Chalk cast a spell that caused a burst of light, revealing several slinking creatures that were creeping up on them in the darkness.
Koram drew his Crystal Sword and struck at one of the things, his sword rang off of the monster’s tough hide and seemed to do little damage, but the thing hissed and crept off, seeking the nearby shadows.
“What are those things?” the fighter asked.
“I don’t know, but we are setting a watch tonight for sure!” the wizard commented. “I don’t want one of those things waking me up with its teeth on my neck!”
No. Enc.: 1 (1d8)
Movement: 90′ (30′)
Armor Class: 4
Hit Dice: 4+4
Damage: 1d4 (claw) or 1d4+2 (bite)
Hoard Class: XXIIx2
These small humanoids creep in dark places, scholars unsure if these things are an offshoot of gnome or goblin. Nalgu have thick skins, large pale eyes and large mouths with only ten teeth, but these teeth are thick and solid and deliver a nasty bite. Their large eyes afford these creatures darkvision up to 90′ and their gray hides make them -2 to spot when motionless. Nalgu often send out a scout to keep an eye on an area and hurry back to the lair if they see something amiss, in which case these creatures will usually try to ambush those in their territory. On very rare occasions these little fiends will venture into a small town or village, hunting for food or treasure. The creatures avoid direct sunlight as much as possible as the are -2 to hit in the blinding light of the sun.