“What in the eleven hells are these things?” shouted the dwarf, Rumblekeg, above the din of battle.
“I don’t know, Rumbles, but they are giving me a headache already!” Koram shouted back.
Chalk cast a spell and several of the strange reptile men froze in place, making it easier for the dwarf and human to dispatch the weird creatures.
“No kidding,” Chalk replied, “ I almost tripped over a dead hireling trying to cast that spell.”
Rumblekeg looked down the corridor and shook his head.
“Get ready for a real fight, boys,” the dwarf said, “there are more of them coming.”
Chalk and Koram looked at each other and prepared for battle.
No. Enc.: 1-6(1d12)
Movement: 120’ (40’)
Swim: 120′ (40′)
Armor Class: 5
Hit Dice: 1+3
Damage: 1d6 or by weapon
Hoard Class: VI
These short and spindly reptilian humanoids are about the size of dwarfs or halflings and are comfortable on land or in the water, where they are fast swimmers. Considered more civilized than lizardfolk, the Veledge are expert scavengers and prefer to use short swords, axes, spears and bows, most of which they find on battlefields, through outrageous thefts or, if they have to, through trade and barter. The Veledge have sticky pads on their fingers and toes that allow them to creep along walls and ceilings as if they had a permanent Spider Climb spell in effect at will. Trying to peel a Veledge from a wall or ceiling is a task and can only be accomplished on a roll of 6 on a d6. The Veledge can see well in the dark and are superb swimmers (and capable of holding their breath underwater for up to twenty minutes), which gives them the ability to really harass an adventuring party.