Alaghi

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Alaghi 3e.jpg

Alaghi are a Dungeons & Dragons race of forest-dwelling, hairy, ape-like humanoids distantly related to the yeti. They are known for having one of the weirder cultures in Advanced Dungeons & Dragons, where they existed in as either shy and peaceful semi-nomadic hunter-gatherers, cruel, greedy and cannibalistic Stone Age sedentary tribals, or benevolent druidic hermits.

Alaghi were introduced in the Forgotten Realms setting. They are barrel-chested, with short, almost invisible necks, and wide, flat heads with sloping brows. Their shoulders are broad, and their arms are long and powerful. Their legs are short but thick, and their hands and feet are very large. An alaghi’s entire body is covered with thick hair, usually blond, reddish brown, or charcoal gray. Most blond individuals have green eyes and fur tinged with green highlights. Adult alaghi stand about six feet tall and weigh about 330 pounds. They usually live for 75-85 years.

Although technologically primitive, and thus restricted to simple cudgels, spears and daggers made of wood, stone and bone of their own make, they are incredibly stealthy in their forest environments and possess such immense strength that they can easily beat most other creatures to death.

Despite this, alaghi are considered playable character material. They are noted to be shy and peaceful, for the most part, even if the sedentary alaghi tend to indulge more savage behaviors. They love riddles and games of strategy, and especially relish playing chess.

2e Stats[edit]

Alaghi 2e.png

PC stats for Alaghi appeared in the "Complete Book of Humanoids":

Ability Score Range: Strength 12/19, Dexterity 3/17, Constitution 12/18, Intelligence 3/16, Wisdom 3/16, Charisma 3/16
Ability Score Adjustments: +2 Strrength, -2 Intelligence
Class & Level Limits: Fighter (12), Druid (11 - requires Int 15, Wis 12, Cha 15, Neutral Good alignment)
+9 hit points at first level
Natural Armor Class 4
Can inflict 2d6 damage with a punch attack.
Can Move Silently and Hide In Natural Surroundings with base scores of 45% and 35% respectively, each score increasing by +5% per level.
Takes damage as a Large creature.
Weapon Proficiencies: Club, Hand Axe, Javelin, Knife.
Nonweapon Proficiencies: Animal Lore, Animal Noise, Direction Sense, Eating, Endurance, Gaming, Hiding, Hunting, Intimidation, Natural Fighting, Survival (Forest).
Dungeons & Dragons 2nd Edition Races
Core: Dwarf - Elf - Gnome - Half-Elf - Half-Orc - Halfling - Human
Dark Sun: Aarakocra - Half-Giant - Mul - Pterran - Thri-kreen
Dragonlance: Draconian - Irda - Kender - Minotaur
Mystara: Aranea - Ee'ar - Enduk - Lizardfolk (Cayma - Gurrash - Shazak)
Lupin - Manscorpion - Phanaton - Rakasta - Tortle - Wallara
Oriental Adventures: Korobokuru - Hengeyokai - Spirit Folk
Planescape: Aasimar - Bariaur - Genasi - Githyanki - Githzerai - Modron - Tiefling
Spelljammer: Dracon - Giff - Grommam - Hadozee - Hurwaeti - Rastipede - Scro - Xixchil
Ravenloft: Broken One - Flesh Golem - Half-Vistani - Therianthrope
Complete
Book of X:
Alaghi - Beastman - Bugbear - Bullywug - Centaur - Duergar
Fremlin - Firbolg - Flind - Gnoll - Goblin - Half-Ogre - Hobgoblin
Kobold - Mongrelfolk - Ogre - Ogre Mage - Orc - Pixie
Satyr - Saurial - Svirfneblin - Swanmay - Voadkyn - Wemic
Dragon Magazine: Half-Dryad - Half-Satyr - Uldra - Xvart

5e[edit]

Whilst the alaghi haven't officially returned in 5th edition as of yet, the North American-inspired Forgotten Realms subsetting of Anchorome does feature them as a major presence in the region. Which only makes sense, since alaghi are basically D&D sasquatches and, well, that is the region where the sasquatch mythos comes from! In Anchorome, alaghi are the primary inhabitants of the region known as the Adusgi Forest, which abounds in fey crossings, and are allied both with the benevolent fey of the region and the native umplebys, who aided the alaghi in wiping out the native population of therianthropes. The Anchorome corebook contains both monster stats for alaghi and also player stats, albeit as a "runt" who suffers a kind of dwarfism and thusly is more of a Goliath-esque "really big Medium" instead of a proper Large. Why they didn't just make all alaghi into goliath-style neo-Large creatures is anybody's guess.

Anchorome's alaghi are characterized as reclusive and peaceful, with a strong innate connection to the natural world that manifests as both an innate ability to communicate with animals, and a natural propensity towards druidic magic. They are strict vegetarians, and favor sweet fruits and berries; though they can survive on local vegetable staples like maize and squash, they dislike such food for its comparatively bland taste. Those alaghi afflicted with "runtism" are much more gregarious than the norm, which often compels them to attach themselves to communities of other races, or simply traveling bands of adventurers. Adopting these figures as surrogate families, alaghi adventurers are notoriously loyal to the point of being overprotective. Ironically, they are becoming more common, perhaps in no small part because the many changes brought on by Anchorome's transportation to and from Abeil, which has seen the continent develop thriving populations of dragonborn, thri-kreen, nic'Epona and spirit creatures, means that they just aren't as weird to the native humans as they used to be.

Ability Score Increase: +2 Strength, +1 Wisdom
Size: Medium
Speed: 30 feet
Natural Armor: Your base armor class when not wearing armor is 12 + your Dexterity modifier.
Powerful Build: You count as one size category larger to determine your carrying, dragging, lifting, pushing and pulling capacities.
Reclusive: You have Proficiency in the Nature and Stealth skills.
Slam: Your Unarmed Strikes do 1d6 + Strength modifier bludgeoning damage.
Speak With Small Beasts: You can communicate simple ideas to Beasts of size category Small or smaller.