# Silent Crow Goliath Tribe

The Silent Crow tribe is a large goliath tribe, consisting of 49 adult goliaths, 18 adult neanderthals, about half as many children of each species, and two arctic half-orcs. The tribe is nomadic, roaming the mountains and hills around Ithoarirth's lair. It is generally friendly to outsiders, though it will quickly cool to anyone who isn't interested in taking part in the tribe's competitions.

The Silent Crow tribe makes its living in the traditional goliath way, sending squads to hunt and gather during the day and socializing in the evening and keping goats (both regular and giant) for milk, hides, and emergency food. They also do a small amount of trading, acting as go-betweens for the local glacier dwarves and the orcs that they won't do business with directly.

Several members of the Silent Crow tribe are blessed wereotters. The tribe makes a yearly visit to [Nerirel Birchdreamer](https://glowficwiki.noblejury.com/books/adelene/page/nerirel-birchdreamer-deepforest-warden), an elven druid who lives in the forest below their more usual paths; Nerirel is friendly with the tribe for the last hundred and twenty years (several generations, for short-lived goliaths and neanderthals), ever since it helped her hunt down a gigantic snowcloak that was terrorizing the area. The tribe visits for about a week, sharing food and stories, and if she's impressed with tales of a tribe member's bravery or cleverness, she'll often offer them the wereotter blessing - though she only ever offers it to individuals of good alignments.

<table id="bkmrk-%C2%A0-lv-1-lv-2-lv-3-lv-"><tbody><tr><td> </td><td>Lv 1</td><td>Lv 2</td><td>Lv 3</td><td>Lv 4</td><td>Lv 5</td><td>Lv 6</td><td>Lv 7</td></tr><tr><td>Bard</td><td>3</td><td>1</td><td>1</td><td> </td><td> </td><td> </td><td> </td></tr><tr><td>Cleric</td><td>2</td><td>1</td><td> </td><td> </td><td> </td><td> </td><td> </td></tr><tr><td>Druid</td><td>1</td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr><tr><td>Scout</td><td>4</td><td>2</td><td> </td><td> </td><td>1</td><td> </td><td> </td></tr><tr><td>Warrior</td><td>2</td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr><tr><td>Expert</td><td>44</td><td> </td><td>4</td><td>1</td><td> </td><td>1</td><td>1</td></tr></tbody></table>

<table id="bkmrk-%C2%A0-%C2%A0-appraise-11-bala"><tbody><tr><td> </td><td> </td></tr><tr><td>Appraise</td><td>11</td></tr><tr><td>Balance</td><td>9</td></tr><tr><td>Bluff</td><td>7</td></tr><tr><td>Climb</td><td>14</td></tr><tr><td>Concentration</td><td>9</td></tr><tr><td>Craft (armorsmithig)</td><td>12</td></tr><tr><td>Craft (basketweaving)</td><td>9</td></tr><tr><td>Craft (bonecarving)</td><td>8</td></tr><tr><td>Craft (flintknapping)</td><td>7</td></tr><tr><td>Craft (leatherworking)</td><td>6</td></tr><tr><td>Craft (weaponsmithing)</td><td>9</td></tr><tr><td>Craft (woodcarving)</td><td>6</td></tr><tr><td>Diplomacy</td><td>13</td></tr><tr><td>Disable Device</td><td>7</td></tr><tr><td>Escape Artist</td><td>5</td></tr><tr><td>Gather Information</td><td>11</td></tr><tr><td>Handle Animal</td><td>11</td></tr><tr><td>Heal</td><td>9</td></tr><tr><td>Hide</td><td>9</td></tr><tr><td>Jump</td><td>12</td></tr><tr><td>Knowledge (arcana)</td><td>12</td></tr><tr><td>Knowledge (geography)</td><td>9</td></tr><tr><td>Knowledge (history)</td><td>12</td></tr><tr><td>Knowledge (local)</td><td>12</td></tr><tr><td>Knowledge (nature)</td><td>9</td></tr><tr><td>Knowledge (religion)</td><td>12</td></tr><tr><td>Listen</td><td>13</td></tr><tr><td>Move Silently</td><td>10</td></tr><tr><td>Perform (drumming)</td><td>8</td></tr><tr><td>Perform (singing)</td><td>8</td></tr><tr><td>Perform (wind instruments)</td><td>8</td></tr><tr><td>Search</td><td>7</td></tr><tr><td>Sense Motive</td><td>13</td></tr><tr><td>Spot</td><td>14</td></tr><tr><td>Survival</td><td>12</td></tr><tr><td>Swim</td><td>14</td></tr><tr><td>Use Rope</td><td>8</td></tr></tbody></table>

### Livestock

##### Goat

Size/Type: Medium Animal  
Hit Dice: 2d8+6 (15 hp)  
Initiative: +1  
Speed: 30 ft. (6 squares)  
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12  
Base Attack/Grapple: +1/+3  
Attack: Headbutt +5 melee (1d6+2)  
Space/Reach: 5 ft./5 ft.  
Special Attacks: -  
Special Qualities: Low-light vision, scent  
Saves: Fort +6, Ref +5, Will +0  
Abilities: Str 14, Dex 15, Con 17, Int 2, Wis 11, Cha 6  
Skills: Balance +9, Climb +9, Jump +8  
Feats: Power Attack (b), Improved [Bull Rush](https://www.d20srd.org/srd/combat/specialAttacks.htm#bullRush)

Skills: Goats have a +5 racial bonus to Balance, Climb, and Jump.

##### Giant Goat

Size/Type: Large Animal  
Hit Dice: 3d8+9 (22 hp)  
Initiative: +1  
Speed: 30 ft. (6 squares)  
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12  
Base Attack/Grapple: +2/+9  
Attack: Headbutt +5 melee (1d8+3)  
Space/Reach: 10 ft./5 ft.  
Special Attacks: -  
Special Qualities: Low-light vision, scent  
Saves: Fort +6, Ref +4, Will +1  
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6  
Skills: Balance +10, Climb +9, Jump +9  
Feats: Power Attack (b), Improved [Bull Rush](https://www.d20srd.org/srd/combat/specialAttacks.htm#bullRush), Knockback

Skills: Giant goats have a +5 racial bonus to Balance, Climb, and Jump.

Knockback: If a giant goat scores a hit while using the Power Attack feat, they can make a free bull rush attempt against the foe they hit, applying the number by which they reduced their attack roll as a bonus on the opposed Strength check (as well as on the damage they deal). Unlike standard bull rush attempts, knockback attempts don’t provoke attacks of opportunity, and the giant goat doesn’t move with the enemy they knock backward.

### Bards

##### Murak Dawncaller

<table border="1" id="bkmrk-size%2Ftype%3A-medium-hu" style="border-collapse: collapse; width: 100%;"><tbody><tr><td style="width: 100%;">Male Arctic Half-Orc Bard 3  
Size/Type: Medium Humanoid  
Hit Dice: 2d6+6 (13 hp)  
Initiative: +0  
Speed: 30'  
Armor Class:   
Base Attack/Grapple: +2/+5  
Attack: Spear +4 melee (1d8+3/x3) or spear +2 ranged (1d8+2/x3, 20')  
Space/Reach: 5 ft/5 ft  
Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, inspire competence, spells  
Special Qualities:Low-light vision, cold endurance, orc blood  
Spells per day: 3, 2  
Spells known:  
 0: Daze, Ghost Sound, Know Direction, Message, Prestidigitation, Resistance  
 1: Cure Light Wounds, Feather Fall, Remove Fear  
Saves: Fort +4, Ref +3, Will +3  
Abilities: Str 15, Dex 10, Con 17, Int 10, Wis 11, Cha 14  
Skills: Balance +6, Climb +8, Concentration +9, Diplomacy +13, Jump +8, Listen +6, Perform (drumming) +8, Perform (singing) +8  
Feats: Skill Focus (Diplomacy)  
Gear:  
Alignment: TN  
Languages: Common, Gol-Kaa</td></tr></tbody></table>

##### Moakavomath Lamenter

<table border="1" id="bkmrk-male-goliath-bard-2s" style="border-collapse: collapse; width: 100%;"><tbody><tr><td style="width: 100%;">Male Goliath Bard 2  
Size/Type: Medium Monstrous Humanoid  
Hit Dice: 2d6+4 (11 hp)  
Initiative: -1  
Speed: 30'  
Armor Class: (-1 dex)  
Base Attack/Grapple: +1/+7  
Attack: Large spear +3 melee (2d6+3/x3) or large spear +0 ranged (2d6+2/x3, 20')  
Space/Reach: 5 ft/5 ft  
Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, spells  
Special Qualities: Powerful build, mountain movement, acclimated  
Spells per Day: 3, 1  
Spells Known:  
 0: 5  
 1: 2  
Saves: Fort +2, Ref +2, Will +4  
Abilities: Str 15, Dex 8 (-1), Con 14, Int 11, Wis 13, Cha 17  
Skills: Balance +4, Climb +7, Jump +7, Listen +6, Perform +8 (singing), Perform +8 (wind instruments), Sense Motive +3  
Feats: Lingering Song  
Gear: Bagpipes  
Alignment: NE  
Languages: Common, Gol-Kaa</td></tr></tbody></table>

##### Aithak Dawncaller

<table border="1" id="bkmrk-female-goliath-savag" style="border-collapse: collapse; width: 100%;"><tbody><tr><td style="width: 100%;">Female Goliath Savage Bard 1  
Size/Type: Medium Monstrous Humanoid  
Hit Dice: 1d6+2 (5 hp)  
Initiative: +0  
Speed: 30'  
Armor Class: (+0 dex)  
Base Attack/Grapple: +0/+9  
Attack: Large spear +6 melee (2d6+7/x3) or large spear +1 ranged (2d6+5/x3, 20')  
Space/Reach: 5 ft/5 ft  
Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1  
Special Qualities: Powerful build, mountain movement, acclimated, illiteracy  
Spells per Day: 2  
Spells Known: 4  
Saves: Fort +4, Ref +0, Will +0  
Abilities: Str 20, Dex 11, Con 14, Int 15, Wis 7 (-2), Cha 16  
Skills: Appraise +6, Balance +4, Climb +9, Concentration +6, Diplomacy +7, Jump +9, Listen +4, Perform (singing) +7, Spot +0  
Feats: Alertness  
Gear:  
Alignment: CG  
Languages: Common, Gol-Kaa, Dwarven, Orc</td></tr></tbody></table>

##### Ukanun Dawncaller

<table border="1" id="bkmrk-goliath-formsize%2Ftyp" style="border-collapse: collapse; width: 100%;"><tbody><tr><td style="width: 33.3333%;">Male Goliath Bard 1  
Goliath Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 1d6+2d8+6 (18 hp)  
Initiative: -1  
Speed: 30'  
Armor Class: (-1 dex, +3 natural)  
Base Attack/Grapple: +1/+5  
Attack: Large spear +1 melee (2d6/x3) or large spear +0 ranged (2d6/x3, 20')  
Space/Reach: 5 ft/5 ft  
Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, otter empathy  
Special Qualities: Powerful build, mountain movement, acclimated, illiteracy, hold breath, alternate form, low-light vision, scent  
Spells per day: 2  
Spells known: Dancing Lights, Flare, Know Direction, Resistance  
Saves: Fort +7, Ref +2, Will +7  
Abilities: Str 11, Dex 9, Con 15, Int 10, Wis 14, Cha 16  
Skills: Balance +3, Climb +4, Concentration +6, Jump +4, Listen +4, Perform (singing) +7, Sense Motive +8, Spot +6, Survival +6, Swim +6  
Feats: Heavy Lithoderms, Alertness, Iron Will (b), Weapon Finesse (b)  
Gear:  
Alignment: CG  
Languages: Common, Gol-Kaa  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.</td><td style="width: 33.3333%;">  
Hybrid Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 1d6+2d8+6 (18 hp)  
Initiative: +1  
Speed: 30', swim 20'  
Armor Class: (+1 dex, +5 natural)  
Base Attack/Grapple: +1/+6  
Attack: Large spear +2 melee (2d6+1/x3) and claw +2 melee (1d6+1) and bite -3 melee (1d8+1) or 2 claws +2 melee (1d6+1) and bite -3 melee (1d8+1)  
Space/Reach: 5 ft/5 ft  
Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, otter empathy  
Special Qualities: Powerful build, mountain movement, acclimated, illiteracy, hold breath, alternate form, DR 10/silver, low-light vision, scent  
Spells per day: 2 (no v components)  
Spells known: Dancing Lights, Flare, Know Direction, Resistance  
Saves: Fort +7, Ref +2, Will +7  
Abilities: Str 13, Dex 13, Con 15, Int 10, Wis 14, Cha 16  
Skills: Balance +5, Climb +5, Concentration +6, Jump +5, Listen +4, Perform (singing) +7, Sense Motive +8, Spot +6, Survival +6, Swim +7  
Feats: Heavy Lithoderms, Alertness, Iron Will (b), Weapon Finesse (b)  
Gear:  
Alignment: CG  
Languages: Common, Gol-Kaa  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.  
  
+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</td><td style="width: 33.3333%;">  
Otter Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 1d6+2d8+6 (18 hp)  
Initiative: +1  
Speed: 30', swim 30'  
Armor Class: (+1 dex, +5 natural)  
Base Attack/Grapple: +1/+2  
Attack: Bite +2 melee (1d3+1)  
Space/Reach: 5 ft/5 ft  
Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, otter empathy  
Special Qualities: Mountain movement, acclimated, illiteracy, hold breath, alternate form, DR 10/silver, low-light vision, scent  
Spells per day: 2 (no v/s/m components)  
Spells known: Dancing Lights, Flare, Know Direction, Resistance  
Saves: Fort +7, Ref +2, Will +7  
Abilities: Str 13, Dex 13, Con 15, Int 10, Wis 14, Cha 16  
Skills: Balance +5, Climb +5, Concentration +6, Jump +5, Listen +4, Perform (singing) +7, Sense Motive +8, Spot +6, Survival +6, Swim +7  
Feats: Heavy Lithoderms, Alertness, Iron Will (b), Weapon Finesse (b)  
Gear:  
Alignment: CG  
Languages: Common, Gol-Kaa  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.  
  
+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</td></tr></tbody></table>

##### Tazill Dawncaller

<table border="1" id="bkmrk-size%2Ftype%3A-medium-hu-0" style="border-collapse: collapse; width: 100%;"><tbody><tr><td style="width: 100%;">Male Neanderthal Bard 1  
Size/Type: Medium Humanoid  
Hit Dice: 1d6 (3 hp)  
Initiative: -3  
Speed: 30'  
Armor Class: (-3 dex)  
Base Attack/Grapple: +0/+2  
Attack: Spear +3 melee (1d8+3/x3) or spear -3 ranged (1d8+2/x3, 20')  
Space/Reach: 5 ft/5 ft  
Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1  
Special Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy  
Spells per day: 2  
Spells known: Ghost Sound, Light, Lullaby, Mage Hand  
Saves: Fort +0, Ref -1, Will +0  
Abilities: Str 14, Dex 5 (-4), Con 11, Int 12, Wis 7 (-3), Cha 17  
Skills: Balance +2, Bluff +7, Climb +6, Concentration +4, Escape Artist -2, Jump +6, Listen +3, Perform (singing) +7, Sense Motive +1, Spot -1, Survival -1, Swim +6  
Feats: Agile  
Gear:  
Alignment: TN  
Languages: Common, Gol-Kaa, Dwarven</td></tr></tbody></table>

### Clerics

##### Vaum Skywatcher

<table border="1" id="bkmrk-goliath-formsize%2Ftyp-0" style="border-collapse: collapse; width: 100%;"><tbody><tr><td style="width: 33.3333%;">Goliath Form  
Size/Type: Medium Monstrous Humanoid (goliath, shapeshifter) Wereotter Cleric 2 of Ehlonna  
Hit Dice: 4d8+8 (26 hp)  
Initiative: +2  
Speed: 30'  
Armor Class: (+2 dex, +3 natural)  
Base Attack/Grapple: +2/+10  
Attack: Large spear +6 melee (2d6+6/x3) or large spear +4 ranged (2d6+4/x3)  
Space/Reach: 5 ft/5 ft  
Special Attacks: Turn undead, otter empathy, 1/day speak with animals  
Special Qualities:Powerful build, mountain movement, acclimated, animal domain, good domain, hold breath, alternate form, low-light vision, scent  
Spells per day: 4, 3+1  
Saves: Fort +8, Ref +5, Will +6  
Abilities: Str 18, Dex 15, Con 15, Int 11, Wis 18, Cha 16  
Skills: Heal +9, Knowledge (nature) +5, Listen +6, Sense Motive +6, Spot +8  
Feats: Heavy Lithoderms, Alertness, Weapon Finesse (b), Iron Will (b)  
Gear:  
Alignment: CG  
Languages: Common, Gol-Kaa  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.</td><td style="width: 33.3333%;">Hybrid Form  
Size/Type: Medium Monstrous Humanoid (goliath, shapeshifter) Wereotter Cleric 2 of Ehlonna  
Hit Dice: 4d8+8 (26 hp)  
Initiative: +4  
Speed: 30', swim 20'  
Armor Class: (+4 dex, +5 natural)  
Base Attack/Grapple: +2/+11  
Attack: Large spear +7 melee (2d6+7/x3) and claw +7 melee (1d6+5) and bite +2 melee (1d8+2) or 2 claws +7 melee (1d6+5) and bite +2 melee (1d8+2)  
Space/Reach: 5 ft/5 ft  
Special Attacks: Turn undead, otter empathy, 1/day speak with animals  
Special Qualities:Powerful build, mountain movement, acclimated, animal domain, good domain, hold breath, alternate form, DR 10/silver, low-light vision, scent  
Spells per day: 4, 3+1 (no v components)  
Saves: Fort +8, Ref +7, Will +6  
Abilities: Str 20, Dex 19, Con 15, Int 11, Wis 18, Cha 16  
Skills: Heal +9, Knowledge (nature) +5, Listen +8, Sense Motive +6, Spot +8  
Feats: Heavy Lithoderms, Alertness, Weapon Finesse (b), Iron Will (b)  
Gear:  
Alignment: CG  
Languages: Common, Gol-Kaa  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.  
  
+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</td><td style="width: 33.3333%;">Otter Form  
Size/Type: Medium Monstrous Humanoid (goliath, shapeshifter) Wereotter Cleric 2 of Ehlonna  
Hit Dice: 4d8+8 (26 hp)  
Initiative: +4  
Speed: 30', swim 30'  
Armor Class: (+4 dex, +5 natural)  
Base Attack/Grapple: +2/+7  
Attack: Bite +7 melee (1d3+5)  
Space/Reach: 5 ft/5 ft  
Special Attacks: Turn undead, otter empathy, 1/day speak with animals  
Special Qualities: Mountain movement, acclimated, animal domain, good domain, hold breath, alternate form, DR 10/silver, low-light vision, scent  
Spells per day: 4, 3+1 (no v/s/m components)  
Saves: Fort +8, Ref +7, Will +6  
Abilities: Str 20, Dex 19, Con 15, Int 11, Wis 18, Cha 16  
Skills: Heal +9, Knowledge (nature) +5, Listen +8, Sense Motive +6, Spot +8  
Feats: Heavy Lithoderms, Alertness, Weapon Finesse (b), Iron Will (b)  
Gear:  
Alignment: CG  
Languages: Common, Gol-Kaa  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.  
  
+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</td></tr></tbody></table>

##### Galomon Adjucator

<table border="1" id="bkmrk-size%2Ftype%3A-medium-mo" style="border-collapse: collapse; width: 100%;"><tbody><tr><td style="width: 100%;">Female Goliath Cleric 1 of Kavaki  
Size/Type: Medium Monstrous Humanoid  
Hit Dice: 1d8 (4 hp)  
Initiative: +0  
Speed: 30'  
Armor Class:   
Base Attack/Grapple: +0/+9  
Attack: Large greatclub +5 melee (2d8+7) or large spear +0 ranged (2d6+5/x3, 20')  
Space/Reach: 5 ft/5 ft  
Special Attacks: Spells, protective ward, feat of strength  
Special Qualities:Powerful build, mountain movement, acclimated, protection domain, strength domain  
Spells per day: 3, 2+1  
Saves: Fort +2, Ref +0, Will +4  
Abilities: Str 20, Dex 11, Con 11, Int 15, Wis 14, Cha 13  
Skills: Balance +5 Diplomacy +5, Knowledge (history) +4, Knowledge (religion) +3, Sense Motive +8  
Feats: Martial Weapon Proficiency (greatclub)  
Gear:  
Alignment: LN  
Languages: Common, Gol-Kaa, Dwarven, Orc</td></tr></tbody></table>

##### Naathegeth Stronghealer

<table border="1" id="bkmrk-goliath-formsize%2Ftyp-1" style="border-collapse: collapse; width: 100%;"><tbody><tr><td style="width: 33.3333%;">Male Goliath Cleric 1 of Manethak  
Goliath Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 3d8+3 (16 hp)  
Initiative: +0  
Speed: 30'  
Armor Class: (+2 natural)  
Base Attack/Grapple: +1/+7  
Attack: Large spear +3 melee (2d6+3/x3) or large spear +1 ranged (2d6+2/x3, 20')  
Space/Reach: 5 ft/5 ft  
Special Attacks: Spells, good fortune 1/day, otter empathy  
Special Qualities:Powerful build, mountain movement, acclimated, knowledge domain, luck domain, hold breath, alternate form, low-light vision, scent  
Spells per day: 3, 2+1 (+1 ECL div)  
Saves: Fort +6, Ref +3, Will +7  
Abilities: Str 14, Dex 10, Con 13, Int 13, Wis 15, Cha 14  
Skills: Balance +5, Heal +9, Knowledge (nature) +3, Knowledge (geography) +2, Listen +6, Sense Motive +4, Spot +6, Swim +3  
Feats: Skill Focus (heal), Alertness, Iron Will (b), Weapon Finesse (b)  
Gear:  
Alignment: NG  
Languages: Common, Gol-Kaa, Dwarven  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.</td><td style="width: 33.3333%;">  
Hybrid Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 3d8+3 (16 hp)  
Initiative: +2  
Speed: 30', swim 20'  
Armor Class: (+2 dex, +5 natural)  
Base Attack/Grapple: +1/+8  
Attack: Large spear +4 melee (2d6+4/x3) and bite -1 melee (1d8+3) and 2 claws -1 melee (1d6+1)  
Space/Reach: 5 ft/5 ft  
Special Attacks: Spells, good fortune 1/day, otter empathy  
Special Qualities:Powerful build, mountain movement, acclimated, knowledge domain, luck domain, hold breath, alternate form, DR 10/silver, low-light vision, scent  
Spells per day: 3, 2+1 (+1 ECL div; no v components)  
Saves: Fort +6, Ref +5, Will +7  
Abilities: Str 16, Dex 14, Con 13, Int 13, Wis 15, Cha 14  
Skills: Heal +9, Knowledge (nature) +5, Knowledge (geography) +5, Listen +6, Sense Motive +4, Spot +6, Swim +5  
Feats: Skill Focus (heal), Alertness, Iron Will (b), Weapon Finesse (b)  
Gear:  
Alignment: NG  
Languages: Common, Gol-Kaa, Dwarven  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.  
  
+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</td><td style="width: 33.3333%;">  
Otter Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 3d8+3 (16 hp)  
Initiative: +2  
Speed: 30', swim 30'  
Armor Class: (+2 dex, +5 natural)  
Base Attack/Grapple: +1/+4  
Attack: Bite +4 melee (1d3+3)  
Space/Reach: 5 ft/5 ft  
Special Attacks: Spells, good fortune 1/day, otter empathy  
Special Qualities: Mountain movement, acclimated, knowledge domain, luck domain, hold breath, alternate form, DR 10/silver, low-light vision, scent  
Spells per day: 3, 2+1 (+1 ECL div, no v/s/m components)  
Saves: Fort +6, Ref +5, Will +7  
Abilities: Str 16, Dex 14, Con 13, Int 13, Wis 15, Cha 14  
Skills: Heal +9, Knowledge (nature) +5, Knowledge (geography) +5, Listen +6, Sense Motive +4, Spot +6, Swim +5  
Feats: Skill Focus (heal), Alertness, Iron Will (b), Weapon Finesse (b)  
Gear:  
Alignment: NG  
Languages: Common, Gol-Kaa, Dwarven  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.  
  
+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</td></tr></tbody></table>

### Druid

##### Gattoc Elkspotter

<table border="1" id="bkmrk-size%2Ftype%3A-medium-hu-1" style="border-collapse: collapse; width: 100%;"><tbody><tr><td style="width: 50%;">Male Neanderthal Druid 1  
Size/Type: Medium Humanoid  
Hit Dice: 1d8 (5 hp)  
Initiative: +0  
Speed: 30'  
Armor Class:  
Base Attack/Grapple: +0/+3  
Attack: Spear +4 melee (1d8+4/x3) or spear +1 ranged (1d8+3/3, 20')  
Space/Reach: 5 ft/5 ft  
Special Attacks: Spells, wild empathy (+1)  
Special Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy, animal companion, nature sense  
Spells per day: 3, 2  
Saves: Fort +3, Ref +0, Will +4  
Abilities: Str 16, Dex 10, Con 12, Int 9 (-1), Wis 15, Cha 11  
Skills: Balance +4, Climb +5, Handle Animal +4, Knowledge (nature) +1, Listen +4, Spot +4, Survival +8, Swim +7  
Feats: Mountaineer  
Gear:  
Alignment: LN  
Languages: Gol-Kaa</td><td style="width: 50%;">Raven Companion  
Hit Dice: ¼ d8 (1 hp)  
Initiative: +2  
Speed: 10', fly 40' (average)  
Armor Class: 14 (+2 size, +2 dex), touch 14, flat-footed 12  
Base Attack/Grapple: +0/-13  
Attack: Claws +4 melee (1d2-5)  
Space/Reach: 2.5 ft/0 ft  
Special Attacks: -  
Special Qualities: Low-light vision  
Saves: Fort +2, Ref +4, Will +2  
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6  
Skills: Listen +5, Spot +7  
Feats: Alertness, Weapon Finesse (b)</td></tr></tbody></table>

### Scouts

##### Chief Oamueni Ogrefoe

<table border="1" id="bkmrk-size%2Ftype%3A-medium-mo-0" style="border-collapse: collapse; width: 100%;"><tbody><tr><td style="width: 100%;">Male Goliath [Scout](http://dnd.arkalseif.info/classes/scout/index.html) 5  
Size/Type: Medium Monstrous Humanoid  
Hit Dice: 5d8 (32 hp)  
Initiative: +6  
Speed: 40'  
Armor Class: (+1 dex)  
Base Attack/Grapple: +3/+11  
Attack: Large spear +7 melee (2d6+6/x3) or large spear +4 ranged (2d6+4/x3, 20')  
Space/Reach: 5 ft/5 ft  
Special Attacks: Skimish (+2d6, +1AC),   
Special Qualities:Powerful build, mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, fast movement 10', trackless step  
Saves: Fort +4, Ref +5, Will +0  
Abilities: Str 18, Dex 13, Con 15, Int 12, Wis 9 (-1), Cha 10  
Skills: Balance +9, Climb +14, Hide +9, Jump +12, Knowledge (geography) +9, Knowledge (nature) +9, Listen +1, Sense Motive +1, Spot +9, Survival +7, Swim +14  
Feats: Athletic, Alertness, Improved Initiative (b)  
Gear:  
Alignment: LN  
Languages: Common, Gol-Kaa, Dwarven</td></tr></tbody></table>

##### Neai Cloudwatcher

<table border="1" id="bkmrk-goliath-formsize%2Ftyp-2" style="border-collapse: collapse; width: 100%;"><tbody><tr><td style="width: 33.3333%;">Male Goliath [Scout](http://dnd.arkalseif.info/classes/scout/index.html) 2  
Goliath Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 4d8 (18 hp)  
Initiative: +2  
Speed: 30'  
Armor Class: (+1 dex, +3 natural)  
Base Attack/Grapple: +2/+9  
Attack: Large spear +5 melee (2d6+4/x3) or large spear +3 ranged (2d6+1/x3, 20')  
Space/Reach: 5 ft/5 ft  
Special Attacks: Skirmish (+1d6), otter empathy  
Special Qualities:Powerful build, mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, hold breath, alternate form, low-light vision, scent  
Saves: Fort +4, Ref +7, Will +7  
Abilities: Str 17, Dex 13, Con 11, Int 11, Wis 18, Cha 13  
Skills: Balance +6, Climb +8, Jump +8, Listen +13, Sense Motive +11, Spot +13, Survival +9, Swim +8  
Feats: Heavy Lithoderms, Alertness, Iron Will (b), Weapon Finesse (b)  
Gear:  
Alignment: CG  
Languages: Common, Gol-Kaa  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.</td><td style="width: 33.3333%;">  
Hybrid Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 4d8 (18 hp)  
Initiative: +4  
Speed: 30', swim 20'  
Armor Class: (+3 dex, +5 natural)  
Base Attack/Grapple: +2/+10  
Attack: Large spear +6 melee (2d6+6/x3) and claw +6 (1d6+4) and bite +1 melee (1d8+2) or 2 claws +6 melee (1d6+4) and bite +1 melee (1d8+2)  
Space/Reach: 5 ft/5 ft  
Special Attacks: Skirmish (+1d6), otter empathy  
Special Qualities:Powerful build, mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, hold breath, alternate form, DR 10/silver, low-light vision, scent  
Saves: Fort +4, Ref +9, Will +7  
Abilities: Str 19, Dex 17, Con 11, Int 11, Wis 18, Cha 13  
Skills: Balance +8, Climb +9, Jump +9, Listen +13, Sense Motive +11, Spot +13, Survival +9, Swim +9  
Feats: Heavy Lithoderms, Alertness, Iron Will (b), Weapon Finesse (b)  
Gear:  
Alignment: CG  
Languages: Common, Gol-Kaa  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.  
  
+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</td><td style="width: 33.3333%;">  
Otter Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 4d8 (18 hp)  
Initiative: +4  
Speed: 30', swim 30'  
Armor Class: (+3 dex, +5 natural)  
Base Attack/Grapple: +2/+6  
Attack: Bite +6 melee (1d3+4)  
Space/Reach: 5 ft/5 ft  
Special Attacks: Skirmish (+1d6), otter empathy  
Special Qualities: Mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, hold breath, alternate form, DR 10/silver, low-light vision, scent  
Saves: Fort +4, Ref +9, Will +7  
Abilities: Str 19, Dex 17, Con 11, Int 11, Wis 18, Cha 13  
Skills: Balance +8, Climb +9, Jump +9, Listen +13, Sense Motive +11, Spot +13, Survival +9, Swim +9  
Feats: Heavy Lithoderms, Alertness, Iron Will (b), Weapon Finesse (b)  
Gear:  
Alignment: CG  
Languages: Common, Gol-Kaa  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.  
  
+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</td></tr></tbody></table>

##### Thakeovoo Pathmapper

<table border="1" id="bkmrk-goliath-formsize%2Ftyp-3" style="border-collapse: collapse; width: 100%;"><tbody><tr><td style="width: 33.3333%;">Female Goliath [Scout](http://dnd.arkalseif.info/classes/scout/index.html) 2  
Goliath Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 4d8+4 (22 hp)  
Initiative: +2  
Speed: 30'  
Armor Class: (+1 dex, +2 natural)  
Base Attack/Grapple: +2/+7  
Attack: Large spear +3 melee or ranged (2d6+1/x3, 20')  
Space/Reach: 5 ft/5 ft  
Special Attacks: Skirmish (+1d6), otter empathy  
Special Qualities: Powerful build, mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, hold breath, alternate form, low-light vision, scent  
Saves: Fort +5, Ref +7, Will +5  
Abilities: Str 12, Dex 13, Con 12, Int 14, Wis 14, Cha 11  
Skills: Balance +6, Climb +8, Hide +3, Jump +6, Listen +11, Search +7, Sense Motive +9, Spot +11, Survival +7, Swim +10, Use Rope +6  
Feats: Athletic, Alertness, Weapon Finesse (b), Iron Will (b)  
Gear:  
Alignment: CG  
Languages: Common, Gol-Kaa, Dwarven, Orc  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.</td><td style="width: 33.3333%;">  
Hybrid Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 4d8+4 (22 hp)  
Initiative: +4  
Speed: 30', swim 20'  
Armor Class: (+3 dex, +5 natural)  
Base Attack/Grapple: +2/+8  
Attack: Large spear +4 melee (2d6+3/x3) and claw +5 melee (1d6+2) and bite +0 melee (1d8+1) or 2 claws +5 melee (1d6+2) and bite +0 melee (1d8+1)  
Space/Reach: 5 ft/5 ft  
Special Attacks: Skirmish (+1d6), otter empathy  
Special Qualities: Powerful build, mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, hold breath, alternate form, DR 10/silver, low-light vision, scent  
Saves: Fort +5, Ref +9, Will +5  
Abilities: Str 14, Dex 17, Con 12, Int 14, Wis 14, Cha 11  
Skills: Balance +8, Climb +9, Disable Device +7, Hide +5, Jump +7, Listen +11, Search +7, Sense Motive +9, Spot +11, Survival +7, Swim +11, Use Rope +8  
Feats: Athletic, Alertness, Weapon Finesse (b), Iron Will (b)  
Gear:  
Alignment: CG  
Languages: Common, Gol-Kaa, Dwarven, Orc  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.  
  
+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</td><td style="width: 33.3333%;">  
Otter Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 4d8+4 (22 hp)  
Initiative: +4  
Speed: 30', swim 30'  
Armor Class: (+3 dex, +5 natural)  
Base Attack/Grapple: +2/+4  
Attack: Bite +5 melee (1d3+2)  
Space/Reach: 5 ft/5 ft  
Special Attacks: Skirmish (+1d6), otter empathy  
Special Qualities: Mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, hold breath, alternate form, DR 10/silver, low-light vision, scent  
Saves: Fort +5, Ref +9, Will +5  
Abilities: Str 14, Dex 17, Con 12, Int 14, Wis 14, Cha 11  
Skills: Balance +8, Climb +9, Disable Device +7, Hide +5, Jump +7, Listen +11, Search +7, Sense Motive +9, Spot +11, Survival +7, Swim +11, Use Rope +8  
Feats: Athletic, Alertness, Weapon Finesse (b), Iron Will (b)  
Gear:  
Alignment: CG  
Languages: Common, Gol-Kaa, Dwarven, Orc  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.  
  
+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</td></tr></tbody></table>

##### Golovol Beargutter

<table border="1" id="bkmrk-size%2Ftype%3A-medium-mo-1" style="border-collapse: collapse; width: 100%;"><tbody><tr><td style="width: 100%;">Male Goliath [Scout](http://dnd.arkalseif.info/classes/scout/index.html) 1  
Size/Type: Medium Monstrous Humanoid  
Hit Dice: 1d8+2 (6 hp)  
Initiative: +2  
Speed: 30'  
Armor Class: (+2 dex)  
Base Attack/Grapple: +0/+6  
Attack: Large spear +2 melee (2d6+3/x3) or large spear +2 ranged (2d6+2/x3)  
Space/Reach: 5 ft/5 ft  
Special Attacks: Skirmish (+1d6)  
Special Qualities:Powerful build, mountain movement, acclimated, trapfinding  
Saves: Fort +2, Ref +4, Will +1  
Abilities: Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 11  
Skills: Balance +6, Climb +6, Jump +6, Knowledge (geography) +5, Listen +7, Sense Motive +7, Spot +7, Survival +5, Swim +7  
Feats: Alertness  
Gear:  
Alignment: CE  
Languages: Common, Gol-Kaa, Dwarven</td></tr></tbody></table>

##### Leikmu Silentscout

<table border="1" id="bkmrk-size%2Ftype%3A-medium-mo-2" style="border-collapse: collapse; width: 100%;"><tbody><tr><td style="width: 100%;">Male Goliath [Scout](http://dnd.arkalseif.info/classes/scout/index.html) 1  
Size/Type: Medium Monstrous Humanoid   
Hit Dice: 1d8+4 (6 hp)  
Initiative: +2  
Speed: 30'  
Armor Class: (+2 dex)  
Base Attack/Grapple: +0/+7  
Attack: Large spear +3 melee (2d6+4/x3) or large spear +3 ranged (2d6+3/x3, 20')  
Space/Reach: 5 ft/5 ft  
Special Attacks: Skirmish (+1d6)  
Special Qualities:Powerful build, mountain movement, acclimated, trapfinding  
Saves: Fort +2, Ref +7, Will +2  
Abilities: Str 16, Dex 15, Con 15, Int 15, Wis 14, Cha 14  
Skills: Balance +6, Climb +7, Jump +7, Listen +6, Move Silently +6, Search +6, Sense Motive +4, Spot +6, Survival +6, Swim +7, Use Rope +6  
Feats: Lightning Reflexes  
Gear:  
Alignment: CN  
Languages: Common, Gol-Kaa, Dwarven, Orc</td></tr></tbody></table>

##### A’akullu Badgerfriend

<table border="1" id="bkmrk-size%2Ftype%3A-medium-mo-3" style="border-collapse: collapse; width: 100%;"><tbody><tr><td style="width: 100%;">Goliath [Scout](http://dnd.arkalseif.info/classes/scout/index.html) 1  
Size/Type: Medium Monstrous Humanoid   
Hit Dice: 1d8-1 (3 hp)  
Initiative: +1  
Speed: 30'  
Armor Class: (+1 dex)  
Base Attack/Grapple: +0/+7  
Attack: Large spear +3 melee (2d6+4/x3) or large spear +1 ranged (2d6+3/x3, 20')  
Space/Reach: 5 ft/5 ft  
Special Attacks: Skirmish (+1d6)  
Special Qualities:Powerful build, mountain movement, acclimated, trapfinding  
Saves: Fort -1, Ref +3, Will +2  
Abilities: Str 17, Dex 13, Con 9 (-1), Int 13, Wis 14, Cha 15  
Skills: Balance +5, Climb +9, Jump +7, Knowledge (nature) +5, Listen +6, Sense Motive +4, Spot +6, Survival +6, Swim +9, Use Rope +5  
Feats: Athletic   
Gear:  
Alignment: NE  
Languages: Common, Gol-Kaa, Orc</td></tr></tbody></table>

##### Molvi Skinmaker

<table border="1" id="bkmrk-size%2Ftype%3A-medium-hu-2" style="border-collapse: collapse; width: 100%;"><tbody><tr><td style="width: 100%;">Male Neanderthal [Scout](http://dnd.arkalseif.info/classes/scout/index.html) 1  
Size/Type: Medium Humanoid   
Hit Dice: 1d8 (7 hp)  
Initiative: +2  
Speed: 30'  
Armor Class: (+2 dex)  
Base Attack/Grapple: +0/-1  
Attack: Spear +0 melee (1d8-1/x3) or spear +3 ranged (1d8-1/x3, 20')  
Space/Reach: 5 ft/5 ft  
Special Attacks: Skirmish (+1d6)  
Special Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy, trapfinding  
Saves: Fort +3, Ref +4, Will +2  
Abilities: Str 9 (-1), Dex 14, Con 17, Int 12, Wis 15, Cha 6 (-2)  
Skills: Balance +5, Climb +5, Escape Artist +5, Hide +5, Listen +7, Move Silently +5, Spot +7, Survival +7, Swim +5  
Feats: Athletic  
Gear:  
Alignment: LN  
Languages: Common, Gol-Kaa, Dwarven, Orc</td></tr></tbody></table>

### Warriors

##### Maenilgalo Darkfighter

<table border="1" id="bkmrk-size%2Ftype%3A-medium-mo-4" style="border-collapse: collapse; width: 100%;"><tbody><tr><td style="width: 100%;">Female Goliath Warrior 1  
Size/Type: Medium Monstrous Humanoid  
Hit Dice: 1d8 (8 hp)  
Initiative: +0  
Speed: 30'  
Armor Class:   
Base Attack/Grapple: +1/+9  
Attack: Large spear +5 melee (2d6+6/x3) or large spear +1 ranged (2d6+4/x3)  
Space/Reach: 5 ft/5 ft  
Special Attacks: -  
Special Qualities:Powerful build, mountain movement, acclimated  
Saves: Fort +6, Ref +0, Will -2  
Abilities: Str 18, Dex 11, Con 18, Int 12, Wis 7 (-2), Cha 10  
Skills: Balance +4, Climb +8, Jump +8, Sense Motive +0  
Feats: Weapon Focus   
Gear:  
Alignment: CE  
Languages: Common, Gol-Kaa, Orc</td></tr></tbody></table>

##### Olil Badgersinger

<table border="1" id="bkmrk-size%2Ftype%3A-medium-mo-5" style="border-collapse: collapse; width: 100%;"><tbody><tr><td style="width: 100%;">Male Goliath Warrior 1  
Size/Type: Medium Monstrous Humanoid  
Hit Dice: 1d8 (7 hp)  
Initiative: +1  
Speed: 30'  
Armor Class: (+1 dex)  
Base Attack/Grapple: +1/+9  
Attack: Large spear +5 melee (2d6+6/x3) or large spear +2 ranged (2d6+4/x3, 20')  
Space/Reach: 5 ft/5 ft  
Special Attacks: -  
Special Qualities:Powerful build, mountain movement, acclimated  
Saves: Fort +5, Ref +1, Will +2  
Abilities: Str 19, Dex 12, Con 16, Int 9 (-1), Wis 15, Cha 13  
Skills: Climb +6, Jump +6, Sense Motive +4, Swim +6  
Feats: Athletic  
Gear:  
Alignment: TN  
Languages: Common, Gol-Kaa</td></tr></tbody></table>

### Expert Wereotters

##### Ziccu Cliffseeker

<table border="1" id="bkmrk-half-orc-formsize%2Fty" style="border-collapse: collapse; width: 100%; height: 416px;"><tbody><tr style="height: 416px;"><td style="width: 33.3333%; height: 416px;">Female Arctic Half-Orc Expert 3  
Half-Orc Form  
Size/Type: Medium Humanoid (shapeshifter)  
Hit Dice: 3d6+2d8+10 (29 hp)  
Initiative: +1  
Speed: 30'  
Armor Class: (+1 dex, +2 natural)  
Base Attack/Grapple: +3/+6  
Attack: Spear +6 melee (1d8+4/x3) or spear +4 ranged (1d8+3/x3)  
Space/Reach: 5 ft/5 ft  
Special Attacks: Otter empathy  
Special Qualities: Low-light vision, cold endurance, orc blood, hold breath, alternate form, low-light vision, scent  
Saves: Fort +6, Ref +5, Will +7  
Abilities: Str 16, Dex 12, Con 14, Int 15, Wis 12, Cha 8 (-1)  
Skills: Balance +7, Climb +11, Craft (armorsmithing) +11, Craft (bonecarving) +8, Diplomacy +1, Hide +3, Jump +9, Listen +11, Spot +11, Survival +7, Swim +7   
Feats: Athletic, Skill Focus (armorcrafting), Iron Will (b), Weapon Finesse (b), Alertness (b)  
Gear:  
Alignment: CG  
Languages: Common, Gol-Kaa, Dwarven, Orc  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.</td><td style="width: 33.3333%; height: 416px;">  
Hybrid Form  
Size/Type: Medium Humanoid (shapeshifter)  
Hit Dice: 3d6+2d8+10 (29 hp)  
Initiative: +3  
Speed: 30', swim 20'  
Armor Class: (+3 dex, +5 natural)  
Base Attack/Grapple: +3/+7  
Attack: Spear +7 melee (1d8+6/x3) and claw +7 melee (1d4+4) and bite +2 melee (1d6+2) or 2 claws +7 melee (1d4+4) and bite +2 melee (1d6+2)  
Space/Reach: 5 ft/5 ft  
Special Attacks: Otter empathy  
Special Qualities: Low-light vision, cold endurance, orc blood, hold breath, alternate form, DR 10/silver, low-light vision, scent  
Saves: Fort +6, Ref +7, Will +7  
Abilities: Str 18, Dex 16, Con 14, Int 15, Wis 12, Cha 8 (-1)  
Skills: Balance +9, Climb +12, Craft (armorsmithing) +11, Craft (bonecarving) +8, Diplomacy +1, Hide +5, Jump +10, Listen +11, Spot +11, Survival +7, Swim +8  
Feats: Athletic, Skill Focus (leatherworking), Iron Will (b), Weapon Finesse (b), Alertness (b)  
Gear:  
Alignment: CG  
Languages: Common, Gol-Kaa, Dwarven, Orc  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.  
  
+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</td><td style="width: 33.3333%; height: 416px;">  
Otter Form  
Size/Type: Medium Humanoid (shapeshifter)  
Hit Dice: 3d6+2d8+10 (29 hp)  
Initiative: +3  
Speed: 30', swim 30'  
Armor Class: (+3 dex, +5 natural)  
Base Attack/Grapple: +3/+7  
Attack: Bite +7 melee (1d3+4)  
Space/Reach: 5 ft/5 ft  
Special Attacks: Otter empathy  
Special Qualities: Low-light vision, cold endurance, orc blood, hold breath, alternate form, DR 10/silver, low-light vision, scent  
Saves: Fort +6, Ref +7, Will +7  
Abilities: Str 18, Dex 16, Con 14, Int 15, Wis 12, Cha 8 (-1)  
Skills: Balance +9, Climb +12, Craft (armorsmithing) +11, Craft (bonecarving) +8, Diplomacy +1, Hide +5, Jump +10, Listen +11, Spot +11, Survival +7, Swim +8  
Feats: Athletic, Skill Focus (leatherworking), Iron Will (b), Weapon Finesse (b), Alertness (b)  
Gear:  
Alignment: CG  
Languages: Common, Gol-Kaa, Dwarven, Orc  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.  
  
+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</td></tr></tbody></table>

##### Vakath Flintfingers

<table border="1" id="bkmrk-goliath-formsize%2Ftyp-4" style="border-collapse: collapse; width: 100%;"><tbody><tr><td style="width: 33.3333%;">Male Goliath Expert 3  
Goliath Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 3d6+2d8+10 (29 hp)  
Initiative: +0  
Speed: 30'  
Armor Class: (+2 natural)  
Base Attack/Grapple: +3/+10  
Attack: Large spear +6 melee (2d8+4/x3) or large spear +3 ranged (2d8+3/x3, 20')  
Space/Reach: 5 ft/5 ft  
Special Attacks: Otter empathy  
Special Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, low-light vision, scent  
Saves: Fort +6, Ref +4, Will +6  
Abilities: Str 17, Dex 11, Con 14, Int 16, Wis 11, Cha 8 (-1)  
Skills: Balance +6, Climb +11, Craft (basketweaving) +9, Craft (weaponsmithing) +9, Hide +2, Jump +9, Listen +10, Sense Motive +3, Spot +10, Survival +8, Swim +11  
Feats: Mountaineer, Alertness, Iron Will (b), Weapon Finesse (b)  
Gear:  
Alignment: CG  
Languages: Common, Gol-Kaa, Dwarven, Orc, Elven  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.  
  
  
</td><td style="width: 33.3333%;">  
Hybrid Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 3d6+2d8+10 (29 hp)  
Initiative: +2  
Speed: 30', 20' swim  
Armor Class: (+2 dex +5 natural)  
Base Attack/Grapple: +3/+10  
Attack: Large spear +7 melee (2d8+6/x3) and claw +7 melee (1d6+4) and bite +2 melee (1d8+2) or 2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2)  
Space/Reach: 5 ft/5 ft  
Special Attacks: Otter empathy  
Special Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scent  
Saves: Fort +6, Ref +6, Will +6  
Abilities: Str 19, Dex 15, Con 14, Int 16, Wis 11, Cha 8 (-1)  
Skills: Balance +8, Climb +12, Craft (basketweaving) +9, Craft (weaponsmithing) +9, Hide +4, Jump +10, Listen +10, Sense Motive +3, Spot +10, Survival +8, Swim +12  
Feats: Mountaineer, Alertness, Iron Will (b), Weapon Finesse (b)  
Gear:  
Alignment: CG  
Languages: Common, Gol-Kaa, Dwarven, Orc, Elven  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.  
  
+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</td><td style="width: 33.3333%;">  
Otter Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 3d6+2d8+10 (29 hp)  
Initiative: +2  
Speed: 30', 30' swim  
Armor Class: (+2 dex +5 natural)  
Base Attack/Grapple: +3/+6  
Attack: Bite +6 melee (1d3+4)  
Space/Reach: 5 ft/5 ft  
Special Attacks: Otter empathy  
Special Qualities: Mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scent  
Saves: Fort +6, Ref +6, Will +6  
Abilities: Str 19, Dex 15, Con 14, Int 16, Wis 11, Cha 8 (-1)  
Skills: Balance +8, Climb +12, Craft (basketweaving) +9, Craft (weaponsmithing) +9, Hide +4, Jump +10, Listen +10, Sense Motive +3, Spot +10, Survival +8, Swim +12  
Feats: Mountaineer, Alertness, Iron Will (b), Weapon Finesse (b)  
Gear:  
Alignment: CG  
Languages: Common, Gol-Kaa, Dwarven, Orc, Elven  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.  
  
+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</td></tr></tbody></table>

##### Nanoal Keenfoot

<table border="1" id="bkmrk-goliath-formsize%2Ftyp-5" style="border-collapse: collapse; width: 100%;"><tbody><tr><td style="width: 33.3333%;">Male Goliath Expert 1  
Goliath Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 1d6+2d8+6 (18 hp)  
Initiative: +0  
Speed: 30'  
Armor Class: (+2 natural)  
Base Attack/Grapple: +1/+7  
Attack: Large spear +4 melee (2d6+3/x3) or large spear +2 ranged (2d6+2/x3, 20')  
Space/Reach: 5 ft/5 ft  
Special Attacks: Otter empathy  
Special Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, low-light vision, scent  
Saves: Fort +5, Ref +3, Will +5  
Abilities: Str 15, Dex 11, Con 14, Int 6 (-2), Wis 11, Cha 10  
Skills: Balance +4, Climb +6, Jump +6, Listen +2, Sense Motive +2, Spot +8  
Feats: Weapon Focus (spear), Alertness, Iron Will (b), Weapon Finesse (b)  
Gear:  
Alignment: NG  
Languages: Gol-Kaa  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.</td><td style="width: 33.3333%;">  
Hybrid Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 1d6+2d8+6 (18 hp)  
Initiative: +2  
Speed: 30', swim 20'  
Armor Class: (+2 dex, +5 natural)  
Base Attack/Grapple: +1/+8  
Attack: Large spear +5 melee (2d6+4/x3) and claw +4 (1d6+3) and bite -1 melee (1d8+1) or 2 claws +4 melee (1d6+3) and bite -1 melee (1d8+1)  
Space/Reach: 5 ft/5 ft  
Special Attacks: Otter empathy  
Special Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scent  
Saves: Fort +5, Ref +5, Will +5  
Abilities: Str 17, Dex 15, Con 14, Int 6 (-2), Wis 11, Cha 10  
Skills: Balance +6, Climb +7, Jump +7, Listen +2, Sense Motive +2, Spot +8  
Feats: Weapon Focus (spear), Alertness, Iron Will (b), Weapon Finesse (b)  
Gear:  
Alignment: NG  
Languages: Gol-Kaa  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.  
  
+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</td><td style="width: 33.3333%;">  
Otter Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 1d6+2d8+6 (18 hp)  
Initiative: +2  
Speed: 30', swim 30'  
Armor Class: (+2 dex, +5 natural)  
Base Attack/Grapple: +1/+4  
Attack: Bite +4 melee (1d3+3)  
Space/Reach: 5 ft/5 ft  
Special Attacks: Otter empathy  
Special Qualities: Mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scent  
Saves: Fort +5, Ref +5, Will +5  
Abilities: Str 17, Dex 15, Con 14, Int 6 (-2), Wis 11, Cha 10  
Skills: Balance +6, Climb +7, Jump +7, Listen +2, Sense Motive +2, Spot +8  
Feats: Weapon Focus (spear), Alertness, Iron Will (b), Weapon Finesse (b)  
Gear:  
Alignment: NG  
Languages: Gol-Kaa  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.  
  
+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</td></tr></tbody></table>

##### Ilonguv Riverwatcher

<table border="1" id="bkmrk-goliath-formsize%2Ftyp-6" style="border-collapse: collapse; width: 100%;"><tbody><tr><td style="width: 33.3333%;">Female Goliath Expert 1  
Goliath Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 1d6+2d8+0 (12 hp)  
Initiative: +1  
Speed: 30'  
Armor Class: (+1 dex, +2 natural)  
Base Attack/Grapple: +1/+6  
Attack: Large spear +2 melee (2d6+1/x3) or large spear +2 ranged (2d6+1/x3, 20')  
Space/Reach: 5 ft/5 ft  
Special Attacks: Otter Empathy  
Special Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, low-light vision, scent  
Saves: Fort +3, Ref +4, Will +8  
Abilities: Str 13, Dex 12, Con 11, Int 8 (-1), Wis 16, Cha 9 (-1)  
Skills: Balance +5, Climb +5, Jump +5, Listen +9, Sense Motive +5, Spot +14  
Feats: Skill Focus (spot), Alertness, Iron Will (b), Weapon Finesse (b)  
Gear:  
Alignment: NG  
Languages: Common, Gol-Kaa  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.</td><td style="width: 33.3333%;">  
Hybrid Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 1d6+2d8+0 (12 hp)  
Initiative: +3  
Speed: 30', swim 20'  
Armor Class: (+3 dex, +5 natural)  
Base Attack/Grapple: +1/+6  
Attack: Large spear +3 melee (2d6+3/x3) and claw +4 melee (1d6+2) and bite -1 melee (1d8+1) or 2 claws +4 melee (1d6+2) and bite -1 melee (1d8+1)  
Space/Reach: 5 ft/5 ft  
Special Attacks: Otter Empathy  
Special Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scent  
Saves: Fort +3, Ref +6, Will +8  
Abilities: Str 15, Dex 16, Con 11, Int 8 (-1), Wis 16, Cha 9 (-1)  
Skills: Balance +7,Climb +6, Jump +6, Listen +9, Sense Motive +5, Spot +14  
Feats: Skill Focus (spot), Alertness, Iron Will (b), Weapon Finesse (b)  
Gear:  
Alignment: NG  
Languages: Common, Gol-Kaa  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.  
  
+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</td><td style="width: 33.3333%;">  
Otter Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 1d6+2d8+0 (12 hp)  
Initiative: +3  
Speed: 30', swim 30'  
Armor Class: (+3 dex, +5 natural)  
Base Attack/Grapple: +1/+3  
Attack: Bite +3 melee (1d3+2)  
Space/Reach: 5 ft/5 ft  
Special Attacks: Otter Empathy  
Special Qualities: Mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scent  
Saves: Fort +3, Ref +6, Will +8  
Abilities: Str 15, Dex 16, Con 11, Int 8 (-1), Wis 16, Cha 9 (-1)  
Skills: Balance +7,Climb +6, Jump +6, Listen +9, Sense Motive +5, Spot +14  
Feats: Skill Focus (spot), Alertness, Iron Will (b), Weapon Finesse (b)  
Gear:  
Alignment: NG  
Languages: Common, Gol-Kaa  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.  
  
+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</td></tr></tbody></table>

##### Kethau Adjucator

<table border="1" id="bkmrk-goliath-formsize%2Ftyp-7" style="border-collapse: collapse; width: 100%;"><tbody><tr><td style="width: 33.3333%;">Male Goliath Expert 1  
Goliath Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 1d6+2d8+5 (17 hp)  
Initiative: +0  
Speed: 30'  
Armor Class: (+0 dex, +2 natural)  
Base Attack/Grapple: +1/+9  
Attack: Large spear +5 melee (2d6+6/x3) or large spear +1 ranged (2d6+4/x3, 20') or rock +1 ranged (2d6+4, 15')  
Space/Reach: 5 ft/5 ft  
Special Attacks: Otter Empathy  
Special Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, low-light vision, scent  
Saves: Fort +4, Ref +3, Will +6  
Abilities: Str 19, Dex 11, Con 12, Int 12, Wis 12, Cha 13  
Skills: Balance +4, Climb +8, Jump +8, Listen +9, Sense Motive +3, Spot +9, Survival +5, Swim +10  
Feats: Rock Hurling, Alertness, Iron Will (b), Weapon Finesse (b)  
Gear:  
Alignment: LG  
Languages: Common, Gol-Kaa, Dwarven  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.</td><td style="width: 33.3333%;">  
Hybrid Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 1d6+2d8+5 (17 hp)  
Initiative: +2  
Speed: 30', swim 20'  
Armor Class: (+2 dex, +5 natural)  
Base Attack/Grapple: +1/+9  
Attack: Large spear +6 melee (2d6+7/x3) and claw +6 melee (1d6+5) and bite +1 melee (1d8+2) or 2 claws +6 melee (1d6+5) and bite +1 melee (1d8+2) or rock +3 ranged (2d6+5, 15')  
Space/Reach: 5 ft/5 ft  
Special Attacks: Otter Empathy  
Special Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scent  
Saves: Fort +4, Ref +5, Will +6  
Abilities: Str 21, Dex 15, Con 12, Int 12, Wis 12, Cha 13  
Skills: Balance +6 Climb +9, Jump +9, Listen +9, Sense Motive +3, Spot +9, Survival +5, Swim +11  
Feats: Rock Hurling, Alertness, Iron Will (b), Weapon Finesse (b)  
Gear:  
Alignment: LG  
Languages: Common, Gol-Kaa, Dwarven  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.  
  
+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</td><td style="width: 33.3333%;">  
Otter Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 1d6+2d8+5 (17 hp)  
Initiative: +2  
Speed: 30', swim 30'  
Armor Class: (+2 dex, +5 natural)  
Base Attack/Grapple: +1/+6  
Attack: Bite +6 melee (1d3+5)  
Space/Reach: 5 ft/5 ft  
Special Attacks: Otter Empathy  
Special Qualities: Mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scent  
Saves: Fort +4, Ref +5, Will +6  
Abilities: Str 21, Dex 15, Con 12, Int 12, Wis 12, Cha 13  
Skills: Balance +6 Climb +9, Jump +9, Listen +9, Sense Motive +3, Spot +9, Survival +5, Swim +11  
Feats: Rock Hurling, Alertness, Iron Will (b), Weapon Finesse (b)  
Gear:  
Alignment: LG  
Languages: Common, Gol-Kaa, Dwarven  
  
Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.  
  
+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</td></tr></tbody></table>

##### Onki Flintmind

<table border="1" id="bkmrk-neanderthal-formsize" style="border-collapse: collapse; width: 100%;"><tbody><tr><td style="width: 33.3333%;">Female Neanderthal Expert 1  
Neanderthal Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 1d6+2d8+5 (17 hp)  
Initiative: -1  
Speed: 30'  
Armor Class: (-1 dex, +2 natural)  
Base Attack/Grapple: +1/+1  
Attack: Spear +2 melee (1d8/x3) or spear +1 ranged (1d8/x3, 20')  
Space/Reach: 5 ft/5 ft  
Special Attacks: Otter Empathy  
Special Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy, hold breath, alternate form, low-light vision, scent  
Saves: Fort +4, Ref +2, Will +7  
Abilities: Str 11, Dex 8 (-1), Con 13, Int 11, Wis 14, Cha 13  
Skills: Balance +3, Climb +4, Craft (flintknapping) +7, Jump +4, Listen +8, Spot +12, Survival +8  
Feats: Skill Focus (craft), Alertness, Iron Will (b), Weapon Finesse (b)  
Gear:  
Alignment: NG  
Languages: Common, Gol-Kaa</td><td style="width: 33.3333%;">  
Hybrid Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 1d6+2d8+5 (17 hp)  
Initiative: +1  
Speed: 30', swim 20'  
Armor Class: (+1 dex, +5 natural)  
Base Attack/Grapple: +1/+1  
Attack: Spear +3 melee (1d8+1/x3) and claw +2 melee (1d4+1) and bite -3 melee (1d6+0 or 2 claws +2 melee (1d4+1) and bite -3 melee (1d6+0)  
Space/Reach: 5 ft/5 ft  
Special Attacks: Otter Empathy  
Special Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy, hold breath, alternate form, DR 10/silver, low-light vision, scent  
Saves: Fort +4, Ref +4, Will +7  
Abilities: Str 13, Dex 12, Con 13, Int 11, Wis 14, Cha 13  
Skills: Balance +5, Climb +5, Craft (flintknapping) +7, Jump +5, Listen +8, Spot +12, Survival +8  
Feats: Skill Focus (craft), Alertness, Iron Will (b), Weapon Finesse (b)  
Gear:  
Alignment: NG  
Languages: Common, Gol-Kaa</td><td style="width: 33.3333%;">  
Otter Form  
Size/Type: Medium Monstrous Humanoid (shapeshifter)  
Hit Dice: 1d6+2d8+5 (17 hp)  
Initiative: +1  
Speed: 30', swim 30'  
Armor Class: (+1 dex, +5 natural)  
Base Attack/Grapple: +1/+2  
Attack: Bite +2 melee (1d3+1)  
Space/Reach: 5 ft/5 ft  
Special Attacks: Otter Empathy  
Special Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy, hold breath, alternate form, DR 10/silver, low-light vision, scent  
Saves: Fort +4, Ref +4, Will +7  
Abilities: Str 13, Dex 12, Con 13, Int 11, Wis 14, Cha 13  
Skills: Balance +5, Climb +5, Craft (flintknapping) +7, Jump +5, Listen +8, Spot +12, Survival +8  
Feats: Skill Focus (craft), Alertness, Iron Will (b), Weapon Finesse (b)  
Gear:  
Alignment: NG  
Languages: Common, Gol-Kaa</td></tr></tbody></table>

### Other experts

##### Gaunoa Cloudstudent

Male Goliath Expert 7  
Size/Type: Medium Monstrous Humanoid  
Hit Dice: 7d6+28 (52 hp)  
 Reroll stabilization checks 1/turn  
Initiative: -2  
Speed: 30'  
Armor Class: (-2 dex)  
Base Attack/Grapple: +5/+10  
Attack: Large spear +2 melee (2d6+1/x3) or large spear -1 ranged (2d6+1/x3, 20')  
Space/Reach: 5 ft/5 ft  
Special Attacks: -  
Special Qualities: Powerful build, mountain movement, acclimated  
Saves: Fort +6, Ref +0, Will +7  
Abilities: Str 12, Dex 7 (-2), Con 19, Int 15, Wis 14, Cha 13  
Skills: Balance +5, Climb +6, Craft (armorsmithing) +12, Jump +6, Knowledge (arcana) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +12, Knowledge (religion) +12, Listen +4, Spot +4, Sense Motive +4, Survival +5  
 +2 on Cha checks vs. Goliaths  
 3/day reroll any skill check &amp; use higher result  
Feats: Alertness, Auspicious Markings, Markings of the Maker  
Gear:  
Alignment: CE  
Languages: Common, Gol-Kaa, Dwarven, Orc

##### Rezi Keentalker

Female Neanderthal Expert 6  
Size/Type: Medium Humanoid  
Hit Dice: 6d6 (33 hp)  
Initiative: +1  
Speed: 30'  
Armor Class: (+1 dex)  
Base Attack/Grapple: +4/+7  
Attack: Spear +8 melee (1d8+4/x3) or spear +6 ranged (1d8+3/x3, 20')  
Space/Reach: 5 ft/5 ft  
Special Attacks:  
Special Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy  
Saves: Fort +4, Ref +3, Will +7  
Abilities: Str 17, Dex 12, Con 14, Int 11, Wis 14, Cha 14  
Skills: Balance +5, Appraise +9, Climb +14, Diplomacy +13, Gather Information +7, Jump +12, Listen +6, Sense Motive +13, Spot +6, Survival +6  
Feats: Alertness, Mountaineer, Negotiator  
Gear:  
Alignment: CN  
Languages: Common, Gol-Kaa

##### Lavo’oela Tentmother

Female Goliath Expert 4  
Size/Type: Medium Monstrous Humanoid  
Hit Dice: 4d6+8 (22 hp)  
Initiative: -1  
Speed: 30'  
Armor Class: (-1 dex)  
Base Attack/Grapple: +3/+7  
Attack: Large spear +1 melee (2d6/x3) or large spear +0 ranged (2d6/x3, 20')  
Space/Reach: 5 ft/5 ft  
Special Attacks: -  
Special Qualities: Powerful build, mountain movement, acclimated  
Saves: Fort +3, Ref +0, Will +4  
Abilities: Str 11, Dex 9 (-1), Con 15, Int 9 (-1), Wis 10, Cha 15  
Skills: Balance +3, Climb +3, Craft (basketweaving, bonecarving, woodcarving) +0, Diplomacy +12, Heal +4, Jump +3, Listen +7, Perform (oratory) +6  
Feats: Skill Focus (Diplomacy), Endurance  
Gear:  
Alignment: TN  
Languages: Common, Gol-Kaa

##### Joulli Goatspeaker

Female Neanderthal Expert 3  
Size/Type: Medium Humanoid  
Hit Dice: 3d6 (16 hp)  
Initiative: -1  
Speed: 30'  
Armor Class: (-1 dex)  
Base Attack/Grapple: +2/+4  
Attack: Spear +5 melee (1d8+3/x3) or spear +2 ranged (1d8+2/x3)  
Space/Reach: 5 ft/5 ft  
Special Attacks: -  
Special Qualities:Primitive weapon mastery, climate tolerant, human blood, illiteracy  
Saves: Fort +3, Ref +0, Will +5  
Abilities: Str 15, Dex 8 (-1), Con 14, Int 10, Wis 14, Cha 10  
Skills: Balance +5, Climb +8, Craft (leatherworking) +6, Handle Animal +11, Jump +8, Listen +4 Spot +10, Survival +4  
Feats: Skill Focus (Handle Animal), Animal Affinity  
Gear:  
Alignment: TN  
Languages: Common, Gol-Kaa

##### Cisro Ramstalker

Female Neanderthal Expert 3  
Size/Type: Medium Humanoid  
Hit Dice: 3d6 (16 hp)  
Initiative: +1  
Speed: 30'  
Armor Class: (+1 dex)  
Base Attack/Grapple: +2/+3  
Attack: Spear +4 melee (1d8+1/x3) or spear +4 ranged (1d8+1/x3)  
Space/Reach: 5 ft/5 ft  
Special Attacks: -  
Special Qualities:Primitive weapon mastery, climate tolerant, human blood, illiteracy  
Saves: Fort +3, Ref +2, Will +5  
Abilities: Str 13, Dex 13, Con 15, Int 9 (-1), Wis 14, Cha 11  
Skills: Balance +5, Climb +4, Hide +7, Jump +4, Listen +10, Move Silently +10, Spot +9, Survival +4  
Feats: Skill Focus (move silently), Skill Focus (spot)  
Gear:  
Alignment: TN  
Languages: Common, Gol-Kaa

29 1st-level goliath experts and 11 1st-level neaderthal experts