Xvart (4e Race)
From D&D Wiki
Xvarts are a cruel, cowardly race of humanoids that live in hilly, cavernous regions.
|Average Height: 3 ft|
|Average Weight: 60 lbs|
|Ability Scores: +2 Dexterity, +2 Constitution|
|Speed: 4 squares squares|
|Vision: Low Light|
|Languages: Xvarts speak their own language; those with Intelligence scores of 12 or above speak Common or Goblin.|
|Skill Bonuses: +2 Bluff, +2 Stealth|
|Thick Skinned: +1 Natural Armor|
|Nimble Reaction: You gain a +2 racial bonus to AC against opportunity attacks.|
|Mob Tactics: Any allies fighting in adjacent squares gain +1 bonus to attack rolls if it has one ally directly adjacent to it, or a +2 bonus if two or more allies are adjacent to it.|
|Crowd Shield: The xvart gains a +2 bonus to its AC and Reflex defense if it has one ally adjacent to it, or a +4 bonus if two or more allies are adjacent to it.|
Play an Xvart if you want...
- To be tiny and angry
- To express your hatred of Halflings
Playing an Xvart
Xvarts occupy a place in humanoid society somewhere between goblins and kobolds. Although weak individually, they are extremely prolific, and are almost always encountered in large groups. The small, bald, blue-skinned creatures often act as intermediaries between kobolds and goblins, usually dominating the latter.
Xvarts will attack a party of humans only if they have a tremendous numerical advantage. Xvarts fear humans, but hate halflings, and will attack them even if the xvarts do not have a tremendous edge in numbers. Xvarts will also attempt to bully kobolds whenever possible. Xvarts will almost always try to ambush and overwhelm their opponents, preferring not to fight fairly at any time. Xvarts like to fight sleeping or resting opponents, circling them and brutally attacking before their prey knows what has hit them.
Xvart society is crude by human standards, but effective in keeping the small creatures alive. Xvarts will lair in a complex of caves or in the deep forest. Xvarts are mostly resistant to the elements, wearing simple cloth doublets. They prefer blues and greens to dress in, and except for their orange eyes, they blend into their surroundings well. Xvarts live for only 50 years, and it is a tough existence for them. Most creatures are larger and more powerful than they are. Xvarts mate twice a year, in the spring and in the fall. Each mating produces two children, which are cared for communally until age seven when they are old enough to assume their tribal duties of hunting and caring for the camp.
Xvart clerics worship Maglubiyet (the Goblin deity) and can choose two of the following domains: Chaos, Evil, and Trickery. Usually Chaotic Evil.
<!-Your race-> Adventurers
Three sample <!-your race-> adventurers are described below.