Halfling, Deep
Small Humanoid (good reflex) (Halfling) — CR 0.5
Halfling, Deep is a D&D 3.5 monster from MM, p. 150. CR 0.5, HD 1d8+1 (5 hp).
- Hit Dice
- 1d8+1 (5 hp)
- Initiative
- +1
- Speed
- Land 20 ft
- Armor Class
- 16, touch 12, flat-footed 15
- Base Attack / Grapple
- +1/-3
- Attack
- Longsword +3 melee (1d6/19-20) or light crossbow +3 ranged (1d6/19-20)
- Full Attack
- Longsword +3 melee (1d6/19-20) or light crossbow +3 ranged (1d6/19-20)
- STR
- 11
- DEX
- 13
- CON
- 12
- INT
- 10
- WIS
- 9
- CHA
- 8
- Fort / Ref / Will
- +4 / +2 / +0
- Challenge Rating
- 0.5
- Alignment
- Usually Neutral
- Organization
- Company (2–4), squad (11–20 plus 2 3rd−level sergeants and 1 leader of 3rd–6th level), or band (30–100 plus 100 noncombatants plus 1 3rd−level sergeant per 20 adults, 5 5th−level lieutenants, 3 7th−level captains, 6–10 dogs, and 2–5 riding dogs)
- Treasure
- Standard
- Environment
- Hills
- Level Adjustment
- —
Special Abilities
Feats
This humanoid stands a little less than half as high as a human. It has a stocky but athletic build, ruddy skin, straight black hair, and dark eyes.
Description
Halflings are cunning, resourceful survivors and opportunists who find room for themselves wherever they can. They might be reliable, hard-working citizens or thieves just waiting for their big chance.
These halflings are shorter and stockier than the more common lightfeet.
Deep halflings are about 2.5 feet tall and weigh between 30 and 35 pounds. Deep halflings take great pleasure in gems and fine masonry, often working as jewelers or stonecutters. They rarely mix with humans and elves but enjoy the company of dwarves and speak Dwarven fluently.
Most halflings encountered outside their home are warriors; the information in the statistics block is for one of 1st level.
Combat
Halflings prefer to fight defensively, usually hiding and launching ranged attacks as the foe approaches. Their tactics are very much like those of elves but place more emphasis on cover and concealment and less on mobility.
The halfling warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Stonecunning (Ex): Like dwarves, deep halflings have a +2 racial bonus on checks to notice unusual stonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep halfling who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A deep halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
Saves: Halflings have a +1 racial bonus on all saving throws. They also have a +2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general.
Skills: Deep halflings have a +2 racial bonus on Appraise checks and Craft checks that are related to stone or metal.
Deep halflings are less athletic than lightfoot halflings and do not have a racial bonus on Climb, Jump, and Move Silently checks.
Weapons Affinity: Halflings have a +1 racial bonus on attack rolls with thrown weapons and slings.