Tasloi are small lizard-like humanoids that populate the great Sanjaara Jungle of Azoria.

Tasloi have greenish-grey skin; with thin, black hair. Their eyes are yellow and cat-like. Most Tasloi stand about four feet tall. They wear ragged clothing and leather armor, and are proficient with nets, blowguns, spears, and shields. Historically, Tasloi have long been a slave race for the Eloysians people.

Now that the Eloysian Empire is a distant memory, the Tasloi tribes have returned in greater number to their holds in the deep recesses of the Sanjaara Jungle.

Today, many thousands are still captured by slaver expeditions, and taken to one of the Seven Cities of Bronze, to be sold as slaves along the Bronze Coast or to city-states elsewhere on Azoria, Za'har, or to one of the Island Sultanates of the Vhan Myr.


Like many other magical creatures, the Tasloi were created long ago by the Shadurian wizards of the Iridescent Order. They were magically bred from goblins and elves, ot be used as slaves.


Small humanoid (tasloi), chaotic evil

Armor Class 14 (shield)
Hit Points 7 (2d6)
Speed 30 ft., climb 30 ft.

STR 7 (-2) DEX 15 (+2) CON 10 (+0) INT 8 (-1) WIS 9 (-1) CHA 7 (-2)

Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Tasloi
Challenge 1/4 (50 XP)

Nimble Escape. The tasloi can take the Disengage or Hide action as a bonus action on each of its turns.

Speak With Apes and Monkeys. The tasloi can communicate simple concepts to apes and monkeys when it speaks in Tasloi.

Cold Sensitivity. While in cold temperatures, the tasloi has -2 disadvantage on attack rolls, as well as on concentration checks


spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30 ft./120 ft., one target. Hit: 5 (1d6) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d3 + 2) slashing damage.

When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet. If you hit, the target is entangled (–2 penalty on all attack rolls, –4 penalty to Dexterity). An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell.

An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so.