Tiny Monstrous Humanoid

Hit Dice: 2d8 (9 hp)
Initiative: +4
Speed: 30 ft. (6 squares), climb 10 ft.
Armor Class: 17 (+2 size, +4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +2/-7
Attack: Bite +8 melee (1d3-1 plus venom) or claw +8 melee (1d3-1) or short sword +8 melee (1d3-1/19-20 plus poison)
Full Attack: 2 claws +8 melee (1d3-1) and bite +3 melee (1d3-1 plus venom); or 2 short swords +6 melee (1d3-1/19-20 plus poison) and bite +3 melee (1d3-1 plus venom)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Call rats and bats, poison use, sneak attack +1d6, venom
Special Qualities: Darkvision 60 ft., evasion, hide in plain sight, improved uncanny dodge, trapfinding, trap sense +2
Saves: Fort +0, Ref +7, Will +3
Abilities: Str 9, Dex 18, Con 11, Int 10, Wis 10, Cha 7
Skills: Climb +12, Disable Device +6, Hide +20, Listen +6, Move Silently +12, Open Lock +6, Sleight of Hand +10, Spot +2, Survival +8, Tumble +10
Feats: TrackB, Two-Weapon Fighting, Weapon FinesseB

Environment: Any urban
Organization: Solitary, cell (2-4), or guild (4-80 plus one guildmaster of 3rd-level or higher)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class (favored class: rogue)
Level Adjustment: ó
This skinny, almost emaciated humanoid stands only two feet tall. Bristling hair covers its umber body. Elephantine ears hang to its shoulder, while a pair of glistening tusks protrude from its jaws. A single large, bloodshot eye surveys its surroundings.

Tatalla, whose name means "the eye", are malicious little creatures often employed as spies or assassins by larger creatures. Tatalla greatly resemble miniaturized versions of ogre giants, and although many scholars suspect some sort of relationship between the two races, no irrefutable proof has been discovered.

Tatalla reside only in urban areas, where their services are often desired, and where they are never far from vermin to aid them in their tasks. Tatalla are scavengers, living off the remains of society. They steal what they need and give nothing back to society or to their environment.

Tatalla form guilds, similar to those of thieves and assassins. The guild master has approval over all contracts entered into by the guild, as well as the ability to assign any of the guild members to a given task. A tatalla guild often cooperates with other illicit societies in the same city. They demand payment in advance, and they never break a contract. If an individual or group breaks a contract with the tatalla guild, they quickly find themselves in a blood feud unless amends are made.

Tatalla guilds are remarkably adept at locating their assassination targets. Most guilds have tatallas who are expert trackers, and the tatalla guilds also share an extensive network of informers and numerous contacts amongst bounty hunters and criminals, including evil rangers and spellcasters with scrying magic. As a result, tatallas almost always find their targets no matter where they hide or flee too.

A tatalla stands just over 2 feet tall and weighs 7 to 10 pounds.

Tatalla speak Abyssal, Common, and Infernal, all with a guttural intonation.

Tatalla prefer to avoid direct combat, preferring stealth and subterfuge to accomplish their missions. Most run when threatened. If cornered, or if assigned to kill someone, however, they fight ferociously with claws or a pair of small bladed weapons.

Call Rats and Bats (Su): Once per day, a tatalla can call forth 1 rat swarm or 1 bat swarm. These creatures arrive in 2d6 rounds and serve the tatalla for up to 1 hour.

Hide in Plain Sight (Ex): A tatalla can use the Hide skill even while being observed. As long as it is within 10 feet of some sort of shadow, a tatalla can hide itself from view in the open without having anything to actually hide behind. It cannot, however, hide in its own shadow.

Poison Use (Ex): Tatalla typically carry 2d4 doses of bloodroot or Small centipede poison, applying it to their blades. Tatalla are not at risk of poisoning themselves when handling poison.

Trapfinding (Ex): A tatalla can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. A tatalla can also use the Disable Device skill to disarm magic traps. A tatalla who beats a trapís DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it without disarming it.

Trap Sense (Ex): A tatalla has an intuitive sense that alerts it to danger from traps, giving it a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps.

Venom (Ex): A tatalla's bite injects a toxin that causes weakness and illness, and eventually, death. A victim of a tatalla's bite must succeed on a DC 13 Fortitude save or become sickened for 4d12 hours. A victim who is already sickened (such as from a previous bite) instead suffers 1d6 points of Strength damage and must succeed on a DC 13 Fortitude save or become nauseated for 1d4 rounds. After the nausea passes, it must then succeed on another DC 13 Fortitude save or contract tatalla wasting (see below). A victim who already suffers from tatalla wasting takes 2d6 points of Constitution damage as well as the penalties for being sickened. The save DCs are Constitution-based and include a +2 racial bonus. Recall that sickened creatures have a -2 penalty on all saves. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Tatalla wasting: disease - bite, Fortitude DC 13, incubation period 2 hours; damage sickened for 1 day and vulnerability to Con damage from tatalla venom. The save DC is Constitution-based. Tatalla wasting is cured by a single save against its damage. Heal checks, remove disease and similar magic can be used to cure tatalla wasting normally, while a delay poison or neutralize poison spell affects tatalla wasting as if it were poison. Creatures with immunity to poison are unaffected by tatalla wasting, and creatures with a bonus on saves versus poison can apply this bonus on their saving throws against this disease.

Skills: A tatalla has a +4 racial bonus on Disable Device, Listen, Open Lock, Sleight of Hand, and Tumble checks, and a +8 racial bonus on Hide, Move Silently, and Survival checks. They also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Tatallas use their Dexterity modifier instead of their Strength modifier for Climb checks.
1993 Wizards of the Coast, Inc.
Originally found in City of Delights (1993)