Dohwar
Small Monstrous Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 10 ft. (can't run) Swim 30 ft.
AC: 11 (+1 Size)
Attacks: Bite +1 melee
Damage: Bite 1d3
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: None
Special Qualities: Alchohol Immunity, Clumsy Flippers, Psionics, Sugar Inebriation
Saves: Fort +0, Ref +2, Will +1
Abilities:Str 10, Dex 10, Con 11, Int 10, Wis 8, Cha 12
Skills: Appraise +8, Bluff+6, Hide +4, Knowledge (Religion) +4, Knowledge (Trade Laws) +4, Negotiate +6
Feats: Skill Focus (Appraise)
Climate/Terrain: Cold/Aquatic
Organization: Cartel (4–40), Colony (90–180)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Dohwar are completely convered with black oily feathers exept for their chests, which are covered with white feathers, and eye plumes which tend to be a bright red, which in all makes them look very much like penguins. All dohwar have a conspicuous pair of fangs used to hold fish and a prehensile digit on each flipper. Tall Dohwar tend to just reach 4 feet in height. Although they look pudgy and ungainly, especially on land. Dohwar tend to wear bright and garish harnesses for holding tools, pouches, and decorations. Dohwar in foreign lands tend to wear long and concealing cloaks/hoods.
The dohwar speak their own language (Avian alphabet) and common.
Combat: The only natural attack a dohwar has is a fanged bite. Protector dohwar tend to wear full plate (+8 to AC) and also wear the weega or beak-sword. (These modifiers are not taken into account in the above stats). Non-protector dohwar tend to hire lots of mercenaries.
Alcohol Immunity (Ex): Dohwar are immune to the effects of alchohol.
Clumsy Flippers (Ex): Dohwar flippers are not capable of great manual dexterity. They suffer a -2 penalty to all activities that require fine manual dexterity (including weapons use). This does not apply to unarmed attacks.
Psionics (Sp): Dohwar can use Detect Thoughts up to 2 hours a day. At will, a Dohwar can form a lesser mind link with another dohwar. If the mind link is broken due to the death of the target, the dohwar becomes beserk as per the barbarian and will attack anyone in site until the dohwar is killed. This ability is generally used only with a dohwar's mate.
Sugar Inebriation (Ex): Ingesting sugar intoxicates the dohwar. An apple is roughly the equivalent to a strong beer to a dohwar.
Skills: Dohwar gain a +2 racial modifier to appraise, bluff, and negotiate checks.
Dohwar Characters
A dohwar's favored class is expert (The typically encountered merchant dohwar is a level 3 expert). Dohwar respect those who can learn magic and thus leaders will tend to have one or more level of priest or wizard. Dohwar clerics worship whatever local god of trade or merchants is prominent in the area (And the one who wishes the least amount of tribute if there are more then one).
Dohwar Protectors are those few dohwar who are suicidally inclined enough (in the minds of other dohwar anyways) to learn armed combat. They typically wear heavy plate armor and wield the weega (Replace the skill focus feat with Weapon Focus: Weega). Lances are also commonly used by mounted dohwar.
Weega Exotic Weapon, Small
Cost 11 gp, 1d6 damage 19-20/2x , weight 3lb, type - Piercing
The weega, or beak sword, is a blade attached to a helmet that fits over the head. Creatures with a beak based natural attack can use this as an unarmed attack, otherwise this is considered an exotic weapon. This weapon can not
be disarmed and leaves the hands free.
In the Spheres
Dohwar consider themselves superb traders but most of their customers just wish they would go away. Marriages are known as mergers and any hatchlings considered buisness investments. These mergers are monogamous and for life. They feel the universe is out to get them, as such dohwar will usually not try to cheat a fellow dohwar (or at least not as badly as they would a non-dohwar). Dohwar donate freely to religious institutions, although mostly as a form of insurance.
Dohwar, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.
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Dohwar, © 1990 Wizards of the Coast, Inc.
d20 System, Conversion of Dohwar ©2002,
Don Shaffer
Original Source: Monstrous Compendium #7