Shy Guy (3.5e Creature)
Shy Guy
Size/Type: | Small Humanoid |
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Hit Dice: | 1d8+1 (5 hp) |
Initiative: | +0 |
Speed: | 40 ft. |
Armor Class: | 9 (Dex +5), touch 9, flat-footed 8 |
Base Attack/Grapple: | +1/-1 |
Attack: | Slap +5 melee |
Full Attack: | Slap +5 melee |
Space/Reach: | 4 ft./4 ft. |
Special Attacks: | Summon reinforcements |
Special Qualities: | Darkvision 60 ft. |
Saves: | Fort +2, Ref +5, Will +3 |
Abilities: | Str 10, Dex 15, Con 12, Int 12, Wis 10, Cha 11 |
Skills: | Listen +2, Spot +3 |
Feats: | Alertness |
Environment: | Any |
Organization: | Pair, Squad (5-15), Army (45-100) |
Challenge Rating: | 1 |
Treasure: | None |
Alignment: | Usually Lawful Evil |
Advancement: | By character class |
Level Adjustment: | +0 |
A small humanoid runs towards you. It wears a white mask and a red robe and hood. It's entire body is concealed by it's garments. It raises it's hand, ready to strike.
Shy guys have never been seen without their trademark red robes and white mask. Most are loyal to Bowser through their leader, the mighty General Guy. Their base of operations is within the Shy Guy's Toybox. Long ago, when Bowser was merely a prince, the shy guys formed the bulk of the Koopa Troop. Their race orginates from the strange world of Subcon.
Combat
Shy guys run up to foes and slap them as hard as possible and then usually run away as fast as they can. They can summon reinforcements if necessary.
Summon Reinforcements (Sp): Twice per day a shy guy can attempt to summon another shy guy with a 45% chance of success.This ability is the equivalent of a 1st-level spell.
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