Small humanoid, lawful evil

Armor Class 15 (makeshift armor)
Hit Points 8 (1d8+4)
Speed 20 ft.

10 (+0) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 7 (-2)

Skills Perception +6, Stealth +5
Senses darkvision 60 ft., passive Perception 16 (21)
Languages Muhroydian, Common, Goblin, Orcish
Challenge 1 (200 XP)

Special Qualities

  • Keen Hearing and Smell. The muhroydian gains advantage on any Wisdom (Perception) check relying upon hearing or smell.
  • Hive Empathy. Muhroydians can sense each other’s presence, and a psychic web exists between them. Whenever two muhroydians are within 30 ft. of each other, and neither is incapacitated, both gain blindsight 30′ and advantage on attack rolls.
  • Naturally Stealthy. Muhroydians gain advantage on Dexterity (stealth) checks.


  • Multiattack. The muhroydian makes two attacks: one with its bite and one with either its claws or short sword.
  • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashing damage.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d3+3) piercing.
  • Short Bow. Melee Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing.
  • Short Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing.


Rat gnomes. Muhroydians, sometimes called rat-gnomes, are small, vicious humanoid creatures. Their bodies are covered in fur, usually gray or brown, and they have dark “masks” around their eyes like raccoons, giving them a naturally sinister appearance. They have sharp teeth, tiny claws, jagged ears that end in long points, and hairless tails. They use weapons, tools, and armor but rarely craft anything, instead relying on what they can scrounge and steal from other creatures. They often adorn themselves with markings of kohl and henna to show their tribal affiliation.

Savage fringe dwellers. Muhroydians exist on the fringe of societies, constantly trying to undermine other races in their never-ending push to expand their territory. They are utterly ruthless with outsiders, and have no compunctions against using dishonorable tactics against creatures of other races. When two tribes of muhroydians meet a guerrilla-style war breaks out almost instantly, and does not end until one group has vanquished the other, and subsumed the survivors into the victorious tribe.

The leaders tend to be the toughest and most cunning individuals, and they gain prestige by expanding the tribe’s territory and finding quiet, careful ways to slay their enemies.

Cowardly but canny. Muhroydians have a mean, cowardly streak, and attempt to avoid any combat when the odds are not in their favor. If at all possible, they run from fights, regrouping and sneaking back to attack opponents when they have the advantage. If they cannot retreat, they fight using careful team tactics, working together to bring down larger opponents.

Section 15: Copyright Notice

The Lost City of Gaxmoor, Copyright 2020, Troll Lord Games: Author Ernest G. Gygax, Luke Gygax.

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