Halfling, Lightfoot

Small Humanoid (good reflex) (Halfling) — CR 0.5

Monster Manual v.3.5 (MM), p. 149Updated 3.5

Halfling, Lightfoot is a D&D 3.5 monster from MM, p. 149. 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
Plains
Level Adjustment

Special Abilities

Halfling Traits

Feats

This humanoid stands about half as high as a human. It has an 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.

Halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. They have brown or black eyes. Halfling men often have long sideburns, but beards are rare among them and mustaches almost unseen. Halflings prefer simple, comfortable, and practical clothes. Unlike members of most races, they prefer actual comfort to shows of wealth. Halflings reach adulthood in their early twenties and generally live into the middle of their second century.

Halflings speak Halfling and Common.

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.

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: Halflings have a +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.

Weapons Affinity: Halflings have a +1 racial bonus on attack rolls with thrown weapons and slings.