The Dungeon Masters Guild
Bestiary Mythica

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Bestiary Main

Monster-Like Races

Coquillan (Desert Dwellers) by Von Romig
-Hit Dice: 1d6 (per level)
-Initiative: +0
-Speed: 20 ft
-AC: 11 (+1 size, small-gnome size))
-Attacks: Double-ended Bladed Weapons +3, and Sorcerer Spells, based on individual level
-Damage: 1d6-1d8 (based on weapon)
-Face/Reach: 5 ft by 5 ft/ 5 ft
-Special Attacks: Sorcerer Spells
-Special Qualities: Spell usage while using weapon(s)
-Saves: Fort +2, Ref +0, Will +0
-Abilities: Str 8, Dex 12, Con 10, Int 14, Wis 14, Chr 8
-Skills: Spellcraft
-Feats: Ambidexterity, Two-Weapon Fighting

-Climate/Terrain: Desert's edge and Steppes.
-Organization: Family clusters of 3-6 warrior (class) nomads and 1 Warrior Elder. Annual gatherings can bring 5-15 family clans together for up to 15-40 warrior nomads, and 5-15 Warrior Elders.
-Challenge Rating: 1/2 or 1 (Warrior Elder)
-Treasure: Standard (but no coinage/gems)
-Alignment: Neutral Evil, Lawful Evil-rare
-Advancement: Levels, Young/Warrior Nomad/Warrior Elder

-Appearance: About the size of a large gnome (3 1/2 ft) and built slender, with large eyes and soft furlike hair this dull yellow-brown skinned race has been called cute, in that strange unworldly way. For although their entire body is covered with a fine 'fur' they shave all but their head, forearms and feet, the style of this period in their history. The Coquillan do not have a protruding nose, but four small holes, which are covered by facial hair (given them a lousy sense of smell). Except for the female having slightly larger breasts (which they do not cover) the male and female Coquillan are identical in appearance.

-Culture: Another race to join the ranks with Orc, Gnoll, Elves, etc. Although of the same intelligence and ability in having a civilization like that of humans, elves and orcs, their preferred living space (the edge of deserts and barren steppes) makes it hard to establish permanent settlements. Shortages of wood causes lack of paper and proper building material. What little lumber they have access to they use for weapon making. Also this lack of gathering raw material makes raiding their neighbors for such a full time occupation for most of the warrior nomad class.

As nomads they are never in one spot for more then a season. This does make the Coquillan race scatter over a huge region and the primary culture surrounding any deserts. Their primary source of food comes from their small herds of goats and any game animals around. (They don't ride horses, as they would use them for food if they had any; the Coquillan don't understand the concept of 'pets')

-Combat: From a very early age the Coquillan are taught to use their two inherent racial traits, ambidexterity and sorcerer ability. Most, if not all, Coquillan encountered will be able to use their double-ended bladed weapons while at the same time capable of casting spells. As their training has evolved to have the spells cast by verbal and even mental, with only a few requiring the minimal amount of other hand gesture.

This gives the warrior nomad class one spell if desired and two weapon attacks per round, and the Warrior Elder class one possible spell and three attacks every other round. Their sorcerer/weapon fighting style is called Triathi (think Jedi Knight). And due to the fact that they start training so young by the time that a Coquillan reaches the age of manhood and thus a warrior nomad, where they may run into a party of adventurers, they are at a relative high level. Most being 5th/4th level fighter/sorcerer. Their unique training and racial trait allows them to increase their experience at no penalty; both raise equally. A Warrior Elder starts at 8th/8th fighter/sorcerer level, but if a party of Coquillan are met outside their present homestead the leader (Warrior Elder) can be as high as 10th, 11th level in both.

World View: Due to the limited resources at hand they have prospered by becoming a race of warrior sorcerer to defend what they do have. Since even the lost of just a few game animals could spell the different between surviving and starving, the Coquillan are very persistent in protecting their territory against any intrusions. This lack of concern for any other race, as they kill all without hesitation, labels them as evil in nature. Their lack of placing value on metals (gold, silver, etc.) and gems prevents the possibilities of any type of continued trade with outsiders. For although several have tried to trade herd animals for food with them, the Coquillan have nothing that is of much value to such merchants. Within the clans the Coquillan share everything of a survival nature, and small trinkets are bartered for by exchanging other trinkets.

The Coquillan worship no deity. For this reason there are no Cleric class individuals. They view the need of outsiders to have gods a weakness, a trait of a barbarian. They also find no reason to learn another language nor teach theirs to outsiders. What communication that has occurred between them and outsiders has been through sign-language, but only in the most obvious gesture.