FREQUENCY: Rare
NO. APPEARING: 40-100
ARMOR CLASS: 5
MOVE: 15”
HIT DICE: ½
% IN LAIR: 10%
TREASURE TYPE: C
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon
type
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 25%
INTELLIGENCE: Very
ALIGNMENT: Neutral
SIZE: S (1¼’ tall)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: III /
65 + 1/hp
The haudhli are creatures
of nature,
remaining close to plants
and the earth
wherever they dwell. They
live in small hills
or mounds, each family of
2-5 having its
own burrow with a concealed
entrance. A
community of haudhli will
normally have
20 families. Though they
may dwell any-
where because of their hardiness,
haudhli
are most likely to live
near the habitations
of men— but the humans
may not be
aware of them. Because they
are swift afoot
and can make themselves
essentially invisi-
ble in natural terrain,
they may be locally
common in even heavily populated
areas
without ever being found
out.
The haudhli are not friendly
with the
larger races (to them, even
a halfling is
large), particularly if
an intruder or group
of intruders discovers their
lair. If they are
discovered and approached,
they will expect
and perhaps bluntly demand
many apolo-
gies for the intrusion.
Haudhli love precious
metals and gems, and a community
will
often have its own treasure
trove. Some-
times they can be bribed
with gems or
jewelry.
Haudhli are handy with simple
tools, and
can fashion small swords
and bows and
arrows with which to defend
themselves.
Their swords do 1-3 points
of damage vs. S
or M creatures, 1-2 vs.
opponents of size L.
Their bows have half the
range of a short
bow; arrows do 1-2 points
of damage vs. S
or M creatures, and only
1 point against
size L foes. The haudhli
use no other weap-
ons, but may employ traps,
especially in the
vicinity of their lair.
A haudhla can speak
with plants once per
hour, and once a day it
may employ detect
snares & pits, predict
weather, purify water,
obscurement, snare, and
audible glamer.
All of these spell-like
powers are performed
at the eighth level of ability.
In addition,
haudhli can fall from any
height or pass
over any surface as if using
the psionic
discipline body equilibrium.
They can
survive extreme temperatures
(-20 to +120
degrees F.) withno protection,
but this
resistance is notproof against
normal flame
or magical heat or cold
of any sort.
If a neutral magic-user
acquires the serv-
ices of a haudhla as a familiar,
the spellcas-
ter gains the haudhla’s
resistance to magic
and to extreme temperatures,
as well as its
body equilibrium ability
— but these
powers are conferred on
the master only if
master and familiar are
touching. The
magic-user may also receive
telepathic
communication of all the
haudhla sees,
hears, and senses, as long
as master and
familiar are no farther
than 12” from each
other.
Haudhli appear as minuscule
humans
with sharp and somewhat
homely features,
with skin color ranging
from brown to dark
brown, and silvery-blue
hair. They wear
clothes of green, brown,
or grey hues. They
speak the haudhla language
plus the
tongues of gnomes, pixies,
sprites, halflings,
and the common tongue.
<color is off, but the
hair(color&style) are good, and the features are sharp>
<originally, a wild halfling:
the artist might be able to do a great huadhla image!>