Belgoi
Medium Humanoid (Belgoi, Psionic) — CR 2
Belgoi is a D&D 3.5 monster from —. CR 2, HD 4d8 (18 hp).
- Hit Dice
- 4d8 (18 hp)
- Initiative
- +1
- Speed
- land 30 ft, 30 ft.
- Base Attack / Grapple
- +3/+4
- Attack
- Claw +4 melee
- Full Attack
- 2 claws +4 melee
- STR
- 13
- DEX
- 13
- CON
- 10
- INT
- 7
- WIS
- 14
- CHA
- 13
- Fort / Ref / Will
- +1 / +5 / +3
- Challenge Rating
- 2
- Alignment
- Usually lawful evil
- Organization
- Gang (4-9), tribe (10-40 plus 50% noncombatants and 1 4th-level leader and 13 2nd-level sergeants and 16 inixes or 1d6 kanks).
- Treasure
- Standard
- Level Adjustment
- +4
Special Abilities
Constitution DrainPsi-like Abilities
Feats
Description
* Included augmentation for the belgoi's manifester level.
Belgoi Society
Belgois eke out their meager survival by eating the foes they ambush. They have no stomach for a fair fight, and the entire tribe usually moves on when merchant patrols or soldiers from a nearby city-states threaten them. They are nomadic and don't keep anything they can't carry.
Because belgois are such notorious raiders of small villages and trade caravans, they're usually attacked on sight by armies and militias that guard smaller settlements. No dragon-king tolerates a belgoi tribe within five days travel of his city.
Belgois like to sneak up on an encampment, then use attraction on the bells they wear to lure guards away from the safety of the camp. They then either attack the now defenseless camp or walk the guards into an ambush.