Kender by Tracy Hickman
Small Humanoid Kender
Hit Dice: 1d8 (4 hp)
Initiative: +1 (+1 Dex)
Speed: 20 ft.
AC: 14 (+1 size, +1 Dex, +2 leather armor)
Attacks: Hoopak +1* melee, Hoopak +3* ranged, Dagger +0 melee
Damage: Hoopak 1d6-1, 1d4-1, Dagger 1d4-1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Kender taunt, kender traits
Special Qualities: Kender traits
Saves: Fort 0, Ref +5, Will -1
Abilities: Str 8, Dex 13, Con 10, Int 11, Wis 8, Cha 11
Skills: Climb +2*, Hide +2, Intuit Direction +0, Jump +2*, Move Silently +4*, Pick Pocket +4*
Feats: Lightning Reflexes

Environment: Any land
Organization: Solitary, Pair, Group (2-5), Gathering (5-20), or Taleswap (20-40)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually chaotic good
Advancement: 2 HD (Small); 3 HD (Medium-size)

This is Tracy Hickman's Monster Manual write-up of Kender from Dungeon Magazine issue 86. It's found in his Anvil of Time Adventure, a 3E adventure that takes players through all ages and times of Krynn. It's a facinating adventure and I highly recomend it if you can find it.

Kender are diminutive, insatiably curious, and fearless humanoids with an uncanny knack for getting into trouble.

Kender resemble human children, though more heavily muscled. Male kender are typically 3ft. + 2d6 in. tall and weigh close to 75 pounds; female kender are typically 3 ft. + 1d6 in. tall and weigh close to 60 pounds. Adult kender rarely exceed 4 feet tall or weigh more than 100 pounds. Kender have distinctive pointed ears. They have sandy blond, light brown, dark brown, copper-red, or red-orange hair, usually worn long with many variety of braids and ponytails. Feather ribbons, flowers, and other colorful items are often woven into their hair. Kender are fair skinned but tan quickly, becoming dark brown by midsummer. Their eyes are variously pale blue, olive, light brown, and hazel.

Kender clothing varies widely but tends to be colorful and bright. Soft leather is a particularly favored material for clothing, especially if dyed bright colors and tooled wit designs.

Kender have no concept of personal property, constantly

Kender are clever combatants, devising unexpected or unorthodox tactics. Their favorite weapon is the staff-like hoopak. Made from resilient wood, one end of the hoopak is forked like a slingshot and has a leather pocket mounted between the forks. The other end is pointed and shod with metal or hardened by fire. It serves as both a melee and ranged weapon.

Kender Taunt (Ex) A kender can enrage foes by taunting them with verbal abuse. This is a mind-influencing effect and a free action; it affects only one target at a time, although the kender can elect to switch targets on its turn.

To successfully taunt a foe, the kender must perform an opposed Bluff check against the target's Sense Motive check. If the kender succeeds, the target becomes enraged and suffers a -2 morale penalty to AC as long as the kender continues taunting it. An enraged creature can make a Will saving throw (DC 15 + the kender's Cha modifier) each round after the first to overcome the taunting, after which it cannot be affected by taunts of that particular kender for 1 day.

Kender Traits (Ex) Kender have the following racial traits:

  • +2 Dexterity, -2 Strength, -2 Wisdom
  • Small: Kender gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters those of Medium-size creatures.
  • Fear Immunity: Kender are immune to fear, magical or otherwise.
  • +1 racial attack bonus with the hoopak, a kender's favored weapon.
  • *Skills: Kender are agile and sure-footed. They receive a +2 racial bonus to Climb, Jump, and Move Silently checks. Their nimble fingers bestow a +2 racial bonus to Pick Pocket checks.
  • Favored Class: Rouge.


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


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