Most humanoids can speak, and usually have well-developed societies. Elves and Dwarves were referred to as demihumans, and humans were outside both categories. Catfolk resemble a cross between a large predatory cat and a human, with a sleekly muscled humanoid body and the head and mane of a feline. The complete book of humanoids pdf male catfolk wear their thick hair in braids, while females keep theirs short and sleek.
The most common catfolk have feline characteristics reminiscent of lions, including thick manes for the males. Other groups have the characteristic markings and appearance of leopards, tigers, or cheetahs. Catfolk have thicker nails than other humanoids, but not the powerful claws of their feline counterparts, and they make unarmed attacks just like humans. They have the habit of leaping impulsively out of hiding and into combat when a foe is in the vicinity.
Many catfolk favor the use of charms and totems that they braid into their hair for luck in battle, success on the hunt, and good fortune in other such endeavors. Darfellans closely resemble humans, and are 6 feet tall, weigh 200 pounds, and are hulking and muscular with broad backs, powerful arms and wide necks and heads. They are an oceanic race, and have webbed feet and can hold their breath underwater for up to 10 minutes. Though physically strong, they are somewhat clumsy, especially when out of water. Their skin is typically glossy and deep jet-black in color, with varying white markings.
They are sometimes born entirely black, or entirely white in rare instances. In later games, Kobolds were depicted as humanoid reptilians. A Merfolk has the upper body, arms, and head of a fair-featured human, and instead of legs it has the scaled tail of a great fish. Muls are commonly used for slave labor.
A mul is a powerful crossbreed of a human and dwarf, most often born into slavery on command of its parents’ owner, as it is a naturally great warrior, bred for combat. They are also highly prized as heavy laborers, due to their ability to perform massive amounts of labor on relatively little rest. In 2nd edition, muls were explicitly sterile, but in 4th edition material, this aspect of their biology has been dropped. A mul gets what are, perhaps, the best attributes from each of its parents. From his human parent, he receives height and agility. From his dwarven parent, the mul gets incredible strength and endurance. Each is fair skinned, though sometimes tending toward a coppery coloration.
Regardless of sex, most muls are naturally bald, but those who aren’t usually shave their heads as a mark of racial unity. The term “mul” has been unofficially adopted into other campaign settings for rare human-dwarf crossbreeds. The ogrillion is the brutish, armor-skinned offspring of a female orc and a male ogre. Underdark and hid from their Elven and human enemies. They remained in the Underdark for thousands of years, fighting denizens of that terrible realm all the time. Eventually they became superior in strength and personality to normal mountain orcs.
Rakasta appear to be anthropomorphic felines. These warriors serve as the personal guards to the chief. They are able to leap from their mounts while riding and attack. Isle of Dread was updated for third edition. Isle of Dread some time ago. Few other races are capable of speaking or understanding this language without magical aid, and most saurials are incapable of reproducing the common languages of other humanoid races, though they are intelligent enough to learn to understand them. Bladebacks are social, straightforward, and slow to anger, often becoming village leaders.
Has a curving crest on its head. Finheads are bright, active, curious, and emotional creatures. They are good with their hands and willing to work hard. Flyers are nervous and noisy, irritable and often irritating to others. They are likely to flee from a fight if threatened. They love gossip spending time with people who will listen to them.
Hornheads are careful, rational planners, choosing their words carefully and loathing the taking of risks. They have an interest in alchemy, engineering, and other mental pursuits. They are the largest of the saurials. Breault, Mike, ed, et al. The Ecology of the Mongrelman. The Ecology of the Bird Maiden. Enchiridion of the Fiend Sage.