Sunday, October 2, 2011

Ractur (Wermspittle)

No. Enc.: 1d6 (1d12)
Alignment: Neutral
Movement: 120'
Armor Class: 7
Hit Dice: 1+1
Attacks: 1 (bite or weapon)
Damage: 1d4+infection, by weapon
Save: 6
Morale: 4

Thieves, cut-throats and rootless vagabonds, the Ractur no longer have any sort of permanent home since their ancestral forests were destroyed in a great fire. They have adapted to life in the alleys, rooftops, cellars and sewers of the great cities of the world.

The bite of a Ractur carries a nasty infection with it (Save or take 1d4 hp damage per hour until either dead or cured by spell, potion or magical effect).

It is because of their terrible bites that the Ractur were originally driven from their forest nests by people attempting to eradicate the nasty little beasts.

One in six Ractur will be able to gain levels as an actual thief, and not just be some opportunistic scavenger-type. They are illiterate and will ignore books, maps or scrolls as worthless or possibly they'll use them in lining their nests. They are driven to avarice by the mere sight of shiny baubles and have been known to be drawn into traps by dangling glass beads or other cheap trinkets in front of them...though they are starting to catch on now that they live in the city...


  1. Good concept, with interesting possibilities to explore - there's a lot suggested in that short write-up.

  2. @Porky: The Ractur are pests you'll encounter in Wermspittle, as well as a few other places...


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