gecklings work best when mixed in with other, stronger enemies.