Tsidatsidi (Tunnels and Trolls)

A General narrative about Tsidatsidi can be found here. What follows are stats for the game of Tunnels and Trolls.

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Str: .9, Con: .9, Dex: .9, Lk: 1, IQ: 1.5, Wiz: 1.5, SP: 1 Chr: .1.25

Height: .75, Weight: .75.

Language(s): Tsidatsidi speak Sylvan (or elven).

Special Qualities:

1) Tsidatsidi can speak with plants.

2) Tsidatsidi get a bonus of +2 to all rolls for creating visual artwork.

3) Tsidatsidi suffer 1 point of Con damage for every 24 hours without at least 4 hours outdoors when the sun is out. Note that fog, rain, and other natural phenomena that might block the sun are not a problem. Staying indoors or underground is.

4) The blood (in other words, sap) of a Tsidatsidi can serve as a natural salve. A Tsidatsidi can naturally generate 1 point of healing per level per game session by releasing a small amount of her blood and smearing it on a wound. It takes a full round to do 1 point. If anyone forces her, she takes a point of damage when this is done. If a Tsidatsidi is killed an her blood is harvested, it can be used to generate up to her Wiz in healing. Note that the healing power must be used immediately (within 1 minute per level of the Tsidatsidi) upon being separated from her body.

Standard Monster Rating: 20.

Inuli for (Tunnels and Trolls)

A General narrative about Inuli can be found here. What follows are stats for the game of Tunnels and Trolls.

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Str: .75, Con: .75, Dex: .9, Lk: 1.5, IQ: 1.25, Wiz: 1.5, SP: 1 Chr: 2.

Height: 1.25, Weight: 1

Language(s): Inuli speak The Plain Tongue (or its closest equivalent), and they automatically learn 1 regional human language per level. This happens independent of any means of learning extra languages.

Special Qualities:

1) Whenever a character rolls a saving throw, an Inuli can elect to help them. The decision must be made before their saving throw, and it costs 1 point of Wiz. In doing so, the Inuli rolls a die 6 at the same time the other character does. If the result of that roll matches one of the other dice rolled by the player, the player may elect to use that result and discard their own dice, thus giving them doubles on the first roll. The rest of the roll is completed normally. Only one Inuli can do this on any given saving throw, and an Inuli can only do this once per round. If an Inuli is doing this for a character for the first time in that particular game game session, she may spend another point of Wiz to grant a +1 bonus to the roll in addition to the die 6. This decision must also be made before the roll.

2) If an Inuli stays in any given location for a season, all vegetation within that season will be 10% healthier (more lush, taller, etc.) This cannot be compounded with other dice.

3) Inuli never attack others and never roll for combat, but they can assist others in actions she knows will harm others.

4) Inuli do not believe in material wealth, and rarely carry coins. Special: The blue lock of hair of an Inuli may be worn as a Talisman of Health, granting the one carrying it a +3 on all saves against poison and disease.  This Talisman only functions if it is freely gifted by an Inuli, or by someone else to whom it was freely given. Once a lock of Inuli hair is taken by force, by purchase, or by chance, it becomes a worthless lock of blue hair.  Since the lock of hair never grows back once it is given in this manner, Inuli only give it away in exchange for acts of great selflessness or kindness.

Standard Monster Rating: 10.