Halfling, Tallfellow

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

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

Halfling, Tallfellow 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
Forests
Level Adjustment

Special Abilities

Halfling TraitsTallfellow Traits

Feats

This humanoid stands a little more than half as high as a human. It has a slim but athletic build, fair skin, and fair hair.

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.

Tallfellows are somewhat rare among halfling folk.

Tallfellows are 4 feet tall or more and weigh between 30 and 35 pounds. They generally speak Elven in addition to Common and Halfling, and they greatly enjoy the company of elves.

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 Search, Spot, and Listen checks. Like an elf, a tallfellow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it. This trait replaces the lightfoot’s +2 bonus on Listen checks.

Tallfellows 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.