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===Basic D&D=== Like all nonhuman races in Basic Dungeons & Dragons, gurrash are treated as a class more than anything, which makes them hard to follow. But, /tg/ believes in sharing that kind of obscure stuff, so here they are. Experience & Hit Dice Table ::Level -3: -63,000 XP, 1 Hit Dice ::Level -2: -47,250 XP, 3 Hit Dice ::Leve; -1: -31,500 XP, 5 Hit Dice ::Level 0: 0 XP, 7d8 HD ::Level 1: 63,000 XP, 8d8 HD ::Level 2: 189,000 XP, 9d8 HD ::Level 3: 441,000 XP, 0 HD ::Level 4: 741,000 XP, 10d8 HD ::Level 5: 1,041,000 XP, 11d8 HD ::Level 6: 1,341,000 XP, 12d8 HD ::Level 7: 1,641,000 XP, 0 HD ::Level 8: 1,941,000 XP, 13d8 HD ::Level 9: 2,241,000 XP, +2 Hit Points ::Further Advancement: +300,000 XP per extra level, +2 hit points per level Ability Score Modifiers: ::Maximum Wisdom is 16 and Maximum Intelligence is 10; Strength, Dexterity, Constitution and Charisma are Maximum 18. ::+2 Str, -2 Wis, +1 Con, -1 Cha ::Starting Int is rolled as 1d4+2 ::As a monstrous humanoid, modifier Charisma by -2 when dealing with humanoids of other races and by -5 when dealing with humns and demihumans Miscellaneous: ::Automatically knows how to swim. ::Can stay underwater for 5 minutes without discomfort. ::When 10 feet or more away from a viewer and within swamp vegetation, has a 30% chance to Hide. ::Infravision ::Natural Armor Class is 7 or, for more complicated version, is AC 7 at Level -3, AC 5 at Level -2, AC 4 at Level -1, and AC 3 at Level 0 and on. ::Armor with an AC of 7 or worse will only improve the character's AC by 1 point. ::Shields work as normal. ::Armor with an AC of 6 or better use their own AC with a 1 point bonus. ::A gurrash has a bite attack that deals 1d4 damage at level -3, improving to 1d6 per 2 HD, rounding down, maxing out at 6d6.
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