Shy Guy (3.5e Creature)

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Shy Guy[edit]

A typical Shy Guy with a hat.
Size/Type: Small Humanoid
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 40 ft.
Armor Class: 9 (Dex +5), touch 9, flat-footed 8
Base Attack/Grapple: +1/-1
Attack: Slap +5 melee
Full Attack: Slap +5 melee
Space/Reach: 4 ft./4 ft.
Special Attacks: Summon reinforcements
Special Qualities: Darkvision 60 ft.
Saves: Fort +2, Ref +5, Will +3
Abilities: Str 10, Dex 15, Con 12, Int 12, Wis 10, Cha 11
Skills: Listen +2, Spot +3
Feats: Alertness
Environment: Any
Organization: Pair, Squad (5-15), Army (45-100)
Challenge Rating: 1
Treasure: None
Alignment: Usually Lawful Evil
Advancement: By character class
Level Adjustment: +0


A small humanoid runs towards you. It wears a white mask and a red robe and hood. It's entire body is concealed by it's garments. It raises it's hand, ready to strike.

Shy guys have never been seen without their trademark red robes and white mask. Most are loyal to Bowser through their leader, the mighty General Guy. Their base of operations is within the Shy Guy's Toybox. Long ago, when Bowser was merely a prince, the shy guys formed the bulk of the Koopa Troop. Their race orginates from the strange world of Subcon.

Combat[edit]

Shy guys run up to foes and slap them as hard as possible and then usually run away as fast as they can. They can summon reinforcements if necessary.

Summon Reinforcements (Sp): Twice per day a shy guy can attempt to summon another shy guy with a 45% chance of success.This ability is the equivalent of a 1st-level spell.



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