Armor Class: |
12 |
Hit Dice: |
1d6 HP |
No. of Attacks: |
1 weapon or one bite |
Damage: |
1d4 or by weapon or 1d3 |
Movement: |
30' Unarmored 40' |
No. Appearing: |
1d6, Wild 2d4, Lair 4d8 |
Save As: |
Fighter: 1 |
Morale: |
8 |
Treasure Type: |
Q, R each; D, K in lair |
XP: |
10 |
The Rakun (pronounced as Raccoon but also known as Vaskebjørn) are a race of what can best be described as talking raccoons, speaking their own unique language. Unlike their less-evolved kin, rakun will readily use tools and weapons, having a particular fondness for crossbows of various types (or fire-arms if the setting allows), receiving a +1 bonus to attacks with such device-propelled weaponry. It stands slightly taller than a Halfling but tends to be leaner. Its eyesight is keen at night (double that of a human's nightvision), and even in total darkness has Darkvision out 30’.
When cornered it will bite at opponents. A rakun shares the Halfling ability to hide in natural surroundings, so that outdoors (its preferred forest terrain) there is only a 10% chance of being detected. Even indoors or in non-preferred terrain it can hide such that there is only a 30% chance of detection. A rakun's ability to climb is extraordinary, receiving a substantial bonus to any such attempt, and when climbing trees the rakun almost never fails such a check under normal circumstances (effectively 100% unless circumstances carry substantial penalties).
Rakun do not often mix with other races, as each tends to have a wild or fierce streak to its personality. Within communities of rakun one can find members with additional (class-based) abilities. When classed a rakun uses one HD type smaller than normally utilized (d8 becomes d6, d6 becomes d4, and d4 becomes d3).