Nezumi
Medium Humanoid (Nezumi) — CR 1
Nezumi is a D&D 3.5 monster from —. CR 1, HD 1d8+2 (6 hp).
- Hit Dice
- 1d8+2 (6 hp)
- Initiative
- +0
- Speed
- land 40 ft, 40 ft.
- Base Attack / Grapple
- +0/-5
- Attack
- Nagamaki +3 melee; or unarmed strike +2 melee or composite shortbow +1 ranged
- Full Attack
- Nagamaki +3 melee; or unarmed strike +3 melee or composite shortbow +1 ranged
- STR
- 13
- DEX
- 11
- CON
- 14
- INT
- 10
- WIS
- 9
- CHA
- 6
- Fort / Ref / Will
- +4 / +0 / -1
- Challenge Rating
- 1
- Alignment
- Usually chaotic neutral
- Organization
- Solitary, team (2-9), band (10-60), or pack (76-95)
- Treasure
- Standard
- Level Adjustment
- —
Special Abilities
Nezumi Traits
Description
Low-light Vision: Nezumi can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions poor illumination. They retain the ability to distinguish color and detail under these conditions.+2 racial bonus on Hide and Move Silently checks. Nezumi are naturally stealthy.+2 racial bonus on saving throws against poison and disease. Nezumi are resistant to illness and toxins.Immune to the Shadowlands Taint: Nezumi can never have Taint score, and suffer no ill effects from exposure to the Shadowlands. They can still be harmed by effects such a the cloud of Taint spell or the special attacks of Shadowland creatures, however.Keen Scent: Nezumi have a better sense of smell than humans do, and are often more able to distinguish humans from each other by scent than by sight. As a feat, a nezumi with a Wisdom of 11 or higher can take Scent, which is equivalent to the special ability described in the DUNGEON MASTER'S Guide.