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Rakun

FG2 • fg2
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 feet. Just like halflings, Rakuns are prohibited from using large weapons. When cornered it will bite 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 due to their wild, fierce personalities. 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).
Armor Class
12
Hit Dice
1d6 HP
Attack Bonus
—
Move
30' Unarmored 40'
Attacks
1 weapon or one bite
Damage
1d4 or by weapon or 1d3 bite
No. Appearing
1d6, Wild 2d4, Lair 4d8
Save As
Fighter: 1
Morale
8
Treasure Type
Q, R each; D, K in lair
XP
10
Roll attacks — tap to roll
weapon or one biteby weapon
Treasure Q, R each; D, K in lair — roll the haul
Type Q + R — carried (each)
Type D + K — lair
Source: FG2 • Extracted from your PDFs, no hallucination.