Gekofolk by David Allan Finch
Diminutive Humanoid Lizard
Hit Dice: 0.125d8 (0 hp)
Initiative: +4 (+4 Dex)
Speed: 35 ft.,climb 30 ft.,swim 30 ft.
AC: 18 (+4 size, +4 Dex)
Attacks: Needle Thorn -1 melee, bite -1 melee, claw -1 melee
Damage: Needle Thorn 1-5, bite 1-3, claw 1-3
Face/Reach: 1 ft. by 1 ft./1 ft.
Special Attacks: Poison
Special Qualities: Camoflage, scent
Saves: Fort 0, Ref +6, Will -1
Abilities: Str 1, Dex 18, Con 11, Int 9, Wis 9, Cha 18
Skills: Balance +5, Hide +5, Jump +-4, Move Silently +5, Swim +-4
Feats: Alertness

Environment: Warm land,forest,marsh
Organization: Solitary, Pair, Family (2-5), Pack (5-20), Band (20-40), or Clan (40-60)
Challenge Rating: 1/10
Treasure: None
Alignment: Usually neutral good
Advancement: 1.125-0.25 HD (Diminutive); 1.25-0.375 HD (Tiny)


Gekofolk live in the Jungles of NewGallo. They are friendly but very secretive. They where once the eyes of the Grey Elves that ruled the land. They now just keep out of everyones way.

Gekofolk like to hide in plain sight and watch what everyone else is doing. They will steal what they think they need from the bigger and more powerful creatures but are not malisue.

They live in small bands in very wet areas normally close to a river or swamp but normally near a river.

They normally eat any insects or small creatures that they can capture.

Tribe shaman can summon large insects which the tribal wariors will ride. The tribal wariors normally fight with a raser sharp needle thorn which will be couted with a poison. Unless the Gekofolk are at war with the larger humaiods this will not effect anything larger than Tiny size.

Combat
Gekofolk warrior will wait in ambush and enmass jump on there foes from above. They will do little damage but will hope that there poison will do there work for them.


Poison (Ex)

This poison will disbilitate any foe doing 2 Charisma damage per round, Fort DC 15, until the character saves which cancels the effect. If the target does not make before there Charisma then the target is knocked out for 1d3 hours.Camoflage (Ex)

In a jungle a Gekofolk gets an aditional +10 on Move Silent and Hide roll.


Scent (Ex)

A Gekoman has excellent Scent and can use this to get +5 on Spot when it is being approached.

Society
In larger tribes of Gekoman there will normally be a Chief and Shaman. The Chief will be the first amongst the Warriors and Hunters. The Shaman is normally reguarded as a weirdo that the Tribe do normally interact with on a day to day basis. There are rare tribes where the Shaman is Chief and these Tribes are normally the most respected Tribes in an area. Gekofolk are the fogotten servants of the Grey Elves in NewGallo and they live it that way, they normally hide from the large breads of Lizardfolk and other Humanoids. Gekofolk's tread all Druid's and Feay like Gods and will do there bidding willingly, and fight to the death on there behalf. Almost nothing else but there local Druid will stop an group of Gekomen leaving an area if they feal under threat. Some rare Gekomen are still inquisative and can be found as adventurers but these are normally outcasts from there tribe.

This creature has been play tested.
This is not a kender type creature.

 



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