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Refractor, Worker

by Jamie Baty

HWR2 20
Diminutive Monstrous Humanoid
Hit Dice: 1d8+1 (5 hp)
Initiative: +5 (+5 Dex)
Speed: 60 ft. (12 squares)
Armour Class: 20 (+4 size, +5 Dex, +1 natural), touch 19, flat-footed 15
Base Attack/Grapple: +1/-14
Attack: Bite +2 melee (1d4 -3)
Full Attack: Bite +2 melee (1d4 -3)
Space/Reach: 1 ft. /0 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft.
Saves: Fort +1, Ref +9, Will +2
Abilities: Str 5, Dex 20, Con 13, Int 3, Wis 10, Cha 10
Skills: Balance +6, Listen +1, Spot +1, Survival +1
Feats: Endurance
Environment: Warm deserts
Organisation: Solitary, Pair, Crew (2-5), or Mob (20-40)
Challenge Rating: 1/2
Treasure: None
Alignment: Usually neutral
Advancement: by character class
Level Adjustment: -

The small six inch tall creature before you looks like an overgrown ant.

The insectile refractors are represented in three main castes: warriors, workers, and nobles. The worker caste forms the rank and file of the refractor society. These creatures perform the labour and day-to-day maintenance of the colony. Using adhesive saliva, they form the cement and bricks that they use to build complex, intricate buildings and cities. They also operate the smelting devices used to create the glass that makes up the majority of refractor constructions. There are specialised workers whose sole task is to move earth, lift heavy objects, and perform other feats of civil engineering.

Combat
Worker refractors do not generally fight, but they will bite if threatened.

Advancement
Most worker refractors do not desire to be anything more than they are because they are in the worker caste and no matter what they do, they will remain in that caste. Occasionally, though, there are some that advance with character levels (usually the expert class which will enable them to better serve the colony). They rarely have the ability for a spellcasting class, even if the nobles would allow it.