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English Pages 384 [385] Year 2013
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3URMHFW RRUGLQDWRU Tim Beach (GLWRU R J 6WH D W (GLWRULDO VVLVWDQW Gaye O’Keefe RYHU ,OOXVWUDWLRQ Jeff Easley ,QWHULRU ,OOXVWUDWLRQV Tony DiTerlizzi (pencils, inks, and colors on insects, VWD HD V DH H R D G P V H D HR V HHS WK JV -H WH (pencils and inks on humans, demihumans, humanoids, giants, genies, G DJR HWV D G P V H D HR V SD W K PD HDW HV D H 6 PR V (pencils, inks, and colors on normal animals, almost normal animals, and squishy things), Tom Baxa (pencils, inks, and colors on gith-kind and miscellaneous), Mark Nelson (pencils and inks on dragons, dino saurs, and miscellaneous), Les Dorscheid (colors on most of the book), Tim Beach and Doug Stewart (invisible stalker) UW RRUGLQDWLRQ Peggy Cooper with Tim Beach 7 SHVHWWLQJ Gaye O’Keefe .H OLQLQJ 3D +D KHWWH 3URRIUHDGLQJ Karen Boomgarden, Anne Brown, Andria Hayday, Thomas Reid, David Wise XLGDQFH Steve Winter, Tim Brown, James M. Ward 0RQVWHU 6HOHFWLRQ RPPLWWHH -H * D G : VH -RK 5DWH Tim Beach HYHORSPHQW Tim Beach, Doug Stewart, Slade Henson, Thomas Reid, -H * :R JD J D -R 3 H V -RK 5DWH HVLJQ RQFHSW IRU 02167 2 6 203(1 , 0 SSHQGLFHV David “Zeb” Cook, Steve Winter, Jon Pickens
:H R G H WR R H VSH D WKD V WR WKH D W VWV D G WKH SHRS H KR KH SHG WK GH H RSPH W DV H DV 5 K D H DR KDP H V R R V 3HJJ RRSH ODGH +H VR D .HJ H D D . WVR *HR J D 6 6WH D W D G 6 H :H H 0D SHRS H KD H R W WHG WR either the original rst edition monster books or to the MONSTROUS COMPENDIUM™ appendices. The list that follows may not be complete, W H R G H WR WKD WKH R R J SHRS H R WKH R W W R V WR WKH PR VWH V GHV HG WK V RR WKH GHV J H V D G HG WR V 5 K Baker, Jay Battista, Wolfgang Baur, Tim Beach, Scott Bennie, Donald J. Bingle, Linda Bingle, Karen Boomgarden, Grant Boucher, Al Boyce, Mike Breault, Anne Brown, Tim Brown, Bill Connors, David “Zeb” Cook, Troy Denning, Dale Donovan, Newton Ewell, Nigel Findley, Steve Gilbert, Ed Greenwood, Jeff Grubb, Gary Gygax, Luke Gygax, Allen Hammack, Kris & Steve Hardinger, Andria Hayday, Bruce A. Heard, Slade Henson, Tracy Hickman, Harold Johnson, Rob King, Vera Jane Kof er, Heike Kubasch, Steve Kurtz, J. Paul LaFountain, Lenard Lakofka, Jim Lowder, Francois Marcela-Froideval, David Martin, Colin McComb, Anne McCready, Blake Mobley, Kim Mohan, Roger E. Moore, Chris Mortika, Bruce Nesmith, C. Terry Phillips, Jon Pickens, Brian Pitzer, Mike Price, Louis J. Prosperi, Tom Prusa, Jean Rabe, Paul Reiche, Jim Sandt, Lawrence Schick, Rick Swan, Greg Swedburg, Teeuwynn, John Terra, Gary Thomas, Allen Varney, James M. Ward, Dori Watry, Skip Williams, and Steve Winter; the artists who helped de ne the monsters, Tom Baxa, Brom, Jeff Butler, Clyde Caldwell, Doug Chaffee, Tony DiTerlizzi, Les Dorscheid, Jeff Easley, Larry Elmore, Fred Fields, Jim HoIIoway, Daniel Horne, Mark Nelson, Keith Parkinson, Harry Quinn, Robh Ruppel, Dave Simons, Dave Sutherland, D.A. Trampier, Valerie Valusek; and the people who put the books together and make them look good, Linda Bakk, Dee Barnett, Steve Beck, Peggy Cooper, Sarah Feggestad, Paul Hanchette, Angelika Lokotz, Gaye O’Keefe, Stephanie Tabat, and Tracey Zamagne; and anyone who has ever asked a question, offered constructive criticism, written an article, or offered an opinion about the monsters of the AD&D JDPH
© 1989, 1995, 2013 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707 USA. Manufactured by: Hasbro SA, Rue Emile-Boéchat 31, 2800 Delemont, CH. Represented by: Hasbro Europe, 2 Roundwood Ave, Stockley Park, Uxbridge, Middlesex, UB11 1AZ UK. Please retain for future reference. ADVANCED DUNGEONS & DRAGONS, AD&D, Wizards of the Coast, their respective logos, Player’s Handbook, Dungeon Master Guide, Monstrous Manual, and all other Wizards titles are trademarks of Wizards of the Coast LLC in the USA and other countries. All Wizards characters, character names, and the distinctive likenesses thereof are property of Wizards of the Coast LLC. ISBN: 978-0-7869-6446-8 620A3575000001 EN
© 1989, 1995, 2013 Wizards of the Coast LLC. All rights reserved. First Printing May 2013. Original Printing April 1995.
PRINTED IN THE USA
How to Use This Book DV HDWHG HVSR VH WR WKH PD This hardcover 0R VWUR V 0D DO H HVWV WR JDWKH PR VWH V WR D V J H G D H R PH K K R G H R H H W WR D : WK WKH 81 (21 0 7(5 LGH 0 D G WKH 3OD HU V +D GERRN 3+ WKH 0R VWUR V 0D DO R PV WKH R H R WKH AD&D™ 2nd Edition game. Every monster from the MONSTROUS COMPENDIUM™ 9R PHV One and Two are contained within, as well as a few creatures from later volumes. The monsters in the 0R VWUR V 0D DO KD H HH H VHG HG WHG D G SGDWHG 6WDW VW V R PD R WKH HDW HV KD H HH R H WHG H R PDW R KDV HH DGGHG WR PD R WKH H W HV D G PD PR sters have been reclassi ed. There are some new beasts, as well. In cases of con icting information, the 0R VWUR V 0D DO V SH VHGHV D S H R V S VKHG GDWD Certain entries have been greatly condensed from MONSTROUS COM PENDIUM entries, to make this book as complete as possible without in creasing its size or price. For instance, there is a full-page description of ravens in the MONSTROUS COMPENDIUM appendix for the GREY HAWK™ campaign setting; in this book, ravens are given only a few lines in the “Bird” entry. This provides enough information to use the creatures for D VKR W H R WH D G W D R V D SDJH WR H GH RWHG WR D RWKH DG H VD To nd a monster in this book, ip through the pages or look in the index, which contains listings for the common name(s) of every monster WKH RR H H H HG WR WKH R H W SDJH All of the monsters described here are typical for their type. DMs VKR G RWH WKDW V D D DW R V D H H R DJHG W WKH D H PRVW effective when they depart from the expected. Likewise, entries describe W S D D V R HDW HV RP WKH G JHR RPS H HV WKH KD W WR the tree houses they build; changing the look of these can make a monster H R WH H
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This introduction describes how to interpret the monsters in this book. In addition, there are three small appendices in the back of the book. The rst deals with making monsters. The second covers monster summoning and includes tables for random determination of summoned creatures; to make D GRP H R WH KD WV R D DPSD J WKH 0 VKR G H H WR KDSWH R WKH 0 The third appendix is concerned with creating NPC parties.
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Several of the monsters in this book have been imported from specialized game worlds, such as the SPELLJAMMER™ campaign setting, the FOR GOTTEN REALMS setting, or the DARK SUN world. The monsters in this book may be used in any setting; if a campaign setting is noted, it simply describes where the monster was rst encountered, or where it is the most common. A particular monster still PD RW H H R WH HG D speci c campaign world; this is up to the DM. For monsters from one of the speci c worlds, the DM should consult the appropriate MONSTROUS COMPENDIUM appendices.
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Each monster is described fully, with entries that describe behavior, combat modes, and so on. These are explained in the following text. /,0 7( 7( ,1 de nes where the creature is most often found. Cli mates include arctic, sub-arctic, temperate, and tropical. Typical terrain includes plain/scrub, forest, rough/hill, mountain, swamp, and desert. In some cases, a range is given; for instance, “cold” implies arctic, sub-arctic, D G R GH WHPSH DWH HJ R V ) (4 (1 V WKH H KRRG R H R WH Chances can be adjusted for special areas. 9H DH 5D H Uncommon RPPR
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7,9,7 /( V WKH W PH R GD KH WKH PR VWH V PRVW D W H Those active at night can be active at any time in subterranean settings. These are general guidelines and exceptions are fairly common. ,(7 VKR V KDW WKH HDW H V D HDWV D R HV HDW PHDW KH R HV HDW S D WV D G RP R HV HDW H WKH 6 D H JH V S PD HDW D rion. If a monster does not t any of these categories, the substances it does HDW D H GHV HG WKH H W R WKH WH W ,17(//, (1 ( is the equivalent of human IQ. Certain monsters are in stinctively cunning; these are noted in the monster descriptions. Ratings correspond roughly to the following Intelligence ability scores: Nonintelligent or not ratable Animal intelligence 6HP WH JH W Low intelligence Average (human) intelligence 9H WH JH W + JK WH JH H Exceptional intelligence *H V 6 S D JH V *RG H WH JH H 7 ( 6 ( H H V WR WKH W HDV H WD HV WKH 81 (21 0 7(5 LGH If individual treasure is indicated, each individual may carry it (or not, at the DM’s discretion). Major treasures are usually found WKH PR ster’s lair; these are most often designed and placed by the DM. Intelligent PR VWH V VH WKH PDJ D WHPV S HVH W D G W WR D R WKH PRVW valuable treasures if hard pressed. If treasure is DVV J HG D GRP R for each type possible; if all rolls fail, no treasure R D W SH V R G Treasure should be adjusted downward if a H PR VWH V D H H R tered. Large treasures are noted by a multiplier ( 10, for example); this VKR G RW H R VHG WK W HDV H W SH . Treasures listed after a semi colon (;) are treasures found in the creatures’ lair. Do not use the tables WR S D H G JHR W HDV H V H WKH P H V H R WH HG GH J R G H P K VPD H /, 10(17 VKR V WKH JH H D HKD R R WKH D H DJH PR VWH R WKDW type. Exceptions, though uncommon, may be encountered. 12 33( ,1 indicates an average encounter size for a wilderness en counter. The DM should alter this to t the circumstances as the need arises. This should not be used for dungeon encounters. Note that some solitary creatures are found in small groups; this means WKH D H R G H VPD DP WV R WKDW VH H D PD KDSSH WR H R G WRJHWKH W GR RW RRSH DWH WK R H D RWKH 02 / 66 V WKH JH H D S RWH W R R K PD V D G K PD oids, protection due to physical structure or magical nature, or dif culty in hitting due to speed, re exes, etc. Humans and humanoids of roughly man-size that wear armor will have an unarmored rating in parentheses. Listed AC does not include any special bonuses noted in the description. 029(0(17 VKR V WKH H DW H VSHHG DW VSHHGV PD H SRVV H R VKR W SH RGV + manoid movement rate is often determined DWHV D H J H SD H WKHVHV 0R HPH WV H DWHG DV R R V
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Fl = ying Sw = swimming Br = burrowing Cl = climbing Wb = moving across webs Flying creatures also have a Maneuverability Class from A to E. Class A creatures have virtually total command over their movements in the air; they can hover, face any direction in a given round, and attack each
How to Use This Book round. Class B creatures are very maneuverable; they can hover, turn 180 GHJ HHV D R G D G DWWD HD K R G DVV HDW HV D H VRPH what agile in the air; they cannot move less than half their movement rate WKR W D J WKH D W S WR GHJ HHV D R G D G DWWD DH ally once every two rounds. Class D creatures are somewhat slow; they D RW PR H HVV WKD KD WKH PR HPH W DWH WKR W D J D W R GHJ HHV D R G D G D PD H D SDVV R H H H WK HH R GV Class E includes large, clumsy iers; these cannot move less than half their PR HPH W DWH WKR W D J D W R GHJ HHV D R G D G WKH D PD H R H SDVV H H V R GV 6HH KDSWH R WKH 0 R PR H R PDW R ,7 , ( R W R V WKH P H R K W SR WV GDPDJH D HDW H D WK stand before being killed. Unless otherwise stated, Hit Dice are 8-sided (1-8 hit points). The Hit Dice are rolled and the numbers shown are added to de termine the monster’s hit points. Some monsters have a hit point spread in VWHDG R + W H D G VRPH KD H DGG W R D SR WV DGGHG WR WKH + W H Thus, a creature with 4 + 4 Hit Dice has 4d8 + 4 hit points (8-36 total). Note WKDW HDW HV WK R PR H K W SR WV D H R V GH HG WKH H W K JKH + W H R S SRVHV R DWWD R V D G VD J WK R V 7 is the attack roll the monster needs to hit Armor Class 0. This VD D VD WR R +W H H HSW WKH DVH R H D JH R aggressive herbivores (such as some dinosaurs), or creatures which have certain innate combat abilities. A human or demihuman always uses a player character THAC0, regardless of whether they are player characters or “monsters.” The THAC0 does not include any special bonuses noted in WKH GHV SW R V 1 0 ( 2) 77 .6 VKR V WKH DV DWWD V WKH PR VWH D PD H a melee round, excluding special attacks. This number can be modi ed by K WV WKDW VH H PHP H V VSH V V K DV DVWH D G VOR D G VR R WK 0 W S H DWWD V G DWH VH H D PHP H V D J SD V P W S H KHDGV HW 0 ( 77 . VKR V WKH DPR W R GDPDJH D J H DWWD D VHV expressed as a spread of hit points (based on a die roll or combination of die rolls). If the monster uses weapons, the damage done by the typi cal weapon will be allowed by the parenthetical note “weapon.” Damage R VHV G H WR 6W H JWK D H VWHG DV D R V R R J WKH GDPDJH D JH 63( , / 77 .6 GHWD DWWD PRGHV V K DV G DJR use, etc. These are explained in the monster description. 63( , / GHV SW R
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T = tiny (2’ tall or less); S = smaller than a typical human (2+’ to 4’); M = man-sized (4+’ to 7’); L = larger than man-sized (7+’ to 12’); H = huge (12+’ to 25’); and G = gargantuan (25+’). Most creatures are measured in height or length; some are measured in diameter. Those measured in diameter may be given a different size cat egory than indicated above. For instance, while a 6-foot tall humanoid is considered size M, a spherical creature 6 feet in diameter has much more mass, so is considered size L. Similarly, a creature 12 feet long with a very slender body (like a snake) might be considered only man-sized. Adjust ments like these should not move a creature more than one size category H WKH G H W R
02 /( V D JH H D DW J R KR H WKH PR VWH V WR SH VH H H the face of adversity or armed opposition. This guideline can be adjusted R G G D PVWD HV 0R D H DW JV R HVSR G WR WKH R R J D JH Unreliable Unsteady Average 6WHDG Elite KDPS R Fanatic Fearless 3 9 / ( V WKH P H R H SH H H SR WV D D GHG R GH HDW J W not necessarily killing, the monster. This value is a guideline that can be modi ed by the DM for the degree of challenge, encounter situation, and R R H D DPSD J D D H RPEDW V WKH SD W R WKH GHV SW R WKDW G V W HV D PV D G D PR D G WD W V
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DELWDW 6RFLHW outlines the monster’s general behavior, nature, social struc ture, and goals. In some cases, it further describes their lairs (the places they H HHG J KD WV D G HS RG W R DWHV (FRORJ describes how the monster ts into the campaign world, gives any VH S RG WV R S RG WV D G D RWKH P V H D HR V R PDW R 9DULDWLRQV R D PR VWH D H J H D VSH D VH W R D WH WKH PD PR ster entry. These can be found by consulting the index. For instance, the R H W D VR GHV HV WKH D H D H V P D HDW H 3VLRQLFV D H PH WD SR H V SRVVHVVHG PD HDW HV WKH 0R VWUR V 0D DO The psionic listings are explained below: /HYHO +R WR JK WKH PR VWH V WH PV R SV R H SH H H H H LV 6FL HY +R PD GLVFLSOL HV WKH HDW H D D HVV R R HG WKH WRWD P H R V H HV D G GH RW R V WKH HDW H R V 0R VWH V D R VFLH FHV D G GH RWLR V R RP WKH G V S HV WKH D D HVV WWDFN HIHQVH The telepathic attack and defense modes that the creature can use. Note that defense modes are not included in the total number of powers the creature knows. Abbreviations used are as follows: 3 3V R DVW 0 0 G D MT Mind Thrust TS Thought Shield EW Ego Whip 0 0H WD D H II Id Insinuation IF Intellect Fortress 3V 3V K VK TW Tower of Iron Will 3RZHU 6FRUH The creature’s usual score when using a power that is not D WRPDW D V HVV 363V The creature’s total pool of psionic strength points (the maximum D D D H WR W The rest of the listing indicates, by discipline, which powers the crea W H KDV VRPHW PHV VW J WKH PRVW RPPR SR H V VRPHW PHV VW J only the powers that all members of the species have. Unless otherwise RWHG WKH HDW H D D V R V SR H V PD HG D DVWH V For information regarding psionic powers, see PHBR5, 7 H &RPSOHWH 3VLR LFV +D GERRN If the DM chooses not to use psionics in the DPSD J WKH SR H V D H KD JHG WR PDJ D H D H WV R V PS J R HG WKR JK WKH DWWH VH H H PSHGHV H WD PR VWH V
Aarakocra /,0 7( 7(
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Tropical and temperate PR WD V 9H DH Tribal D D RH Average (8-10) Neutral good
6, Fl 36 (C) R 1-3/1-3 or 2-8 (weapon) H Nil Nil M (20’ wing span) Steady (11)
The aarakocra are a race of intelligent bird-men that live on the peaks of WKH K JKHVW PR WD V VSH G J WKH GD V VRD J R WKH WKH PD GV SHD H D G VR W GH Aarakocra are about 5 feet tall and have a wing span of 20 feet. About halfway along the edge of each wing is a hand with three human-sized ngers and an opposable thumb. An elongated fourth nger extends the length of the wing and locks in place for ying. Though the wing-hands cannot grasp during ight, they are nearly as useful as human hands when an aarakocra is on the ground and its wings are folded back. The J P V HV D KR D R KHVW S DWH WKDW S R GHV WKH DD D R D with extra protection. The powerful legs end in four sharp talons that can R D G R G D WR H HD D RWKH SD R W R D KD GV D VR WK three human-sized ngers and an opposable thumb. The hand bones, like the rest of an aarakocra’s skeleton, are hollow and fragile. Aarakocra faces resemble crosses between parrots and eagles. They KD H J D D HD V D G D H HV VHW R WD WKH KHDGV WKDW S R GH HH R D V R 3 PDJH R R D HV RP W H WR W H W JH H D PD HV D H HG R D JH D G H R K H HPD HV D H R D GJ D Aarakocra speak their own language, the language of giant eagles, and, on occasion, the common tongue (10% chance).
An aarakocra is reluctant to engage in grappling or ground combat, since its fragile bones are easily broken. Though rarely used except when cornered, an aarakocra’s sharp beak can bite for 1-3 points of GDPDJH DELWDW 6RFLHW Aarakocra live in small tribes of about 11-30 (1d20 + 10) members. Each tribe has a hunting territory of about 10,000 square miles WK R R D H V D G SH D WV PD J WKH R GD HV Each tribe lives in a communal nest made of woven vines with a soft lining of dried grass. The eldest male serves as the tribe’s leader. In tribes R PR H WKD PHP H V WKH VH R G R GHVW PD H VH HV DV WKH VKDPD HDG J V PS H H J R V H HPR HV R J WKH K VW J R PH RG hymns at sunset on the rst day of a new month. Males spend most of WKH D J KR V K W J R RRG D G R DV R D R W HDV H V K as gems and other shiny objects. Females spend eight months of the year incubating their eggs, passing the time by fabricating javelins and other WRR V RP RRG D G VWR H :K H HVW J R WKH D V DD D R D H PD HV D VH D R KD GV DW WKH VDPH W PH WR HD H R GD SH nants, javelins sheaths, and other useful objects from vines and feathers. Five aarakocra, including a shaman, can summon an air elemental KD W J D G SH R P J D W DWH DH D GD H R WK HH PH HH rounds. The summoned air elemental will comply with the aarakocras’ H HVW R D D R WKR JK W RW H GD JH WV H R WKH HKD Aarakocra are extremely claustrophobic and will not willingly enter a D H G J R RWKH H RVHG D HD
RPEDW In aerial combat, an aarakocra ghts with either talons or the heavy etched javelins that he clutches in his lower hands. An aarakocra typically carries a half dozen javelins strapped to his chest in individual sheaths. The javelins, which can be used for throwing or stabbing, in ict 2d4 points of damage. Owing to the aarakocra’s remarkable skill at throwing javelins in the air, it incurs none of the attack penalties for aerial missile re. An aarakocra will always save its last javelin for stabbing purposes rather than throwing it. Its favorite attack is to dive at a victim while clutching a javelin in each hand, then pull out of the dive just as it reaches its target, and strike with a blood-curdling shriek. This attack JD V D R V WR WKH DWWD R D G D VHV GR H GDPDJH WD DD D R D P VW G H DW HDVW HHW WR H H WH W S RSH
(FRORJ Aarakocra have little to do with other species, including neigh R J DD D R D W HV D G HD H WKH KRPH WH WR R H W HPH cumstances. They rarely encounter humans except for an occasional foray into a rural community to snatch a stray farm animal; this is not an in WH W R D PD R V D W DV DD D R D D H D H WR G VW J VK HW HH domestic and wild animals. A human venturing into aarakocra territory PD H D H WR R H R H WR VH H DV D J GH R D V R W H KD JH R a shiny jewel or coin.
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Aboleth /,0 7( 7(
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The aboleth is a loathsome amphibious creature that lives in subterra nean caves and lakes. It despises most land-dwelling creatures and seeks to enslave intelligent surface beings. It is as cruel as it is intelligent. An aboleth resembles a plump sh, 20 feet in length from its bulbous head to its uke-like tail. Its body is blue-green with gray splotches, and its pink-tan underbelly conceals a toothless, rubbery mouth. Three slit-like H HV S S H HG R R D G S RWH WHG R GJHV D H VHW R H DWRS the other in the front of its head. Four pulsating blue-black ori ces line the RWWRP R WV RG D G VH HWH J D V PH WKDW VPH V H D G J HDVH Four leathery tentacles, each 10 feet in length, grow from its head. An D R HWK VHV WV WD WR S RSH WVH WK R JK WKH DWH D G WV WH WD HV WR G DJ WVH D R J G D G
DELWDW 6RFLHW An aboleth brood consists of a parent and one to three offspring. Though the offspring are as large and as strong as the par H W WKH GH H WR WKH SD H W D PDWWH V D G R H W PS W Aboleth have both male and female sexual organs. A mature aboleth reproduces once every ve years by concealing itself in a cavern or other remote area, then laying a single egg and covering it in slime. The parent D R HWK J D GV WKH HJJ K H WKH HP R J R V D G GH H RSV D S R HVV that takes about ve years. A newborn aboleth takes about 10 years to PDW H The aboleth spends most of its time searching for slaves, preferably hu man ones. It is rumored that the aboleth use their slaves to construct huge underwater cities, though none have ever been found. The aboleth are ru PR HG WR R D H W KR H VH HWV WKDW S HGDWH WKH H VWH H R PD but these rumors are also unsubstantiated. There is no doubt that aboleth retain a staggering amount of knowledge. An offspring acquires all of its parent’s knowledge at birth, and a mature aboleth acquires the knowledge R D WH JH W H J W R V PHV An aboleth’s treasure consists of items taken from its slaves. The items DH HG D H V GH D D H R V PH HVHP J J D P G H RJ nizable by the distinctive rancid grease odor.
RPEDW The aboleth attacks with its tentacles for 1d6 points of damage each. If a victim struck by a tentacle fails a saving throw vs. spell, the victim’s skin transforms into a clear, slimy membrane in 1d4+1 rounds. If WK V R V WKH W P P VW HHS WKH PHP D H GDPS WK RR DWH R V H G SR WV R GDPDJH HD K W & UH GLVHDVH DVW SR WKH WP before the membrane completely forms stops the transformation. Other VH F UH VHULR V R GV D VH WKH PHP D H WR H H W WR R PD V Because its sluggish movement makes attacks dif cult, the aboleth DWWHPSWV WR H W PV RVH HDW J HD VW V R V DW RP plete with audible, olfactory, and other sensory components. The abo leth can attempt to enslave creatures within 30 feet; it can make three attempts per day, one creature per attempt. If the victim fails a saving throw vs. spell, he follows all of the aboleth’s telepathic commands, although the victim will not ght on the aboleth’s behalf. The enslave PH W D H HJDWHG UHPR H F UVH GLVSHO PD LF WKH GHDWK R WKH H VD J D R HWK R WKH W P V VHSD DWHG RP WKH D R HWK PR H than a mile, a new saving throw (one attempt per day.) :KH GH DWH D D R HWK V R GV WVH WK D P R V R G foot thick. A victim in contact with the cloud and inhaling the mucus must R D V HVV VD J WK R V SR VR R RVH WKH D W WR HDWKH D The victim is then able to breathe water, as if having consumed a SRWLR RI DWHU EUHDW L for 1-3 hours. This ability may be renewed by additional contact with the mucous cloud. An affected victim attempting to breathe D V R DWH G R GV : H R VRDS G VVR HV WKH P V
(FRORJ The omnivorous aboleth will eat any organic matter, usually al JDH D G P R R JD VPV W WKH D H D VR R G R WH JH W S H VR WKH can absorb nutrients and information at the same time. Aboleth have no DW D H HP HV DV H H WKH P JKW HVW PD H HDW HV J H WKHP D GH berth. Aboleth slime is sometimes used as a component for SRWLR V RI DWHU EUHDW L
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Ankheg /,0 7( 7(
,1
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Temperate and tropical/ 3 D V D G R HVWV 5D H RRG Any Omnivore Non- (0) Neutral Overall 2, underside 4 + + + 3-18 (crush) + 1-4 (acid) 6 WD G Nil Nil L-H (10’ to 20’ long) Average (9)
The ankheg is a burrowing monster usually found in forests or choice DJ W D D G H D VH R WV R G HVV R HVK PHDW WKH D KHJ V D WK HDW WR D HDW H R W DWH H R JK WR H R WH W The ankheg resembles an enormous many-legged worm. Its six legs H G VKD S KRR V V WD H R R J D G J DVS J D G WV SR H PD G HV D H DSD H R V DSS J D VPD W HH KD WK D V J H bite. A tough chitinous shell, usually brown or yellow, covers its entire body except for its soft pink belly. The ankheg has glistening black eyes, D VPD PR WK HG WK W R V R K W R V WHHWK D G W R VH V W H antennae that can detect movement of man-sized creatures up to 300 HHW D D
J WV VH R G HD R H WKH D KHJ VKHGV WV K W R V VKH HJ just before the onset of winter. It takes the ankheg two days to shed its old VKH D G W R HH V WR J R D H R H J WK V W PH WKH V JJ VK ankheg is exceptionally vulnerable. Its overall AC is reduced to 5 and its underside AC is reduced to 7. Additionally, it moves at only half its nor mal speed, its mandible attack in icts only 1d10 points of damage, and it is unable to squirt acidic enzymes. While growing a new shell, it protects itself by hiding in a deep tunnel and secreting a repulsive uid that smells like rotten fruit. Though the aroma discourages most creatures, it can also pinpoint the ankheg’s location for human hunters and desperately hungry S HGDWR V Ankhegs living in cold climates hibernate during the winter. Within a month after the rst snowfall, the ankheg fashions a lair deep within the warm earth where it remains dormant until spring. The hibernat J D KHJ H HV R RRG V V VW J VWHDG R W H WV VWR HG its shell. The ankheg does not secrete aromatic uid during this time and is thus relatively safe from detection. Though the ankheg’s me WD R VP V HG HG WV D WH DH HPD W R D D H WR D H W W WR the approach of an intruder. A disturbed ankheg fully awakens in 1d4 R GV D WH K K W PH W D DWWD D G PR H R PD The ankheg does not hoard treasure. Items that were not dissolved by the acidic enzymes fall where they drop from the ankheg’s mandibles and D H R G V DWWH HG WK R JKR W WV W H V VWHP
RPEDW The ankheg’s preferred attack method is to lie 5 to 10 feet below WKH V D H R WKH J R G W WV D WH DH GHWH W WKH DSS RD K R D tim. It then burrows up beneath the victim and attempts to grab him in WV PD G HV VK J D G J G J R G SR WV R GDPDJH SH R G while secreting acidic digestive enzymes to cause an additional 1d4 points of damage per round until the victim is dissolved. The ankheg can squirt a stream of acidic enzymes once every six hours to a distance of 30 feet. +R H H V H W V D H WR G JHVW RRG R V KR V D WH W V WV H zymes, it uses this attack technique only when desperate. A victim struck by the stream of acidic enzymes suffers 8d4 points of damage (half dam DJH WKH W P R V D V HVV VD J WK R V SR VR DELWDW 6RFLHW The ankheg uses its mandibles to continuously dig wind ing tunnels 30-40 feet deep in the rich soil of forests or farmlands. The KR R HG H G R D W H VH HV DV D WHPSR D D R V HHS J HDW J R K H DW J :KH D D KHJ H KD VWV WKH RRG V SS D SD W D forest or eld, it moves on to another. Autumn is mating season for ankhegs. After the male fertilizes the fe male, the female kills him and deposits 2d6 fertilized eggs in his body. Within a few weeks, about 75% of the eggs hatch and begin feeding. In a HD WKH R J D KHJV HVHP H DG WV D G D WR GHSH GH W Young ankhegs have 2 Hit Dice and an AC 2 overall and an AC 4 for their undersides; they bite for 1d4 points of damage (with an additional 1d4 points of damage from enzyme secretions), and spit for 4d4 points of dam age to a distance of 30 feet. In every year thereafter, the ankheg functions WK DG W DSD W HV D G JD V D DGG W R D + W H W W HD KHV +W H
(FRORJ Though a hungry ankheg can be fatal to a farmer, it can be quite bene cial to the farmland. Its tunnel system laces the soil with passages for air and water, while the ankheg’s waste products add rich nutrients. The ankheg will eat decayed organic matter in the earth, but it prefers fresh meat. All but the ercest predators avoid ankhegs. Dried and cured ankheg shells can be made into armor with an AC of 2, and its digestive enzymes can be used as regular acid.
7
Arcane /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17
Any 9H DH Entourage Any Omnivore Genius (17-18) 5 Lawful neutral
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
1 (1-6) 5 (3)
1-8 (weapon) Nil Invisibility, dimension door 40% L (12’ tall) Champion (15)
The arcane are a race of merchants, found wherever there is potential trade in magical items. They appear as tall, lanky, blue giants with elon gated faces and thin ngers; each nger having one more joint than is common in most humanoid life. The arcane dress in robes, although there D H G G D V KR D H R G KHD H D PR D RP DW R R KD links with patches of plate (AC 3). RPEDW For creatures of their size, the arcane are noticeably weak and non-combative. They can defend themselves when called upon, but pre fer to talk and/or buy themselves out of dangerous situations. If entering an area that is potentially dangerous (like most human cities), the arcane K HV D J R S R DG H W H V DV K V H WR DJH The arcane can become L LVLEOH D G D GLPH VLR GRRU S WR WK HH times a day, usually with the intention of avoiding combat. An arcane HH V R R H D R W D D GR J K V H WR DJH KD V W DW R V They can also use any magical items, regardless of the limitations of those items. This includes swords, wands, magical tomes, and similar items re stricted to one type of character class. They will use such items if pressed RP DW D G WKH D RW HV DSH W PR H R WH VH WKHP DV D WH J WRR V WK RWKH V Arcane have a form of racial telepathy, such that an injury to one ar cane is immediately known by all other arcane. The arcane do not seek vengeance against the one who hurt or killed their fellow. They react HJDW H WR V K G G D V D G GHD J WK WKH D D H H H W WR PSRVV H W WKDW G G D PD HV HVW W W R
The arcane’s stock in trade is to provide magical items, particularly VSHOO MDPPL HOPV which allow rapid movement through space. The arcanes’ high quality and uniform (if high) prices make them the trusted retailers. They accept payment in gold, or barter for other magical items (as a rule of thumb, costs should be ve times the XP reward of the item, or a more D D H WHP The arcane take no responsibility for the use of the items they sell. The arcane will deal with almost anyone. They often make deals with both sides in a con ict, fully aware that they might annihilate all of their po tential customers in a region. The arcane have no dealings with neogi, nor with creatures from other planes, such as genies, tanar’ri, and ends. It is R KHWKH WKH D D H HDWH D GH D HW R PDJ D GH HV R VH H WKHP RP D R VR H Those dealing with the arcane nd them cool, ef cient, and most im portantly, uncaring. Trying to haggle with an arcane is a chancy business, DW HVW 6RPHW PHV WKH H JDJH KDJJ J WK D HP VHG VP but just as often leave the buyer hanging and walk out on the negotiations. They do not like being threatened, insulted, or blackmailed. Those who do so will nd it very dif cult to purchase reliable equipment. An arcane will RW D VH K V KD G H JHD H R D JH WKH H D H PR H V W H D V WR HD H H JH
DELWDW 6RFLHW Nothing is known about the arcane’s origins; they come D G JR DV WKH S HDVH D G D H R G WK R JKR W WKH R R GV :KH they travel, they do so on the ships and vehicles of other races. Finding V K VK SV WK D D H D RD G V D H D G W V V VSH WHG WKDW WKH D D H KD H D RWKH D R W D H J R H R J G VWD HV Contacting the arcane is no trouble in most civilized areas: a few words VS HDG WK R JK WKH R D J DSH H WK R JK WD H V J GV D G D D V are enough to bring one of these creatures to the surface. In game terms, there is a base 10% chance per day of nding an arcane, if PCs actively look for one; the chance increases or decreases depending on their loca tion. Arcane never set up permanent “magic shops.”
(FRORJ It is not known what arcane do with the gold, gems, and magic they collect. One theory says they need the items for reproduction (the basis for a large number of bawdy arcane jokes), while another links it to production and acquisition of more magical items. The arcane seem sexless. No young arcane have been reported, and the arcane keep their R R VH
8
Argos /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Space/Any Earth-based body 9H DH 6R WD Feed till consume 2×HD, then rest KR V + Omnivore Low to High (5-14) U Neutral evil
9, Fl 3 (B) + + + SH WP 6HH H R 6HH H R 25% L-G (2’ per HD) Champion (16) + (+1,000 for additional HD)
Argos are found in the same regions of wildspace as the baleful beholder nations. An argos resembles a giant amoeba. It has one large, central eye WK D W SD W WH S S D G D K G HG DVK HVV K PD H HV D G PD sharp-toothed mouths. An argos can extrude several pseudopods, each W SSHG WK D D JHG PD WKDW W R V DV D KD G WR PD S DWH D R V WRR V Argos move by slithering; they can cling to walls and ceilings. They can levitate and y at the very slow rate of 3. Argos colors tend toward shades of transparent blues and violets; they smell like a bouquet of owers. They are huge beasts ranging in size from 10 to 20 feet in diameter, weighing about 200 pounds per Hit Die. Though they exhibit signs of being intelligent tool users, they do not HD RWKHV KRRV J DWKH WR D JHD VWR HG WHPSR D D W HV within their bodies. However, their digestive juices often ruin devices within two to three weeks (saving throw vs. acid).
OL G HVV U L ( HV +D GV & DUP 0R VWHU &ODLU R D FH &R I VLR DUN HVV UDG LVSHO 0D LF (PRWLR ( 3 ) PEOH
Gaze Re ection +HDW 0HWDO +ROG 0R VWHU ,PS 3 D WDVPDO )RUFH ,UULWDWLR /L W OR HVWLR 7R HV 7 U )OHV WR WR H
The central eye can use one of three different powers once per round. It can create a personal illusion (an DOWHU VHOI VSH R W D DVW D FRORU VSUD R D UD RI H IHHEOHPH W VSH
RPEDW An argos can attack with one to three weapons or items, or it D H RGD WP D SVH GRSRG D G DWWD WK G PR WKV R G points of damage each. It may attack as many foes in this way as it can SK V D HD K If an argos rolls a natural 20 on an attack, it envelops its victim, swal lowing him whole. A swallowed victim suffers 2d8 points of damage each round from the creature’s digestive juices. The victim may attempt to cut KV D HH RP WK V JR VKR W WW J HDSR V +H P VW ict 8 points of damage to break free. The eyes of an argos, like those of a beholder, have a variety of special powers. An argos can bring 1d10 of its smaller eyes to bear on any target. The large, central eye can focus only on targets that are in front of the crea ture (within 90 degrees of the “straight-ahead point” of the central eye). Though the creature has nearly 100 eyes, only 20 special powers have been noted; therefore a number of eyes must possess the same power. Each point of damage in icted on an argos eliminates one eye; the DM decides which powers are reduced in the process. It is possible to target one SD W D H H DWWD J WK D SH D W WR WKH DWWD R Each ability of an argos’s eye is treated as a spell effect. Use the argos’s +W H DV WKH DVWH H H 5R G D G KH WKH R R J WD H R D particular eye’s power.
DELWDW 6RFLHW Argos are solitary creatures, though it is not unheard of to discover an argos guardian aboard an eye tyrant ship. Argos ap SHD DSD H R HS H VK J WKH R D H H RSH D G WK V PD H H R WH HG D GH J DVWH R G JV D G G VW R GV D R H HVS WH WV H DW H WH JH H WKH D JRV V D D H R V HDW H G H by its hunger. It tries to lure prey into its grasp, feeding until it has con sumed a number of creatures equal to two times its own Hit Dice. It then slips away to digest its meal for a period equal to two hours per Die. If an argos is unable to nd food within a week of its last meal, it loses 1 Hit Die per week until it becomes a 5-Hit Die creature. After that point, it can hibernate for up to a year by crystallizing its outer shell and forming a K VD V (FRORJ Argos consume anything that moves and is digestible. Their S H H H H V WR VH WKH D W HV WR H WKH S H WR W DSV D G WKH WR pick off individuals one at a time. It sorts through the tools and weapons R WV W PV D G HHSV WKH VH WHPV
9
Aurumvorax /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Temperate hills 9H DH 6R WD D Carnivore (see below) Animal (1) 6SH D Neutral
D V R HD K 6HH H R Nil S (3’ long) Fearless (19-20)
Despite being only the size of a large badger, the aurumvorax, or “golden gorger,” is an incredibly dangerous creature. The animal is covered with coarse golden hair and has small silver eyes with golden pupils. It has eight powerful legs that end in 3-inch long copper claws. The aurumvo rax’s shoulders are massively muscled while its heavy jaw is full of cop SH WHHWK The creature weighs over 500 pounds. This incredible density provides the animal with much of its natural protection. This, combined with its VSHHG SR H D G VKHH R V HVV PD HV W R H R WKH PRVW GD JH R V VSH HV HW R
The pair will stay together for a week or two before the male returns to his territory and the female prepares for the birth of her kits. A litter of G WV V R R PR WKV D WH PDW J For the rst two weeks of life, the kits are blind and hairless. They must H HG RWK PHDW D G S H R V R HV G J JR G R GH WR V H It is unusual for more than 1-2 of the strongest kits to survive. If a kit is found and “adopted” before its eyes are open, it can be tamed and trained. D HV WH G WR G V H D P R DH WKR JK VRPH RPP W HV KD H been known to raise one or more of the beasts for use in snif ng out veins R RH
RPEDW The aurumvorax charges any creature that enters its territory, causing a –3 to opponents’ surprise rolls if attacking from its den. A fe PD H R WKH VSH HV H H HV D R V WR DWWD R V KH J D G J KH R J The creature bites at its prey until it hits, clamping its massive jaws onto the victim and doing 2-8 hit points of damage. After it hits, the aurumvorax locks its jaws and hangs on, doing an additional 8 points R GDPDJH SH R G W H WKH WKH D P R D R WV H HP V GHDG Only death will cause the aurumvorax to relax its grip. Once its jaws lock, the golden gorger also rakes its victim with 2-8 of its legs, causing 2-8 hit points of damage per additional hit. An opponent who is held by an aurumvorax receives no dexterity adjustment to Armor DVV H WR WV HG GH VH K GH D G R HV WKH D P R D WD HV only half damage from blunt weapons. It is immune to the effects of small, normal res and takes only half damage from magical res. Nei WKH SR VR R JDVVHV KD H D H H W R WKH VW G HDW H
(FRORJ In order to survive, the aurumvorax supplements its carnivorous diet with quantities of gold. The ability to digest and utilize gold and other R HV PD HV W SRVV H R WKH HDW H WR GH H RS WKH GH VH K GH D G R HV WKDW S RWH W W VR H If an aurumvorax is killed with a minimum of cutting damage to its K GH WKH K GH PD H W HG WR D JD PH W R HG H VW H JWK D G beauty worth 15,000-20,000 gold pieces. The garment will also protect its wearer as armor, the speci c Armor Class depending on the size of the au rumvorax. A garment with AC 2 weighs 50 pounds, one with AC 3 weighs 40 pounds, and one with AC 4 weighs 30 pounds. The wearer also receives a +4 bonus on saving throws vs. normal res and a +2 bonus on saving throws vs. magical re. If an aurumvorax is burned in a forge, approximately 150-200 pounds of gold are left behind. This burning process is very dif cult and usually takes between one and two weeks to perform. Of course, the hide may be removed before the creature is burned; if burned at the same time, the hide will provide an additional 21-40 (1d20 + 20) pounds of gold. The aurumvorax’s teeth and claws are also prized for decoration, and D J S WR JS HD K R WKH RSH PD HW
DELWDW 6RFLHW The aurumvorax makes its solitary home in light forests, hills, and at the timberline on mountainsides. An aurumvorax chooses a H VSRW D G WKH VHV WV SR H D HG HJV WR HDWH D R VRPHW PHV WR VR G R H WR WKH V D G HWD HHGV D P R DH PD H WKH D V VSRWV WKDW H WKH R WD K H V R JR G R H R D H H HD WR D D HD KH H JR G V HDG D D D H The aurumvorax is a solitary creature which jealously guards its terri tory, even from others of its kind. The only time adult aurumvorae will J PHHW V G J PDW J VHDVR K KR V DSS R PDWH H H H JKW HD V
10
Baatezu /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , /
77
63( , /
()(16(6
3LW )LHQG The Nine Hells 9H DH 6R WD Any D RH Genius (17-18) * : Lawful evil
ODFN ELVKDL The Nine Hells RPPR 6R WD Any D RH Average (8-10) Nil Lawful evil
UHHQ ELVKDL The Nine Hells RPPR 6R WD Any D RH Average (8-10) Nil Lawful evil
HG ELVKDL The Nine Hells RPPR 6R WD Any D RH Average (8-10) Nil Lawful evil
15, Fl 24 (C)
9, Fl 12 (C)
9, Fl 12 (C)
9, Fl 12 (C)
3R VR
3R VR
3R VR
R
.6
0 , (6,67 1 ( 6,=( 02 /( 39 / (
R HDSR Fear, poison, WD R VW W R 5HJH H DW R R HWWH HDSR WR K W 50% L (12’ tall) Fearless (19-20)
G H
5HJH H DW R R HWWH HDSR WR K W 30% L (8’ tall) Average (8-10)
/HVVHU EDDWH X D VKD barbazu H HV KDPDW D RV WK
5HJH H DW R R HWWH HDSR WR K W 30% M (6’ tall) Steady (11-12)
RPEDW In physical combat, the pit end is capable of dealing out tre mendous punishment, using its incredible 18/00 Strength (+6 damage adjustment). They can attack six times in a single round, dividing attacks against six different opponents. They can attack with two hard, scaly wing buffets for 1-4 points of damage per hit. Their powerful claws do 1-6 points of damage per successful attack. The bite of a pit end is dreadful GHHG D V J D HDW H WWH WR WD H SR WV R GDPDJH D G H ceive a lethal dose of poison. A saving throw vs. poison is required or the victim dies in 1-4 rounds. The bite also infects the victim with a disease. Pit ends can also attack with their tail every round, in icting 2-8 points of damage per hit. The tail can then hold and constrict the victim for 2-8 SR WV R GDPDJH SH R G W WKH W P PD HV D V HVV 6W H JWK check to break free. Pit ends can also carry jagged-toothed clubs which in ict 7-12 points of damage per hit (this replaces one claw attack). Once per round a pit end can use one of the following spell-like pow ers, plus those available to all baatezu: GHWHFW PD LF GHWHFW invisibility, re EDOO ROG SHUVR LPSUR HG L LVLELOLW polymorph self, produce ame, pyrotech LFV D G wall of re. They can, once per year, cast a LV spell. They may always DWH W R lesser or one greater baatezu with a 100% chance of success, performing this action once per round. Once per day, a pit end can use a V PERO R SD WKH W P P VW VD H V RG VWD R D G R V H D SH D W R DWWD G H D G D SH D W WR H WH W R R GV Pit ends regenerate 2 hit points per round and radiate a IHDU D D D 20-foot radius (save vs. rod, staff, or wand at a –3 penalty or ee in panic R R GV
/HDVW EDDWH X SSH R VS DJR
In addition, there are the lemures, the common “foot soldiers” of the baatezu at the very bottom in station. RPEDW All baatezu except for lemures, nupperibo, and spinagon are D H WR SH R P WKH R R J PDJ D D W HV R H SH R G DW DG D FHG LOO VLR D LPDWH GHDG F DUP SHUVR L IUD LVLR N R DOL PH W (al D VD W H V HVWLR D G WHOHSRUW LW R W HUURU Baatezu are affected by the following attack forms: WWDFN DPDJH D G electricity (lightning) gas (poisonous, etc.) KD PD LF PLVVLOH V H HDSR
5HJH H DW R R HWWH HDSR WR K W 30% L (7’ tall) Average (8-10)
G H
3LW )LHQG The most terrible baatezu of the Nine Hells, pit ends appear to be gi D W JHG K PD R GV H P K H JD JR HV DSSHD D H WK huge wings that wrap around their bodies for defense. Pit ends’ fangs are large and drip with a vile, green liquid. Their bodies are red and scaly, often emitting ames when they are angered or excited. In the rare situa W R V WKH KRRVH WR RPP DWH WKH VH WH HSDWK
HQHUDO The baatezu are the primary inhabitants of the Nine Hells. They D H D VW R J H WHPSH HG D H KH G WRJHWKH D H D VW R J R JD zation. The baatezu live in a rigid caste system where authority is derived RP SR H D G VWDW R The baatezu wish to ful ll their ancient quest to destroy the tanar’ri, their blood enemies. The baatezu also know that by in ltrating humans and entering their world they will gain power over the tanar’ri. Toward WK V H G WKH R VWD W VW H WR GRP DWH WKH 3 PH 0DWH D S D H D G WV DW HV The baatezu are divided into three groups: greater, lesser, and least. H R D H VWHG D H UHDWHU EDDWH X amnizu R JR JH JR pit end
G H
WWDFN DPDJH RG KD re (dragon, magical) R H R HDSR R H SR VR R H
*the gelugon suffers half damage from re and none from cold. HVV D H WHG R PD HDSR V ***greater baatezu suffer half damage from silver weapons.
11
Baatezu DELWDW 6RFLHW Pit ends are the lords of the Nine Hells. They are the baatezu of the greatest power and the highest station. Pit ends are found throughout the various layers of the Nine Hells, but are very rare on the SSH D H V :KH H H WKH D H R G WKHVH P JKW R GV KR G D SRV W R R J HDW authority and power. They sometimes command vast legions consisting of dozens of complete armies, leading them into battle against the tanar’ri. These huge forces are terrifying to behold, and any non-native of the low er planes, of less than 10 Hit Dice, who sees them, ees in panic for 1-3 days. Those of 10 Hit Dice or more must make a saving throw vs. rod, staff, or wand or ee in panic for 1-12 turns. (FRORJ Pit ends are spawned from the powerful gelugons of the Nine Hells’ eighth layer. When those icy ends are found worthy they are cast into the Pit of Flame for 1,001 days after which they emerge as pit ends. ELVKDL Abishai are common on the rst and second layers of the Nine Hells, ap pearing much like gothic gargoyles. They are thin and reptilian with long, prehensile tails and great wings. There are three varieties of abishai. They are, in ascending order of station, black, green, and red. Abishai commu DWH WK WH HSDWK RPEDW In battle, the abishai strikes with formidable claws, in icting 1-4 points of damage per successful hit. It can also lash out with its exible tail for 2-5 points of damage. Hidden in the end of an abishai’s tail is a small stinger that injects poison on a successful hit, requiring a saving throw vs. poison (failure results in death). Abishai can y into the air and dive at enemies, striking with both claws. Their attack roll is made with a +2 bonus. A successful hit in icts GR H GDPDJH In addition to the powers possessed by all baatezu, an abishai can per R P WKH R R J PDJ D SR H V R H DW D W PH R H SH R G F D H self, command, produce ame, pyrotechnics, D G VFDUH They can also attempt WR DWH 2-12 lemures (60% chance of success, once per day) or 1-3 abishai (30% chance of success, once per day). All abishai are susceptible to damage from holy water. If a vial is splashed on it, an abishai suffers 2-8 points of damage. All abishai regen H DWH K W SR W SH PH HH R G HVV WKH GDPDJH DV GR H KR DWH R D KR PDJ D HDSR DELWDW 6RFLHW Abishai are voracious and evil. They delight in torment ing those few natives of the Nine Hells that are lower in power. Abis KD D H R G R V J F D H VHOI D G F DUP SHUVR WR WHPSW PR WD V R G enough to travel to the Nine Hells. (FRORJ The abishai comprise the main body of many large, evil armies battling against the tanar’ri and intruders against the Nine Hells. In some DVHV D HG D VKD PD KD H S R H K PVH R WK H R JK WR RPPD G a force of lemures. If it is successful in this endeavor, the red abishai may be promoted to a higher form of baatezu.
12
Banshee /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Any 9H DH 6R WD Night Nil Exceptional (15-16) D KDRW H
HDWK D R HWWH HDSR WR K W 50% M (5’-6’ tall) Elite (13)
The banshee or groaning spirit, is the spirit of an evil female elf—a very rare thing indeed. Banshee hate the living, nding their presence painful, D G VHH WR KD P KRPH H WKH PHHW Banshees appear as oating, luminous phantasms of their former selves. Their image glows brightly at night, but is transparent in sun light (60% invisible). Most banshees are old and withered, but a few (10%) who died young retain their former beauty. The hair of a groan J VS W V GD G HPSW +H G HVV V V D WDWWH HG DJV +H D H V D PDV R SD D G D J VK W KDW HG D G H V JKW KH H HV D VKHHV H H W R W SD KH H WKH DPH
D VKHHV RDWKH D J WK JV D G WK V PD H WKH DELWDW 6RFLHW homes in desolate countryside or ancient ruins. There they hide by day, KH WKH D RW HH D G D GH WKH V R G J R W V GH night. The land encircling a groaning spirit’s lair is strewn with the bones of beasts who heard the groaning spirit’s cry. Once a groaning spirit estab VKHV KH D VKH HPD WKH H The treasure of groaning spirits varies considerably and often re ects what they loved in life. Many hoard gold and ne gems. Other groaning spirits, particularly those that haunt their former homes, show ner tastes, S HVH J J HDW R V R D W D G V SW HV R SR H PDJ D WHPV It is nearly impossible to distinguish the cry of a groaning spirit from WKDW R D K PD R H RPD SD 0D D JKW JD D W KDV P VWD H WKH W R VR GV D G WKH SD G R WKH P VWD H WK K V H D VKHHV D H H HSW R D WH JH W D G VSHD PH R V D J DJHV G J RP PR H VK D G RWKH GHP K PD D J DJHV D VKHHV R DV R D VH WKH GHVW W H SR H V WR VHH H H JH DJD VW WKH R PH DG H VD HV H
RPEDW Banshees are formidable opponents. The mere sight of one D VHV IHDU unless a successful saving throw vs. spell is rolled. Those who fail must ee in terror for 10 rounds and are 50% likely to drop any items WKH H H D J WKH KD GV A banshee’s most dreaded weapon is its wail or keen. Any creature WK HHW R D J RD J VS W KH VKH HH V P VW R D VD J WK R vs. death magic. Those who fail die immediately, their face contorted in horror. Fortunately, groaning spirits can keen just once per day, and then only at night. The touch of a groaning spirit causes 1d8 points of damage. D VKHHV D H R R SR HD D G H D H WR HDSR V R HVV WKD enchantment. In addition, groaning spirits are highly resistant to magic (50%). They are fully immune to F DUP VOHHS D G ROG VSH V D G WR R G D G H H W W DVHG DWWD V +R DWH D VHV G SR WV R GDPDJH broken upon them. A GLVSHO H LO spell will kill a groaning spirit. A banshee is turned as a “special” undead. Banshees can sense the presence of living creatures up to ve miles away. Any creature that remains within ve miles of a groaning spirit lair is sure to be attacked when night falls. The nature of this attack var HV WK WKH W P HDVWV D G HVV WK HDWH J KD D WH V D H HG D D touch. Adventurers or demihumans are attacked by keening. Creatures powerful enough to withstand the groaning spirit’s keen are left alone. :KH DWWD J DG H W H V WKH J RD J VS W DWWD V DW JKW WK her wail. If any characters save successfully, she then retreats to her lair. Thereafter, each night, the groaning spirit returns to wail again. This rou W H V HSHDWHG W D R WKH W PV D H GHDG R KD H H W WKH J RD J spirit’s domain, or until the groaning spirit is slain.
(FRORJ Banshees are a blight upon wherever they settle. They kill WKR W G V HW R D G WKH R S HDV H V WKH P V R W H D G P V ery of others. In addition to slaying both man and beast, a groaning spirit’s keen has a powerful effect upon vegetation. Flowers and deli DWH S D WV WKH D G G H D G W HHV J R W VWHG D G V K H hardier plants, thistles and the like, ourish. After a few years all that remains within ve miles of a groaning spirit’s lair is a desolate wilder HVV R D SHG W HHV D G WKR V P HG WK WKH R HV R WKRVH HD tures that dared to cross into the groaning spirit’s domain.
13
Basilisk /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
/HVVHU Any land Uncommon 6R WD D D RH Animal (1) F Nil
UHDWHU Any land 9H DH 6R WD D D R H Low (5-7) + Neutral
UDFROLVN Any land 9H DH 6R WD D D RH Low to Average (5-10) C, I KDRW H
9, Fl 15 (E)
Gaze turns to stone Nil Nil M (7’ long) Steady (12)
6HH H R 6 S VHG R R D Nil L (12’ long) Champion (16)
These reptilian monsters all posses a D H WKDW H D HV WKHP WR W D eshy creature to stone; their gaze extends into the Astral and Ethereal S D HV
6HH H R Nil Nil H (15-20’ long) Champion (15)
RPEDW This horror can attack with its taloned forelegs and deliver vi cious bites. In addition, it can spit a stream of acid 5 feet wide and up to 30 feet away. The acid causes 4d6 points of damage, half-damage if a suc cessful saving throw vs. breath weapon is rolled. The dracolisk can spit up WR WK HH W PHV SH GD The eyes of a dracolisk can petrify any opponent within 20 feet if the monster’s gaze is met. Because its hooded eyes have nictating membranes, the monster is only 10% likely to be affected by its own gaze. Opponents in melee with a dracolisk and seeking to avoid its gaze ght with a –4 SH D W WR WKH WR DWWD R V
DVLOLVN Although it has eight legs, its sluggish metabolism allows only a slow movement rate. A basilisk is usually dull brown in color, with a yellowish underbelly. Its eyes glow pale green. RPEDW While it has strong, toothy jaws, the basilisk’s major weapon is WV D H However, if its gaze is re ected, and it sees its own eyes, it will become petri ed itself, but this requires light at least equal to bright torch light and a good, smooth re ector. In the Astral plane its gaze kills; in the Ethereal plane it turns victims into ethereal stone. These will only be seen by those in the Ethereal plane or who can see ethereal objects. UHDWHU DVLOLVN The greater basilisk is a larger cousin of the more common reptilian horror, the ordinary basilisk. These monsters are typically used to guard treasure. RPEDW The monster attacks by raising its upper body, striking with sharp claws, and biting with its toothy maw. The claws carry Type K poison (saving throws vs. poison are made with a +4 bonus). Its foul HDWK V D VR SR VR R V D G D HDW HV RP J WK HHW R WV mouth, even if just for a moment, must roll successful saving throws vs. poison (with a +2 bonus) or die (check each round of exposure). Even if a polished re ector is used under good lighting conditions, the chance for a greater basilisk to see its own gaze and become petri ed is only 10%, unless the re ector is within 10 feet of the creature. (While its gaze weapon is effective to 50 feet, the creature’s oddly-shaped eyes are nearsighted and it cannot see its own gaze unless it is within 10 feet.) UDFROLVN The sages say that the dracolisk is the offspring of a rogue black dragon and a basilisk of the largest size. The result is a deep brown, dragon-like monster that moves with rela tive quickness on six legs. It can y, but only for short periods—a turn or W R DW PRVW
14
Bat /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 (
RPPRQ Any land RPPR 6 D P Night Omnivore Animal (1)
/DUJH Any land Uncommon Flock Night Omnivore Animal (1)
XJH :D P D HV 5D H Flock Night Omnivore Low (5-7)
P WK Any land 5D H 6R WD Any Omnivore High (13-14)
7 ( 6 ( /, 10(17
Nil Neutral
Nil Neutral
Neutral evil
Nil KDRW
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7
8 (see below) 1, Fl 24 (B) KS
12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
3, Fl 18 (C) G KS R R G R
6HH H R Nil Nil T (1’) Unreliable (2-4)
G
Nil 6HH H R Nil M (5’-6’) Unsteady (5-7)
7 (see below) 3, Fl 15 (C)
H WD
1LJKW XQWHU Any land Uncommon 3D Night/any D R H Average to High (8-14) M, O, Z in lair Neutral evil 1-12 (1-30 in lair)
3, Fl 24 (A)
+ +
2, Fl 18 (A)
6LQLVWHU Any land 5D H D G Any Omnivore Average to Except. (8-16) Nil Lawful evil G 2, Fl 21 (A)
R
G 6HH H R 6HH H R Nil H (12’-16’) Steady (11-12) 420 (4 HD) 650 (5 HD) 975 (6 HD)
DWV D H RPPR D PD V PD SD WV R WKH R G :K H R G D DWV D H D R J W KD P HVV D JH D HW HV D H WH GHDG : WK D most 2,000 different species of bats known, one can nd wingspans from less than two inches across to 15 feet or more. The small body of the ordi D DW HVHP HV D PR VH K H WKH JV D H R PHG RP H W D V stretched across its fore limbs. The larger bats are scaled up but otherwise VP D DSSHD D H HVS WH WKH RPPR H H WKDW DWV D H G HD D R VSH HV have rather good eyesight. In the dark, however, they do not rely on their V D D W W D JDWH VWHDG H KR R DW R HP WW J D K JK pitched squeal and listening for it to bounce back to them, they can “see” WKH V R G JV WK V DW D R P R VR D
0DJ VH 0DJ VH 40% S (3’) Elite (14)
R Nil Nil Nil M (7’) Steady (11)
0DJ VH Energy eld 70% L (9’) Champion (15-16)
expeditions into such caves dangerous indeed. If the noxious odor from the guano is not enough to subdue the hardiest of adventurers (a single Constitution check to stay conscious), these crawling denizens are. /DUJH DW These creatures are large versions of the carnivorous variety of the ordi nary bat with 3-foot-long bodies and 5- to 6-foot-long wingspans. They G H GD D H V V D GH J R G D G GHSH G R WKH VR D in ight to compensate for their poor eyesight. Only 10% of giant bats are R WKH PR H SR H + W H D HW Extremely maneuverable in ight, large bats gain an Armor Class bo nus of + 3 when an opponent with a Dexterity of 13 or less res a missile weapon at it. The creature must land (usually on its victim) to attack with its bite. The typical example of this species in icts 1d2 points of damage with its teeth while the larger does 1d4 points of damage. Anyone bitten by a large bat has a 1% chance per point of damage done to contract rabies. :KH D HV V R W D WHG WKH H V D G GD DW R SH RG Once this period has ended, the victim has 10 days to live. The victim cannot drink or eat anything and is overly irritable. Anything from loud noises to being awakened at night can set the victim off (the DM deter mines the temper triggers). If temper ares, the victim must roll a Wis dom check. If the check fails, the rabid person attacks until he is killed or R HG R V R V :KH D KD D WH R W D WV D HV KH R VKH G HV from the in iction, unless cured by a LV DOWHU UHDOLW OLPLWHG LV F UH GLVHDVH R V P D VSH
RPEDW Ordinary bats attack only if cornered and left with no other op tion. If startled, bats tend to become frightened and confused. This causes them to swarm around and often y into things. The typical bat swarm ends up putting out torches ( 1% chance per bat encountered per round), confusing spell casting (Wisdom roll required to cast spells), inhibiting combatants’ ability to wield weapons (by a –2 THAC0 penalty), and other wise getting in the way. Under ideal ying conditions, a bat’s Armor Class DW J VHV RP WR DELWDW 6RFLHW :K H DWV D H R G D PRVW D KH H WKH S H H D P D G K P G PHV 6RPH VSH HV K H DWH G J WKH R G VHDVR D G D H D H R WR P J DWH DWV H D HV GD G JV R GDPS H HV KD J J WKH WRHV G J WKH GD D G HD J DW G V WR HHG G J WKH night. In large, isolated caverns there may be thousands of bats.
XJH DW 0REDW 0R DWV S H H D P RRGHG S H WKDW WKH WH WR GHDWK WK WKH D JV They have a dim and evil intelligence that gives them a desire for shiny objects. Because the typical mobat has a wingspan of 12 to 16 feet, they must have large areas to serve as ight runways.
(FRORJ 0RVW DWV HDW WR VH WV WKR JK VRPH GH VPD D mals or sh in their diets. The rare vampire bat travels at night to drink WKH D P RRG R J PDPPD V W WV W PV D H D H K PD V R GHP K PD V D H P VW H WD H RW WR R VH WKH DPS H DW WK WKH W H DPS H WK V HJD G 5RW J VD G D R D H V D H DPR J WKH H HDW HV R WR live in the guano on the oor of large bat-infested caverns, making any
15
Bat Because Mobats’ ight is so rapid and silent, their victims suffer a –3 penalty to their surprise rolls. They can also give a piercing screech that D VHV V K J HDW SD WKDW W PV VHH WR R H WKH HD V DWKH WKD ght, unless a saving throw versus paralyzation is successful. This screech V D D V VHG WKH S H HV VWV D G W V H H W H D RRW DG V about the mobat. Note that mobile mobats have an Armor Class of 2. Un der crowded ying conditions, their Armor Class suffers and raises to 7. When not in ight, mobats have an Armor Class of 10. P WK Azmyths live on owers, small plants, and insects. They are solitary wan derers, though they do have “favorite haunts” to which they return. They often form partnerships with humanoids for mutual bene t, sometimes forming loyal friendships in the process. Azmyths have been known to D RPSD HDW HV R WKH H W H HV D G WKH D RPSD WKH HD tures’ offspring. The life span of azmyths are presently unknown but is be lieved to be over 100 years. They are not familiars as wizards understand the term; no direct control can be exercised over one, except by spells. Azmyths have crested heads and bearded chins, white, pupilless eyes, and leathery gray, mauve, or emerald green skin. They emit shrill squeaks R D D P R DJH D G H GHD J G K HV R GH JKW R DP VHPH W They communicate by WHOHSDW WKDW KDV D D JH R HHW D G KD H fravision to 90 feet. They can N R DOL PH W WK HH W PHV SH GD H RPH L LVLEOH (self only for six rounds or less, ending when the azmyth makes D V HVV DWWD R H SH GD D G HDWH VLOH FH UDGL V H WH HG R WKHPVH HV R H SH GD In combat, the azmyth bites for 1 point of damage and stabs with its powerful needle-sharp tails for 1d2 points. Twice per day, an azmyth can HDVK D V RFNL UDVS DWWD W D VP WW J G SR WV R H H W D damage through any direct physical contact with another creature. This DWWD D H RP HG WK D SK V D DWWD R P DW H GDPDJH
food is available, and regularly devour owers and seed pods of all sorts. Sinisters are both resistant to magic and adept in its use. In addition WR WKH S SR W S H V R OH LWDWLR WKH D H V R GHG DW D W PHV a naturally-generated 5-foot-deep energy eld akin to a DOO RI IRUFH This eld affords no protection against spells or melee attacks, but missile at tacks are stopped utterly; normal missiles are turned away, and such ef H WV DV PD LF PLVVLOH D G 0HOI V DFLG DUUR are absorbed harmlessly. In DGG W R D V VWH V D DVW R H ROG PR VWHU (as the spell) once per day. They usually save this for escaping from creatures more powerful than WKHPVH HV W PD VH W KH K W J D H R V Curiously, though they are always silent (communicating only with RWKH V R WKH G D RRW D JH P WHG WHOHSDW V VWH V R H P V RWK R D D G VW PH WD 0D D D G PD J P V DW D GH ness camp re has found him or herself surrounded by a silent circle of oating sinisters. Unless they are directly attacked, the sinisters will not PR HVW WKH D G D D W PD R R WKH VR H R WKH P V JDWK H J JKW D WH JKW WR R P D DWKH GD W J D G H H 6 VWH V D H V D H R WH HG VPD J R SV D G D H WKR JKW WR have a long life span. Their social habits and mating rituals are unknown.
1LJKW XQWHU This species, know as dragazhar, is named after the adventurer who rst domesticated one, long ago. Nocturnal on the surface, it is active anytime in the gloom of the underworld. It eats carrion if it must, but usually hunts small beasts. Desperate dragazhar are known to attack livestock, drow, or K PD V Night hunters swoop down to bite prey (1d4), rake with their wing claws (1d2 each), and slash (1d6) or stab (3d4) with their dexterous, tri angular-shaped, razor sharp tails. They stalk their prey, ying low and GRGJ J HK G K R V GJHV W HHV R VWD D W WHV WR DWWD RP DP bush. They have infravision to a distance of 120 feet, but rarely surprise RSSR H WV V H WKH HP W H KR J RR H V HDPV KH H WHG Night hunter lairs usually contain over 30 creatures. They typically live in double-ended caves, or above ground in tall, dense woods. Night hunt H V GR RW WD WR HDW KH H WKH HH H GD JH HG VR WKH D V R WH contain treasure fallen from prey carried there. Night hunters roost headdown when sleeping. They are velvet in hue, even to their claws, and have R HW R D JH R HG H HV 6LQLVWHU These mysterious jet-black creatures most closely resemble manta rays. They have no distinct heads and necks, and their powerfully-muscled wings do not show the prominent nger bones common to most bats. A DW D D W R OH LWDWLR allows them to hang motionless in midair. This H J DSSHD D H D G HKD R KDV HD HG WKHP WKH GD DPH but sinisters are not evil. Above ground, they prefer to hunt at night, when their 160’-range infravision is most effective. They eat carrion if no other
16
Bear /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
ODFN Temperate land RPPR Family D Omnivore Semi- (2-4) Nil Neutral
URZQ Temperate land Uncommon Family D Omnivore Semi- (2-4) Nil Neutral
DYH Any land Uncommon Family D Omnivore Semi- (2-4) Nil Neutral
3RODU Any cold 5D H Family D Omnivore Semi- (2-4) Nil Neutral
6
+ J Nil Nil M (6’+ tall) Average (8-10)
+ J Nil Nil L (9’+ tall) Average (8-10)
+ J Nil Nil H (12’+ tall) Average (8-10)
+ J Nil Nil H (14’+ tall) Average (8-10)
Brown bears are aggressive hunters. If a brown bear scores a paw hit with a roll of 18 or better it will also hug for 2-12 (2d6) points of addi tional damage. Brown bears will continue to ght for 1-4 melee rounds after reaching 0 to -8 hit points. At -9 or fewer hit points, they are killed PPHG DWH
A rather common omnivorous mammal, bears tend to avoid humans unless provoked. Exceptions to this rule can be a most unfortunate R H H HD V D H JH H D D JH D G SR H D PD V K K D H R G throughout the world’s temperate and cooler climates. With dense fur S RWH W J WKHP RP WKH H HPH WV D G SR H D V S RWH W J WKHP RP RWKH D PD V HD V D H WKH W H H V R WKH D PD JGRP WKH D HDV KH H WKH H The so-called black bear actually ranges in color from black to light brown. It is smaller than the brown bear and the most widespread species D
DYH HDU D H HD V D H WH DJJ HVV H J WR DWWD H D PHG SD W HV WK out provocation. If a cave bear scores a paw hit with an 18 or better it also hugs for 2-16 (2d8) points of additional damage. Cave bears will continue to ght for 1-4 melee rounds after reaching 0 to -8 hit points. At -9 or fewer K W SR WV WKH D H HG PPHG DWH
RPEDW Although black bears are usually not aggressive, they are able ghters when pressed. If a black bear scores a paw hit with an 18 or better it also hugs for 2-8 (2d4) points of additional damage.
3RODU HDU These powerful swimmers feed mostly on of 18 or better indicates a “hug”, which in ditional damage. These aggressive animals WH H J R JKW WR WR K W SR WV VWD W
DELWDW 6RFLHW All bears have excellent senses of hearing and smell but rather poor eyesight. The size shown is an average for the variety and larger G G DV R R VH H R HVSR G J PR H SR H One common misconception people hold about bears is that they hi bernate during the winter. In fact, they sleep most of the time, but their PHWD R VP GRHV RW V R GR D G WKH R WH D H S D G HD H WKH D VG J D P VSH V Bears live in small family groups. Female bears are very protective of their young, and more than one individual has been badly injured when WD W J R S D J WK VHHP J KD P HVV HD V (FRORJ All of these ursoids are omnivorous, although the gigantic cave HD WH GV WR D GV D G HW R PHDW HD V D H D WH JH W D PD V WKDW D H W D HG WR SH R P D D HW R D V SD W D DSW HG DV V HD V D WK V H R G dancing in circuses or accompanying “mountain men” in the wilderness. URZQ HDU The brown bear, of which the infamous grizzly is the most well known D HW V D HD R H DJJ HVV H G VSRV W R R HD V D H PR H carnivorous than their smaller cousins, the black bears. The grizzly in par W D R WH J GR D JH JDPH V K DV GHH D G H
17
marine animals. A paw hit icts 3-18 (3d6) points of ad will ght for 2-5 rounds af W H R G WKDW WKH GH
Beetle, Giant /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
RPEDUGLHU Any forest RPPR 6R WD D D RH Non- (0) Nil Neutral
RULQJ Any land RPPR 6R WD Night Omnivore Animal (1) C, R, S, T Neutral
)LUH Any land RPPR 6R WD Night Omnivore Non- (0) Nil Neutral
KLQRFHURV Any jungle Uncommon 6R WD Any +H R H Non- (0) Nil Neutral
6WDJ Any forest RPPR 6R WD Any +H R H Non- (0) Nil Neutral
:DWHU Fresh water RPPR 6R WD Any Omnivore Non- (0) Nil Neutral
6
Acid cloud Fire cloud Nil S (4’ long) Elite (13)
Nil Nil Nil L (9’ long) Elite (14)
Nil Nil Nil S (2½’ long) Steady (12)
Nil Nil Nil L (12’ long) Elite (14)
Nil Nil Nil L (10’ long) Elite (13)
Nil Nil Nil M (6’ long) Elite (14)
(FRORJ The bombardier action of this beetle is caused by the explosive P W H R W R V VWD HV WKDW D H S RG HG WH D D G RP HG in a third organ. If a bombardier is killed before it has the opportunity to re off both blasts, it is possible to cut the creature open and retrieve the chemicals. These chemicals can then be combined to produce a small explosive, or re a projectile, with the proper equipment. The chemicals are also of value to alchemists, who can use them in vari ous preparations. They are worth 50 gp per dose.
* D W HHW HV D H V P D WR WKH PR H R G D R WH SD WV W WKR VD GV R W PHV D JH WK KH J PD G HV D G KD G JV WKDW S R GH V VWD W D D PR S RWH W R Beetles have two pairs of wings and three pairs of legs. Fortunately, the wings of a giant beetle cannot be used to y, and in most cases, its six bristly legs do not enable it to move as fast as a eeing man. The hard, chi W R V VKH R VH H D D HW HV R WKHVH HHW HV D H JKW R R HG D G VRPHW PHV KD H D H WR D W R H WR V :K H WKH VKH V S RWH W HHW HV as well as plate mail armor, it is dif cult to craft armor from them, and a skilled alchemist would need to be brought in on the job. All beetles are basically unintelligent and always hungry. They will HHG R W D D R P R R JD PDWH D G J RWKH VR WV R beetles. They taste matter with their antennae, or feelers; if a substance WDVWHG V R JD WKH HHW H J DVSV W WK WV PD G HV VKHV W D G HDWV W H D VH R WKH WKR R JK J G J R WKH PD G HV RWK J HDWH J D W HHW HV D H H HG D WK J VKR W R D LV HHW HV GR RW KHD R VHH H D G H S PD R WDVWH D G HH Except as noted below, giant beetles are not really social animals; those WKDW D H R G HD HD K RWKH D H RPSHW WR V R WKH VDPH R RJ D KH RW SD W R D DP W
RULQJ HHWOH R J HHW HV HHG R RWW J DH V D R G G G D J R GW H RPS H HV
RRG D G V P D R JD PDWH D VR WKH V GH K JH W HHV R PDVVHG GH
RPEDW The large mandibles of the boring beetle have a powerful bite and will in ict up to 20 points on damage to the victim. DELWDW 6RFLHW Individually, these creatures are not much more in WH JH W WKD RWKH J D W HHW HV W W V PR HG WKDW HVWV R WKHP D GH H RS D RPP D WH JH H WK D H H R R V R V HVV D G reasoning that approximates the human brain. This does not mean that HD K HHW H KDV WKH WH JH H R D K PD W DWKH WKDW R H W H the entire nest has attained that level. In these cases, the beetles are H WR R H W W HDV H D G PDJ D WHPV RP WKH W PV
RPEDUGLHU HHWOH The bombardier beetle is usually found above ground in wooded areas. It S PD HHGV R R D D G D R JDWKH J K JH KHDSV R WKH VW K K WR D WV HJJV
(FRORJ In tunnel complexes, boring beetles grow molds, slimes, and J R RRG HJ J WKH W HV R D R V R PV R GH D J HJ HWD H D G D PD PDWWH D G DVWHV One frequent fungi grown is the shrieker, which serves a dual role. Not R V WKH VK H H D WDVW W HDW R WKH R J HHW H W W D VR WR V DV D D D P KH V WR V KD H H WH HG WKH J D P R J HHW HV D H WR HD W WR WKHVH D D PV G VSDW K J WKH DGH V VRPHW PHV HDW J WKHP W D DVH JD J HVK R JD PDWWH R K K WR D VH VK H H D G RWKH VDS RSK W S D WV
RPEDW If it is attacked or disturbed, there is a 50% chance each round that it will turn its rear toward its attacker and re off an 8-foot, spheri cal cloud of reeking, reddish, acidic vapor from its abdomen. This cloud causes 3d4 points of damage per round to any creature within range. Fur thermore, the sound caused by the release of the vapor has a 20% chance R VW JD HDW H WK D VH VH R KHD J WK D RRW DG V D G D H KD H R GHD H J D HDW H WKDW DV RW VW HG 6W J DVWV R G R GV S V D DGG W R D G R GV R GHD HVV D terwards. Deafening lasts 2d6 rounds. The giant bombardier can re its DSR R G H H WK G R G W R PR H WKD W H H JKW KR V
18
Beetle, Giant )LUH HHWOH The smallest of the giant beetles, re beetles are nevertheless capable of delivering serious damage with their powerful mandibles. They are found RWK D R H D G H R J R G D G D H S PD R W D RPEDW Despite its name, the re beetle has no re attacks, relying in stead on its huge mandibles to in ict up to three times the damage of a GDJJH D V J H DWWD (FRORJ Fire beetles have two special glands above their eyes and one near the back of their abdomens. These glands produce a luminous red glow, and for this reason they are highly prized by miners and adventur ers. This luminosity persists for 1d6 days after the glands are removed RP WKH HHW H D G WKH JKW VKHG P DWH D DG V R HHW The light from these glands is “cold”—it produces no heat. Many mag HV D G D KHP VWV D H HDJH WR G V R H WKH VH HW R WK V R G JKW K K R G H RW R VD H W H R RP D WK R SD WV WR KHDW S D G out. In theory, they say, such a light source could last forever. KLQRFHURV HHWOH This uncommon monster inhabits tropical and subtropical jungles. They RDP WKH D R HVWV VHD K J R WV D G HJHWDW R D G VK J anything in their path. The horn of a giant rhinoceros beetle extends about HHW RPEDW The mandibles of this giant beetle in ict 3d6 points of damage on anyone unfortunate enough to be caught by them; the tremendous horn is DSD H R D V J G SR WV R GDPDJH WVH (FRORJ The shell of this jungle dweller is often brightly colored or iri descent. If retrieved in one piece, these shells are valuable to clerics of the Egyptian pantheon, who use them as giant scarabs to decorate temples and other areas of worship. It is a representation of this, the largest of all beetles, that serves as the holy symbol for clerics of Apshai, the Egyptian god whose sphere of in uence is said to include all insects.
:DWHU HHWOH The giant water beetle is found only in fresh water no less than 30 feet GHHS
6WDJ HHWOH These woodland beetles are very fond of grains and similar growing RSV D G WKH VRPHW PHV H RPH J HDW VD HV KH WKH D G W DWHG D GV
RPEDW 9R D R V HDWH V WKHVH HHW HV S H SR W D D R PR D PD W HDW D PRVW D WK J 6 R D G SR GH R V R D G WKH PR H H DWH * D W DWH HHW HV K W RRG V H WD G HH J DW R V
RPEDW Like other beetles, they have poor sight and hearing, but they will ght if attacked or attack if they encounter organic material they con sider food. The giant stag beetle’s two horns are usually not less than 8 feet long; they in ict up to 10 points of damage each.
DELWDW 6RFLHW :DWH HHW HV VRPHW PHV KD W D JD H HV D G D HV K K DVH WKH D D VH R V GH D H GDPDJH WR VK SS J R WH DWWD JD GV J D W WR JHW DW WKH WDVW PR VH V V GH
(FRORJ The worst damage from a stag beetle raid is that done to crops; they will strip an entire farm in short order. Livestock suffers too, stam peding in fear and wreaking more havoc. The beetles may even devour HVWR WKH D H K J H R JK
(FRORJ Although they are air breathers, water beetles manage to stay GH DWH R H WH GHG SH RGV R W PH DW K J D G KR G J D ble of air beneath their giant wings. They will carry the bubble under DWH KH H W D H S D HG D D H R VRPH RWKH D W DSD H R KR G J D D V SS
19
Behir /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9( 7,0( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Any land 5D H 6R WD D D RH Low (5-7) 6HH H R Neutral evil
R 2-8 (2d4)/2-5 (1d4 + 1) or 2-8 (2d4)/1-6 (× Lightning bolt Immune to electricity, poison Nil G (40’ long) Champion (15)
The behir is a snake-like reptilian monster whose dozen legs allow it to PR H WK R V GH D H VSHHG D G P DW KD WV R PD PR H ment rate. It can fold its limbs close to its long, narrow body and slither in snake-fashion if it desires. The head looks more crocodilian than snakelike, but has no dif culty in opening its mouth wide enough to swallow S H KR H WKH D D V D H GRHV Behir have band-like scales of great hardness. Their color ranges from ultramarine to deep blue with bands of gray-brown. The belly is pale blue. The two large horns curving back over the head look dangerous enough but are actually used for preening the creature’s scales and not for ghting.
Newly hatched behir are about 2 feet long. Behir grow at a rate of 8 feet per year until fully mature. Interestingly enough, newly hatched behir do not have all of their legs, having instead only six or eight. Additional pairs R HJV J R V R R H W PH W WKH HDW H KDV WV RPS HPH W KH W HD KHV DG WKRRG HK D JH R H D WH WR R D R W V D H P HV R WH J K JK SD D H D D H HK D H H H H G WK G DJR G D G H H H R G coexisting in the same geographical area with any type of dragon. If a dragon should enter a behir’s territory, the behir will do everything it can to drive the dragon out. If the behir fails in this task, it will move off to nd a new home. A behir will never knowingly enter the territory of a dragon.
RPEDW A behir will attack its prey by rst biting and then looping its body around the victim and squeezing. If the latter attack succeeds, the victim is subject to six talon attacks next round. A behir can discharge a 20-foot-long stroke of electrical energy once every 10 rounds. This OL W L EROW D VH SR WV R GDPDJH HVV a saving throw vs. breath weapon is made. In the latter case, the target WD HV R KD GDPDJH On a natural attack roll of 20 the behir swallows man-sized prey whole. Any creature swallowed will lose one-sixth R WV VWD W J + W 3R WV HD K round until it dies at the end of the sixth round. The behir will digest its PHD W V D G DW WKDW W PH WKH W P V WRWD JR H D G D RW be raised from the dead. Note, however, that a creature swallowed can try to cut its way out of the behir’s stomach. The inner armor class of the HK V W HD K R G WKH HDW H V WKH HK W V W D WV RP WKH damage each of its attacks does. This subtraction is cumulative, so on the VH R G PH HH R G WKH H V D R WKH WK G D D G VR R
(FRORJ HK D H VH WR PDJHV S HVWV D G D KHP VWV R D P H of concoctions. The horns of a behir can be used to brew the ink necessary WR V H D OL W L EROW V R D G WKH VKD S WD R V D H VH H VHG D H WR PD H WKH R D H WUDOL H SRLVR scroll. The heart of the HK V R H R WKH PR H RPPR J HG H WV R R D SURWHFWLR IURP SRLVR V R As behir sometimes swallow prey whole, there is a 10% chance that WKH H H VRPH VPD WHPV R D H V GH WKH PR VWH 0R H R WH than not (60%) these will be gems (10 × Q). Otherwise, there is a 30% chance that there will be from 1-8 pieces of jewelry and a 10% chance that a single small magical object of an indigestible nature may be found. Such objects are never found in a behir’s lair, because the creature expels this DVWH D G HV W H VH KH H The scales are valued for their hardness and color, and are worth up to JS WR D D PR H KR D VH WKHP WR DVK R D K JK R DWH VHW R V D H PD D PR
DELWDW 6RFLHW HK D H VR WD HDW HV PHHW J RWKH V R WKH G only to mate and hatch a clutch of 1-4 eggs. The female guards these eggs R H JKW PR WKV K H WKH PD H K WV R WKH SD :KH WKH R J KDW K WKH D H PPHG DWH W HG R W R WKH HVW WR H G R WKHPVH HV D G WKH DG WV VHSD DWH
20
Beholder and Beholder-kin /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7
12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02
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HKROGHU HDWK .LVV Any remote Any remote 5D H 9H DH 6R WD 6R WD Any Any Omnivore D R H Exceptional (15-16) Average to high (8-14) I, S, T I, S, T Lawful evil Neutral evil
( H R WKH HHS HHS R HD 9H DH 6R WD D Omnivore Very (11-12)
FL 3 (B) KS KS KS KS KS
Fl 9 (B) G KS
6
0DJ Anti-magic ray Nil M (4’-6’ in G DPHWH Fanatic (18)
RRG G D 5HJH H DW R Nil H (6’-12’ in G DPHWH Fanatic (17)
5 Lawful evil
+
0DJ Nil Nil S-M (3’-5’ in G DPHWH Champion (15)
RPEDW The beholder has different Armor Classes for different parts of WKH RG :KH DWWD J D HKR GH GHWH P H WKH R DW R R WKH DW tack before striking (as the various Armor Classes may make a strike in R H D HD D G D P VV D RWKH /RFDWLRQ RG Central Eye Eyestalk One smaller eye
Fl 9 (B) R + +
Fl 9 (B)
Fl 2 (C) KS KS KS KS KS
0DJ 5HJH H DW R Nil L (4’-6’ in G DPHWH KDPS R WR fanatic (15-18) + +
0DJ 0DJ
0DJ Anti-magic ray Nil L (4’-6’ in G DPHWH Fanatic (18)
M (4’ in G DPHWH Elite (14)
E Lawful evil
DELWDW 6RFLHW The beholders are a hateful, aggressive and avaricious D H DWWD J R GRP DW J RWKH D HV G J RWKH HKR GH V D G many of the beholder-kin. This is because of a xenophobic intolerance DPR J HKR GH V WKDW D VHV WKHP WR KDWH D HDW HV RW H WKHPVH HV The basic, beholder body-type (a sphere with a mouth and a central eye, H H W SSHG WH WD HV D R V R D J HDW D HW R HKR GH V VSH HV 6RPH KD H R R V G H H HV WKH H D H WKRVH R H HG WK R H DSS J K W S DWHV D G WKRVH WK VPRRWK K GHV R V D H H H H WH WD HV and some with crustacean-like joints. But something as small as a change in hide color or size of the central eye can make two groups of beholders sworn enemies. Every beholder declares its own unique bodyform to be the “true ideal” of beholderhood, the others being nothing but ugly copies, t only to be eliminated.
Each of the beholder’s eyes, including the central one, has a different func tion. The standard smaller eyes of a beholder are as follows: & DUP SHUVR (as spell) & DUP PR VWHU (as spell) OHHS (as spell, but only one target) 7HOHNL HVLV (250 pound weight) )OHV WR VWR H (as spell, 30-yard range) LVL WH UDWH (20-yard range) )HDU (as wand) OR (as spell, but only a single target) &D VH VHULR V R GV (50-yard range) HDW UD (as a GHDW VSH WK D V J H WD JHW
QGHDG Any remote 9H DH 6R WD Any Nil 6SH D
The central eye produces an D WL PD LF UD WK D D G D JH K K covers a 90 degree arc before the creature. No magic (including the effects R WKH RWKH H HV WR WK WKDW D HD 6SH V DVW R SDVV J through that zone cease to function. A beholder may activate the magical powers of its eyes at will. Gen HD D HKR GH D VH G VPD H H HV DWWD H V D H WK D GHJ HH D J H R W G DWWD HG RP WK D GHJ HH D J H G DWWD HG RP D GHJ HH D D G D H HV DWWD HG RP D V GHV The central eye can be used only against attacks from the front. If attacked RP D R H WKH HKR GH D VH D R WKH VPD H H HV The beholder can withstand the loss of its eyestalks, each eyestalk/small er eye having 5-12 hit points. This loss of hit points is over and above any damage done to the central body. The body can withstand two thirds of the listed hit points in damage before the creature perishes. The remaining WK G R WKH VWHG K W SR WV D H R DWHG WKH H W D H H D G GHVW R J it will eliminate the anti-magic ray. A beholder with 45 hit points will have D RG WKDW WD H SR WV R GDPDJH D H W D H H WKDW WD H SR WV K H R H WK K W SR WV KD H D RG WKDW WKVWD G SR WV R GDPDJH D G D H W D H H WKDW WD HV K W SR WV WR GHVW R RWK beholders would have smaller eyestalks/eyes that take 5-12 (1d8 + 4) points R GDPDJH WR GHVW R W V K GDPDJH R G RW D H W WKH RG R H W D H H 6 D J WKH RG WKH HKR GH D G H GH WKH H HV SR H HVV Destroyed eyestalks (but not the central eye) can regenerate at a rate of one RVW PHP H SH HH
The beholder is the stuff of nightmares. This creature, also called the VS HUH RI PD H HV R WKH H H W UD W DSSHD V DV D D JH R GRP DWHG D H W D H H D G D D JH WRRWK PD D G KDV VPD H H HV R VWD V VS R W J RP WKH WRS R WKH R Equally deadly are a number of variant creatures known collectively DV HKR GH G J DG D D G H DWHG HDW HV D G D GHDG variety. These creatures are related in manners familial and arcane to the “traditional” beholders, and share a number of features, including the GHDG PDJ D DW H R WKH H HV The globular body of the beholder and its kin is supported by levitation, allowing it to oat slowly about as it wills. HKR GH V D G HKR GH D H V D VR WD HDW HV W WKH H D H HSR WV R D JH RPP W HV R WKHP V J GHHS H HDWK WKH HD WK D G WKH R G HW HH WKH VWD V GH WKH GRP R R K H PRWKH V All beholders speak their own language, which is also understood by all beholder-kin. In addition, they often speak the tongues of other lawful H HDW HV
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6SHFWDWRU Any remote 9H DH 6R WD D Omnivore 9H WR K JK (11-14) 6HH H R Lawful neutral
Neutral evil
+
39 / (
DXWK Any remote 5D H 6R WD D 0DJ Exceptional (15-16)
D G D JH
21
Beholder and Beholder-kin Beholders will normally attack immediately. If confronted with a par ticular party there is a 50% chance they will listen to negotiations (bribery) HR H D J GHDWK SR WKH RHV
A hit on a tentacle-mouth in icts no damage, but stuns the tentacle, causing it to writhe helplessly for 1-4 rounds. If its central eye is destroyed, D HHGH R DWHV H JV WK HHW VPH D G VH V J DW R V W W V RWKH VH D H WHG Tentacles must be struck with edged weapons to injure them. They D H WR HH RP WKH WP D V HVV H G D V W JDWHV R 6 KD R H HPR D GRHV WKH WP GDPDJH SH WH WD H V H WKH D HG WHHWK D H R H W WR HH RP WKH WH WD H If an attached tentacle is damaged but not destroyed, it instantly and automatically drains suf cient hit points, in blood, from the victim’s body to restore it to a full 6 hit points. This re ex effect occurs after every nonJ K W R D WH WD H H H W V R GHG PR H WKD R H D R G This cannot occur more than twice in one round. The parasitic healing H H W GRHV RW HVSR G WR GDPDJH V H HG WKH H W D RG R RWKH WH WD HV A tentacle continues to drain blood, if it was draining when the central body of the death kiss reaches 0 hit points. Tentacles not attached to a vic tim at that time are incapable of further activity. A death kiss can retract a G D J WH WD H W R WD GRHV VR R KH WV H W D RG V DW 5 hit points or less; it willfully detaches once the victim has been drained WR K W SR WV Ingested blood is used to generate electrical energy –1 hit point of blood becomes 1 charge. A death kiss uses this energy for motor activity and healing. An eye of terror expends one charge every two turns in moving, D G WK V V D PRVW R VWD W K W J S H 6SH G J R H KD JH H D HV D HHGH WR KHD K W SR W R GDPDJH WR HD K R WV WH WD HV WV H W D body, and its eye (12 hit points in all). It can heal itself with one charge R VWR HG H H J H H RWKH R G DGG W R WR WV R PD DWWD V D G D W W Each tentacle can store up to 24 charges of drained energy, the body capable of storing 50 charges of drained energy. A severed tentacle is 70% H WR G V KD JH WV P DW H KD JHV KH VH H HG WR D WK J touching it; each charge delivers 1 hit point of electrical damage. Finally, bleeders can ram opponents with their mass. This attack does GDPDJH A death kiss may “shut itself down,” remaining motionless and insen V W H R WKH J R G D G D HPD D H WKDW VWDWH R R J SH RGV of time. To awaken from its hibernation, the creature requires an in ux R HH W D H H J R V GH D H KHDW R WKH WH D VKR D VHG D blow, fall, wound, or magical attack; any of the above stimulants must deal at least 5 points of damage to the death kiss to awaken it. Adven turers nding a hibernating death kiss usually provide such stimulation, WK J WKH V HHSH KH S HVV S H
(FRORJ The exact reproductive process of the beholder is unknown. The R H D D KDW HG R WKH HKR GH V PD GH H RP WKH DW H R WKH reproduction, which seems to produce identical (or nearly so) individuals WK R V JKW PD J R D DW R HKR GH V PD VH SD WKH RJH reproduction to duplicate themselves, and give birth live (no beholder eggs have been found). Beholders may also (rarely) mate with types of HKR GH The smaller eyes of the beholder may be used to produce a SRWLR RI OH LWDWLR D G DV V K D H VR G R JS HD K HDWK .LVV EHKROGHU NLQ The Death Kiss, or “bleeder,” is a fearsome predator found in caverns or ruins. Its spherical body resembles that of the dreaded beholder, but the “eyestalks” of this creature are bloodsucking tentacles, its “eyes” are hook-toothed ori ces. They favor a diet of humans and horses, but will attack anything that has blood. An older name for these creatures is H H RI WHUURU The central body of a death kiss has no mouth. Its central eye gives it 120-foot infravision, but the death kiss has no magical powers. A death kiss is 90% likely to be taken for a beholder when sighted. The 10 tentacles D JH HW D W WR WKH RG KH RW HHGHG HVHP J H HVWD V W can lash out to a full 20-foot stretch with blinding speed. The tentacles PD D W VHSD DWH R R H W DWWD J D V J H HDW H R D H W H DG H W J RPSD A tentacle’s initial strike does 1-8 points of damage as the barb mouthed tip attaches to the victim. Each attached tentacle drains 2 hit SR WV R WK R RRG SH R G HJ J WKH R G D WH W K WV Like the beholder, the death kiss has variable Armor Classes. In RG D RP DW VH WKH R R J WD H WKR JK V W DW R V PD G WDWH other methods (should the creature be attacking with a tentacle from 20 HHW D D WKH R DWWD R WKH RG R H W D H H PD H PDGH K H DWWD V R WKH VWD D G PR WK D H VW SRVV H ROO
/RFDWLRQ RG Central Eye Tentacle stalk Tentacle mouth
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22
Beholder and Beholder-kin Eyes of terror are solitary hunters, fully inheriting the paranoia and ego of their cousins, the beholders. If they encounter one of their kin, the result is often a mid-air struggle to the death. The loser’s body becomes an incu bator and breeding ground for the death kiss’ offspring. Within one day, 1-4 young will “hatch”. Each new bleeder has half its parent’s hit points, D G PDW HV PR WK The death kiss has an organ in the central, upper body that is a valued J HG H W PDJ D SRW R V D G VSH V R H HG WK H WDW R (and may be sold like beholder eyes). In addition, a brain or nerve node, deep in a bleeder’s body, hardens into a soft-sided, faceted red gem upon the creature’s death. Called “bloodeyes,” these typically fetch a market price of 70 gp each. They are valued for adornments since they glow more brightly as the wearer’s emotions intensify.
Perhaps the most feared of the gauth’s powers, its dweomer drain, per mits the gauth to drain charges from magical items. It has a 40-foot range and can be targeted on one individual per round. In addition to prevent ing one object from functioning for the duration of that round, this power drains one charge from one charged object. Permanent objects, such as PDJ D V R GV D H H GH HG SR H HVV R R H R G WK V D W Artifacts are not affected by the G HRPHU GUDL The eye has no effect on spells that have been memorized (but not yet cast) and it will not break the concentration of a wizard. It does neutralize any spell cast by its target WKDW R G KR H H A GLVSHO PD LF spell cast on any of the gauth’s eye stalks prevents its use for 1d4 rounds. The central eye, any fully retracted eye stalks, the body’s ability to glow, and the gauth’s natural levitation are not subject to injury V K D VSH If a gauth is slain, its magical energy dissipates. Usually, this is a harm less event, but there is a 2% chance that it is catastrophic, in icting 4d4 points of damage to all creatures within 10 feet (no saving throw). Gauth are immune to their own powers and to those of other gauth. They have D V D SK V R RJ WKDW H D HV WKHP WR HJH H DWH K W SR W H H W RW V Although gauth are not known to ght over territories or prey, they do go to great lengths to avoid each other. Even when they encounter another R WKH G WKH GH HVV WKH R WH J R H WKHP WWH A gauth can survive by eating meat but it greatly prefers to devour magi cal objects. In some unknown manner, the creature is able to absorb magical energy and feed on it. Each turn that an object spends in the gauth’s stom ach causes it to lose one charge. A permanent object is rendered inoperative after one day (artifacts are not affected, nor do they provide sustenance). Magical objects that cannot be entirely digested by a gauth are spat out after WKH KD H HH G D HG R D WKH SR H Gauth are thought to live a century or so. Within a week of their “natu ral” death, two young gauth emerge from the corpse. Although smaller than their parent (each has 2 + 2 or 3 + 3 HD and a bite that causes only 2d4 points R GDPDJH WKH KD H D WKH SR H V R D JR DG W
( H RI WKH HHS EHKROGHU NLQ This is a water breathing version of the beholder, and dwells only at great depths, oating slowly about, stalking prey. They have two crab-like pin cers which in ict 2-8 (2d4) points of damage each, and a wide mouth full R VKD S WHHWK WKDW GRHV SR WV R GDPDJH The primary weapons of the eyes of the deep, however, are their eyes. The creature’s large central eye emits a cone of blinding OL W HHW GH DW its start, 30 feet long, and 20 feet wide at its base. Those in the cone must VD H V SR VR R H VW HG for 2-8 (2d4) rounds. The eye of the deep also has two smaller eyes on long stalks, and uses RWK WR FUHDWH LOO VLR Acting independently, the small eyes are able to cast ROG SHUVR D G ROG PR VWHU VSH V HVSH W H The eye of the deep has an Armor Class of 5 everywhere, including its eyes and eye stalks. If its eyestalks are severed they will grow back in D R W D HH DXWK EHKROGHU NLQ The Gauth is a relative of the beholder that feeds on magic. Its spheri D RG V HHW G DPHWH D G R R R PRWW HG WK S S H and gray. Located in the center of the gauth’s forward hemisphere is a D JH H W D H H V R GHG D J R VPD H H HV WKDW D H S RWH WHG by ridges of tough esh. These secondary body eyes provide the creature with normal vision in lighted areas and infravision to 90 feet. On the un derside is the beast’s fearsome mouth with its accompanying cluster of R HHG J WH G V K H WKH WRS V DGR HG WK D R R V H H stalks. Attacks on the creature hit as follows: ROO
/RFDWLRQ RG Central Eye Eyestalk/Tendril
6SHFWDWRU EHKROGHU NLQ Another relative of the beholder, the spectator is a guardian of places and treasures, and capable of limited planar travel. Once it is given a task, the spectator will watch for up to 101 years. It will allow no one to use, borrow, or examine an item or treasure, except the one who gave it its orders. The VSH WDWR KDV D D JH H W D H H D G R VPD H H H VWD V S RW G J RP WKH WRS R WV KR H J VSKH D RG The spectator is dif cult to surprise, and has a + 2 surprise modi er and a + 1 initiative modi er. It is basically a passive creature, and will attempt WR RPP DWH D G PS D W V HVWLR as its rst act, unless it is immedi DWH DWWD HG 6W J D VSH WDWR KDV WKH R R J H H WV
LW 3RLQWV As listed 3D W R RG K W SR WV
:K H WKH JD WK V V P D WR WKH HKR GH WV D W WR HHG R WKH H H J of magical objects makes it even more dangerous in some ways. :KH D JD WK PR HV WR RP DW W HJ V WR J R P K DV W H H the object of a faerie re spell, to attract the attention of its foes. A creature WKDW PHHWV WKH D H R WKH H W D H H P VW R D V HVV VD J WK R V VSH WK D SH D W R H D H WHG DV WKH W P R D IHHEOHPL G VSH If a gauth chooses to bite with its great maw, the sharp fangs in ict 3d4 points of damage. The four tendrils around the mouth can grab and hold victims as if they had a Strength of 18, but they can in ict no damage. A gauth in combat can also employ its six eye stalks. These eyes have WKH R R J SR H V
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A spectator, if blinded in all of its eyes, cannot defend its treasure and will teleport to the outer plane of Nirvana. This is the only condition un der which it will leave its post. Its eyes regenerate in one day and then it returns. If the treasure is gone, the creature again leaves for Nirvana, H H WR HW Spectator has a general magic resistance of 5%. As long as the central H H V GDPDJHG W D D VR re ect R H VSH DVW DW W SH R G VH G ing it back against the caster. This does not apply to spells whose range is touch. Re ection occurs only if the spectator rolls a successful saving throw vs. spell. If the saving throw fails, magic resistance (and a further saving throw) must be rolled. Re ection is possible only if the caster is standing within the 60 degree arc of the central eye. Only the spellcaster is affected by a re ected spell. All of the smaller eyes may be used at the same time against the same target. Their powers are:
&D VH VHULR V R GV (as spell, 30-foot range). 5HS OVLR (as spell, 10-foot wide path, 40-foot range) &R H RI FROG (as spell, in icts 3d4 points of damage and has an area of effect 5 feet wide at the start, 50 feet long, and 20 feet wide at the base; this H H D H VHG R WK HH W PHV SH GD /L W L EROW (as spell, in icts 4d4 damage with 80’ range; this power D H VHG S WR R W PHV SH GD 3DUDO DWLR (as wand, 40-foot range, single target; only a GLVSHO PD LF R the beholder’s death can free the victim) HRPHU GUDL (see below)
23
Beholder and Beholder-kin &UHDWH IRRG D G DWHU (creates the amount of food and water for a large meal for up to six people; this takes one full round) &D VH VHULR V R GV (in icts 2d8 + 3 points of damage to a single being at a range of 60 yards; a saving throw vs. spell is allowed for half damage) 3DUDO DWLR UD (range 90 feet, one target only, for 8d4 rounds). 7HOHSDW (range 120 feet, only one target; communication is possible in WK V D D G WKH HDVW D D VR S D W D V HVWLR WKH WD JHW D V D VD J throw vs. spell; the V HVWLR V D D V WR HD H SHD H If properly met, the spectator can be quite friendly. It will tell a party exactly what it is guarding early in any conversation. If its charge is not WK HDWH HG W D H H DP D H D G WD DW H V J WV WH HSDWK Spectators move by a very rapid levitation, in any direction. They will drift aimlessly when asleep (20% likely when encountered), never touch J WKH J R G The treasure being guarded is 90% likely to be a magical item. If the VSH WDWR JD V GH WD W HDV H K H SH R P J WV G W WK V V RW part of its charge and it will freely allow it to be taken. Incidental treasure can be generated as follows: 40% for 3-300 coins of mixed types, 30% for 1d6 gems of 50 gp base value, 20% for 1d4 potions, 15% for a +1 piece of armor, 15% for a +1 weapon, and 5% for a miscellaneous magical item valued at 1,000 XP or less. Spectators are summoned from Nirvana by casting PR VWHU V PPR L 9 WK PDWH D RPSR H WV R WK HH R PR H VPD H HV RP D HKR GH (The chance of success is 10% per eye.) The spectator can be RPPD GHG only to guard some treasure. It performs no other duty, and RPPD G ed to undertake some other task, it returns to Nirvana immediately. If its J D GHG W HDV H V H H GHVW R HG R VWR H WKH VSH WDWR V H HDVHG RP service and returns to Nirvana. The summoner may take the item with no WH H H H RP WKH VSH WDWR W WK V H HDVHV WKH HDW H
& DUP powers are lost in undeath. The two eyes that charmed either become useless (60%), or function as weak ROG PR VWHU effects (40%). A be J D J WR VD H DJD VW V K D ROG remains held as long as the eye’s gaze remains steadily focused on them. If the eye is turned on another being, or WKH W P KRRGHG R R HPR HG WKH ROG DVWV D RWKH R GV HDWK W D WV D H PP H WR VOHHS F DUP D G ROG VSH V If not controlled by another creature through magic, a death tyrant hangs motionless until its creator’s instructions are ful lled (for example, “Attack all humans who enter this chamber until they are destroyed or ee. Do not leave the chamber.”). If no instructions are given to a “new” death tyrant, it attacks all living things it perceives. In most cases, death tyrants D H HDWHG WK R JK WKH PDJ R H H JV 6RPH R W DVW PDJ V J HKR GH V KD H H H HH R WR HDWH GHDWK W D WV RP WKH R R W DWH HWK H Death tyrants have no self-awareness or social interaction; they are mind less servants of more powerful masters. “Mindless” is a relative term; the R H K JK WH JH W D V R GHDWK W D WV VW VH H HV V WR SH H H D G DWWD HD RHV :KH D GHDWK W D W V R W R HG D RWKH H J R V GH W WR KD H WKH WH JH H R WV R W R H Death tyrants are created from dying beholders. A spell, thought to KD H HH GH H RSHG K PD PDJHV WKH HPRWH SDVW R HV D H KR GH RP D J WR D GHDG VWDWH D G PS WV WV D WK structions. “Rogue” death tyrants also exist: those whose instructions spe ci cally enable them to ignore all controlling attempts. These are immune WR WKH R W R DWWHPSWV R D RWKH H JV HKR GH V R WH HD H WKHP DV W DSV DJD VW DV A beholder’s mind uctuates wildly in the frequency and level of its PH WD D W W V DP J R PD F DUP PR VWHU D G FR WURO GHDG VSH V A special spell must be devised to command a death tyrant.
QGHDG HKROGHU HDWK 7 UDQW Death tyrants are rotting, mold-encrusted beholders. They may be shriv H HG R GV H SRV J WKH WH D VSKH D HW R V R D V among the remnants of their exoskeletal plates. All sport wounds, some have eyestalks missing, or a milky lm covering their eyes. They move D GW PR H V R WKD J HKR GH V VW JD G J J WKH H HV WR HD DVW D RP DW R G An undead beholder can use all the powers of its surviving eyes, just as it did in life. The powers of 2-5 eyes (select randomly, including the central eye) are lost due to injuries or death, and the change to undeath. Although a death tyrant “heals” its motive energies through time, it cannot regener DWH RVW H HVWD V R WKH SR H V
6DYLQJ 7KURZV Most beholders make saving throws according to their Hit Dice. The death kiss makes saving throws as a l0th-level warrior. The typical beholder and GHDG HKR GH V PD H VD J WK R V DV R R V UHDWXUH KLW SRLQWV
24
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LYH 0RWKHU Any remote 9H DH 6R WD Any Omnivore Genius (17-18)
LUHFWRU Any remote 9H D H 6 DG D Omnivore Average (8-10)
( DPLQHU Any remote 9H D H 6 DG Night Omnivore Genius (17-18)
/HQVPDQ Any remote 9H D H 6 DG D Insectivore Low (5-7)
7 ( 6 ( /, 10(17
I, S, T Lawful evil
* Lawful evil
V (×4) Lawful neutral
5 Neutral evil
Fl 6 (A)
2 (4) 15, Fl 3 (A) 12 (8)
Fl 6 (C)
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0DJ Nil 20% H (8-10’ in G DPHWH Fanatic (18)
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
2YHUVHHU Any remote 9H DH 6R WD Any Omnivore 6 S D JH V (19-20) U Lawful evil
:DWFKHU Any remote 9H DH 6R WD Any 6 D H JH Semi- (2-4) Nil Neutral
Fl 6 (A)
R HDSR 0DJ 0DJ 25% M (4’ in diameter)
R HDSR Nil 0DJ Nil M (5’ tall)
0DJ 0DJ 35% H (15’ tall)
Steady (11)
Elite (14)
Champion (16)
0DJ 0DJ Nil L (6’ in G DPHWH Average (10)
R WD DWWD V A director’s central eye has the power of de ection D R G H WR V H D penalty to the attack roll and damage is halved. The G H WR D VR JD V D R V WR D VD J WK R V DJD VW VSH V DVW those in the eld of vision of the central eye. H WR PR WV VHHP WR KD H GH HG RP D VH W VWR DV WKH D H R H HG K W D G KD H V PS H H H VSRWV D G P W S H P V H WR V R PD SRVVHVV + W H W KH PR WHG WKH G H WR D G PR W D H W HDWHG DV D V J H HDW H KRVH + W H H D V WKH V P of those of the director and the mount. After a director/mount suffers half damage, the mount’s speed is reduced to half and the director gets only one physical attack per round. A director may ee and leave his mount to fend for itself (the mount suffers a –4 penalty to its attack rolls). Directors have an AC of 4, but are AC 2 when mounted. Directors may use all of WKH R PD SR H V K H PR WHG WK WKH HVW W R V R HKR GH WD JHW J D J HV UDZOHU (a typical mount): A crawler resembles a cross between a cen tipede and a spider. It has 4 Hit Dice. It has 10 legs, two pairs of frontal antennae, and two ghting spider fangs that can be used for separate stab J DWWD V D V J G SR WV R GDPDJH HD K 9 W PV KR D WR R successful saving throws vs. poison are paralyzed for 1d4 rounds. Crawl ers are omnivores that prefer to eat smaller creatures. Unmounted, they may roll into a ball to gain an AC of 0. They have cutting mandibles be HDWK WKH R W D JV
LYH 0RWKHU EHKROGHU NLQ The legendary hive mothers are also called the “Ultimate tyrants”, or just “Ultimates”. They are twice the size of typical beholders, and differ in DSSHD D H DV H Their mouths are larger, so large that they can gulp down a man-sized target on a natural die roll of 20. Once swallowed, the prey takes 5-20 points of damage (5d4) each round until it is dead or escapes. The be holder’s mouth is not very deep, so a victim can escape by making a suc HVV DWWD R The ultimate has no eyestalks, but its magical eyes are protected by hooded covers in the esh of the creature’s body, so that they cannot be severed. The central eye has 15 hit points. ROO
/RFDWLRQ LW 3RLQWV RG + Central Eye KS The ultimate’s true ability is in controlling the actions of large numbers of beholders and beholder-kin. A hive mother may have 5-10 ordinary beholders under its command, or 5-20 abomination beholder-kin (see be low), which it communicates with telepathically. A nesting hive mother VSH V G VDVWH R WKH V R G J HJ R DV W D DSSD H W HDWH D community of beholders, beholder-kin, and abominations. If destroyed, WKH HKR GH V D G HKR GH W R HD K RWKH R VHH WKH R D V + H PRWKH V PD H WKH D HVW D VWR R WKH HWWH R HKR GH WKH H W VWHS R WV H R W R D PDJ D P WDW R R D VHSD DWH VSH HV The reality remains unknown.
( DPLQHU DERPLQDWLRQ An examiner is a 4-foot diameter sphere with no central eye and only four small eyes, each at the end of an antenna, mounted atop the sphere. They have one small, lamprey-like mouth on their ventral surface. The mouth is surrounded by four multi-jointed limbs ending in gripper pads. These P V D S S D G PD S DWH WRR V WKH K H VW H JWK R WKH H DP H Examiners are scholars and clerks involved in spell and magical item enhancement, research, and creation. They can use any artifact or tool as well as humans, and they can wield up to four items at a time. Examiners regenerate 1 point of damage each round. The powers of their four eyes are given below (all spell-like effects are cast at the 8th level).
LUHFWRU DERPLQDWLRQ Directors are a social warrior-beholder, and breed specialized mounts. They mindlink with their mounts to better control them. Directors resemble beholders, but their central eye is smaller. They pos VHVV R V VPD H HV R HW D WD H H H VWD V H WR V KD H D D JHG PR WK H R WKH H W D H H D G SRVVHVV WK HH D HG VH VR WH G V on their ventral surface. These tendrils are used to cling to the mount and WK WV P WHG P G Directors’ eyes have their own powers:
( ODU H R 5HG FH ,GH WLI R /H H G /RUH 7UD VP WH )RUP (similar to a WR H DSH VSH R PDJ D R J PDWH D Spell Re ection DV D UL RI VSHOO W U L
0D LF 0LVVLOH (as spell, 2/round) U L +D GV (as spell at 8th level) DOO RI ,FH (as spell) OR (as spell) ( HU DWLR (as spell) ,PSUR HG 3 D WDVPDO )RUFH (as spell)
25
W
R V R D W SHV R
Beholder and Beholder-kin 7U H HHL D G ( 3 G D FHG ,OO VLR D G HPL DGR 0D LF 7HOHNL HVLV D G 7HOHSRUW Compound Eye: 0HVVD H 7R HV D G HVWLR Watchers are not aggressive warriors; they prefer misdirection and ight to actual confrontation.
/HQVPDQ DERPLQDWLRQ A lensman has one eye set in the chest of its ve-limbed, star sh-shaped, simian body. Beneath the eye is a leering, toothy maw. Four of the ve limbs end in three- ngered, two-thumbed, clawed hands. The fth limb, atop the body, is a prehensile, whip-like tentacle. Its chitin is soft and there are many short, y-like hairs. Lensmen are the only kin to wear any sort of garb—a webbing that is used to hold tools and weapons. Their preferred HDSR V D H GR H KHDGHG SR HD PV Lensmen are semi-mindless drones that don’t question their lot in life. The eye of each lensman possesses only one of the following six special powers (all at the 6th level of ability).
2WKHU HKROGHUV DQG HKROGHU NLQ The beholder races are not limited to the ones presented here. The plastic DW H R WKH HKR GH D H D R V PD P WDW R V D G D RP DW R V WKH HHG G J W RW P WHG WR WKH R R J HKROGHU 0DJH 6K HG RWKH HKR GH V WK V V D HKR GH K K KDV S SRVH G ed its central eye, so that it might cast spells. It does so by channeling spell H H J WK R JK D H HVWD HS D J WKH R PD H H W WK WKDW R D VSH R WV KR H
(PRWLR +HDO LVSHO 0D LF 7R HV 3 D WDVPDO )RUFH 3URWHFWLR V (as scrolls, any type, but only one at a time)
(OGHU 2UE These are extremely ancient beholders of godlike intelligence and power. Though they have lost the function of some of their eyestalks, they have more hit points and are able to cast spells. They can supposedly create and R W R GHDWK W D WV
2YHUVHHU DERPLQDWLRQ Overseers resemble eshy trees. They have 13 limbs, each of which ends in a bud that conceals an eye; one of these limbs forms the top spine, and three yammering mouths surround the spine. There are eight thorny, vine-like limbs that are used to grasp tools and for physical defense, in icting 1d10 + 2 points of damage each. Overseers sit on root-like bases and can inch along when movement is required. They cannot levitate. Overseers are covered with a fungus which changes color as the over VHH V GHV H RPPR PRWW HG J HH J D D G R Overseers may use any physical weapons or artifacts. The powers of their 13 eyes are as follows (all magical effects are cast at 14th level).
2UEXV This is a stunted, pale-white beholder retaining only its anti-magic eye D G HS WHG WR KD H J HDW PDJ D D W RRPVSKHUH This ghost-like undead beholder is created by magical explosions. .DVKDULQ An undead beholder, it passes on the rotting disease which killed it.
&R H RI &ROG LVSHO 0D LF 3DUDO VLV & DL /L W L 7HOHNL HVLV H JKW (PRWLR 0DVV & DUP RPL DWLR 0DVV HVWLR 0DMRU &UHDWLR SHOO 7 U L HUWH V SHOO ,PP LW 7HPSRUDO WDVLV
VWHUHDWHU This abomination is a great boulder-like beholder-kin without eyes. RUEHO The gorbel is a wild, clawed beholder-kin lacking magic but with the nasty KD W R H S RG J DWWD HG In addition, there are beholders which are in all appearances “normal” but KD H H HV WK D WH DWH PDJ D D W HV V K DV D GHWHFW OLH VWHDG R D GHDW D 6 K HDW HV D H V D W HDWHG DV R W DVWV D WKH HKR GH D G HKR GH D HV
An overseer’s AC is 2, but each eye stalk is AC 7 and is severed if it suf H V SR WV R GDPDJH Like hive mothers (that operate with them), overseers can convince similar beholders and beholder-kin to work together. Overseers are very S RWH W H R WKH KHD WK D G D D V KD H R H R W R HKR GH J D GV and at least a half dozen directors protecting their welfare. :DWFKHU DERPLQDWLRQ :DW KH V D H RRW G DPHWH VSKH HV WK WK HH H W D H HV D D JHG around the circumference of the sphere. These eyes are huge and unlid ded. On the crown of the sphere is a compound eye and a ring of six eye spots that make it dif cult to surprise a watcher. A large tentacle with D D HG S HKH V H SDG H WH GV RP WKH H W D V D H JKW HK G WKH VPD PR WK WK WV DVS H WR J H :DW KH V HHG R D R D G stunned prey. They are information gatherers and are the least brave of all WKH H H W D W D HV :DW KH V D DWWD WK WKH V J H WH WD H R G SR WV R GDP age. The tentacle also in icts an electrical shock; victims who fail a system VKR R D R V R V Each of a watcher’s main eyes has two powers, and the compound eye on top may draw on three different abilities. The six eye spots have no VSH D SR H V
26
Bird LUG RRG +D RR H R GR Crow (See Raven) Eagle, Giant Eagle, Wild Eblis
3
09 1, Fl 24 (B) 15, Fl 15 (D) 3, Fl 24 (D)
7
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Hawk, Large King sher Owl Owl, Giant Owl, Talking 5D H 5D H + JH 5D H * D W Sky sher 6 D 9 W H 9 W H *D W :D
1, Fl 33 (B) 1, Fl 36 (C) 1, Fl 27 (D) 3, Fl 18 (E) 1, Fl 36 (C) 1, Fl 36 (B) 1, FL 27 (C) 3, Fl 18 (D) 3, Fl 24 (C) 3, Fl 18 (D) 3, Fl 27 (E) 3, Fl 24 (D)
1 (2)
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1-6 (×2)/2-16
3, Fl 48 (D) 1, Fl 30 (C) 12, Fl 12 (C)
Emre Falcon Flightless
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Elite (13) Average (9) Champion (15-16)
1-4 (×4) R + +
Unsteady (7) Unsteady (6) Average (8-10)
+ + +
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Avians, whether magical or mundane in nature, are among the most inter esting creatures ever to evolve. Their unique physiology sets them apart RP D RWKH H D G WKH J D H D G HD W KD H HD HG WKHP D S D H R HVSH W D G DGR DW R WKH WD HV R PD D HV
0RUDOH Steady (11) Steady (11-12) Average (8-10)
R
R
Average (9) Unsteady (7) Unsteady (5-7) Steady (11-12) Champion (15) Average (8-10) Steady (11-12) Elite (13-14) Average (9) Unsteady (6) Unsteady (5-7) Average (8-10) Unsteady (7)
3 9DOXH
650 (normal) 1,400 (spell VH + + +
(DJOH LDQW Giant eagles stand 10 feet tall and have wing spans of up to 20 feet. They share the coloration and ghting methods of their smaller cousins. How H H D J D W HDJ H G HV PR H WKD HHW W DGGV WR WV DWWD R D G GR HV WV D GDPDJH * D W HDJ HV KD H H HSW R D H HV JKW D G KHD J D G D RW H V prised except at night or in their lair, and then only 10% of the time. Far PR H VR D WKD R PD HDJ HV S WR HVWV D H R G WKH VDPH D HD R H HVW R HD K PDWHG SD * D W HDJ HV D H W D HG D G WKH HJJV VH R WR JS
ORRG DZN Blood hawk hunt in ocks and are fond of humanoids. They continue to DWWD K PD V H H WKH PH HH KDV JR H DJD VW WKHP 0D H RRG KD V K PD V RW R R RRG W D VR R JHPV K K WKH VH WR H WKH HVWV DV D D HPH W WR HPD HV RREULH The boobrie, giant relative of the stork, stands 12 feet tall. A boobrie’s diet consists of giant cat sh and other wetland denizens. When times are lean, the boobrie feeds on snakes, lizards, and giant spiders. Its occasional GHSH GH H R D G HW R HDW HV WKDW GH H D WR WH KDV PDGH WKH boobrie immune to all poisons. When a boobrie hunts, it nds a grove of tall marsh grass or similar vegetation and slips into it. Once in its hunting G W HPD V VW R KR V DW D W PH W S H RPHV WK V JKW :KH HPS R J WK V PHD V R DP VK WV RSSR H WV V H D SH D W WR WKH V S VH R V
(EOLV Their bodies look like those of storks, with grey, tan, or off-white plum age on their bodies and sleek black necks. Their heads are narrow and end in long, glossy-black, needle-like beaks. Eblis speak a language of chirps, whistles, and deep-throated hoots. In addition, spellcasting eblis KD H PD DJHG WR HD D G PH WD H V R R RPPR D R J WKHP to converse with those they encounter. Each community is led by one in dividual with spellcasting ability. These eblis cast 2d4 spells per day as 3rd-level casters. To determine the available spells, roll 1d8 and consult WKH R R J WD H S DWH R V G DWH WKH VSH PD H HPS R HG PR H WKD R H SH GD ROO 6SHOO ROO 6SHOO GLEOH ODPHU + S RWLF SDWWHU O U SRRN & D H VHOI DOO RI IR + S RWLVP LVSHUL L G Eblis love shiny objects (like gems); even the most wise and powerful of the eblis can be bribed with an impressive jewel. An eblis community consists of G K WV W RP VW D D G J DVVHV RPPR WR WKH PD VK D R G WKH RP munity. Care is taken by the eblis to make these huts dif cult to detect. In DW R D GHWH P HG VHD K R WKH D HD D D JH R VRPHR H WK WKH animal lore pro ciency is likely to uncover the community. All eblis secrete an oil that coats their feathers and provides them with a +1 bonus to all saving throws against re- and ame-based attacks. Any damage caused by a re- or ame-based attack is lessened by –1 for each G H R GDPDJH The evil nature of the eblis is best seen in the delight it takes in hunting and killing. When an eblis spots travelers who have objects it desires for WV HVW W DWWD V 6 H WKH H V V J WKHVH DWWD V R WH WD H WKH R PV R DP VKHV
RQGRU R GR V PHDV H WK HH WR V HHW D G KD H D JVSD R WR HHW They rarely land except to feed—they even sleep in ight. Condor eggs and hatchlings are worth 30-60 gp. They can be trained to act as spot ters or retrievers. Humanoids of small or tiny size can train them as aerial mounts. Used in this way, they can carry 80 pounds, either held in their D V R G J DWRS WKH D V (DJOH An eagle typically attacks from great heights, letting gravity hurtle it to ward its prey. If an eagle dives more than 100 feet, its diving speed is double its normal ying speed and the eagle is restricted to attacking with its claws. These high-speed attacks gain a +2 attack bonus and double damage. Eagles are never surprised because of their exceptional eyesight and hearing. Eagles mate for life and, since they nest in one spot, it is easy to identify places where eagles are normally present. On occasion, in an D HD R K HHG J G HDJ HV D H H R WH HG VWHDG R WKH R PD individual or pair. Eagles generally hunt rodents, sh, and other small animals. Eagles also feed on the carrion of recently killed creatures as well. Eagles never attack humanoids, though small creatures like brown HV KD H WR H D R D K W J HDJ H
27
Bird )DOFRQ Falcons are smaller, swifter, and more maneuverable than hawks. These GV R S H D H HDV W D HG D G D H S H H HG K WH V R H KD V Trained falcons sell for around 1,000 gp each. )OLJKWOHVV LUG These avians are typi ed by the ostrich, emu, and rhea. Although they VKD H PD R WKH SK V R RJ D DGDSWDW R V WKDW H D H RWKH GV WR take wing and break the bonds of earth, they are unable to y. The ostrich is the largest and strongest, standing 8 feet tall and weigh ing 300 pounds. The animal’s small head and short, at beak are perched atop a long, featherless neck. The ostrich is able to run at 40 miles per hour. If forced to ght, an ostrich uses its legs to deliver a kick that in icts G SR WV R GDPDJH The emu reaches 6 feet high and 130 pounds. Unlike those of their D JH R V V WKH JV R D HP D H G PH WD DSSH GDJHV K GGH H HDWK WKH RD VH KD H HDWKH V The rhea resembles a small ostrich, standing 3 feet tall and weighing 80 pounds. The differences between the two species lie in the structure of the feet and the tail feathers. Ostriches have two toes, while rheas have three, and ostriches have elegant, owing tail plumes, while the rhea’s are far shorter. Long feathers on the bird’s sides swoop down to cover the VW WHG WD HDWKH V DZN Hawks have wingspans up to 5 feet. They attack in plummeting dives, usually from a height of 100 feet or more. This dive gives them a +2 at tack bonus, enabling their talons to in ict double damage. Hawks cannot DWWD WK WKH HD V G J WKH R G K K WKH VH D G H DWWD After the initial dive, hawks ght by biting and pecking with their beaks, WHD J DW WKH RSSR H WV WK WKH WD R V +D V WD JHW H HV D G WKH have a 25% probability of striking an eye whenever their beak strikes. Op ponents struck in the eye are blinded for 1d10 rounds and have a 10% KD H R RV J WKH VH R WKH H H H D VH R WKH V SH R H HV JKW hawks can never be surprised. Any intruder threatening the nest is at tacked, regardless of size. If taken young and trained by an expert, hawks can be taught to hunt. Fledglings bring 500 gp and trained hawks sell for DV P K DV JS
DYHQ URZ 5D H V D G R V D H R WH P VWD H DV DG RPH V V SH VW W R V D P ers and peasants. They attack with strong claws and their long, sharp beaks. Ravens employ a grab and peck approach to combat. These birds are 10% likely to attack an opponent’s eyes. If successful, the attack causes the opponent to lose an eye. All birds of this type travel in ocks. Any encountered solo are actually scouts. As soon as they see any approach J HDW H WKH V R WV J H D J HV D G PD WD D VD H G VWD H WR HHS W D R WKHP H D VH R WKH V R WV D H V D RW H V S VHG G J GD JKW R G W R V DYHQ LDQW Giant ravens are both pugnacious and easily trained (if raised from edg JV D G D H R WH VHG DV J D GV D G PHVVH JH V :K H WKH D H WRR small to be used as mounts by all but small humanoids (i.e., faerie folk and 3 V GH WKH H H WV R D SRWLR RI GLPL WLR WKH VW H JWK R WKHVH GV is enough to carry an adult hal ing.
2ZO Owls hunt rodents, small lizards, and insects, attacking humans only when frightened (or magically commanded). They have 120’ infravision and qua druple normal hearing. They y in total silence, giving their prey a –6 pen alty to their surprise rolls. Owls cannot be surprised during hours of dusk and darkness; during daylight hours, their eyesight is worse than that of K PD V V H J D R WKH V S VH R G V R H HG WKH GD JKW roosting place. Owls attack with sharp talons and hooked beaks. If they swoop from a height of 50 feet or more, each attack is +2 and in icts double GDPDJH W R HD DWWD V SRVV H
DYHQ XJH + JH D H V KD H PD R V G VSRV W R V R DV R D VH J H PDV ters. Not all raven familiars and consorts are evil—the alignment of the PDVWH V D GH V H D WR V K D D JHPH WV 9XOWXUH Vultures are scavengers that search the skies for injured or dead creatures to feed upon. They measure 2 to 3 feet long with a wingspan of up to 7 feet. Greasy blue-black feathers cover the torso and wings; its pink head V D G 9 W HV D H R D GV D G DW W D WH GHG PHD VWRSV moving. If six or more vultures are present, they may attack a weakly moving victim. If the victim defends itself, the vultures move out of reach W PD WD WKH GHDWK DW K HDW HV WKDW D H R V R V GHDG R magically sleeping or held are potential meals. If the surviving combat D WV D H WKH WKD HHW RP WKH D H HDW HV WKH W HV D JKW and begin feeding. Because of their diet, vultures’ kin have developed a DW D HV VWD H WR G VHDVH D G R JD WR V
2ZO LDQW These nocturnal creatures inhabit very wild areas, preying on rodents, large game birds, and rabbits. They are too large to gain swoop bonuses but can y in nearly perfect silence; opponents suffer a –6 on their surprise R * D W R V PD H H G WR D G K PD V WKR JK WKH D H DW rally suspicious. Parents will ght anything that threatens their young. Eggs sell for 1,000 sp and hatchlings sell for 2,000 sp. 2ZO 7DONLQJ Talking owls appear as ordinary owls, but speak common and six other languages (DM’s option). Their role is to serve and advise champions of JRRG D VHV R GD JH R V HVWV K K WKH GR R G HH V W HDWHG kindly on the rst encounter; a talking owl feigns a broken wing to see how a party will react. Talking owls can GHWHFW RRG They have a wisdom V R HR WK WKH DSS RS DWH VSH PP W HV
9XOWXUH LDQW *D W W HV PHDV H WR HHW RPHVW DWHG J D W W HV D H trained to associate speci c species (i.e., as humanoids) with food, hence WKH GV R H W DWH R R DW J WKRVH HDW HV * D W W H HJJV D G KDW K JV D H R WK JS
28
Brain Mole Any/Below ground 9H DH Family Night 3V R H H J Animal (1) Nil Neutral
/,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
KS Nil Nil Nil 3V R 3V R Nil T (3” long) Unsteady (5-7)
These small, furry animals are nearly blind, and look like normal moles. Brain moles are seldom seen, however. They live in underground tunnels, burrowing through rock as easily as through dirt. Usually, the only dis cernible evidence of a brain mole’s presence is a network of blistered stone or mounded dirt above ground, which marks the tunnel complex. These HDW HV GDPDJH PR H WKD D GV DSHV KR H H D PR HV HHG R psionic activity. From the protection of their tunnels, they will psionically burrow into a victim’s brain, and drain his psionic energy.
A brain mole can perform mindwipe up to a range of 30 feet. Strangely H R JK D D PR H P VW HVWD VK R WD W H R H V J SV K G D Furthermore, it can only perform psychic drain upon psionicists or psion HDW HV +R H H W GRHV RW KD H WR S W WKHP WR D W D H R D GHHS sleep rst, it just starts siphoning away psionic energy.
RPEDW A brain mole commonly attacks its victim in forests or under ground; in either case, the creature is usually out of its direct line of sight. The mole waits for a psionically endowed being to appear above it, or it R VHD K R S H D PR HV KD H D DWH SV R VH VH D G D D WRPDW D GHWH W D SV R D W W WK D GV +R H H WKH D R HHG R SV R H HJ KH WKH W P V HD WK D GV WKH WP is a psionicist or psionic creature, 30 feet if the victim is a wild talent. The mole can’t get a x on its prey until the victim actually uses a psionic SR H Once a brain mole locates a victim it will attempt to establish contact. If contact is made, it will attempt to feed. If the victim is a wild talent, feed ing is accomplished by using mindwipe. If the victim is a psionicist (or psionic creature), feeding is accomplished through ampli cation. A brain mole does not attack maliciously. It must feed at least once a HH R W GH 3VLRQLFV 6XPPDU /HYHO LV 6FL
HY
WWDFN HIHQVH MT/M-
6FRUH
DELWDW 6RFLHW D PR HV H DP WV WKDW GH R H PD H one female, and 1d6 young (one of which may be old enough to feed by it self). Large brain mole towns of up to 3d6 family units have been reported. Of course, these only occur in places frequently traveled by the psionically HPSR H HG (FRORJ Though brain moles can be dangerous to some, others keep them as pets. The moles are rather friendly, and easily tamed. They are favored by royalty, who enjoy the special protection which only brain moles can S R GH 6RPH VDJHV D P WKDW H H D GHDG D PR H D R H S RWH tion from psionic attacks, provided the carcass is worn about one’s neck DV D PHGD R 6RPHW PHV R HV KR KD H HH KD DVVHG D SD W D SV R VW VH G KH RHV R W R HVWV R WKH WW H RGH WV On the open market, adult brain moles sell for 50 gp. Youngsters sell R JS HD K
363V
7HOHSDWK 6FLHQFHV mindlink, mindwipe; HYRWLRQV R WD W P G WK VW 0HWDSVLRQLFV HYRWLRQV psychic drain (no cost), psionic sense
29
Broken One /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
RPPRQ Any land 5D H 3D Any (night) 9D HV Low (5-7) I, K, M Neutral evil
UHDWHU Any land 9H 5D H 3D Any (night) 9D HV High (13-14) I, K, M; Z in lair Neutral evil
3-12 (3d4) 7 (10)
1-4 (1d4) 5 (8)
1-6 (or by HDSR 6HH H R 5HJH H DW R Nil M (4-7’ tall) Unsteady (5-7)
1d8 (or by HDSR 6HH H R 5HJH H DW R Nil M (4-7’ tall) Steady (11-12)
Broken ones (or D LPDO PH are the tragic survivors of scienti c and magi D H SH PH WV JR H D :K H WKH H H R H K PD WKH H JV KD H H RPH P J HG WK WKRVH R D PD V D G WKH H DW H KDV been forever altered by the shock of this event. It is rumored that some R H R HV D H WKH HV W R D HG DWWHPSWV DW UHV UUHFWLR UHL FDU DWLR R SRO PRUS VSH V :K H R H R HV RR PR H R HVV K PD WKH D H SK V D D SHG and twisted by the accidents that made them. The characteristics of their non-human part will be clearly visible to any who see them. For example, D R H R H KR KDV HH VHG WK WKH HVVH H R D DW P JKW KD H horri c feral features, wiry whiskers, curling clawed ngers, and a long, K S H WD R H R HV R KDWH H D J DJHV WKH H DV K PD H JV and 10% of them can communicate with their non-human kin as well. It V RW RPPR R WKH VSHH K R D R H R H WR H KHD D H WHG R V HG WKH GH R P W HV R WV RG
:KH D VR HW R WKHVH PR VWH V V R G W D D V HW D D ture. There will be from 10-60 typical broken ones with one greater broken one for every 10 individuals. The greater broken ones (described below) will act as leaders and often have absolute power over their subjects. (FRORJ R H R HV D H DW D RP DW R V R PH D G D PD V Their individual diets and habits are largely dictated by their animal na tures. Thus, a broken one who has leonine characteristics would be carniv R R V K HR H VHG WK WKH HVVH H R D KR VH R G H HJHWD D There are no known examples of a broken one who has been formed with WKH HVVH H R D WH JH W R K PD HDW H Broken ones do manufacture the items they need to survive. These are VH GRP R H HSW R D D W KR H H D G D H R WW H R R WH HVW WR outsiders. Occasionally, broken ones may be captured by evil wizards or VDJHV KR VK WR VW G WKHP
RPEDW R H R HV WH G WR H H V H HDW HV D G RP DW WK WKHP V D H 6W WKH D H VW R J RSSR H WV R H R HV D H D PRVW D D V blessed with a greater than human stamina, re ected in the fact that they always have at least 5 hit points per Hit Die. Thus, the weakest of broken ones has at least 15 hit points. In addition, broken ones heal at a greatly D H H DWHG DWH HJH H DW J K W SR W HD K R G A broken one will often wield weapons in combat, in icting damage ac R G J WR WKH HDSR VHG 0D R H R HV KD H D VR GH H RSHG D V R J HDW VW H JWK K K PD HV WKHP GHDG D PHG RP DW +H H all such creatures in ict 1d6 points of damage in melee. Unusually strong VW D V P JKW H H H R VHV WR DWWD D G GDPDJH R V Many broken ones have other abilities (night vision, keen hearing, etc.) that are derived from their animal half. As a general rule, each creature KD H D V J H D W R WK V VR W
UHDWHU URNHQ 2QHV From time to time, some animal men emerge who are physically supe R :K H WKH D H VW KR H WR RR SR D G D RW G H DPR J men, they are deadly gures with keen minds and powerful bodies. Their W VWHG D G R H VR V KR H H R WH HDG WKHP WR D WV R RH H DJD VW R PD PH These creatures regenerate at twice the rate of their peers (2 hit points per round) and in ict 1d8 points of damage in unarmed combat. When V J HDSR V WKH JD D WR R V R D DWWD D G GDPDJH R V Like their subjects, they often have special abilities based on their ani mal natures. Such powers, however, are often more numerous (from 1-4 D W HV D G PD H H H HWWH WKD WKRVH R WKH D PD WKH D H G D from. For example, a greater broken one who is created from scorpion stock might have a chitinous shell that gives it AC 2 D G W P JKW KD H D SR VR R V VW JH
DELWDW 6RFLHW R H R HV WH G WR JDWKH WRJHWKH D GV R HW HH 10 and 60 persons. Since they seldom nd acceptance in human societies, WKH VHH R W WKH R GD GG H VH GHG D HDV R GH VH RRGV or rocky wastes far from the homes of men. From time to time they will DWWD D K PD DJH R D D D H WKH R V SS HV VH GH H VH R simply out of vengeance for real or imagined wrongs. If possible, they will W WR VHH R W WKH HDWR D G GHVW R K P R WKH W D V R PDW R V KH KDV R JKW SR WKHP
30
Brownie /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7
URZQLH Temperate rural 5D H Tribal Night 9HJHWD D
,17(//, (1 ( 7 ( 6 ( /, 10(17
High (13-14) O, P, Q Lawful good
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , 6,=(
(6,67 1 (
02 /( 39 / (
1-2 (weapon) 6SH V 6D H DV WK H H H Nil Tiny (2’ tall) Steady (11-12)
.LOOPRXOLV + PD D HDV Uncommon 6R WD Nocturnal Omnivore, V D H JH Average (8-10) . Neutral (chaotic good)
Nil Nil 6HH H R 6HH H R 20% Tiny (under WD Average (8-10)
R HV D H VPD H J K PD R GV KR PD H H G VWD W H DWHG to hal ings. Peaceful and friendly, brownies live in pastoral regions, for DJ J D G J HD J WKH RRG Standing no taller than 2 feet, brownies are exceedingly nimble. They resemble small elves with brown hair and bright blue eyes. Their brightly R R HG JD PH WV D H PDGH RP RR R H WK JR G R DPH WD tion. They normally carry leather pouches and tools for repairing leather, RRG D G PHWD R HV VSHD WKH R D J DJH D G WKRVH R H HV S HV VS WHV and hal ings, as well as common.
WR D D H WKH HV GH WV :DW KGRJV D G GRPHVW D PD V R V GH R HV H G D G H H DWWD R H H D DW WKHP All brownies ask in exchange for their labor is a little milk, some bread, and an occasional bit of fruit. Etiquette demands that no notice be taken of them. If the residents boast about the presence of a brownie, WKH R H D VKHV R HV D H RW J HHG W WKH GR KD H VPD KRD GV R W HDV H K K WKH KD H WD H RP H PR VWH V R H H HG DV J WV RP K mans. A brownie sometimes leaves his treasure in a location where a good person in need is bound to nd it. 6W D JH V D G R WV GH V D H R VWD W DW KHG WKH R HV R WKH community until their motives are established. If the brownies decide that a stranger is harmless, he is left in peace. If not, the brownies unite and G H WKH W GH R W R HV R H H RR D G D R WKH D HDV KH H WKH H and thus make excellent guides. If asked politely, there is a 50% chance WKDW D R H DJ HH WR D W DV D J GH
RPEDW R HV S H H RW WR H JDJH RP DW D G R GR VR threatened. Angry brownies rarely meet their foes in hand to hand com DW H J VWHDG R PDJ 6 H WKH VH VHV D H VR HH W V PSRVV H WR V S VH R HV They are superb at blending into their surroundings and can become all but invisible when they choose. This, combined with their great agility, gives them an AC of 3. Brownies use spells to harass and drive away enemies. They can use WKH R R J VSH V R H SH GD SURWHFWLR IURP H LO H WULORT LVP GD F L OL WV FR WL DO OL W PLUURU LPD H (3 images), FR I VLR D G GLPH VLR GRRU If cornered and unable to employ any spells, brownies attack with VKR W V R GV
(FRORJ R HV D H DV D HJHWD D V KR H H RP R WD R the gleanings of agricultural life. They make ef cient use of leftovers that are too small for humans to notice. When brownies glean from elds, they GR VR D WH KD HVW JDWKH J J D V D G WV K K P JKW RWKH VH H DVWHG
DELWDW 6RFLHW R HV H D D HDV PD J WKH KRPHV VPD burrows or abandoned buildings. They often live close to or on farms, as WKH D H DV DWHG D P H R HV H KD HVW J G WV D G J HD J J D RP D D ner’s eld. Being honest to the core, a brownie always performs some ser vice in exchange for what is taken. One might milk a farmer’s cows and WD H R D VPD DPR W Some brownies go so far as to become house brownies. They observe WKH DP HV D J H D HD D G R H PHHWV WKH K JK PR D VWD dards, these brownies secretly enter the household. At night, while the residents are asleep, they perform a variety of helpful tasks; spinning, D J HDG HSD J D P PS HPH WV HHS J R HV R W R WKH KH KR VH PH G J RWKHV D G SH R P J RWKH KR VHKR G WDV V If a thief creeps silently into the house, they will make enough noise
.LOOPRXOLV The killmoulis is a distant relative of the brownie, standing under 1-foot KH JKW W WK D G VS RSR W R DWH D JH KHDG D G D S RG J R V RVH Killmoulis are able to blend into surroundings and are therefore 10% de tectable. They live in symbiotic relationships with humans, usually where foodstuffs are handled, making their homes under the oors, and in the D V D G D VSD HV
31
Bugbear /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17
Any subterranean Uncommon Tribal Any D RR V Low to average (5-10) J, K, L, M; B in lair KDRW H
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / ( J HD HDGH J HD K H J HD VKDPD
2-8 (2d4) 5 (10)
2-8 (2d4) or by weapon 6 S VH WR GDPDJH Nil Nil L (7’ tall) Steady to Elite (11-13)
J HD V D H J D W KD R V V R JR V KR H H W WKH VDPH D HDV DV WKH VPD H H DW HV Bugbears are large and very muscular, standing 7’ tall. Their hides D JH RP JKW H R WR H R R D G WKH WK RD VH KD D HV in color from brown to brick red. Though vaguely humanoid in appear ance, bugbears seem to contain the blood of some large carnivore. Their H HV H D WKRVH R VRPH VD DJH HVW D D PD H J J HH VK K WH WK HG S S V K H WKH HD V D H HGJH VKDSHG V J RP WKH WRS R WKH heads. A bugbear’s mouth is full of long sharp fangs. Bugbears have a nose much like that of a bear with the same ne sense of smell. It is this feature which earned them their name, despite the fact that they are not actually related to bears in any way. Their tough leathery K GH D G R J VKD S D V D VR RR VRPHWK J H WKRVH R D HD WD H D PR H GH WH R V The typical bugbear’s sight and hearing are exceptional, and they can move with amazing agility when the need arises. Bugbear eyesight extends VRPH KDW WR WKH D HG J J WKHP D V R R W WR HHW The bugbear language is a foul sounding mixture of gestures, grunts, D G V D V K K HDGV PD WR GH HVW PDWH WKH WH JH H R WKHVH creatures. In addition, most bugbears can speak the language of goblins D G KR JR V
D G K W SR WV D DGG W R WR WKH HDGH V K H V KD H HW HH Armor Class of 3, and attack as 4 Hit Die monsters. Chiefs are so strong that they gain a +4 bonus to all damage caused in melee. Each chief will D VR KD H D V K H KR V GH W D WR WKH HDGH V GHV HG D R H In a lair, half of the bugbears will be females and young who will not ght except in a life or death situation. If they are forced into combat, the HPD HV DWWD DV KR JR V D G WKH R J DV R R GV The species survives primarily by hunting. They have no compunctions D R W HDW J D WK J WKH D G J K PD V JR V D GD monsters smaller than themselves. They are also fond of wine and strong D H R WH G J WR H HVV Bugbears are territorial, and the size of the domains vary with the size of the group and its location. It may be several square miles in the wilder HVV R D D R PR H HVW WHG D HD D GH J R G HJ R Intruders are considered a valuable source of food and treasure, and bugbears rarely negotiate. On occasion, they will parley if they think they D JD VRPHWK J H HSW R D W J HD V VRPHW PHV WD H S VR H V WR VH DV V D HV Extremely greedy, bugbears love glittery, shiny objects and weapons. They are always on the lookout to increase their hoards of coins, gems, D G HDSR V WK R JK S GH D G DP VK
RPEDW Whenever possible, bugbears prefer to ambush their foes. They impose a –3 on others’ surprise rolls. If a party looks dangerous, bugbear scouts will not hesitate to fetch re inforcements. A bugbear attack will be tactically sound, if not brilliant. They will hurl small weapons, such as maces, hammers, and spears be fore closing with their foes. If they think they are outnumbered or over matched, bugbears will retreat, preferring to live to ght another day.
(FRORJ Bugbears have two main goals in life: survival and treasure. They D H V SH D R HV R J R W WKH HD D G D H HVV DG H W H PR VWH D G D PD *R V D H D D V R WKH WRHV KH J HD V D H S HVH W R WKH HD R VW S G H G S WKH VWH SRW
DELWDW 6RFLHW J HD V S H H WR H D HV D G GH J R G R cations. A lair may consist of one large cavern or a group of caverns. They D H H DGDSWHG WR WK V H V H WKH RSH DWH H D H GD JKW D G GD HVV If a lair is uncovered and 12 or more bugbears are encountered they will have a leader. These individuals have between 22 and 25 hit points, an Armor Class of 4, and attack as 4 Hit Die monsters. Their great strength gives them a +3 to all damage in icted in melee combat. If 24 or more bugbears are encountered, they will have a chief in
32
Bulette /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Temperate/Any terrain 9H DH 6R WD Any D RR V Animal (1) Nil Neutral
14 (3)
8’ jump Nil Nil L (9½’ tall, 12’ long) Steady (11)
Aptly called a landshark, the bulette (pronounced Boo-lay) is a terrifying predator that lives only to eat. The bulette is universally shunned, even by RWKH PR VWH V It is rumored that the bulette is a cross between an armadillo and a snapping turtle, but this is only conjecture. The bulette’s head and hind SR W R V D H H R D G WKH D H R H HG WK S DWHV D G V D HV ranging from gray-blue to blue-green. Nails and teeth are dull ivory. The D HD D R G WKH H HV V R D WKH H HV D H H R VK D G WKH S S V DH H J HH
landsharks of 6 Hit Dice have been killed. It may be that the bulette is KDW KHG RP H VPD HJJV WK H R JV J WR PDW W 6W other sages theorize that the bulette bears live young. There is also evi GH H WKDW WKH HWWH H D S D G VKD V J R D JH DV WKH JHW R GH R V D D JH D GVKD V R HHW WD D G WD H KD H HH VHH H WD R R H KDV H H RPH SR WKH D DVV R D HWWH WKDW G HG R R G DJH
RPEDW A bulette will attack anything it regards as edible. The only things that it refuses to eat are elves, and it dislikes dwarves. The bulette V D D V K J D G V R VWD W RDP J WV WH WR VHD K R RRG :KH R J GH J R G WKH D GVKD H HV R DW R V WR GH tect prey. When it senses something edible (i.e., senses movement), the bulette breaks to the surface crest rst and begin its attack. The landshark has a temperament akin to the wolverine–stupid, mean, and fearless. The size, strength, and numbers of its opponents mean nothing. The bulette D D V DWWD V KRRV J DV WV WD JHW WKH HDV HVW R RVHVW S H :KH DW tacking, the bulette employs its large jaw and front feet. The landshark can jump up to 8 feet with blinding speed, and does this to escape if cornered or injured. While in the air, the bulette strikes with D R HHW D V J G SR WV R GDPDJH R HD K R WKH HD HHW DV H The landshark has two vulnerable areas: the shell under its crest is only AC 6 (but it is only raised during intense combat), and the region of the bulette’s eyes is AC 4, but this is a small oval area about 8 inches across.
(FRORJ The bulette has a devastating effect on the ecosystem of any area it inhabits. Literally nothing that moves is safe from it—man, animal, or monster. In the process of hunting and roaming, the landshark will uproot trees of considerable size. In hilly and rocky regions, the under ground movements of the bulette can start small landslides. Ogres, trolls, D G H H VRPH J D WV D PR H R VHD K R J HH H D G VD H SDVW HV when a bulette appears. A bulette can turn a peaceful farming community WR D DVWH D G D H VKR W HH V R R VD H K PD R GHP K PD HPD D HJ R KH H D HWWH KDV HH V JKWHG There is only one known bene t to the existence of the bulette: The D JH S DWHV HK G WV KHDG PD H V SH VK H GV D G G D H VP WKV D DVK R WKHP WR VK H GV R WR D H 6RPH D VR D P WKDW WKH VR WK R JK K K D HWWH KDV SDVVHG H RPHV P HG WK PDJ D R dissolving properties. Many would argue, however, that these bene ts are V D H R WK WKH S H
DELWDW 6RFLHW Fortunately for the rest of the world, the bulette is a solitary animal, although mated pairs (very rare) will share the same territory. In addition, other predators rarely share a territory with a landshark for fear of being eaten. The bulette has no lair, preferring to D GH R H WV WH WR D R HD G HR J R G R J GR H HDWK WKH VR WR HVW 6 H WKH DSSHW WHV D H VR R D R V HD K D GVKD KDV D D JH WH WR WKDW D D JH S WR V D H P HV HWWHV R V PH WKH W PV RWK J HDSR V D G D D G WKH SR H D GV WKH VWRPD K G JHVW WKH D PR HDSR V D G magical items of their victims. They are not above nibbling on chests or sacks of coins either, the bulette motto being eat rst and think later. :KH H H WK J WKH WH WR V HDWH WKH HWWH PR H R search of a new territory. The sole criteria for a suitable territory is the D D D W R RRG VR D HWWH R DV R D VWD H R W D H WH WR near human and hal ing territories and terrorize the residents. Very little is known of the life cycle of the bulette. They presumably KDW K RP HJJV W R R J KD H H H HH R G WKR JK VPD
33
Bullywug /,0 7( 7(
,1
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Tropical, subtropical, and WHPSH DWH 6 DPS 5D H Tribal Any D RH Low to average (5-10) J, K, M, Q (×5); C in lair KDRW H 6 (better with armor) 3, Sw 15 (9 in armor) R
R +RS Camou age Nil S to M (4’-7’) Average (10)
HDSR
The bullywugs are a race of bipedal, frog-like amphibians. They inhabit V DPSV PD VKHV PH HV R RWKH GD S D HV JV D H R H HG WK VPRRWK PRWW HG R H J HH K GH WKDW V reasonably tough, giving them a natural AC of 6. They can vary in size from smaller than the average human to about seven feet in height. Their D HV HVHP H WKRVH R H R PR V RJV WK GH PR WKV D G D JH bous eyes; their feet and hands are webbed. Though they wear no cloth J D JV VH HDSR V D PR D G VK H GV WKH D H D D D H JV KD H WKH R D J DJH D G WKH PR H WH JH W R HV D VSHD D P WHG R P R WKH RPPR WR J H
D G R DV R D D PDJ D WHP D H R G DPR JVW WKH KRD G On an individual level, bullywugs lack the greed and powerlust seen in the individuals of other chaotic races, such as orcs. Fighting among mem H V R WKH VDPH J R S R H DPS H V D PRVW R H VWH W 6RPH R G say that this is because they lack the intelligence to pick a ght, and not from a lack of spite. The tribes are led by the dominant male, who kills and eats the previous leader when it is too old to rule. This is one of the few instances when they ght among themselves.
RPEDW JV D D V DWWD J R SV W J WR VH WKH P HV WR V R G WKH H HP HV :KH H H WKH D JV DWWD WK WKH KRS K K D H S WR HHW R D G D G HHW S D G :KH attacking with a hop, bullywugs add a +1 bonus to their attack (not dam age) rolls, and double the damage if using an impaling weapon. This skill, combined with their outstanding camou age abilities, frequently puts the bullywugs in an ideal position for an ambush (-2 penalty to opponent’s V S VH R V
(FRORJ Bullywugs tend to disrupt ecosystems, rather than ll a niche in them. They do not have the intelligence to harvest their food supplies sensibly and will sh and hunt in an area until its natural resources are depleted, and then move on to a new territory. They hate men, and will DWWD WKHP R V JKW W R W DWH S H H WR G H VR DWHG HJ R V D RP K PD H JV
DELWDW 6RFLHW 0R H WH JH W WKD RJV D JV H R JD nized or semi-organized socially fascist groups, cooperating for the pur pose of hunting and survival. They live primarily on sh and any other game, preferring a diet of meat. They are adept hunters and sherman, D G V HG WKH VH D G R VW W R R V D HV D G HWV J VR HW V D VD DJH R H 0D HV D H WKH GRP D W VH D G H males exist only to lay eggs. Though females and young make up about one-half of any tribe, they count for little in the social order. The only signs R HVSH W WKDW JV H H HVWR D H WR D G WKH HDGH D G WKH bizarre frog god. The race is chaotic evil, and totally lacking in any higher HPRW R V R HH JV The leader of a bullywug community is a large individual with 8 hit points. Communities of 30 or more bullywugs have ve subleaders (8 hp each) and a powerful leader (2 HD, 12 + hp, +1 to damage). Communities of 60 or more bullywugs have a chieftain (3 HD, 20 + hp, +2 to damage) and ve subchieftains (2 HD, 12 + hp, +1 to damage). All bullywugs favor dank, dark places to live, since they must keep WKH V PR VW 0RVW JV H WKH RSH D G PD WD R RRVH territorial boundaries. Ordinary bullywugs do not deal with incursions into their territory very ef ciently, but they kill and eat interlopers if they can. They hate their large relatives (advanced bullywugs, see below) with D SDVV R D G PD H D SR WKHP DW H H RSSR W W JV prize treasure, though it bene ts them little. They value coins and jewels,
XOO ZXJ GYDQFHG A small number of bullywugs are larger and more intelligent than the rest of their kind. These bullywugs make their homes in abandoned buildings and caves, and send out regular patrols and hunting parties. These groups tend to be well equipped and organized, and stake out a regular terri tory, which varies with the size of the group. They are more aggressive than their smaller cousins, and will ght not only other bullywugs but other monsters as well. The intelligent bullywugs also organize regular raids outside their territory for food and booty, and especially prize hu man esh. Since they are chaotic evil, all trespassers, including other bul JV D H R V GH HG WK HDWV R VR HV R RRG For every 10 advanced bullywugs in a community, there is a 10% KD H R D G H H VKDPD H J S HVH W
34
Carrion Crawler /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
6 WH D HD Uncommon 6R WD Any D RR V Non- (0) Neutral
R 6SH D R 3D D V V Nil Nil L (9’ long) 6SH D
The carrion crawler is a scavenger of subterranean areas, feeding primar SR D R :KH V K RRG H RPHV V D H KR H H W DWWD D G J HDW HV The crawler looks like a cross between a giant green cutworm and a cephalopod. Like so many other hybrid monsters, the carrion crawler may well be the result of genetic experimentation by a mad, evil wizard. The monster’s head, which is covered with a tough hide that gives it Armor Class 3, sprouts eight slender, writhing tentacles. The body of the carrion crawler is not well protected and has an armor class of only 7. The PR VWH V D RPSD HG D D HW G RGR K K R WH J HV D J R WV DSS RD K
0DWH D D H HDVHV R H WKH HJJV KD H HH D G D G W V RW RP mon for eggs to later be eaten by the female who laid them. Females die D H HH V D WH D J WKH HJJV H KD VWHG WKH H R W 0D HV H R D VKR W W PH R JH KD J PDWHG WK DV PD HPD HV DV SRVV H Grubs have been known to consume one another in feeding frenzies, and are a favorite food of adult carrion crawlers. Few of the grubs reach matu W W WKRVH KR GR KD H HDWH R D R V D G D K H H WKH size in a single year. When they reach maturity, the mating cycle begins DJD These monsters exist on the most basic instinctual level, having no more intelligence than earthworms or most insects. The carrion crawler is driv en by two urges: food and reproduction. It has absolutely no interest in WKH R H W R R W HDV H
RPEDW The carrion crawler can move along walls, ceilings and passages H V J WV PD D HG HHW R W D W R When attacking, the monster lashes out with its 2’ long tentacles, each of which produces a sticky secretion that can paralyze its victims for 2-12 turns. A save versus paralyzation is allowed to escape these effects. They kill paralyzed creatures with their bite which in icts 1-2 points of damage. The monster will always attack with all of its tentacles. D R D H VD H R WH JH W D G R W H WR DWWD DV long as any of their opponents are unparalyzed. Groups of crawlers attacking together will not ght in unison, but will each concentrate on paralyzing as many victims as they can. When seeking out prey, they H S PD R WKH HH VH VHV R V JKW D G VPH H H W D HH V KD H HH R WR RR D DSS RD K J D R D H WK D V JKW D G VPH V R WK V JD J W PH WR PD H JRRG WKH HV DSH
(FRORJ The carrion crawler provides the same useful, if disagreeable, function that jackals, vultures, and crows perform. Like so many other S HGDWR V D R D H V VW W H S H R WKH HD V D G RR ish. In the long run, this has a bene cial effect on the prey, strengthening its gene pool. The carrion crawler also works wonders in overcrowded D H V H P DW J SRS DW R S R HPV DPR J WKH HD H monsters. Thus, the life cycle of the crawler is inextricably linked to those of its prey–when the prey ourishes so does the crawler.
DELWDW 6RFLHW Carrion crawlers are much-feared denizens of the un derground world. They live in lairs, venturing out in search of carrion or RRG H H H GD V 6RPH GH J R G KD WD WV V K DV JR VD G W R V PD H VH R D R D H V HD J WKH RG HV R GHDG RHV out in designated areas. This keeps the creatures at a good distance from their own homes and encourages them to “patrol” certain areas. Some R V KD H HH R WR KD H S VR H V HD WKH D V R WKHVH HD VRPH PR VWH V D R D H V VRPHW PHV H WK D PDWH R D VPD J R S numbering no more than 6. This does not mean that they cooperate in hunting, but merely share the same space and compete ercely for the same food. If 2 crawlers have made a kill or discovered carrion, they will often ght over the food, sometimes killing one another in the process. The carrion crawler mates once a year. Several days after mating, the HPD H JR R VHD K R D D JH :KH VKH KDV R G R HG an adequate food supply, she lays about 100 eggs among the carrion. The J V KDW K R H HH DWH D G HJ HHG J
35
Cat, Great KHHWDK
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RPPRQ /LRQ :D P Tropical Tropical :D P S D V D G jungle jungle or SD VD G J DVV D GV R HVW J DVV D GV Uncommon Uncommon Uncommon Uncommon Family 6R WD 6R WD 3 GH JR S D Any Any D
0RXQWDLQ /LRQ Any D PR WHPSH DWH Uncommon 6R WD
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D R R V Semi- (2-4)
D R R V Semi (2-4)
D R G V D R R V Semi (2-4)
7 ( 6 ( /, 10(17
Nil Neutral
Nil Neutral
Nil Neutral
Nil Neutral
Nil Neutral
7,9,7
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,(7
2-12 (2d6)
12 33( ,1 02 / 66 029(0(17
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6SRWWHG LDQW /LRQ / Q :D P 6 D W S D V D G R HVW GHVH W 5D H 5D H 3 GH 6R WD D D R R V Semi (2-4) Nil Neutral
Night D R R V 9H (11-12) Nil Neutral
77
.6
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6 D W WR 6 D W WR W RS D R HVW W RS D R HVW Uncommon 5D H 6R WD 6R WD Night D
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Nil Neutral
Nil Neutral
W 11 (13)
5HD D V HD K
6 S VHG R R D 0 , (6,67 1 ( Nil 6,=( M (4’-4½’ R J 02 /( Average (8-10) 39 / ( 63( , /
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2-8 (2d4)
,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , /
:LOG 7LJHU
5HD D V 2-5 (1d4 + 1) HD K 6 S VHG R R D Nil L (5’-6’ R J Average (8-10)
5HD D V HD K 6 S VHG R R D Nil M (4’-4½’ R J Average (8-10)
5HD D V 2-7 (1d6 + 1) HD K 6 S VHG R R D Nil M (4½’-6½’ R J Average (8-10)
The great cats are among the most ef cient of all predators.
5HD D V HD K 6 S VHG R R D Nil M (4’-5’ R J Average (8-10)
5HD D V 2-8 (2d4) HD K 6 S VHG R R D Nil L (4½’-6½’ R J Average (8-10)
5HD D V HD K 6HH HR Nil M (4½’ R J Average (8-10)
2-5 (1d4 + 1)/ 2-5 (1d4 + 1)/ 2-5 (1d4 + 1)/ 2-5 (1d4 + 1)/ 2-12 (2d6) 5HD D V 5HD D V 2-8 (2d4) (2d4) 6 S VHG R R D Nil L (6’-9’ R J Average (8-10)
6 S VHG R R D Nil L (8’-12’ long) Average (8-10)
-DJXDU The jaguar is a powerful cat with a deep chest and muscular limbs. Its R R D JHV RP JKW H R WR R VK HG D G W V R H HG WK GD VSRWV
KHHWDK The cheetah is a medium-sized, lightly built cat. Its fur is sand colored and it is covered with dark spots. The cheetah is unique among cats because of WV R HW D WD H D V A skilled hunter endowed with natural camou age, victims of a cheetah attack suffer a –3 on their surprise roll. They are famed for their tremen dous bursts of speed, and can run at triple speed (45 feet per round) for three rounds. The cat must rest 3 turns before sprinting again. Cheetahs can spring 10 feet upward or 20 feet forward. If both forepaws hit during D DWWD WKH KHHWDK V D H WR D H R SR WV R GDPDJH WK HD K R WV rear claws. If defending their young, cheetahs receive a +2 on their attack and damage rolls and will ght to the death. KHHWDKV KD W D P S D V D G J DVV D GV R WH VKD J WKH D JH with lions. Their favorite prey are the antelope that inhabit the plains, D G WKH D H DWWD PH KHHWDKV D H WH WR D W PD HDR H in pairs and in groups. The female raises a litter of 2-4 young alone. The R J KR VWD WK WKH PRWKH R DV R J DV HD V D H RP S HWH W D HG D G GRPHVW DWHG The fortunes of the cheetah rise and fall with those of its prey; when WKH SRS DW R R D WH RSH D G RWKH JDPH GH HV VR GRHV WKDW R WKH KHHWDK
36
Cat, Great The jaguar will attack anything that it perceives as a threat. It relies on stealth to close with its prey, often pouncing from above. The jaguar can leap 30’ to attack. If both of its forepaws strike it will rake with its two rear claws for 2-5 (1d4 + 1) points of damage each. The jaguar inhabits jungles, spending a great deal of time in tree tops. It climbs, swims, and stalks superbly. Jaguars are solitary and territorial, meeting only to mate. If found in a lair, there is a 75% chance there will be 1-3 cubs. Cubs do not ght effectively. Their strength and ferocity make jaguars one of the most feared preda tors of the jungle.
6SRWWHG /LRQ Spotted lions are large, erce, dappled versions of the lion. They are JH H D R G WKH S D V R WKH 3 H VWR H H HSR K D G D H R H VH KH H LDQW / Q The giant lynx is distinguished by its tufted ears and cheeks, short bobbed tail, and dappled coloring. It has a compact muscular body, with heavy HJV D G V D D JH SD V The giant lynx is the most intelligent of the great cats and uses its wits in combat. When hiding, a giant lynx will avoid detection 90% of the time. The lynx can leap up to 15 feet and imposes a –6 on the surprise rolls of its prey. It has a 75% chance of detecting traps. If a giant lynx strikes WK RWK R HSD V W DWWHPSWV D HD D D H D V J SR WV R damage per claw. The giant lynx almost never attacks men. The giant lynx prefers cold coniferous and scrub forests. It can com P DWH WV R D J DJH WK RWKH V R WV G K K J HDW creases its chances of survival. The nocturnal lynx stalks or ambushes WV S H DW K J RGH WV R J GHH J R VH D G RWKH VPD JDPH The cubs remain with their mother for 6 months. The giant lynx has all the advantages of the great cats plus the added R V R D K JK WH JH H K K PD HV W H H PR H DGDSWD H
/HRSDUG The leopard is a graceful cat with a long body and relatively short legs. Its R R D HV RP WR WD D G WV VSRWV D H RVHWWH VKDSHG Leopards prefer to leap on their prey, imposing a –3 on the surprise rolls of their victims. Leopards can spring upward 20 feet or ahead 25 feet. If they strike successfully with both forepaws, they rake with their rear D V R SR WV HD K Leopards are solitary, inhabiting warm deserts, forest, plains, and moun tains. They hunt both day and night preying on animals up to the size of large antelopes. They swim and climb well, and will often sit in treetops sunning themselves. Leopards will also drag their prey to safety in the tree tops to devour in peace. The female bears 1-3 young, and cares for them for up to two years. If found in the lair, there is a 25% chance that there will be cubs there. The young have no effective attack. A skilled predator, the leopard is often threatened by human incur sions. In areas where it is hunted, it is nocturnal.
7LJHU The tiger is the largest and most feared of the great cats. Tigers have red G VK R D JH D G GD H W D VW SHV A tiger is a redoubtable foe in battle and is surprised only on a 1. They are experts in stalking and often hunt in pairs or groups. They can leap 10 feet upward, and spring forward 30 feet to 50 feet to attack. If they strike successfully with both forepaws, their rear claws rake for 2-8 (2d4) points R GDPDJH SH D This species ranges from the subarctic to the tropics, generally inhab iting wooded or covered terrain. Tigers are nocturnal, solitary, graceful climbers and swimmers who are capable of sustained high speed. These animals rarely ght among themselves, but will protect their territo ries ferociously. They are also the most unpredictable and dangerous of the great cats, not hesitating to attack men. Their favorite prey includes cattle, wild pigs and deer. Females raise their 1-3 cubs alone. The cubs remain with their mother for several years. If encountered in the lair, there is a 25% chance that the cubs will be present. Feared by men, tigers are hunted aggressively, and are threatened by the destruction of forests. In the untamed wilderness, however, the tiger R S HV WKH WRS S HGDWR KH
/LRQ Among the largest and most powerful of the great cats, lions have yellow or golden brown fur. The males are distinguished by their owing manes. Both male and female lions are erce ghters. Lions hunt in prides, with HPD HV GR J PRVW R WKH D W D K W J 6 H WKH VH VHV D H VR HH lions can only be surprised on a 1. All lions can leap as far as 30 feet. Males have an Armor Class of 5 in their forequarters and 6 in their hindquarters while females are Armor Class 6 in all areas. If a lion hits with both fore SD V W D D H WK WV HD D V GR J SR WV GDPDJH HD K Lions prefer warmer climates, thriving in deserts, jungles, grasslands, and swamps. They live and hunt in prides, and are extremely territorial. A pride usually consists of 1-3 males and 1-10 females. Lions frequently kill animals the size of zebras or giraffes. Lionesses will cooperate when hunting, driving their prey into an ambush. They have been known to attack domestic livestock, but will almost never attack men. A lair will contain from 1-10 cubs which are 30%-60% grown. Cubs are unable to ght. Lions are poor climbers and dislike swimming. Lions ourish only when the supply of game is adequate. Their size and VW H JWK KD H PDGH WKHP D D R WH WD JHW R K PD K WH V
6PLORGRQ Although not truly a member of the cat family, the so-called sabre-toothed W JH V V P D WR WKHP PD D V 6P RGR V D H R R WKH 6-inch-long fangs which are capable of in icting terrible wounds. Their powerful jaws and large teeth give them a +2 on their attack rolls. They are V P D WR R PD W JH V W D H R G R G J WKH 3 H VWR H H HSR K
0RXQWDLQ /LRQ Not a true lion, this brownish cat is lankier than its large cousins. Except for their size, males and females are dif cult to tell apart. The mountain lion is more cautious and less aggressive than its larger relatives. They can spring upward 15 feet or ahead 20 feet to attack or retreat. If they score hits with both of their forepaws, they will rake with their back ones for 1-4 points of damage each. It will not attack men unless WK HDWH HG 0R WD R V D JH D P D G WHPSH DWH PR WD V R HVWV swamps, and plains. They are solitary, with males and females each main taining separate territories. Their favorite prey are deer. The female rears V D R H K K HPD WK KH R HD V The mountain lion is exible and elusive. It is adept at surviving on the fringes of human civilization.
37
Cat, Small /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
RPHVWLF Any inhabited RPPR 6R WD Any D RH Animal (1) Nil Neutral
:LOG Any non-arctic Uncommon 6R WD Any D R H Animal (1) Nil Neutral
1 (1-12)
1 (2-5)
1-2/1 (claws/bite) 5HD D D H 6HH H R Nil T (1’ tall) Average (8-10)
5HD D D H 6HH H R Nil T (1’-2’ tall) Average (8-10)
6HH H R 6HH H R 20% T (1’ tall) Elite (13-14)
(OYHQ DW DWV HSW H HV KD H H R HG WR PDJ D HDW HV SRVV D GHG by arcane means. They are very intelligent and have their own language, D G PD D VSHD D GH R P R WKH H H WR J H 6RPH H WK J RPHV R HV R RRG D G HDW HV D G D VR VSHD D DV R P of their keepers’ language. Most have gray-brown fur with dark stripes. Elven cats are very stealthy, imposing a –5 penalty to opponents’ sur prise rolls. They are surprised only on a 1. Elven cats have a 99.9% chance to move silently, and a 90% chance to hide in wilderness areas. They are excellent climbers, can leap 20 feet with ease, and enjoy swimming and SD J DWH Elven cats have magical abilities that they use to avoid enemies. They KD H P WHG ( 3 which is used to determine intent. They can use H ODU H D G WULS R H SH GD D G UHG FH D G WUHH twice per day; for magical abili W HV H H DWV D H W HDWHG DV WK H H VSH DVWH V ( ODU H GR HV D H ven cat’s Hit Dice and damage; WUHH allows it to assume the form of a tree’s P
Cats of different sizes and colorations are common throughout the world. 6RPH D H SHWV K H PD D H G RPEDW Cats are ef cient hunters, moving with grace and stealth; op ponents suffer a –3 penalty on surprise rolls. A cat’s excellent senses and agility allows it to be surprised only on a 1 or 2. Its senses also allow it to hunt ef ciently at night. Cats attack with their claws and teeth; if they hit with front claws, they rake with rear claws. A domestic cat’s claws and rake each count as only R H DWWD DWKH WKD R H SH D DWV KD H HW D WD H D V K K D H H WH GHG R P J R drawn in for speed. They are agile climbers and can scale or move in trees at half normal movement rate. They can leap great distances to avoid ob VWD HV R VS J R WR S H DELWDW 6RFLHW DWV D H RPPR VHWW HG HJ R V 0D W HV HHS WKHP DV SHWV D G WKH D H R G WKH KRPHV R R HV D G SHDVD WV D H 6RPH VR HW HV R VK S DWV DV G H H JV K H RWKH DW R V HD D G KDWH WKHP DV WKH P R V R H (FRORJ VRPH K
(OYHQ Temperate forest 5D H 6R WD Any D RH Semi- to low (2-7) Nil Neutral
DWV D H RPPR VHG WR R W R RGH W SRS DW R V WKR JK WH V VH WKHP WR H R H GR HG GV D G RWKH VPD S H
RPHVWLF DW There are many breeds of domestic cat, all of which share basic character istics, differing only in outward appearance. An average adult cat weighs H JKW WR WH SR GV WKR JK VRPH SDPSH HG VSH PH V D H JK DV P K DV SR GV DWV VH GRP DWWD HDW HV D JH WKD WKHPVH HV WKR JK WKH defend themselves. They often chase and kill mice, birds, rats, and other small creatures. A domestic cat is capable of a burst of speed, boosting WV PR HPH W DWH WR R D R G D G PD WD J V K VSHHG R G R GV A well-treated cat will live for 15 years or more. The cat’s gestation SH RG V D R W W R PR WKV WK G WWH V HD K WWH . WWH V D H weaned when about eight weeks old. Mother cats will ght to the death WR GH H G WWH V :LOG DW : G DWV D H H V P D WR GRPHVW DWV D G VRPH H H SHWV WKDW H W H D *H H D G DWV D H WR JKH VW R JH D G PR H DSD H K WH V WKD GRPHVW DWV
38
Catoblepas /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Any swamp 9H DH 6R WD D Omnivore Semi (2-4) D Neutral
VW Gaze causes death Nil Nil L (6’ tall at shoulder) Steady (11-12)
The catoblepas is a bizarre, loathsome creature that inhabits dismal swamps and marshes. Its most terrifying features are its large bloodshot H HV RP K K HPD DWH D GHDG D The body of the catoblepas is like that of a large, bloated buffalo, and its legs are stumpy, like those of a pygmy elephant or a hippopotamus. Its R J V D WD V V W D G VW R J D G D PR H WK G J VSHHG The head of the catoblepas is perched upon a long, weak neck, and would H P K H WKDW R D D WKRJ H HSW WKDW WKH DWR HSDV V J H RPEDW In combat, the catoblepas relies on two forms of attack. First, it will use its strong, snaky tail to strike and stun its foes. Anyone struck by the tail suffers 1-6 points of damage and has a base 75% chance of being stunned for 1-10 melee rounds. The base chance of being stunned is lowered by 5% for every level above first, or for HD K DGG W R D + W H WKH DVH R PR VWH V D G D PD V Despite the danger of a tail strike, the catoblepas’ second mode of attack is by far the more fearsome of the two. The gaze of the catoblepas ema DWHV D GHDW UD with a 60 yard range. Any creature meeting its gaze dies without a saving throw. If a party is surprised by a catoblepas, there is a 1 in 6 chance that someone in the group has met the creature’s gaze. Those KR RVH WKH H HV R D W WK WKH H HV D H WHG D VW H D H WHG WKH GHDW UD W D VD J WK R V GHDWK PDJ V D R HG Since the neck of the creature is very weak, it has only a 25% chance R D V J WV KHDG D G V J WKH GHDW UD on subsequent rounds. If the catoblepas and its target are both relatively still, this increases by 15% per melee round. If the catoblepas is forced to follow quick motions it has only a 10% chance of raising its head. If more than one catoblepas is attacking, the monsters will cooperate with one another, attempting to herd their targets into a cross re.
The catoblepas mates for life and when more than one catoblepas is encountered they will be a mated pair. There is a 10% chance that the couple will have a single offspring with them. An immature catoblepas will have half the Hit Dice of an adult. It takes almost nine years for the R VS J WR HD K R WK PDW W D G D DG W HPD H HD WR H K GH H R HD V RWK WKH PD H D G WKH HPD H RRSH DWH D V J WKH R VS J When the catoblepas ventures forth to hunt it eats sh, marsh birds, eels, water rats, large amphibians, snakes, and other swamp animals. The catoblepas usually stuns its prey with its tail and then kills it with its gaze. The catoblepas is an opportunistic predator when it hunts and it is not D R H HDW J D R 6 H W V VHP WH JH W W W HDW SD W HV R K mans with respect, preferring to size them up rst. As a rule, it will not at WD HVV W V K W J R HH V WKDW WV PDWH R R VS J V WK HDWH HG H ing long-lived (150 to 200 years or so) and semi-intelligent, the catoblepas V DSD H R HD J RP WKH P VWD HV R HD H H R WH V D G K WV The catoblepas has no special interest in wealth, and the listed treasure type is the result of victorious encounters with intruders. It attaches no D H WR WKH R V JHPV D G R DV R D PDJ D WHPV VW H D R W WKH D
DELWDW 6RFLHW For the most part, the catoblepas is a meandering HDW H WKDW D GH V D R W WV V DPS J R PD VK J DVVHV D G the like. Once a month, usually under the light of the full moon, the catoblepas seeks out meat to round out its diet. It is at this time that the DWR HSDV V PRVW H WR H H R WH HG DG H W H V The lair of the catoblepas is usually some sort of sheltered place where the ground is rm. More often than not it is surrounded by a tall stand of reeds or other marsh plants. The creature has little fear of being disturbed WV D V H W V H H W WKH PRVW HD HG D R H WKH V DPS
(FRORJ The catoblepas has no natural enemies, since its gaze provides it with more than adequate protection from even the ercest of predators.
39
Cave Fisher /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
6 WH D HD 5D H *R S Night D RR V Semi- (2-4) Any Neutral
17 or 15 (see below) 2-8 (2d4)/2-8 (2d4) Adhesive trapline 6HH H R Nil M (7’ long) Steady (11-12)
The cave sher is a large insectoid that has adapted to life below ground. It combines many of the characteristics of a spider and a lobster. The cave sher has a hard, chitinous shell of overlapping plates and eight legs. The 6 rear legs are used for movement and traction on stony walls and corridors. Because of these limbs, the sher has no dif culty in moving up and down vertical walls. The front pair of legs are equipped WK SR H S H V K K D H VHG R J D G G VPHP H J prey. The most unusual feature of the cave sher is its long snout, which can re a strong, adhesive lament. The monster can also use its adhe V H WR D KR WVH SD HR D V D G HGJHV
Their territories are very small, and never larger than about 300 feet to either side of the lair. Anything man-sized or smaller is considered fair game by the cave sher and hal ings are thought to be tasty treats. A single cave sher would never attack a large, well armed party for the VD H R D V J H PHD 6W WKH D H J D G D J R S R WKH PR VWH V might reel in their laments and attempt an ambush if they thought they could get away with it. If hunting in one area becomes scarce, the cave sher will simply nd a new area to hunt, where the small game is more SH W D G D H HVV Like all predators, the cave sher is interested in survival. This means a steady supply of food and a mate. Females lay eggs in the vicinity of the lair, which they protect from predators. The young scatter when the eggs KDW K VHH J D V R WKH R Although the cave sher does not collect treasure, its lair is often strewn WK WKH SRVVHVV R V R WV R PH W PV
RPEDW The cave sher has two ways of hunting. Its preferred method is to string its long lament in the vicinity of its lair. The laments are thin and strong, making them exceedingly dif cult to detect or cut. There is only a 20% chance of noticing the strand at 10’, and no chance at all of seeing them at a greater distance. A GHWHFW V DUHV D G SLWV VSH H HD a strand. The lament is coated with an adhesive which can only be dis solved by liquids with a high alcohol content (such as the cave sher’s blood). The laments can only be cut by +1 or better edged weapons. The sher’s favorite food are small, ying creatures like bats. Ever op SR W VW WKH D H R VWD W W J WR D WKH G HW W DSS J D D H less adventurer, foolish goblin, or orc (provided that they think that they can get away with it). If more than one sher inhabits a lair, they will frequently pool their resources to catch larger prey. Once the victim is trapped in the lament, the cave sher draws its prey in, reeling its la ment in like a shing line. Should a tempting target escape the monster’s neatly laid traps, the cave sher will try another mode of attack. It will spend one round drawing its lament in and then shoot it at the prey, striking as a 6 Hit Die monster. It will try to snare its prey in this manner so long as it remains within the sher’s established territory. If the prey is hit by the lament, the monster can pull a weight of up to 400 pounds at a move ment rate of 15’ per round. In the event that a “tug of war” breaks out, the sher has a strength of 18/00 with its strand.
(FRORJ The cave sher preys primarily on small ying game, and in the subterranean world this frequently means a diet of bats. It is not the top S HGDWR WV H R RJ D KH D G KDV HD HG D W R GHD J WK other monsters. The cave sher is suf ciently intelligent to know the dan gers of preying on large, well-organized groups, who might grow tired of its depredations and hunt it to extinction. The monster instinctively picks WKH HDV HVW R WH R V D D G H HV R VWHD WK D G J WR W DS WV S H D G D R G H J HDWH WVH The laments of the cave sher are highly prized by many thieves’ J GV R WKH D H PDGH WR WK D G H VW R J RSH K K V nearly invisible. The laments are wound onto reels and then specially treated to dilute the adhesive. The resulting strands are made into ropes, K H WKH G WHG DGKHV H V W HG WR D VSH D VR W R K K KH DSS HG WR J R HV D G RRWV J HDW HDVHV W D W R R P J
DELWDW 6RFLHW Cave shers prefer living on ledges and caves located above well-traveled paths, sharing their lairs with others of their kind. No more than four cave shers will be found in one lair. Their laments are D D V VW J H R H WKH D D G WKH DWWHPSW WR D WK J WKH W DS R WH VWR J RRG R W H VH
40
Centaur /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / ( H WD HDGH H WD S HVW
Temperate forest 5D H Tribal D Omnivorous Low to average (5-10) M, Q; D, I, T in lair Neutral or chaotic good 5 (4)
D G Nil Nil Nil L (8’-9’ tall) Elite (13-14)
HDSR
Centaurs are woodland beings who shun the company of men. They G H HPRWH VH GHG J DGHV D G SDVW HV The appearance of a centaur is unmistakable: they have the upper torso, D PV D G KHDG R D K PD H J D G WKH R H RG R D D JH SR H KR VH Centaurs speak their own language and some among them (about 10%) D R H VH WKH WR J H R H HV
Centaurs survive through a mixture of hunting, foraging, shing, ag riculture and trade. Though they shun dealings with humans, centaurs have been known to trade with elves, especially for food and wine. The H HV D H SD G RP WKH J R S W HDV K K RPHV RP WKH RRW R V D PR VWH V The territory of a centaur tribe varies with its size and the nature of WKH D HD W KD WV H WD V D H D VR RW D R H VKD J D WH WR WK elves. The attitude of a centaur toward a stranger in its territory will vary WK WKH V WR + PD V D G G D HV V D H DV HG WR HD H D polite manner, while hal ings or gnomes will be tolerated, and elves will H H RPHG 0R VWH V H GHD W WK D PD H D R G J WR WKH WK HDW WKH HS HVH W WR WKH H D H D G V D R WKH W H :H H D J D W R G DJR WR H WH WKH WH WR WKH H WD V R G S S VWD HV D G H R DWH K H W R V D G R V D G WKH H H HG H WD V WD H WKH W HDV H R WKH D H RHV D G D H D D H R WV D H 0RVW PD H H WD V KD H D VPD R V SS K H WKH W H has a treasury which may well include some magical items. Leaders will have twice the normal individual treasure. This treasure is used to buy food for the group, or to ransom (90% likely) captured or threatened mem H V R WKH W H :K H DV D H W D R KDRW JRRG H WD V KD H HH R WR become rowdy, boorish, and aggressive when under the in uence of alco hol. They are also extremely protective of their females and young. Cen WD V D H DV D SDVWR D W HD W WK R H H WKH HVW H D GV D V WK HDWH HG
RPEDW A band of centaurs is always armed, and the leaders carry shields. Half of the centaurs will be wielding oaken clubs (the equivalent R PR JVWD V R H D WH D RPSRV WH R V D G KD H arrows (either ight or sheaf, depending on the current state of affairs in the area). The remainder of the band will be leaders (AC4; HD5) using PHG P VK H GV D G PHG P KR VH D HV H WD V PD H DWWD V HD K R G PH HH R H WK WKH HDSR V D G W H WK WKH KRR HV DELWDW 6RFLHW H WD V D H VR D H HDW HV WD J J HDW S HDV H in the society of others of their kind. Their overall organization is trib D WK D W H G GHG WR DP J R SV J WRJHWKH KD PR The size of the tribe varies, it ranges from 3-4 families to upwards of 20 DP HV 6 H PD HV KD H WKH GD JH R V R HV R K WH D G S RWH WR females outnumber males by two to one. The centaur mates for life, and WKH H W H W H SD W SDWHV WKH HG DW R R WKH R J The lair is located deep within a forest, and consists of a large, hid GH J DGH D G SDVW H WK D JRRG V SS R J DWH HSH G J SR WKH PDWH WKH D PD R WD K WV R HD WRV WR VKH WH WKH G G D DP HV H WD V D H V HG KR W W H D G KD H been known to cultivate useful plants in the vicinity of their lair. In dan JH R V PR VWH HVWHG D HDV H WD V VRPHW PHV S D W D WK D H R WR JK WKR VKHV D R G WKH D D G H H VHW W DSV D G snares. In the open area, away from the trees, are hearths for cooking and warmth. If encountered in their lair, there will be 1-6 additional males, females equal to twice the number of males, and 5-30 young. The females (3 Hit Dice) and the young (1-3 Hit Dice) will ght only with WKH KRR HV D G R D H R GHDWK V W DW R Each tribe will have a priest who is treated as a leader but has the spell D W HV R D G H H G G
(FRORJ The centaur lives in close harmony with nature and spends its lifetime carefully conserving the natural resources around its lair. The race VHHPV WR KD H D DWH R HGJH R KR WR D K H H WK V S H R V D ance. If forced to chop down a tree, a centaur will plant another to replace it. Centaurs never over hunt or over sh an area as a human group might GR W KRRVH WKH JDPH WK D H P W J WKH DPR W WKH HDW
41
Centipede /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
LDQW Any RPPR Nil Any D RH Non- (0) Nil Neutral
KS Nil 3R VR Nil Nil Tiny (1’) Unsteady (5-7)
XJH Any RPPR Nil Any D RH Non- (0) Nil Neutral
0HJDOR Any 9H 5D H Nil Any D RH Animal (1) Nil Neutral
7XQQHO 6 WH D HD 5D H 6 D P Any D R H Non- (0) M, N, Q in lair Neutral
3R VR Nil Nil M (5’) Average (8-10)
Lunging Nil Nil G (25’+) Steady (12)
KS Nil 3R VR Nil Nil Tiny (6”) Unsteady (5-7)
H W SHGHV PD H WKH R VD J WK R V DW 0 H D G RWKH D JH sects are the favorite prey of huge centipedes. They in turn are hunted by J D W H W SHGHV
J D WK RSRGV WKDW D R VH D PRVW * D W H W SHGHV D H RDWKVRPH D universal disgust from all intelligent creatures (even other monsters). They are endemic to most regions. One of the things that makes the centipede so repulsive is its resem blance to the worm. Its long body is divided into many segments from which protrude many tiny feet. Hence the name “centipede” (or hundredfooted). The giant centipede is so named because it is over 1-foot long. The RG V S DWHG WK D K W R V VKH D G W PR HV WK D V JKW G DW J motion. The creature has the added bene t of protective coloration, and varies in color depending on the terrain it inhabits. Those that favor rocky D HDV D H J D WKRVH WKDW H GH J R G D H D K H H W SHGHV R WKH R HVW D H R R HG
0HJDOR FHQWLSHGH The megalo-centipede, because of its great size, is no longer classed as an irritant but is a threat to human and animal alike. Its acidic poison is far more potent than that of its weaker cousins. The victims of a megaloH W SHGH WH H H H R R VHV R WKH VD J WK R V D G D H G cates death. If the target successfully resists the poison, the acid burns the victim’s skin, in icting 2d4 points of damage. The megalo-centipede is more intelligent than its smaller cousins and W V D D PR H J K WH D WKR JK WKH VW GR RW RRSH DWH WK each other. In the wilderness the megalo-centipede prey on animals the size of deer. In the subterranean environment, it attacks man-sized or smaller creatures, including orcs, goblins, or humans. The megalo-centi SHGH H H HV R SH D W HV WR WV R VD J WK R V
RPEDW :KH K W J H W SHGHV VH WKH DW D R R DW R WR HPD VHH W WKH D G RS R WKH S H RP D R H R D R W R K G J in pursuit of food. They attack by biting their foes and injecting a paralytic poison. The poison can paralyze a victim for 2d6 hours, but is so weak that W PV D H SH P WWHG D R V WR WKH VD J WK R H WR WV VPD size, the giant centipede is less likely to resist attacks and receives a –1 penalty to all its saving throws. Although a single giant centipede rarely R VW W WHV D VH R V WK HDW WR D PD WKHVH HDW HV H H W W D H J R SV :KH PR H WKD R H H W SHGH V H R WH HG WKH PR VWH V ght independently, even to the point of ghting among themselves over D H W PV
7XQQHO :RUP This cousin of the giant centipede feeds upon and lays its eggs in carrion. A W H R P DWWD V J J R W R WV K GGH R WR VW H WK D bonus to the attack roll. Success indicates the tunnel worm has seized its prey in its mandibles, but no damage is in icted until the worm chews through the victim’s armor. It takes one round for the worm to chew through leather R R VH W R R GV R D PR WR JKH WKD HDWKH W R WR JKH WKD chain mail, and three rounds for armor tougher than chain mail. Once the armor is breached, the worm automatically in icts 2d8 points of damage each round. If the worm suffers 15 or more points of re damage or loses 60% of its hit points, it drops its victim and retreats to its lair. Tunnel worm D V R WH KD H W HDV H RP HD H W PV
DELWDW 6RFLHW The centipede behaves like most other insects, roving from place to place in search of food; it has no set territory or dwelling. The centipede simply goes where its hunger leads it. It is an aggressive D GK J D R H WKDW P VW HDW DW HDVW R H D GD WR V H + J H W SHGHV R WH HVR W WR D D VP (FRORJ * D W H W SHGHV KD H VH H D DW D DG D WDJHV G J SR VR D G S RWH W H R R DW R D R J WKHP WR RPSHWH WK RWKH VPD predators for game. Their poison bestows a certain immunity from being K WHG W K J D G V HG D PD V V K DV R RWHV D G D JH S HGD WR GV K W WKHP H H W H HD W PHV Their preferred targets are small mammals that are easily overcome by their weak poison. If they are very hungry, however, they have been R WR DWWD D WK J WKDW PR HV G J K PD V XJH HQWLSHGHV These are identical to giant centipedes save that they are only 6 inches long. Their poison is weaker than that of their larger cousins and a failed saving throw will immobilize the victim for only 1d6 hours. Huge
42
Chimera /,0 7( 7(
,1
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
KLPHUD Any temperate WR W RS D 5D H 6R WD R S GH Any Omnivore Semi- (2-4) F KDRW H
RUJLPHUD Any temperate WR W RS D 9H DH 6R WD Any Omnivore Semi- (2-4) F Neutral
9, Fl 18 (E)
12, Fl 15 (E)
2-8 (2d4)/ 3-12 (3d4) HDWK HDSR Nil Nil L (5’ tall at the VKR GH Elite (13-14)
1-3/1-3/2-8 (2d4)/ 2-12 (2d6)/ 3-12 (3d4) HDWK HDSR V Nil Nil L (5’ tall at the VKR GH Elite (13-14)
How chimerae were created is a dark mystery better left unexplored. The K PH D KDV WKH K G D WH V R D D JH D JRDW D G WKH R H D WH V of a huge, tawny lion. Its body has brownish-black wings like those of a G DJR The monster has three heads, those of a goat, a lion, and a erce dragon. The goat head is pitch black, with glowing amber eyes and long ochre horns. The lion head is framed by a brown mane and has green eyes. The dragon KHDG V R H HG WK R D JH V D HV D G KDV D H HV The chimera speaks a limited form of the foul language of red dragons. As a rule, however, it will only pause to communicate with those crea W HV KR D H PR H SR H WKD WVH
elves, dwarves, and hal ings. It will even gladly attack other monsters in its search for food. Anyone entering its territory becomes prey, and will H W HDWHG D R G J The chimera cannot resist attacking groups of travelers or monsters for D RWKH HDVR WV G DJR DW H D HV WKH W HDV H WKDW WV S H P JKW be carrying. Although it has no earthly use for it, the chimera will gather the coins of its fallen foe into a heap and roost on it like a dragon. Its hoard V RWK J H WKDW R D W H G DJR KR H H D G R V VWV PD R RS per and silver coins, with perhaps some jewelry and a few magical items.
RPEDW Its many heads and powerful physique make the chimera a deadly foe in combat. The monster prefers to surprise its victims, often swooping down upon them from the sky. It can attack 6 times each round, D J WK WV R H HJV JR J WK WV W R KR V D G W J WK WV R and dragon heads. If it desires to do so, the dragon head can loose a stream of ame some 5 yards long in lieu of biting. The dragon’s re causes 3-24 (3d8) points damage, although a saving throw vs. breath weapon will cut the damage in half. The chimera will always attempt to breathe if its op ponents are in range. If more than 1 chimera is encountered, they will DWWD R HW The armor classes are split as follows: Dragon, AC 2 ( ank); Lion, AC 5 (front); Goat, AC 6 (rear).
(FRORJ The chimera lls the role of both omnivore and a top predator in its ecosystem. It is very adaptable. During times when its prey is scarce or R H VWH W WKH K PH D D PD H GR WK D HJHWD D G HW 7KH RUJLPHUD The gorgimera has the hindquarters of a gorgon, forequarters of a lion, and body and wings of a red dragon. Like the chimera, it has the heads of WV WK HH R VW W H W HDW HV The monster can attack with its claws, bite with its lion and dragon heads, and butt with its gorgon head. In place of making its normal attack, WKH JR JR D G G DJR KHDGV D HPS R WKH HDWK HDSR V :K H WKH dragon’s attack is similar to that of the chimera, the gorgon’s breath causes petri cation to any caught in its area of effect. The gorgon head can use WV HDWK HDSR W H SH GD WR VW H D R H HHW R J K K V foot wide at its base and 3 feet wide at its mouth. The gorgimera will al ways use one of its breath weapons if its foes are within 10 feet. A save vs. petri cation will allow a victim to avoid the effects of the gorgon’s breath. The gorgon’s head can see into both the Astral and Ethereal planes, and WV HDWK HDSR H WH GV WKH H Like its relative the chimera, the gorgimera can also speak a limited R P R WKH D J DJH R HG G DJR V
DELWDW 6RFLHW The chimera, being a hybrid, combines the preferences R WKH R WKH JRDW D G WKH G DJR WV KD WDW VR HW D G H R RJ The dragonish part of its nature gives the chimera a distinct preference for caves as lairs. The dragon and lion parts seem to war with one another, R VRPH K PH DH D H G DJR H WKH S H H H H R VR W GH K H others live in small prides. Even if they mate, offspring are rare. The monster is an omnivore. The goat head will browse on the toughest S D WV D G VK VD G GH H W W R RP WKH PRVW D H HJHWD tion while the lion and dragon heads can only be satis ed with esh. The K PH D K WV R H H H R GD V V J WV VW H JWK D G P WHG WH JH H WR JD D DG D WDJH R H WKRVH W S H V R +D J D R D R V DSSHW WH W VRPHW PHV RDPV R H WH WR HV DV D JH DV V D H P HV Being chaotic evil in nature, the chimera enjoys preying upon men,
43
Cloaker /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Any subterranean 9H DH 6R WD Night D R H High (13-14) KDRW
H WD
3 (1) 1, Fl 15 (D) VSH D
VSH D 6HH H R 6HH H R Nil L (8’ long) Elite (13-14)
Cloakers are endish horrors, related to trappers, that dwell in dark places far beneath the surface of the earth. They generally seek to kill those who H WH WKH D V HVV WKH D WK S VRPH RWKH PR H DP V J D WR S VK WH RSH V When a cloaker is rst seen, it is almost impossible to distinguish this monster from a common black cloak. The monster’s back has two rows R D H H VSRWV J GR W WKDW RR P K H WWR V D G WKH W R R R R HG D V R WV SSH HGJH D HDV H P VWD H R R H DVSV :KH W V WVH D G PR HV WR DWWD KR H H WV W H DW H H comes all too obvious. At this point, its white underside is clear and the monster’s face is fully visible. This face, with the glow of its two piercing, HG H HV D G WKH HHG H H D JV WKDW H WV PR WK V D W KR H sight. At this point, the monster also uncurls the whip-like tail at its trail J HGJH D G HJ V WR V VK W D D G R WK D W SDW R
The second intensity of moaning acts as a IHDU spell. All creatures within 30 feet of the cloaker must roll a successful saving throw vs. spell or ee WH R R W R R GV The third intensity of moaning causes nausea and weakness and affects all those in a cone 30 feet long and 20 feet wide at its open end. Anyone D JKW WK V D HD P VW R D V HVV VD J WK R V SR VR R H R H RPH D VHD D G HD HVV R G R GV J WK V W PH WKRVH KR D WKH VD J WK R V D H D H WR D W D PD H The fourth and nal intensity of moaning acts as a ROG SHUVR spell. This SR H D H VHG R R R H SH VR DW D W PH KDV D D JH R HHW D G lasts for ve rounds. Each of the various effects of the cloaker’s moan can be defeated by the VH R D H WUDOL H SRLVR VSH R D WP RD H V D VR KD H WKH SR H WR PD S DWH VKDGR V . R DV VKDGR VK W J WK V SR H D H VHG D P H R D V W R R H SD ticular manner at any given time. The cloaker can employ its shadow shift ing ability to obscure its opponents’ vision, thus bettering its Armor Class to 1. Or the creature can produce precise images from the shadows that can be used to trick its adversaries. One common means of employing these PDJHV V WR HDWH D G S DWH R WKH RD H WR G D D D H HP DWWD V If this method of shadow shifting is employed, it can be treated as a PLUURU LPD H VSH WKDW HDWHV G PDJHV A OL W spell cast directly at a speci c cloaker blinds it and prevents it RP V J WV VKDGR VK W J SR H V
RPEDW :KH D RD H VW HV DW WV W P W PR HV WK G J VSHHG Without warning, the cloaker ies at its target and, if the attack roll is suc cessful, engulfs its prey within its folds. Any creature that falls victim to this attack is all but helpless and can be bitten easily (no roll required) for 1d4 points of damage plus the victim’s unadjusted Armor Class. Thus, an adventurer in chain mail (AC 5) suffers 1d4 + 5 points of damage each R G 6K H GV R H R S RWH W R RP V K DWWD V :K H W V GH R J WV KRVH W P WKH RD H VHV WV W R K S like tail attacks to in ict 1d6 points of damage on those who move in to help rescue the captive. The tail is AC 1 and can be cut off if a total of 16 points of damage are in icted upon it. Any attacks made on the cloaker in ict half their damage to the cloaker and the other half to the trapped victim. Area effect spells, such as reball, D VH GDPDJH WR RWK WKH PR VWH D G WV WP The cloaker can also emit a special subsonic moan of increasing intensi ties. Although this power is blocked by stone or other dense materials, it D H H H H W H D RSH KDP H RD H V PD RW PRD D G bite during the same round. A cloaker may emit one of four types of moan HD K R G The rst intensity of moaning causes unease and numbs the minds of those within 80 feet of the cloaker. The immediate effect of this moan is WR D VH D penalty to the victims’ attack and damage rolls against the cloaker. Further, any creature that is forced to listen to the moan for six R VH W H R GV V WHPSR D R HG WR D W D H WKDW H GH V W D H WR DWWD R GH H G WVH DV R J DV WKH PRD J R W HV
DELWDW 6RFLHW The thought processes most other life forms. As such, they can PDJHV KR KD H GH RWHG R J KR V WR W G V S H H HVVD WR GH VWD G WKHVH
of cloakers are utterly alien to only be communicated with by D J WKH P GV WKH D D H HDW HV
(FRORJ It is believed that cloakers are asexual, although no de nitive S RR R WK V KDV H H HH R G
44
Cockatrice /,0 7( 7(
,1
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
RFNDWULFH Temperate to tropD D WH D Uncommon Flock Any Omnivorous Animal (1)
3 UROLVN Temperate to tropD D WH D 5D H Flock Any Omnivorous Low (5)
Neutral
Neutral evil
6, Fl 18 (C)
6, Fl 18 (C)
Petri cation Nil Nil S (3’ tall) Steady (11-12)
Gaze Immune to re Nil S (3’ tall) Steady (11-12)
The cockatrice is an eerie, repulsive hybrid of lizard, cock, and bat. It is infamous for its ability to turn esh to stone. The cockatrice is about the size of a large goose or turkey, and has the KHDG D G RG R D R WK W R DW H JV D G WKH R J WD R D lizard tipped with a few feathers. Its feathers are golden brown, its beak yellow, its tail green, and its wings gray. The cockatrice’s wattles, comb, D G H HV D H JKW HG Females, which are much rarer than males, differ only in that they have R DWW HV R RP
Females lay 1 or 2 brownish red, rust speckled eggs per month. There is only a 25% chance that any given egg will hatch. Those that are fertile will hatch in 11-19 days. The young reach maturity and full power within 6 months. Once they achieve adulthood, the hatchlings are driven away from the nesting site by their parents. Larger groups of cockatrices en R WH HG H H W H R JG H RP WKH HVW KR KD H WHP SR D WHG R V D
RPEDW The cockatrice will ercely attack anything, human or otherwise, K K W GHHPV D WK HDW WR WVH R WV D :KH DWWD J WKH R DW H will attempt to grapple with its foe, touching exposed esh and turning it to stone. Flocks of cockatrices will do their utmost to overwhelm and confuse their opponents, and they will sometimes y directly into their victims’ faces. While the fatal touch of a cockatrice’s beak will affect victims clothed in leather or fabric, it will not work through metal armor. The touch will, however, extend into the ethereal plane. The cockatrice is some KDW D D H R WKH P WV R WV SR H V D G DW D VH H W R KDV WD JKW it to strike only at exposed esh. If large areas of the opponent’s esh D H H SRVHG W VKR G H DVV PHG WKDW WKH R DW H D WRPDW D touches esh. If the target is reasonably well armored, the base chance of a cockatrice striking an area which it can affect is equal to 10% times the adjusted Armor Class of the victim.
(FRORJ The cockatrice thrives in the wilderness. Its petri cation power PD HV W PP H WR PRVW S HGDWR V D G H D HV W WR RPSHWH WK RWKH birds for food. The feathers of the cockatrice are prized by certain wiz D GV DV PD PDJ D V R V P VW H V HG WK SH V PDGH RP V K V 0D SHRS H D VR VHH KDW KHG HJJV R H H D H R DW H DV V D SHWV R J D G D V 3 UROLVN Frequently mistaken for its less malignant relative, the pyrolisk is virtu D GH W D WR WKH R DW H H HSW R WKH V J H HG HDWKH WV WD D G WKH HGG VK DVW R WV JV :KH HDV WKH R DW H V PRW DWHG instinct alone, the pyrolisk revels in spreading mayhem. Any victims who fail to save vs. death magic when meeting its gaze will instantly burst into ames, dying in agony. If the save is made, they are still burnt for 2-13 (1d12 + 1) points of damage. Any creature innately or magically immune to re will not be affected by its gaze, and anyone who makes their saving throw is thereafter immune to the gaze of that particular pyrolisk. The creature can cause any re source within 30 yards to explode in reworks (as a S URWHF LFV VSH R H SH R G The pyrolisk is itself immune to all re-based spells and attacks. The pyrolisk’s mortal enemy is the phoenix, although any creature K K WKH PR VWH H R WH V V H WR H DWWD HG
DELWDW 6RFLHW The cockatrice is immune to the petri cation powers of RWKH V R WV G The diet of the cockatrice consists of insects, small lizards and the like. :KH W K WV WKHVH D PD V WKH HDW H GRHV RW HPS R WV SR H WR SHW J WK JV It is distinguished from other avians by its unusual habits and nasty WHPSH DPH W 6 H HPD HV D H D H WKH D H WKH GRP D W VH D G often have more than one mate. In fact, males will often ght or strut for the privilege of joining a female’s harem. These mated groups usually build their nests in caves. Nest sites are permanent, and the cockatrice R VWD W VHH V WR GH R DWH WV HVW J V WH J W WK VK JR jects like coins and gems.
45
Couatl /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / ( /HYHO
LV 6FL
HY
Tropical and subtropical jungles 9H DH 6R WD Any D RR V Genius (17-18) B, I Lawful good
6, Fl 18 (A)
1-3/2-8 (2d4) 3R VR PDJ Etherealness Nil L (12’ long) Elite (13-14)
VH
WWDFN HIHQVH 3RZHU 6FRUH Any/All = Int
G
363V
ODLUVHQWLHQFH aura sight, all-round vision, see sound; 3V FKRPHWDER OLVP PHWDPR SKRV V KHP D V P DW R H WRS DVP form; 3V FKR SRUWDWLRQ teleport, time shift; 7HOHSDWK mindlink, ESP, invisibility.
DELWDW 6RFLHW This winged serpent is native to warm, junglelike regions but can also be found ying through the ether. Their intelligence and goodness have made them objects of reverence by the natives of the HJ R V K K WKH KD W R V GH HG WR H G H WKH H D H PD HJ H GV K K WKH R DW V WKH H H D WR R PD G D G WKH HVWR H R such precious gifts as agriculture and medicine. There are even shrines in H WD D HDV GHG DWHG WR WKH R DW D G D KR DWWD R KD P D R DW D H D WRPDW D H HG DV WKH D HVW R D V Although solitary in nature, couatl think of themselves as a single, ex tended clan. This clan is led by the oldest and wisest of their numbers but DVVHP HV R G H HPH JH HV 0RVW R DW G H D R H PD J WKH D V D HV D G D D GR HG buildings in remote, uninhabited regions. They hunt jungle animals for food once every fortnight or so. Many enjoy traveling, often undertaking long journeys of exploration. On rare occasions, a pair will mate for life and establish a joint lair. Unlike many other reptiles, the couatl bear live young. Births are rare, av H DJ J R R H SH R S H HD K H W RWK SD H WV SD W SDWH WKH rearing and education of the single offspring, and will ght to the death if their child is threatened. Young couatl reach maturity in thirty or forty HD V D G WKR JK VRPH H H W WR HPD WK WKH SD H WV R DV R J as a century, will eventually set off in search of the couatl’s never-ending HVW R VGRP Intellectually curious, all couatl have vast stores of information and en joy learning more. When one of them learns some new and fascinating fact KH H WD VHW R W VHD K R K V HWK H WR VKD H D G G V VV W R DW D VRPHW PHV H SH V DGHG WR KH S JRRG DG H W H V R J H sound counsel. If they feel that they are being sought for frivolous reasons, they will simply y away. They are not greedy and do not seek treasure for its own sake. Aid from a couatl may well take the form of a magical WHP RP WV KRD G
The couatl are feathered serpents of myth and lore. It is believed that they D H G VWD W H DW HV R G DJR V D WKR JK WK V HPD V S R H 6R D H DV WR H R V GH HG D PRVW HJH GD WKH R DW V R H R WKH most beautiful creatures in existence. It has the body of a long serpent and HDWKH HG JV WKH R R R WKH D R 6 H W KDV WKH D W WR SR PR SK WKH R DW VRPHW PHV DSSHD WKH R P R RWKH HDW HV (always of good alignment). R DW D H D H WR RPP DWH D WH HSDWK WK D PRVW D WH gent creature which they encounter. In addition, they can speak common D G PRVW VH SH W D G D D D J DJHV RPEDW A couatl will seldom attack without provocation, though it will D V DWWD H GRH V D JKW HG KD GHG :KH H H SRVV H D R DW DWWD RP WKH D 6 H W V K JK WH JH W WKH R DW H H W VH WV VSH V RP D distance before closing with its foes. If more than one couatl is involved, they will discuss their strategy before a battle. The couatl will also not hesitate to SR PR SK WR D RWKH PR H H H W H R P RP DW The couatl have a variety of abilities which make them more than a match for most other creatures. In addition to being able to polymorph themselves at will, a couatl can use magic. Fully 45% will be 5th level wiz ards, while 35% can act as 7th level priests. The remaining 20% are able to VH RWK W SHV R D W HV In addition to their other magical abilities, couatl can render themselves and up to 450 pounds of additional matter ethereal at will. Further, they D GHWHFW RRG H LO GHWHFW PD LF W L LVLEOH D G HPS R ( 3 KH H H they desire to do so. The oldest and most powerful of couatl can also use a SOD H V LIW on themselves and up to 8 others. This ability has a 90% chance R HD K J WKH GHV HG S D H The couatl uses its poisonous bite and constriction when forced into melee combat. When it bites it does 1-3 points of damage and injects a deadly toxin. If the victim fails a save vs. poison it is killed instantly. If WKH R VW W R DWWD V HHGV WKH W P WD HV SR WV GDPDJH HD K R G W W R WKH R DW V HG D
(FRORJ The couatl usually reigns supreme in its jungle, having little to HD RP PRVW RWKH PR VWH V
46
Crabman /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Temperate to tropical sea coasts 5D H Tribal Any Omnivore Low to average (5-10) Nil; C, K (×5), L (×5) in lair Neutral
6
Nil Nil Nil M-L (7’-10’ tall) Steady (11-12)
Crabmen are man-sized intelligent crabs. They walk upright on two pairs of legs. The small pincers tipping the short arms above their legs are used for ne manipulation. The two longer arms end in large claws. Two slen GH H HVWD V R D R H WKH HD H R H W R R PD G HV K K PD HV up the crabman’s mouth. Male crabmen are often brightly colored and HPD HV PD H HGG VK R J HH R D RPEDW Though generally peaceful, crabmen will ght back with their D JH D V DWWD HG D V J G SR WV R GDPDJH SH K W 0D HV R H WD V VSH HV KD H D H D JHG D R R H V GH K K GRHV G GDPDJH D PH KD H H H HH R WR H G HDSR V If severed, a crabman’s limbs and eyestalks will grow back in 1-4 weeks. At certain times, population pressure and food shortages will cause D PH WR R D R V K W RWKH HDW HV 0RVW V K DWWD V D H G H WHG WR D GV RWKH W HV R D PH R RWKH RDVWD KD WD WV +R H H WKH R DV R D D G RDVWD WR V R RRG DWWD J anything that moves. Such savage frenzies last only a few days, during K K WKH D PD SRS DW R V JH H D HG HG D WR D WR H D H H H
D PH R W H WR J R D G PR W WK R JKR W WKH HV D G VSH mens as tall as 10 feet have been reported. A crabman can live for up to HD V A crabman tribe seldom has commerce with other tribes, and almost never with other intelligent races. They produce few artifacts, primar VHD HHG HD JV G W RRG D JV D G VHDVKH R VW W R V Though these are often impermanent, some are quite beautiful. Though GHWD V R D PD H J R D H R PRVW D W D WV D H H H HG WR H religious in nature, and are jealously guarded. Each tribe appears to be led by a dominant elder male or female. These HDGH V KD H PD P P K W SR WV W D H RWKH VH HPD D H D PH VSHD WKH R D J DJH K K R V VWV PRVW R K VVHV and clicks. The crabmen’s xenophobia and the extreme dif culty of their D J DJH PD H W W D PSRVV H R K PD V D G V P D D HV WR learn to speak the crabman tongue. Those few sages who know anything D R W WKH D J DJH R R D H DV R GV D PH D H DWW D WHG WR VK PHWD SD W D V H R R HG PHWD WKR JK WKH VHHP D H WR G H H W DWH HW HH V H S DW P D G VWHH D PD D V R WH R WD S HV R WKHVH PHWD V WK PD pieces worked into sculptures. If the metal has rusted or tarnished, it is VRPHW PHV V DSHG WR H HD WKH VK H DJD W R WH V PS WK R WR D H VH S H
DELWDW 6RFLHW D PH H DV V PS H K WH JDWKH H V V V VW J primarily on carrion and algae. Much of each crabman’s day is spent hunting, ltering algae, or scavenging along the shore. Crabman often JDWKH D JH DPR WV R VD G WR WKH PR WKV V R W D WKH R JD material, and spit out st-sized pellets of sand and dirt. These hardened SH HWV HW D WKH S HVH H R D HD D PD D D PH JH H D H RDVWD D HV 6RPH W HV G J H WH V H R V VHDV GH V : WK D R RPS H HD K D PD KDV D G G D D V W DWHG HD D D JH H W D PHHW J D HD 0D HV D G HPD HV D H R G DSS R PDWH H D P H V D tribe. They mate at irregular times throughout the year. The female pro duces about 100 eggs within two weeks. They are laid in the ocean, where they hatch into clear, soft-shelled, crablike larvae. In six months they molt, develop a stronger shell, and begin to dwell on land. The HJJV D G D DH D H GH R V D G S HGDWR V J HDW HG H WKH P bers before they reach adulthood. Larvae are almost defenseless, with AC 8, 1 HD, and weak claws which do only 1-2 points of damage per hit.
(FRORJ D PD D W D WV D VRPHW PHV J JRRG S HV RP R H WR V WKR JK WKH D H R WH DJ H D G HDG GH RPSRVH PDGH R S D WV D PH D H PR HG WR H H WDVW HVSH D WKH HJV D G D V 3 P W H RDVWD KD WD WV SD W D VDK DJ R V GH WKHP D GH cacy and often raid crabman villages. Their shells dry out and become WW H VRR D WH WKH D H HPR HG R PR WHG VR WKH D RW H VHG DV armor. The claws can be used as passable clubs.
47
Crawling Claw /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Any 5D H 6 D P Any 6SH D Non- (0) Any Neutral
K W SR WV 1-4 (armored foes) 1-6 (unarmored foes) Nil 6HH H R 6HH H R T (human hand) Fearless (19-20)
The much feared crawling claw is frequently employed as a guardian WKRVH PDJHV D G S HVWV KR KD H HD HG WKH VH HW R WV HDW R No single description of a crawling claw is possible as they are not uni R P DSSHD D H 6 H D V D H WKH D PDWHG HPD V R KD GV R SD V R J HDW HV WKH D H DSW WR H R G D GH D HW R shapes and sizes.
In addition, claws that have been instructed to do so can act in concert with each other to move large objects. The DM should use ve pounds per D DV D HDVR D H P W WR WKH H JKW WKDW D H PR HG (FRORJ D J D V D H HDWHG D PDJH R S HVW KR KDV knowledge of the techniques required to do so. To begin with, the cre ator must assemble the severed limbs that are to be animated. The maxi P P P H R D V WKDW D H HDWHG DW D R H W PH V H D WR WKH level of the person enchanting them. The hands (or paws) can be either HVK V H HWD R DW D VWDJH R GH RPSRV W R HW HH D V D H R W R HG R HR W R D V G H W R D S RJ DP ming. The manner of a claw’s control must be speci ed when it is created and cannot be changed thereafter. All of the claws in a particular batch P VW H R W R HG WKH VDPH PD H 3 RJ DPPHG D V D H J H D V J H H VW W R WKDW WKH DW tempt to carry out to the best of their ability. The maximum length of the programming, in words, is 15 plus the level of the creator. This pro gramming sets the conditions under which the claw attack. A sample RPPD G P JKW H . D R H H HSW PH KR RSH V WK V KHVW H W R W R HG D V D H PD S DWHG WKH WKR JKWV R WKH H ator. The mental effort of controlling claws is quite tiring and cannot be PD WD HG R PR H WKD WK HH R VH W H R GV WKR W D R H R G rest. Further, the range of such control is limited to 10 feet plus 5 feet per level of the creator. A person controlling claws cannot undertake spell casting or any other activity. Injury to a controller does not break his con trol unless unconsciousness results. If direct control is broken for some HDVR WKH D V R W H WR R R WKH DVW R GH V WKH H HJ H
RPEDW :KH D D GHWH WV D SRWH W D W P W HDSV WR WKH DWWD Although it may not appear to be capable of such a feat, its great strength enables it to do so. The maximum distance a claw can leap is 15 feet. Once a claw lands on its victim, it attacks in one of two ways. If the W P V HD J PHWD D PR WKH D GH H V D SR H R WKDW in icts 1d4 points of damage. Against those who are not armored (or R HD J HDWKH WKH D D HPS R WV J HDW VW H JWK D VK ing grip. This manner of attack causes 1d6 points of damage. In some cases, a claw may be instructed to attempt to strangle or gouge out the eyes of a victim. In any such case, the DM should consider all DVSH WV R WKH V W DW R D G GHWH P H KR P K D GDPDJH V GR H D V D H PP H WR D R P R GHDWK PDJ R UDLVH GHDG VSH V D WKR JK D UHV UUHFWLR VSH H GH V WKHP PPR H R D P H R W V H D WR WKH H H R WKH DVWH D V KD H WKH VDPH HV VWD H WR F DUP VOHHS D G ROG VSH V WKDW GHDG GR but claws are not subject to turning, FR WURO GHDG VSH V R GDPDJH KR DWH R G DVHG VSH V PD H D V WW H VR WKDW D R V WR GDPDJH WKHP D H HDVHG SR W SH GH Edged weapons in ict only half damage on a claw; all magical weapons cause damage as if they were not enchanted in any way (although to hit R VHV VW DSS 6RFLHW DELWDW D J D V D H RWK J PR H WKD WKH D PDWHG hands and paws of once-living creatures. As such, they have no culture or VR HW WR VSHD R HVS WH WK V D J D V GR KD H D P WHG D W to communicate with each other. This takes the form of a basic telepathic link between all the claws of a single “batch.” Whenever one claw nds a W P D R WKH RWKH V WKH D HD KR H H PDGH DW WKH VDPH W PH PR H WR KH S W
48
Crocodile /,0 7( 7(
,1
) (4 (1 2
1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
URFRGLOH LDQW URFRGLOH BBBB 6 W RS D D G W RS D BBBB 6D W DWH V DPSV D G H V RPPR 9H D H WR RPPR Nil Nil D D D RH D RH Animal (1) Animal (1) Nil Nil Neutral Neutral WR 6
6 S VH Nil Nil L (8’-15’ long) Average (9)
6
6 S VH Nil Nil H (21’-30’ long) Steady (11)
The crocodile is a large, dangerous predatory reptile native to tropical and subtropical climes. It spends most of its time submerged in swamps, riv H V R RWKH D JH RG HV R DWH The crocodile is one of the most feared and ugliest predators of the trop ics. It has a long, squat body, ranging in size from a scant foot to well over WH HHW R J 0RVW PDW H VSH PH V D JH RP H JKW WR HHW R J D G VRPH H H D JH 0D VDJHV D J H WKDW R RG HV H H VWRS J R J The crocodile has a long jaw lled with sharp, conical teeth. The power PD V V SH DGDSWHG R G DJJ J S H H HDWK WKH DWH D G dismembering it. Its four short legs are very powerful, and can propel the crocodile rapidly through the water and over the land. Its long tail is also H VW R J D G V VRPHW PHV VHG R D G WR D D H WV RHV The crocodile is covered with a tough horny hide, which blends in very well with the surrounding water. Its eyes and nose are placed so that when the crocodile oats, only they remain above water, enabling the beast to spot and ambush prey. The crocodile is adept at oating through WKH DWH D G HPD J WH VW S HVH W J WKH V R WKDW W V RWK ing more than a oating log.
R RG HV PDWH R H D HD D G WKH HPD H D V D W KR D R W eggs, carefully burying them in the sand. Unlike many other reptiles, the HPD H D H J D GV KH HJJV S RWH W J WKHP RP RWKH S HGDWR V :KH WKH W PH RPHV R WKH HJJV WR KDW K WKH PRWKH DVV VWV G JJ J the eggs out of the sand. The newly hatched young are thrown entirely on WKH R HVR HV WR V H 9H H R WKH R J V H WR PDW W Swamps and rivers are not the only abode of the crocodile. In recent HD V WKH H KD H HH G HDG PR V WKDW VRPH R WKHVH HSW HV KD H PDGH WKH KRPHV WKH VH H V R W HV W RS D HJ R V J R DVWH D G D R (FRORJ The crocodile is a formidable predator and has little competition for food from other water creatures. One of the few monsters that can compete with it is the dragonturtle. Even on the riverbanks it has little to fear from rival predators; most would prefer not to tangle with a croco dile. The only predator that the crocodile need fear is man, who hunts it R WV WR JK K GH K K D H W D V R PHG WR D HD W J HDP J HDWKH R RG HV D H D VR K WHG WR H P DWH WKH GD JH WKDW WKH HS HVH W WR H V GH RPP W HV
RPEDW Ever voracious, hungry crocodiles will attack anything that looks edible, including men. They prefer to lie in wait for their prey (-2 penalty to opponent’s surprise roll), and are exceedingly sensitive to movements in the water. They have been known to swiftly and silently swim up to the shore and seize a man, dragging him below the surface of the water. They prefer to attack with their powerful jaws, causing 2d4 points of damage, and lash with their tails for 1d12 points of damage. Crocodiles will ght among themselves for any prey they seize in their jaws, sometimes tearing their victim to pieces. The only thing that can slow a crocodile is cold. They become slow and sluggish (reduced to 50% of their normal movement) when the temperature falls below 40° F.
LDQW URFRGLOH These creatures are far rarer than their smaller cousins. They attain sizes RP WR HHW R J D G WKH D VR R W H WR J R W GHDWK * D W R RG HV W S D KD W VD W DWH R S HK VWR VHWW JV KH H WKH KD H HH R WR S H SR VKD V VPD KD HV D G VPD VHDJR J crafts, such as shing boats. When attacking a small boat, their favorite technique is to ram it, attempting to capsize and smash it open with their huge jaws. They have been known to gorge upon the catch within the shing boats, and then to swim away, leaving the shermen unharmed.
DELWDW 6RFLHW R RG HV VRPHW PHV R J HJDWH D JH P H V W WKH D H RW DW H VR D H R GR WKH RRSH DWH K W J They have well-concealed lairs and will often drag their prey to their D V H R H HDW J W :KH D WDVW PR VH RPHV WV D D J R S R crocodiles will go into a feeding frenzy, each attempting to get a part of the feast. They hunt almost daily, primarily in the water, rarely on land. Their tastes are broad: sh, men, small mammals, aquatic birds, and H H D D H HVV R KDV R DV R D HH R WR D WR WKH J DVS + J R RG HV VRPHW PHV SH G RDWV WR VHH KDW D V R W
49
Crustacean, Giant /,0 7( 7(
,1
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
LDQW UDE Any seashore 5D H Nil Any Omnivore Non- (0) Nil Neutral
Giant Cray sh Temperate/ Freshwater rivers Uncommon Nil Any Omnivore Non- (0) Nil Neutral
6
Nil 6 S VH Nil L (8’-15’) Elite (13)
Nil 6 S VH Nil L (8’+ long) Elite (13)
Giant crustaceans are peculiar mutations of crabs and freshwater cray sh. The rst inhabits saltwater regions, while the latter is found only in fresh DWH Giant Cray sh The cray sh is essentially a freshwater lobster. It has a similar multi-plat ed shell, numerous legs, eyes set on stalks, and two wicked pincers. The giant cray sh is muddy brown or sand colored, depending upon the color of the river bottom it inhabits. Some say that the giant cray sh, like the lobster, keeps growing as it gets older; certain sages even argue that the giant cray sh is really the same species as the ordinary cray sh, merely D H W HPH R G VSH PH
LDQW UDEV Giant crabs look just like regular crabs except for their enormous size. They come in a variety of colors, such as reds, browns, and grays. They KD H H HV VHW R VWD V K K H D H WKHP WR VHH D R G R H V D G onto ledges. Their bodies are covered by a large, chitinous shell. Crabs D H G VW J VKHG WKH V WW J V GH D V PRGH R R RPRW R RPEDW Always hungry, crabs prefer to sneak up upon their prey (-3 penalty to opponent’s surprise roll) and catch it in their pincers, dismembering and eating it. A successful attack by the pincers causes 2d4 points of damage. Once they have caught something edible, they stop to eat it, unless they are attacked. If a crab nds its meal in question, it attempts to scuttle off with the prize, perhaps to its den.
RPEDW Like the crab, the cray sh prefers to ambush its prey (-2 penalty to opponent’s surprise roll). It sits quietly on the river bottom, waiting, and then rushes forth to seize its food in its pincers. The giant cray sh GRHV RW R PD HS HVH W D GD JH WR DG H W H V V H W KD WV R deep rivers and spends all of its time on the river bottom. It would there R HR DWWD DG H W H V KR H H V PP J D R J WKH H RWWRP and then only if they came within its range. An attack by a giant cray sh’s pincers in icts 2d6 points of damage. The cray sh prefers to drag its catch back to its watery lair and eat in peace. Its shell is very tough, giving the creature AC 4.
DELWDW 6RFLHW The giant crab lives on the shoreline, searching beaches for food and venturing into the water in search of sh and other aquatic life. It is well adapted to this sort of life, since it is able to breathe both air and water. Giant crabs frequently feed on large dead sh and other carrion washed up on the shore. They operate equally well on land and WKH DWH * D W D V VRPHW PHV R WR WKH VD G G J WKH day, emerging only at dusk and dawn to feed. At these times the beach V D H RW R WK WKH J D W D V W WK WKH W R V V DV H The giants may also hunt during the day and night. The crab exists only on the most basic instinctive level, and is interested VR H V D D V PDWH WKH D W P D G PD HV DWWHPSW WR PDWH with as many females as they can. Females bury their eggs in the sand. The eggs hatch the following spring; few hatchlings survive to reach maturity. Nature has forced the giant crabs to become exible eaters, always willing WR W H RRG VR HV
DELWDW 6RFLHW The giant cray sh inhabits only wide and deep rivers, and feeds almost exclusively upon bottom-dwelling sh. Due to its great size, it can easily prey on such sh as sturgeon, carp, and large eels. It is voracious and spends most of its time hunting. On the whole it rarely crosses paths with adventurers, but it does compete with river shermen. (FRORJ The giant cray sh is considered a delicacy by other creatures, which perhaps accounts for its rarity. Nixies especially prize the meat of the giant cray sh. Dragon turtles, giant snapping turtles, merrows, giant otters, gar, giant pike, and storm giants are just some of the monsters that hunt the giant cray sh. It is very far from being the top predator in its food chain, and must ght for its survival.
(FRORJ The giant crab performs a useful ecological function in keeping the seashores free of large carrion that would otherwise rot. On the shore, W V K WHG WKH W PDWH S HGDWR V K PD V D G GHP K PD V R WV superb meat and hard chitinous shell, which is prized by some for making D PR D G VK H GV
50
Crypt Thing /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Any/Tomb or grave area 9H DH 6R WD Any Nil Very (11-12) Z Neutral
Teleport 6HH H R Nil M (6’ tall) Fanatic (17-18)
SW WK JV D H VW D JH GHDG HDW HV WKDW VRPHW PHV J D G WRP V graves, and corpses. There are two types of crypt things—ancestral and summoned. The former type are “natural” creatures, while the others are called into existence by a wizard or priest of at least 14th level. A crypt thing looks like nothing more than an animated skeleton, save that it is always clothed in a owing robe of brown or black. Each eye socket is lit by a erce, red pinpoint of light that is almost hypnotic in its WH V W
DELWDW 6RFLHW Crypt things are not a natural part of our world; they have no organized society or culture. They are found wherever tombs and SWV D H R DWHG The most common crypt thing is the summoned variety. By use of a 7th-level spell (see below), any caster capable of employing necromantic VSH V D HDWH D SW WK J Ancestral crypt things are the raised spirits of the dead that have re turned to guard the tombs of their descendants. This happens only in rare cases (determined by the DM).
RPEDW A crypt thing exists only to protect the bodies of those who have been laid to rest in its lair. It acts only to defend its crypt. Should grave R H V R D GD V VHH WR H WH D G S R D H WKH VD W W R WV WRP WKH SW WK J H RPHV VWD W D PDWHG A crypt thing’s rst line of defense is a powerful variety of teleporta tion, which it can cast once on any given group of adventurers. Each of WKRVH DWWD HG WK WK V VSH P VW R D V HVV VD J WK R V VSH R H VWD W W D VSR WHG D D RP WKH SW 0V VKR G VH WKH R R J WD H DV D J GH H R J G R HD K SH VR KR D V WKH saving throw, but they are free to use their own judgment as well:
(FRORJ The crypt thing is not a being of this world and, thus, has no proper ecological niche. It is rumored that the powdered marrow from a crypt thing’s bones can be used to create a SRWLR RI GHDG FR WURO In addi W R D R H KR HPS R V WKH R HV R D SW WK J WR PD D W H D VHW R SLSHV RI D WL is 80% likely to create a magical item that imposes a –2 penalty to its victims’ saving throws and has double normal effectiveness WKH VD J WK R V D
1d10 × 100’ north 1d10 × 100’ east 1d10 × 100’ west 1d10 × 100’ south G JHR H H S G JHR H H GR
UHDWH U SW 7KLQJ 7th-level Wizard or Priest spell (necromantic) (Reversible) Range: Touch Casting Time: 1 round RPSR H WV 9 6 Area of Effect: 1 corpse DW R 3H PD H W Saving Throw: None
Those teleported by the crypt thing cannot materialize inside solid matter, but they do not necessarily arrive at oor level. Particularly clever crypt WK JV KD H HH R WR W D VSR W W PV VH H D K G HG HHW WR WKH D R DWRS D DVW KDVP HD J WKHP WR D WR WKH GHDWKV Once it has employed this power, a crypt thing attacks by clawing with WV V H HWD KD GV R G SR WV R GDPDJH A crypt thing can be hit only by magical weapons. Like all undead, crypt things are immune to certain spells. It is impos V H WR HPS R D F DUP ROG R VOHHS VSH DJD VW D SW WK J WK D KD H R V HVV SW WK JV D H KD PHG KR DWH R KR V P R V as are many undead creatures. The magic that roots them to their lairs is so SR H D W WKDW W D VR H P DWHV D KD H R S HVWV R SD DG V WR W WKHP
This spell enables the caster to cause a single dead body to animate and assume the status of a crypt thing. This spell can be cast only in the tomb or grave area the crypt thing is to protect; the spell requires that the caster touch the skull of the subject body. Once animated, the crypt thing remains until destroyed. Only one crypt thing may J D G D J H WRP A successful GLVSHO PD LF VSH HW V WKH SW WK J WR WV R J D unanimated state. Attempts to restore the crypt thing before this is GR H D R D PDJ VKR W R D LV The reverse of this spell, GHVWUR FU SW W L WWH D K DWHV D one such being as soon as it is touched by the caster. The target is al R HG D VD J WK R V GHDWK PDJ WR D R G GHVW W R
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Death Knight /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Any 9H DH 6R WD Any Nil Genius (17-18) Nil KDRW H
9 (10-sided dice) WK R V HDSR 6HH H R 6HH H R 75% (see below) M (6’-7’ tall) Fanatic (17)
A death knight is the horrifying corruption of a Knight of Solamnia, VHG WKH JRGV WR WV WH H R P DV S VKPH W R HW D J WKH RGH R KR R W KH G WV R PH H A death knight resembles a hulking knight, typically taller than 6 feet and weighing more than 300 pounds. Its face is a blackened skull covered with shards of shriveled, rotting esh. It has two tiny, glowing orange-red pinpoints for eyes. Its armor is scorched black as if it had been in a re. The GHPHD R R D GHDWK JKW V VR WH J WKDW H H H GH KD H HH R WR H RPH JKWH HG A death knight’s deep, chilling voice seems to echo from the depths of a bottomless cavern. A death knight converses in the language it VSR H WV R PH H DV H DV S WR V DGG W R D D J DJHV
A death knight’s magical abilities make it especially dangerous. It con VWD W JH H DWHV IHDU D RRW DG V D G W D DVW GHWHFW PD LF GHWHFW L LVLELOLW D G DOO RI LFH at will. Twice per day, it can cast GLVSHO PD LF Once per day, it can use either SR HU RUG EOL G SR HU RUG NLOO R SR HU RUG VW It can also cast V PERO RI IHDU R V PERO RI SDL R H SH GD DV H DV D G H reball once per day. All of its magical spells function at WKH WK H H R D W A death knight cannot be turned, but it can be dispelled by RO RUG spell. It has the power over undead of a 6th-level evil priest. Its magic resistance is 75%, and if an 11 or lower is rolled on the percentile roll, the spell is re ected back at the caster (the magic resistance is rerolled each W PH D VSH V DVW DW D GHDWK JKW
RPEDW A death knight retains the ghting skills it had in its former life. H W KDV WW H HJD G R WV R VD HW D G D WH VH KDW HG R PRVW J HDW HV W V D H W HPH GD JH R V RSSR H W 6W D GHDWK JKW HWD V D VHP D H R WKH S GH W KH G DV D . JKW R 6R DP D D G ghts honorably: It never ambushes opponents from behind, nor does it DWWD H R H D RSSR H W KDV D RSSR W W WR HDG K V HDSR 6 H GH V R WR D GHDWK JKW D G W SD H R W VH VHV its opponent has crucial information (such as the fate of a former family PHP H A death knight has a strength of 18(00). It usually attacks with D sword; 80% of the time, this is a magical sword. When a magical sword is indi DWHG R G D G R V W WKH R R J WD H 6
ROO
DELWDW 6RFLHW The death knights of Krynn are former Knights of Sol amnia who were judged by the gods to be guilty of unforgivable crimes, such as murder or treason. (For instance, Lord Soth, the most famous of D GHDWK JKWV P GH HG K V H VR WKDW KH R G R W H D D D WK D H PD G HDWK JKWV D H VHG WR HPD WKH R PH GR mains, usually castles or other strongholds. They are further condemned to remember their crime in song on any night when one of Krynn’s three moons is full; few sounds are as terrifying as a death knight’s chilling PH RG H KR J WK R JK WKH PRR W R W V GH HDWK JKWV D H H WR DWWD D HDW H WKDW WH SWV WKH VR JV R W HVSDVVHV WKH GRPD V
HDWK .QLJKW V 6ZRUG /R V RUG 7 R D GHG V RUG 7 R D GHG V RUG RUW V RUG RI T LFN HVV RUW V RUG RI GD FL RUW V RUG RI OLIH VWHDOL
(FRORJ Death knights have no physiological functions. They are some W PHV D RPSD HG V H HWR D RV KHV D G RWKH GHDG KR VH H DV WKH D GHV
GHDWK JKW HD V WKH VDPH D PR W R H WV S H R V H W regardless of the quality of the armor, it always has an AC of 0. Hit SR WV R D GHDWK JKW D H GHWH P HG R J V GHG G H
52
Deepspawn /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Any/any 9H DH 6R WD Any Omnivorous Genius (17-18) K, L, M, Q (×2), V (×2), X KDRW H
6 R 3-12 (×3)/2-5 (×3) or by weapon type × 3 6HH H R 6HH H R 77% H (14’ diam., tentacles to 20’ long) Elite (15-16)
HHSVSD D H DPR V KR R V KR J H WK WR PD RWKH D HW HV of monsters; a single Deepspawn can make a vast area dangerous, even R D H W H D PHG DG H W H V HHSVSD RR H D JH H VSKH HV R PRWW HG J H D G R Six arms project from their bodies; three are tentacle-arms, and three are jaw-arms, ending in mouths of many teeth. A Deepspawn also has over 40 long, retractable, exible eye stalks it extends only three or four at a time, H D D RP KD P
HHSVSD D D VR DVW ( 3 D G DWHU EUHDW L DW D G PD HP S R D HDO spell (self only), once a day. If a Deepspawn’s life is threatened, it hurls caches of seized weapons as missiles, unleashes any magical items W KDV D G W HV WR HV DSH D S D HG R WH HHSVSD VHHP PP H WR D R H RPV D G HJH H DWH RVW D PV D G VWD V WKR JK V R KHD J KS SH GD
RPEDW :KH R G HHSVSD D H V D KD HG D S H R V S pery, shifting coins and other treasure. This may conceal their arms, so that tentacles and mouths erupting from the treasure may at rst seem to be the attacks of separate monsters. The treasure may hamper opponents and even shield the Deepspawn from some damage (as determined by WKH 0 A Deepspawn attacks by casting ROG VSH V DW W GH V DVW J VSH V R H H H WK HH R GV 9 W PV GH D ROG VSH D H J SSHG WH tacle-arms and constricted, as other tentacles ght off other intruders by wielding weapons—including any magical items usable by ghters. HHSVSD R H WR H JDJH S H WK HDSR V D G WKH WH WKHP RP behind with a jaw-arm. A tentacle-arm can slap for 1d4+1 points of damage, grasp items or beings and move them about (with 17 Strength), wield delicate keys or HDSR V R R VW W W PV Constriction requires a successful attack roll (automatic if the vic WP V GH D ROG VSH D G GRHV G SR WV R GDPDJH S V G points per round thereafter. In any round in which a being gets free, it WD HV R SR W R R VW W R GDPDJH R VW WHG W PV D H V J D R W DV GJHR V GR J G GDPDJH WR D RWKH V VW ruining spellcasting, and forcing saving throws on fragile items. This D W R D VHV WKH R VW WHG W P R H W D GDPDJH HVV G H R WR points or blades (determine damage on a case-by-case basis). 9 W PV PD R HV DSH R VW W R VH H J WKH WH WD H D P R tearing free. Tentacle-arms release their victims if severed. Each arm has 2 HD; severing occurs if damage equal to half a tentacle-arm’s hit points is dealt in a concentrated area by edged or pointed weapons. To tear HH R D G R RWK WKH W P D G WKH HHSVSD R HD K R G R constriction, adding their respective strengths (17 for the Deepspawn). If the victim has the higher total, it wins its freedom.
DELWDW 6RFLHW Deepspawn prefer to let their offspring ght for them. Their lairs are in caverns, dungeons, or ruins and are amply protected by traps and guardian monsters (their “spawn”). If these defenses are pen HW DWHG WKH HHSVSD V D H R G D HDG GH H GHG RRP R GH D G W D D V KD H DW HDVW R H R PR H HV DSH R WHV HHSVSD D H DW H WR WKH HHSV D G KD H V HVV HV VWHG DW WHPSWV G D HV G R G H JD RD H V WK GV D G D R HWK WR H WH P DWH WKHP HHSVSD VH GRP PD H WKH D V WK P HV R HD K RWKH W G G D V PD H P K RVH WRJHWKH GH J R G R G HH W H HV (FRORJ HHSVSD HDW D WK J R JD W S H H HVK PHDW some unexplained, natural means, Deepspawn can “grow” and give birth WR D HDW H DW H WR WKH 3 PH 0DWH D S D H W KDV H H GH R HG (but not undead or other dual dimensional creatures). The “spawn” have WKH DW D DWWD V PDJ D D W HV D J PH W D G WH JH H R WKH HDWR V DVV D W HV D G RWKH HD HG V V D H RW SDVVHG R WR WKHP A spawn “grows” in 1d4 days (varying with size and complexity) in a HHSVSD K K P VW JHVW PHDW HJHWD H PDWWH D G DWH R blood to fuel the “birth”. The Deepspawn then opens and ejects a fully ac W H VSD 6SD D H H H KRVW H WR D GV WKH SD H W D G D RW H PDGH WR DWWD WKHP H H PDJ D PHD V 6SD D DWWD R GH H G themselves within one round of emerging. At the DM’s option, they may VH H WD SR H V R D W HV PV R D H R GV
53
Dinosaur /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 ,(7
QN OR VDXUXV Any land Uncommon 6R WD +H R H
HLQRQ FKXV Any land 5D H 3D D R H
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 6,=(
77
.6
02 /( 39 / (
LSORGRFXV (ODVPR VDXUXV Any swamp Any ocean RPPR Uncommon Family 6R WD +H R H D R H
6
Nil H (15’ R J Elite (13)
3WHUDQRGRQ 6WHJRVDXUXV 7ULFHUDWRSV 7 UDQQR VDXUXV Any Any land Any land Any land RPPR RPPR RPPR Uncommon Flock +H G +H G 6R WD D R H +H R H +H R H D R H
3, Fl 15
- PS D H 6HH H R Nil Nil Nil L (12’ G (80’ G (50’ H (20’ L (30’ R J R J R J R J JVSD Steady (11) Steady (12) Steady (12) Steady (11) Avg. (9)
RVD V D H R G R D WH DWH S D HV R H VWH H R H H R RVW R W nents. The frequency gures given are for areas where dinosaurs are nor mally found; in all other places, they are very rare at best. All dinosaurs in WK V H W VKD H WKH R R J KD D WH VW V 7,9,7 /( ,17(//, (1 ( 7 ( 6 ( /, 10(17 0 , (6,67 1 ( 63( , / ()(16(6
/DPEHR VDXUXV Any land RPPR +H G +H R H
Nil H (25’ R J Elite (13)
Trampling 6HH H R H (24’+ G (50’ R J R J Elite (13) Steady (12)
DELWDW 6RFLHW RVD V D H R G D PRVW D W SH R H R ment, except desert, high mountains, and frozen wastes. They have no VR HW D G WW H DP H WK PRVW VSH HV D D GR J HJJV H R H WKH KDW K
D Animal (1) Nil Neutral Nil Nil
(FRORJ 6DJHV GR RW GH VWD G KDW KDV PDGH G RVD V H W W R certain worlds, but they do exist in the “lost lands” on several worlds. There may be places where dinosaurs have continued to evolve into dif ferent forms; they may be ancestors of modern lizard men. QN ORVDXUXV This armadillo-like ornithischian weighs four or ve tons, most of this weight being its armor plating, side spines, and great, knobbed tail. If at WD HG R WK HDWH HG WK V HDW H DVKHV R W WK WV WD GH H J R V R R V GH D H R H A related species is the paleocinthus, which has better plating (AC –3) D G D VS HG DWKH WKD H WD
Dinosaurs, or “terrible lizards,” are reptiles descended from ancestral rep tiles called thecodonts. The two types of dinosaurs are saurischians (“lizard-hipped”) and ornithischians (“bird-hipped”), named for terms GHV J WKH SH VW W HV : WK WKH VD V K D D H WKH D R R V WKH DSRGV HS HVH WHG KH H W D RVD V D G WKH KH RR V VD RSRGV HS HVH WHG KH H G S RGR V 6D V K D V D VR GH R WKRP PRVD V D G WKH H DWHG G RPDHRVD V HS HVH WHG KH H GH R K V Many ornithischians have armor, horns, or both. They include ceratop sians, represented by triceratops; ornithopods, such as the hadrosaurs, represented by the lambeosaurus; ankylosaurus; and stegosaurus. Dinosaurs come in many sizes and shapes. Those presented here are JH H D D JH JJH VSH HV KD H G D R R V K H VPD H G RVD V KD H D GH D HW R PD JV 0RVW G RVD V KD H D V K K V SH bly in texture; some closely related species of reptile have fur, and some PD KD H HDWKH V
HLQRQ FKXV This fast carnivore uses its speed, its long, grasping forearms, large WHHWK D G K G HJV WK WKH SS J WD R V WH H RP DW R It hunts by running at prey, leaping, and raking with its rear claws as it claws and bites. The jump is a charge, so the creature gains a +2 on attack rolls. The rear talons count as only one attack, and cause a total R G GDPDJH :KH DWWD J D D JH HDW H WKH GH R K V R WH jumps on top of it, and holds on with its front claws while continuing to rake with the rear claws. The deinonychus has a relatively large brain R D G RVD D G WV SD K WV WK J WD W V Despite being 12 feet long, this dinosaur is only about 6 feet tall. Its tail H WH GV VW D JKW R W HK G W KH G D R W D W DWH VW W H R R V SSR WV WK V D R J WV SR GV R H JKW WR H D HG H W H WKH D HJV The deinonychus is a dromaeosaur, dinosaurs which are related to orni thomimosaurs; its distant relatives include the chicken-sized night hunter, compsognathus, and the ostrich-like struthiomimus. Neither is as formi GD H DV WKH GH R K V
RPEDW Dinosaurs seem to be a mixture of endothermic (“warm-blood ed”) and exothermic (“cold-blooded”). They regulate body temperature internally, but also depend on external heat somewhat. Though they may H V R R D R G PR J WKH PD RW H DV V R DV D W S D HSW H 0RVW R WKHVH K JH HSW HV KD H RPSD DW H VPD D V W PD of the predators are quite cunning. All must eat large amounts of food to maintain their huge bodies. As a result, sauropods eat almost constantly, D G D R HV K W D PRVW R VWD W D G D VR HDW D R Though the carnivores are both voracious and ferocious, certain plant HDWH V D H H DJJ HVV H WKH GH H VH V D WK D PR R KR V - VW H D VH WKH GR RW HDW PHDW GRHV RW PHD WKH RW RWKH D PD V
LSORGRFXV This sauropod lives primarily on water plants, so is often found in or near lakes and marshes. It and related species can also be found on fern prairies and in open forests. It weighs about 10 tons. Though it usually ig R HV VPD WK JV W D VWHS R D WK J WV D R H H HD S D G come down on threatening creatures; this trampling causes 3d10 damage. The diplodocus can also whip with its tail for 2d8 damage.
54
Dinosaur 5H DWHG VSH HV GH WKH K JH D K RVD V K K H JKV D R W 90 tons and averages 75 feet in length. It causes 8d10 damage when W DPS J (ODVPRVDXUXV The elasmosaurus looks like a snake with ns and a thick body. It is ag gressive, attacking anything it notices. Its neck makes up one-half its total length. The creature is strong, fast, and highly maneuverable, able to turn D G JH DW S H :KH K W J WKH H DVPRVD V W D H V WK its head out of the water, snapping down quickly to seize prey. This creature’s relatives include many other types of plesiosaurs and pliosaurs. Females travel onto sandy beaches to lay their eggs in shallow GHS HVV R V /DPEHRVDXUXV This is a very common “duck-billed” dinosaur, bipedal, with a at snout, and crests on its head. A peaceful herbivore, this hadrosaur prefers to run from attack; its only defense is its lashing tail. It has excellent senses, used WR GHWH W S HGDWR V Its enemies include most carnivores. Related species include many oth er species of duck-billed dinosaurs, as well as the iguanodon. The latter KDV VKD S WK P VS HV K K D D VH GDPDJH HD K DGG W R WR WV WD DWWD 3WHUDQRGRQ Although this ying reptile typically dives for marine prey, it attacks any creature that appears to be vulnerable. The pteranodon has no WHHWK W VSHD V W PV WK WV HD WKH D H WRR D JH WR V D R at a gulp. The beak of a typical pteranodon is about 4 feet long. Despite the creature’s huge wingspan, its wings are very light, and its furred body is only a little larger than a human being; the whole weighs only about 50 pounds. A pteranodon can carry off prey up to four times WV R H JKW There are all sizes of related species; close relatives have crests on their heads to balance their long beak for ight.
Any creature that infringes on the territory of these reptiles is likely to H KD JHG D G V H H HG 6PD H HDW HV D H W DPS HG V H J G points of damage. The triceratops also uses its horns in ghts for domi nance within the herd, so it is not unusual to nd specimens with past injuries on their heads. 5H DWHG VSH HV KD H WKH VDPH R S DWH K K S RWH WV WKH H V as well as different numbers of horns. The monoclonius has a single nose-horn; the pentaceratops has three true horns, like the triceratops, plus horn-like protrusions jutting from its cheeks; and the styracosaurus KDV D R KR V R DWHG D R G WKH HGJH R WV H S DWH
6WHJRVDXUXV Another of the ornithischians, the stegosaurus, or “plated lizard,” is a large, stupid, herbivorous dinosaur with aggressive defenses. It thrives nearly anywhere and is often found on plains or in jungles. A stegosaurus is about 8 feet tall at the middle of its back; its humped VS H V HG WK D GR H R R HD VKDSHG S DWHV K K KH S WKH HD ture absorb and dissipate heat. The creature has a spiked tail, with four or more bony spikes of up to 3 feet in length. An enlarged spinal node helps relay commands to the tail and rear legs. The stegosaurus continu ally turns its posterior towards an enemy, while tucking its head low. It HD WV WKH VDPH PD H D WK J HD VHHPV WK HDWH J 6 P D VSH HV GH WKH GD H W V K K KDV VS HV D R J WV D R H VWHDG R S DWHV D G WKH H W RVD V K K KDV R S DWHV D R J the front half of its spine, and spikes along the rear half. All have spiked WD V
7 UDQQRVDXUXV This ravenous creature is one of the most fearsome and terrible of all car nivorous dinosaurs. Despite its huge size and eight-ton weight, the mon ster is a swift runner. Its huge head is nearly 6 feet long, and its teeth are RP WR KHV H JWK Tyrannosaurus rex, the “tyrant lizard king,” is a plains dweller, and so relentlessly and stupidly erce that it will attack a small triceratops, kill it, D G V D R WV KHDG R H J S WK V J WVH D PDWWH R KR V DV WKH KR V R WKH W P S H H WKH VWRPD K R WKH WR This dinosaur’s favorite food is any hadrosaur, such as the trachodon. The monster pursues and eats nearly anything; creatures of man-size or smaller are swallowed whole on a natural attack roll of 18 or higher. The W D RVD V D VR HDWV D R KDV J D D D VPD H HDW HV WR VWHD D PHD R G WK WV HH VH VH R VPH There are many other species of carnosaur, some smaller and faster WKD W D RVD V 6RPH KD H VW R JH D PV D G PR H GD JH R V S SH D V
7ULFHUDWRSV The largest of the ceratopsians, or horn-faced dinosaurs, and by far the most aggressive, this beaked herbivore is a plains-dweller. It has a huge front plate of bone protecting its 6-foot-long head, from which project two great horns (each over 3 feet long), while a shorter horn juts from its nose. The head and neck are AC 2; its body is not armored, so is AC 6. The tric eratops weighs just over 10 tons.
55
Displacer Beast /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17
Temperate mountains 9H DH 3D Any D RR V Semi- (2-4) D Lawful evil
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
2-5 (1d4 + 1)
2-8 (2d4)/2-8 (2d4) Nil –2 on opponent’s attack roll Nil L (8’-12’ long) Elite (13-14)
The displacer beast is a magical creature that resembles a puma with two SR H D WH WD HV J R J RP WV VKR GH V 9H D H WKH VWD D RP K PD KD WDW R V The displacer beast has the blue-black coloring of a dark panther, and a long cat-like body and head. Females range in length from 8 to 9 feet, and weigh 450 pounds; males are 10 to 12 feet long, and weigh up to 500 pounds. They have six legs. Tentacles are tipped with rough horny edges that can in ict terrible wounds. Their eyes glow bright green, even after GHDWK
tentacles and reach maturity, though not full size, within 4 months. They HPD WKH D H W WKH G VS D HPH W D W HV D H GH H RSHG This is followed by a two month period during which the cubs are taught KR WR K W :KH WK V V RPS HWHG WKH DP J R S G V D GV D G WKH monsters wander off to join separate packs. While raising young, the mon sters are ercely protective of their lairs. One adult always remains with WKH V V D WKH HPD H K H WKH RWKH JRHV R WR K W HDG S H is dragged back to the lair to be eaten by the family. Lairs are littered with WKH R HV H SPH W D G WKH W HDV HV R WV W PV Naturally vicious and almost evil at times, displacer beasts harbor an G J KDW HG R GRJV 0D WKHR HV DWWHPSW WR D R W R WK V H P W 6RPH VDJHV H H H W VS JV RP D W SDWK WHPSH DPH WV WKH D JRRG GRJ R G DW D H WKH H HP R D HDW H as savage and destructive as the displacer beast. Others argue that it is WKH G VS D HPH W D G D W HV K K D VH WK V D W SDWK WKH W R D W HV KH RVH S R P W VRPHKR VW P DWH WKH H R V V V tem and produce hostile reactions. Encounters between the two breeds D H D H KR H H V H WKH GR RW VKD H WKH VDPH WH WR
RPEDW The displacer beast is a erce, savage creature that hates all R PV R H + JK DJJ HVV H WKH G VS D H HDVW DWWD R V JKW using its tentacles to in ict 2-8 (2d4) points of damage to its victims. Their main advantage in combat is their magical power of GLVSODFHPH W K K D R V WKHP WR DSSHD WR H VRPH HHW RP WKH D W D R DW R Anyone attacking a displacer beast does so at –2 on his attack roll. In ad dition, the beasts save as 12th-level ghters; adding +2 to their die rolls. To determine the true position of the displacer beast and its illusion, roll 1d10. On 1-5, the illusion is in front of the creature, 6-7 to the creature’s left, 8-9, to the right. On 10, the illusion is behind the beast’s actual posi tion. Although this ability is magical, the beast’s location can not be de WH P HG GLVSHO R GHWHFW PD LF Only WU H VHHL H HD WV SRV W R VS D H HDVWV RW VH WKH D V R WHHWK HVV HD GHDWK or when in combat with a very large opponent. If they do employ them, HD K D GRHV SR WV R GDPDJH D G HD K WH GRHV SR WV R GDPDJH
(FRORJ VS D H HDVWV KD H WW H WR HD RP RWKH D JH S HGDWR V save perhaps trolls or giants. Some wizards and alchemists value their K GHV R VH H WD PDJ D S HSD DW R V D G R H JH H R V H wards for them. The eyes of a displacer beast are a highly prized, if un RPPR JRRG KD PV DPR J WK H HV KR H H H WKDW WKH S R WH W WKH HD H RP GHWH W R
DELWDW 6RFLHW Displacer beasts are carnivores. Unless they are raising R J WKH V D SD V D J D VD DJH V DWK R GHVW W R as they go. They hate all life, and will sometimes kill purely for pleasure. Fierce and vicious as they are, however, displacer beasts never ght among themselves. The pack is a well-run and highly ef cient killing ma K H :KH H R WH HG SD V G VS D H HDVWV D H PR H WKD D PDW K R PD D JH HDW HV D G KD H HH R WR PD H D PHD R R V goblins, and bands of men. Any creature entering their territory is viewed DV SRWH W D S H VS D H HDVWV PDWH WKH D W P D G WKH R J D H R VS J A mated pair of displacer beasts makes its home in a cave, producing litters of 1-4 young. The cubs, about the size of domestic cats, are born without
56
Dog :LOG Any
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17
RPPR 3D Any Omnivorous Semi- (2-4) Nil Neutral
Uncommon 6R WD Any Omnivorous Semi- (2-4) Nil Neutral
5D H 3D Any Omnivorous Average (8-10) D Lawful good
HDWK RJ :D P GHVH WV D G V WH D HD 9H DH 3D Night D R R V Semi- (2-4) Nil Neutral evil
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
4-16 (4d4)
9D D H
4-16 (4d4)
5-50 (5d10)
Nil Nil Nil S (3’ long) Unsteady (5-7)
2-8 (2d4) Nil Nil Nil M (4’-6’ long) Average (8-10)
From the rear 75% of the time Teleportation Nil M (4’ long) Steady (11-12)
VHDVH Nil Nil M (6’ long) Steady (11-12)
/,0 7( 7(
,1
R HV WKH DSSHD D 6PD H WKD S D H 0RVW DSSHD H R H of a wolf and a jackal.
RJ
:DU Any
RJ
OLQN RJ Temperate plains
H R WKH G GRJ D HV RP S D H WR K H RWKH V VHHP WR RP H WKH RR V
GRJV D H WH JH W D G RPP DWH D RPS H D J DJH R barks, yaps, whines, and growls. They inhabit open plains and avoid hu man haunts. A lair will contain 3-12 (3d4) pups 50% of the time (1-2 hit dice, 1-2/1-3 hit points damage/attack). These puppies can be trained and D H R WK HW HH WR JR G S H HV
RPEDW Wild dogs ght as an organized pack. They favor small game, and attack men and human habitations only in times of great hunger. The bite of a wild dog in icts 1-4 points of damage.
HDWK RJV HDWK GRJV D H D JH W R KHDGHG KR GV K K D H G VW J VKHG WKH SH HW DW J GR H D HDWK GRJV K W D JH SD V Each head is independent, and a bite does 1-10 points of damage. Vic W PV P VW VD H V SR VR R R W D W D RWW J G VHDVH K K WKHP in 4-24 (4d6) days. Only a F UH GLVHDVH spell can save them. A natural roll of 19 or 20 on their attack die means that a man-sized opponent is knocked prone and attacks at a –4 until able to rise to its feet again. There is an 85% KD H WKDW GHDWK GRJV DWWD K PD V R V JKW
DELWDW 6RFLHW Wild dogs are found almost anywhere. They run in packs, and are led by the dominant male. The pack usually hunts a variety R JDPH H H DWWD J GHH R D WH RSH 3 SV D H R WKH VS J : G GRJV D H WDPHG VHSD DWHG RP WKH SD (FRORJ : G GRJV D H RP R K W J D G R DJ J
R HV
K K V D
WK
H R D RP
DW R
:DU RJV *H H D D JH PDVW V R R KR GV WKH KD H HH VH VHV R VPH D G KHD J PD J WKHP DGHSW DW GHWH W J W GH V 0RVW D GRJV D H RW V D R V D G D H DWWD WKR W D VH The status of war dogs varies greatly; some are loyal and beloved pets, VRPH D H DW K GRJV RWKH V D H K W J GRJV D G VRPH D H W D HG R DWW H OLQN
RJV GRJV D H H R VK R D HV K K D H VWR H D G PR H P V cular than other wild dogs. They are intelligent and employ a limited form R WH HSR WDW R KH WKH K W A blink dog attack is well organized. They will blink to and fro without D R R V SDWWH V J WKH SR H V WR SRV W R WKHPVH HV R D DW tack. Fully 75% of the time they are able to attack their targets from the rear. A dog will teleport on a roll of 7 or better on a 12-sided die. To determine where the dog appears, roll a 12-sided die: 1 = in front of opponent, 2 = shielded (or left) front ank, 3 = unshielded (or right) front ank, 4-12 = be K G :KH J WKH GRJ DSSHD RP WR HHW RP WV RSSR H W D G PPHG DWH H D H WR DWWD J VD DWH SR H D G WKH D PD H H DSSHD V GH D space occupied by a solid object. If seriously threatened, the entire pack R W D G RW HW
57
Dog, Moon /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17
Elysium and Prime 5D H Solitary or small pack (see below) Any D RH High to exceptional (13-16) Nil Neutral good
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6
1 or 2-8 (see below)
0 , (6,67 1 ( 6,=( 02 /( 39 / (
SHGD
D KR 6KDGR K S RW SDWWH HWWH HDSR WR K W 25% M (3’ at shoulders) Fanatic (17-18)
R
Often mistaken for baneful monsters, moon dogs are native creatures of Elysium and champions of the causes of good. They often appear in the Prime Material plane to ght evil wherever it shows itself. Moon dogs look very similar to large wolf hounds. Their strange heads D H V JKW K PD DSSHD D H J J WKH D PD V D H WH JH W look. The creatures’ forepaws are adaptable, giving the moon dogs the ability to travel bipedally or on all fours. They are dark colored animals, D J J RP GD J D WR GHHS D 0RR GRJV KD H DP H H HV 0RR GRJV VSHD WKH R D J DJH D G WKH D RPP DWH WK all canines and lupines as well. They can speak common using a limited R P R WH HSDWK
0RR GRJV D H RPH HWKH HD D G KD H WKH D W WR W D H WKH ethereal and Astral plane at will. They have superior vision equal to dou ble normal vision, including 60’ infravision. Combined with an unusually HH VH VH R VPH D G KHD J WK V J D WV PRR GRJV WKH GHWH W R D ties listed above, plus the ability to detect all illusions. Association with a PRR GRJ R R H KR R PR H HPR HV F DUPV D G D WV DV D UHPR H F UVH :KH VKDGR JKW D PRR GRJ V D H WR PR H V K D D DV WR H H W H HDWH PDJ H D WR D S RWLF SDWWHU of shadows. Only evil creatures will be affected. At the same time, each creature of good within WKH D HD H H W H JD D SURWHFWLR IURP H LO D G UHPR H IHDU VSH H e t. Moon dogs may not attack or perform any other action when weaving this pattern of shadows. It requires one full round to weave and extends to a range of 50 feet. The moon dog can GLVSHO PD LF W GR J VR R H W D WR WV R S D H PPHG DWH 0RR GRJV PD H GDPDJHG R R HWWH PDJ D HDSR V They are never surprised (due to their keen senses) and cause opponents WR V W D W RP WKH V S VH R V 0RR GRJV D H PP H WR IHDU spells. They make all saving throws at a R V D G WD H KD R D WH GDPDJH
RPEDW Woe to those who enter combat with a moon dog. These crea tures of good are potent ghters and merciless against evil. Their power ful bite in icts 3-12 points of damage. Moon dogs prefer to attack with their keening howl. This baying is harmful to evil creatures only. Any evil creature within an 80 foot ra G V R D ED L PRR GRJ V D H WHG DV D IHDU VSH DVW DW WK H H of magic use. Additional moon dogs baying have a cumulative effect. The R OL D VR D VH SR WV R GDPDJH SH R G WR H HD tures within 40 feet. In addition, the R OL D VH WH VH SK V D SD WR H W D S D D HDW HV R H D J PH W VR P K WKDW WKH D H 5% likely per moon dog howling to return to their plane. Moon dogs can L H WR G VSH V R V R EDUN WR G VSH H R H SH R G The following spell-like powers (at 12th-level of use) are available to a PRR GRJ R H DW D W PH R H SH R G DW
DELWDW 6RFLHW Moon dogs are native to the plane of Elysium. They are KDPS R V R JRRG D G R WH W D H D R W WKH SSH S D HV D G WKH 3 PH 0DWH D S D H WR KD H JH H 0RR GRJV D H H G WR D JRRG D G H W D D HV D G WKRVH H G to those races. They will not long associate with anyone because they are R VWD W R WKH PR H K W J H
F D H VHOI W PHV SH GD F UH GLVHDVH W PH SH G G D SH GD F UH OL W R GV W PH SH G G D SH GD GD FL OL WV GDUN HVV 15’ radius GHWHFW H LO D D V D W H GHWHFW L LVLELOLW D D V D W H GHWHFW PD LF D D V D W H GHWHFW V DUHV SLWV D D V D W H LPSUR HG L LVLELOLW OL W PLUURU LPD H W PHV SH GD R GHWHFWLR V DGHV W PH SH GD VOR SRLVR W PH SH G G D SH GD DOO RI IR
(FRORJ 0RR GRJV R WH RPP DWH WK RPP W HV R PH V J WH HSDWK R GH WR R DWH W R H VSRWV DPR J WKHP
58
Dolphin /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Any saltwater Uncommon 6 KRR Any D RH Very (11-12) Nil Lawful good
Nil Save as 4th-lvl ghter Nil M (5’-6’ long) Steady (11)
R SK V D H WH JH W VHDJR J PDPPD V :K H D GR SK V VKD H D D HW R RPPR W D WV WKH VSH HV RPHV in a variety of shapes and sizes. Their long, compact bodies are superbly DGDSWHG WR WKH D DW H R PH W D G GR SK V D H DPR J WKH PRVW powerful swimmers in the oceans. All breeds of dolphins have a large n on their backs, two ippers, a powerful tail, jaws lled with many sharp WHHWK D R KR H D G D H WR HHW R J 0RVW RPPR D G H R D H WKH J D R RWW H RVHG GR SK V VR DPHG R WKH J D V D G bottle-shaped snouts. Other varieties have two-toned blue and gray color ing. The species communicates through an intricate speech consisting of K JK S W KHG VR GV VRPH R W R WKH D JH R K PD KHD J
GR SK RPP W HV V D VR VKD D G H KD H HH R SK V D H K JK WH JH W D G WD H D H J G VWD W WH HVW in human doings. They will always help humans in distress, guiding WKHP WR WKH VKR H D G HHS J WKH VKD V DW D H WD VR WD GR SK V R DV RJ HV KD H HH R WR R P RVH DWWD KPH WV WR K PD V D RPSD J WKHP D H G DVK R R V PP J and shing expeditions. These rogues often play dolphin games with WKH K PD RPSD R V R SK V D H D PR H D D H WR PH other respects. Friendly dolphins have warned sailors of the approach R S DWH VK SV D G WKH WH W R V R H VHD HDW HV 0R H WKD R H VK S R HV WV VD H D D SR W WR WKH W PH WH HVV R D G D ing of dolphins. They have come to men’s aid when their ships were DWWD HG PH PH D G VDK DJ R SK V KD H HH R WR D G VDK DJ RPP W HV D G GHVW R WKH HJJV R GR SK V SH H H WKHVH PR VWH V DV D WK HDW WR WKH VD HW
RPEDW Inherently peaceful, dolphins will generally attack only if threatened. Unless outnumbered 2 to 1, dolphins always attack sharks. Whether attacking a foe or defending their school, dolphins ght as an organized unit, responding to commands from their leader. They ght WK VSH D HKHPH H WR S RWH W WKH R J D G D VH H W P H R dolphins may sometimes engage in a holding action, sacri cing them VH HV VR WKDW WKH HPD GH R WKH V KRR D V P WR VD HW DELWDW 6RFLHW R SK V D H RPS HWH D RR V J R D G HW R sh. Though they can remain submerged for several minutes at a time, they must surface regularly to breathe. Unlike most mammals, breathing is a conscious, rather than unconscious action on the part of dolphins; in other words, they literally must remember to breathe. Newborn dolphins D H DVV VWHG WR WKH V D H WR HDWKH WKH PRWKH V D G D HPD H GR SK P G H R SK V D H DW H S D JRRG WHPSH HG D G D JRRG GHVS V J H HDW HV 0RVW RDP WKH R HD V V KRR V P H ing as large as 20 dolphins, swimming where their fancy suits them. They never ght among themselves or with other breeds of dolphins. Dolphins are famous for the great pleasure they take in life; when swimming they often perform dazzling aquatic stunts, leaping in and out of the water in a spectacular fashion. They will also play with objects that they nd and en joy games. Dolphins sometimes follow ships, entertaining the crews and SDVVH JH V WK WKH D W V About 10% of all dolphins live in organized communities. These groups have 1d4+1 sword sh (AC 6, move 24, 1 + 1 Hit Dice, 2d6 points of damage/attack) or 1-3 narwhals (AC 6, move 21, 4 + 4 Hit Dice, 2d12 SR WV R GDPDJH DWWD DV J D GV GHSH G J R WKH PDW HJ R If a community is found, there is a 75% possibility that there are 1d4 additional communities of dolphins within a ve-mile radius. These or ganized communities of dolphins do not tolerate the presence of evil VHD HDW HV WKH GRPD D G H HVVD H VW WKH D G R RPDG schools of dolphins to drive out evil creatures. Any region inhabited by
(FRORJ The dolphin is both a hunter and hunted in its marine world. 6KD V D G RWKH D JH H VHD HDW HV K W WKH GR SK WK H WK V DVP HVS WH WV PD H HP HV WKH GR SK KDV PD G VW W DG D WDJHV that enable it to survive and even ourish. Not only is it a strong, swift swimmer, but its intelligence and organized lifestyle are highly effective GH H VHV DJD VW WV H HP HV
59
Doppleganger /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Any 9H DH Tribal Any Omnivore Very (11-12) E Neutral
6 S VH 6HH H R 6HH H R 0 Elite (13)
The doppleganger is a master of mimicry that survives by taking the VKDSHV R PH GHP K PD V D G K PD R GV RSS HJD JH V D H SHGD D G JH H D K PD R G DSSHD D H Their bodies are covered with a thick, hairless gray hide, which gives them a natural AC of 5. They are, however, rarely seen in their true forms. RPEDW This monster is able to assume the shape of any humanoid creature between four and eight feet high. The doppleganger chooses D W P G S DWHV K V R P D G WKH DWWHPSWV WR WKH R J D D G assume his place. The doppleganger is able to use ( 3 D G D P WDWH its victim with 90% accuracy, even duplicating the victim’s clothing and equipment. If unsuccessful in taking its victim’s place, the dopplegang H DWWD V H J R WKH H V J R V R WR PD H W G VW J VKD H from its victim. A doppleganger is immune to VOHHS D G F DUP VSH V D G rolls all saving throws as if it was a 10th-level ghter. RSS HJD JH V R J R SV D G D W WRJHWKH WR H V H WKDW WKH DW tacks and in ltrations are successful. They are very intelligent and usually take the time to plan their attacks with care. If a group of the monsters VSRWV VRPH SRWH W D W PV WKH GRSS HJD JH V R WH W D WKH WD JHWV D W J R D JRRG KD H WR VW H KRRV J WKH W PH D G RSSR W W with care. They may wait until nightfall, or until their victims are alone, or H H R R WKHP WR D
RSS HJD JH V D H R G PRVW R WH WKH W H R PV D G JHR R WKH GH HVV * R SV R WH VHW S D D D D HD H V WHG WR ambush and surprise, patrolling a regular territory. These bands make D JRRG J DWWD J HD K PD R G PR VWH V R W D H H V D G stealing their food and treasure. If food and treasure are scarce, they hire out to a powerful wizard or thieves’ guild. A doppleganger who has been hired to replace a speci c person will S D WV DWWD WK VSH D D H HD J DV P K D R W WKH WPD GKV H R PH W DV W D The dopplegangers’ weaknesses are greed and cowardice. They spend their lives in avid pursuit of gold and other wealth. If attacking a J R S R DG H W H V R H DPS H WKH R WH KRRVH WKH KHVW RR ing one to attack rst. If they target a party of adventurers, the dopple JD JH V D W W WKH SD W V R WKH D R W R WKH G JHR D G KHDG J D WR WR 6 H WKH D H R D G KR H H WKH S H H to take the easiest route toward riches. A doppleganger who chooses D K DG H W H D R GV V V R H WKH W HDV H V VD H KD G D G HW HDWV DW WKH HD HVW RSSR W W PD J VRPH S D V H H VH R separating from the human members of the group. They sometimes K H R W DV VS HV D G DVVDVV V R PR H DV H
DELWDW 6RFLHW Dopplegangers are rumored to be arti cial beings that were created long ago by a powerful wizard or godling. They were origi D WH GHG WR H VHG DV VS HV D G DVVDVV V D D H W K JK magical war. Their creator died long ago, but they live on, still working as spies for evil powers, thieves, and government. They have even been R WR R DV DVVDVV V All dopplegangers belong to a single tribe. Although this is rare, groups R GRSS HJD JH V D H R G D KH H DW D W PH D G H SH WHG R DW R V :R J DV D W WKH VH H W D J R S R W PV V K DV D DP ily or a group of travelers. Basically lazy, dopplegangers nd it easier to V H D G H RP R WD WD J K PD R G D G HVSH D K PD shape. They prefer to take the form of someone comfortably provided for, D G VK DVV P J WKH R P R KD G R J SHDVD WV 6 H WKH D H R 90% accurate in their mimicry, most dopplegangers are eventually discov H HG D G G H R W D G WKH R HG R H PR H WR DVV PH D H VKDSH
(FRORJ RSS HJD JH V D H VRSK VW DWHG D G GD JH R V SD DV WHV J off the labors of others. They must also be reckoned with as clever and ef H W H VS HV D G DVVDVV V KR D HD SR W D PD KHP SRV W R V of power. Evil wizards have on rare occasions controlled entire kingdoms R VKR W SH RGV R W PH HS D J D J S H R R R WK D GRSS HJD JH
60
Dracolich /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
6HH H R 9H DH 6R WD Night 6SH D As per individual dragon B, H, S, T Evil (any) 6HH H R As per former dragon type As per former dragon type As per former dragon type As per former dragon type 6HH H R HDWK HDSR D G VSH VH 6SH PP W HV D G VSH VH 6HH H R As per individual dragon 6HH H R As per individual dragon, plus 1,000 (both dracolich and host P VW H GHVW R HG
)32
The dracolich is an undead creature resulting from the unnatural transfor mation of an evil dragon. The mysterious Cult of the Dragon practices the SR H PDJ H HVVD R WKH HDW R R WKH G D R K WKR JK RWKH S D W W R H V D H D VR PR HG WR H VW A dracolich can be created from any of the evil dragon subspecies. A dra R K HWD V WKH SK V D DSSHD D H R WV R J D RG H HSW WKDW WV H HV appear as glowing points of light oating in shadowy eye sockets. Skeletal or VHP V H HWD G D R KHV KD H HH R VH HG R R DV R The senses of a dracolich are similar to those of its original form; it can detect invisible objects and creatures (including those hidden in dark HVV R RJ WK D RRW DG V SH DJH DWHJR D G D VR SRVVHVVHV D DW D FODLUD GLH FH D W K H WV D H D WR D D JH R HHW SH age category. A dracolich can speak, cast spells, and employ the breath weapon of its original form; it can cast each of its spells once per day and can use its breath weapon once every three combat rounds. Additionally, D G D R K HWD V WKH WH JH H D G PHPR R WV R J D R P
The dracolich has a slightly stronger ability to cause fear in opponents than it did in its original form; opponents must roll their saving throws vs. spell with a –1 penalty (in addition to any other relevant modi ers) to resist the dracolich’s fear aura. The gaze of the dracolich’s glowing eyes can also paralyze creatures within 40 yards if they fail their saving throws (creatures of 6th level [or 6 Hit Dice] or higher gain a +3 bonus to their sav ing throws). If a creature successfully saves against the gaze of a dracolich, it is permanently immune to the gaze of that particular dracolich. The attack routine of a dracolich is similar to that of its original form; for H DPS H D G D R K WKDW DV R J D D J HH G DJR J GR D HD RSSR H W WK D VH HV R SK V D DWWD V W W VWD PR H R P GD H RSSR H WV DWWD J DW D RSSR W H PRPH W WK WV HDWK HDSR D G VSH V All physical attacks, such as clawing and biting, in ict the same dam age as the dracolich’s original form, plus 2d8 points of chilling damage. A victim struck by a dracolich who fails a saving throw vs. paralyzation is paralyzed for 2d6 rounds. Immunity to cold damage, temporary or per manent, negates the chilling damage but not the paralyzation. Dracoliches D RW G D H H HV All dracoliches can attempt GHDG FR WURO (as per a SRWLR RI GHDG FR WURO once every three days on any variety of undead with 60 yards. The undead’s saving throws against this power suffer a –3 penalty; if the GHDG FR WURO V V HVV W DVWV R R H W R :K H GHDG FR WURO V VH the dracolich cannot use other spells. If the dracolich interrupts its undead R W R H R H W KDV HH VHG R D W WKH G D R K P VW VW DW WK HH GD V H R H WKH SR H D H VHG DJD If a dracolich or proto-dracolich is slain, its spirit immediately returns to its host. If there is no corpse in range for it to possess, the spirit is trapped WKH KRVW W V K D W PH H H WKDW D R SVH H RPHV D D D H A dracolich is dif cult to destroy. It can be destroyed outright by SR HU RUG NLOO or a similar spell. If its spirit is currently contained in its host, GHVW R J WKH KRVW KH D V WD H R SVH V RW WK D JH H H W H destroys the dracolich. Likewise, an active dracolich is unable to attempt further possessions if its host is destroyed. The fate of a disembodied dra R K VS W WKDW V D VS W WK R RG R KRVW V R W W V S HV PHG WKDW W V G D WR WKH R H S D HV
RPEDW D R KHV D H PP H WR F DUP VOHHS H IHHEOHPH W SRO PRUS FROG (magical or natural), HOHFWULFLW ROG L VD LW D G GHDW VSH V R V PEROV They cannot be poisoned, paralyzed, or turned by priests. They have the same magic resistance as their original forms; only magical attacks from wizards of 6th level or higher, or from mon VWH V R R PR H + W H KD H D KD H R D H W J G D R KHV The Armor Class of a dracolich is equal to the Armor Class of its origi nal form, bettered by –2 (for example, if the AC of the original form was –1, the AC of the dracolich is –3). Attacks on a dracolich, due to its magical DW H GR RW JD D DWWD R GDPDJH R R VHV Initially, a dracolich has the same morale rating as its original form. However, after a dracolich is successful in its rst battle, its morale rating permanently becomes Fearless (19 base); this assumes that the opponent or opponents involved in the battle had a Hit Dice total of at least 100% of the Hit Dice of the dracolich (for instance, a 16-HD dracolich must defeat D RSSR H W R RSSR H WV R DW HDVW WRWD + WR H H H WKH PR D H crease). Once a dracolich receives the morale increase, it becomes immune WR PDJ D HD DV H
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Dracolich weapon for another seven days (note that it will not be able to cast spells with verbal components during this time). At the end of seven days, the G D R K HJD V WKH VH R WV R H D G HDWK HDSR If the animated corpse is not the spirit’s former body, it immediately becomes a proto-dracolich. A proto-dracolich has the mind and memories R WV R J D R P W KDV WKH K W SR WV D G PP W HV WR VSH V D G priestly turning of a dracolich. A proto-dracolich can neither speak nor cast spells; further, it cannot cause chilling damage, use a breath weapon, or cause fear as a dracolich. Its strength, movement, and Armor Class are WKRVH R WKH SRVVHVVHG RG To become a full dracolich, a proto-dracolich must devour at least 10% of its original body. Unless the body has been dispatched to another plane R H VWH H D S RWR G D R K D D D V VH VH WKH S HVH H R WV R J nal body, regardless of the distance. A proto-dracolich will tirelessly seek out its original body to the exclusion of all other activities. If its original RG KDV HH HG G VPHP H HG R RWKH VH GHVW R HG WKH S RWR dracolich need only devour the ashes or pieces equal to or exceeding 10% of its original body mass (total destruction of the original body is possible R WK R JK VH R D GLVL WH UDWH or similar spell; the body could be re R VW WHG WK D LV R V P D VSH VR R J DV WKH VSH V DVW WKH VDPH S D H DV WKH GLVL WH UDWLR If a proto-dracolich is unable to devour WV R J D RG W V W DSSHG WV H W R P W VD A proto-dracolich transforms into a full dracolich within seven days D WH W GH R V WV R J D RG :KH WKH W D V R PDW R V RPS HWH the dracolich resembles its original body; it can now speak, cast spells, and HPS R WKH HDWK HDSR R WV R J D RG DGG W R WR KD J D R WKH D W HV R D G D R K The procedure for possessing a new corpse is the same as explained above, except that the assistance of a wizard is no longer necessary (cast J PD LF MDU is required only for the rst possession). If the spirit success H SRVVHVVHV WV R J D RG W R H DJD H RPHV D GD R K If the spirit possesses a different body, it becomes a proto-dracolich and P VW GH R WV R PH RG WR H RPH D G D R K A symbiotic relationship exists between a dracolich and the wizards who create it. The wizards honor and aid their dracolich, as well as pro viding it with regular offerings of treasure items. In return, the dracolich defends its wizards against enemies and other threats, as well as assisting them in their various schemes. Like dragons, dracoliches are loners, but WKH WD H RP R W WKH R HGJH WKDW WKH KD H D HV D R KHV D H JH H D R G WKH VDPH KD WDWV DV WKH G DJR V from which they were created; dracoliches created from green dragons, R VWD H D H H WR H R G V W RS D D G WHPSH DWH R HVWV Though they do not live with their wizards, their lairs are never more than D H P HV D D D R KHV S H H GD HVV D G D H V D H R WH HG DW JKW VKDGR R HVWV R GH J R G D WKV
DELWDW 6RFLHW The creation of a dracolich is a complex process involv J WKH W D V R PDW R R D H G DJR D D H PDJ D R HV WKH PRVW RWR R V S D W W R H V R K K D H PHP H V R WKH W R WKH DJR The process is usually a cooperative effort between the evil dragon and the wizards, but especially powerful wizards have been known to coerce D H G DJR WR GH JR WKH W D V R PDW R DJD VW WV Any evil dragon is a possible candidate for transformation, although old dragons or older with spell-casting abilities are preferred. Once a candidate is secured, the wizards rst prepare the dragon’s host, an inanimate object that will hold the dragon’s life force. The host must be a solid item of not less than 2,000 gp value resistant to decay (wood, for instance, is unsuitable). A gemstone is commonly used for a host, particularly ruby, pearl, carbuncle, and jet, and is often set in the hilt of a sword or other weapon. The host is prepared by casting H F D W D LWHP upon it and speaking the name of the evil dragon; the item may re sist the spell by successfully saving vs. spell as an 11th-level wizard. If the spell is resisted, another item must be used for the host. If the spell is not resisted, the item can then function as a host. If desired, ODVVWHHO D H DVW SR WKH KRVW WR S RWH W W Next, a special potion is prepared for the evil dragon to consume. The H D W RPSRV W R R WKH SRW R D HV D R G J WR WKH DJH D G W SH R WKH G DJR W W P VW R WD S H VH VH H J HG H WV DPR J WKHP D SRWLR RI H LO GUD R FR WURO D SRWLR RI L O HUDELOLW D G WKH RRG R D DPS H :KH WKH H G DJR R V PHV WKH SRW R WKH HV WV D H GHWH mined as follows (roll percentile dice): ROO
HVXOW No effect. Potion does not work. The dragon suffers 2d12 points of GDPDJH D G V KH S HVV WK R VR V R R GV Potion does not work. The dragon dies. A full LV R similar spell is needed to restore the dragon to life; a LV WR W D V R P WKH G DJR WR D G D R K HV WV D RWKH R R WK V WD H 3RW R R V
If the potion works, the dragon’s spirit transfers to the host, regardless of the distance between the dragon’s body and the host. A dim light WK WKH KRVW G DWHV WKH S HVH H R WKH VS W :K H R WD HG the host, the spirit cannot take any actions; it cannot be contacted nor attacked by magic. The spirit can remain in the host inde nitely. Once the spirit is contained in the host, the host must be brought within 90 feet of a reptilian corpse; under no circumstances can the spirit possess a living body. The spirit’s original body is ideal, but the corpse of any HSW D HDW H WKDW G HG R DV HG WK WKH S H R V GD V V V WD H The wizard who originally prepared the host must touch the host, cast D PD LF MDU VSH K H VSHD J WKH DPH R WKH G DJR WKH WR K WKH corpse. The corpse must fail a saving throw vs. spell for the spirit to suc cessfully possess it; if it saves, it will never accept the spirit. The following modi ers apply to the roll:
(FRORJ D R KHV D H H H K J W WKH P VW HDW R GH WR H fuel their breath weapons. Like dragons, dracoliches can consume nearly anything, but prefer the food eaten by their original forms (for instance, if a dracolich was originally a red dragon, it prefers fresh meat). The body of D GHVW R HG G D R K P HV WR D R VPH J SR GH WK D H hours; this powder can be used by knowledgeable wizards as a compo H W R HDW J SRWLR V RI GHDG FR WURO D G V P D PDJ D V VWD HV
–10 if the corpse is the spirit’s own former body (which can be dead for D H JWK R W PH WKH R SVH V R WKH VDPH D J PH W DV WKH G DJR –4 if the corpse is that of a true dragon (any type). –3 if the corpse is that of a redrake, ice lizard, wyvern, or re lizard. WKH R SVH V WKDW R D G D R V G DJR H G RVD V D H R RWKH HSW H If the corpse accepts the spirit, it becomes animated by the spirit. If the animated corpse is the spirit’s former body, it immediately becomes a dracolich; however, it will not regain the use of its voice and breath
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Dragon, General Dragons are an ancient, winged reptilian race. They are known and feared for their size, physical prowess, and magical abilities. The oldest dragons D H DPR J WKH PRVW SR H HDW HV WKH R G 0RVW G DJR V D H identi ed by the color of their scales. There are many known subspecies of dragons, several of which fall WR WK HH RDG DWHJR HV K RPDW JHP D G PHWD G DJR V K R matic dragons include black, blue, green, red, and white dragons; all are extremely evil and are feared by most. The metallic dragons are the brass, bronze, copper, gold, and silver dragons; these are noble and good, highly HVSH WHG VH SHRS H The gem dragons are the amethyst, crystal, emerald, sapphire, and topaz dragons; they are neutral with respect to good and evil, and are H KD VPDW D G V D H PDVWH V R SH V DV R KR GH JKW GG HV Though generally smaller and slower than other dragons, gem dragons D H R WH VH D G PR H WH JH W D G KD H RWKH SR H V WR RPSH VDWH H SV R V In addition to the dragons in these three classi cations, there are other dragons that may at rst seem to be members of those categories. For in VWD H WKH VWHH G DJR VHHPV WR H D PHWD G DJR W KDV R R H breath weapon; while each “true” metallic dragon has two. Likewise, the brown dragon seems to be a typical, evil chromatic dragon; but has no wings, so is not a “true” chromatic dragon. Although all subspecies of dragons are believed to have come from the VDPH RRWV WH V R WKR VD GV R HD V DJR WKH S HVH W V VSH HV HHS WR WKHPVH HV R J WRJHWKH R GH H W HPH PVWD HV V K DV D SR H P W D WK HDW *RRG G DJR V H H R WK H G DJR V KR H H WKR JK D H H W D G DJR VSH PH V KD H HH R WR DVVR DWH WK H R JRRG G DJR V *R G G DJR V R DV R D DVVR DWH HH WK V H G DJR V D G HPH D G G DJR V D H VRPHW PHV R G WK VDSSK H G DJR V :KH H G DJR V R G H H W VSH HV H R WH HD K RWKH WKH V ally ght to protect their territories. While good dragons of different sub species are more tolerant of each other, they are also very territorial. They V D W WR R R W G H H HV D SHD H PD H *HP G DJR V R WH VHWW H WH VSH HV G VS WHV WK GG J R WHVWV All subspecies of dragons have 12 age categories, and gain more abili ties and greater power as they age. Dragons range in size from several feet SR KDW K J WR PR H WKD HHW D WH WKH KD H DWWD HG WKH VWDW V of great wyrm. The exact size varies according to age and subspecies. A dragon’s wingspan is about equal to its body length; 15-20% of a dragon’s RG H JWK V H *H H D KH P W S H G DJR V D H H R WH HG WKH D H D PDWHG SD and young. Mated dragons are always young adults, adults, or mature adults; R J G DJR V R G WK WKH SD H WV D H R WKH R J DG W VWDJH R R J er. To determine the age of young dragons roll 1d6: 1 = egg; 2 = hatchling; 3 = very young; 4 = young; 5 = juvenile; 6 = young adult. During the early part of a dragon’s young adult stage it leaves its par H WV J HHG G J W R WR VWD W D D R WV R 6RPHW PHV D WKR JK rarely, juvenile dragons leave their parents to start their own lives. As a SD R PDWHG G DJR V DJH H R G WKH PDW H DG W VWDJH WKH VS W S independence and the lust for treasure driving them apart. Older dragons R H WKH VH VRPHW PHV D VH R J WR R WKH R WKH RWKH SD H W HD HV KH WKH HJJV D H D G DJR V HVSH D R GH R HV D H JH H D VR WD G H WR H HVV W and preference. They distance themselves from civilization, which they R V GH WR H D SHWW D G RR VK PR WD H WR DJR V D H HD VRPH S HGDWR V W V D H JH KH H HVVD D G D eat almost anything if they are hungry enough. A dragon’s metabolism operates like a highly ef cient furnace, making use of 95% of all the food the dragon eats. A dragon can also metabolize inorganic material, and VRPH G DJR V KD H GH H RSHG D WDVWH R V K D H Although dragons’ goals and ideals vary among subspecies, all dragons are covetous. They like to hoard wealth, collecting mounds of coins and gathering as many gems, jewels, and magical items as possible. They nd W HDV H S HDV J WR RR DW D G WKH DV WKH DG D H R WKH PDJ cal items. For a dragon, there is never enough treasure. Those with large KRD GV D H RDWK WR HD H WKHP R R J H W J R W R WKH D V R WR SDW R WKH PPHG DWH D HDV R WR JHW RRG DJR V H WR PD H HGV R their treasure, shaping nooks and mounds to t their bodies. By the time WKH PDW H WR WKH J HDW P VWDJH K G HGV R JHPV D G R V D H P HGGHG WKH K GHV
UDJRQ HIHQVHV A dragon’s Armor Class improves as it gets older and the creature becomes tougher. Old dragons or older dragons are immune to normal missiles; their gem-encrusted hides de ect arrows and other small projectiles. Large missiles (from catapults, giants, etc.) and magical missiles affect them normally. Young adult and older dragons radiate a personal aura that makes them partially resistant to harmful magic. A dragon’s resistance to magic increases as it ages. UDJRQ LGH Dragon skin is prized by armorers with the skill to turn it WR VK H GV D G D PR D D H H D VH R WV DSSHD D H D G WKH S RWH tion it affords. Dragon armor grants its wearer an Armor Class of 4 less than the Armor Class of the dragon it was taken from, for a minimum Armor Class of 8. For example, armor from a juvenile brass dragon (AC 0) grants its wearer AC 4. Dragon armor is supple and non-bulky, weighing R SR GV The scales of gem dragons take on properties of actual gems; they are faceted and re ect light. They are slightly more brittle than those of other G DJR V VR D PR PDGH RP WKHP H HV HSD PR H R WH Dragon armor affords no extra protection, such as resistance to re or cold, although the armor can be enchanted to provide such protection. A dragon’s resistance to certain elements is based on its total makeup, not just its skin. Plain dragon armor is expensive to make, costing 1,000-10,000 JS DVHG R WKH R PD VK S D G S RWH W R WKH D PR D R GV DJR skin armor can be enchanted, just as other forms of armor can, to a maxi P PR Dragon shields also offer no additional protection. They are made of VW HW KHG K GH R H D wooden frame. Such shields weigh 3 pounds (if small) or 8 pounds (if large) and cost 20-120 or 30-180 gold pieces. UDJRQ 6HQVHV All dragons have excellent senses of sight, smell, and hear ing. Their enhanced senses enable them to detect all invisible objects and creatures (including creatures or items hidden in darkness or fog) within a radius equal to 10 feet times their age category. All dragons possess a natu ral clairaudience ability with respect to their lairs; the range is 20 feet per age category. The dragon must concentrate on a speci c section within its lair or V R G J D HD WR KHD KDW V JR J R 6RPH G DJR V D H D H WR RPP DWH WH HSDWK D WK D WH ligent creature. The percentage chance for a dragon to speak is based on its Intelligence and age category. Refer to individual descriptions for SH H WDJHV UDJRQ /DLUV All dragon lairs are far from mortal civilization, and they are dif cult to nd because the dragons take careful measures to cloak their coming and going. There is usually little, if any, wildlife around the D V H D VH H JK R J HDW HV HD WKH G DJR V D G PRVW G DJR V HDW WKH H HDW HV WKDW D H RR VK H R JK WR HPD :KH D R J DG W G DJR HD HV WV SD H WV VHD K R WV R D it spends a few years moving from place to place to nd a cave or cavern which best suits its personality. In most cases, the dragons search for in HDV J D JH D HV K K D HDV D RPPRGDWH WKHP DV WKH J R Usually by the time a dragon has reached the mature adult stage, it has selected a large lair it plans to keep for the remainder of its life. A dragon DW WK V VWDJH KDV JDWKH HG D R V GH D H DPR W R W HDV H D G V RDWK WR PR H W WR D G H H W R DW R The location and character of dragon lairs vary based on each subspe cies; consult individual dragons for speci c information. However, one thing HPD V R VWD W D G DJR R V GH V WV D D G H JK R J D HDV WV GR mains. A creature which violates or threatens the lair is threatening the dragon D G H GHD W WK KD VK 6RPH JRRG G DJR V PD H PR H H H W WKD other subspecies in this matter. All dragons keep their treasure hidden deep within their lairs, and some dragons create hazardous conditions within their D WR HHS D HDW HV RP HD K J WKH W HDV H UDJRQ )OLJKW Despite their large size, dragons are graceful and compe tent iers; most are maneuverability class C. This is due partially to their powerful wings, and partially to the dragon’s innate magic. Dragons can P DW KD VSHHG D G G H DW GR H VSHHG A dragon can change direction quickly by executing a wingover ma H H A dragon cannot gain altitude during the round it executes a wingover, but it may dive. The maneuver enables the dragon to make a turn of 120 to 240 degrees regardless of its speed or size.
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Dragon, General J G DJR V D VW H WK WKH D V WK D R V WR DWWD R V DJR V G J R D G R G RSSR H WV D D VR VW H WK RWK JV W WKH P VW D G PPHG DWH D WH DWWD J When engaging other ying opponents, dragons can either claw or bite, but not both. An airborne dragon must glide to cast spells (but innate abil ities can be used at any time). A gliding dragon loses 1,000 feet of altitude per round, and its forward speed is equal to one half its ight speed on the R G H R H W HJD J G J UDJRQ 7DEOH JH DWHJRU +DW K J 9H R J Young - H H Young adult Adult 0DW H DG W Old 9H R G 9H H D H : P * HDW : P
JH LQ HDUV
LW LH Modi er
Nil
RPEDW Modi er
)HDU DGLXV Nil Nil Nil Nil D GV D GV D GV D GV D GV D GV D GV D GV
LWH Because of a dragon’s long neck, it can bite creatures to its back D G V GHV 6QDWFK Only young adult and older dragons can snatch. This occurs when a ying dragon dives and attempts to grab a creature in one of its claws. A creature struck by this method is taken into the air. There is a 50% KD H WKDW D V DW KHG HDW H KDV WV D PV S HG D G WKH H R H D RW SK V D DWWD WKH G DJR 6 DW KHG HDW HV D H VRPHW PHV WD H WR great heights and dropped. The snatched creature can be squeezed in the D R D WRPDW D GDPDJH HD K R G R W D V H HG WR WKH G DJ on’s mouth (the transfer requires a successful attack roll). If the transfer succeeds, the victim automatically suffers bite damage each round; if it D V WKH W P V G RSSHG DJR V R DJH R G D G R GH D D D W P HD K D D G WKH D W WR V DW K W R W PV DW R H : PV and great wyrms can carry three victims, but one of the rst two snatched P VW H W D V H HG RP D WR PR WK H R H WKH WK G D H V DW KHG A dragon can snatch creatures two or more size categories smaller than itself. For example, a dragon that is 45’ long is a Gargantuan creature, so the biggest creature it can snatch is a Large one (12’ long). 3OXPPHW If the DM chooses to allow plummets, an airborne dragon, or a dragon jumping and descending from at least 30 feet above a target, can land on a victim. The dragon crushes and pins opponents using its claws and tail, in icting damage equal to its bite. The dragon can crush as many creatures as its combat modi er. The dragon rolls a separate attack against each crea W H D H WHG HDW HV WKDW D H P VVHG D H DVV PHG WR KD H HV DSHG HD tures that are crushed must roll successful saving throws vs. petri cation or H S HG GH WKH G DJR D WRPDW D V H J VK J GDPDJH G ing the next round unless the dragon moves off them. If the dragon chooses WR PD WD WKH S WKH W PV P VW R V HVV VD J WK R V V SHW cation to get free. The dragon’s combat modi er applies as a penalty to all saving throws vs. the crush. A dragon cannot take any other actions when S PPHW J R S J .LFN Any dragon can kick creatures attacking it from behind. A kick GH H V D GDPDJH D G HDW HV VW P VW R WKH H WH W R HVV R G R H HG D G HHW RRW SH DJH DWHJR R WKH G DJR Those knocked back must make successful saving throws vs. petri cation (adjusted by the dragon’s combat modi er) or fall. If the dragon attacks with one claw, it can kick with only one hind leg (the other must be used for balance). It cannot slap its tail while kicking. :LQJ XIIHW Young adult and older dragons can employ their wings in combat; targets must be at the dragon’s sides. The damage in icted is WKH VDPH DV D D DWWD D G HDW HV VW P VW R WKH H WH W R HVV R G R H R HG S R H 7DLO 6ODS Adult and older dragons can use their tails to attack creatures to their rear and sides. A tail attack in icts the same damage as two claw at tacks and affects as many targets as the dragon’s age category. The dragon R V D VHSD DWH DWWD DJD VW HD K HDW H HDW HV VW P VW R V cessful saving throws vs. petri cation (adjusted by the dragon’s combat modi er) or be stunned for 1d4 + 1 minutes. A tail slap can smash a light wooden structure and even damage a cube of force (one charge per two points of combat modi er, round down). 6WDOO Any dragon ying near the ground can halt its forward mo tion and hover for one round; it must land immediately thereafter. Once stopped, the dragon can attack with its bite and all four legs. It can use its HDWK HDSR VWHDG W WK V D H KDSSH V V H G DJR V D HDWKH on the wing. If a dragon stalls in an area with lots of trees or loose earth, WKH G D W RP WV JV HDWHV D G VW R G WK WKH VDPH DG V DV WV HD D D HDW HV WK WKH R G D H GHG D G R VSH DVW J V possible. The dust lasts for one round. 6SHOOV Dragons learn spells haphazardly over the years. The DM VKR G D GRP GHWH P H K K VSH V D SD W D G DJR R V The dragon can cast each spell once per day, unless random determina WR G DWHV WKH VDPH VSH PR H WKD R H K K DVH WKH G DJR D DVW W PR H WKD R H D GD DJR V GR RW VH VSH RR V R S D WR deities; they simply sleep, concentrate when they awaken, and remember their spells. Dragon spells have only a verbal component; the spells have D DVW J W PH R HJD G HVV R H H DJR V D RW SK V D DWWD use their breath weapon, use their magical abilities, or y (except to glide) K H DVW J D VSH
)HDU 6DYH Modi er Nil Nil Nil Nil +3 (+7) +2 (+6) +1 (+5) 0 (+4) –1 (+3) –2 (+2) –3 (+l) –4 (0)
UDJRQ )HDU Dragons can inspire panic or fear. The mere sight of a young adult or older dragon causes creatures with fewer than 1 Hit Die (as well DV D R D R R V R DJJ HVV H HDW HV WK H H + W H WKD the dragon) to automatically ee in panic for 4d6 rounds. Trained war mounts, organized military units, and single creatures WK + W H R PR H W WK H H + W H WKD WKH G DJR D H RW SD HG W WKH PD H VW H WK HD WKH D H WK WKH G DJ on’s fear aura. The aura surrounds attacking or charging dragons in the speci ed radius and in a path along the ground directly beneath a y J G DJR KRVH D W W GH V HHW R HVV HDW HV RW D WRPDW D panicked are entitled to saving throws vs. petri cation. Creatures failing their saving throws are stricken with fear and ght with a –2 penalty to their attack and damage rolls. The aura increases in size and power based on the age category of the dragon; creatures subjected to the aura receive a saving throw bonus or a penalty as speci ed on the Dragon Table. All HDW HV WK + W H H D WR R J HDWH WKD WKRVH R WKH G DJR D H PP H WR WKH HD H H W *HP G DJR V D H RW DV KH H W HD VRPH DV RWKH G DJR V VR VD ing throws against their fear auras receive bonuses; the bonuses appear in parenthesis in the Dragon Table. Dragon Hit Die Modi er DJR + W H D HW HH V VSH HV D G are modi ed based on age category. Refer to individual dragon entries for the base Hit Dice for each species, and to the Dragon Table for the modi er based on age. The older a dragon gets, the more Hit Dice it has. For example, a black dragon has a base of 10 Hit Dice. A hatchling black dragon subtracts 6 dice, giving it a total of 4. A great wyrm black dragon DGGV G H R D WRWD R Dragons’ saving throws are tied to their Hit Dice. Each dragon saves as a ghter equal in level to the dragon’s Hit Dice. For example, a hatchling black dragon saves as a 4th-level ghter, while a great wyrm black dragon saves as an 18th-level ghter. Dragon Combat Modi er A dragon’s combat modi er varies with age category. The bonus or penalty applies to damage rolls for each physical attack. It does not apply to a dragon’s breath weapon. The combat modi er is also applied to the dragon’s base spellcasting level (age category), to determine the actual level at which the dragon casts spells (thus, a great P DVWV VSH V DW WK H H R D W UDJRQ WWDFNV All dragons have a claw/claw/bite attack form and a breath weapon. The latter can be used once every three rounds. Dragons D VR HPS R VH H D RWKH DWWD R PV K K D H GHWD HG WKH R R J WH W DJR V H H W G GH WKH DWWD V HW HH RSSR H WV V J WKH PR H GD JH R V DWWD V V K DV WKH WH DJD VW WKH RHV WKH SH H H WR H WKH WR JKHVW A dragon that breathes during a round of combat cannot also attack physically. Magical abilities (but not spells) can be used in addition to any DWWD V H HSW WKH HDWK HDSR ODZV A dragon can use its claws to attack creatures to its front and sides. If the dragon kicks with one rear leg, it can attack with only one claw (the other must be used to maintain balance).
64
Dragon, Chromatic /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9( 7,0( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17
Any swamp, jungle, and subterranean 5D H 6R WD R D Any 6SH D Average (8-10) 6SH D KDRW H
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
1 (2-5) 1 (base) 12, Fl 30 (C), Sw 12 12 (base) 9 (base) VSH D
Black Dragon
6SH D 9D D H 9D D H G (30’ base) Fanatic (16 base) 9D D H
D G DJR V D H D V H WR D JH D G HVH W W V R V R D kind. They like dismal surroundings, heavy vegetation, and prefer dark ness to daylight. Although not as intelligent as other dragons, black drag R V D H VW W H J D G PD H R H W At birth, a black dragon’s scales are thin, small, and glossy. But as the G DJR DJHV WV V D HV H RPH D JH WK H D G G H K K KH SV W camou age itself in swamps and marshes. Black dragons speak their own tongue, a tongue common to all evil dragons, and 10% of hatchling black dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
G DJR DWWD V W D VWDJ DWH HHW R DWH PD J W H RPH VW R HW D G D H WR V SSR W D PD H :KH WK V D W V VHG DJD VW SRW R V D G H V WKH H RPH VH HVV WKH R D R HWWH R G 2OG SOD W UR W R H D GD 9HQHUDEOH V PPR L VHFWV R H D GD UHDW Z UP F DUP UHSWLOHV three times a day. This operates as D F DUP PDPPDOV VSH W V DSS D H R WR HSW HV DELWDW 6RFLHW D G DJR V D H R G V DPSV PD VKHV D R ests, and jungles. They revel in a steamy environment where canopies of trees lter out most of the sunlight, swarms of insects ll the air, and stag D W PRVV R H HG SR GV H D GD H D G DJR V D H H H H W swimmers and enjoy lurking in the gloomy depths of swamps and bogs. They also are graceful in ight; however, they prefer to y at night when WKH J HDW R PV D H K GGH WKH GD HVV R WKH V D G DJR V are extremely sel sh, and the majority of those encountered will be alone. :KH D DP R D G DJR V V H R WH HG WKH DG WV S RWH W their young. However, if it appears the adults’ lives are in jeopardy they D D GR WKH R J WR VD H WKHPVH HV They lair in large, damp caves and multi-chambered subterranean cav erns. Older dragons are able to hide the entrance to their lairs with their SOD W UR W ability. Black dragons are especially fond of coins. Older black drag ons sometimes capture and question humans, before killing them, to nd out KH H VWR S HV R JR G V H D G S DW P R V D H HSW
RPEDW D G DJR V S H H WR DP VK WKH WD JHWV V J WKH V roundings as cover. Their favorite targets are men, who they will some W PHV VWD R VH H D P WHV D DWWHPSW WR JD JH WKH VW H JWK D G wealth before attacking. Against a band of men or a formidable creature, older black dragons will use their special abilities rst, so the very forces of the marsh can weaken the targets before the dragon joins the ght. D G DJR V D VR VH WKH HDWK HDSR H R H RV J PH HH When ghting in heavily vegetated swamps and marshes, black dragons attempt to stay in the water or along the ground; the numerous trees and leafy canopies limit their ying maneuverability. When faced with an op SR H W K K SRVHV WRR P K R D WK HDW D D G DJR DWWHPSW WR y out of sight, so it will not leave tracks, and hide in a deep pond or bog. UHDWK ZHDSRQ VSHFLDO DELOLWLHV A black dragon’s breath weapon is a 5’ wide stream of acid that extends 60’ in a straight line from the dragon’s head. All creatures caught in this stream must save vs. breath weapon for half damage. A black dragon casts spells and uses its magical abilities at 5th level, plus its combat modi er. D G DJR V D H R WK D DWH DWHU EUHDW L D W D G D PP nity to acid. As they age, they gain the following additional powers:
(FRORJ D G DJR V D HDW D PRVW D WK J D WKR JK WKH S H H WR dine primarily on sh, mollusks, and other aquatic creatures. They are fond of eels, especially the giant varieties. They also hunt for red meat, but they like to “pickle” it by letting it lie in ponds within their lair for days H R H HDW J W
-XYHQLOH GDUN HVV three times a day in a 10’ radius per age category of WKH G DJR GXOW FRUU SW DWHU once a day. For every age category a JH
RG /JW
7DLO /JW
UHDWK :HDSRQ G G G G G G G G G G G G
6SHOOV :L DUG 3ULHVW Nil Nil Nil
65
0 Nil Nil Nil Nil 10% 15% 20% 25% 30% 35% 40% 45%
7UHDV 7 SH Nil Nil Nil + + + + H (×2) H (×2) H (×2) H (×3) H (×3)
3 9DOXH
Blue Dragon
Dragon, Chromatic
,1 /,0 7( 7( ) (4 (1 2 1,= 7,21 7,9( 7,0( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17
Arid deserts 9H DH 6R WD R D Any 6SH D Very (11-12) 6SH D Lawful evil
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
1 (2-5) 0 (base) 9, Fl 30 (C), Br 4 14 (base) 8 (base) VSH D 6SH D 9D D H 9D D H G (42’ base) Fanatic (16 base) 9D D H
Blue dragons are extremely territorial and voracious. They love to spend R J KR V S HSD J DP VKHV R KH G D PD V D G D W D HHV D G WKH VSH G H D R J KR V G H J R WKH V HVV D G DGP J WKH W RSK HV The size of a blue dragon’s scales increases little as the dragon ages, although they do become thicker and harder. The scales vary in color from an iridescent azure to a deep indigo, retaining a glossy nish through all of the dragon’s stages because the blowing desert sands polish them. This PD HV H G DJR V HDV WR VSRW D H GHVH W V R G JV +R H H WKH G DJR V R WH R HD WKHPVH HV R J WR WKH VD G VR R SD W R WKH KHDGV D H H SRVHG Blue dragons love to soar in the hot desert air; usually ying in the GD W PH KH WHPSH DW HV D H WKH K JKHVW 6RPH H G DJR V HD PDW K WKH R R R WKH GHVH W V D G VH WK V R R DW R WR WKH DG D WDJH RP DW H G DJR V VSHD WKH R WR J H D WR J H RPPR WR D H dragons, and 12% of hatchling blue dragons have an ability to commu nicate with any intelligent creature. The chance to possess this ability in creases 5% per age category of the dragon.
Blue dragons are born with an immunity to electricity. As they age, WKH JD WKH R R J DGG W R D SR H V RXQJ FUHDWH R GHVWUR DWHU WK HH W PHV SH GD -XYHQLOH VR G LPLWDWLR DW GXOW G VW GH LO R H D GD 2OG H WULORT LVP R H D GD 9HQHUDEOH FR WURO L GV R H D GD UHDW Z UP DOO FL DWRU WHUUDL R H D GD DELWDW 6RFLHW Blue dragons are found in deserts; arid, windswept plains; and hot, humid badlands. They enjoy the bleak terrain because WKH H D H H R VWD HV R D R DV R D R R W RSS J R G H to interrupt the view of their territories. They spend hours looking out R H WKH GRPD V DW K J R W HVSDVVH V D G DGP J WKH S RSH W 0RVW R WKH H G DJR V H R WH HG H D R H H D VH WKH GR RW D W WR VKD H WKH WH WR HV WK RWKH V +R H H KH D DP VH R WH HG WKH PD H G DJR DWWD H R R V S RWH W J K V S RS erty—his mate and young. The female dragon also will join in the attack if the threat proves signi cant. Blue dragons’ enemies are men, who kill the dragons for their skin and treasure, and brass dragons, which share the same environment. If a blue G DJR G V R H V D DVV G DJR WKH VDPH HJ R W RW HVW W WKH W HVSDVV J G DJR V HG R G H D D H G DJR V D DVW GH J R G D H V K K WKH VWR H WKH treasure. Although blue dragons will collect anything which looks valu D H WKH D H R G R JHPV HVSH D VDSSK HV
RPEDW Blue dragons prefer to ght from a distance so their opponents D HD W HVV WKH R H R WKH HDWK HDSR D G VR WW H R R threat is posed to themselves. Often blue dragons will attack from directly D R HR R H HDWK WKH VD GV W RSSR H WV RPH WK feet. Older blue dragons will use their special abilities, such as DOO FL D WRU WHUUDL R H W WK WKHVH WD W V WR PDV WKH D G D G D G WKH chances to surprise. Blue dragons will only run from a ght if they are VH H H GDPDJHG V H WKH H HW HDW DV R D G UHDWK ZHDSRQ VSHFLDO DELOLWLHV A blue dragon’s breath weapon is a 5’ wide bolt of lightning that streaks 100’ in a straight line from the dragon’s mouth. All creatures caught in this stream must save vs. breath weapon R KD GDPDJH H G DJR V DVW VSH V D G VH WKH PDJ D D W HV DW 7th level, adjusted by their combat modi er.
JH
DVH /JW
7DLO /JW
AC
UHDWK :HDSRQ G G G G G G G G G G G G
(FRORJ H G DJR V D H D H WR R V PH HD D WK J D G VRPH times are forced to eat snakes, lizards, and desert plants to help sate their J HDW K JH +R H H WKH D H SD W D R G R KH G D PD V V K DV DPH V D G WKH JR JH WKHPVH HV R D D D V R WKH HDW HV K K WKH RR WK D OL W L EROW 6SHOOV :L DUG 3ULHVW Nil Nil Nil
66
0 Nil Nil Nil Nil 20% 25% 30% 35% 40% 45% 50% 55%
7UHDV 7 SH Nil Nil Nil ½+ 6 + 6 + 6 + 6 H, S (×2) H, S (×2) H, S (×2) H, S (×3) H, S (×3)
XP Value
Dragon, Chromatic ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17
6 W RS D D G WHPSH DWH R HVW D G V WH D HD 9H DH 6R WD R D Any 6SH D Very (11-12) 6SH D Lawful evil
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
1 (2-5) 0 (base) 9, Fl 30 (C), Sw 9 13 (base) 7 (at 13 HD) VSH D 1-8/1-8/2-20 (2d10) 6SH D 9D D H 9D D H G (36’ base) Elite (15-16) 9D D H
/,0 7( 7(
,1
Green Dragon
Green dragons are bad tempered, mean, cruel, and rude. They hate good ness and good-aligned creatures. They love intrigue and seek to enslave RWKH RRG D G HDW HV J WKRVH KR D RW H R W R HG R W P GDWHG A hatchling green dragon’s scales are thin, very small, and a deep shade of green that appears nearly black. As the dragon ages, the scales J R D JH D G H RPH JKWH W J VKDGHV R R HVW HPH D G D G olive green, which helps it blend in with its wooded surroundings. A green dragon’s scales never become as thick as other dragons’, remaining smooth and exible. * HH G DJR V VSHD WKH R WR J H D WR J H RPPR WR D H dragons, and 12% of hatchling green dragons have an ability to commu nicate with any intelligent creature. The chance to possess this ability in creases 5% per age category of the dragon.
damage. A green dragon casts its spells at 6th level, adjusted by its combat modi er. From birth, green dragons are immune to gasses. As they age, they gain WKH R R J DGG W R D SR H V -XYHQLOH DWHU EUHDW L GXOW V HV WLR R H D GD 0DWXUH DGXOW DUS RRG WK HH W PHV D GD 2OG SOD W UR W R H D GD 9HU ROG H WD OH R H D GD : UP SDVV LW R W WUDFH WK HH W PHV D GD DELWDW 6RFLHW * HH G DJR V D H R G V W RS D D G WHPSH DWH forests, the older the forest and bigger the trees, the better. The sights and VPH V R WKH RRGV D H S HDV J WR WKH G DJR D G W R V GH V WKH H W H R HVW R RRGV WV WH WR 6RPHW PHV WKH G DJR H WH WR D H D W R VK S WK RWKH H R HVW G H J HDW HV K K HHS WKH G DJR R PHG D R W KDW V JR J R WKH R HVW D G V R G J D HD exchange for their lives. If a green dragon lives in a forest on a hillside, W VHH WR H V D H K J D WV K K WKH G DJR R V GH V WV J HDW est enemy. A green dragon makes its lair in underground chambers far H HDWK WV R HVW The majority of green dragons encountered will be alone. However, KH D PDWHG SD R G DJR V D G WKH R J D H H R WH HG WKH H male will leap to the attack. The male will take the young to a place of safety before joining the ght. The parents are extremely protective of their young, despite their evil nature, and will sacri ce their own lives to VD H WKH R VS J
RPEDW Green dragons initiate ghts with little or no provocation, pick ing on creatures of any size. If the target creature intrigues the dragon or appears to be dif cult to deal with, the dragon will stalk the creature, V J WV H R PH W R R H W W GHWH P HV WKH HVW W PH WR VW H and the most appropriate tactics to use. If the target appears formidable, the dragon will rst attack with its breath weapon, magical abilities, and VSH V +R H H WKH WD JHW DSSHD V HD WKH G DJR PD H WV presence known quickly for it enjoys evoking terror in its targets. When WKH G DJR KDV W HG R WK V JDPH W J GR WKH HDW H V J its physical attacks so the ght lasts longer and the creature’s agony is S R R JHG 6RPHW PHV WKH G DJR H H WV WR R W R D HDW H V K DV D K PD R GHP K PD WK R JK W P GDW R D G V HVWLR * HH G DJR V H WR HVW R PH HVSH D DG H W H V WR HD PR H D R W WKH VR HW D W HV KDW V JR J R WKH R W V GH D G WKH H V W HDV H HD
(FRORJ Although green dragons have been known to eat practically any WK J G J VK V D G VPD W HHV KH WKH D H K J H R JK they especially prize elves. If the forest is on a hillside, hill giants will hunt WKH R JH G DJR V K K WKH R V GH D GH D
UHDWK ZHDSRQ VSHFLDO DELOLWLHV A green dragon’s breath weapon is a cloud of poisonous chlorine gas that is 50’ long, 40’ wide, and 30 feet K JK HDW HV WK WKH R G PD VD H H V V HDWK HDSR R KD JH
RG /JW
7DLO /JW
UHDWK :HDSRQ G G G G G G G G G G G G
67
6SHOOV :L DUG 3ULHVW Nil Nil Nil
0 Nil Nil Nil Nil 15% 20% 25% 30% 40% 45% 50% 55%
7UHDVXUH 7 SH 1LO Nil Nil + + + + H (×2) H (×2) H (×2) H (×3) H (×3)
3 9DOXH
Red Dragon
Dragon, Chromatic
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17
Tropical, subtropical, and WHPSH DWH K V D G PR WD V 9H DH 6R WD R D Any 6SH D Exceptional (15-16) 6SH D KDRW H
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
1 (2-5) -3 (base) 9, Fl 30 (C), Jp 3 15 (base) 7 (at 9 HD) VSH D 1-10/1-10/3-30 (3d10) 6SH D 9D D H 9D D H G (48’ base) Fanatic (17-18) 9D D H
/,0 7( 7(
,1
5HG G DJR V D H WKH PRVW R HWR V D G J HHG R D G DJR V R H H seeking to increase their treasure hoards. They are obsessed with their wealth and memorize an inventory accurate to the last copper. They are exceptionally vain and self con dent, considering themselves superior not R WR RWKH G DJR V W WR D RWKH H JH H D :KH HG G DJR V KDW K WKH VPD V D HV D H D JKW J RVV V D HW H D VH R WK V WKH D H VSRWWHG S HGDWR V D G PH K W J R V V VR WKH D H K GGH GHHS GH J R G D V D G RW SH P WWHG WR H W H R WV GH W WR D G WKH H G R WKH R J VWDJH KH WKH V D HV KD H W HG D GHHSH HG WKH J RVV WH W H KDV HH HS D HG D smooth, dull nish, and they are more able to take care of themselves. As WKH G DJR R W HV WR DJH WKH V D HV H RPH D JH WK D G DV VW R J DV PHWD 5HG G DJR V VSHD WKH R WR J H D WR J H RPPR WR D H G DJ ons, and 16% of hatchling red dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
damage. Red dragons cast spells at 9th level, adjusted by their combat modi ers. Red dragons are born immune to re. As they age, they gain the follow J DGG W R D SR H V RXQJ: affect normal res three times per day. -X YHQLOH pyrotechnics three times per day. Adult: heat metal once per day. 2OG V JJHVW R R H SH GD 9HU ROG K S RW VP R H SH GD 9HQHU DEOH detect gems, kind and number in a 100’ radius three times a day. DELWDW 6RFLHW 5HG G DJR V D H R G R J HDW K V R R VRD J mountains. From a high perch they haughtily survey their territory, which they consider to be everything that can be seen from their position. They S H H WR D D JH D HV WKDW H WH G GHHS WR WKH HD WK A red dragon enjoys its own company, not associating with other crea tures, or even other red dragons, unless the dragon’s aims can be fur thered. For example, some red dragons who have F DUP VSH V R GH men to act as the dragon’s eyes and ears, gathering information about nearby settlements and sources of treasure. When a red dragon’s offspring HD K WKH R DG OW VWDJH WKH D H R GH HG RP WKH D D G WKH V R G J WH WR DV WKH D H H HG DV RPSHW W R Red dragons are quick to ght all creatures which encroach on their WH WR HVSH D RSSH D G V H G DJR V K K VRPHW PHV VKD H WKH same environment. They hate gold dragons above all else because they believe gold dragons are “nearly” as powerful as themselves.
RPEDW Because red dragons are so con dent, they never pause to ap S D VH D DG H VD :KH WKH RW H D WD JHW WKH PD H D V DS GH sion whether to attack, using one of many “perfect” strategies worked out ahead of time in the solitude of their lairs. If the creature appears small and insigni cant, such as an unarmored man, the dragon will land to at WD WK WV D V D G WH RW D W J WR R WH DWH WKH HDW H WK WV breath weapon, as any treasure might be consumed by the ames. How H H D HG G DJR H R WH V D J R S R D PR HG PH W VH WV breath weapon, special abilities, and spells (if it is old enough to have WKHP H R H D G J
(FRORJ 5HG G DJR V D H PHDW HDWH V D WKR JK WKH D H DSD H R G gesting almost anything. Their favorite food is a maiden of any human or GHP K PD D H 6RPHW PHV WKH G DJR V D H D H WR F DUP H DJH V into regularly sacri cing maidens to them.
UHDWK ZHDSRQ VSHFLDO DELOLWLHV A red dragon’s breath weapon is a sear ing cone of re 90’ long, 5’ wide at the dragon’s mouth and 30’ at the base. Creatures struck by the ames must save versus breath weapon for half
JH
RG /JW
7DLO /JW
UHDWK :HDSRQ G G G G G G G G G G G G
68
6SHOOV :L DUG 3ULHVW Nil Nil Nil
0 Nil Nil Nil Nil 30% 35% 40% 45% 50% 55% 60% 65%
7UHDVXUH 7 SH Nil Nil Nil E, S, T H, S, T H, S, T H, S, T H, S, T (×2) H, S, T (×2) H, S, T (×2) H, S, T (×3) H, S, T (×3)
3 9DOXH
Dragon, Chromatic ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17
Arctic plains, hills, mountains, and V WH D HD 5D H 6R WD R D Any 6SH D Low (5-7) 6SH D KDRW H
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
1 (2-5) 1 (base) 12, Fl 40 (C), Br 6, Sw 12 11 (base) 9 (at 11 HD) VSH D 1-6/1-6/2-16 (2d8) 6SH D 9D D H 9D D H H (24’ base) Elite (15-16) 9D D H
/,0 7( 7(
,1
White Dragon
)32
:K WH G DJR V WKH VPD HVW D G HD HVW R WKH H G DJR V D H V R witted but ef cient hunters. They are impulsive, vicious, and animalis W WH G J WR R V GH R WKH HHGV D G HPRW R V R WKH PRPH W D G KD J R R HV JKW R HJ HW HVS WH WKH R WH JH H WKH D H DV J HHG D G H DV WKH RWKH H G DJR V The scales of a hatchling white dragon are a mirror-like glistening K WH K K PD HV WKHP W D V H DJD VW D V R D JR G As the dragon ages, the sheen disappears, and by the time it reaches the HU ROG VWDJH V D HV R SD H H D G JKW J D D H P HG WK WKH K WH :K WH G DJR V VSHD WKH R WR J H D WR J H RPPR WR D H dragons, and 7% of hatchling white dragons have an ability to commu nicate with any intelligent creature. The chance to possess this ability in creases 5% per age category of the dragon.
D VHV RVW WR R P HDW J D WK D V D HV WK WKH DG V
UHDWK ZHDSRQ VSHFLDO DELOLWLHV A white dragon’s breath weapon is a cone of frost 70’ long, 5’ wide at the dragon’s mouth, and 25’ wide at the DVH HDW HV D JKW WKH DVW PD 6D H H V V HDWK :HDSR R half damage. A white dragon casts its spells and uses its magical abilities at 5th level, plus its combat modi er. From their birth, white dragons are immune to cold. As they grow old H WKH JD WKH R R J DGG W R D D W HV -XYHQLOH LFH DONL K K allows the dragon to walk across ice as easily as creatures walk across at, G J R G 0DWXUH DGXOW VW RI L G WK HH W PHV D GD 9HU ROG DOO RI IR WK HH W PHV D GD WK V S RG HV V R R KD DWKH WKD D : UP IUHH L IR three times a day. This obscures vision in a 100’ radius and RG /JW
7DLO /JW
GD GR
DELWDW 6RFLHW :K WH G DJR V H K R R G HJ R V S H H J D GV where the temperature rarely rises above freezing and ice and snow always R H WKH J R G :KH WHPSH DW HV H RPH WRR D P WKH G DJR V H RPH HWKD J :K WH G DJR V DV WKH J G GV WKDW K S R H WKH D GV DSH D G WKH D R D GS D GHHS V R D V White dragons are lackadaisical parents. Although the young remain with the parents from hatchling to juvenile or young adult stage, they are not pro tected. Once a dragon passes from its hatchling stage, it must fend for itself, HD J KR WR K W D G GH H G WVH DW K J WKH SD H WV White dragons’ lairs are usually icy caves and deep subterranean cham bers; they select caves that open away from the warming rays of the sun. :K WH G DJR V VWR H D R WKH W HDV H WK WKH D D G S H H HHS ing it in caverns coated in ice, which re ect the gems and coins and make the treasure appear even larger. They are fond of gems, especially dia PR GV H D VH WKH D H S HWW WR RR DW
RPEDW Regardless of a target’s size, a white dragon’s favorite method R DWWD V WR VH WV HDWK HDSR D G VSH D D W HV H R H RV J to melee. This tactic sometimes works to the dragon’s detriment, as it can H KD VW WV HDWK HDSR R VPD H S H D G WKH H D HG WK D D JH creature it must attack physically. If a white dragon is pursuing creatures WKH DWH V K DV SR D HD V R VHD V W PH HH WKHP WKH H H ment, ghting with its claws and bite.
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(FRORJ Although white dragons, as all other dragons, are able to eat HD D WK J WKH D H H SD W D D G R V PH R RRG which has been frozen. Usually after a dragon has killed a creature with WV HDWK HDSR W D WR GH R J W K H WKH D DVV V VW VW and frigid. It will bury other kills in snow banks until they are suitably frozen. White dragons’ natural enemies are frost giants who kill the dragons for RRG D G D PR D G V G H WKHP WR VH R J D GV D G PR WV
UHDWK :HDSRQ G G G G G G G G G G G G
69
6SHOOV :L DUG 3ULHVW Nil Nil Nil Nil Nil
0 Nil Nil Nil Nil 5% 10% 15% 20% 25% 30% 35% 40%
7UHDVXUH 7 SH Nil Nil Nil E E, O, S E, O, S E, O, S E, O, S (×2) E, O, S (×2) E, O, S (×2) E, O, S (×3) E, O, S (×3)
3 9DOXH
Amethyst Dragon /,0 7( 7(
Dragon, Gem
Temperate and cold mountain D HV 9H DH 6R WD R D Any 6SH D Genius (17-18) 6SH D Neutral
,1
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17
1 (2-5) -4 (base) 12, Fl 40 (C), Sw 12 14 (base) 7 (base)
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
9D D H 9D D H 9D D H G (30’ base) Fanatic (17-18) 9D D H
Amethyst dragons are wise and regal, with a detached air, ignoring what WKH R V GH WR H SHWW V D HV HW HH JRRG D G H D D G KDRV :KH KDW KHG DPHWK VW G DJR V KD H D H GH V WK VPD V D HV of a light, translucent purple. As they grow older, the scales gradually darken. Adults are a sparkling lavender in color. Amethyst dragons speak their own tongue and the tongue common to all gem dragons, and 18% of hatchling amethyst dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
WK HH W PHV D GD WK HD K R P VD H R R H SH GD 2OG 2WLO NH V UHVLOLH W VS HUH WK HH W PHV D GD 9HU ROG re ecting pool R H D GD 9HQ HUDEOH FR WURO HDW HU R H D GD 3VLRQLFV 6XPPDU /HYHO LV 6FL =+
WWDFN HIHQVH 6FRUH 363V PB, EW, = Int PsC/M–, TS, TW RPPRQ SRZHUV (most amethyst dragons prefer psychokinetic powers D G PD KRRVH SV KRPHWD R VP DV D DGG W R D G V S H 3V FKRNLQHVLV 6FLHQFHV detonate, project force, telekinesis. HYR WLRQV R W R RG H W D D H PR H D DJ WDW R 3V FKRPHWDEROLVP 6FLHQFHV RPS HWH KHD J H H J R WD PH W PHWDPR SKRV V HYRWLRQV cell adjustment, expansion, reduction. 7HOHSDWK 6FLHQFHV GRP DW R P G P G SH HYRWLRQV contact, ESP, identity penetration, truthear. 0HWDSVLRQLFV 6FLHQFHV HPSR H SV K V JH W D DVW HYR WLRQV PDJ SV R VH VH SV K G D
RPEDW Amethyst dragons prefer talking over combat. If parleying goes badly, the dragon attacks rst with its breath weapon, then with psionics and spells. They never hide or attempt ambush. Amethyst dragons con V GH HW HDW G VKR R D H W GR VR D HG WK GHDWK UHDWK ZHDSRQ VSHFLDO DELOLWLHV An amethyst dragon’s breath weapon is a faceted, violet lozenge, which it can spit into the midst of enemies, up to 75 feet away. The lozenge explodes with concussive force, causing the indicated damage to all creatures within 60 feet of the impact (save vs. breath weapon for half damage). In addition, all creatures size huge and smaller must save vs. paralyzation or be knocked down. Any crea ture taking damage from the blast has a 50% chance of being knocked R V R V R R H R G SH DJH H H R WKH G DJR S V G R GV An amethyst dragon casts spells and uses its magical abilities at 9th level, plus its combat modi er. Amethyst dragons are born with an innate DWHU EUHDW L D W D G D immunity to poisons. They are also immune to force attacks and effects, V K DV WKRVH RP EHDGV RI IRUFH L E V D G VSH V DOO RI IRUFH D G 2WL O NH V UHVLOLH W VS HUH As they age, they gain the following additional pow H V RXQJ DWHU DONL V W PHV D GD -XYHQLOH H WUDOL H SRLVR V W PHV D GD GXOW V DSHF D H DV D G G WR D HSW H G R PDPPD
JH
RG /JW
7DLO /JW
UHDWK :HDSRQ G G G G G G G G G G G G
HY
DELWDW 6RFLHW Amethyst dragons live on the shores of isolated moun tain lakes and pools, some in caves beneath the water. They are good par H WV W H H H WKH R J VKR G H G R WKHPVH HV DV VRR DV WKH become young adults. Amethyst dragons dislike red and white dragons, D G R V GH V H D G RSSH G DJR V WR H RR VK (FRORJ Amethyst dragons prefer to eat sh and a large number of gems. They are not inherently enemies with any life form.
6SHOOV :L DUG 3ULHVW Nil Nil Nil Nil/1
70
0 Nil Nil Nil Nil 25% 30% 35% 40% 45% 50% 55% 60%
7UHDVXUH 7 SH Nil Nil Nil H, T, U H, T, U (×2) H, T (×2), U (×3) H, T (×2), U (×4) H, T (×3), U (×6) H, T (×3), U (×8) H, T (×4), U (×10) H, T (×4), U (×13) H, T (×5), U (×16)
3 9DOXH
Dragon, Gem
Crystal Dragon
/,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17
Temperate and cold mountains 9H DH 6R WD R D Any 6SH D Exceptional 6SH D KDRW H WD
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
1 (2-5) 0 (base) 9, Fl 24 (C), Jp 3 10 (base) 11 (base) VSH D 9D D H 9D D H 9D D H L (12’ base) Fanatic (17-18) 9D D H
VWD G DJR V D H WKH H G HVW R WKH JHP G DJR V D D V R V about the world. Though they seldom seek out company, they willingly R H VH WK V WR V KR GR RW W WR VWHD RP WKHP At birth, crystal dragons have glossy white scales. As the dragons age, WKH V D HV H RPH W D V H W 0RR JKW D G VWD JKW D VH WKH V D HV to luminesce, while bright sunlight lends them a dazzling brilliance which PD HV VWD G DJR V D PRVW HD D H WR RR DW VWD G DJR V VSHD WKH R WR J H D G WKH WR J H RPPR WR D gem dragons, and 10% of hatchling crystal dragons have an ability to com municate with any intelligent creature. The chance to possess this ability increases 5% per DJH DWHJR R WKH G DJR
DGG W R D SR H V -XYHQLOH FRORU VSUD WK HH W PHV D GD 0DWXUH DGXOW V HVWLR WK HH W PHV D GD 9HU ROG O FNVFDOH once a day. This allows the G DJR WR H KD W R H R WV V D HV DV D VWR H RI RRG O FN The enchantment DVWV R H KR SH DJH DWHJR R WKH G DJR 6 K V D HV D H J H WR H G V WR V : UP FR WURO L GV WK HH W PHV D GD
RPEDW VWD G DJR V J HDW S H H R H VDW R WR RP DW D G R WH VH F DUP SHUVR early in any conversation. They do not initially hide, but V WR V H RPH KRVW H D VWD G DJR HW HDW PPHG DWH WR R serve its enemies with its special abilities, and plan an attack. Often, it uses its breath weapon rst, to weaken and disorient enemies. Spells and other D W HV D H VHG DV HHGHG WK D V D G WH D DVW HVR W
3VLRQLFV 6XPPDU /HYHO LV 6FL = HD
RG /JW
7DLO /JW
UHDWK :HDSRQ G G G G G G G G G G G G
WWDFN HIHQVH EW/M–
RPPRQ SRZHUV ODLUVHQWLHQFH 6FLHQFHV HYRWLRQV D
UHDWK ZHDSRQ VSHFLDO DELOLWLHV This dragon’s breath weapon is a cone of glowing shards; the cone is 60 feet long, 5 feet wide at the dragon’s PR WK D G HHW GH DW WKH DVH HDW HV D JKW WKH DVW D VD H V HDWK HDSR R KD GDPDJH D G P VW PD H D VH R G VD J WK R vs. breath weapon or be blinded by the dazzling shards for one turn per age level of the dragon. The shards shine as bright as daylight, and can be VHH R P HV HDW HV WK HHW P VW VD H V HDWK HDSR R H dazzled, incurring a penalty of –2 to attack rolls for one turn per age level of the dragon. A crystal dragon casts spells and uses magical abilities at 5th level, plus its combat modi er. VWD G DJR V D H R PP H WR JKW DVHG DWWD V D G R PD R G D G D H WR DVW F DUP SHUVR at will. As they age, they gain these
JH
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363V
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DELWDW 6RFLHW VWD G DJR V S H H R G RSH D HDV WK HD V HV and they enjoy stargazing. They have been known to build snow forts, cre DWH HD W V R V SW HV D G WK R D V R V R DW D R V WD JHWV They are fun-loving and mischievous. Crystal dragons are reasonably JRRG SD H WV VRPH KDW HVSR V H VWD G DJR V D H K WHG VRPH K WH G DJR V +R H H D D H VWD G DJR DGRSW D R J K WH G DJR WR WHD K W WR H H G Though generally friendly, they bear great enmity towards all giants, who VRPHW PHV W WR H V D H WKHP (FRORJ
VWD G DJR V S H H JHPV D G PHWD R HV WR D RWKH RRGV
6SHOOV :L DUG 3ULHVW Nil Nil Nil Nil/1
71
0 Nil Nil Nil Nil 5% 10% 15% 20% 25% 30% 35% 40%
7UHDVXUH 7 SH Nil Nil Nil E, Q E, Q (×2), T H, Q (×3), T H, Q (×4), T H, Q (×5), T H, Q (×6), T (×2) H, Q (×7), T (×2) H, Q (×8), T (×2) H, Q (×9), T (×2)
3 9DOXH
Emerald Dragon /,0 7( 7(
Dragon, Gem
Tropical and subtropical extinct R D RHV 9H DH 6R WD R D Any 6SH D Exceptional (15-16) 6SH D Lawful neutral
,1
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17
1 (2-5) –2 (base) 9, Fl 30 (C), Br 3 12 (base) 9 (base)
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
9D D H 9D D H 9D D H H (20’ base) Fanatic (17-18) 9D D H
Emerald dragons are very curious, particularly about local history and customs, but prefer to only observe. They are the most paranoid of the JHP G DJR V D G GR RW H SHRS H WR JHW WRR RVH WR WKH W HDV H Emerald dragons have translucent green scales at birth. As they age, the scales harden and take on many shades of green. They scintillate in the light, and the dragon’s hide seems to be in constant motion. Emerald dragons speak their own tongue and the tongue common to all gem dragons, and 14% of hatchling emerald dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
Emerald dragons are born with an innate ame walk D W D G D P munity to sound-based attacks. As they age, they gain the following ad G W R D SR H V RXQJ D GLEOH ODPHU WK HH W PHV D GD -XYHQLOH S RWLVP WK HH W PHV D GD GXOW 0HOI V PL WH PHWHRUV WK HH W PHV D GD 0DWXUH DGXOW ROG SHUVR WK HH W PHV D GD 9HQHUDEOH D LPDWH URFN R H D GD UHDW Z UP HDV R H D GD + S RWLVP D G HDV D H H H WHG WKH dragon’s skilled rippling movement of its scales.
RPEDW Emerald dragons usually set up traps and alarms around their lairs to warn them of visitors. They often hide from intruders, using spe cial abilities to observe, and seldom come out to speak. If intruders attack or approach the dragon’s treasure, the dragon burrows underneath to sur S VH WV W PV WKH VHV HDWK HDSR D G D V VHH J WR disable as many as it can. If faced with superior forces, the dragon retreats, D G D W HD V R H H JH H HVVD
3VLRQLFV 6XPPDU /HYHO LV 6FL = HD
RG /JW
7DLO /JW
UHDWK :HDSRQ G G G G G G G G G G G G
WWDFN HIHQVH PB, II/M–, TW
6FRUH = Int
363V
RPPRQ SRZHUV (most emerald dragons prefer telepathic powers): ODLUVHQWLHQFH 6FLHQFHV aura sight, object reading, precognition. H YRWLRQV D D R G V R RP DW P G GD JH VH VH 7HOHSDWK 6FLHQFHV ejection, mindlink, probe. HYRWLRQV contact, ESP, H GHWH W R V JKW VR G
UHDWK ZHDSRQ VSHFLDO DELOLWLHV An emerald dragon’s breath weapon is D R G HH J D K K VHWV S D VR DW R D H W J D HD tures within 120 feet of the dragon’s mouth. Those in the area can save V HDWK HDSR V R KD GDPDJH RP WKH SD DW R V 9 W PV P VW PD H D VH R G VD J WK R V HDWK HDSR R H VW HG D H WR GH H G R DWWD R WK HH R GV SH DJH H H R WKH G DJR S V 1d4 rounds. Those who successfully save are deafened and disoriented in VWHDG R D H DPR W R W PH D G DW WR DWWD R V HD HVV GRHV RW S RWH W R H RP DWR GDPDJH W S H H WV VW J R DGG W R D deafness. An emerald dragon casts spells and uses its magical abilities at 6th level, plus its combat modi er.
JH
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DELWDW 6RFLHW Emerald dragons are reclusive, making lairs in the cones of extinct or seldom active volcanoes. These dragons are protective parents D G S H H WKH R J WR VWD WKH D DV R J DV SRVV H R P W D S R tection. Emerald dragons sometimes live near sapphire dragons, and they HD WKH R D R V J HHG R HG G DJR V (FRORJ Emerald dragons will eat anything, but prefer lizards and giants. They are actively hostile towards re giants.
6SHOOV :L DUG 3ULHVW 0 Nil Nil Nil Nil Nil Nil Nil 15% 20% 25% 30% 35% 40% 45% 50%
72
7UHDVXUH 7 SH Nil Nil Nil ½H, Q (×2) H, Q (×4), T H, Q (×6), T H, Q (×8), T (×2) H, Q (×10), T (×2) H (×2), Q (×12), T (×2) H (×2), Q (×14), T (×3) H (×2), Q (×16), T (×3) H (×2), Q (×18), T (×3)
3 9DOXH
Dragon, Gem
Sapphire Dragon
,1 /,0 7( 7( ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17
Any subterranean 9H DH 6R WD R D Any 6SH D Genius (17-18) 6SH D Lawful neutral
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
1 (2-5) –3 (base) 9, Fl 30 (C), Br 6 13 (base) 7 (base) 1-8/1-8/5-20 (3d6 + 2) 9D D H 9D D H 9D D H H (24’ base) Fanatic (17-18) 9D D H
:K H RW D W H KRVW H VDSSK H G DJR V D H P WD W WH WR D D G W D G VW VW R D R H KR DSS RD KHV These beautiful dragons range from light to dark blue, and sparkle in the JKW H H DW WK 6DSSK H G DJR V D H R WH P VWD H R H G DJR V unless someone recalls the latter’s preferred arid environment. 6DSSK H G DJR V VSHD WKH R WR J H D G WKH WR J H RPPR WR all gem dragons, and 16% of hatchling sapphire dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
GXOW D WL PD LF V HOO R H D GD -XYHQLOH VWR H V DSH WK HH W PHV D GD 0DWXUH DGXOW SDVV DOO V W PHV D GD 9HQHUDEOH DOO RI VWR H WK HH W PHV D GD UHDW Z UP V UD WK HH W PHV D GD
RPEDW 6DSSK H G DJR V JH H D R VH H W GH V H R H GH G J KDW WR GR WK WKHP HVV R H HP HV V K DV G R R G D HV are present. If others are not actively hostile the dragon attempts conver VDW R D G VSH VH WR GHWH P H WKH WH W R V D G R H WKHP WR leave. If the dragon or its treasure is threatened, it attacks immediately with breath weapon, spells, and physical attacks. It uses psionics or oth er special abilities to escape if its life is in jeopardy.
3VLRQLFV 6XPPDU /HYHO LV 6FL = HD
RG /JW
7DLO /JW
UHDWK :HDSRQ G G G G G G G G G G G G
WWDFN HIHQVH PB, EW/M–, IF
6FRUH = Int
363V
RPPRQ SRZHUV (most sapphire dragons use psychoportive powers): ODLUVHQWLHQFH 6FLHQFHV D D G H H D R D H HYRWLRQV R G H W R DG D D JDW R 3V FKRNLQHVLV 6FLHQFHV G V WHJ DWH PR H D HD D JHPH W WH H HV V HYRWLRQV D PDWH VKDGR R W R JKW PR H D PD S DW R VR WH 3V FKRSRUWDWLRQ 6FLHQFHV D HYRWLRQV D
UHDWK ZHDSRQ VSHFLDO DELOLWLHV This dragon’s breath weapon is a cone R K JK S W KHG D PRVW D G H VR G HHW R J HHW GH DW WKH dragon’s mouth, and 25 feet wide at the base. Creatures caught by the blast can save vs. breath weapon for half damage from the sound’s dis SW R D G P VW PD H D VH R G VD J WK R V HDWK HDSR R H affected by fear, eeing the dragon in panic for two rounds per age level of the dragon, plus 1d6 rounds. This is a metabolic effect, and creatures D H WHG PDJ D IHDU VW V H RP WKH H H WV WKH D WKH VD H Deafness does not protect one from the breath weapon’s damage, though it prevents fear effects. A sapphire dragon casts spells and uses magical abilities at 7th level, plus combat modi er. 6DSSK H G DJR V D H R WK PP W WR D R PV R HD DV H DV PP W WR HE ROG VOR D G SDUDO VLV As they age, they gain the follow J DGG W R D SR H V RXQJ FR WL DO OL W WK HH W PHV D GD
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DELWDW 6RFLHW 6DSSK H G DJR V H GHHS GH J R G D G R WH S D H their treasure in caverns accessible only through magic or psionics. They VRPHW PHV VKD H WH WR WK HPH D G G DJR V 6DSSK H G DJR V W HDW their young well, but force them to leave and nd their own territory as VRR DV WKH D H R J DG WV (FRORJ 6DSSK H G DJR V R V GH J D W VS GH V D J HDW GH D D G R ten hunt them. Deep dragons, drow, dwarves, mind ayers, and aboleth D H J HDW H HP HV R VDSSK H G DJR V
6SHOOV :L DUG 3ULHVW Nil Nil Nil Nil/1
73
0 Nil Nil Nil Nil 20% 25% 30% 35% 40% 45% 50% 55%
7UHDVXUH 7 SH Nil Nil Nil H, Q (×2) H, Q (×4), T H, Q (×6), T H, Q (×8), T (×2) H (×2), Q (×10), T (×2) H (×2), Q (×13), T (×3) H (×2), Q (×16), T (×3) H (×2), Q (×20), T (×4) H (×2), Q (×24), T (×4)
3 9DOXH
Topaz Dragon
Dragon, Gem
/,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17
Temperate or cold seacoast 9H DH 6R WD R D Any 6SH D Exceptional (15-16) 6SH D KDRW H WD
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
1 (2-5) –1 (base) 9, Fl 24 (C), Sw 9 11 (base) 9 (base) 9D D H 9D D H 9D D H H (15’ base) Elite (15-16) 9D D H
Topaz dragons are unfriendly and sel sh. Though not malevolent, but they are seldom pleasant to deal with because of their erratic behavior.Topaz G DJR V H WKH VHH RPSD R H RPH W At hatching, topaz dragons are a dull yellow-orange in color. As they DJH D G WKH V D HV KD GH WKH V D HV H RPH W D V H W D G D HWHG Adult topaz dragons sparkle in full sunlight. Topaz dragons speak their own tongue and the tongue common to all gem dragons, and 12% of hatchling topaz dragons have an ability to com municate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
RRG WK HH W PHV D GD - H H EOL N three times a day. Adult: DOO RI IR WK HH W PHV D GD 0DW H DG W DLU DWHU WK HH W PHV D GD RRW D dius per age category of the dragon. Old: SDUW DWHU R H D GD
RPEDW Topaz dragons dislike intruders, but avoid combat, often con versing to hide psionics or magic use. If intruders are hostile, or the dragon tires of them, it attacks, psionically rst, if possible, using spells as needed. They enjoy using teeth and claws, and usually save their breath weapon until wounded. The dragon may pretend to surrender to buy time, and retreats if greatly threatened. It usually makes one or more false retreats, DWWHPSW J WR RPH D D G DWWD WK V S VH
3VLRQLFV 6XPPDU /HYHO LV 6FL = HD
RG /JW
7DLO /JW
UHDWK :HDSRQ G G G G G G G G G G G G
WWDFN HIHQVH MT, II/M–, MB
6FRUH Int
363V
RPPRQ SRZHUV (most topaz dragons prefer psychometabolic powers): 3V FKRNLQHVLV 6FLHQFHV WH H HV V HYRWLRQV animate object, control G PR H D PD S DW R VR WH 3V FKRPHWDEROLVP 6FLHQFHV H H J R WD PH W H G D J PHWD PR SKRV V HYRWLRQV R HHG D RG H P D VH GH D KHP D V P DW R
UHDWK ZHDSRQ VSHFLDO DELOLWLHV This dragon’s breath weapon is a cone of dehydration, 70 feet long, 5 feet wide at the dragon’s mouth and 25 feet GH DW WKH DVH :KH G H WHG DJD VW GV R H RRW R DWH G HV S SH K W SR W R GDPDJH HDW HV D JKW WKH R H D PD H a saving throw vs. breath weapon for half damage from water loss. Those who fail to save lose 1d6 + 6 Strength points; those who succeed lose only G 6W H JWK SR WV DW H VSH V HVV SR H WKD HDO R UH H HUDWLR D H H H W H DJD VW 6W H JWK RVV D WKR JK W PV KR D H D H nursed back to health recover 1 Strength point per day. Any creature re duced to a Strength of 0 or less dies instantly. A topaz dragon casts spells and uses magical abilities at 5th level, plus combat modi er. At birth, topaz dragons can breathe water and are immune to cold. As they age, they gain the following powers: Young: SURWHFWLR IURP H LO RU
JH
HY
DELWDW 6RFLHW Topaz dragons live by the sea, often building or claim ing caves below the waterline; they keep their caves completely dry. These dragons enjoy sunning on rocky outcroppings, enjoying the wind and spray. They like water little and swim only to hunt or attack. They are in different parents at best, and abandon young to protect themselves. They dislike bronze dragons and attack them on sight. (FRORJ Topaz dragons prefer to eat sh and other aquatic creatures, es SH D J D W V G
6SHOOV :L DUG 3ULHVW Nil Nil Nil Nil/1
74
0 Nil Nil Nil Nil 10% 15% 20% 25% 30% 35% 40% 45%
3 9DOXH 7UHDVXUH 7 SH Nil Nil Nil E, Q H, Q (×3), T H, Q (×5), T H, Q (×7), T H, Q (×9), T (×2) H, Q (×11), T (×2) H, Q (×13), T (×2) H (×2), Q (×15), T (×3) H (×2), Q (×17), T (×3)
Dragon, Metallic /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9( 7,0( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17
Arid desert and plain 5D H 6R WD R D Any 6SH D High (13-14) 6SH D Chaotic good (neutral)
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
1 (2-5) 0 (base) 12, Fl 30 (C), Br 6 12 (base)
Brass Dragon
VSH D 6SH D 9D D H 9D D H G (30’ base) Fanatic (17 base) 9D D H
DVV G DJR V D H J HDW WD H V W RW SD W D JRRG R H VDW R D ists. They are egotistical and often boorish. They often have useful informa tion, but will divulge it only after drifting off the subject many times and D WH K WV WKDW D J W R G H DSS H DWHG At birth, a brass dragon’s scales are dull. Their color is a brassy, mottled brown. As the dragon gets older, the scales become more brassy, until WKH HD K D D P VKHG DSSHD D H
RXQJ FUHDWH R GHVWUR DWHU WK HH W PHV D GD -XYHQLOH G VW GH LO R H D GD GXOW V HVWLR R H D GD 0DWXUH DGXOW FR WURO WHPSHUDW UH W PHV a day in a 10’ radius per age level. 2OG FR WURO L GV R H D GD UHDW Z UP PPR GML L R H D week. The dragon usually asks the djin ni to perform some service. Although the djinni serves willingly, the drag R R GH W WR RP DW R H W HPH PVWD HV DV WKH G DJR would be dismayed and embarrassed if the djinni were killed.
RPEDW Brass dragons would rather talk than ght. If an intelligent crea W H W HV WR WD H WV HD H R D DVV G DJR WKR W WD J WR W DW H JWK the dragon might have a t of pique and try to force a conversation with V HVWLR R J J WKH W P D GRVH R VOHHS gas. If the victim falls asleep it will awaken to nd itself pinned under the dragon or buried to the neck in the sand until the dragon’s thirst for small talk is slaked. Before PH HH DVV G DJR V HDWH D R G R G VW WK G VW GH LO R FR WURO L GV WKH KD JH R V DW K DVV G DJR V R WH VH FR WURO WHPSHUDW UH WR HDWH KHDW WR G V RP R W WKH RSSR H WV :KH D HG WK HD GD JH R JH brass dragons will y out of sight, then hide by burrowing. Older dragons VS WK V S R
DELWDW 6RFLHW Brass dragons are found in arid, warm climates; ranging from sandy deserts to dry steppes. They love intense, dry heat and spend most of their time basking in the sun. They lair in high caves, preferably D J HDVW KH H WKH V D D P WKH R V D G WKH WH WR HV D D V R WD VH H D VSRWV KH H WKH D DV D G W DS D W D H H V WR R H VDW R Brass dragons are very social. They usually are on good terms with H JK R J DVV G DJR V D G VSK HV DVV G DJR V D H GHG DWHG SD ents. If their young are attacked they will try to slay the enemy, using their KHDW HDWK HDSR V D G WD J DG D WDJH R WKH R PP W Because they share the same habitat, blue dragons are brass dragons’ R VW H HP HV DVV G DJR V V D JHW WKH R VW R D R H R R H R frontation, mostly because of the longer reach of the blue dragon’s breath HDSR H D VH R WK V DVV G DJR V V D W WR H DGH H G DJR V W WKH D D WKH H JK R V R D PDVV DWWD
UHDWK ZHDSRQ VSHFLDO DELOLWLHV A brass dragon has two breath weapons: D R H R VOHHS gas 70’ long, 5’ wide at the dragon’s mouth, and 20’ wide at its end; or a cloud of blistering desert heat 50’ long, 40’ wide, and 20’ high. HDW HV D JKW WKH JDV HJD G HVV R + W H R H H P VW VD H V HDWK HDSR R D DV HHS R P WHV SH DJH H H R WKH G DJR HDW HV D JKW WKH KHDW WD H GDPDJH VD H V HDWK HDSR R KD A brass dragon casts its spells and uses its magical abilities at 6th level, plus its combat modi er. At birth, brass dragons can VSHDN LW D LPDOV HH D G D H PP H WR re and heat. As they age, they gain the following additional powers:
JH
RG /JW
7DLO /JW
UHDWK :HDSRQ G G G G G G G G G G G G
(FRORJ Like other dragons, brass dragons can, and will, eat almost any thing if the need arises. In practice, however, they eat very little. They are D H WR JHW R VKPH W RP PR J GH D D H RPPRG W WKH KD WDW D G KD H HH VHH D H W J W R S D WV WK WKH R J WR J HV
6SHOOV :L DUG 3ULHVW Nil/Nil Nil/Nil Nil/Nil
75
0 Nil Nil Nil Nil 15% 20% 25% 30% 35% 40% 45% 50%
7UHDV 7 SH Nil Nil Nil ½+ + + + H (×2) H (×2) H (×2) H (×3) H (×3)
3 9DOXH
Bronze Dragon /,0 7( 7(
,1
) (4 (1 2 1,= 7,21 7,9( 7,0( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Dragon, Metallic
Tropical, subtropical, and temper DWH V WH D HD D H VKR H D G VHD VKR H 9H DH 6R WD R D Any 6SH D Exceptional (15-16) 6SH D Lawful good
)32
1 (2-5) –2 (base) 9, Fl 30 (C), Sw 12 14 (base) 8 (base) VSH D 6SH D 9D D H 9D D H G (42’ base) Fanatic (17 base) 9D D H
Bronze dragons are inquisitive and fond of humans and demihumans. They enjoy SRO PRUS L WR VPD H G D PD V VR WKH D R W sively observe humans and demihumans, especially adventurers. Bronze G DJR V WK H R V PS H KD H JHV V K DV GG HV D G KD P HVV R WHVWV They are fascinated by warfare and will eagerly join an army if the cause is just and the pay is good. At birth, a bronze dragon’s scales are yellow tinged with green, show ing only a hint of bronze. As the dragon approaches adulthood, its color deepens slowly changing to a rich bronze tone that gets darker as the drag R DJHV DJR V RP WKH H R G VWDJH D G R GH H RS D H D W W WR the edges of their scales, similar to a patina on ancient bronze armor or VWDW HV Bronze dragons speak their own tongue, a tongue common to all good dragons, and 16% of hatchling bronze dragons have an ability to com municate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
HDSR R PR H D D RP WKH G DJR R W R P WHV SH DJH H H R WKH G DJR S V P WHV HDW HV D JKW WKH JKW J WD H GDPDJH save vs. breath weapon for half. A bronze dragon casts its spells and uses its magical abilities at 8th level, plus its combat modi er. At birth, bronze dragons have a DWHU EUHDW L D W D VSHDN LW D L PDOV at will, and are immune to electricity. As they age, they gain the follow J DGG W R D SR H V RXQJ FUHDWH IRRG D G DWHU D G SRO PRUS VHOI WK HH times a day. (Each change in form lasts until the dragon chooses a different form. Reverting to the dragon’s normal form does not count as a change.) -XYHQLOH DOO RI IR R H D GD GXOW ( 3 WK HH W PHV D GD 0DWXUH DGXOW DLU DWHU three times a day in a 10’ radius per age category of the dragon. 2OG HDW HU V PPR L R H D GD DELWDW 6RFLHW Bronze dragons like to be near deep fresh or salt water. They are good swimmers and often visit the depths to cool off or to hunt for pearls or treasure from sunken ships. They prefer caves that are acces V HR RP WKH DWH W WKH D V D H D D V G WKH GR RW D HJJV V HHS R VWR H W HDV H GH DWH Bronze dragons are fond of sea mammals, especially dolphins and whales. These animals provide the dragons with a wealth of information R VK S H V K K WKH G DJR V R H WR S GH D G GHWD WKH KD WV of large sharks. Bronze dragons detest pirates, disabling or destroying WKH VK SV
RPEDW Bronze dragons dislike killing creatures with animal intelligence and would rather bribe them (perhaps with food), or force them away with UHS OVLR When confronted with intelligent opponents bronze dragons use WKH ( 3 ability to learn their opponents’ intentions. When attacking they G WKH RSSR H WV WK DOO RI IR then charge. Or, if they are ying, they will snatch opponents. When ghting under water, they use DLU DWHU WR PD WD WKH H H W H HVV R WKH HDWK HDSR V D G WR HHS D D purely aquatic opponents. Against boats or ships they V PPR D VWR P R use their tail slap to smash the vessels’ hulls. If the dragon is inclined to be lenient, seafaring opponents might merely nd themselves becalmed, fog R G R WK R H PDVWV
(FRORJ Bronze dragons eat aquatic plants and some varieties of seafood. They especially prize shark meat. They also dine on an occasional pearl, and, like other dragons, can eat almost anything in a pinch. Evil, amphibi ous sea creatures (particularly sahuagin), who can invade their air lled D V D H WKH J HDWHVW H HP HV
UHDWK ZHDSRQ VSHFLDO DELOLWLHV A bronze dragon has two breath weap R V D VW R H R OL W L 100’ long and 5’ wide or a cloud of UHS OVLR gas 20’ long, 30’ wide, and 30’ high. Creatures caught in the gas must save vs. breath JH
RG /JW
7DLO /JW
UHDWK :HDSRQ G G G G G G G G G G G G
76
6SHOOV :L DUG 3ULHVW Nil/Nil Nil/Nil Nil/Nil
0 Nil Nil Nil Nil 20% 25% 30% 35% 40% 45% 50% 55%
7UHDV 7 SH Nil Nil Nil E, S, T H, S, T H, S, T H, S, T H, S, T (x2) H, S, T (x2) H, S, T (x2) H, S, T (x3) H, S, T (x3)
3 9DOXH
Dragon, Metallic /,0 7( 7(
,1
) (4 (1 2 1,= 7,21 7,9( 7,0( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Copper Dragon
Arid and temperate hills and PR WD V 5D H 6R WD R D Any 6SH D High (13-14) 6SH D KDRW JRRG 1 (2-5) 1 (base) 9, Fl 30 (C), Jp 3 13 (base) VSH D 6SH D 9D D H 9D D H G (36’ base) Elite (16 base) 9D D H
Copper dragons are incorrigible pranksters, joke tellers, and riddlers. They D H S GH D G D H RW JRRG RVH V D WKR JK WKH D H HDVR D JRRG winners. They are particularly sel sh and greedy for their alignment, and KD H D D PRVW H W D R W RR KH H HD WK V R H HG At birth, a copper dragon’s scales have a ruddy brown color with a copper tint. As the dragon gets older, the scales become ner and more RSSH DVV P J D VR W D P J RVV WKH W PH WKH G DJR H RPHV D young adult. Beginning at the venerable stage, the dragons’ scales pick up D J HH W W RSSH G DJR V VSHD WKH R WR J H D WR J H RPPR WR D JRRG dragons, and 14% of hatchling copper dragons have an ability to com municate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
DVWV WV VSH V D G VHV WV PDJ D D W HV DW WK H H S V WV RP DW modi er. At birth, copper dragons can VSLGHU FOLPE (stone surfaces only) and are immune to acid. As they age, they gain the following additional powers: RXQJ H WUDOL H SRLVR WK HH W PHV D GD -XYHQLOH VWR H V DSH W HD GD GXOW IRU HW R H D GD 0DWXUH DGXOW URFN WR P G R H D GD 2OG PR H HDUW R H D GD UHDW Z UP DOO RI VWR H once a day. A copper dragon can jump 30 yards forward or sideways, reaching heights up to 20’ at mid jump. They can jump 30’ straight up. DELWDW 6RFLHW RSSH G DJR V H G R S D GV D G PR WD V They lair in narrow caves and often conceal the entrances using PR H HDUW D G VWR H V DSH Within the lair, they construct twisting mazes with open tops. These allow the dragons to y or jump over intruders struggling through the maze. RSSH G DJR V DSS H DWH W D G V D HD H JRRG R H W D creatures alone if they can relate a joke, humorous story, or riddle the dragon has not heard before. They quickly get annoyed with creatures who don’t laugh at their jokes or do not accept the dragon’s tricks and D W V WK JRRG K PR Because they often inhabit hills in sight of red dragons’ lairs, con icts HW HH WKH W R V VSH HV R WH R RSSH G DJR V V D R R H W WKH D H D WKH RGGV
RPEDW RSSH G DJR V H WR WD W D G D R WKH RSSR H WV KRS J they will give up or become angry and act foolishly. Early in an encounter, a copper dragon will jump from one side of an opponent to another, landing on inaccessible or vertical stone surfaces. If there are no such places around a dragon’s lair, the dragon will create them ahead of time using VWR H V DSH PR H HDUW D G DOO RI VWR H An angry copper dragon will mire its opponents V J URFN WR P G D G R H W PV KR HV DSH WKH P G WR W WK kicks. Once opponents are trapped in the mud, the dragon will crush them WK D DOO RI VWR H or snatch them and carry them aloft. When ghting air R H RSSR H WV D G DJR G D WV H HP HV WR D R VWR JR JHV KH H W D VH WV VSLGHU FOLPE D W D DWWHPSW WR PD H H WKH H HP WR R G J WK WKH D V
(FRORJ Copper dragons are determined hunters; the good sport a hunt provides is at least as important as they food they get. They are known to eat almost anything, including metal ores. However, they prize giant scorpions and other large poisonous creatures (they say the venom sharp ens their wit). The dragon’s digestive system can handle the venom safely, although injected venoms affect them normally.
UHDWK ZHDSRQ VSHFLDO DELOLWLHV A copper dragon’s breath weapon is ei WKH D R G R VOR gas 30’ long, 20’ wide, and 20’ high or a spurt of DFLG 70’ long and 5’ wide. Creatures caught in the gas must save vs. breath weapon R H VOR HG R WK HH P WHV SH DJH H H R WKH G DJR HDW HV D JKW in the acid take damage, save vs. breath weapon for half. A copper dragon JH
RG /JW
7DLO /JW
UHDWK :HDSRQ G G G G G G G G G G G G
6SHOOV :L DUG 3ULHVW Nil Nil Nil
77
0 Nil Nil Nil Nil 10% 15% 20% 25% 30% 35% 40% 50%
7UHDV 7 SH Nil Nil Nil ½+ 6 + 6 + 6 + 6 H, S (×2) H, S (×2) H, S (×2) H, S (×3) H, S (×3)
3 9DOXH
Gold Dragon
Dragon, Metallic
/,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17
Any 9H DH 6R WD R D Any 6SH D Genius (17-18) 6SH D Lawful good
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
1 (2-5) -4 (base) 12, Fl 40 (C), Jp 3, Sw 12 (15) 16 (base) 5 (at 16 HD) VSH D 1-10/1-10/6-36 (6d6) 6SH D 9D D H 9D D H G (54’ base) Fanatic (17-18) 9D D H
Gold dragons are wise, judicious, and benevolent. They often embark on selfDSSR WHG HVWV WR S RPRWH JRRG HVV D G D H RW HDV G VW D WHG RP them. They hate injustice and foul play. A gold dragon frequently assumes hu PD R D PD J VH D G V D H H R WH HG G VJ VHG At birth, a gold dragon’s scales are dark yellow with golden metallic ecks. The ecks get larger as the dragon matures until, at the adult stage, WKH V D HV J R RPS HWH JR GH *R G G DJR V VSHD WKH R WR J H D WR J H RPPR WR D JRRG dragons, and 18% of hatchling gold dragons have an ability to commu nicate with any intelligent creature. The chance to possess this ability in creases 5% per age category of the dragon.
D J HVV R P WR D WDWH V PP J JD J WKH K JKH V PP J DWH listed above. A gold dragon in any wingless form can y at a speed of 6 (MC E). As they age, they gain the following additional powers: RXQJ EOHVV WK HH W PHV D GD -XYHQLOH GHWHFW OLH WK HH W PHV D GD GXOW D LPDO V P PR L R H D GD 0DWXUH DGXOW O FN ER V R H D GD 2OG T HVW R H D GD D G GHWHFW HPV three times a day. (This allows the dragon to know the number and kind of precious stones within a 30’ radius, duration is R H P WH The O FN ER V SR H R PDW H DG WV V VHG WR D G JRRG DG H W H V By touch, the dragon can enchant one gem to bring good luck. The gem is usually one which has been embedded in the dragon’s hide. When the dragon carries the gem, it and every good creature in a 10’ radius per age category of the dragon receives a +1 bonus to all Saving Throws and similar G H R V VWR H RI RRG O FN If the dragon gives a gem to another creature only the bearer gets the bonus. The enchantment lasts three hours per age category of the dragon, plus 1-3 hours. The enchantment ends if the gem is GHVW R HG H R H WV G DW R H S HV
RPEDW *R G G DJR V V D SD H H R H RP DW :KH R H V J WK WH JH W HDW HV WKH VH GHWHFW OLH D G GHWHFW HPV VSH V WR JD the upper hand. In combat, they quickly use EOHVV D G O FN ER V Older G DJR V VH O FN ER V DW WKH VWD W R HD K GD WKH G DW R V D GD R more. They make heavy use of spells in combat. Among their favorites are sleep, stinking cloud, slow, re shield, cloudkill, globe of invulnerability, delayed blast reball, D G PD H UHDWK ZHDSRQ VSHFLDO DELOLWLHV A gold dragon has two breath weapons: a R H R re 90’ long, 5’ wide at the dragon’s mouth, and 30’ wide at the end or a cloud of potent chlorine gas 50’ long, 40’ wide, and 30’ high. Creatures D JKW H WKH H H W D H H W W HG WR D VD H H V V HDWK HDSR R KD GDPDJH A gold dragon casts its spells and uses its magical abilities at 11th level, plus its combat modi er. Unlike other dragons, most gold dragons seek formal magical training. These dragons own spell books and always have VH VSH V At birth, gold dragons have DWHU EUHDW L D W D VSHDN LW D LPDOV freely, and are immune to re and gas. They can also SRO PRUS VHOI WK HH times a day. Each change in form lasts until the dragon chooses a different form; reverting to the dragon’s normal form does not count as a change. A gold dragon’s natural form has wings. However, they sometimes choose JH
RG /JW
7DLO /JW
DELWDW 6RFLHW Gold dragons can live anywhere. Their lairs are secluded and always made of solid stone, either caves or castles. These usually have R D J D GV H WKH D PD V DSS RS DWH WR WKH WH D R VWR P R JRRG cloud giants. The giants usually serve as guards through a mutual defen V H DJ HHPH W (FRORJ *R G G DJR V D HDW D PRVW D WK J KR H H WKH V D V VWD WKHPVH HV R SHD V R VPD JHPV *R G G DJR V KR H H H SHD V D G JHPV RP JRRG R H W D HDW HV V D H D RD HG WR D G WKH J W JH V DV R J DV WKH J W V RW S HVH WHG DV D crass bribe. In the latter case, the dragon will accept the gift, but react cyni D WR D H HVWV WKH J H PD HV
UHDWK :HDSRQ G G G G G G G G G G G G
6SHOOV :L DUG 3ULHVW Nil Nil Nil
78
0 Nil Nil Nil Nil 35% 40% 45% 50% 55% 60% 65% 70%
7UHDVXUH 7 SH Nil Nil Nil E, R, T H, R, T H, R, T H, R, T + 5 T (×2) + 5 T (×2) + 5 T (×2) + 5 T (×3) + 5 T (×3)
3 9DOXH
Dragon, Metallic
Silver Dragon
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17
Tropical, subtropical, and WHPSH DWH PR WD V D G 9H DH 6R WD R D Any 6SH D Exceptional (15-16) 6SH D Lawful good
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
1 (2-5) -3 (base) 9, Fl 30 (C), Jp 3 15 (base) 5 (at 15 HD) VSH D 1-8/1-8/5-30 (5d6) 6SH D 9D D H 9D D H G (48’ base) Fanatic (17-18) 9D D H
/,0 7( 7(
,1
R GV
Silver dragons are kind and helpful. They will cheerfully assist good crea tures if their need is genuine. They often take the forms of kindly old men R D GDPVH V KH DVVR DW J WK SHRS H At birth, a silver dragon’s scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color slowly lightens to brightly gleaming silver. An adult or older silver dragon has scales so ne that the individual scales are scarcely visible. From a distance, these dragons look DV WKH KD H HH V SWHG RP S H PHWD 6 H G DJR V VSHD WKH R WR J H D WR J H RPPR WR D JRRG dragons, and 16% of hatchling silver dragons have an ability to commu nicate with any intelligent creature. The chance to possess this ability in creases 5% per age category of the dragon.
At birth, silver dragons are immune to cold, and can SRO PRUS VHOI WK HH times a day. Each change in form lasts until the dragon chooses a differ H W R P D G H H W J WR WKH R PD R P GRHV RW R W DV D KD JH They also can FOR G DON This allows the dragon to tread on clouds or fog as though they were solid ground. The ability functions continuously, but can be negated or resumed at will. As they age, they gain the following DGG W R D SR H V RXQJ IHDW HU IDOO W H D GD -XYHQLOH DOO RI IR R H D GD GXOW FR WURO L GV WK HH W PHV D GD 0DWXUH DGXOW FR WURO HDW HU R H D GD 2OG UH HUVH UD LW R H D GD
RPEDW 6 H G DJR V D H RW R H W D G D R G RP DW H HSW KH faced with highly evil or aggressive foes. If necessary, they use IHDW HU IDOO to stop any missiles red at them. They use DOO RI IR R FR WURO HDW HU WR blind or confuse opponents before making melee attacks. If angry, they VH UH HUVH UD LW to ing enemies helplessly into the air, where they can be snatched. When faced with ying opponents, a silver dragon will hide in clouds (often creating some with FR WURO HDW HU R HD GD V H PD WKH H V J FOR G DONL then jump to the attack when they have the DG D WDJH
DELWDW 6RFLHW 6 H G DJR V S H H DH D D V R VH GHG PR WD SHD V R DP G WKH R GV WKHPVH HV :KH WKH D R GV WKH H D ways will be an enchanted area with a solid oor for laying eggs and stor J W HDV H 6 H G DJR V VHHP WR S H H K PD R P WR WKH R D G R WH KD H mortal companions. Frequently they share deep friendships with mortals. Inevitably, however, the dragon reveals its true form and takes its leave to live a dragon’s life for a time.
UHDWK :HDSRQ 6SHFLDO ELOLWLHV A silver dragon has two breath weap R V D R H R FROG 80’ long, 5’ wide at the dragon’s mouth, and 30’ wide DW WKH H G R D R G R SDUDO DWLR gas 50’ long, 40’ wide, and 20’ high. HDW HV D JKW WKH JDV P VW VD H H V V HDWK HDSR R H RPH SDUDO HG R R H P WH SH DJH H H R WKH G DJR S V P WHV HDW HV D JKW WKH R G D H D R HG D VD H H V V HDWK HDSR R half damage. A silver dragon casts its spells and uses its magical abilities at 6th level, plus its combat modi er.
JH
RG /JW
7DLO /JW
UHDWK :HDSRQ G G G G G G G G G G G G
(FRORJ 6 H G DJR V S H H K PD RRG D G D H R V K DH inde nitely. Because they lair in similar territories, silver dragons come into con ict WK HG G DJR V H V HW HH WKH W R VSH HV D H R V D G GHDG W V H G DJR V JH H D JHW WKH SSH KD G V H WKH D H PR H D SD H R R J WRJHWKH DJD VW WKH RHV D G R WH KD H K PD D HV 6SHOOV :L DUG 3ULHVW Nil Nil Nil
79
0 Nil Nil Nil Nil 25% 30% 35% 40% 45% 50% 55% 60%
7UHDVXUH 7 SH Nil Nil Nil E, R + 5 + 5 + 5 H, R (×2) H, R (×2) H, R (×2) H, R (×3) H, R (×3)
3 9DOXH
Brown Dragon /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17
Any arid/Desert 9H DH 6R WD R D Any 6SH D High (13-14) 6SH D Neutral (evil)
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
1 (2-5) 2 (base) 14 (base) VSH D 6HH H R 9D D H 6HH H R G (54’ base) Fanatic (17-18) 9D D H
R G DJR V D VR R DV J HDW GHVH W G DJR V P J DWHG RP WKH desert Raurin and now frequent much of the wastes in Eastern Mulho rand. Brown dragons are ferocious beasts; while they are intelligent, they view human beings as food, and believe it peculiar to talk with one’s meal. They do not have wings and cannot y. R G DJR V KD H D R R DW R V P D WR WKDW R GHVH W VD GV D J J RP G P R DW KDW K J VWDJH WR D PRVW K WH DW J HDW P stage. They have small, webbed claws that are well developed for digging, and very large, long mouths. Their scales are leathery and not as hard as RWKH G DJR D PR V R G DJR V VSHD WKH R WR J H D G WKH D J DJH R H G DJ ons. They have a 5% chance per age category of being able to communi DWH WK D WH JH W HDW H
They are born immune to acid and the effects of the desert heat. They may survive in airless environments nearly inde nitely. As they age, brown dragons gain the following abilities: JH Young - H H Adult 9H H D H * HDW P
RPEDW R G DJR V S H H WR G J GHHS W H KHV WKH VD G D G D W for prey to appear so they may ambush them. They have a 90% chance of hearing a man-sized creature’s footsteps on the desert sands from as far GR DV HHW R G DJR V HD K WKH GHVH W VD G WK HG H V H H PSRV ing a –5 penalty to opponents’ surprise rolls. Older brown dragons use V R V R H H L LVLELOLW VSH V WR R HD WKHPVH HV When brown dragons grab their prey, they hold it in their jaws, taking W WR WKH D V WR H HDWH KH W V PRVW R H H W The brown dragon’s breath weapon is a powerful acid, which it spews in a 5-foot-wide spray that extends in a straight line from the dragon’s head up to 60 feet. All creatures caught in the spray can roll a saving throw V HDWK HDSR R KD GDPDJH R G DJR V VH WKH VS D DJD VW D JH P H V W RW DJD VW mounted foes, since they know that horses are good eating and don’t put S DV P K VW JJ H DV K PD V R G DJR V DVW VSH V DV WK H H wizards. JH DWHJRU +DW K J 2 Very Young 3 Young - H H 5 Young Adult 6 Adult 7 Mature Adult 8 Old 9 Very Old 9H H D H : P * HDW : P
RG /JW
7DLO /JW
ELOLWLHV DVW FUHDWH VD G WR R H S WKH R V DVW FUHDWH DWHU R H SH GD DVW VD GVWRUP (Mulhorandi spell) once per day D V PPR D + HD WK H HPH WD DVW GLVL WH UDWH R H SH GD
DELWDW 6RFLHW R G DJR V D H R G GHVH WV R WH RVH WR VHWW HG areas. They typically dwell in deep burrows nearly 1,000 feet beneath the VD G KH H WKH D H R W DVW KDP H V The brown dragon mates and raises a family for only a short period of time; all parents encountered are in the mature adult stage of develop PH W 0D R G DJR V GR RW PDWH 0D V WKH PD H HP R R G DJR V + PD V K W WKHP R WKH K GHV D G W HDV H H G DJR V D VR DWWD R G DJR V DWW HV HW HH R D G H G DJR V D H HJH GD R WKH H R W The people of the desert have a curious respect for the brown dragon, so WD HV R WH PD H WKH H G DJR V PR H H WKD WKH R (FRORJ R G DJR V D H D H WR G JHVW VD G D G RWKH P H D PDWH D V WR V VWD WKHPVH HV R H R J SH RGV R W PH +R H H PHDW V WKH preferred diet, with horse esh being a particular favorite.
UHDWK :HDSRQ G G G G G G G G G G G G
80
6SHOOV :L DUG Nil Nil Nil
0 Nil Nil Nil Nil 20% 25% 30% 35% 40% 45% 50% 55%
7UHDVXUH 7 SH Nil Nil Nil Nil + + + + H (×2) H (×2) H (×2) H (×3)
3 9DOXH
Cloud Dragon /,0 7( 7(
Tropical, subtropical, and WHPSH DWH R GV D G PR 9H DH 6R WD R D Any 6SH D Genius (17-18) 6SH D Neutral
,1
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17
WD V
1 (2-5) 0 (base) 6, Fl 39 (C), Jp 3 14 (base)
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
VSH D 6SH D 9D D H 9D D H G (66’ base) Fanatic (17) 9D D H
Cloud dragons are reclusive creatures that dislike intrusions. They rarely converse, but if persuaded to do so they tend to be taciturn and aloof. They have no respect whatsoever for creatures that cannot y without assistance RP VSH V R GH HV At birth, cloud dragons have silver-white scales tinged with red at the edges. As they grow, the red spreads and lightens to sunset orange. At the PDW H DG W VWDJH D G D R H WKH HG R D JH R R GHHSH V WR HG JR G D G D PRVW H W H HS D HV WKH V H R G G DJR V VSHD WKH R WR J H D G D WR J H RPPR WR D neutral dragons. Also, 17% of hatchling cloud dragons can speak with any intelligent creature. The chance to possess this ability increases 5% per DJH DWHJR
They can assume (or leave) a cohesive, cloud-like form at will, once per round. In this form, they are 75% unlikely to be distinguished from normal clouds; when in cloud form, their Armor Class improves by –3 and their magic resistance increases by 15%. Cloud dragons can use their VSH V D G DWH D W HV K H R G R P W WKH D RW DWWD physically or use their breath weapon. In cloud form, cloud dragons y at a speed of 12 (MC: A). As they age, cloud dragons gain the following additional powers: 9HU RXQJ VROLG IR W H D GD RXQJ VWL NL FOR G W H D GD -XYHQLOH FUHDWH DWHU twice a day (affects a maximum of three cubic yards [81 cu bic feet]). GXOW REVF UHPH W WK HH W PHV D GD 0DWXUH DGXOW FDOO OL W L W H D GD 2OG HDW HU V PPR L W H D GD 9HU ROG FR WURO HDW HU W H D GD QFLHQW FR WURO L GV W H D GD
RPEDW Cloud dragons are as likely to avoid combat (by assuming cloud R P DV WKH D H WR DWWD :KH DWWD J WKH VH WKH HDWK HDSR WR V DWWH RHV WKH DVW VROLG IR D G VH WKH HDWKH PD S DW R D W HV to blind and disorient their foes. When very angry, they conjure storms with FR WURO HDW HU spells, then they call lightning. They like to use VWL NL FOR G D G FR WURO L GV spells against ying opponents.
DELWDW 6RFLHW R G G DJR V D PDJ D R G V D GV KH H WKH H is at least a small, solid oor for laying eggs and storing treasure. Very D H WKH R S R G VK R GHG PR WD SHD V Cloud dragons are solitary 95% of the time. If more than one is encoun WH HG W V D V J H SD H W WK R VS J
UHDWK :HDSRQ 6SHFLDO ELOLWLHV A cloud dragon’s breath weapon is an DVW R D WKDW V HHW R J HHW K JK D G HHW GH HDW HV caught in the blast suffer damage from cold and ying ice crystals. Fur thermore, all creatures three size classes or more smaller than the dragon DH R KHDG R H KHH V R G HHW S V HHW SH DJH DWHJR R WKH dragon. Characters who can grab solid objects won’t be carried away unless they fail Strength checks; creatures with claws, suction cups, etc., can avoid WKH H H W WKH KD H D V WD H V D H WR J WR A cloud dragon casts its spells and uses its magical abilities at 6th level plus its combat modi er. R G G DJR V D H PP H WR R G
JH
RG /JW
7DLO /JW
(FRORJ Like all dragons, cloud dragons can eat just about anything. They VHHP WR V V VW S PD R D DWH KD VWR HV D G WKH R DV R D W R V H H D VH WKH KD W V P D WH WR HV R G G DJR V RPH WR R ict with silver dragons. Despite their higher intelligence, cloud dragons usually lose such confrontations because of the silver dragons’ secondary HDWK HDSR V D G D W WR P VWH D HV
UHDWK :HDSRQ G G G G G G G G G G G G
6SHOOV :L DUG 3ULHVW Nil Nil Nil
81
0 Nil Nil Nil Nil 25% 30% 35% 40% 45% 50% 55% 60%
7UHDV 7 SH Nil Nil Nil ½R, T R, T R, T R, T R, T, X, Z R, T, X, Z R, T, X, Z R, T, X, Z (×2) R, T, X, Z (×2)
3 9DOXH
Deep Dragon /,0 7( 7(
,1
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
+ D G PR WD D H V V WH D HD 5D H 6R WD R D Any D RR V Exceptional (15-16) 6SH D KDRW H 1 (2-5) 0 (base) 12, Fl 30 (C), Br 6, Sw 9 14 (base) 7 (base) VSH D 6HH H R 9D D H 9D D H H (24’ base) Fanatic (17-18) 9D D H
Deep dragons are little known on the surface world. They are the hunters of the Underdark. Cunning and patient, they place their survival, followed by their joy of hunting, above all else. Deep dragons carefully amass and hide treasure in various caches, guarded with traps and magic. They are D H WR VH PRVW PDJ D WHPV HHS G DJR V D H D GHV H W PD RR KH WKH KDW K VR W V D HG and unable to change form. They keep to their birth-lair until they have PDVWH HG RWK R WKH RWKH R PV D J D W JHG R P R V D H D G D human (or drow) form.
D P P P R KS SH G H As deep dragons age, they gain the following additional powers: JH 9H R J Young - H H Adult 0DW H DG W Old 9H R G 9H H D H : P
RPEDW Deep dragons burrow and ght with powerful, stone-rending claws. They love to ght and hunt prey through the lightless caverns of the Underdark, employing their various forms. In snake form, they are AC 6, MV 9, Fl 4(D), Sw 11, losing claw attacks, but gaining a constriction at tack (attack roll required, in icts 3d8 points of damage per round, hampers movement, spellcasting, and causes –1 on attack rolls and a 1-point AC SH D W In human form, a deep dragon is AC 10, MV 12, Sw 12, and causes damage by spell or weapon type. Armor can be worn, but it is always destroyed (in icting 2d4 points of damage to the dragon) in any trans formation of shape. A deep dragon can alter its features to resemble any humanoid of roughly human size. It is 66% likely to copy a speci c being H H R JK WR H P VWD H R WKH D W D HDW H A deep dragon’s breath weapon is a cone of esh-corrosive gas 50 feet R J HHW GH D G HHW K JK HDW HV WKH R G D VD H V breath weapon for half damage (if they have dry, exposed skin, they save against the esh-eating gas at –2). Cloth, metal, and wood are not affected. Leather is treated as dry, exposed skin. Deep dragons cast spells at 9th level, adjusted by their combat modi ers. They are born with infravision, WU H VHHL D G H J GHWHFW PD LF D W HV D G PP W HV WR F DUP VOHHS D G ROG PDJ HHS G DJR V D H immune to extremes of heat and cold (–3 on each die of damage taken, to JH DWHJRU +DW K J 2 Very Young 3 Young - H H 5 Young Adult 6 Adult 7 Mature Adult 8 Old 9 Very Old 9H H D H : P * HDW : P
RG /JW
7DLO /JW
UHDWK :HDSRQ G G G G G G G G G G G G
* HDW
P
ELOLW DVV PH V D H R P W PHV GD assume “human” form 3 times/day one more form change/day (each), regen. ld4 hp/turn regenerate ld4 hp/6 rounds; IUHH DFWLR DW regenerate ld4 hp/4 rounds; OH LWDWH W PHV GD WUD VP WH URFN WR P G D G WHOHNL HVLV W PHV GD PR H HDUW W PHV GD SDVV DOO D G GLVL WH UDWH W PHV GD one additional use/day of powers gained since Old age; VWR H V DSH W PHV GD WR HV R H GD UHS OVLR 3 times/day, affecting all except dragons. One DGG W R D VH GD R VWR H V DSH D G WR HV
DELWDW 6RFLHW Deep dragons roam the Underdark and are great explor ers. Most often deep dragons are found in well-defended lairs in the Un derdark. They often use their powers to reach caverns inaccessible to most HDW HV HHS G DJR V R WH R WK G R (FRORJ HHS G DJR V KD H HH R WR HDW D PRVW D WK J W WKH particularly prize the esh of clams, sh, kuo-toa, and aboleth. They view cloakers and mind ayers as dangerous rivals in the Underdark. Deep dragons avoid confrontations with other dragons and never ght or steal RP RWKH V R WKH R G
6SHOOV :L DUG 3ULHVW Nil Nil Nil
82
0 Nil Nil Nil Nil 25% 30% 35% 40% 45% 50% 55% 60%
7UHDVXUH 7 SH Nil Nil Nil H, Q E, H, Q (×2) E, H, Q (×3), S E, H (×2), Q (×4), S E, H (×2), Q (×4), S, T E, H (×3), Q (×5), S, T E, H (×3), Q, S, T, U E, H (×3), Q, S, T, U, V E, H, Q, S, T, U, V, X, Z
3 9DOXH
Mercury Dragon /,0 7( 7(
Temperate and subtropical/ 0R WD V 9H DH 6R WD R D Any Omnivore High (13-14) 6HH H R KDRW JRRG
,1
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
1 (2-5) −1 (base) 15, Fl 36 (C), Jp 3 11 (base) 9 (base) VSH D 6HH H R 9D D H 6HH H R H (25’ base) Fanatic (17-18) 9D D H
0H G DJR V D H DVW K JK PD H H D H HDW HV WK H DW H small bodies and long tails. Although good in alignment, they are very K PV D PD J D G KD J J GH V R V H H W At birth, a mercury dragon’s scales are dull silver. As it ages, the scales H RPH JKWH D G JKWH W DW DG W DJH WKH JD D D WP ror nish. Sunlight or other sources of light re ecting off the scales and JV R D PH G DJR D H G J 0H HV VSHD WKH D J DJH R JRRG G DJR V W DW K JK VSHHG VR there’s only a 75% chance of understanding a mercury dragon. They also receive a +3 bonus to saving throws against light-based at tacks. As they age, they gain the following additional powers:
RPEDW 0H G DJR V D H DV S HG WD H KH W RPHV WR RP DW as they are in any other situation. They may parley, they might attack in stantly, or, perhaps, they may avoid combat entirely. They never attack JRRG D J HG HDW HV HVV VR H S R R HG Mercury dragons always use spells in combat, if possible. They are very creative, and can always gure out some innovative way of using virtu D D VSH WR DG D WDJH RP DW In addition to the breath weapon and the attack modes shared by all G DJR V PH G DJR V D H WKH P R JKW PHP D HV R WKH wings to re ect and concentrate available light (as dim as full moonlight) into a beam of dazzling brightness. They can aim the beam at one enemy SH R G DW WKH H SH VH R RW H J D H WR VH WKH J HW D G WKH H HP P VW R D V HVV VD J WK R V VSH R H GHG R 1d4 + 1 rounds. If not using this technique as a weapon, they can use the HDP P K H D VHD K JKW A mercury dragon’s breath weapon is a beam of brilliant, yellow light. The beam is 5 feet wide and extends 60 feet from the creature’s mouth. Any creature caught in the beam receives damage from heat (saving throw for half damage). The heat of the beam is intense enough to ignite ammable objects that fail saving throws vs. magical re. A mercury dragon casts spells and uses magical abilities at the 10th level, plus its combat modi er. At birth, mercury dragons are immune to re and all magical forms of blindness. JH DWHJRU +DW K J 2 Very Young 3 Young - H H 5 Young Adult 6 Adult 7 Mature Adult 8 Old 9 Very Old 9H H D H : P * HDW P
RG /JW
7DLO /JW
JH Young - H H Adult Old : P
ELOLWLHV gaze re ection DW PLUURU LPD H WK HH W PHV SH GD SRO PRUS VHOI W H SH GD WHOHNL HVLV W H SH GD SURMHFW LPD H R H SH GD
DELWDW 6RFLHW Mercury dragons are loners by nature. Their mating be havior is free-wheeling, fun loving, and generally irresponsible. If a female becomes impregnated, however, the male’s protective instincts take over. 0H HV D H H S RWH W H R WKH R VS J D G J H WKH HV WR save them. Offspring usually stay with their parents until they reach the juvenile age category. H D VH R WKH S HG WD H VRPHW PHV D PRVW DW R D DW H PH HV H D H KD H RVH H DW R VK SV WK RWKH HDW HV WKH area. For this reason, mercuries have to depend on magical and mechani D W DSV D G J D GV WR S RWH W WKH D V KH WKH D H D D (FRORJ 0H G DJR V HDW D WK J W WKH S H H WR HHG R PHWD ores. Although they have no venom attacks, the esh of mercury dragons V K JK SR VR R V
UHDWK :HDSRQ G G G G G G G G G G G G
83
6SHOOV :L DUG 3ULHVW Nil Nil Nil
0 Nil Nil Nil 10% 15% 20% 25% 30% 35% 40% 50% 70%
7UHDVXUH 7 SH Nil Nil Nil + + + + H, I H, I H (×2), I H (×2), I, X H (×3), I, T, X
3 9DOXH
Mist Dragon /,0 7( 7(
,1
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Tropical and subtropical/Forests, D H VKR HV VHD VKR HV D G H D V 9H DH 6R WD R D Any 6SH D Exceptional (15-16) 6SH D Neutral 1 (2-5) 1 (base) or –2 (base) 12, Fl 39 (C), Sw 12 11 (base) 9 (base) VSH D 6SH D 9D D H Nil or 15% G (54’ base) Champion (16 base) 9D D H
Mist dragons are solitary and philosophical. Their favorite activity is sitting quietly and thinking. They hate being disturbed and dislike conversation. At birth, a mist dragon’s scales are shiny blue-white. As the dragon ages, the scales darken, becoming blue-gray with metallic silver ecks that VSD H V JKW 0 VW G DJR V VSHD WKH R WR J H D G D WR J H RPPR WR D H tral dragons. Also, 15% of hatchling mist dragons can speak with any in telligent creature. The chance to possess this ability increases 5% per age DWHJR
P VW R P W WKH D RW DWWD SK V D R VH WKH HDWK HDSR Mist dragons in mist form can y at a speed of 9 (MC: A). As they age, they gain the following additional powers: 9HU RXQJ DWHU EUHDW L W H D GD RXQJ DOO RI IR W H D GD -XYHQLOH FUHDWH DWHU twice a day (affects a maximum of three cubic yards [81 cubic feet]). GXOW FR WURO L GV WK HH W PHV D GD 0DWXUH DGXOW L G DOO W H D GD 2OG VROLG IR W H D GD 9HU ROG SUHGLFW HDW HU W H D GD QFLHQW DLU DWHU W H D GD
RPEDW Mist dragons try to avoid encounters by assuming mist form. In RP DW WKH VH WKH HDWK HDSR V WKH DVV PH P VW R P D G K GH WKH DSR KH H WKH D K D VSH DVVD W
DELWDW 6RFLHW 0 VW G DJR V H HD DWH D V DS GV RDVW HV R where rainfall is frequent and heavy. Their lairs are usually large natural cav erns or grottoes that are mist- lled and damp. Forest-dwelling mist dragons occasionally come into con ict with green dragons. Mist dragons greatly re sent the green dragons’ attempts to intimidate or dominate them; they usu ally spend several months vainly trying to avoid a green dragon’s advances H R H RV J D SDW H H D G D K J D D R W DPSD J WR GHVW R R drive away the aggressor. Likewise, coastal mist dragons might have bronze dragons for neighbors. This, however, seldom leads to con ict as both drag R V D H R WH W WR HD H WKH RWKH V D R H Mist dragons are loners, and 90% of all encounters are with individuals. * R S H R WH V D H WK SD H WV D G R VS J
UHDWK :HDSRQ 6SHFLDO ELOLWLHV A mist dragon’s breath weapon is a cloud R V D G J DSR WKDW V HHW R J HHW GH D G HHW K JK HD W HV D JKW WKH R G D PD H D VD J WK R V HDWK HDSR R half damage. In still air, the vapor persists for 1d4 + 4 rounds; on the second R G W R GH VHV WR D DPP VPRWKH J RJ WKDW GV D HDWK J creatures for 1d4 rounds and in icts 3d4 points of drowning damage per round for as long as the creature remains in the cloud (a successful saving WK R V HDWK HDSR HJDWHV RWK H H WV A mist dragon casts its spells and uses its magical abilities at 6th level plus its combat modi er. Mist dragons are immune to re and heat. Mist dragons can assume (or leave) a cohesive, mist-like form at will, once per round. In this form, they are 75% unlikely to be distinguished from normal mist; in mist form, their Armor Class improves by –3 and their magic resistance increases by 15%. They can use their spells and innate abilities while
JH
RG /JW
7DLO /JW
(FRORJ 0 VW G DJR V D HDW D PRVW D WK J G J RRG S D WV D G H H P G +R H H WKH G D PRVW R WKH V VWH D H G H W RP natural mist or spray. They often lie in misty or foggy places, thinking and DV J WKH PR VW H
UHDWK :HDSRQ G G G G G G G G G G G G
84
6SHOOV :L DUG 3ULHVW Nil Nil Nil
0 Nil Nil Nil Nil 25% 30% 35% 40% 45% 50% 55% 60%
7UHDV 7 SH Nil Nil Nil Y, Z X, Y, Z X, Y, Z X, Y, Z X, Y, Z (×2) X, Y, Z (×2) X, Y, Z (×2) X, Y, Z (×3) X, Y, Z (×3)
3 9DOXH
Shadow Dragon /,0 7( 7(
,1
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Non-arctic/Ruins, subterranean, D G S D H R 6KDGR 9H DH 6R WD R D Nocturnal (any on the plane of 6KDGR 6SH D Genius (17-18) 6SH D KDRW H 1 (2-5) –4 (base) 18, Fl 30 (D), Jp 3 12 (base) 9 (base) VSH D 6SH D 9D D H 9D D H H (21’ base) Champion (16) 9D D H
Shadow dragons are sly and devious. They are instinctively cunning and D H RW S R H WR WD J V V At all ages, a shadow dragon’s scales and body are translucent, so that KH H HG RP D G VWD H W DSSHD V WR H D PDVV R VKDGR V 6KDGR G DJR V VSHD WKH R WR J H D G D WR J H RPPR WR D evil dragons. Also, 17% of hatchling shadow dragons can speak with any intelligent creature. The chance to possess this ability increases 5% SH DJH DWHJR
shadows with a radius of 100 yards, duration one hour. All magical [and nor mal] light and darkness sources are negated for as long as they remain in the DG V HDW HV D H WR K GH VKDGR V D GR VR WKHVH PDJ D VKDGR V H H GH G H W R VH DW R 6KDGR G DJR V D G RWKH HDW HV RP WKH S D H R 6KDGR D PR H D G DWWD R PD K HKG J WKHVH shadows, effectively giving them improved invisibility. A successful GLVSHO PD LF VSH D VKHV WKH VKDGR V
RPEDW 6KDGR G DJR V S H H WR DWWD RP K G J V D HPS R ing invisibility or hiding in shadows. They use illusion/phantasm spells to confuse and misdirect foes. Older dragons are especially fond of their R GHWH W R D W
DELWDW 6RFLHW 6KDGR G DJR V KDWH RWK JKW JKW D G WRWD GD HVV S H H J D HJDWHG JKW J WK SDW KHV R G VH JKW D G GHHS inky shadows. On the Prime Material plane, their lairs are always places that provide shadowy light for most of the day. They prefer ancient ruins, where they can hide underground when the sun is bright and still nd shadows above ground during dawn and twilight. In the plane of Shadow, they live in dense thickets of trees and brambles, forti ed castles, or laby rinthine caves. In either plane, they prefer to locate their lairs near colo nies of other creatures that can alert them to potential foes or victims. The G DJR V VH GRP D W D RRSH DWH WK WKHVH D HV KR H H WKR JK WKH G DJR V RPPR S H R WKHP Shadow dragons love dark-colored, opaque gems, and especially prize black stones. They also collect magical items that produce shadows or darkness. They use these items to turn areas lled with total darkness or JKW WR PDVVHV R VKDGR V
UHDWK :HDSRQ 6SHFLDO ELOLWLHV A shadow dragon’s breath weapon is D R GR D HVV WKDW V HHW R J HHW GH D G HHW K JK HDW HV D JKW WKH R G D H GHG R R H PH HH R G D G RVH ¾ (round up) of their life energy (levels or Hit Dice); a successful saving throw vs. breath weapon reduces the loss to ½ (round up). The life en H J RVV SH V VWV R D D D H P H R W V VKR R WKH WD H D R H Negative plane protection spells prevent this life energy loss. A character who is reduced to 0 or fewer levels lapses into a coma for the duration of the cloud’s effect. A shadow dragon casts spells and uses its magical abilities at 6th level plus its combat modi er. 6KDGR G DJR V D H R PP H WR H H J G D JD G WK WKH ability to hide in shadows with 40% chance of success; this ability increas es 5% per age category to a maximum of 95%. As they age, they gain the following additional powers: -XYHQLOH PLUURU LPD H three times a day (1d4 + 1 images). GXOW GLPH VLR GRRU W H D GD 2OG R GHWHFWLR WK HH W PHV D GD 9HQHUDEOH V DGR DON R H D GD UHDW Z UP FUHDWH V DGR V three times a day. (This ability creates a mass of leaping
JH
RG /JW
7DLO /JW
(FRORJ Shadow dragons eat almost anything. Their favorite food is rot W J D R WKR JK WKH R WH R VSR W 6 D W PV D H H W WR GH D until they become suitably foul. These dragons are equally fond of frostHG DWH RJJHG R VD W SR VR HG S D WV
UHDWK :HDSRQ G G G G G G G G G G G G
85
6SHOOV :L DUG 3ULHVW Nil Nil Nil
0 5% 10% 15% 20% 25% 30% 35% 40% 45% 50% 55% 60%
7UHDV 7 SH Nil Nil Nil + 6 + 6 + 6 + 6 H, S (×2) H, S (×2) H, S (×2) H, S (×3) H, S (×3)
3 9DOXH
Steel Dragon /,0 7( 7(
Temperate cities (rarely temperate K V S D V D G R HVWV 9H DH 6R WD Any 6SH D Supra-genius (19-20) 6SH D Lawful neutral (good)
,1
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
0 (base) 9, Fl 30 (D), Sw 6 11 (base) 9 (base) VSH D 6SH D 9D D H 9D D H H (25’ base) Fanatic (17-18) 9D D H
6WHH G DJR V R H WR KD H K PD D G GHP K PD RPSD R V D G WKH prefer to live amid the hustle and bustle of great cities. They often pose as VDJHV V KR D V PDJHV R RWKH WH H W D V At birth, a steel dragon’s scales are deep blue-gray with steely high lights. As the dragon approaches adulthood, its color slowly lightens to WKDW R VW R V VKHG VWHH :KH WKHVH G DJR V WD H R K PD R P WKH D D V KD H R H VWHH J D HDW H KD H HV D V R VRPHW PHV D J R RWKH R DPH W 6WHH G DJR V VSHD WKH R WR J H D G D WR J H RPPR WR D H tral dragons. Also, 19% of hatchling steel dragons can speak with any in telligent creature. This chance increases by 5% per age category.
JH Young - H H Adult 0DW H DG W Old
RPEDW Steel dragons favor repartee over combat. If pressed, they usu ally begin with a spell assault and avoid melee. If seriously harmed or threatened, they resume dragon form and use their breath weapons. They HDWKH R D RH WKH S D WR H JDJH PH HH D G WKH VHH WR HHS WKH RHV WK WKH R G W WKH JDV RVHV WV SRWH A steel dragon’s breath weapon is a cube of toxic gas. The dragon can PR WR WKH DPR W R JDV H HDVHG VR RVH WKDW W D PD H WKH H as small as it wishes or as large as shown in the table below (the a side of WKH H HDW HV D JKW WKH JDV P VW R V HVV VD J WK R V V SR VR WK D penalty or die instantly. The gas is quickly absorbed through the skin and is just as lethal if inhaled. Coating all exposed skin with lard or grease offers some protection (saving throw penalty negated). 9 W PV KR V HHG WK WKH VD H V H WKH G DWHG DPR W R GDP age. In still air, the gas stays active for two melee rounds. Steel dragons D H PP H WR D SR VR V A steel dragon can SRO PRUS VHOI ve times a day. Each change in form lasts until the dragon chooses a different form. Reverting to the dragon’s R PD R P GRHV RW R W DV D KD JH Steel dragons are immune to wizard spells of 1st to 4th levels and cast VSH V D G VH WKH VSH D D W HV DW WK H H S V WKH RP DW PRG er. As they age, they gain the following additional powers:
JH DWHJRU +DW K J 2 Very Young 3 Young - H H 5 Young Adult 6 Adult 7 Mature Adult 8 Old 9 Very Old 9H H D H : P * HDW P
RG /JW
7DLO /JW
ELOLWLHV FD WULS W H D GD IULH GV R H D GD F DUP SHUVR WK HH W PHV D GD V HVWLR R H D GD H W UDOO R H D GD
DELWDW 6RFLHW 6WHH G DJR V S H H K PD RGJ JV WKDW D H H SSHG WK VW R J RRPV R D WV WR S RWH W WKH W HDV HV 6WHH G DJR V S H H K PD R P WR WKH R D G WKH D D V KD H mortal companions. They are endlessly curious about human and demi human art, culture, history, and politics. They always keep their true na ture secret, but they are able to recognize each other. H
(FRORJ Steel dragons prefer human food. Unlike other form shift ing dragons, they cannot live on such fare inde nitely, as they must eat enough to maintain their true bulk. Once or twice a month, they leave their adopted cities and go into the wilderness to hunt for food. They explain WKH D VH HV D D R V VWH W WK WKH K PD GH W W HV 6WHH G DJR V KDWH KDRW HDW HV KR VHH WR G V SW H W HV R despoil their hunting grounds. In the city the dragons never hesitate to re SR W W R HPD H V R WR VH WKH VSH D D W HV WR K W GR P DV In the wilderness, they prefer swifter forms of justice.
UHDWK :HDSRQ 15’/1d4 + l 20’/2d4 25’/2d4 + l 30’/3d4 35’/3d4 + l 40’/4d4 45’/4d4 + l 50’/5d4 55’/5d4 + l 60’/6d4 65’/6d4 + l 70’/7d4
86
6SHOOV :L DUG 3ULHVW Nil Nil Nil
0 25% 30% 35% 40% 45% 50% 55% 60% 65% 70% 75% 80%
7UHDVXUH 7 SH Nil Nil Nil E, R + 5 + 5 + 5 H, R (×2) H, R (×2) H, R (×2) H, R (×3) H, R (×3)
3 9DOXH
Yellow Dragon ,1 /,0 7( 7( ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17
HVH W 9H DH 6R WD Any Omnivore Very (11-12) 6HH H R KDRW H
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
1 (1-4) 0 (base) 12, Fl 30 (C) 13 (base) 7 (base) VSH D 6HH H R 9D D H 6HH H R G (36’ base) Champion (15-16) 9D D H
Although the existence of yellow dragons has long been predicted by sages (based on theories of primary colors), the rst specimen was spotted only ve or so years ago. The creatures are solitary and secretive, preferring WR D D W R S H WR VW P H WR D H S HSD HG W DSV VWHDG R K W JD W H At birth, yellows have soft, tan scales. As they grow older, the scales KD GH D G H RPH JKWH RR H H W D HD K J WKH J D VK H low of desert sands. Their scales always have a dusty texture to them, giving them a nish that does not re ect light well. Even their teeth and claws have a similar nish. No part of the yellow dragon will glint in the V JKW WKH H J J D D WV SRV W R Yellow dragons speak their own tongue, which is quite different than that spoken by other evil dragons. Yellows have no interest in speaking WK RWKH D HV D G VR WKH HD R RWKH D J DJHV
G J WKHP R G R GV Yellow dragons are immune to re and heat and can cast VLOH FH GL V at will. As they age, they gain the following additional powers: JH Young - H H Adult Old : P
RPEDW Although preferring guile to combat and ambush to attack, yel lows are erce and cunning ghters. Even if forced into a situation where direct combat is inevitable, they’ll still use their spells and innate abilities VR DV WR P V HDG P VG H W D G G VW D W WKH RSSR H WV A favorite hunting tactic for a yellow is to dig a steep-walled, coneVKDSHG GHS HVV R WKH VD G D G WKH WVH DW WKH RWWRP R WK V crater with just its eyes and nostrils showing. When a creature stumbles WR WKH GHS HVV R WKH G DJR PR HV WV JV WKH VD G D V J WKH VWHHS D V R WKH R H WR R DSVH D G G D J WKH S H VW D JKW WR WKH dragon’s mouth. A yellow dragon casts spells and uses magical abilities at 8th level, plus its combat modi er. A yellow dragon’s breath weapon is a high-velocity blast of scorching air mixed with sand. This affects an area 50 feet long, 40 feet wide, and 20 HHW K JK HDW HV D JKW WK WK V DVW P VW R V HVV VD J WK R V V HDWK HDSR R KD GDPDJH 5HJD G HVV R WKH R W RPH R this roll, they must make another saving throw vs. breath weapon. Failure PHD V WKDW WKH D DV H VD G WKH HDWK DVW KDV GDPDJHG WKH H HV
JH DWHJRU +DW K J 2 Very Young 3 Young - H H 5 Young Adult 6 Adult 7 Mature Adult 8 Old 9 Very Old 9H H D H : P * HDW P
RG /JW
7DLO /JW
UD
ELOLWLHV FUHDWH RU GHVWUR DWHU WK HH W PHV SH GD G VW GH LO WK HH W PHV SH GD LPSUR HG L LVLELOLW W H SH GD L G DOO WK HH W PHV SH GD H HU DWLR WK HH W PHV SH GD
DELWDW 6RFLHW Yellow dragons love deserts, preferring areas of sandy, windswept desolation. They are most comfortable in daytime tempera tures of 105 degrees and up, although they can easily survive subfreezing temperatures at night. They share much the same territory as brasses: thus the species occasionally come into con ict. Yellows are solitary, sel sh creatures that form no close bonds with any other creature, including other yellows. They are highly territorial; the only time they’ll let another yellow into their territory is to mate, which is actually quite rare. Immediately afterward, the dragons separate. The mother raises the offspring, but won’t go out of her way to protect them from attackers. The young dragons usually leave home before they reach the juvenile age category. The main enemies of yellow dragons are brass HV K K D W H K W WKH VPD H HDW HV (FRORJ Although able to eat anything, yellows favor fresh meat. (Demi) K PD V D H R V GH HG D GH D DV D H WKH KDW KHG HJJV R DVV G DJ ons. (Yellows rarely get to enjoy this latter feast.)
UHDWK :HDSRQ G G G G G G G G G G G G
87
6SHOOV :L DUG 3ULHVW Nil Nil Nil Nil
0 Nil Nil Nil Nil Nil 5% 10% 15% 20% 25% 30% 35%
7UHDVXUH 7 SH Nil Nil Nil E E, O, S E, O, S E, O, S E, O, S (×2) E, O, S (×2) E, O, S (×2) E, O, S (×3) E, O, S (×4)
3 9DOXH
Dragon Turtle /,0 7( 7(
,1
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
6 W RS D D G WHPSH DWH HVK D G VD W DWH 9H DH 6R WD Any D RH Very (11-12) B, R, S, T, V Neutral
6 +W H +W H Breath weapon, capsize ships Nil Nil G (30’ diameter shell) Fanatic (17) +W H +W H +W H
DJR W W HV D H R H R WKH PRVW HD W D HVRPH D G HD HG HD tures of the water. With their deadly jaws and breath weapon, and their penchant for capsizing ships, dragon turtles are dreaded by mariners on D JH RG HV R DWH RWK HVK D G VD W When a dragon turtle surfaces, it is sometimes mistaken for the re ec tion of the sun or moon on the water. The turtle’s rough, deep green shell V P K WKH VDPH R R DV WKH GHHS DWH WKH PR VWH D R V D G WKH V H K JK JKWV WKDW H WKH VKH D H SDWWH HG H JKW GD J R RSH water. The turtle’s legs and tail are of a lighter green, and they are ecked with golden highlights. The coloration of the creature’s head is similar to WKH HJV D G WD W WV HVW VS HV D H JR GH WK GD J HH H J connecting them. A dragon turtle’s shell can reach to 30 feet in diameter, D G D DG W W W H D PHDV H R H HHW RP WV V R W WR WKH W S R WV WD DJR W W HV VSHD WKH R K JK GH H RSHG D J DJH
nd, but adventurers locating a dragon turtle’s cave will nd it lled with treasures of all types. The turtle gathers this treasure, which it will protect WR WKH GHDWK RP WKH VK SV V WV WH WR A dragon turtle’s territory is well-de ned and may cover as much as fty square miles of open water. Other dragon turtles are allowed into WK V D HD R G J PDW J VHDVR WKR JK W W HV R WKH VDPH VH always ght to the death upon meeting. It is this hostility toward their R G WKDW HHSV WKH P H R G DJR W W HV H DW H R Mariners of any experience recognize the territorial claims of dragon W W HV D G R WH PD H H W D DJD W W WHV WR WKH W W H R W R J D HDV H HVVD R VD H D G VSHHG W DGH
RPEDW Though dragon turtles may be mistaken for the pleasant sight R JKW J W J R R DWH WKDW V R V H H PD WD HG R R J Dragon turtles are erce ghters and will generally attack any creature that threatens its territory or presents itself as a potential meal. In combat, drag on turtles will usually (90%) attack with their formidable claws and teeth rst. Its shell provides the turtle with excellent protection, though once the G DJR W W H VW HV D WP W D H HHGV WR H SR WK V VD HJ D G The dragon turtle’s shell also provides the creature with a weapon to DWWD VK SV WKDW RR VK SDVV WK R JK WV WH WR WHG 6 J DV GHHS DV H HVVD WKH G DJR W W H D W R WKH VK S WR SDVV R H W D G WKH VH S GH HDWK WKH HVVH V J D R WV R V GH D H WR capsize the unlucky target. Ships under 20 feet in length will be capsized by this attack 95% of the time, vessels from 20 to 60 feet long will be capsized 50% of the time, and ships over 60 feet will be capsized 20% of the time. Ships not capsized will sustain some damage. In combat, when neither its bite nor its capsizing attack is enough to defeat an enemy, a dragon turtle will use its breath weapon. The turtle can H K R WK D R G R V D G J VWHDP WKDW R H D D HD HHW R J 40 feet wide, and 40 feet high. This attack causes 20-120 points of dam age (20d6), and characters or creatures making a saving throw vs. breath weapon take half damage. Like true dragons, dragon turtles can use this GHDG HDWK HDSR WK HH W PHV D GD
(FRORJ DJR W W HV D H D R R VD G HDW D PRVW D HDW H G J K PD V R RWKH G DJR W W HV WR VDW V WKH R D R V DS petite. Large sh seem to be the preferred food for dragon turtles, and the W W HV D R WH H R G J WKH HHGV D G P DW WKH RWWRP of a lake or sea waiting for sh to pass. In particularly poor years for sh, G DJR W W HV KD H HH R WR VH WKH HDWK HDSR WR D JH J R SV R VHD GV WKDW VW D WRR RVH WR WKH DWH R RRG Con ict often arises between dragon turtles and the many intelligent D DW D HV H WKH R DWKDK R PH PH H D VH R RPSHW W R R ideal lairs. Like many of their land-based relatives, dragon turtles are con sidered treacherous and sel sh by all creatures that share their domain. DJR W W H VKH V PD H R WVWD G J VK H GV D G D PR H D VH of the shell’s strength and natural resistance to the dragon turtle’s own HDWK HDSR D PR R D VK H G PDGH R W R WK V PDWH D JD V WR its defensive rating. The shield or armor will also save as an item against destruction by re or steam-based attacks at +4.
DELWDW 6RFLHW Dragon turtles are extremely solitary creatures. Large, GHVR DWH VHD D HV D G VH HW GH J R G D H V WKDW D H D HVVHG only through the water are their favorite lairs. These lairs are dif cult to
88
Dragonet, Faerie Dragon /,0 7( 7(
,1
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Temperate, tropical, and V W RS D R HVWV 9H DH 6R WD R D Any +H RH Genius (17-18) S, T, U KDRW JRRG 5 (1 when invisible) 6, Fl 24 (A) 6HH H R
HDWK HDSR VSH V Invisibility 6HH H R T (1’-1½’ long) Steady (11)
A chaotic offshoot of the pseudodragon, the faerie dragon lives in peace ful, tangled forests and thrives on pranks, mischief, and practical jokes. Faerie dragons resemble miniature dragons with thin bodies, long, prehensile tails, gossamer butter y wings, and huge smiles. Their colors D JH WK R JK WKH VSH W P KD J J DV WKH DJH RP WKH HG R D KDW K ling to the black of a great wyrm (see chart). The hides of females have a golden tinge that sparkles in the sunlight; males have a silver tinge. All faerie dragons can communicate telepathically with one another at a distance of up to 2 miles. They speak their own language, along with the D J DJH R VS WHV S HV H HV D G WKH GV D G D PD V WKH D HD
Faerie dragons take advantage of every opportunity to wreak mis K H R SDVVH V H H W V J R HVW HDW HV WR KH S WKHP their pranks. Though many of these pranks are spontaneous, months of preparation can go into a single, spectacular practical joke. A tell-tale J JJ H K K VR GV H WKH W JR W V H H V R WH D H WV SRWH W D W PV WR WKH S HVH H R V H DH H G DJR V
RPEDW Faerie dragons can become invisible at will, and can attack, use spells, and employ breath weapons while invisible. They attack as 4-HD monsters, biting for 1-2 points of damage. Most (65%) faerie dragons em ploy wizard spells as a wizard of the level indicated on the accompanying chart; 35% employ priest spells of the following spheres: Animal, Plant, Elemental, and Weather. Almost all spells are chosen for mischief poten tial. The two most common spells of faerie dragons are DWHU EUHDW L D G OH H G ORUH RWKH D R WHV GH H WULORT LVP VHH VHU D W IRU HW V HVWLR GLVWD FH GLVWRUWLR OLPLWHG LV REVF UHPH W D LPDO UR W D G D L PDWH URFN A faerie dragon usually begins its attacks by turning invisible and us ing its breath weapon, a 2-foot-diameter cloud of euphoria gas. A victim D J D VD J WK R V HDWK HDSR D GH D R G D P HVV D VWDWH R VV R WKH H W G P WHV G J K K W PH KH V D H WR attack and his Armor Class is decreased by 2. Even though he is unable to DWWD WKH W P D HHS K V P G R WKH V W DW R KH V HHGV R D Intelligence check (by rolling his Intelligence score or less on 1d20) each round; if he fails an Intelligence check, he completely loses interest in the matters at hand for the duration of the breath weapon’s effect. Faerie dragons avoid combat and never intentionally in ict damage un less cornered or defending their lairs. If attacked, however, they engage VS WHG GH H VH D V SSR WHG VS WH D G S H H GV W WKH RSSR H WV D H G H D D
(FRORJ Faerie dragons eat fruit, vegetables, nuts, roots, honey, and grains. They are especially fond of fruit pastries and have been known to JR WR J HDW H JWKV WR JHW D HVK DSS H S H JH DWHJRU +DW K J 2 Very Young 3 Young - H H 5 Young Adult 6 Adult 7 Mature Adult 8 Old 9 Very Old 9H H D H : P * HDW : P
DELWDW 6RFLHW Faerie dragons make their lairs in the hollows of high W HHV S H H D HD D SR G R VW HDP H D VH WKH D H WH R G R swimming and diving. They often live in the company of a group of pixies R VS WHV
89
LW 3RLQWV
RORU 5HG 5HG R D JH Orange Orange-yellow Yellow Yellow-green * HH H J HH H H R HW 9 R HW D
0DJLF HVLVW 10% 16% 24% 32% 40% 48% 56% 64% 72% 80% 88% 96%
:L DUG /HYHO
3ULHVW /HYHO
Dragonet, Firedrake /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Temperate/Hills and mountains 5D H Familial lair D D RH Semi- (2-4) Nil Neutral
6, Fl 18 (C)
HDWK HDSR Nil Nil S (4’ long) Average (9)
Although frequently mistaken on rst sighting for a young red dragon, the redrake is neither as intelligent nor as powerful as its dragon cousin. It responds with ame to any stimulus. This small dragonet—4’ long, and a bit over 2’ in height—has the fea W HV D G S RSR W R V R D P DW H HG G DJR W WV V D K GH V WK H D G PR H W D V H W WKD WKDW R H H WKH R JHVW R W H G DJR V The hide of the dragonet twitches and quivers almost imperceptibly, and V VRPH KDW PRWW HG RR WK PD H D G J G VS RW KHV R H the red undercolor. The wings beat slowly, even when the dragonet is on the ground. In this manner the redrake provides air ow to itself, and wards off pesky insects. A shimmer of heat rises off of the dragonet at all W PHV
The parents are very protective of their lair because of the young. Al though redrakes normally only range 1-2 miles from their lair, they may SDW R S WR W H WKDW G VWD H G J WKH W PHV DW K K WKH R J D H PRVW H D H WR DWWD Firedrakes leave the family lair early in the spring following their hatching, ying sometimes scores of miles before encountering a redrake of the opposite sex willing to mate for life and establish a new lair. The rare mating ghts that do occur are spectacularly ery, although one male V D R HGHV D G HW HDWV H R H WKH DWW H H RPHV HWKD Firedrakes gather no treasure, although they take no special care to re PR H WKH R HV R H H WV R D WKDW WKH GH HDW
RPEDW If a redrake is disturbed, there is a 50% chance it will attack. Its primary attack is its breath weapon ( re), which it can use up to ve times daily. The re forms a cone from the snout of the dragonet to a 10’ diameter circle at the extreme end of its 60’ range, and causes 2-16 points on all af fected (save vs. breath weapon for half damage). The redrake’s claws are RW VHG RP DW W WV WH D VH SR WV R GDPDJH The dragonet’s blood burns ercely in air, as there is a high phospho rus content to the blood. In fact, the re-breathing of these creatures is ac tually the voluntary expelling of a jet of its pyrophoric blood. Because of the ammability of the dragon’s blood, blunt weapons such as staves or clubs are less dangerous than those which cause blood loss. Any creature making a successful slashing or piercing attack on a redrake must save vs. breath weapon, or take 1-2 points of re damage. In aerial combat, the redrake is particularly fond of attacking air borne creatures from below and behind. The heat from the redrake and WV HDWK DWWD DW D DG DWHV S D GV VRPHW PHV G V SW J WKH PD H H V R HDW HV WKDW GHSH G R H DW H VPRRWK D H WV R ying or gliding. The redrake will sometimes simply ram smaller op SR H WV WKH VR W GH H WKH KRSH R VW J WKHP D G D V J WKHP WR S PPHW WR WKH GHDWKV
(FRORJ Firedrakes have a short lifespan compared with their larger cous V WKH G DJR V V D JR WR HD V Firedrake blood can be kept, in its liquid state, in a sealed and airtight container, or under water or some other inert liquid. It can then be used as a rebomb, equivalent to a torched ask of oil, or used to create aming weapons. For instance, swords dipped in the blood immediately become aming swords for 3-6 melee rounds, although the sudden, intense heat upon the blade creates a 2% cumulative chance per round of the sword HD J SR PSD W WK HD K R VW G J WKH SH RG K K ame engulfs it. After the ame ends, the sword is otherwise unaffected. The blood of the redrake actually burns within its veins, creating the shimmer of heat that always rises from these creatures. The burning of WKH RRG D VR H HV D K JK H H R R JH KH H WKH R VWD W V R beating of the dragonet’s wings, even at rest. If deprived of air, it will die of suffocation in about half the time of a similarly sized creature.
DELWDW 6RFLHW Firedrakes are familial creatures, with a mated male and HPD H WD J S HV GH H D D K K V JH H D D VPD D H HW R rocky shelf under a ledge or outcropping. Usually six to eight eggs are laid D G WH GHG WKH SD H J HSW D P WKH DPS H KHDW R WKH RG HV of the parents. The eggs, laid in early summer, take about 60 days to hatch. The young redrakes learn to breathe re even before they learn to y, and are even more nervous than the adults, spouting ames several times a day in the lair or nearby during this period. Flight rst occurs about 60 GD V D WH KDW K J
90
Dragonet, Pseudodragon /,0 7( 7(
,1
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Temperate or subtropical R HVWV D G D HV 9H DH 6R WD D Omnivore Average (8-10) Q (×10) Neutral (good) 1 (50% chance of 1-8 in nests) 6, Fl 24 (B)
VSH D 3R VR VW J KDPH HR SR H 35% T (1½’ long) Champion (15)
Pseudodragons are a species of small ying lizard that inhabits heavily for ested wilderness areas. These playful, benign creatures have magical pow H V WKDW WKH D VKD H WK RWKH V VR WKH D H R WH VR JKW DV RPSD R V Pseudodragons resemble miniature red dragons. They have ne scales and sharp horns and teeth. A pseudodragon’s coloration is redbrown as opposed to the deep red of red dragons. Its tail is about 2 feet long (longer than the pseudodragon itself), barbed, and very exible. Pseudodragons communicate via a limited form of telepathy. If one H H WV WR WD H D K PD RPSD R W D W D VP W KDW W VHHV D G KHD V at a distance of up to 240 yards. Pseudodragons can vocalize animal noises such as a rasping purr (pleasure), a hiss (unpleasant surprise), a chirp (de sire), or a growl (anger).
of it, the pseudodragon will accept. If not, it will y away. The personality of a pseudodragon has been described by some as catlike. A pseudodragon is willing to serve, provided that it is well-fed, groomed, and receives lots of attention. At times a pseudodragon seems arrogant, demanding, and less than willing to help. In order to gain its RRSH DW R WKH RPSD R P VW SDPSH WKH SVH GRG DJR D G make it feel as though it were the most important thing in his life. If WKH SVH GRG DJR V P VW HDWHG R V WHG W HD H R R VH S D S D V KH HDVW H SH WHG 3VH GRG DJR V SD W D GV H HW D G RW VH H H PDVWH V
RPEDW The pseudodragon can deliver a vicious bite with its small, drag onlike jaws, but its major weapon is its sting-equipped tail. The creature can move it with ashing speed and strikes at + 4 on attack rolls. Any crea W H VW P VW VD H V SR VR R JR WR D VWDWH R DWD HSV WKDW DVWV 1-6 days. The victim appears quite dead, but at the end of that time the character will either wake up unharmed (75% chance) or die (25% chance). 3VH GRG DJR V KD H D KDPH HR H SR H WKDW D R V WKHP WR D WH their coloration to blend with their surroundings. They can blend into any typical forest background with an 80% chance of being undetected by creatures which cannot see invisible objects. Pseudodragons have infravision with a 60 foot range and can see invisible objects. A pseudodragon is highly magic resistant and can transmit this magic resistance to its human companion via physical contact (a pseudodragon likes to be perched on the top of one’s head or curled around the shoulders D G SSH D
(FRORJ Pseudodragons are omnivorous but prefer to eat meat. Their diet consists chie y of rodents and small birds with occasional leaves, fruits, and berries. In the wild, pseudodragons live solitary lives, pro tecting small personal hoards in their nests. They gather to mate once per year, in early spring, when gatherings of dozens of pseudodragons are not uncommon. After mating, males and females separate; females D VSH HG R HJJV W KHV R R WR V K K KDW K PG summer; females raise the young by themselves. Pseudodragons hiber nate in winter; the young leave the nest in spring to mate. Pseudodragons have a lifespan of 10-15 years. Like dragons, they are attracted to bright shiny objects. Pseudodragon eggs can be resold for up WR JR G S H HV K H D KDW K J V R WK DV P K DV JR G S H HV
DELWDW 6RFLHW These forest-dwelling creatures place their lairs in the KR R V R J HDW W HHV R D JH D HV A pseudodragon will very rarely take a human or demihuman as its companion. Some view these pseudodragons as the human’s pet; the pseudodragon will be sure to correct this misunderstanding. There are two ways to become a pseudodragon’s companion; one is to use magic to summon it (a nd familiar spell). Another way is to nd the pseudodragon on an adventure and persuade it to become a companion. The pseudo G DJR WKDW VHD KHV R RPSD R VK S VWD D D G GDWH V H W R days, reading his thoughts via telepathy, judging his deeds to be good or evil. If the candidate is found to be good, the pseudodragon will present itself to the human as a traveling companion and observe the human’s re action. If the human seems overjoyed and promises to take HU JRRG D H
91
Dragonne /,0 7( 7(
,1
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
:D P WHPSH DWH WR W RS D + V D G GHVH W 9H DH 6R WD V WR GD D RH Low (5-7) B, S, T Neutral 6 (Flying)/2 (Ground) 15, Fl 9 (E)
5RD Nil Nil M (5’ at shoulder) Champion (15)
3RVVHVV J VRPH R WKH PRVW GD JH R V D W HV R D R D G D DVV G DJ R WKH G DJR H V D R V D G GHDG K WH D G D WK HDW WR PD KR W D H D PH PDWHV From a distance, a dragonne looks much like a giant lion, with the R H H RWD H H HSW R R WKH SD R VPD DVV R R HG JV WKDW stretch from the creature’s shoulders. Upon closer inspection, other dif H H HV HW HH WKH G DJR H D G WV H H D HVWR H RPH DSSD H W too. The dragonne is covered with thick, brass-colored scales, much like D DVV G DJR D G WV PD H V P K WK H D G PDGH R D RD VH KD than a lion’s. The beast also possesses huge claws and fangs, and large H HV V D DVV R R HG H WV V D HV DJR HV GR RW KD H WKH own language. Instead, they speak the languages of brass dragons and VSK HV
DJR HV S H H WR G H R RRWK V D G GHVH WV DELWDW 6RFLHW They take large, natural caves for their lairs and store their small amounts R W HDV H V D WD H RP V D DG H W H V RRVH S HV D R G their rocky homes. Their territories are usually very large, as they gener D KD W GHVR DWH D HDV They cannot bear the company of other dragonnes, and the creatures DH R G SD V R G J WKH H PDW J VHDVR DWH WKH D W P DJR HV D HJJV H WKH HSW D D HVWR V D G R R H egg is produced a year by any dragonne. The female raises this young G DJR H R R H HD D WH K K W PH H H D PRWKH D G KH R J H H G WKH PHHW 0D H G DJR HV D H D D V D WDJR VW WR D G HD K RWKH In fact, dragonnes get along with very few creatures, and are consid H HG D PH D H PRVW VH W H W D HV 0R H WKD D WK J KR H H G DJ R HV VK WR H H W D R H WR K W
RPEDW Dragonnes usually attack rst with their front claws, in icting 1d8 points of damage with each set, and their terrible jaws, in icting 3d6 points of damage. This is usually enough to slay most of the creatures the dragonne encounters. If a dragonne is in combat with an especially deadly RSSR H W R V R GHG D DWW H WK D HVVH RSSR H W KR H H W VH WV GHDG RD A dragonne’s roar causes HDN HVV (due to fear) in all creatures within HHW R WKH PR VWH HVV WKH R V HVV VD J WK R V V SD D lyzation. Those creatures that save are not affected, but those that fail to save lose 50% of their Strength for 2d6 rounds. Worse still, any creature WK HHW R WKH G DJR H KH W RD V V GHD H HG R G R GV No save is possible against the deafening aspect of the dragonne’s roar, and all affected creatures cannot hear any sound and ght with a –1 pen alty to attack rolls (due to disorientation). The dragonne’s roar is like a dragon’s breath weapon in that it can only be used three times a day. Creatures within the range of the dragonne’s roar must roll saving throws vs. fear each time they hear it. Once a crea ture is deafened, however, it cannot hear the dragonne’s roar, and need RW VD H DJD VW W W WKH G R GV R WHPSR D GHD HVV D H R H Although a dragonne’s wings are useful only for short periods of time, D J WKH HDW H R R W V DW D W PH WKH G DJR H VHV WV wings very effectively in battle. If any creatures attempt to charge the dragonne or encircle it, the dragonne simply takes to the air and nds a more defensible position. The dragonne prefers not to ght in the air, as it is very slow and maneuvers poorly compared to most ying creatures. It can ght with its claws and bite, and even its roar, when airborne, so it HPD V D PRVW DV GHDG WKH D DV R WKH J R G
(FRORJ The dragonne prefers herd animals like goats for food, especially since they don’t ght back as ercely as humans. It only attacks a human R GHP K PD R RRG R RWKH JDPH V D D D H DJR HV D H RW H HVVD DJJ HVV H WR D G VW D JH V D G WKH creature’s reputation as a mindless devourer of helpless travelers is more the product of ignorance than well-researched fact. A dragonne will al PRVW D D V DWWD D HDW H WKDW DGHV WV D R WK HDWH V WV WH tory. This means that adventurers who stumble across a dragonne’s cave or settlers who decide to build in a dragonne’s territory are often subject to erce and immediate attack. Creatures not threatening the dragonne’s lair or simply passing through its territory are usually left alone. Though the dragonne’s intelligence is low, it can tell the difference between a KD P HVV W D H H D G D SRWH W D W R HVRPH VHWW H
92
Dryad /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
6H GHG RD J R HV 9H DH 6R WD Any +H RH High (13-14) M (×100), Q (×10) Neutral R
1-4 (knife) KD P 6HH H R 50% M (5’ tall) Steady (12)
Dryads are beautiful, intelligent tree sprites. They are as elusive as they are D J KR H H D G G DGV D H D H VHH HVV WD H V S VH R WKH VK WR H VSRWWHG The dryad’s exquisite features, delicate and nely chiseled, are much like an elf maiden’s. Dryads have high cheek bones and amber, violet, or dark green eyes. A dryad’s complexion and hair color changes with the seasons, presenting the sprite with natural camou age. During the fall, a dryad’s hair turns golden or red, and her skin subtly darkens from its usual light tan to more closely match her hair color. This en ables her to blend with the falling leaves of autumn. In winter, both the dryad’s hair and skin are white, like the snows that cover the oak J R HV :KH H R WH HG D R HVW G J D R WH D G DG V often mistaken for an attractive maid, probably of elvish descent. No R H R G P VWD H D G DG R D H PD G G J WKH VS J D G V P mer, however. At these times of year, a dryad’s skin is lightly tanned D G KH KD V J HH H WKH RD HD HV D R G KH Dryads often appear clothed in a loose, simple garment. The clothing they wear is the color of the oak grove in the season they appear. They VSHD WKH R WR J H DV H DV WKH D J DJHV R H HV S HV D G VS WHV DGV D D VR VSHD WK S D WV
DELWDW 6RFLHW 6RPH HJH GV D P WKDW G DGV D H WKH D PDWHG VR V R H R G RD W HHV :KHWKH WK V V HD WKH DVH W V W H WKDW G DGV D H DWWD KHG WR D V J H H D JH RD W HH WKH HW PHV D G D RW R any reason, go more than 360 yards from that tree. If a dryad does wander D WKH D D VKH H RPHV HD D G G HV WK G KR V HVV HW HG to her home. The oak trees of dryads do not radiate magic, but someone nding a dryad’s home has great power over her. A dryad suffers damage for any damage in icted upon her home tree. Any attack on a dryad’s tree will, of course, bring on a frenzied defense by the dryad. Although dryads are generally very solitary, up to six have been en countered in one place. This is rare, however. All this really means is WKDW D P H R G DG RD V D H WK D GV R R H D RWKH D G the dryads’ paths cross. These dryads may come to each other’s aid, but never really gather socially. Any treasure owned by a tree sprite is hid den close to her home tree. The gold and gems that make up a dryad’s W HDV H D H D PRVW D D V WKH J WV R KD PHG DG H W H V These tree sprites realize that most humans and demihumans fear WKHP R WKH D W WR KD P VR G DGV R GHD WK VW D JH V R D H R DV R V :KH DSS RD KHG D H KR H H G DGV KD H HH known to aid adventurers. They are a useful source of information, too, DV WKH R D J HDW GHD D R W WKH D HD K K WKH H
RPEDW Dryads are shy, nonviolent creatures. They rarely carry weapons, but they sometimes carry knives as tools. Though a dryad can use this as a weapon in a ght, she will not resort to using a knife unless seriously WK HDWH HG DGV KD H WKH D W WR WK R D SR H F DUP SHUVR VSH WK HH times a day (but only once per round). This spell is so powerful that tar gets of the spell suffer a –3 penalty to their saving throws. A Dryad always VHV WK V VSH VH R V WK HDWH HG DWWHPSW J WR JD R W R R WKH DWWD H KR R G KH S KH PRVW DJD VW K V RP DGHV DGV R DWWHPSW WR KD P H HV DV D DVW HVR W H D VH R WKH DW D HV VWD H WR WK V W SH R VSH The dryad’s use of her ability to charm is not limited to combat situ DW R V KR H H :KH H H D G DG H R WH V D PD H WK D KD VPD R R PR H VKH V D W HV WR KD P K P KD VPDW W PV R D dryad’s attentions are taken to the tree sprite’s home, where the men serve as amorous slaves to their beautiful captors. There is a 50% chance that a person charmed and taken away by a dryad will never return. If he does escape from the dryad’s charms, it will be after 1d4 years of captivity. This tree sprite also has two other powers that are very useful in de fense. Unless surprised, a dryad has the ability to literally step through D W HH D G WKH GLPH VLR GRRU WR WKH RD W HH VKH V SD W R 6KH D D VR speak with plants (as the 4th-level priest spell). This enables the dryad to JDWKH R PDW R D R W SD W HV W D H J HD KH W HH D G H H WR VH HJHWDW R WR K GH SRWH W D DWWD H V
(FRORJ DGV D H VWD K S RWH WR V R WKH R HVW D G J R HV K K they reside. Any actions that harm the area, and especially its plant life, are PHW WK WW H WR H D H
93
Dwarf /,0 7( 7(
,1
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
LOO 6 D W WR V R K V
0RXQWDLQ W RS D 6 D W WR V W RS D PR WD V RPPR RPPR D V D V Any Any Omnivorous Omnivorous Very (11-12) Very (11-12) M (×5); M (×5); G, Q (×20), R in lair G, Q (×20), R in lair Lawful good Lawful good 4 (10)
4 (10)
1-8 (weapon) 6HH H R 6HH H R 6HH H R 6 WR 0 (4’ and taller) Elite (13-14)
1-8 (weapon) 6HH H R 6HH H R 6HH H R M (4 ’ and taller)
)32
Elite (13-14)
D HV D H D R H D H R GHP K PD V KR G H GH WKH HD WK R J J J HDW W HV D G DJ J PDVV H D V DJD VW WKH R HV R KDRV D G H D HV D VR KD H P K RPPR WK WKH R V D G JHPV WKH R H WR work, for they are both hard and unyielding. It’s often been said that it’s easi er to make a stone weep than it is to change a dwarf’s mind. 6WD G J RP R WR HHW KH JKW D G H JK J WR SR GV dwarves tend to be stocky and muscular. They have ruddy cheeks and bright eyes. Their skin is typically deep tan or light brown. Their hair is V D D JD R R D G R R J WKR JK RW R J H R JK to impair vision in any way. They favor long beards and mustaches, too. D HV D H WKH HD GV K JK D G WH G WR J RRP WKHP H DH D HV GR RW D R R DWH VW JV R DSS JV R WKH KD R WKH HD GV Dwarven clothing tends to be simple and functional. They often wear HD WK WR HV D G WKH RWK V R V GH HG R JK PD RWKH D HV HVSH cially men and elves. Dwarves usually wear one or more pieces of jewelry, WKR JK WKHVH WHPV D H V D RW R D J HDW D H R H RVWH WDW R V Though dwarves value gems and precious metals, they consider it in bad taste to aunt wealth. H D VH G D HV D H D VW G D H WKH DGG WR WKH W D R VW W W R D W V R HV +R H H H D VH WKH D H D VR WD SHRS H WH G J WR D G G VW VW R R WV GH V D G RWKH D HV WKH V W D W RP WKH W D KD VPD D W V R HV D HV V D H RP WR HD V D HV KD H R G W VH WR HD WKH D J DJHV R PD R WKH D lies and enemies. In addition to their own languages, dwarves often speak WKH D J DJHV R J RPHV JR V R R GV R V D G WKH RPPR WR J H K K V H H W VHG W DGH HJRW DW R V WK RWKH D HV
K K D H VHG example, if a dwarven ghter uses a ED RI ROGL any class, not just ghters—there is a 20% chance each time the dwarf uses it that the bag does not work properly. This chance of malfunction applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and miscel D HR V PDJ +R H H G D HV KD H HD HG WR PDVWH H WD W SHV R magical items—because of an item’s military nature. These objects—spe ci cally weapons, shields, armor, gauntlets, and girdles—are not subject WR PDJ D PD WR KH VHG DG D R D DVV As with magical attacks, dwarves are unusually resistant to toxic sub VWD HV H D VH R WKH H HSW R D VW R J R VW W W R D G D HV roll saving throws against poisons with the same bonus (+1 for every 3½ SR WV R R VW W W R V R H WKDW DSS HV WR VD HV V PDJ D DWWD V In the thousands of years that dwarves have lived in the earth, they KD H GH H RSHG D P H R V V D G VSH D D W HV WKDW KH S WKHP WR survive. All dwarves have infravision that enables them to see up to 60 HHW WKH GD :KH GH J R G G D HV D WH WH D W D R W WKH R DW R RR J D H DW WKH V R G JV :KH WK HHW R KDW WKH D H RR J R G D HV D GHWH W WKH J DGH D G V RSH of a passage (1-5 on 1d6), new tunnel construction (1-5 on 1d6), slid ing/shifting walls or rooms (1-4 on 1d6), and stonework traps, pits, and deadfalls (1-3 on 1d6). Dwarves can also determine their approximate depth underground (1-3 on 1d6) at any time. J WKH W PH GH WKH HD WK G D HV KD H D VR GH H RSHG D WH VH KDW HG R PD R WKH H HDW HV WKH RPPR H R WH Thus, in melee, dwarves always add 1 to their attack rolls to hit orcs, halforcs, goblins, and hobgoblins. The small size of dwarves is an advantage against ogres, trolls, ogre magi, giants, and titans; these monsters always subtract 4 from their attack rolls against dwarves because of that size dif ference and the dwarves’ training in ghting such large foes. Dwarven armies are well-organized and extremely well-disciplined. Dwarven troops usually wear chain mail and carry shields in battle. They wield a variety of weapons. The composition of a typical dwarven army by weaponry is axe and hammer (25%), sword and spear (20%), sword and light crossbow (15%), sword and polearm (10%), axe and heavy cross bow (10%), axe and mace (10%), or hammer and pick (10%).
RPEDW Dwarves are courageous, tenacious ghters who are ill-disposed toward magic. They never use magical spells or train as wizards, though WKH D H RPH S HVWV D G VH WKH VSH V R WK V J R S H D VH R WKH R PDJ D DW H D W WKH JHW D VSH D R V WR D VD J WK R V DJD VW PDJ D D GV VWD HV RGV D G VSH V D HV H H H D R V WR VD J WK R V DJD VW WKHVH PDJ D DWWD V R H H SR WV R Constitution score they have. See Table 9 on page 21 of the 3OD HU V +D G ERRN for speci c bonuses. A dwarf’s nonmagical nature can also cause problems when he tries to use a magical item. In fact, if a dwarf uses a magical item that is not speci cally created for his class, there is a 20% chance the item malfunctions. For
94
Dwarf 0RVW RWKH D HV VHH G D HV DV D J HHG GR J PS R KR prefer the dampness of a cave to the brightness of an open glade. This is SD W D W H D HV KD H WW H SDW H H R PH D G RWKH VKR W HG races (since man’s concerns seem so petty when seen from dwarven eyes). D HV D VR P VW VW H HV H D VH WKH D H RW DV VH R V P GHG DV G D HV D G DVWH WKH R J HV R SDVW PHV WKH G D HV VHH DV R R V +R H H G D HV KD H HH R WR D G WRJHWKH WK RWK PH D G H HV W PHV R V V D G R J WH P W DGH DJ HHPH WV D G D D HV D H RPPR D HV KD H R P HG HH JV D R W WKH H D HV WKDW G H H R ground and in the Underdark, however. They have an intense hatred of orcs, goblins, evil giants, and drow. The dire creatures of the Underdark R WH HD G D HV WRR R WKH VKR W VWR W R D H W H HVV H HP HV R evil and chaos. It is a goal of the dwarves to wage constant and bitter war DJD VW WKH H HP HV GH WKH HD WK W H WKH WKH R WKH RHV D H GHVW R HG
For every 40 dwarves encountered, there is a 2nd- to 6th-level ghter who leads the group. (Roll 1d6 to determine level, with a roll of 1 equalling 2.) If there are 160 or more dwarves encountered, there are, in addition to the leaders of the smaller groups, one 6th-level ghter (a chief) and a 4thlevel ghter (lieutenant) commanding the troops. If 200 or more dwarves are encountered, there is a ghter/priest of 3rd- to 6th-level ghting abil ity and 4th-to 7th-level priest ability. If a dwarven army has 320 or more W RRSV W WKH R R J K JK H H HDGH V D H RPPD G R WKH J R S an 8th-level ghter, a 7th-level ghter, a 6th-level ghter/7th-level priest, and two 4th-level ghter/priests. The commanders of the dwarven troops wear plate armor and carry shields. In addition, the ghters and ghter/priests leading the dwarven troops have a 10% chance per level of ghting ability of having magical armor and/or weapons. The ghter/priests who lead the troops also have a 10% chance per level of priest ability of having a magical item speci c to priests (and thus not subject to malfunction). If encountered in its home, a dwarven army has, in addition to the lead ers noted above, 2d6 ghters of from 2nd- to 5th-level (1d4 + 1 for level), 2d4 ghter/priests of from 2nd- to 4th-level (in each class), females equal to 50% of the adult males, and children equal to 25% of the adult males. Dwarven women are skilled in combat and ght as males if their homes D H DWWD HG
(FRORJ 6 H P K R WKH W H V R VHG R HDW J WK JV RP WKH HD WK G D HV S RG H D D JH DPR W R VH D D H W DGH PD terial. Dwarves are skilled miners. Though they rarely sell the precious PHWD V D G R JK JHPV WKH R H G D H P H V KD H HH R WR VH V S VHV WR R D K PD RPP W HV D HV D H D VR V HG H J HH V D G PDVWH GH V WKR JK WKH R D PRVW H V H WK VWR H D G VRPH G D H D K WH WV R R K PD V WH H H W Dwarves most often trade in nished goods. Many clans are dedicat HG WR R DV D VP WKV V H VP WKV JR GVP WKV D PR H V HDSR V PD H V D G JHP WWH V D H S RG WV D H K JK D HG R WKH workmanship. In human communities, these goods often demand prices up to 20% higher than locally forged items. Many people are still willing WR SD D K JK S H R D V W R G D H PD R D G D H V R G + PD V R WKDW WKH G D KR R JHG WKH WHP PDGH W WR DVW D G D H lifetime, so they’ll never need to worry about it wearing out in theirs.
DELWDW 6RFLHW Usually constructed around pro table mines, dwarven W HV D H DVW HD W RPS H HV D HG WR VR G VWR H D H cities take hundreds of years to complete, but once nished they stand R P H D WKR W HHG J D W SH R HSD 6 H G D HV GR RW HD H WKH KRPHV R WH D G D D V HW WR WKHP WKH HDWH WKH W HV with permanence in mind. Troops guard dwarven cities at all times, and sometimes (60% chance) dwarves also use animals as guards—either 2d4 brown bears (75% chance) or 5d4 wolves (25% chance). Dwarven society is organized into clans. A dwarven clan not already at tached to a city or mine travels until it nds an outpost where it can begin WR S D W DGH D V R WH VHWW H RVH WRJHWKH V H WKH V D HHG WKH VDPH D PDWH D V R WKH D WV D V D H RPSHW W H W V D GR RW D DJD VW R H D RWKH D H W HV D H R GHG KH H R JK D V PR H WR D SD W D R DW R Each dwarven clan usually specializes in a particular craft or skill; R J G D HV D H DSS H W HG DW D HD DJH WR D PDVWH WKH D (or, occasionally, in another clan) to learn a trade. Since dwarves live so R J DSS H W HVK SV DVW R PD HD V D HV D VR R V GH SR W D D G P WD VH H D V HG W DGH VR VR G H V D G SR W D V D H V D subjected to a long period of apprenticeship before they are considered S R HVV R D V To folk from other races, life within these cities might seem as rigid D G KD J J DV WKH VWR H WKDW WKH G D H KR VHV D H R JKW RP In fact, it is. Above all, dwarves value law and order. This love of stabil ity probably comes from the dwarves’ long life spans, for dwarves can DW K WK JV PDGH R RRG D G RWKH P WD H PDWH D V GH D WK a single lifetime. It shouldn’t be surprising, then, that they value things WKDW D H KD J J D G WR HDVH HVV WR PD H WKH D WV HD W D G long-lived. For a dwarf, the earth is something to be loved because of its VWD W D G WKH VHD D WK J WR H GHVS VHG D G HD HG H D VH W V D V P R R KD JH Dwarves also prize wealth, as it is something that can be developed over a long period of time. All types of precious metal, but particularly gold, are highly prized by dwarves, as are diamonds and other gems. They do not value pearls, however, as they are reminders of the sea and all W VWD GV R D HV H H H KR H H WKDW W V SRR WDVWH WR DG H W VH HD WK 0HWD V D G JHPV D H HVW R WHG VH HW VR WKDW H JK R V D H RW R H GHG R WHPSWHG
0RXQWDLQ ZDUYHV 6P D PRVW D V WR WKH R V V WKH K G D HV WKHVH GHP K mans prefer to live deep inside mountains. They tend to be slightly taller than hill dwarves (averaging 4½ feet tall) and more hearty (hav ing 1 + 1 Hit Dice). They usually have slightly lighter skin and hair than their hill-dwelling relatives. In battle, mountain dwarf armies are likely to have more spears (30% maximum) and fewer crossbows (20% PD P P WKD K G D D P HV 0R WD G D HV KD H WKH VDPH WH HVWV D G DVHV DV K G D HV WKR JK WKH D H H H PR H VR D W R VW WKD WKH R V V D G VRPHW PHV R V GH H H K G D HV WR H R WV GH V 0R WD G D HV H R DW HDVW HD V
95
Dwarf, Derro/Duergar /,0 7( 7(
,1
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6
(
/, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / ( +W H +W H +W H
HUUR Any/ 6 WH D HD 9H DH Tribal Night Omnivore 9H WR JH V (13-18) 6HH H R KDRW H
5 or 4 (8) 3 (see below) 17 (see below) R HDSR 6HH H R 6HH H R 30% S (4’ tall) Steady (12) D G S
6
XHUJDU WH D HD
9H DH Tribal Any Omnivore Average to genius (8-18) M, Q; B (magic only), F in lair Lawful evil (Neutral)
)32
R
HDSR 6HH H R 6D H WK R V Nil S (4’ tall) Elite (13)
Fifteen percent of derro use only a spiked buckler. This small shield improves the derro’s AC by 1 against any one opponent. It is armed with a central spike, which can be wielded as a second weapon (no penalty because of the derro’s high Dexterity) for 1d4 points of impaling damage. The derro will also have a hooked aklys, a short, heavy club that can be thrown for 1d6 points of crushing damage. It is attached to a thick leather thong so that it can be retrieved. Thanks to the hook, the aklys also pulls an opponent off-balance but it has only a 1-8 chance. These derro are con sidered brave by their fellows; they are awarded the rarer, heavier armors (AC 4). The remaining 10% of the derro are the sons and daughters of derro leaders. They are given heavier armor and trained in the use of the spear and the military pick. They use bucklers (sans spikes) when not using the VSHD WK RWK KD GV For every three derro encountered, there is one with 4 Hit Dice. For every six derro, there is one with 5 Hit Dice. If 10 or more, there is a 7 Hit Die leader with a 6 Hit Die lieutenant. If a party encounters 25 derro, WKH R G H D RPSD HG H JKW + W H GH R R R + W H one with 6 Hit Dice, and one with 7. The leaders always wear the thicker armor and usually wield well-made (and occasionally magical) weapons. If 20 or more are encountered, they are accompanied by a savant D G W R VW GH WV 6D D W GH R D H D H WR VH D VR W R PDJ D WHP R HDSR 6D D WV R G R WKH R R J VSH V HD HG DW D GRP affect normal res, anti-magic shell, EOL N FOR GNLOO ( 3 S RWLF SDWWHU LFH VWRUP L LVLELOLW OH LWDWH OL W OL W L EROW PL RU FUHDWLR SDUDO DWLR UHS OVLR V DGR PD LF VSLGHU FOLPE H WULORT LVP DOO RI IR DOO RI IRUFH 6D D WV KD H +W H D G D W R R WK HH VH magical items. Typical magical items are any potion, any scroll, UL V RI re resistance, invisibility, protection, D G VSHOO VWRUL D D G VW GGHG OHDW HU DUPRU VK H GV HDSR V S WR EUDFHUV RI GHIH VH EURRF HV RI V LHOGL FORDNV RI SURWHFWLR D G VR R 6D D WV D VW W H FRPSUH H G OD D HV D G UHDG PD LF (as the spells). 6D D WV D H DSD H R D W J DV VDJHV R H WR WK HH D HDV R VW G Derro raids are often inspired by a savant’s research.
Derro are a degenerate race of dwarven stature. They have been skulk ing in the Underdark for ages, but they were discovered by the mind ayers only ve centuries ago, and by the drow but shortly before that. The derro have made a name for themselves by their marked cruelty. It is said that a derro lives for just two things: to witness the slow, hu miliating death of surface demihumans, and especially humans; and the SH H V R R R HGJH WR WKH R GD H GV Derro are short, with skin the color of an iced over lake (white, with bluish undertones), sickly, pale yellow or tan hair (always straight), and staring eyes that have no pupils. Their features remind dwarves of hu PD V D G H H VD H R KD H R JK V VSRWWHG WK VKR W RD VH W WV R KD 0RVW GH R HD D RRVH RVW PH R H RP WKH KD R derground creatures and dyed deep red or brown. Their armor is leather, studded in copper and brass. Leaders wear tougher armors made from the K GHV R HDVWV D PR H JJHG WKD DWW H RPEDW Derro are one of the most dexterous of humanoid races (aver aging 15-18), and their Armor Class must be adjusted for this. Normally, a derro party is well-equipped with weapons and spells. All derro carry VPD R DPH WD DGHV D HG VHFDUL K K D H W HDWHG DV GDJJH V W PRVW VH RWKH HDSR V DV H Half of all encountered derro carry a repeating light crossbow (12 PD P P D JH W R VKRWV HD K R G V R W DSD W G SR WV R GDPDJH H R RVV R PH V D RDW WKH R WV WK SR VR If a derro wants to simply bring down his prey, he uses a poison that causes an additional 2d6 points of damage (successful saving throw for no additional damage). If he desires to prolong his target’s suffering, he VHV D SR VR WKDW KDV WKH VDPH H H WV DV D UD RI H IHHEOHPH W spell (a V HVV VD J WK R G DWHV R SR VR GDPDJH Twenty- ve percent of derro carry a hook-fauchard, a long (6’+) pole arm that causes 1d4 points of impaling damage and can pull a man-sized or smaller creature off-balance 25% of the time. It takes one round to re JD DD H
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Dwarf 6W GH W VD D WV R R VSH V KD H +W H WKH R only one eld of study, and one minor magical item. In combat, derro ght cunningly, with good tactics. They keep spell casters from effectively using magic, and in ict minor wounds until WKH H H W D WKH RSSR H WV 6D D WV VH WKH SR H V WR R VH D G VW DWH DWKH WKD WR V PS H R KD H SRR D VR (3-foot range) but keen hearing (treat as the blind- ghting, nonweapon pro ciency). H R HHS V D HV D G DWWHPSW WR DSW H WH JH W RSSR H WV KH SRVV H
Duergar have infravision to 120 feet. They speak the duergar dialect of the dwarven tongue, “undercommon” (the trading language of subterranean W HV D G WKH V H W VSHH K HPS R HG VRPH V WH D HD HDW HV Intelligent duergar may speak other languages as well.
DELWDW 6RFLHW H R H D JH GH J R G RPS H HV HD H WKH V D H WKD WKH R WRD V D G G R W GHHSH WKD JR VD GWR V They never expose themselves to direct sunlight; it nauseates them. Sun JKW D GH R KH V H SRVHG WR W R VH H D GD V 6W GH R GR visit the surface at night, raiding for humans or carrying out a savant’s SD V Derro are never encountered singly. From their combat tactics to their choice of spells, derro demonstrate a mob mentality. A lone derro is a GHVSH DWH GH R VHH J DW D RVWV WR HW WR K V KRPH Derro lairs always have 3d4 + 30 normal derro, plus leaders. The mem bers of the lair are led by the resident savants (1-3 in number) and their ap prentices (2-5 students). Derro obey without question the puzzling, even V GD G WDWHV RP WKH VD D W HDGH V Also to be found in a derro lair are 5d6 + 10 human slaves. If any of the lair’s savants or students know the F DUP SHUVR spell, each slave has a 90% chance of being charmed. Derro hate humans more than any other race; WKH VH K PD V R WKH PRVW GHPHD J PD D D R D G R HHG J H R GR RW DSSHD WR R VK S D SR H V W WKH VD D WV W HDV H R HGJH D G WKH HVW VHHP WR R VK S WKH VD D WV H R V D V R WKH WH WR R PDJ D WHPV VWHD J WKHP R H HVVD S KDV J WKHP RP PR H SR H HDW HV H R GR RW VKD H WKH R H R JR G RPPR WR WKH G D H H DW HV D G WKH KD H HH R WR SD H R WD W S HV R D H SRW R V R R D PDJ D WHP WK D P VV J RPPD G R G Every 20 years or so, the derro mount an all-out war against the other creatures of the Underdark. This is known as the Uniting War, and no savant really expects it to be won. The War is a means of winnowing out WKH HD HVW R WKH GH R D V D R D SR W R D D GH W W D G D KD H to really create some terror in the Underdark. It also serves the purpose of VWD W J PR V + PD V H WD KHD WKDW D D V H J R JKW the Underdark, and they will send hundreds of scouting and adventuring parties to the underground to investigate. The derro welcome this new VR H R V D HV
VW OHYHO pick, hammer, spear, chain mail, and shield; QG OHYHO pick, light crossbow, chain mail, and shield; UG WK OHYHO hammer, short sword, plate mail, and shield; WK WK OHYHO hammer*, short sword*, plate mail*, and shield*; UG WK UG WK OHYHO SULHVW WKLHI any usable*/any usable*; WK WK WK WK OHYHO SULHVW WKLHI D VD H D VD H * 5% chance/level for magical item; for multi-class, add one-half of low er level (round up) to the higher level in order to nd the appropriate P WS H
RPEDW For every four single HD duergar encountered outside a lair, there is one with 2 HD + 4 hp. If a band of nine are encountered outside a D WKH H H D WH WK WK + KS R + KS D D V HDG J WKH J R S H JD D H D PHG DV R R V
There are noncombatant duergar children equal to 10% of the total number of duergar ghters encountered. The duergar’s stealth imposes a – penalty to opponents’ surprise rolls; the duergar are surprised only on a 1 on 1d10. Their saving throws vs. magical attacks gain a +4 bonus. They are immune to paralysis, illusion/ SKD WDVP VSH V D G SR VR V All duergar possess innate magical abilities of H ODU HPH W D G L LVLELO LW They can use these spells as wizards of a level equal to their hit points. H JD D VH H ODU HPH W WR H WKH J R R VK WKHPVH HV DV H DV D WK J WKH D H HD J R D J D JKW D H WV WKH G H JD DV R R V WKH H KD HG D W WR JD V S VH V HJDWHG H WH W V HG HG DWWD V D H PDGH WK D penalty to the attack roll, and opponents’ saving throws are made with a +2 bonus. If the encounter occurs when the duergar are in darkness, but their opponents are brightly illuminated, the duergar’s surprise ability D G H WH W D H R PD W WKH VW V H D SH D W WR WKH DWWD R V K H WKH RSSR H WV JD D R V WR VD J WK R V DJD VW DW WD V H JD D H RW DG H VH D H WHG WKH JKW J H R WR KHV D WH V PDJ D HDSR V R OL W D G faerie re VSH V There is a 10% chance that any duergar are accompanied by 2d4 giant steeders, used as mounts (see SLGHUV DELWDW 6RFLHW H JD VR HW V V P D WR WKDW R RWKH G D H W HV D WKR JK H V P K KD VKH H D VH R WKH KRVW H H R ment deep underground. They do not venture to the surface except at JKW R R J RRP GD V H JD H VSD V D HD K HD V
(FRORJ H R D H R D G HW R GH J R G J W VH W R R spice. They seek out other sustenance whenever possible. A derro hunting SD W V D S V HV D JH GD JH R V S H WKDW HHG D H W H D rather than smaller, simpler food. The derro tendency to torment prey also holds when hunting food. They also raid other races for food. XHUJDU H JD R J D G D HV D H D PD H R H W HHG WKDW H VW DW H W HPH depths underground. Duergar may be ghters, priests, thieves, or multiclassed ghter/priests, ghter/thieves, or priest/thieves. Thieves are pro cient in the use of poison. Duergar appear to be emaciated, nasty-looking dwarves. Their com plexions and hair range from medium to dark gray. They prefer drab clothing designed to blend into their environment. In their lairs, they may wear jewelry, although such pieces are kept dull.
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Elemental, Generic Information RQWUROOLQJ DQ (OHPHQWDO H D VH WKH H HPH WD H R V DW H ing summoned to this plane, concentration in conjuring the creature is vital. In calling an elemental, a person must remain perfectly still and focus all of his attention on controlling the being. Any distraction to the V PPR H H WKH PH WD R SK V D HV W D D H WR R W R the elemental when it arrives on the Prime Material plane. Elementals WKDW D H R W R HG D G D W J SR WKH R GHV HV D H D HG IUHH LOOHG If the party is lucky, a free-willed elemental will immediately re turn to its plane. However, this occurs only 25% of the time. In most cases (75% of the time), an uncontrolled elemental will immedi ately attack the person or party who conjured it, also destroying anything that stands between it and its enemies. There is no way to gain control of the elemental once it is lost, and there is nothing the objects of the elemen tal’s wrath can do but defend themselves. The elemental’s intense dislike of being away from its home plane is the only safeguard those conjuring D H HPH WD D H SR WKH H HPH WD V G H D VH HPD J R WKH 3 PH 0DWH D S D H V SD WR D RPPR H HPH WD WKH R W R HG H HPH WD D D V HW WR WV S D H R R J WK HH W V D WH R W R V RVW KHWKH W KDV GHVW R HG WKH HDW HV HVSR V H R D J WD D RP WV H HPH WD D RGH R RW There is always a 5% chance per round that an elemental is in the Prime Material (beginning with the second round) that the creature will break control and attack the person who summoned it. Also, if a person V R GHG HG R RVHV R H W DW R K H R W R J D H HPH tal, the creature will become free-willed. The elemental will rst attack WKH SH VR KR V PPR HG W D G WKH GHVW R D J WK J W D nd during the three turns after control is lost. The creature will then return to its home in the Inner Planes. A free-willed elemental can be VH W WR WV KRPH S D H D GLVPLVVDO VSH V DVW SR W W WKH H V R a 50% chance of success for the spell in this situation. A successfully controlled elemental will stay on the Prime Material only R WKH G DW R R WKH VSH WKDW V PPR HG W D G W D H R W R HG RP D G VWD H S WR D GV SH H H R WKH SH VR KR V PPR HG W If under control, an elemental can be dismissed by the summoner when WV WDV V RPS HWH
Elementals are sentient beings that can possess bodies made of one of the R DV H HPH WV WKDW PD H S WKH 3 PH 0DWH D S D H D HD WK re, or water. They normally reside on an elemental Inner Plane and will R H H R WH HG R WKH 3 PH 0DWH D S D H WKH D H V PPR HG by magical means. (See 0D DO RI W H 3OD HV R PR H R PDW R R WKH nature of the various elemental planes.) Each elemental must adopt a shell in the Prime Material composed of the basic element it represents. And R H WK V VKH V GHVW R HG WKH H HPH WD HW WR WV DW H S D H :K H WKH H D H PD PR H SR H D G PR H WH JH W HV GH WV R WKH H HPH WD S D HV WKH RPPR H HPH WD V WKH HDV HVW WR R WD W D G WKH H R H WKH PRVW H H W V PPR HG Their magical nature gives elementals great protection from attacks on the Prime Material plane. Elementals are not harmed by any nonmagical HDSR V R PDJ D HDSR V R HVV WKD R V HDW HV WK GH R +W H D G WKR W D PDJ D D W HV D RW KD P D H HPH WD either. (Magical abilities include such characteristics as breath weapons, SR VR V SD D V V R H H H J PP H WR R PD HDSR DWWD V Orcs, for example, are powerless against a conjured elemental unless one KDSSH V WR SRVVHVV D HDSR WK R HWWH R V WR K W Though elementals do enjoy protection from many non-magical attacks in the Prime Material plane, like all extraplanar and conjured creatures, H HPH WD V D H D H WHG SURWHFWLR IURP H LO spells. An elemental cannot strike a creature protected by this spell and must recoil from the spell’s R GD HV +R H H WKH H HPH WD D DWWD HDW HV S RWH WHG WKH spell as long as it doesn’t touch them. For example, a re elemental could set the ground on re around the creature and wait for the blaze to spread. Each of the four types of common elemental has its own particular VW H JWKV D G HD HVVHV DWWD PRGHV D G PHWKRG R PR HPH W GH pending on its plane of origin. These will be covered individually, by el emental type, in the next few pages. All common elementals share one major characteristic, however. They are basically stupid. This low intel ligence makes it dif cult for the elemental to resist a magical summons. W H H WKH RPPR H HPH WD V JKW H R JK WR R W GRHV RW H H J WD H R R WV KRPH S D H D G KH G WKH 3 PH 0DWH D S D H 6XPPRQLQJ DQ (OHPHQWDO There are three basic ways to call an elemental to this plane, and the strength of the conjured elemental depends on the PHWKRG VHG WR V PPR W Conjured by spell Conjured by staff Conjured by summoning device
R
+W +W +W
6WHDOLQJ RQWURO RI DQ (OHPHQWDO Control of a conjured elemental can be VWR H RP WKH SH VR KR V PPR HG W DVW J GLVSHO PD LF speci cal ly at the magical control over the creature (not the elemental itself or the SH VR R W R J W 0RVW R WKH R PD HV R G VSH J PDJ DSS 3OD HU V +D GERRN S +R H H KH GHD J WK R W R R H D H HPH WD D R R WKH SH VR DWWHPSW J WKH VSH PHD V WKDW D R W R KDV HH G VSH HG D G WKH HDW H V R HH HG If control of the elemental is stolen, the creature will follow the wishes of the new person controlling it as if he or she summoned it in the rst place. If the GLVSHO PD LF D V WKH H HPH WD PPHG DWH H VW H JWK ened to its maximum 8 hit points per die and the conjurer’s ability to con W R WKH H HPH WD H J HDW H KD HG PD J D H DWWHPSWV WR steal control of the creature impossible. Also, the elemental will recognize the person who sought to take control of its will as a threat. If the person H W J G J WKH HDW H RVHV R W R WKH H HPH WD PPHG DWH DWWD WKH SH VR KR DWWHPSWHG WR VWHD R W R R WV H H before attacking the person who rst summoned it.
H H H
Obviously, the type of wizard or priest spell used to contact an el emental will greatly affect the size of the creature on this plane. (See 3OD HU V +D GERRN for speci cs.) Also, a conjured elemental’s height (in HHW V H D WR WV + W H VR WKH PHWKRG R V PPR J D H HPH WD to the Prime Material plane will also determine its size. Each individual’s use of any spell, staff, or device in contacting the elemental planes produces a unique call. This unique summons will only be answered by the inhabitants of a particular plane once per day. There R H HD K R WKH PHWKRGV R V PPR J H HPH WD V VSH GH H D G staff—can be used by one person to call only one of any speci c type of common elemental per day. If a staff is used four times in one day, for H DPS H D R W SHV R H HPH WD V P VW H D HG R H The only exception to this is a character using more than one method to call elementals. Then, the conjurer can call a number of elementals of the same type equal to the number of methods he or she uses. This PHD V D SH VR WK D GH H D G D VWD D V PPR W R HD WK H HPH WD V +R H H D SH VR WK W R VWD V D VW V PPR R R H elemental of any speci c type in one day.
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Elemental, Air/Earth /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6
LU Any air 9H DH 6R WD Any Air Low (5-7) Nil Neutral
Fl 36 (A) R + + +
6HH H R HDSR R HWWH WR K W 0 , (6,67 1 ( Nil 6,=( L to H (8’ to 16’ tall) 02 /( + Champion (15-16) 16 HD: Fanatic (17) 39 / ( + + +
(DUWK Any land 9H DH 6R WD Any Earth, metal, or gem Low (5-7) Nil Neutral
+ + +
R
6HH H R HDSR R HWWH WR K W Nil L to H (8’ to 16’ tall) + Champion (15-16) 16 HD: Fanatic (17) + + +
Earth elementals can be conjured in any area of earth or stone. This type R RPPR H HPH WD DSSHD V R WKH 3 PH 0DWH D S D H DV D H D JH K PD R G PDGH R KDWH H W SHV R G W VWR HV S H R V PHWD V D G gems it was conjured from. It has a cold, expressionless face, and its two eyes sparkle like brilliant, multifaceted gems. Though it has a mouth-like opening in its face, an earth elemental will rarely speak. Their voices can H KHD G WKH V H H R GHHS W H V WKH P JV R HD WK D HV D G WKH J G J R VWR H R VWR H Though earth elementals travel very slowly, they are relentless in the ful llment of their appointed tasks. An earth elemental can travel through VR G J R G R VWR H WK R SH D W WR PR HPH W R GH WH W +R H H WKHVH H HPH WD V D RW W D H WK R JK DWH WKH P VW H WKH JR D R G WKH RG R DWH WKH SDWK R JR GH W W D H J WKH ground. Earth elementals prefer the latter as it keeps them moving, more R HVV D VW D JKW H WR D G WKH JRD
Air elementals can be conjured in any area of open air where gusts of wind are present. The common air elemental appears as an amorphous, shift ing cloud when it answers its summons to the Prime Material plane. They D H VSHD W WKH D J DJH D H KHD G WKH K JK S W KHG VK H R D WR DGR R WKH R PRD R D P G JKW VWR P RPEDW :K H D H HPH WD V D H RW HDG WD J H WR WKH KD WD WV R S D HV RWKH WKD WKH R WKH D VW H D RSSR H W WK D VW R J R cused blast of air that, like a giant, invisible st, does 2-20 points of damage. The extremely rapid rate at which these creatures can move make them very useful on vast battle elds or in extended aerial combat. In fact, the air elemental’s mastery of its natural element gives it a strong advantage in combat above the ground. In aerial battles, they gain a +1 to hit and a +4 to the damage they in ict. The most feared power of an air elemental is its ability to form a whirl wind upon command. Using this form, the air elemental appears as a W DWHG H H VHG R H WK D RRW RWWRP G DPHWH D G RRW WRS diameter. The height of the whirlwind depends on the Hit Dice of the el emental. An air elemental of 8 Hit Dice will produce a whirlwind standing 40 feet tall; a 12 Hit Dice elemental produces a whirlwind standing 60 feet tall; and a 16 Hit Dice elemental produces a whirlwind standing 80 feet tall. It takes one full turn to form and dissipate this cone. This whirlwind lasts for one melee round, sweeps away and kills all HDW HV GH +W H WKH D HD R WV R H D G GRHV SR WV of damage to all creatures it fails to kill outright. If, because of overhead R VW W R V WKH K G D V WR HD K WV KH JKW W D R V HHS S HDW HV GH +W H D G GR SR WV R GDPDJH WR D RWKH V WV R H
RPEDW Earth elementals will always try to ght on the ground and will R DH HW HG WR J J S WKDW DG D WDJH H D VH R WKH RVH D D H WR WKH R D G HD WK WKHVH H HPH WD V GR SR WV R GDPDJH (4d8) whenever they strike a creature that rests on the ground. Against constructions with foundations in earth or stone, earth elemen WD V GR J HDW GDPDJH PD J WKHP H W HPH VH R D P HV V HJ J D forti cation. For example, a reinforced door, which might require a few R GV WR VKDWWH V J R H W R D PHWKRGV D H VPDVKHG WK HDVH by an earth elemental. They can even level a small cottage in a few rounds. An earth elemental’s effectiveness against creatures in the air or water is limited; the damage done by the elemental’s sts on airborne or water borne targets is lessened by 2 points per die (to a minimum of 1 point of GDPDJH SH G H
99
Elemental, Fire/Water /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
)LUH Any dry land 9H DH 6R WD Any Any combustible Low (5-7) Nil Neutral
+ + +
R
6HH H R HDSR R HWWH WR K W Nil L to H (8’ to 16’ tall) + Champion (15-16) 16 HD: Fanatic (17) + + +
:DWHU Large areas of water 9H DH 6R WD Any Any liquid Low (5-7) Nil Neutral
6 + + +
R
6HH H R HDSR R HWWH WR K W Nil L to H (8’ to 16’ tall) + Champion (15-16) 16 HD: Fanatic (17) + + + H
Fire elementals can be conjured in any area containing a large open ame. To provide a re elemental with an adequate shell of Prime Ma terial ame, a re built to house an elemental should have a diameter of DW HDVW V HHW D G HD K D P P P R R HHW WR WKH D On the Prime Material plane, a re elemental appears as a tall sheet of ame. The re elemental will always appear to have two armlike append ages, one on each side of its body. These arms seem to icker back into the creature’s aming body, only to spring out from its sides seconds later. The only facial features of a re elemental are two large glowing patches of brilliant blue re, which seem to function as eyes for the elemental. Like all common elementals, re elementals rarely speak on the Prime 0DWH D S D H WKR JK WKH R HV D H KHD G WKH D H D G K VV of a large re. RPEDW Because they resent being conjured to this plane, re elementals are erce opponents who will attack their enemies directly and savagely, taking what joy they can in burning the weak creatures and objects of the Prime Material to ashes. In combat, a re elemental lashes out with one of its ever-moving limbs, doing 3-24 points of damage. Any ammable object struck by the re elemental must save versus magical re at a R PPH G DWH HJ WR Fire elementals do have some limitations on their actions in the Prime Material plane. They are unable to cross water or non ammable liquids. Often, a quick dive into a nearby lake or stream is the only thing that can save a powerful party from certain death from a re elemental. Also, because their natural abilities give them some built-in resistance to ame-based attacks, creatures with innate re-using abili ties, like red dragons, take less damage from a re elemental’s attack. The elemental subtracts 1 point from each die of damage it does to these creature (to a minimum of 1 point of damage per die).
Water elementals can be conjured in any area containing a large amount of water or watery liquid. At least one thousand cubic feet of liquid is re quired to create a shell for the water elemental to inhabit. Usually a large pool serves this purpose, but several large kegs of wine or ale will do just DV H The water elemental appears on the Prime Material plane as a highcrested wave. The elemental’s arms appear as smaller waves, one thrust out on each side of its main body. The arms ebb and ow, growing longer or shorter as the elemental moves. Two orbs of deep green peer out of the front of the wave and serve the elemental as eyes. Like all other common H HPH WD V DWH H HPH WD V D H VSHD R WKH 3 PH 0DWH D S D H W WKH R HV D H KHD G WKH DVK J R D HV R R VKR HV D G WKH KR R D R HD JD H RPEDW In combat, the water elemental is a dangerous adversary. It pre fers to ght in a large body of water where it can constantly disappear H HDWK WKH D HV D G V GGH V H S HK G WV RSSR H W :KH WKH H HPH WD VW HV W DVKHV R W WK D K JH D H H D P GR J SR WV R GDPDJH :DWH H HPH WD V D H D VR D VH R V WK HDW WR VK SV WKDW RVV WKH paths. A water elemental can easily overturn small craft (one ton of VK S SH K W G H R WKH H HPH WD D G VWRS R V R D PRVW D HVVH (one ton of ship per hit point of the elemental). Ships not completely VWRSSHG D H HPH WD H V R HG D SH H WDJH H D WR WKH ratio of ship’s tons over the hit points of the attacking elemental. Though the water elemental is most effective in large areas of open DWH W D H D HG SR WR VH H D DWW H R G D G RVH WR WKH RG R DWH RP K K W D RVH +R H H WKH PR HPH W R WKH DWH H HPH WD R D G V WKH PRVW HVW WHG R D H HPH WD W SH D DWH H HPH WD D RW PR H PR H WKD D GV D D RP WKH DWH W DV R jured from, and 1 point of damage is subtracted from each die of damage they in ict out of the water (to a minimum of 1 point of damage per die).
100
Elemental, Air Kin /,0 7( 7(
,1
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
6 OSK + JK D W W GHV R W HHWRSV 9H DH 6R WD Any Omnivore Exceptional (15-16) Q (×10), X Neutral (good)
Nil Neutral
12, Fl 36 (A)
Fl 24 (A)
6HH H R 6HH H R 50% M (4’-5’ tall) Elite (14)
HULDO 6HUYDQW Any (see below) 9H DH 6R WD Any : G Semi- (2-4)
8-32 (8d4) 6HH H R R HWWH WR K W Nil L (8’ tall) Elite (14)
HDSR
6 SKV D H HD W K PD R G RPH WK JV H G DJR HV Their wings are 4-5 feet long and translucent, clear, or spotted with iri descent color. Their long, bright, hair may be any “normal” color, or blue, purple, or green. They wear owing, diaphanous robes which accent their JV R KD 6 SKV D H H DWHG WR D H HPH WD V D G WR PSKV SH KDSV R J DW J as a cross-breed between nymphs and aerial servants. They speak Com mon and their own musical language. Sylphs are friendly and may (20%) H H G DG H W H V D G J H WKHP D G H KD JH R D D R RPEDW Sylphs defend themselves only with magical abilities. A sylph can cast spells as a 7th-level wizard, and most prefer spells of elemental air. In addition, the sylph can become L LVLEOH DW LOO D G V PPR D D H HPH WD R H HD K HH DELWDW 6RFLHW Sylphs rarely touch ground in the lowlands. They are fond of travel, and it is rare to nd one near its home. 6 SK HVWV D H K JK G G D VW VRPH R PHG RP KDWH H PD WH D V D H D D D H RWKH V D H H D R DWH HW HDWV SH KHG WD W HHV R D HG WR PR WD V 6 SKV S H H V PS H D G JKW SRVVHVV R V HHS ing only gems and magical items as treasure. They often trade wealth for VK JV V K DV JKW G DSH HV V V D G S R V There is a 1% chance that a sylph’s home holds an egg or a child. All V SKV D H HPD H D G PDWH WK K PD R G PD HV S H H J H HV W sometimes accepting a human or hal ing mate. Three months after con HSW R WKH V SK D V D SHD HJJ D VSH D HVW D G V PPR V D D H HPH WD WR J D G W 6 PR WKV DWH WKH HJJ KDW KHV D D J WK wing buds. The child grows at the same rate as a human child, gaining magical abilities at age ve, and full ight by age 10. The sylph has the innate ability to levitate; wings are needed only to provide thrust. If a sylph’s wings are injured, it can only glide or hover. Anti-magical attacks may ground a sylph by negating its power of OH L WDWLR 6 SKV H R S WR HD V HWD J WKH R WK RR V WK R JKR W WKH HV Every 28 years, all sylphs gather in a grand meeting to trade, share H V H H H GVK SV D G H RPH R J V SKV
(FRORJ 6 SKV V D PD WD WKH G VWD H RP WKH PR H P GD H humanoid races, but associate freely with nymphs and dryads. Aerial PR VWH V R DV R D HHG R WKHP W WKH D H J HDWH GD JH RP H K PD R G PD HV KR DWWHPSW WR DSW H WKHP R GD S SRVHV HULDO 6HUYDQW This creature is a form of air elemental native to the plane of elemental Air, as well as the Ethereal and Astral planes, and can be summoned to the 3 PH 0DWH D S D H H V Normally invisible, if seen on their home plane, they resemble legless K PD R GV R VSD J H VPR H WK HPSW H HV D V DVK R D PR WK and long, four- ngered hands. Aerial servants try to avoid combat on their native planes. An aerial VH D W KDV D 6W H JWK R D G DWWD V J D J D G VW D J J RSSR H WV D V J GDPDJH WK WKH K W D G HD K R G W the victim breaks free. A character with exceptional Strength receives D SH H WDJH KD H H D WR WKH SH H WDJH R H HSW R D 6W H JWK HDW HV WK 6W H JWK D G D R H HD HH HDV HDW HV WK PR H K W SR WV WKD WKH DH D VH D W D H VH HD WV J DVS Aerial servants penalize opponents surprise rolls by –5 when invisible. A cleric who summons an aerial servant will be attacked unless behind D SURWHFWLR IURP H LO because the servants resent being summoned. Other wise, the servant will complete any duty for the cleric, except ghting, as fast as possible. If the servant is prevented from completing its mission, it JRHV VD H D G HW V WR WKH V PPR J H Aerial servants are wanderers drawn to areas of extreme weather. If caught in a storm, there is a 5% chance it will be blown in two; this is the R D W D HS RG H Aerial servants must feed on winds of their home planes at least once SH PR WK R V H G GDPDJH SH GD R H WKDW WKH JR WKR W HHG J
101
Elemental, Earth Kin /,0 7( 7(
,1
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( /(9(/ 3 9 / (
3HFK Any subterranean 5D H D D HVV Omnivore Average to excep tional (8-16) 6HH H R Neutral good
HDSR 6HH H R 6HH H R 25% S (4’ tall) Average (10)
6DQGOLQJ Temperate or W RS D VD G R V WH D HD 5D H 6R WD Any 0 H DV Non- (0) Nil Neutral
Nil 6HH H R Nil L (10’ diameter) Unsteady (7)
The pech are creatures of the plane of elemental Earth, though some have extensive mines in the deepest regions of the Prime Material plane. They G H GD S D HV D G R VWR H Pech are thin and have long arms and legs. Their broad hands and feet are excellent for bracing and employing tools to work stone. They have pale, yellowish skin and red or reddish brown hair. Their esh is nearly as hard as granite. Their eyes are large and have no pupils. Pech have D V R WR HHW RPEDW The pech use picks and peat hammers (treat as war hammers) R R D G D PDPH W D G D H V D H SSHG WK H D P H VR HD K 3H K KD H 6W H JWK Each pech can cast four VWR H V DSH D G R VWR H WHOO VSH V SH GD Four pech can band together to cast a DOO RI VWR H VSH DV D WK H H mage. Eight together can cast a stone to esh VSH * R S VSH V D H DVW but once per day by any group. Pech are immune to petri cation. When ghting lithic monsters such as stone golems, gargoyles, or galeb G K SH K D H WH DSD H R R J WKHP WR H DV WKH R HGJH R VWR H D R V WKHP DWWD DSD W DJD VW V K HDW HV even with nonmagical weapons. Each successful strike does maximum GDPDJH DELWDW 6RFLHW 3H K D H DV D JRRG D G SHD H HDW HV WKDW want to be left to themselves. They hate bright light and open skies, and they are quick to ask others to douse lights. Their lairs are con VW WHG WK PH R V KR H SR WV VR WKDW DOOV RI VWR H D stop intruders. Their lair holds 10-40 individuals, with equal numbers of females and males, and young equal to 20-50% of the females. (FRORJ The pech home plane is hostile, so many travel to the Prime Material plane to search for a better life. They have few enemies there. Pech do not save large amounts of treasure; they mine for things to trade with others for food or services. They do sometimes create simple, un obtrusive ornamental objects for everyday use. A pech lair may contain W DGH JHPV S V G VKHV D G WH V V R HG RP VWR H D G raw metal. These items are not very valuable, averaging 150 gp each.
6DQGOLQJ These creatures are composed of silicates and originated on the elemental plane of Earth. They look like piles of sand and can vary color to blend with D J R GV 6D G JV KD H WKH VDPH WHPSH DW H DV WKH V R G JV D G D H PP H WR VOHHS F DUP ROG D G RWKH P G D H W J VSH V R attacks. They claim territories with boundaries recognizable only by them. 6D G JV D H RW DJJ HVV H HVV S R R HG W J D G WKH WH WR ries from intruders. If stepped on, a sandling re exively lunges upward, trapping 1-2 man-sized opponents; opponents receive a –2 penalty to sur prise rolls when attacked in this manner. If the sandling hits its targets, WKH D H D H WR DWWD R GH H G R G R GV 6D G JV D VR DWWD by slashing with an abrasive pseudopod. If at least 10 gallons of water D H SR HG R D VD G J W V D H WHG DV D VOR VSH D G WV DWWD V D VH R KD R PD GDPDJH Sandlings have no society, and their erce defense of their territories V D S H GHV RRSH DW R H H WK RWKH PHP H V R WKH R race. They live on minerals, but despise organic matter, always moving VH H D K G HG D GV RP D S D H WKH KD H HG D W GH A sandling grows until it reaches its full size, 10 feet in diameter, then HS RG HV GG J 6D G J GV VS W RP WKH SD H W KH WKH are about 2 inches long, and an adult’s territory may swarm with thou VD GV R WKHVH HDW HV :KH D D W J R V WR DW HDVW KHV diameter, it either moves off to nd its own territory, or is hunted and killed by the parent. A group of immature sandlings forms a surface WK P DG W PSV K K PD W S WKH D 6D G JV KD H WW H H H W R D H RV VWHP WD J R D D WR R WKH P H D V D SD H R D G D HV VRPHW PHV VHH WKHP hopes of nding a rich mineral deposit. They are said to be excellent in gredients for mortar, but they and many druids object to this treatment.
102
Elemental, Fire Kin /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
6DODPDQGHU 6SH D 5D H 3D Any Omnivore High (13-14) F KDRW H
)LUH 6QDNH Fires Uncommon 3D Any Fire Semi- (2-4) Q Neutral
2-12/1-6 (weapon) +HDW R HWWH WR K W Nil M (7’ long) Elite (13)
Paralyzation Immune to re Nil S (2’-3’ long) Steady (11)
Salamanders are natives of the elemental plane of Fire, and thus they thrive in hot places. These cruel, evil creatures come to the Prime Material plane R HDVR V R R WR WKHP The head and torso of a salamander is copper-colored and has a hu man-like appearance. Most of the time (80%), this aspect is a male, with aming beard and moustache. The female version has owing, ery red hair. Both aspects have glowing yellow eyes that sometimes switch to u orescent green. All aspects carry a shiny metal spear, resembling highly SR VKHG VWHH The lower torso is that of a large snake, with orange coloring shading to dull red at the tail end. The entire body is covered with wispy appendages WKDW DSSHD WR W D H H H R V PHG RPEDW A salamander typically attacks with its metal spear, which in icts 1d6 points of damage plus a like amount for the spear’s heat. At the VDPH W PH W D DVK R W D G R D R G D RSSR H W WK WV V D H H WD R VW W J R G SR WV R GDPDJH S V D DGG W R D G SR WV of damage from the heat of its body. While re-resistant creatures do not suffer from the salamander’s heat damage, they are still subject to the spear D G R VW W R GDPDJH 6D DPD GH V D H D H WHG R PDJ D HDSR R HDW HV of a magical nature or those of 4 + 1 or more Hit Dice. They are impervious to all re-based attacks. OHHS F DUP D G ROG VSH V D H H H W H DJD VW WKHP R G DVHG DWWD V D VH D DGG W R D SR W R GDPDJH SH G H of damage. The head and upper body of the salamander has an AC of 5, while the lower body is AC 3. A favorite salamander tactic, if the creature is encountered in a lava pit or roaring re, is to grab its opponents and hurl them into the ames. The W P R G DW D WD H GDPDJH RP R WD W WK WKH VD DPD GH then take even more from being thrown inside a roaring con agration.
H W VD DPD GH V HVSH W R +D J D DVW G VSRV W R D G D H power, either the ability to resist their re or the capability to do great damage. Anyone else is dealt a painful, slow, burning death. It is rumored WKDW WKH KD H VRPH VR W R GHD JV WK WKH H HHW :KH H R WH HG R WKH 3 PH S D H VD DPD GH V D H R G S D ing in forest res, lava ows, re pits, and other areas of extreme heat. They usually appear on the Prime plane for a purpose, and if in the middle R D WDV WKH GR RW WD H G WR H J WH SWHG (FRORJ These ery creatures’ ichor is useful in the creation of SRWLR V RI re resistance, D G WKH PHWD R WKH VSHD V D H VHG WR HDWH rings of re UHVLVWD FH )LUH 6QDNH Some sages say that re snakes are larval salamanders. Fire snakes, col ored in shades from blood-red to orange, are always found in res. Some large permanent res contain 1d6 of these creatures, though in smaller, temporary res like re pits and oil bowls, there may be but one snake. The only treasure the snakes have is the gems they often accumulate. 6 H WKH R R PDW KHV WKH V R G JV WKH D V S VH RSSR nents easily (-4 penalty to opponents’ surprise rolls). Their bite in icts 1d4 points of damage and injects a mild venom that causes paralyzation of the WP R G W V HVV D VD J WK R V SR VR V V HVV
DELWDW 6RFLHW Salamanders are native to the elemental plane of Fire. They come to the Prime Material plane for reasons known only to them, though it is rumored that powerful wizards and priests of certain religions D V PPR WKHP R D VKR W W PH 6D DPD GH V KDWH R G S H H J WHP peratures of 300 degrees or more; they can abide lower temperatures for only a few hours. Their lairs are typically at least 500 degrees. Any treasure R G WKH H V WKH VR W WKDW D V H WK V KHDW V K DV V R GV D PR rods, other ferrous items, and jewels. Things of a combustible nature, such DV SD KPH W D G RRG VR W PHWD V V K DV JR G D G V H D G GV K K R D D D H H H R G VD DPD GH D V
103
Elemental, Water Kin /,0 7( 7(
,1
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
1HUHLG Tropical or WHPSH DWH DWH 9H DH 6R WD Any HD DWH Very (12) X Chaotic (any)
:DWHU :HLUG Any water 9H DH 6R WD Any 6HH H R Very (11-12) I, O, P, Y KDRW H
6
6HH H R 6HH H R 50% M (4’-5’ tall) Steady (11)
R J 6HH H R Nil L (10’+ long) Elite (13)
These creatures from the elemental plane of Water, sometimes called “hon eyed ones,” are unpredictable and playful; half are chaotic neutral, and others tend toward good or evil. Using disguise, nereids lead sailors to WKH GRRPV Nereids are transparent in water, 95% undetectable except as froth and golden seaweed. Upon contact with air, they assume human form, V D DV R SW R V R J HPD HV WK R J JR GH KD SHD white skin, and sparkling green eyes. Their voices and songs are lovely. A nereid always carries a white shawl, either in its hands or over head and shoulders, and is lightly clad in white and gold. If confronted by R HPD HV WKH H H G DSSHD V D PD H J VH W D RPD KDV D 65% chance to see through the disguise. All males who see a nereid are incapable of harming it (no saving throw). RPEDW Nereids can spit venom 20 feet, blinding a target for 2d6 rounds if it hits; the venom can be washed away with water. A blinded victim’s attack rolls, saving throws, and AC are all worsened by 4 until the effects HD R Nereids can FR WURO DWHU within 30 feet; it can use waves to slow move PH W WR normal, increase chances of drowning by 10%, or crash with a RD WKDW GHD H V KD D WH V WK HHW R G R GV S H D W R V are not taken. Nereids can also form the water to look like a water weird, and cause it to strike as a 4 HD monster and in ict 1d4 points of damage. A nereid is 85% likely to have a pet for protection, with equal chances R D J D W HH J D W RWWH J D W SR VR R V V D H J D W R WRS V J D W V G GR SK J D W HH K R VW J D If the nereid makes a successful saving throw vs. poison, she can ow like water, avoiding weapon damage or escaping a captor. The nereid’s VV D VHV D PD WR G R HVV KH PD HV D V HVV VD J WK R V breath weapon, with a –2 penalty. If he lives, he nds ecstasy. The nereid protects its shawl at all costs, for it contains the nereid’s essence; if it is destroyed, the nereid dissolves into formless water. Posses sion of a nereid’s shawl gives a character control over the creature, which D HSW RPPD GV WR D R G GDPDJH WR WKH VKD 6WR HV WH R R R H H GV KR R R WKH VK SV R SR H RHV KR KD H VWR H WKH shawls. A nereid will lie and attempt anything short of violent action to HJD WV VR VKD
DELWDW 6RFLHW A nereid found on the Prime Material plane has either escaped or been exiled from its home plane. Though usually solitary, a VPD J R S R H H GV WK WKH VDPH D J PH W VRPHW PHV H WRJHWKH HG WKH H GHVW Polluted waters drain nereids’ vigor, and even good nereids may attack those who pollute their lairs. Nereids do not value metals, but save any magical treasure they gain. The nereid has no goals or ambitions other WKD D R W J DWH (FRORJ Nereid shawls command handsome sums, but are seldom sold and are very rare. One who holds a shawl can use the enslaved nereid as a J GH R WKH S D H R :DWH :DWHU :HLUG These strange creatures from the plane of Water are hostile when encoun WH HG R WKH 3 PH 0DWH D S D H DV WKH D H V D PDJ D HSW RP going home. If communication is achieved, a bargain can sometimes be VW WK WKH HDW H Water weirds appear to be common water; a GHWHFW L LVLELOLW H HD V VRPHWK J DP VV W RW WKH DW H R WKH WK HDW :KH D DWH H G GH tects a living being, it assumes serpentine form (this takes two rounds). It attacks as a 6 HD creature; those hit must make a successful saving throw vs. paralyzation, or be pulled into the water. Each round spent in the wa ter requires another saving throw; failure indicates death by drowning, which releases energy that the water weird consumes. A water weird that comes in contact with a normal water elemental has a 50% chance to usurp R WR R W :DWH H GV WD H R KS GDPDJH RP S H J D G V DVK J HDS ons. They take half damage from re, none if they make a successful sav ing throw. Intense cold acts as a VOR spell on water weirds. If reduced to 0 hp or less, a water weird is disrupted, and it re-forms in two rounds. A S ULI DWHU VSH VWD W D V J H DWH H G
104
Elemental, Composite /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 I17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , /
()(16(6
0 , (6,67 1 ( 6,=( 02 /( 39 / (
7HPSHVW Any outside 9H DH 6R WD Any 6HH H R Low to average (5-10) . KDRW H WD
Fl 24 + + :K G JKW J R HWWH HDSR to hit; see below Nil G (50’ diameter) Champion (15-16) + + + +
6NULD LW 6 W RS D GHVH W 9H DH 3D Any 6HH H R Exceptional (15-16) Nil Neutral evil
R R
6D GVWR P G VSH PDJ R HWWH HDSR to hit; see below 50% L (10’ tall) Fanatic (17-18) + +
The tempest is a living storm which appears as a dark storm cloud of com paratively small size. Human or bestial features can often be seen in the R J DSR V R WKH WHPSHVW 6 H H V H WH G D RVV WKH HDW H D G carry the electrical impulses that maintain the storm’s energy. Tempests have no language that humans may learn. They can commu DWH WK D D G DWH H HPH WD V D G WKH D G JH HV WK R JK subtle wind buffets and spatterings of precipitation. A few, perhaps 10%, have learned to speak a few words of Common. Their voices are very soft D GV D W WK D K W R PD H HK G WKH R GV RPEDW Tempests are territorial and consider any violation of their air space to be a direct challenge. They feed on moisture from animals and often hunt in and around their territories. They have a number of innate D W HV K K WKH D VH WR PD H H P VH D H R RWKH HDW HV Unless otherwise speci ed, all special abilities are used as if the tempest were a 9th-level wizard. A tempest can make two attacks each round, one V J WV G SR H V D G R H V J WV JKW J SR H Once per round, a tempest can use L G DOO R VW RI L G R PD attack with a strong wind buffet for 2-16 points of damage. Alternately, W PD HDWH D VPD K G K K V R D VKDSH HHW G DP eter at the bottom, and 30 feet in diameter at the top. The whirlwind can be up to 50 feet high, and must connect to the tempest’s main body. The tempest takes one full round to create the whirlwind, which can R H D D HD R V D H HHW SH R G : WK WKDW D HD W D WRPDW D V HHSV D D D G VD HDW HV WK HVV WKD +W H D G D VHV G SR WV R GDPDJH WR D HDW HV K K W D V WR R W JKW Tempests may also use their powers over the air to penalize missile attacks by –6, or to batter down ying creatures, causing falling dam age to ying creatures that fail to make a successful saving throw vs. paralyzation. A tempest can also cast a OL W L EROW R H SH R G DW R H WP The OL W L EROW D VHV R H G H R GDPDJH SH + W H R WKH WHPSHVW A victim of a lightning attack can make a saving throw vs. spells; if suc cessful, the victim takes only half damage. The tempest’s OL W L EROW V like the 3rd-level wizard spell in other respects, having a length of 80 feet,
setting re to combustibles, melting metals, and shattering barriers. An H HSW R D K J R SH W HG WHPSHVW PD VH JKW J WR GHVW R D H W H G J WR HD K WKH HDW HV V GH Tempests can also use a chilling wind to affect opponents, causing GDPDJH DV D F LOO WR F VSH G SR WV R GDPDJH D G WKH RVV R SR W R 6W H JWK HVV WKH W P PD HV D V HVV VD J WK R V VSH V This attack takes the place of either an electrical attack or another wind DWWD A tempest can produce up to 20 gallons of rain per round if it concen W DWHV D G R JRHV RWKH DWWD V K H D J :K H S H S WDW R V V D H H G VW WHG WK R JKR W WV D HD WKH WHPSHVW D R H W DWH the fall to ll a hole, wash out a bridge, or otherwise harm its victims. Tempests are immune to wind, gas, and water attacks, and take only half damage from electrical or cold-based attacks. They are immune to all HDSR V R HVV WKD H KD WPH W DELWDW 6RFLHW There is much speculation about the origin of these be ings, who are apparently related to elementals and to genie-kind. Tempests are composed of all four basic elements, re, earth, air, and water; re in the form of lightning, earth in their silver “circulatory system,” air in their winds, and water in the form of rain. They may be summoned acciden WD KH D VSH DVWH W HV WR V PPR D H HPH WD HVSH D R H R air or water. At the DM’s option, when a summoning is interfered with, the caster may be given a 10%-50% chance to summon a tempest. These H JV PD D VR H DWW D WHG D HDW HU V PPR L spell, with a 1% (nonP DW H KD H R DSSHD J HD K W PH D VSH V DVW
105
Elemental, Composite Some sages believe these creatures are jann that have been injured in VRPH D D G D RW HWD K PD R P :KDWH H WKH R J WKH do breed and reproduce as storms. Though “male” and “female” do RW W GHV H WKH G H H W W SHV R WHPSHVWV WKH H D H W R JH GH V :KH J VWR PV R G H H W JH GH V PHHW WKH KD H D H tempestuous affair, causing a great con agration that may last more WKD D HH + D HV R WR DGRHV D H S RG HG HJ D RP WKH PDVV WR HD KD R SR WKH V R G J D HD When the storm nally breaks, the two tempests leave the area, and the residue they leave behind forms 1d4 infant tempests. These infant storms, VRPHW PHV H H HG WR DV WD W PV R WH W D H WRJHWKH W WKH HD K maturity, one year after birth. The young storms have 6 Hit Dice each, and D VH R WKH VW RI L G SR H HV GHV S RG J D 0RVW WHPSHVWV WH DW D VHHP WR KD H H VWR P G VSRV W R V Their hunger for animal life goes beyond their need for the moisture con WD HG D PD RG HV 6RPH VDJHV VSH DWH WKDW WKH SK V D R P R SRVV VRPH H H W WKH K VWR D VHV WKHP WR KDWH D PD H It is quite possible that the electrical impulses produced by animal brains D VH SD WR WKH WHPSHVW Tempests may be related to skriaxits, the living sandstorms of some worlds’ deserts. No tempest has ever been known to encounter a skriaxit, D G WKH H DW R VK S D G SRVV H WH D W R V D H RPS HWH R (FRORJ Tempests feed on the moisture found in animal bodies. Though D H WR D VH KD P WR J HDW HV GD J WKH PR VW H WKH KR H RVH WR WKH J R G D WH D DWW H WR V WKH DWH RP GHDG RSSR H WV DV H DV D DWH WKH PD KD H S H S WDWHG G J WKH DWW H They are sometimes found scavenging after great battles between humans. HPR J DWH RP D R SVH WKH H GH W D H WR HW WR H D D UDLVH GHDG VSH WKR JK UHV UUHFWLR D G RWKH VSH V R R PD When a tempest is killed, a silver residue rains down from its form. If D H JDWKH HG WK V HV G H S R GHV D PDVV R V H H D H W WR G silver pieces. Though valuable as a precious metal, the silver can also be VHG DV D RPSR H W PD J D D G RI OL W L R DVW J D HDWKH H DWHG VSH WV R WKH V H D H D VR VH R PD J RWKH HDWKH R H HPH WD H DWHG PDJ D WHPV Genies and elementals are enemies of tempests; they often attack them, D G WHPSHVWV HVSR G H PD H +R H H VRPH JH HV HVSH D djinn and marids, keep tempests as pets, training them as guards and to DWWD Tempests can be quite devastating to a local ecology if annoyed, and can cause great damage with wind, rain, and other attack forms. Living VWR PV D H H H R G V GH G JV R GH J R G 6NULD LW 6 D WV D VR D HG D VWR PV R J VD GVWR PV D H WKH PRVW HD HG HDW HV PD GHVH WV 6S WV R HW W R V PPR HG P H D DJR D H W JRGV D VWR PV RP H WKH H HPH WV R HD WK and air to dangerous effect. They are, fortunately, only rarely active. They speak the tongue of air elementals and their own language, a KR J VK H J WR J H WKDW JKWH V PRVW K PD V KR KHD W 0 K H H D JH H V R V R WKH G VW GH LOV created by the wizard’s VSH D VWR PV WD H WKH VD G D G WKH G VW R WKH GHVH W D G K W to create their 10-foot-tall conical forms. At rest, a skriaxit appears to be a wind-scattered pile of black dust. As a pack, they create their greatest terror, generating high winds and a erce sandstorm that can render a human eshless in minutes.
Each skriaxit can form its winds into razor sharp lashes, in icting 2d10 SR WV R GDPDJH R D V HVV VW H Though they were originally summoned from the elemental plane of Air, they have merged with earth, and the Prime Material plane is now their home. Thus, they cannot be sent to an elemental plane by a holy word or similar magic. No known magic can control them, though they D H V V HSW H WR D GV DJD VW D H HPH WD V Each skriaxit pack is led by a Great Skriax, the most evil member of the pack. This creature has 24 + 24 Hit Dice and gains a +4 bonus to attack and GDPDJH R V DELWDW 6RFLHW 6 D WV D H K JK WH JH W W H W HPH H H ementals, combinations of the elements of air and earth. They hate and fear nothing, but simply delight in destruction. They feed on terror and destruction; once they have caused enough catastrophe, they sleep for 1d3 H W HV :K H DV HHS WKH D RW H D H WHG D D D H J They reawaken when hungry. They view humans, demihumans, and hu PD R GV DV S D WK JV WK WKH VDPH VDG VW DWW W GH DV D K PD K G playing with a y. They may amuse themselves by listening to humans D JD WK WKHP W K PD V KD H RWK J R WH HVW WR R H WKHP (FRORJ 6 D WV HHG SR WKH HPRW R V R WH R D G HD WKH JH H DWH WKRVH WKH GHVW R D G UFWLF 7HPSHVW This is a variety of tempest found only in arctic regions and some of the R GH WHPSH DWH D GV :K H WKH D H V P D WR WHPSHVWV PRVW HVSH WV their special powers differ. They cannot use the whirlwind or OL W L EROW powers of the standard tempest. Instead, they can either cause snow to fall R DVW LFH VWRUP spells. The arctic tempest usually uses a hail form of LFH VWRUP but may use sleet instead. It can cause very cold snow to fall, in ict J G SR WV R R G GDPDJH WR WKRVH H HDWK W 9 W PV KR PD H D V HVV VD J WK R V VSH V V H R KD GDPDJH RP WKH DWWD Like the standard tempest, the arctic variety can make only two attacks SH R G R H V J D G SR H V K DV VW RI L G R L G DOO D G R H V J D R G DVHG SR H V K DV LFH VWRUP R FD VH V R It may also V VW W WH D H H W D DWWD R H WKH R WV R PD DWWD V D V J GDP DJH DV D V RFNL UDVS VSH R G SR WV R GDPDJH ODFN ORXG RI 9HQJHDQFH This living storm, usually found in deserts, combines the elements of re and air. It unleashes a ery rain which causes 7d10 damage to all beneath W WKR JK D V HVV VD J WK R V HDWK HDSR KD HV WKH GDPDJH It then fans the ames, and they will continue to burn as long as there is H
RPEDW 6 D WV PR H JH H DW J D D JH R WH R G WKDW S RSH V them at high speeds. If there are 1-6 skriaxits together, their speed is 12; 7-12 skriaxits have a speed of 18; if there are 13 or more skriaxits, their speed is 24. The skriaxit vortex creates a sandstorm in a 200-yard radius around them; those caught in this storm suffer 1 point of damage per round per skriaxit (so if there are 12 skriaxits in a pack, victims take 12 SR WV R GDPDJH SH R G : WK WK V VD GVWR P WKH V D W SD R VWD W G VSH V PDJ DV D 16th-level wizard.
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Elephant /,0 7( 7(
,1
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17
(OHSKDQW IULFDQ 6 W RS D WR W RS D jungle and plains RPPR +H G D G V HD PR D G HD H H J +H RH Semi- (2-4) Nil Neutral
J
0DPPRWK 6 D W SD V
0DVWRGRQ 6 D W SD V
Very rare (Common) +H G D
Very rare (Common) +H G Any
2OLSKDQW Temperate to subarctic SD VD GW G D 5D H +H G D
+H RH Semi- (2-4) Nil Neutral
+H RH Semi- (2-4) Nil Neutral
+H RH Low (5-7) Nil Neutral
12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /(
8 + 4 (10 + 5) + + Nil Nil Nil L (11’ tall) Unsteady (7)
Nil Nil Nil L to H (10’ to 14’ tall) Unsteady (7)
39 / ( Elephants have thick, baggy hides, covered with sparse and very coarse tufts of gray hair. The elephant’s most renowned feature is its trunk, which W VHV DV D J DVS J P RPEDW An elephant can make up to ve attacks at one time in a battle. It can do stabbing damage of 2-16 points (2d8) with each of its two tusks; constricting damage of 2-12 points with its trunk; and 2-12 points of tram pling damage with each of its front feet. No single opponent can be subject WR PR H WKD W R R WKHVH DWWD V DW D R H W PH +R H H WKH H HSKD W can battle up to six man-sized opponents at one time. Creatures larger than ogre-sized are not subject to the elephant’s trunk attack. Also, an elephant will never attempt to grasp anything that might harm its trunk—like an object covered with sharp spikes. Elephants great ly fear re. DELWDW 6RFLHW Elephants are peaceful herbivores that travel in a herd. The herd is made up of both male and female elephants, as well as their young. If a herd of 10 or more elephants is encountered, there will be 1-4 young, from 20% to 70% mature, with the group. In the herd, a clear hierar K H VWV WK WKH R GH PD HV D HD SRV W R R GRP D H Occasionally, an older male elephant will be beaten by a rival in the herd. The defeated elephant must then leave the group, at which point it becomes a violent “rogue.” Rogue elephants encountered alone are 90% likely to at WD D G KD H R H H WKD K W SR WV SH K W G H (FRORJ Elephants are commonly captured when young and trained. They make good beasts of burden, but are often used in warfare as mounts D G J DWWH J DPV DV H Elephant tusks are worth 100 to 600 hundred gold pieces each, or about 4 gp per pound. In areas heavily populated by elephants, a substantial W DGH WK V R H RPPR 0DPPRWKV This ancestor of the elephant was common during the Pleis WR H H H D 0DPPRWKV D H R H HG WK WK H RR H KD WKD WKH PRGH H HSKD W D G WKH D H R V GH D D JH 0DPPRWKV D H P K PR H DJJ HVV H WKD H HSKD WV D G DWWD WK HVV S R R DW R H cause they are heavier, a mammoth’s tusks are worth 50% more than an elephant’s. Mammoths are rare when encountered outside of a Pleistocene DPSD J D G R H R G V D W SD V
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Nil Nil Nil L (10’ tall) Unsteady (7)
Nil Nil Nil L (8’ to 10’ tall) 8 + 4: Unsteady (7) 10 + 5: Average (10) + +
0DVWRGRQV Like the mammoth, the mastodon is an ancestor of the elephant WKDW DV RPPR WKH 3 H VWR H H H D KH WKH RDPHG RP V D W to tropical plains. They are larger than the modern elephant, hairier, and somewhat greater in length. Encountered outside of a Pleistocene campaign, PDVWRGR V D H D H D G R G R V D W SD V 2OLSKDQWV The oliphant is a modern-day mastodon, with shaggy hair and tusks that curve down. The oliphant’s trunk is too short to be used in com bat. This limits the number of man-sized opponents an oliphant can attack at one time to four. Oliphants are more intelligent than elephants and do not share their cousins’ unreasoning fear of re. They are also very aggres V H D G KH S RSH W D HG D G HG R SKD WV J R WR J HDWH (10 + 5 Hit Dice) than their wild counterparts. These trained oliphants are excellent for combat duty and have a morale of 10. An oliphant’s tusks are R WK WR JR G S H HV HD K R D R W JS SH SR G W D H VPD H than an elephant’s.
Elf /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,17(//, (1 ( ,(7 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Temperate to subtropical forest Uncommon D GV Any High to Supra- (14-20) Omnivore N; G, S, T in lair KDRW JRRG 5 (10) 19 (18) WR K W WK R R V R G 6HH H R 90% resistance to sleep and all KD P H DWHG VSH V M (5’+ tall) Elite (13)
Though their lives span several human generations, elves appear at rst J D H WR H D KH RPSD HG WR PD +R H H H HV KD H D P H R VSH D WD H WV WKDW PR H WKD PD H S R WKH V JKW HD H R VW W W R V + JK H HV WKH PRVW RPPR W SH R H D H VRPH KDW VKR WH WKD PH H H J R JP KR H HHW WD 0D H H HV V D H JK HW HH D G SR GV D G HPD HV H JK HW HH D G SR GV 0RVW K JK H HV D H GD KD HG D G WKH H HV D H D HD W deep shade of green. They posses infravision up to 60 feet. The features of an elf are delicate and nely chiseled. Elves have very pale complexions, which is odd because they spend a great deal of time outdoors. They tend to be slim, almost fragile. Their SD H RPS H R D G V JKW GV D H WKH HV W R D R VW W W R WKDW V weaker than man’s. Elves, therefore, always subtract 1 point from their initial Constitution score. Though they are not as sturdy as humans, elves D H P K PR H DJ H D G D D V DGG SR W WR WKH W D H WH W scores. Elven clothing tends to be colorful, but not garish. They often wear SDVWH R R V HVSH D HV D G J HH V H D VH WKH G H R HVWV KR H H K JK H HV R WH HD J HH VK J H RD V WR D R G WKHP camou age. Elves have learned that it is very important to understand the crea W HV RWK JRRG D G H WKDW VKD H WKH R HVW KRPH H D VH R WK V H HV PD VSHD WKH WR J HV R JR V R V KR JR V J R V J RPHV and hal ings, in addition to common and their own highly developed language. They will always show an interest in anything that will allow WKHP WR RPP DWH WK D G HD RP WKH H JK R V RPEDW Elves are cautious ghters and always use their strengths to ad vantage if possible. One of their greatest strengths is the ability to pass WK R JK DW D V R G JV RRGV R R HVWV V H W D G D PRVW V PR J HW D G H G J WR HJHWDW R R R H H HV often surprise a person or party (opponents have a surprise modi er of -4). As long as they are not attacking, the elves hiding in the forest can only be spotted by someone or something with the ability to see invisible objects. The military value of this skill is immense, and elven armies will always VH G V R WV WR VS R WKH H HP V H V K VS HV D H D H D JKW R H H VHH Although their constitutions are weak, elves posses an extremely strong will, such strong wills, in fact, that they have a 90% immunity to all F DUP D G VOHHS spells. And even if their natural resistance to these spells fails, WKH JHW D R PD VD J WK R PD J W H D H D W P WR WKHVH VSH V H R WH
Elves live in the wild, so weapons are used for everything from dealing WK WKH KRVW H HDW HV D R G WKH DPSV WR V K P GD H WDV V DV hunting for dinner. The elves’ rigorous training with bows and swords, DGG W R WR WKH J HDW GH WH W J HV WKHP D DW D R V R WR hit when ghting with a short or long sword, or when using a bow of any kind, other than a crossbow. Elves are especially pro cient in the use of the bow. Because of their agility, elves can move, re a bow, and move again, all in the same round. Their archers are extremely mobile, and WKH H R H GD JH R V H D VH R P WDW R V R KR VHV R HVW RP DW H HV GR RW V D ride. Elves prefer to ght as foot soldiers and are generally armed as such. 0RVW H HV HD V D H J R KD PD D G D PRVW D K JK H HV D shields. Although elves have natural bonuses when they use bows and swords, their bands carry a variety of weapons. The weapons composition of a band of elves is: spear 30%; sword 20%; sword and spear 20%; sword and bow 10%; bow 15%; two-handed sword 5%. Elven ghters and multi-class ghters have a 10% chance per level to possess a magical item of use to his or her class. This percentage is cumu lative and can be applied to each major type of magical item that charac ter would use—for each class in the case of multi-class characters. (For example, a ghter/priest of level 4 or 5 would have a 40% chance to have a magical item useful to ghters and a 50% chance of having an item use ful to priests.) In addition, if above 4th level, elven mages gain the same SH H WDJH KD H WR JD WHPV W JD PDJ D WHPV VH WR WKHP D V HVV R V PDGH For every 20 elves in a group, there will be one 2nd- or 3rd-level ghter (50% chance of either). For every party of 40 elves, and in ad dition to the higher level ghter, there will be a 1st- or 2nd-level mage (again, 50% chance of either). If 100 or more H HV D H H R WH HG WKH following additional characters will be present: two 4th-level ghters; one 8th-level mage; and a 4th-level ghter/4th-level mage/4th-lev el thief. Finally, if over 160 elves are encountered, there will be two
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Elf powerful leaders (6th-level ghter/6th-level mage/6th-level thief) with two retainers each: a 4th-level ghter/5th-level mage, and a 3rd-level ghter/3rd-level mage/3rd-level thief. All of these are in addition to WKH WRWD P H R H HV WKH D G Elven women are the equal of their male counterparts in all aspects of warfare. In fact, some bands of elves will contain units of female ghters, who will be mounted on unicorns. This occurs rarely (5% KD H D G R H PD GH V H H R WH HG V K D W +R H H WKH HJH GV R WKH GHVW WR R JKW WKHVH H H RP H D H DPSD W DPR J WKH H HP HV R WKH H HV DELWDW 6RFLHW Elves value their individual freedom highly and their so cial structure is based on independent bands. These small groups, usually consisting of no more than 200, recognize the authority of a royal overlord, KR W R HV D HJ D H WR D JR HH +R H H WKH D V D G HVW D WV VHW SR H H VR HW D H H H RPSD HG WR K PD VR HW D GS D W D HJ J H KH RPSD HG WR G D H VR HW Elven camps are always well-hidden and protected. In addition to the D JH P H R R VH DW R SRVWV D G SH VR H W DSV VHW D R G D DPS K JK H HV W S D VHW J D W HDJ HV DV J D G D V R WKH H DPS ments (65% of the time). For every 40 elves encountered in a camp, there H WKH R R J K JK H H H HV DV H DV WKH HDGH V RWHG D R H a 4th-level ghter, a 4th-level cleric, and a 2nd-level ghter/2nd-level mage/2nd-level thief. A 4th-level ghter/7th-level mage, a 5th-level ght er, a 6th-level ghter, and a 7th-level cleric will also be present. Females found in a camp will equal 100%, children 50%, of the males encountered. H D VH H HV H R VH H D K G HG HD V WKH H R WKH R G is radically different from most other sentient beings. Elves do not place much importance on short-term gains nor do they hurry to nish proj ects. Humans see this attitude as frivolous; the elves simply nd it hard WR GH VWD G K H H R H H VH V D D V V K D VK Elves prefer to surround themselves with things that will bring them joy over long periods of time—things like music and nature. The company of their own kind is also very important to elves, since they nd it hard WR VKD H WKH H SH H HV R WKH SH VSH W HV R WKH R G WK RWKH races. This is one of the main reasons elven families are so close. However, DV H GVK S WRR V VRPHWK J WR H D HG H H H GV R RWKH D HV HPD H GV R H H Though they are immune to a few speci c spells, elves are captivated by magic. Not speci c spells, of course, but the very concept of magic. RRSH DW R V D PR H H WR H KDG RP D H R H JD R scure, even worthless, (but interesting) magical item, than it is with two sacks of gold. Ultimately, their radically different perspective separates the elves from the rest of their world. Elves nd dwarves too dour and WKH DGKH H H WR VW W RGHV R D S HDVD W +R H H H HV GR H ognize dwarven craftsmanship as something to be praised. Elves think a bit more highly of humans, though they see man’s race after wealth and eeting power as sad. In the end, after a few hundred years, all elves leave the world they share with dwarves and men, and journey to a mysterious D G KH H WKH H HH R WKH HVW R WKH H W HPH R J HV
UH (OYHV )DHULH * H H HV KD H H WKH V H KD D G DP H H HV R SD H JR GH KD and violet eyes (the violet-eyed ones are known as faerie elves). They D R JKW JD PH WV R K WH JR G V H R H R D G HD RD V R GHHS H R S S H * H H HV D H WKH D HVW R H HV D G WKH KD H little to do with the world outside their forests. They value intelligence H K JK D G H RWKH H HV GH RWH P K W PH WR VW G D G contemplation. Their treatises on nature are astounding. * H H HV D H WKH GHSH GH H RP KDW WKH VHH DV WKH R rupting in uence of the outside world, and will ght ercely to maintain their isolation. All grey elves carry swords, and most wear chain mail and carry shields. For mounts, grey elves will ride hippogriffs (70%) or grif fons (30%). Those that ride griffons will have 3-12 griffons for guards in WKH DPSV VWHDG R J D W HDJ HV :RRG (OYHV Also called V O D HO HV RRG H HV D H WKH G D K R WKH H DP They are slightly darker in complexion than high elves, their hair ranges R R RP H R WR RSSH HG D G WKH H HV D H JKW R JKW green, or hazel. They wear clothes of dark browns and greens, tans and VVHWV WR H G WK WKH V R G JV :RRG H HV D H H GH pendent and value strength over intelligence. They will avoid contact with strangers 75% of the time. In battle, wood elves wear studded leather or ring mail, and 50% of their band will be equipped with bows. Only 20% of wood elves carry swords, and only 40% use spears. Wood elves prefer to ambush their en HP HV V J WKH D W WR K GH WKH R HVW W WKH RHV D H RVH at hand. In most cases (70%), wood elf camps are guarded by 2-8 giant owls (80%) or by 1-6 giant lynx (20%). These elves speak only elf and the D J DJHV R VRPH R HVW D PD V D G WKH W HD W :RRG H HV D H PR H HG WR D G H W D W WKD JRRG D G D H RW D R H J SHRS H KR VW P H D RVV WKH DPSV R GH WR HHS WKH R DW R V VH HW DOI (OYHV +D H HV D H R K PD VWR D G KD H HDW HV R RWK WKH H D G K PD parents. They are slightly taller than common elves, growing as tall as 5 ½ feet and weighing up to 150 pounds. Though they do not gain the natural V R GR R R VHV RP WKH H H H DW HV WKH GR KD H R PD H H D VR A half-elf can travel freely between most elven and human settle ments, though occasionally prejudice will be a problem. The half-elf’s H VSD V WKH JJHVW VR H R J H KR H H 6 H D KD H HV PR H WKD HD V KH R VKH R W HD K PD H GV R H D W HV W J R R G WRR WR H D HD SD W R H H VR HW 0D KD H HV GHD WK WK V W D H J H H W HW HH WKH W R VR HW ies, enjoying life as it comes; the best of both worlds. Half-elves may speak common, elf, gnome, hal ing, goblin, hobgoblin, orc, and gnoll.
(FRORJ Elves produce ne clothes, beautiful music, and brilliant poetry. It is for these things that other cultures know the folk of the forest best. In WKH R G WK WKH R HVW KR H H H HV KR G KH WKH GD R HV R H D G WKH HDW HV WKDW R G S GH WKH R HVW D G WKH PR H R to plunder another. For this reason alone, elves are irreplaceable.
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Elf, Aquatic /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Temperate/Shallow salt water 9H DH D GV Any Omnivore High to genius (14-18) K, Q; I, O, X, Y in lair KDRW JRRG 6 (9) 6 R 1-8 (weapon) WK VSHD V D G W GH WV 6HH H R 90% to VOHHS D G F DUP VSH V M (6’+ tall) Elite (13)
H HDWK WKH DVK J D HV R G RDVW HV HV WKH VHD H D DW R V R WKH RRG D G H HV R G W D G R W RR Aquatic elves live for many centuries, and their eyes often show the effects of such great age. Otherwise, sea elves show little evidence of ag ing. They have gill slits on either side of their throats, and greenish-silver skin. Their hair is usually stringy, and emerald green to deep blue in color. 0D HV V D HD WKH KD VKR W W HPD HV D R WKH KD WR HD K as much as 4 feet in length. Unlike mermen, aquatic elves have legs and usually wear clothes woven from underwater plants and reeds. Their G HVV V WH W DWH PRVW R WH R J HH V D V D G R V R H V WH V J GHV J V 6HD H HV VSHD H VK VDK DJ D G D RGG D H WHG RPPR RPEDW Sea elves are a peaceful culture. It is a rare sight to see an aquatic H D K D DWWD D G D H VW R D H W H D G WR S HSD H R D 6HD H HV HD H WKH KRPHV WR JR WR DWW H R KH WKH H W H RP P W V GD JH R DJD VW J HDW H HP HV :KH R HG WR D WKH impress all opponents with their erce bravery and skill. If given their choice of battle eld, aquatic elves would prefer to ght D HG R VHD HHG R R WKH HH V KH H WKH DW D R R DW R D G stealth skills can give them the chance to hide from their enemies. They D H RPH DV V H VHD HHG DV WKH RRG D G R V V D WKH forests, imposing a –5 penalty to their opponent’s surprise roll. Sea elves enjoy the ability to move unhindered through seaweed, giving them tre PH GR V DG D WDJHV PD H H D W :K H WKH D WKH D VR of their land-based cousins, they can see clearly at amazing distances. An D DW H D R W WKH W RRSV R D H HP DW G VWD HV R S WR P H Their preferred weapons are the trident and the spear. These are used for hunting as well as for combat. The trident and spear are wielded so H VHD H HV WKDW WKH H H H D R V WR WKH DWWD R KH using them. They will also use combat nets against their enemies. These R KD G HDSR V G D RSSR H W WKH H GH R V D V HVV attack against AC 6. (Because of their great Dexterity, aquatic elves do RW V H D SH D W WR WKH DWWD R R WKH HWV +D WKH W PH R D victim’s weapon (including natural weapons, like a shark’s teeth) will be entangled in the net. The rest of the time, the victim is trapped. A netted victim must either break the net (a bend bars roll) or disentangle himself (a Dexterity check at a –3 penalty) to get free. Magical gestures D H PSRVV H D HW On some worlds, sea elves are unable to cast spells. The reasons for WK V D H R W WKH H V D HJH G DPR J WKHVH R PDJ D VHD H HV WKDW WKH G R VWR H WK V D W RP WKHP R J DJHV DJR
Like their surface counterparts, aquatic elves demonstrate strong resis WD H WR VOHHS D G F DUP spells. Aquatic elves also have a 90% immunity DJD VW F DUP SHUVR spells. And even if their natural resistance to VOHHS D G F DUP VSH V D V D DW H HV VW JHW D R PD VD J WK R In combat, leadership is divided according to the size of the war party. For every 20 elves in a band, there is an additional 3rd-level ghter. For every 40 elves, there is an additional 4th-level ghter. In a force number ing over 100, there will be an 8th-level ghter and two 5th-level lieuten ants (in addition to the 3rd- and 4th-level ghters above). A combat unit of more than 160 elves are accompanied by a 9th-level ghter and a 6thH H WK H DGG W R WR WKH R J D P HV 6HD H HV H H G GR SK V D G HPS R WKHP DV RPSD R V D G comrades-in-arms. In any party of at least 20 sea elves, there’s a 50% chance for them to be accompanied by 1d3 dolphins. The dolphins are RPSD R V KR H H WKH D H H WKH SHWV R D R RGGH :KH danger threatens, dolphins join the combat as willing allies. DWW H WD W V R WKH VHD H HV G H RP R H D G WR D RWKH W RP PR VW DWHJ HV GH WKH R R J A charge from directly beneath an opponent. This is particularly effec W H DJD VW D WHG V WR V RP WKH V D H KR D H D VWRPHG to being attacked from below. If the elf launched this attack from a bed of VHD HHG KH P JKW H HV DSH D WR R H H R H K V RSSR H WV R G HD W A beaching, usually by more than one elf. Sea elves can survive on land R D H P WHV DW D W PH WKR JK D VWDWH R J R J G V RP R W 0D R WKH RSSR H WV H VKD V D RW 6H H D H HV PD DWWHPSW WR HV W H D RSSR H W WR WKH HD K WD J W H D D RP WKH R HD Traps: Beds of seaweed and coral reefs are excellent staging areas for all PD H R VS J RDGHG RR W DSV HWV D G SH KDSV PDJ D H W DS PH WV GHV J HG D G W V D H H HV HW R D R V 3 HGDWR V KD H R WH GH GHG WR W WR D G HDV H S H D WH H R WH J D VHD H band’s defenses.
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Elf, Aquatic The sea elves have legends that speak of far-away undersea elves who have learned to shapechange into sea otters or dolphins. There have been VHD K SD W HV PRW DWHG WKHVH WD HV W R V K H HV KD H H H HH R G
DELWDW 6RFLHW 6PD RPP W HV R G R PD KD WD WV are the rule of aquatic elven lifestyle. These communities are often found KHD HHG HGV VKH WH HG DWH V WKR JK WKH D DW H HV PD DVK R KRPHV D H V DJRR RWWRPV D G R D HH V 6HD H RP munities keep in touch with each other through an elaborate and inef H W VWRP R D GH J KH D G PHVVH JH V KR W D H RP R H D G to another, much like postal carriers transmitting oral messages. In each RPP W WKH H D H VH H D HDGH W SHV DV R W HG HD H HG R H by a ghter of 10th-12th level, with a personal guard of eight 7th-level elf ghters. Magical weapons would be carried by the leader or one of his J D GV Aquatic elves are an anti-social race. They avoid air-breathers as well as other races that dwell beneath the waves. Their cities are usually carved RP WKH R H HDWK HGV R VHD HHGV S D W D V H WR R H HV A character has the same opportunity to nd a sea elf community as he KDV WR GHWH W D VH HW GRR As independent as the freedom-loving elves are of each others’ com P W HV WKH H H H J HDWH VR DW R RP WKH HVW R WKH GH sea races, whom they would rather not deal with. Although the aquatic H HV VHH RWK J R J WK WKH PH PH WKH W WR V D G RWKH JRRG D J HG GH VHD D HV WKH H HV VHH R HDVR WR R H WKHPVH HV the problems of such transitory peoples. It is part of the elven philoso SK WR HW RWKH V JR D R W WKH V HVV WK D P P P R WH S tion; aquatic elves would prefer it if others returned the favor. Those aquatic elves who are willing to deal with non-elves are highly insulted if the non-elves express any lack of con dence in the sea elf’s word. An aquatic elf who makes a promise will carry out his obligation WR GHDWK 6KR G KH H HG H R H KH D V HHG K V H W H D G will work to see that the promise is ful lled. On the other hand, aquatic elves do not accept promises from non-elven characters. The sea elves R WKDW WKH D H WKH R D H WK WKH KR R WR D R W WKH G W HV R its dead members. And, besides, only elves live long enough to guaran tee that they will have the time to ful ll a vow. R SK V D H R H R WKH H HDW HV WKH VHD H HV JH H H There are 3d6 + 2 dolphins swimming about most aquatic elf bands, S R G J R H R WKH H HV DV WR KH H WKH H H W HV D H R DWHG Aquatic elves are also fairly fond of land elves. It is uncertain how RVH H DWHG WKH W R D HV D H D WKR JK PDW JV HW HH D G H HV D G D DW H HV S RG H H HV WK WKH R R J R K JK H HV W with greenish hair. As they have hidden gill slits that open up when WKH G H GH WKH V D H WKHVH H HV D HDWKH H WKH D R D ter inde nitely. The attitudes and abilities of these half-breeds depend SR KHWKH WKH H H HD HG WKH R HVWV R WKH K H S HGV with individuals inclined (65%) to follow the lifestyles of their mothers. 6HD H HV KD H D R W RR R WKH R G WKDW RPHV RP R J HV among quiet natural beauty. Even with magical assistance to enable them WR HDWKH D D DW H HV D H RP R WD H D R H WKH D HV D G VR H H KD H VHH WKH R HVWV WKDW WKH K JK H HV VSHD R WK V K H WK V DVP W WKH H D H H D DW H HV KR R G RW H WR WD H WKH impossible trip overland to see the wonders of a forest rst-hand. Sea elves hate sahuagin. This isn’t much of a surprise, as almost ev H GH VHD D H WK WKH H HSW R R WKH SH H VH W D K W KDWHV WKH sea-devils. But sea elves generate a passion for con ict with the sahuagin that surprises even themselves. Aquatic elves leave their sheltered bands D SD W HV WKH KD H HDVR WR V VSH W WKDW VDK DJ D H G H J HD 6KR G D SD W R VHD H HV H R WH VDK DJ WKH R PH HD always attack if they outnumber their hated foes. Aquatic elves also make W D SR W WR D J HDW VKD V WKH WH WR Sea elves have no other major enemies, but they dislike surface-dwell ing shermen, due to the numbers of sea elves snared in nets, or mistak H HG DV VDK DJ WKHVH J R D W K PD V
(FRORJ Each band of sea elves is self-suf cient, raising their kelp and hunting sh when necessary. Sea elves scavenge. They are enchanted by the idea of magic, but they realize that land elves are more equipped to deal with it. They often trade D H R GH R DW H WHPV WKH KD H R G WR WKH K JK H HV H KD JH R PHWD HDSR V D G WRR V K K WKH D RW R JH GH DWH Aquatic elves are valuable sources of information regarding the lands beneath the sea. Their scavenging parties have uncovered artifacts and W G WV R R HGJH RP D DVW R H W R R GH DWH VD GV H VK SV 6HD H W DGH V HPHP H WKH K VWR HV R RWKH D HV D H R G the imaginings of the current generation. The trick is to get them to reveal WK V R PDW R 0DOHQWL There is a bond between aquatic elves and their hated enemies, the sahua gin, that neither race openly acknowledges. If sea elves are present within D P H R VR R D VDK DJ H DPSPH W WKH DSS R PDWH R H R W R H H K G HG VDK DJ WKV HVHP HV D D DW H DWKH WKD D VHD GH 0RVW R WKH W PH WKHVH R VS J R DV PD H W D H HDWH their parents. Once in a great while, a malenti is allowed to live to adult KRRG H D VH WV SK V D HVHP D H WR D D DW H RP DW R WK WV VDK DJ S J J D G DWW W GH PD H W D GHD VS H H communities. Indeed, malenti often develop the ability to sense the pres H H D G SRV W R R D D DW H HV WK HHW D D D HV R H WKH D VS R D V R W R D DG J VDK DJ R H Few aquatic elves believe in the existence of malenti, as they suggest VRPH G VW J SRVV W HV D R W VDK DJ R J V 0D H W GR H VW KR H H D G D H GH W D WR D DW H HV PRVW ways. They age much faster, though, with a life span of only 170 years or so. Although the sea elves themselves have a dif cult time discerning malenti spies, dolphins might (20%) sense one of the changelings. Malenti, understandably, aren’t fond of dolphins. It is possible for sahuagin and malenti to breed, the issue invariably being malenti. In this way, whole sahuagin communities have vanished, replaced by malenti. These extraordinarily rare bands resemble aquatic elves in nearly every way (except life span, known languages, and other obvious aspects), but they are just as evil as their sahuagin parents. They often ght in that style, and they worship the same evil powers as the VDK DJ
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Elf, Drow /,0 7( 7(
,1
) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
URZ 6 WH D HD caves & cities 9H DH D V D GV —Any underground, Omnivorous High (13-14) N (×5), Q (×2) KDRW H 4 (10)
R
HDSR 6HH H R 6HH H R 6HH H R M (5’ tall) Elite (14) 3 HVWV Others: 650
ULGHU 6 WH D HD caves & cities 9H DH D GV JKW D R HJ R 6HH H R High (13-14) N (×2), Q KDRW H
G
R
R HDSR 6HH H R Nil 15% L (9’ tall) Elite (14) Transformed PDJHV Transformed S HVWV
These dreaded, evil creatures were once part of the community of elves that still roam the world’s forests. Now these dark elves inhabit black D HV D G G JW H V GH WKH HD WK KH H WKH PD H G H S D V DJD VW WKH D HV WKDW VW D H HDWK WKH V R WKH V D H R WKH J HH HD WK Drow have black skin and pale, usually white hair. They are shorter and PR H V H GH WKD K PD V VH GRP HD K J PR H WKD HHW KH JKW 0D H G R H JK HW HH D G SR GV D G HPD HV HW HH and 120 pounds. Drow have nely chiseled features, and their ngers and toes are long and delicate. Like all elves, they have higher Dexterity and R H R VW W W R WKD PH R RWK J V V D D W R D D G R WH SRVVHVVHV VSH D properties, although it does not radiate magic. For example, drow cloaks D G RRWV D W DV WKH D H FORDNV RI D G ERRWV RI HO H NL G H HSW WKDW WKH wearer is only 75% likely to remain undetected in shadows or to surprise enemies. The material used to make drow cloaks does not cut easily and is re resistant, giving the cloaks a +6 bonus to saving throws vs. re. These cloaks and boots t and function only for those of elven size and build. Any attempt to alter a drow cloak has a 75% chance of unraveling WKH PDWH D PD J W VH HVV In the centuries they’ve spent underground, drow have learned the lan J DJHV R PD R WKH WH JH W HDW HV R WKH GH R G HV GHV WKH R WR J H D H RW D D W R H VK G R VSHD RWK RPPR D G WKH V WH D HD W DGH D J DJH VHG PD D HV GH WKH HD WK They speak the languages of gnomes and other elves uently. R D VR KD H WKH R V H W D J DJH RPSRVHG R RWK V J HG hand movements and body language. These signs can convey informa tion, but not subtle meaning or emotional content. If within 30 feet R D RWKH G R WKH D D VR VH RPS H D D H S HVV R V RG PR HPH WV D G SRVW HV WR R H PHD J R S HG WK WKH KD G signs, these expressions and gestures give the drow’s silent language a SRWH W D R H S HVV R H D WR PRVW VSR H D J DJHV
RPEDW The drow’s world is one in which violent con ict is part of ev eryday life. It should not be surprising then that most drow encountered, whether alone or in a group, are ready to ght. Drow encountered outside of a drow city are at least 2nd-level ghters. (See Society note below.) Drow wear nely crafted, non-encumbering, black mesh armor. This H W HPH VW R J PD V PDGH WK D VSH D D R R VWHH R WD J DGD mantite. The special alloy, when worked by a drow armorer, yields mail WKDW KDV WKH VDPH S RSH W HV R F DL PDLO WR D WKR JK W GRHV RW D diate magic. Even the lowliest drow ghters have, in effect, F DL PDLO while higher level drow have more nely crafted, more powerful, mail. (The armor usually has a +1 for every four levels of experience of the drow HD J W Dark elves also carry small shields (bucklers) fashioned of adamantite. Like drow armor, these special shields may be +1, +2, or even +3, though only the most important drow ghters have +3 bucklers. 0RVW G R D D R J GDJJH D G D VKR W V R G R DGDPD W WH D R These daggers and swords can have a +1 to +3 bonus, and drow nobles may have daggers and swords of +4 bonus. Some drow (50%) also carry VPD RVV R V WKDW D H KH G R H KD G D G VKRRW GD WV S WR 60 yards. The darts only in ict 1-3 points of damage, but dark elves com PR RDW WKHP WK SR VR WKDW H GH V D WP R V R V HVV KH rolls a successful saving throw vs. poison, with a –4 penalty. The effects DVW G KR V A few drow carry adamantite maces (+1 to +5 bonus) instead of blades. Others carry small javelins coated with the same poison as the darts. They KD H D D JH R D GV WK D VKR W D JH R V R D DW PHG P D GD DW R J Drow move silently and have superior infravision (120 feet). They also KD H WKH VDPH W W H VH VH D R W WKH GH J R G R G DV G D HV GR D G D GHWH W VH HW GRR V WK WKH VDPH KD H R V HVV DV RWKH elves. A dark elf can only be surprised by an opponent on a roll of 1 on G
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Elf, Drow All dark elves receive training in magic, and are able to use the follow J VSH V R H SH GD dancing lights, faerie re, D G GDUN HVV R D R H WK H H D VH OH LWDWH N R DOL PH W D G GHWHFW PD LF R H SH GD R S HVWV D D VR VH GHWHFW OLH FODLU R D FH V HVWLR D G GLVSHO PD LF R H SH GD 3H KDSV W V WKH RPPR VH R PDJ G R VR HW WKDW KDV J H WKH GD H HV WKH HG H HV VWD H R KD H D DVH HV VWD H WR magic of 50%, which increases by 2% for each level of experience. (MultiDVVHG G R JD WKH R V RP R WKH DVV K K WKH KD H WKH highest level.) All dark elves save vs. all forms of magical attack (including devices) with a +2 bonus. Thus, a 5th-level drow has a 60% base magic HV VWD H D G D R V WR KH VD J WK R V V VSH V WKDW JHW SDVW KH PDJ HV VWD H R H R WH HG D J R S D D V KD H D HDGH R D K JKH H H than the rest of the party. If 10 or more drow are encountered, a ght er/mage of at least 3rd level in each class is leading them. If 20 drow are encountered, then, in addition to the higher level ghter/mage, there is a ghter/priest of at least the 6th level in both classes. If there are more than 30, up to 50% are priests and the leader is at least a 7thlevel ghter/8th-level priest, with a 5th-level ghter/4th-level mage R D DVV VWD W DGG W R WR WKH RWKH K JK H H HDGH V D H HV GR KD H R H J HDW HD HVV JKW JKW H D VH WKH G R KD H HG VR R J WKH HD WK D H H W J WR WKH V D H WKH D H R R JH D H WR WR H DWH JKW JKW R D G R WK WKH D G V R D OL W R FR WL DO OL W spell are 90% likely to be seen. In addi W R WKH RVH SR WV RP WKH H WH W D G DWWD WK D SH D W inside the area of these spells. Characters subject to spells cast by drow D H WHG D OL W R FR WL DO OL W VSH DGG D R V WR WKH VD J throws. If drow are attacking a target that is in the area of effect of a OL W R FR WL DO OL W VSH WKH V H D DGG W R D SH D W WR WKH DWWD rolls, and targets of drow magical attacks save at an additional +1. These penalties are cumulative (i.e., if both the drow and their targets are in the D HD R H H W R D OL W VSH WKH G R V H D SH D W WR WKH DWWD R V D G WKH WD JHWV JD D H D VH R WKH VH R V HJDW H H H WV R VW R J JKW R WKH G R WKH are 75% likely to leave an area of bright light, unless they are in battle. Light sources like torches, lanterns, magical weapons, or faerie re VSH V GR RW D H W G R DELWDW 6RFLHW Long ago, dark elves were part of the elven race that roamed the world’s forests. Not long after they were created, though, the H HV R G WKHPVH HV WR WR D D WR V R H R R J WKH WH HWV of evil, the other owning the ideals of good (or at least neutrality). A great civil war between the elves followed, and the sel sh elves who followed WKH SDWKV R H D G KDRV H H G H WR WKH GHSWKV R WKH HD WK WR the bleak, lightless caverns and deep tunnels of the underworld. These GD H HV H DPH WKH G R The drow no longer wish to live upon the surface of the earth. In fact, H KR H R WKH V D H H H VHH D G R W WKH GD H HV HVH W WKH H HV D G DH HV KR G R H WKHP D D D G V KHPH DJD VW WKRVH WKDW G H WKH V JKW Drow live in magni cently dark, gloomy cities in the underworld that few humans or demihumans ever see. They construct their buildings en tirely out of stone and minerals, carved into weird, fantastic shapes. Those few surface creatures that have seen a dark elf city (and returned to tell the WD H HSR W WKDW W V WKH VW R K K JKWPD HV D H PDGH R VR HW V DJPH WHG WR PD RSSRV J R H KR VHV D G PH chant families, all scrambling for power. In fact, all drow carry brooches V HG WK WKH V P R R WKH PH KD W R R H J R S WKH D H D HG with, though they hide these and do not show them often. The drow be lieve that the strongest should rule; their rigid class system, with a long D G RPS DWHG VW R W W HV D G S H RJDW HV V DVHG R WKH GHD
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They worship a dark goddess, called Lolth by some, and her priest HVVHV KR G H K JK S D HV VR HW 6 H PRVW G R S HVWV D H HPD H women tend to ll nearly all positions of great importance. Drow ghters go through rigorous training while they are young. Those who fail the required tests are killed at the program’s conclusion. That is why dark elf ghters of less than 2nd level are rarely seen outside DG R W Drow often use giant lizards as pack animals, and frequently take bug HD V R W RJ RG WHV DV VH D WV R W HV D H KD H V R H H JV cluding mind ayers, and drow are allied with many of the underworld’s evil inhabitants. On the other hand, they are constantly at war with many R WKH H JK R V H HDWK WKH HD WK G J G D HV R GD J RPHV (svirfneblin) who settle too close to a drow city. Dark elves frequently HHS V D HV R D W SHV G J SDVW D HV KR KD H D HG WR H S WR G R H SH WDW R V (FRORJ The drow produce unusual weapons and clothing with quasiPDJ D S RSH W HV 6RPH V HV D G HVHD KH V V JJHVW WKDW W V WKH strange radiation around drow cities that make drow crafts special. Others theorize that ne workmanship gives their wonderfully strong metals and superior cloth its unique attributes. Whatever the reason, it’s clear that WKH G R KD H G V R H HG VRPH D WR PD H WKH RWK J D G HDSR V WKR W WKH VH R PDJ H WV JKW WWH GHVW R V G R RWK RRWV HDSR V D G D PR :KH D WHP S RG HG WKHP V H SRVHG WR WKH JKW R WKH V H H V H GH D HJ V : WK G GD V WKH WHPV RVH WKH PDJ D S RSH W HV D G RW H RP J WRWD R WK HVV R D W D WV S RWH WHG RP V JKW HWD WKH VSH D S RSH W HV R G GD V H R H becoming normal items. If a drow item is protected from direct sunlight D G H SRVHG WR WKH DG DW R V R WKH G R GH R G R R H HH R W of every four, it will retain its properties inde nitely. Drow sleep poison, used on their darts and javelins, is highly prized W DGH V R WKH V D H +R H H WK V SR VR RVHV WV SRWH VWD W KH H SRVHG WR V JKW D G HPD V H H W H R R GD V D WH W V H SRVHG WR D R SR VR HPD V SRWH W R D HD HSW D RSH HG SD HW ULGHUV These strange creatures have the head and torso of a drow and the legs and lower body of a giant spider. Driders are created by the drow’s dark god GHVV :KH D GD H R D R H D H DJH D W HD KHV WK H H WKH JRG dess may put him or her through a special test. Failures become driders. GH V D H D H WR DVW D VSH V D R PD G R D VH R H SH GD They also retain any magical or clerical skills they had before transforma tion. A majority of driders (60%) were priests of 6th or 7th level before WKH H H KD JHG D RWKH G GH V H H PDJHV R WK WK R WK H H Driders always ght as 7 Hit Die monsters. They often use swords or D HV WKR JK PD D R V GH V D WH R G SR WV R GDPDJH and those bitten must save vs. poison with a –2 penalty or be paralyzed R W V Because they have failed their goddess’s test, driders are outcasts from WKH R RPP W HV GH V D H V D R GDR HR WK G K JH spiders (10% chance), rather than with drow or other driders. They are violent, aggressive creatures that favor blood over all types of food. They VWD WKH W PV W H HVV D W J R WKH JKW KD H WR VW H
Ettercap /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
+HD RRGHG R HVW 5D H 6R WD R SD V Any D RH Low (5-7) Nil Neutral evil
3R VR Traps (see below) Nil M (6’ tall) Elite (13)
Ettercaps are ugly bipedal creatures that get along very well with all types of giant spiders. These creatures of low intelligence are exceedingly cruel, H J D G D H V HG VHWW J W DSV H GHDG W DSV P K H WKH VS GH V WKDW R WH H D R G WKHP Ettercaps stand around six feet tall, even with their stooping gait and hunched shoulders. The creatures have short, spindly legs, long arms that reach nearly to their ankles, and large potbellies. The hands of ettercaps have a thumb and three long ngers that end in razor sharp claws. Their bodies are covered by tufts of thick, wiry, black hair, and their skin is dark and thick. Ettercaps’ heads are almost equine in shape, W WKH KD H D JH HSW D H HV V D RRG HG R R D G D JH fangs, one protruding downward from each side of the mouth. The PR WK WVH V D JH D G HG WK H VKD S WHHWK Ettercaps do not have a formal language. They express themselves WK R JK D RP DW R R K JK S W KHG K WWH J R VHV VK H V D G R H WD WR V RPEDW If caught in a battle, an ettercap rst strikes with its claws, caus ing 1-3 points of damage with each set. The creature then tries to bite its opponent, in icting 1d8 points of damage with its teeth and powerful jaws. A successful bite attack by an ettercap enables the monster to inject its victim with a powerful poison from the glands above the ettercap’s D JV The poison secreted by an ettercap is highly toxic and very similar to the poison of giant spiders. A creature injected with it must immedi ately roll a saving throw vs. poison. A failed roll means that the creature dies within 1d4 turns when the toxigen paralyzes the victim’s heart. 0D DG H W H V H H JHW WKH KD H WR D VH D V R G DJD VW HWWH caps because of the devious traps they use for protection. Ettercaps prefer to ambush unwary travelers and lead them into traps rather than ght WKHP D H WR D H Like spiders, ettercaps have silk glands located in their abdomen. The WK VW R J VW D GV R V H V H PDWH D WKHVH J D GV VH HWH D H VHG HWWH DSV WR R VW W H D R DWH W DSV PDGH S R HWV W S HV JD rotes, and anything else the monsters can make out of the strands. The traps are designed so that they often immobilize the adventurer who stumbles into it. If this is the case, ettercaps never hesitate to attack that character rst, trying to poison the victim before he escapes. Different ettercaps prefer G H H W W DS GHV J V VR H R WH V WK G H H W HWWH DSV VKR G H SRVH WKH DG H W H WR H W DSV HD K W PH
DELWDW 6RFLHW Ettercaps prefer to dwell in the deepest part of a forest, near paths that are frequented by game or travelers. The creatures’ nests are made of a frame of strands lled with rotting leaves and moss. The D V D H R WH R DWHG R WKH J R G W D D VR H R G S D JH sturdy trees. No treasure is to be found in ettercap lairs, but occasion D WHPV G RSSHG DG H W H V KR KD H D H WR HWWH DS W DSV D H R G HD Though usually only one ettercap is encountered at any time, on rare occasions a pair of ettercaps can be found together. The pairs encountered D H D D V PDWHG R S HV WKR JK WKH HPD H D G PD H DSSHD WR H GH tical. Ettercap young are abandoned as soon as they are born, so adults are H H H R WH HG WK R J (FRORJ An ettercap eats any meat, regardless of the type of creature from which it comes. Upon capturing a victim, the ettercap poisons it so it cannot escape; once the creature is dead, the ettercap immediately devours as much of the corpse as possible. Typically, an ettercap can con sume an entire deer or a large humanoid in a single sitting. Anything HPD J D WH WKH HWWH DS KDV JR JHG WVH V H W R V D H JH V Often (40%), 2d4 spiders of some monstrous type are found cooperat ing with an ettercap. The ettercap uses any giant spider webs available KH W GHV J V WV W DSV HDW HV HG D HWWH DS WKH H R D J D W VS GH D H VKD HG WK WKH VS GH VWHDG R H J GH R HG H W H WKH HWWH DS Ettercap poison is highly valued, partly because of its extreme toxic ity and partly because it is rather dif cult to obtain. An ettercap’s poison J D GV KR G R R HR H R SR VR DW D W PH W WK V R H V R WK S WR JS R WKH RSH PD HW
114
Eyewing /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
The Abyss (preferred) 5D H D G Any None known Low (5-7) Nil Lawful evil
Fl 24 (B) R
R H H Tears 6HH H R Nil L (15’ wingspan) Steady (12)
J WHD V
Eyewings are loathsome inhabitants of the Abyss. They are obedient, loy D D GG P SH H W VH WR V R WKH GD JRGV D G WKH PR H SR H P R V An eyewing’s body is a fat, egg-shaped ball covered with matted black fur. The 5-foot-wide body is supported by a pair of ve-foot-long leathery bat wings. Each wing is tipped with a set of three razor-sharp talons. An 8-foot-long rat’s tail dangles from the back of the body. The tail ends in a small, sharp spur. It has no feet and has never been known to land. The body is dominated by the single, bulging, 4-foot-wide eyeball. The eyeball is black with a blood-red pupil. A vile blue uid continuously leaks from the eye, soiling its fur. Great leathery eyelids squeeze this uid out and away from the creature. The stench is unbelievable. It gives off an acidic smell that scorches the sensitive tissues in other creatures’ noses D G PR WKV RPEDW An eyewing has two main forms of attack. The most common form is to use its claws and tail to strike its opponents. It can either swoop down on them, or hover and slash. Its second form of attack is to bomb its enemies with a large eyewing tear that is squeezed out of the large eyeball by the leathery eyelid. It has amazing control over the H HDVH R WKH WHD W KDV WKH VDPH KD H WR K W WK D WHD DV WK WV melee attacks. It releases a tear when it is within 100 feet of its target. It D GH H WK V DWWD K H KR H J R G J An eyewing tear is a one-foot-diameter ball of poisonous blue uid. The attack roll determines if the target dodged the tear. If the tear hits, the W P P VW R D V HVV VD J WK R V SR VR R V H G SR WV of damage (success means only 1d6 points of damage). The tears may also splash onto anyone within ten feet of the target. The attack roll for the splash attack is made with a –2 penalty. If someone is splashed, a saving throw vs. poison must be rolled; those who fail suffer 2d4 points of dam DJH K H WKRVH KR V HHG V H G SR WV R GDPDJH A tear hardens into a rubbery lump within 2d6 hours after being shed. The exact time depends upon the humidity, temperature, etc. Anybody KD G J D KD GH HG WHD P VW R D V HVV VD J WK R V SR VR R V H SR W R GDPDJH Eyewings have extremely acute vision that enables them to see with perfect accuracy for up to 25 miles. They also have infravision out to 120 feet. They are immune to all cold-based attack forms, as are their tears.
DELWDW 6RFLHW Eyewings are supernatural creatures that exist only to VH H WKH GD PDVWH V :KH H W WKR W R GH V WKH H RPH V JJ VK and listless. This should not be taken to mean that they are any less dan gerous. This listlessness is their expression of boredom, but nothing re H HV H H J R HGRP WH H WHD J DSD W R H W HDW HV Eyewings have no society as such. They do not have a culture. Their simple language consists of shrill squeaks. They understand other spo ken languages, but cannot speak them. When in the Abyss they are found only on layers that allow for ying. Their immunity to cold makes them at KRPH R D R WKH D H V DV H (FRORJ Eyewings are sexless creatures that are not a part of nature. They kill even when they’re not ordered to, just for the pleasure of it. Eyewings have been encountered on the moon, where there is no air to breathe and no water to drink. It is assumed that they do not need air or water. They have never been seen to eat; it is assumed by most who have studied them that they are sustained by magic. The more powerful creatures of the Abyss have no qualms about an eyewing snack should R H H HD W WKH D H RW WKH DW D S H R D HDW H
115
Feyr /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
)H U Urban 9H DH Loose band Night Emotions Low (5) Nil KDRW H
UHDW )H U Any 9H DH 6R WD Any Emotions High (14) Nil KDRW H
12, Fl 18 (B)
Fear Nil 10% S (2’ tall) Fanatic (18)
Emotion control Invisibility 40% M (7’ tall) Fanatic (18)
Feyrs (pronounced “fears”) are created from the remnants of ordinary JKWPD HV P HG WK HV G D PDJ D H H J HV D G R J brought to life by the strong emotions of a large group of people. They D H PRVW RPPR R G D JH W HV WKDW KD H D JRRG P H R mages, priests, and other spellcasters. Normal feyrs stalk the streets at JKW VHH J RWK J PR H WKD WR HDWH KD R * HDW H V R WKH RWKH KD G D H WKH RP DW R R HVVH H V D G PD H R G D KH H WKR JK WKH D H P K D H WKD WKH RPPR H V RPPR H V DSSHD DV K PSHG K K D HG HDW HV J P D G inhuman in appearance. Their hide is mottled and warped like the sur face of the human brain. The creature is supported by two main tentacles K K D W DV HJV D G D KD G R RWKH WH WD HG P V 0DVV H horizontal jaws line its underside, and the forepart of the beast has 1-5 eyes, usually the color of melted gold. The feyr’s hide is a sickly rainbow of shades, like light re ected off an oil slick. There are dull blues and D V D R J WKH RG SD H HGV D G PDJH WDV WR D G WKH KHDG D G GHDWK J HH V D G H R V D R J WKH H RPEDW The horizontal jaws of the feyr slung beneath its belly are the creature’s prime form of attack, in icting 1d4 points of damage for com mon feyrs, 2d6 points for great feyrs. The feyr does not use its jaws to eat, W DWKH WR VW H WH R WR WKH KHD WV R WKRVH KR W HVV WV VD DJH and bloody attacks. Those who witness the attack of either type of feyr P VW PD H D V HVV VD J WK R V VSHOOV R H R V PHG IHDU (as the spell of the same name). This IHDU D WV R G R GV R RPPR feyrs, and 2d6 rounds for great feyrs. This form of IHDU R DSS HV KH WKH HDW H DWWD V 0H H V JKW J D RPPR H GRHV RW VS H IHDU The great feyr has an additional power that can affect the emotions similar to the 4th-level wizard spell HPRWLR The range of this attack is D GV PD D H W D RRW RRW D HD D G WKH WH GHG WP P VW PD H D V HVV VD J WK R V VSHOOV at –2 or be affected. Only WKH HJDW H HPRW R V R IHDU DWH RSHOHVV HVV D G VDG HVV PD H DVW the great feyr. The great feyr may cast this spell and retain its L LVLELOLW RPPR H V D H V D G H WV JKW WKR JK WKH KD H R HD R W WKHPVH HV D G GR RW VHH VKH WH WK WKH RP J V R KHV WDWH WR H W H R W WKH D H VW D H D WH V S RPPR H V D VH D VD J WK R V VSH V DJD VW V JKW HDWHG PDJ VSH V V K DV FR WL DO OL W DGG W R WR WKH VWD GD G PDJ HV VWD H * HDWH H V D H D H WHG V JKW
DELWDW 6RFLHW Individual common feyrs are slain by the morning light. There are occasions when several common feyrs combine to form a great H K K DGG W R WR H J PP H WR WKH H H WV R WKH V VP K more intelligent. The greater feyr seeks to inspire even stronger emotions, K K W PD WKH VH WR VWD D H :K H RPPR H V GR RW W D H D RP WKH SR W R R J J HDW H V PD GH WD H R J W SV HG VW R J HPRW R D VWDWHV :K H D RPPR H PH H V R KHV WK R JK WKH H H J VKDGR V and fogs, looking for a collection of victims to terrorize and thereby enrich WVH R WKH HPRW R V D J HDW H KRRVHV WR DWWD K H L LVLEOH S D J WKH HPRW R V R RWKH V KH JKWH J HPRW R D VWDWHV D HDG S HVH W D GG J PR WD H JV PDG WK WH R D G HD :K H WKH J HDW H V RW D VKHG GD JKW W S H H V WR R DW JKW D G VHH V WR HW HDW WR D K GGH D G J GD JKW KR V S H H D VRPH D D GR HG D HD V K DV D R G KR VH D H R GH J R G VW W H (FRORJ RPPR H V D H HDWHG WKH HPRW R V R D JH PDVVHV of people, and great feyrs by compilations of lesser feyrs. The raw ma WH D V R V K HDW HV PD H R G D D VHWW HPH W D G KH WKH H V DGG W R D WH V R WKH D WKH H V VWD DW JKW W HV GH V HJH WR V G GHG D HV R D V RSS HVVHG SHRS HV D G VHWW HPH WV D J GH D PH HVV V PPH KHDW D H D SRVV H HHG J J R GV R H V * D G D G DW K WV D H V D more than suf cient to handle the common feyrs, as those feyrs attack D WK J WKDW PR HV W WKH PR H GD JH R V J HDW H V P VW H GHD W with by a wizard or similar high-level individual, who can both with VWD G WKH DWWD R WKH H D G G VSDW K W
116
Fish )LVK D D
09 6
WR
7 + +
D S *D W
6
WR
+
Cat sh, Giant
6
WR
+ + +
Dragon sh Eel, Electric Eel, Giant Eel, Marine
6 6 6 6
Eel, Weed *D * D W Ixitxachitl
6 6 6
Lamprey Lamprey, Giant Lamprey, Land 0D WD 5D
6 6 6
3 H *D W 3 D KD 3 D KD * D W 3 J 5D Quipper 6HD +R VH * D W
6 6 6 6 6 6
½ WR
6KD
6
WR
6KD
GD
*D W
3
6
WR
WR
+
RI
PJ
WW
Average (9)
Average (9)
+
Unsteady (5) Unsteady (7) Average (8) Average (9)
+ + +
KS
+
+ +
Unsteady (6) Average (10) Elite (13)
R
R
G
½
WR
0RUDOH Steady (11)
+ +
R + +
R
+
+ + +
+ +
6
Unsteady (7) Average (9) Unsteady (7) Elite (13)
Average (8) Unsteady (6) Average (10) Unsteady (5) Unsteady (6) Average (10) Average (10)
+ + +
+ + +
+ 6W J 5D
WW
Steady (11)
Unsteady (5)
Giant sh are a diverse group of creatures with varying attack and defense DSD W HV 0D R WKHVH HDW HV D H D H WR V D R W PV KR H 6 D R HG W PV WD H R PD WH GDPDJH 9 W PV WD H SR W R GDP age per round from the sh’s digestive juices and have a 5% cumulative chance per round of suffocating. To escape the sh’s stomach, a victim can cut free with a sharp-edged weapon. The victim may be rescued by cutting or tearing from the outside. When the sh has lost 50% of its hit SR WV WKH W P HD V HH
3 9DOXH + + + + + + + + + + + +
R PD + + + + +
H H H H DPS
+ + + + + + + + + + + + + + +
DUS LDQW Giant carp attack by biting, in icting 2-20 points of damage with their sharp, curved teeth. Additionally, if an attack causes 12 or more points of GDPDJH WKH D S V D R V WV WP Cat sh, Giant A giant cat sh bites for 3d4 points of damage. It swallows it prey if its attack roll is 4 points more than it needed. The sh can employ its feelers as weapons by whipping its head back and forth. These feelers secrete a toxin that causes 2d4 points of damage. A save vs. poison limits the dam age to 1d4 points. Two additional opponents can be attacked if they are WK D JH R WKH HH H V
DUUDFXGD The rst clue that barracuda are in the area might be a sudden pain in the RRW DV WKH PD D GH V PV D G WHV R D H WH GH WRHV
117
Fish Dragon sh Dragon sh bite for 1-6 points of damage. However, most adventurers stumble across these creatures. These encounters cause 1d6 of the sh’s VS HV WR SH HW DWH RRWV D V J SR W R GDPDJH DS H H H R H V DS ping off in the wound. The spines’ poison is slow-acting, and creatures injected with the toxin must make a saving throw vs. poison at a –4 or dies. If successful, the character suffers a –2 SH D W R D DWWD R V R WKH H W G KR V (HO (OHFWULF An attacking eel discharges a jolt of electricity with a 15-foot, radial range. HDW HV HVV WKD HHW RP WKH HH V H G SR WV R GDPDJH HD W HV WR HHW D D H H H G SR WV D G D RWKH V D JH V H G points. An eel must recharge itself for an hour between attacks. (HO LDQW Giant eels have no electrical discharge attack. Instead, they attack with their teeth. Since they strike with amazing speed, giant eels receive a +1 R V WR W DW H R V (HO 0DULQH Marine eels have an electrical discharge with a range of 15 feet; creatures less WKD HHW RP WKH HH V H G SR WV R GDPDJH WKRVH WR HHW D D H H H G SR WV D G D RWKH V D JH V H G SR WV 9 W PV P VW roll a saving throw vs. paralyzation or be stunned for a number of rounds H D WR WKH GDPDJH WKH V VWD HG RP WKH H H W D VKR (HO :HHG The bite of the weed eel is poisonous: victims failing a saving throw vs. SR VR G H G R GV DU LDQW The gar attacks with its teeth, in icting 8d4 points of damage. On a score of 20, the gar swallows its victim whole. On average, a giant gar can swal low an object up to 5 feet long. , LW DFKLWO The ixitxachitl (icks-it-ZACH-it-ul) are an intelligent race of evil manta rays. For every 10 encountered, there is a 2nd-level priest. For every 20, there is a 3rd-level priest. For every 50, there is a 2 + 2 Hit Dice 5th-level priest. If there are more than 50, there is a 4 + 4 Hit Dice 8th-level priest HDGH D G W R +W H WK H H S HVW J D GV 6SH VSKH HV clude Charm, Divination, Elemental (water), Healing, Necromantic, Pro tection, and Sun (darkness only). For every 20 encountered there is a 50% KD H WKDW R H V D DPS W D KW WK GR H + W H WKDW G D V R H H H SH K W D G HJH H DWHV SR WV SH R G /DPSUH The lamprey feeds by biting its victims, and fastening itself by its sphinc ter-like mouth. Once attached, the lamprey drains 2 hit points per Hit Die R RRG R WKH H W D G V HVV H R GV 6HD DPS H V D H HVSH D susceptible to re, making their saving throws against re-based attacks WK D SH D W /DPSUH /DQG Land lampreys feed as do aquatic ones. Once attached (a hit for 1 point of GDPDJH W G D V RRG R WK HH R GV HVV HG R HPR HG R 1 point of damage per round. In addition, while attached to a character, each lamprey encumbers an individual; this is equivalent to a loss of 1 SR W R H WH W SH DPS H DWWD KHG 0DQWD D If the manta’s attack roll is 2 or more greater than the number needed to hit, it swallows its prey. A manta ray can swallow one man-sized creature or three small-sized creatures. If opponents attack its rear, it uses its sting er for 2-20 points of damage and a save vs. paralyzation or be stunned for R GV
3LNH LDQW Because of their speed and natural camou age, a pike’s opponents suffer D SH D W WR WKH V S VH R 3LUDQKD Piranhas travel in schools of 5-50. There is a 75% chance that at least one will attack any creature that swims or wades near the school. If they at WD D G RRG V G D WKH H W H V KRR JRHV H VH D G HD K S D KD attacks twice per melee round. Up to 20 piranhas can attack a single, mansized individual simultaneously. 3LUDQKD LDQW * D W S D KDV HKD H H WKH VPD H R WH SD WV tack a single, man-sized individual simultaneously.
WR
D DW
3XQJL D Any creature stepping on a pungi must save vs. poison or die. A footstep on a pungi ray equals one attack; if a creature fell on a pungi ray it would suffer 2-8 spinal attacks. If attacked, it swims away. 4XLSSHU Quippers are fresh water piranhas that live in colder waters. 6HDKRUVH LDQW A sea horse attacks with a head butt, but a sea horse trained as a steed can use its long tail to constrict and restrain enemies. A captured opponent can free itself with a open doors roll made with a –1 penalty. The tail of a J D W VHD KR VH V VR R J W D DWWD WKH VDPH RSSR H W WV KHDG WWV R the one its rider is attacking. The constriction causes no damage, but the VHD KR VH D VW WW WKH KH S HVV WP 6KDUN 6KD V DWWD PH HVV DW WKH V H W R RRG K K WKH D GHWH W D mile away. The scent of blood and the thrill of the kill sends sharks into a feeding frenzy. Since sharks move up, take a bite of esh, and retreat, 10 normal-sized sharks can attack a man-sized opponent. 6KDUN LDQW The huge megalodons (giant sharks) never reach a frenzy, since they can V D R PRVW HDW HV KR H R D DWWD R J HDWH WKD P P P P H HHGHG WR K W 6WLQJ D If a creature steps on a sting ray, it lashes out with its tail spine. The crea ture must save vs. poison or be paralyzed for 5-20 turns.
118
Frog /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
LDQW Any fresh water Uncommon 3D Any D RH Non- (0) Nil Nil
.LOOHU Any fresh water 9H DH 3D Any D R H Non- (0) Nil Nil
6
6
3RLVRQRXV Any fresh water 5D H 3D Any Insectivore Non- (0) Nil Nil
6
+ + Tongue and swallow whole Nil Nil T-M (2’-6’ long) Average (8) + + +
Nil Nil Nil S (3’ long) Unsteady (6)
Nil 3R VR Nil T (6”-1’ long) Unsteady (6)
LDQW )URJV Giant frogs resemble their more common relatives in everything but size. Their enormous size means that they consider larger creatures as a source of food, making small creatures and even demihumans possible prey. A J D W RJ D D JH RP WR HHW H JWK D G H JK HW HH D G 250 pounds (a 2-foot frog weighs 50 pounds, adding 50 pounds for each additional foot of length). Frogs with 1 Hit Die are 2 feet long, while those WR HHW R J KD H + W H D G WKRVH R H HHW R J KD H + W H The distance that a giant frog can jump is based upon its weight, with the maximum jumping distance for a 50-pound frog being 180 feet. Sub tract 20 feet for every additional 50 pounds the frog weighs. A giant frog cannot jump backward or directly to either side, but can leap 30 feet VW D JKW S
upon a frog that has swallowed a creature whole has a 33% chance of also being in icted on the swallowed victim. Giant frogs fear re and always retreat from it.
RPEDW Because of its camou aging color, a giant frog surprises oppo nents easily (-3 penalty to opponents’ surprise rolls) when in its natural habitat. A giant frog uses its long, sticky tongue to entrap its victim. The tongue is equal in length to three times the frog’s length and strikes with a +4 bonus to the attack roll. The tongue in icts no damage when it hits. Once a victim is caught by the frog’s tongue, it has one chance to hit the tongue before the frog attempts to reel it in. If the tongue is hit, the frog releases the victim and does not attack that creature again. Otherwise, the W P V HH HG If the victim weighs less than the frog, it is dragged into the frog’s mouth in the same round it attacked and missed striking the tongue. If WKH HDW H H JKV PR H WKD WKH RJ D H W D R G V H HG R WKH frog to draw the creature in. This grants the victim another opportunity to hit the tongue. Any creature weighing more than twice the frog’s weight D RW H S HG WKH RJ D G V H HDVHG R WKH WK G R G D WH W DV D JKW H H WKH WR J H V H H VW Once the victim has been drawn to the frog’s mouth, the frog attempts to eat it. If the giant frog successfully bites its victim in the rst round the creature is in range, it automatically scores maximum damage. Frogs with + W H WH R SR WV R GDPDJH WKRVH WK + W H SR WV and those with 3 Hit Dice in ict 2-8 points of biting damage. On an attack roll result of 20, the frog can swallow whole any creature shorter than 3 feet long. Any creature swallowed whole has a chance to W WV D R W R WKH RJ WK D VKD S HGJHG HDSR W P VW R D DW tack roll result of 18 or better. A victim has only three rounds to escape be fore asphyxiating. A successful escape kills the frog. Any damage in icted
3RLVRQRXV )URJV A rare type of normal frog, this breed secretes a contact poison from its skin, as well as with its bite. The weakness of the poison gives all victims a +4 bonus to their saving throws. Due to its weakness and the dif culty of R H W J W WKH H V R PD HW R WK V SR VR
DELWDW 6RFLHW Giant frogs live in groups but don’t have any real so cial structure. They are aggressive hunters and eat insects, sh, and small mammals. Large aquatic predators such as giant sh and giant turtles of WH S H SR WKHP .LOOHU )URJV This smaller version of the giant frog attacks with sharp teeth and front WD R V :K H W GRHV RW V D R W PV KR H WKH H RJ V D R V hunter and is especially fond of the taste of human esh.
119
Fungus /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
9LROHW 6 WH D HD 5D H 0 W H D Any 6 D H JH Non- (0) Nil Neutral
6KULHNHU 6 WH D HD RPPR 0 W H D Any 6 D H JH Non- (0) Nil Neutral
3K FRPLG 6 WH D HD 5D H 0 W H D Any 6 D H JH Unratable Nil Neutral (evil)
VFRPRLG 6 WH D HD 9H DH 0 W H D Any 6 D H JH Unratable Nil Neutral (evil)
DV 6SRUH 6 WH D HD 5D H 0 W H D Any 6 D H JH Non- (0) Nil Neutral
2-8 (2d4) 12 (see below)
6HH H R 6HH H R Nil Nil M (4’-7’) Steady (12)
Nil Nil Noise Nil M (4’-7’) Steady (12)
Infection 6HH H R Nil T (2’ dia.) Elite (14)
6HH H R Spore jet 6HH H R Nil M to L (5’-10’ dia.) Champion (15)
KS 6HH H R 6HH H R 6HH H R Nil M (4’-6’dia.) Average (8)
J D H HG H D G R R VVH V R V GH VRPH WR H GH R V 0D Pigs are used to hunt for truf es, an underground fungus that grows near tree roots and gives food a piquant avor. No one has as yet managed to cultivate truf es—an enterprising botanist could make a mint by learning WR J R WKHVH 0 VK RRPV WKH W J RG R D RWKH GH J R G J V D VRPHW PHV H HDWH W D H VR SR VR R V WKDW WKH R H P VK RRP hunter is allowed but one mistake in picking. The mycelium producing D V J H P VK RRP P JKW H WH G H HDWK WKH J R G R VH H D HHW D G H WR Medicinally, green molds (such as penicillium) can be used as folk rem HG HV R D R V D WH D H WR V
Fungi are simple plants that lack chlorophyll, true stems, roots, and leaves. Fungi are incapable of photosynthesis and live as parasites or VDS RSK WHV 2UGLQDU )XQJL Ordinary fungi are well known to man: molds, yeast, mildew, mushrooms, and puffballs. These plants include both useful and harmful varieties. RPEDW Ordinary fungi do not attack or defend themselves, but they are proli c and can spread where unwanted. Adventurers who have lost rations to mold or clothing to mildew have KDG S HDVD W H R WH V WK J DELWDW 6RFLHW The bodies of most true fungi consist of slender cottony laments. Anyone who wishes to see this for himself need only leave a damp piece of bread in a cupboard for a day or two. Examining the black mold on the bread with a magnifying glass will show off not only the la ments, but also the spore bodies at the top of these. The spores are what J HV PR G WV R R 0RVW J HS RG H DVH D H G VR GG J DJPH tation, or spores. Those that reproduce sexually alternate a sexual gen eration (gametophyte) with a spore-producing (sporophyte) one. Fungi grow best in dark, damp environments, which they can nd all too easily in a kitchen cupboard, backpack, or boot. A warm environment V S H H HG VRPH V K DV HDVWV D G H WD PR GV W H HVV H KHDW V J 3 RSH VWR DJH D G HD HVV D H VHG WR D R G PRVW R G D J (FRORJ Fungi break down organic matter, thus playing an important SD W WKH W RJH H GH RPSRV J GHDG R JD VPV WR DPPR D : WKR W WKH D W R R P VK RRPV D G D HW J VR H H D R G RW WD H S D H DV HDG DV W GRHV Fungi are also useful to man for many purposes. Yeasts are valuable as H PH W J DJH WV D V J HDG D G H J HV HH V D G D HV H tain molds are important for cheese production. The color in blue cheese is D PR G WKDW KDV HH H R DJHG WR J R WK V VHP VR W KHHVH
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Fungus V
An alchemist expert in the ways of fungi can produce a variety of useful VWD HV RP WKH D W R R D R V PDWH D V
VFRPRLG Ascomoids are huge, puffball-like fungi with very thick, leathery skin. They move by rolling.
9LROHW )XQJXV Violet fungus growths resemble shriekers, and are usually (75%) en countered with them. The latter are immune to the touch of violet fun gi, and the two types of creatures complement each other’s existence. RPEDW Violet fungi favor rotted animal matter to grow upon. Each fun gus has one to four branches with which it ails out if any animal comes within range (see following). The excretion from these branches rots esh R H R G HVV D V HVV VD J WK R V SR VR V R HG R D F UH GLVHDVH spell is used. The branch length of this fungi depends upon the fungi’s size. Violet fungi range from four to seven feet tall, the smallest having one-foot-long branches, the ve-foot-tall fungi having two-footlong branches, and so on. Any sized growth can have up to four branches. 6KULHNHU Shriekers are normally quiet, mindless fungi that are ambulatory. They D H GD JH R V WR G JHR H S R H V H D VH R WKH KH VK D HW WKH PD H RPEDW Light within 30 feet or movement within 10 feet causes a shrieker to emit a piercing shriek that lasts for 1-3 rounds. This noise has a 50% chance of attracting wandering monsters each round thereafter. DELWDW 6RFLHW They live in dark places beneath the ground, often in WKH RPSD R R HW J :KH WKH VK H H V DWW D W R V G JHR G H HV WKH VK H J WKH R HW J D H D H WR WKHP WK WKH D KHV HD J S H W R R JD PDWWH R WKHVH VDS RSK W H R PV WR HHG R (FRORJ Purple worms and shambling mounds greatly prize shriekers as food, and don’t seem to mind the noise while eating. 6K H H VSR HV D H D PSR WD W J HG H W SRW R V R S D W R W R 3K FRPLG The algae-like phycomids resemble brous blobs of decomposing, milk-colored matter with capped fungi growing out of them. They ex ude a highly alkaline substance (like lye) when attacking. RPEDW These fungoid monsters have sensory organs for heat, sound, D G DW R V R DWHG VH H D VWH V :KH SK RP GV DWWD WKH extrude a tube and discharge the alkaline uid in small globules that have D D JH R G HHW In addition to alkaline damage, the globs that these creatures discharge might also cause victims to serve as hosts for new phycomid growth. If D W P D V D VD J WK R V SR VR WKH G G D HJ V WR VS R W mushroom-like growths in the infected area. This occurs in 1d4 + 4 rounds and in icts 1d4 + 4 points of damage. The growths then spread through R W WKH KRVW RG J W G W V D GW J W WR D H phycomid. A F UH GLVHDVH VSH VWRS WKH VS HDG WK R JK WKH KRVW
RPEDW At rst, an ascomoid’s movement is slow—3 for the rst round, 6 the next, then 9, then nally 12—but they can keep it up for hours without W J Ascomoids attack by rolling into or over opponents. Small- and me dium-sized opponents are knocked down and must rise during the next R G R HPD S R H The creature’s surface is covered with numerous pocks which serve as sensory organs. Each pock can also emit a jet of spores to attack dan gerous enemies. Large opponents or those who have in icted damage upon the ascomoids are always attacked by spore jets. The stream of spores is about one foot in diameter and 30 feet long. Upon striking, the stream puffs into a cloud of variable diameter ( ve to 20 feet). The HDW HV GH DWWD P VW R D V HVV VD J WK R V SR VR R die from infection in their internal systems in 1d4 rounds. Even those KR VD H D H GHG D G KR HG WR V K D H WH W WKDW WKH H H 1d4 rounds to recover and rejoin melee. Meanwhile, they are nearly KH S HVV D G D DWWD V SR WKHP JD D R V WR DWWD R V WK R VK H G R H WH W R VHV D R HG H H W W SHV R HDSR V D H W WKH DV RPR G G H H W 3H J HDSR V V K DV VSHD V V R H GR H GDPDJH 6KR WH VWD bing weapons do damage as if against a small-sized opponent. Blunt weapons do not harm ascomoids; slashes and cuts from edged weapons cause only 1 point of damage. An ascomoid saves against magical attacks, such as magic missiles, reballs, and lightning, with a +4 bonus to the saving throw; damage is only 50% of nor mal. (Cold-based attacks are at normal probabilities and damage.) As these fungi have no minds by ordinary standards, all spells af fecting the brain (F DUP ( 3 etc.), unless speci c to plants, are VH HVV DV 6SRUH At any distance greater than 10 feet, a gas spore is 90% likely to be mis taken for a beholder. Even at close ranges there is a 25% possibility that WKH HDW H V VHH DV D HKR GH R D JDV VSR H KDV D D VH H W D H H and rhizome growths atop it that strongly resemble the eye stalks of a HKR GH RPEDW If the spore is struck for even 1 point of damage it explodes. Ev ery creature within a 20-foot radius suffers 6d6 points of damage (3d6 if a VD J WK R V D GV V V HVV If a gas spore makes contact with exposed esh, the spore shoots tiny rhizomes into the living matter and grows through the victim’s system within one round. The gas spore dies immediately. The victim must have D F UH GLVHDVH VSH DVW R K P WK KR V R G H VS R W J G JDV VSR HV
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Galeb Duhr /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Any mountain 9H DH Family D 6SH D Very (11-12) Q (×3), X Neutral
+
+
R 6HH H R 6HH H R 20% L (8’-12’ tall) Fanatic (17) + + +
The galeb duhr is a curious boulder-like creature with appendages that act as hands and feet. These intelligent beings are very large and slowmoving. They live in rocky or mountainous areas where they can feel the HD WK SR H D G R W R WKH R V D R G WKHP A typical galeb duhr is from 8 to 12 feet tall. When not moving it looks H SD W R WKH WH D W HV RPEDW *D H G K D H D VR WD HDW HV S H H J WR H WK D H R WKH R G D G R H R D RWKH G G J HD WK H HPH WD V :KH DSS RD KHG D JD H G K V D H WR D R G WKH H R ter by disappearing into the ground. If chased or otherwise irritated, however, a galeb duhr does not hesitate to ght the intruder. *D H G K D DVW WKH R R J VSH V DV WK H H PDJHV R H SH GD PR H HDUW VWR H V DSH SDVV DOO WUD VP WH URFN WR P G D G DOO RI VWR H They can cast VWR H V DSH DW They can animate 1-2 boulders within 60 yards of them (AC 0; MV 3; HD 9; Dam 4d6) as a treant controls trees. Galeb duhr suffer double damage RP R G DVHG DWWD V D G VD H WK D SH D W DJD VW WKHVH DWWD V They are not harmed by lightning or normal re, but suffer full damage from magical re (though they save with a +4 bonus against re attacks). DELWDW 6RFLHW *D H G K WKR JKW WR H DW H WR WKH H HPH WD S D H of Earth, are sometimes encountered in small family groups in mountain R V HJ R V R WKH 3 PH 0DWH D S D H It is not known how (or whether) galeb duhr reproduce, but “young” JD H G K KD H R DV R D HH HSR WHG WKRVH VSH PH V H R tered being a smaller size than normal. :K H JD H G K VHHP WR KD H R V H W H D R H J R G WKH are known to collect gems, which they nd through their passwall ability. They sometimes have small magical items in their possession, evidently WD H RP WKRVH KR DWWD HG WKHP WR WD H WKH JHPV
The “music” of the galeb duhr often provides the rst evidence that WKHVH HDW HV D H HD D G V D WKH R H GH H DV WKH VR D H JD H G K D H WR SDVV WR WKH J R G KH WKH HH WKH DW R V R DSS RD K J V WR V Sitting together in groups, the galeb duhr harmonize their gravelly voices into eldritch tunes; some sages speculate that these melodies can cause or prevent earthquakes. Others argue that the low rumbling pro G HG WKHVH HDW HV V D R P R D J WR RWKH V WKH J R S W WKH H V R R V H H GH H H WKH D (FRORJ *D H G K KD H R DW D H HP HV RWKH WKD WKRVH KR D H WKH JHPV WKH R H W *D H G K HDW R SHH J J D WH WR RWKH types, and disdaining any sedimentary type. The rocks they eat become part of the huge creatures; such a meal need take place only once every W R R WK HH PR WKV HV GHV WKH JHPV WKDW WKH D WK WKHP JD H G K D H H WR R KH H PD RWKH JHPV D H DV H DV H V R S H R V PHWD V V K DV JR G V H D G S DW P WKR JK JD H G K VHHP WR KD H R terest in these minerals for themselves. A few powerful mages have been able to bargain with the galeb duhr for this information. This is a dif cult agreement to consummate, for the galeb duhr are valiant ghters, and usually have no dif culty in escaping from any harm if they are inclined to do so. Further, the galeb duhr are territorial, and would be irritated at D DWWHPSW WR PD H VH R WK V R HGJH WKH W In some strange way, galeb duhr feel responsible for the smaller rocks D G R GH V D R G WKHP P K WKH VDPH D WKDW D W HD W HH V H sponsible for trees in its neighborhood. A traveler who disturbs the area HD D JD H G K GRHV VR DW K V R SH
122
Gargantua /,0 7( 7(
,1
) (4 (1 2 1,= 7,21 7,9( 7,0( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
HSWLOLDQ DUJDQWXD Tropical and V W RS D V D GV 5D H 6R WD R PDWHG SD Night 6SH D Low (5-7) Nil KDRW H WD
XPDQRLG DUJDQWXD Tropical and subtropical islands, jungles, and mountains 9H DH 6R WD R PDWHG SD Any Omnivore Low (5-7) Nil KDRW H WD
6
6HH H R 5HJH H DW R Nil G (100’-200’ tall) Elite (14)
,QVHFWRLG DUJDQWXD Tropical, subtropical, and temperate PR WD V 5D H 6R WD R PDWHG SD Any Omnivore Low (5-7) Nil KDRW H WD
6, Fl 36 (E)
Trample 5HJH H DW R Nil G (80’-100’ tall) Elite (14)
Gargantua are truly monstrous species, both in size and ferocity. Whether WKH D H WK R D V WR D RWKH DJH D H DW R V R DW D S R HVVHV R results of crazed magical experiments is unknown. *D JD W D DSSHD PD G H H W R PV W PRVW HVHP H J JD W humanoids, insects, and reptiles. Of these three types, the most common is D VR WKH D JHVW D G PRVW GD JH R V WKH HSW D JD JD W D The reptilian gargantua is so immense that it dwarfs virtually all of the world’s creatures. Some reptilian gargantua move on all fours. Most, KR H H D H SHGD V SSR WHG W R PDVV H HJV D J WKH GWK of the largest tree trunks. The creature’s body is thick and bulky. Rocky V D HV V D GD J HH WK D D H WV R H W RP KHDG WR WRH Its smooth belly is a lighter shade of green. Certain rare types have mot W HG V D HV VKDGHV R R JD D G H R Its hands are almost human, though each of its four, long ngers ends in a hooked claw. Its feet are at and broad, with webbed toes. The toes also end in hooked claws, but they’re shorter and thicker than those on its ngers. A bony ridge stretches from the base of its neck, down along its VS H D G H WH G J WKH H JWK R WV PPH VH WD The head of the reptilian gargantua is somewhat small in proportion to its body. It has two glaring eyes, usually gold or bright red. Its nostrils are ush with its head, and its ears are twin triangular projections resembling tiny wings. Its mouth is a wide slash that nearly bisects its entire head and V HG WK R V R R J D JV The reptilian gargantua cannot speak, but it emits deafening roars that sound like the trumpeting of a bull elephant ampli ed a thousandfold. It D HDWKH RWK D D G DWH RPEDW Although it has some degree of intelligence, the actions of the HSW D JD JD W D D R J WK WKH D W R V R PRVW JD JD W D D H WKRVH of mindless brutes bent on destruction for destruction’s sake. It attacks WK V HHS J D HV R WV R W D V D G J J WHV RP WV SR H ful jaws. If moving upright, it can trample victims for 10-100 (10d10) hit points of damage. It continually sweeps the ground with its massive tail, swinging 90 feet behind it and to each side. Any creature within range R WKH WD P VW PD H D V HVV VD J WK R V GHDWK R V H (8d10) hit points of damage. A rampaging reptilian gargantua is all but oblivious to its surroundings, crushing everything—and everyone—in its path. The ground trembles GH WV H JKW KH W D V 6 H D J HD WK D D V R HVKDGR V WV DSSHD D H W H H D V S VH WV S H :KH V PP J D HSW D JD JD W D V V P D KD G DSSHG DV WV DSSHD D H V D D V S H HGHG
6HH H R 5HJH H DW R Nil G (60’ long) Elite (13) + +
by swirling waters or crashing waves. Additionally, its immense size makes it easy to spot from a distance. Furthermore, the squealing roars WKDW D RPSD WV H H D W R PD H W W D PSRVV H WR J R H The reptilian gargantua’s tough hide gives it an Armor Class of 2, form J D VW R J GH H VH DJD VW PRVW SK V D DWWD V :KH W GRHV V H GDPDJH WKH HDW H D HJH H DWH K W SR WV SH R G Fortunately, reptilian gargantua seldom bother humans. But their PHPR HV D H R J D G WKH DSSHW WH R H H JH V HD P W HVV + PD V KR DWWD HSW D JD JD W D G VW WKH D V R RWKH VH S R voke the creatures will nd themselves relentlessly pursued—even it means the gargantua must cross thousands of miles of ocean. This creature’s hunger for revenge is seldom satis ed until it has thoroughly ravaged its attackers’ villages. Sometimes, entire provinces will be laid to ruin. The surest way to provoke the wrath of a reptilian gargantua is to threaten its offspring. Adult gargantua have remarkable mental bonds WK WKH R J H D J WKHP WR R DWH WKH R J WK S SR W D D DW D P WHG D JH In spite of their reputation as mindless destroyers, reptilian gargan W D D W D SRVVHVV D V PS H HPSDWK WKDW H D HV WKHP WR VH VH WKH emotions and desires of others, albeit on a primitive level. They seem to VW W H R K K HDW HV HD WKHP D G G H W WKH DW WD V D R G J DELWDW 6RFLHW A few reptilian guargantua make their home on the oors of subtropical oceans. Most, however, live on remote tropical is lands, far from civilized lands. Such islands are scattered throughout the oceans of Kara-Tur, with most of them uncharted. The most notable ex ception is the Isle of Gargantua, one of the Outer Isles off the southwestern tip of Wa. This island is inhabited entirely by gargantua of various types. Explorers in the arctic regions of Kara-Tur once found a maturing rep tilian gargantua frozen in a block of ice. The explorers built a massive sled to haul their discovery back to civilization. The ice began to thaw en route, reviving the creature. The gargantua shattered the melting ice R VKHG K V DSWR V D G P H HG WR WKH PR WD V Any grotto or cave that provides shelter, privacy, and suf cient room to house a reptilian gargantua can serve as its lair. Fiercely territorial, a HSW D JD JD W D D G WV DP V D D P D D HD R VH H D V D H P HV DV WKH SH VR D S RSH W GH H G J W DJD VW D D G D W G H V 6 H WKH H HV D H VH V W H WR JKW JKW WKH HDW HV VSH G PRVW R WKH GD V HHS J WKH D V H RP J D W H DW JKW WR VHD K for food and patrol their territory. Their thunderous roars make their
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Gargantua S HVH H R WR D 5HSW D JD JD W D GR RW R H W W HDV H R D RWKH WHPV Reptilian gargantua live several hundred years. They choose mates WK D H HD V R HD K J PDW W D G HPD WK WKHP R WKH HVW of their lives. A female reptilian gargantua gives birth to a single offspring once per century. The birth of a reptilian gargantua is marked by shatter J WK GH VWR PV WKDW R WKH V HV R H WKH WH WR R WV SD H WV R GD V An immature reptilian gargantua stands about 20-40 feet tall. It also has 10 HD (THAC0 11) and a movement rate of 12 (Sw 9). A youngling’s claws in ict 1-10 hit points of damage each, and its bite in icts 2-24 (2d12) hit points of damage. Its tail—not nearly as formidable as an adult’s—sweeps the ground in an arch reaching 20 feet behind and to both sides, in icting 3-18 (3d6) points of damage to all victims who fail their save vs. death. (FRORJ The reptilian gargantua is an omnivore. It primarily eats plants, swallowing whole trees in a single gulp. But it also enjoys living prey of all varieties. It can even dine on minerals, gems, and other inorganic sub VWD HV W PHV R V D H HJHWDW R D G JDPH Reptilian gargantua shun the company of other creatures. They espe D G V H RWKH W SHV R JD JD W D K K VRPHW PHV RPSHWH WK WKH HSW D R V V R WKH VDPH WH WR 5HSW D JD JD W D KD H W R S RSH W HV VH WR K PD V • The petal of any ower that grows in the footprint of a reptilian gar JD W D D VH H DV D RPSR H W R D SRWLR RI UR W Such a ower must grow naturally in the footprint; it cannot have been planted there by a K PD R RWKH WH JH W H J • As noted above, thunderstorms occur when a reptilian gargantuan is born. If a dead creature of any kind is struck by a lightning bolt from such D VWR P WKH R W D WV DV D UHV UUHFWLR VSH XPDQRLG DUJDQWXD Humanoid gargantua are the least intelligent type. They resemble gigan W K PD V VRPH KDW D WK RSR G D D WK VWRRSHG VKR GH V R J arms, and jutting jaws. Long, greasy hair dangles about their shoulders, though a few humanoid gargantua are completely bald. They stand 80 to HHW WD D G D H VRPHW PHV R H HG WK D R R JR GH Their skin color ranges from pale pink to dull yellow to deep black. They KD H W RVHV K JH HD V D G JKW H HV K K D H V D R R HG 6 J H H HG K PD R G JD JD W D D VR D H PR HG WR H VW + PD R G JD JD W D KD H R D J DJH R WKH R W H D VH R WKH VW R J HPSDWK WK K PD V WKH D H D H WR RPS HKH G VKR W phrases of human languages 25% of the time. The movements and other D W R V R K PD R G JD JD W D D H W S D D RPSD HG WK GH R V H R JD GJ W J The creature attacks with its two sts for 4-40 (3d10) hit points of dam age each. It seldom uses weapons or tools, since its blunt ngers manipu late these objects with dif culty. However, reports exist of humanoid gar gantua wielding trees like clubs. The creatures also can make trampling attacks on anyone (or anything) who comes underfoot, causing 10-100 (10d10) points of damage. Humanoid gargantua regenerate hit points at WKH DWH R SH R G Like reptilian gargantua, humanoid gargantua possess a simple empathy that enables them to sense the basic emotions and desires of others. Unless K J WKH WH G WR D R G HDW HV KR WH G WKHP R KD P K H D W H VHH J R W D G S V J WKRVH WK KRVW H WH W R V Humanoid gargantua live in valleys, in suitably sized caves in remote, jag ged mountains, or on their own islands, far from civilized regions. They col H W R W HDV H VSH G J PRVW R WKH W PH HDW J D G V HHS J They live for several centuries, and mate for life. Once every hundred HD V R VR D HPD H K PD R G JD JD W D J HV WK WR R VS J An immature humanoid gargantua is about 20-30 feet tall. It has 8 HD (THAC0 13) and a movement rate of 15. Its sts in ict 1-10 points of dam age each. It cannot make trampling attacks.
124
These monsters peacefully coexist with other creatures in their envi ronment, but humanoid gargantua compete ercely with rival gargantua, and violent con icts often result. Many such con icts continue until one R WKH JD JD W D V GHDG + PD R G JD JD W D HDW D W SHV R JDPH D G HJHWDW R S H H J GHH HD V KR VHV D G V P D JDPH ,QVHFWRLG DUJDQWXD Adult insectoid gargantua resemble immense moths. Their bodies are covered with ne fur, usually gray or black, and their wings bear colorful patterns in brilliant blue, red, yellow, and green. Their movements and RWKH D W R V D H D RPSD HG D SH J V HH K WKDW VR GV HD D JV H The insectoid gargantua begins life as a gigantic egg, which hatches to reveal a gigantic larva. This larval form has 20 HD. As a larva, the in VH WR G JD JD W D D VKRRW D VW D G R R RR V WR D D JH R HHW This silk is exceptionally strong and sticky, adhering to whatever it hits. With this silken strand, the larva can entangle and immobilize victims. A VW D G D H VH H HG WK HH D V WK SR WV R GDPDJH RP D edged weapon, a successful “bend bars/lift gates” roll, or by monsters of + R PR H The larval insectoid gargantua grows at a phenomenal rate, increasing 1 HD per week. Upon attaining 25 HD, the larva spins a cocoon and enters the pupal stage. It remains a pupa for 2-8 (2d4) weeks, nally emerging as an immense moth with 30 HD. In this form, the creature can no longer spin silk. However, by apping its wings, it can create a huge windstorm, 60 feet wide and extending 240 feet ahead. To remain safe, everyone and everything within the path of the storm must be solidly anchored (e.g., tied to a boulder). Unanchored victims must make a saving throw vs. death with a –4 penalty. Those who fail their saving throw are blown back 10 to 40 feet, suffering G K W SR WV R GDPDJH R H H HHW R Insectoid gargantua establish lairs in the valleys and caverns of warm, mountainous regions. They live for several hundred years. Females lay a single egg every decade, but there is only a 20% chance that any given HJJ V H W H These mothlike creatures eat all types of game and vegetation. They prefer mulberry trees, and in just a few hours, a hungry insectoid gargan W D D R V PH D H W H J R H R WKHP The silk of insectoid gargantua larvae can be woven into cloth from K K PDJ D R HV D H HDWHG
Gargoyle /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
DUJR OH 0DUJR OH —Any land, subterranean, ocean – Uncommon 5D H Tribe Tribe Any Any D RH D RH Low (5-7) Low (5-7) M (×10), C in lair Q; C in lair KDRW H KDRW H
9, Fl 15 (C)
6, Fl 12 (C)
Nil R HWWH HDSR WR K W Nil M (6’ tall) Steady (11)
6HH H R R HWWH HDSR WR K W Nil M (6’ tall) Elite (13)
)32
These monsters are ferocious predators of a magical nature, typically found amid ruins or dwelling in underground caverns. They have their R J WW D D J DJH RPEDW *D JR HV DWWD D WK J WKH GHWH W HJD G HVV R KHWKH W is good or evil, 90% of the time. They love best to torture prey to death KH W V KH S HVV These winged creatures are excellent ghters with four attacks per round. Their claw/claw/bite/horn combination can in ict up to 16 points of damage, while their naturally tough hide protects them from victim’s DWWD V *D JR HV D R W R W SHV R DWWD V S VH D G V RRS J R W J R WKH DSSHD D H DV V SW HV R VRPH VR W JD JR HV V W PRW R HVV around the rooftop of a building, waiting for prey to approach. Alterna W H D JD JR H PD SRVH D R WD R D SD R WKH KR G HDVWV V W R H WKH V GH R D GRR D :KH WKH W P V RVH H R JK WKH JD goyles suddenly strike out, attempting only to injure the victim rather than to kill it all at once. (To a gargoyle, in icting a slow, painful death V HVW When on the move, gargoyles sometimes use a “swoop” attack, drop S J GR V GGH RP WKH V WR PD H WKH DWWD V D DH D DP bush. In this case, they can make either two claw attacks or one horn at tack. To make all four of their attacks, they must land. DELWDW 6RFLHW *D JR HV H VPD J R SV WK RWKH V R WKH G interested in little more than nding other creatures to hurt. Smaller ani PD V D H V D H R WK WKH W R H WR WKHVH K GHR V PR VWH V KR S H H WR DWWD K PD V R RWKH WH JH W HDW HV Gargoyles often collect treasure from human victims. Individuals usu D KD H D KD G R JR G S H HV DPR J WKHP WK WKH R WKH W HD V H K GGH D H DW WKH D V D HG R GH D D JH VWR H
*D JR HV GR RW HHG WR HDW R G VR WKH D VWD G PRW R HVV R as long as they wish almost anywhere. The damage they do to other crea W HV V RW R V VWH D H WR R WKH G VWR WHG VH VH R S HDV H H D VH WKH D H D WH JH W D G H WKH VRPHW PHV VH H D evil master of some sort. In this case, the gargoyles usually act as guards or messengers; besides some gold or a few gems, their unsavory payment is the enjoyment they get from attacking unwanted visitors. The horn of the gargoyle is the more common active ingredient for a SRWLR RI L O HUDELOLW D G D D VR H VHG D potion of ying. .DSRDFLQWK This creature is a marine variety of gargoyle that uses its wings to swim as fast as the land-dwelling gargoyle ies. Kapoacinth conform in all respects to a normal gargoyle. They dwell in relatively shallow waters, lairing in GH VHD D HV Like gargoyles, kapoacinth are eager to cause pain to others, and mer men, sea elves, and human visitors are all equally quali ed candidates R WK V 0DUJR OH Margoyles are a more horrid form of gargoyle. They are found mainly in caves and caverns. Their skin is so like stone that they are only 20% likely to be seen when against it. They attack with two claws, a pair of horns, and a bite. They speak their own language and that of gargoyles. They are 20% H WR H R G WK WKH DWWH H WKH DV HDGH V R PDVWH V
(FRORJ Originally, gargoyles were carved roof spouts, representing grotesque human and animal gures. They were designed in such a way that water owing down gutters would be thrown away from the wall, so as to prevent stains and erosion. Later, some unknown mage used a powerful enchantment to bring these horrid sculptures to life. The race of gargoyles has ourished, spreading throughout the world.
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Genie /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9,7 /( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
MLQQL Air 9H DH D SKDWH D Omnivore Average to high (8-14) Nil KDRW JRRG
DR Earth 5D H .KD DWH D Omnivore Low to very (5-12) Nil Neutral evil
(IUHHWL Fire 9H DH 6 WD DWH D Omnivore Very (11-12)
9, Fl 24 (A)
9, Fl 15 (B), Br 6
2-16 (2d8) 6HH H R 6HH H R Nil L (10½’ tall) Elite (13-14)
0DULG :DWH 9H DH 3DG VKDWH D Omnivore + JK WR JH V (13-18) Nil KDRW H WD
-DQQ Any land 9H DH Amirate D Omnivore 9H WR exceptional (11-16) Nil Neutral (good)
9, Fl 24 (B)
9, Fl 15 (B), Sw 24
2 (5) 12, Fl 30 (A)
3-18 (3d6)
3-24 (3d8)
4-32 (4d8)
6HH H R 6HH H R Nil L (8’-11’ tall) Champion (15-16)
6HH H R 6HH H R Nil L (12’ tall) Champion (15-16)
6HH H R 6HH H R 25% H (18’ tall) Champion (16)
Nil Neutral (lawful H
Noble: 11,000
Genies come from the elemental planes. There, among their own kind, WKH D H KD H WKH R VR HW HV *H HV D H VRPHW PHV H R WH HG R the Prime Material plane and are often summoned speci cally to perform some service for a powerful wizard or priest. All genies can travel to any of the elemental planes, as well as the Prime Material and Astral planes. *H HV VSHD WKH R WR J H D G WKDW R D WH JH W H JV WKH PHHW WK R JK D P WHG R P R WH HSDWK MLQQL The djinn are genies from the elemental plane of Air. It should be noted that “djinn” is the plural form of their name, while “djinni” is the singular. RPEDW The djinn’s magical nature enables them to do any of the follow J R H SH GD FUHDWH WULWLR V IRRG R G SH VR V D G FUHDWH DWHU R FUHDWH L H for 2d6 persons; FUHDWH VRIW RRGV (up to 16 cubic feet) or FUHDWH RRGH LWHPV (up to 9 cubic feet) of a permanent nature; FUHDWH PHWDO S WR 100 pounds weight with a short life span (the harder the metal the less time it lasts; gold has about a 24 hour existence while djinni steel lasts only one hour); FUHDWH LOO VLR as a 20th-level wizard with both visible and D G H RPSR H WV K K DVW WKR W R H W DW R W WR KHG R magically dispelled; use L LVLELOLW DVHR V IRUP R L G DON Once per day, the genie can create a whirlwind, which it can ride or even direct at will from a distance. The whirlwind is a cone-shaped spiral, PHDV J S WR HHW D RVV DW WV DVH HHW D RVV DW WKH WRS D G up to 70 feet in height (the djinni chooses the dimensions). Its maximum speed is 18, with maneuverability class A. The whirlwind’s base must touch water or a solid surface, or it will dissolve. It takes a full turn for the whirlwind to form or dissolve. During that time, the whirlwind in icts no damage and has no other effect. The whirlwind lasts as long as the djinni concentrates on it, moving at the creature’s whim. If the whirlwind strikes a non-aerial creature with fewer than 2 Hit H WKH HDW H P VW PD H D VD J WK R V HDWK HDSR R HD K R G R R WD W WK WKH K G R H V HSW R WV HHW DWWH HG D G HG +D G H H JV DV H DV DH D R D R H HDW HV WD H G SR WV R GDPDJH SH R G R R WD W WK WKH K G A djinni can ride its whirlwind and even take along passengers, who
6W H JWK R V HDSR 6W H JWK R V 6HH H R 6HH H R 20% M (6’-7’ tall) Champion (15) 3,000 (+1,000 SH DGGHG + W H R
(like the djinni) suffer no damage from the buffeting winds. The whirl wind can carry the genie and up to six man-sized or three genie-sized RPSD R V Airborne creatures or attacks receive a –1 penalty to attack and dam age rolls against a djinni, who also receives a +4 bonus to saving throws DJD VW JDV DWWD V D G D DVHG VSH V Djinn are nearly impossible to capture by physical means; a djinni who is overmatched in combat usually takes to ight and uses its whirlwind WR HW WKRVH KR R R *H HV D H RSH R WHPSW R V R WKRVH H forms that need wings or arti cial means to y and use LOO VLR D G L LV LELOLW against such enemies. Thus, the capture and enslavement of djinn is better resolved by the DM on a case-by-case basis. It is worth noting, however, that a good master will typically encourage a djinni to addi W R D H R W D G K JKH SH R PD H K H D GHPD G J D G H PDVWH H R DJHV WKH RSSRV WH Djinn are able to carry up to 600 pounds, on foot or ying, without tir ing. They can carry double that for a short time: three turns if on foot, or one turn if ying. For each 100 pounds below the maximum, add one turn to the time a djinni may walk or y before tiring. A fatigued djinni must HVW R D KR H R H SH R P J D DGG W R D VW H R V D W W DELWDW 6RFLHW The djinn’s native land is the elemental plane of Air, where they live on oating islands of earth and rock, anywhere from 1,000 yards to several miles across. They are crammed with buildings, courtyards, gar dens, fountains, and sculptures made of elemental ames. In a typical djinn landhold there are 3d10 djinn of various ages and powers, as well as 1d10 jann and 1d10 elemental creatures of low intelligence. All are ruled by the local sheik, a djinn of maximum hit points. The social structure of Djinn society is based on rule by a caliph, served by various nobles and of cials (viziers, beys, emirs, sheiks, sheriffs, and maliks). A caliph rules all the djinn estates within two days’ travel, and is advised by six viziers who help maintain the balance of the landholdings. If a landhold is attacked by a large force, a messenger (usually the youngest djinni) is sent to the next landhold, which sends aid and dis patches two more messengers to warn the next landholds; in this fashion WKH H W H DW R V D HG
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Genie 1REOH MLQQ Some djinn (1%) are “noble” and are able to grant three LV HV WR WKH masters. Noble djinn perform no other services and, upon granting the WK G LV are freed of their servitude. Noble djinn are as strong as efreet, with 10 Hit Dice. They strike for 3d8 points of damage, and the whirl GV WKH HDWH D VH G K W SR WV R GDPDJH DR A dao is a genie from the elemental plane of Earth. While they are gener ally found on that plane (though even there they are uncommon), the dao R H WR RPH WR WKH 3 PH 0DWH D S D H WR R H DR VSHD D R WKH D J DJHV R WKH JH HV DV H DV RPPR D G WKH WR J H R HD WK H HPH WD V RPEDW The dao’s magical abilities enable them to use any of the follow J PDJ D SR H V R H DW D W PH R H HD K SH GD F D H VHOI GHWHFW RRG GHWHFW PD LF DVHR V IRUP L LVLELOLW PLVGLUHFWLR SDVV DOO VSHFWUDO IRUFH D G DOO RI VWR H They can also ful ll another’s OLPLWHG LV (in a per H VH D R H HD K GD DR D VH URFN WR P G WK HH W PHV SH GD D G GL V W PHV SH GD DR SH R P D PDJ DV WK H H VSH DVWH V A dao can carry up to 500 pounds without tiring. Double weight will D VH W J WK HH W V W R H H SR GV R H JKW GH the dao may add one turn to the duration of its carrying ability. After tiring, a dao must rest for one hour. Dao can move through earth (not worked stone) at a burrowing speed of 6. They cannot take living beings with them, but can safely carry inanimate objects. DR D H RW KD PHG HD WK H DWHG VSH V W KR DWH KDV W H WV R PD H H W SR WKHVH PR VWH V
DELWDW 6RFLHW The dao dwell in the Great Dismal Delve on their own SD HD G GHHS D HV D H V R VWV R WKH 3 PH 0DWH D S D H DR VHWW H SR HWV R H HPH WD PDWWH R WKH R S D H H G J WKRVH pockets to their will and desire. A dao mazework contains 4d10 dao, as well as 8d10 elemental and non-elemental slaves. Each mazework is ruled by an ataman or hetman who is advised by a seneschal. The loyalty of a mazework’s ataman to the Great Dismal Delve is always questionable, W WKH VH HV KD V D H KRVH WKH KD R WKH GDR D G WKH R D W V WR K P D R H The khan of the dao lives at the center of the great mazework called the Great Dismal Delve. The land within the delve is said to be larger than most Prime Material continents. The Great Dismal Delve is linked to all PD H R H HPH WD SR HWV VR WKH KD D D R WK KDWH H SR H V he needs. The population of dao in the delve is unknown, as is the number R V D HV WKDW R VWD W R WKH W H V D G HD D D GDPDJH D VHG WKH D HV K K H H W VKD H W DR G V H VH W GH DV P K DV H HHW D G D H H H PR H S R H WR malice and revenge than their ery counterparts. (FRORJ The dao manage a thriving business of trade, driven by a desire R PR H SR H D G D HVV WR S H R V JHPV + JK R WKH VW R KDW HGV are most other genies (except efreet, with whom they trade worked metals for minerals). They also have little use for other elemental creatures; the GDR D H WKHVH R WKH D H S R W WKHP VRPH DVK R (IUHHW The efreet (singular: efreeti) are genies from the elemental plane of Fire. They are enemies of the djinn and attack them whenever they are encoun tered. A properly summoned or captured efreeti can H R HG WR VH H R a maximum of 1,001 days, or it can be made to ful ll three LV HV Efreet D H RW J VH D WV D G VHH WR SH H W WKH WH W R WKH PDVWH V DGKH J WR WKH HWWH R WKH RPPD GV The efreet are said to be made of basalt, bronze, and solid ames. They D H PDVV H VR G HDW HV
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Genie RPEDW An efreeti is able to do the following once per day: grant up to WK HH LV HV VH L LVLELOLW DVHR V IRUP GHWHFW PD LF H ODU H SRO PRUS VHOI D G wall of re; HDWH D LOO VLR WK RWK V D D G D G R RPSR H WV K K DVW WKR W R H W DW R W PDJ D G VSH HG R touched. An efreeti can also produce ame or use S URWHF LFV DW Efreet are immune to normal re-based attacks, and even an attack with magical re suffers a –1 penalty on all attack and damage rolls. Efreet can carry up to 750 pounds on foot or ying, without tiring. They D D VR D GR H H JKW R D P WHG W PH WK HH W V R RRW R R H turn aloft. For each 150 pounds of weight under 1,500, add one turn to either walking or ying time permitted. After tiring, the efreeti must rest R R H KR DELWDW 6RFLHW Efreet are infamous for their hatred of servitude, de sire for revenge, cruel nature, and ability to beguile and mislead. The efreet’s primary home is their great citadel, the fabled City of Brass, but there are many other efreet outposts throughout the plane of Fire. An efreet outpost is a haven for 4d10 efreet and is run as a military station to watch or harass others in the plane. These outposts are run by a malik or vali of maximum normal hit points. There is a 10% chance that the outpost is also providing a temporary home for 1d4 jann or 1d4 dao (the only other genies efreet tolerate). Outpost forces are usually directed against incursions from the elemental plane of Air, but they can be direct HG DJD VW D W D H H V GHHPHG V WD H R WK HDWV R H D G D VH Efreet are neutral, but tend toward organized evil. They are ruled by D J D G V WD KR PD HV K V KRPH WKH W R DVV +H V DG VHG D D HW R H V DP V D G PD V R H J D W R V WK WKH S D H D G V J HDW SDVKDV KR GHD WK H HHW V HVV R WKH 3 PH 0DWH D SD H The City of Brass is a huge citadel that is home to the majority of efreet. It hovers in the hot regions of the plane and is often bordered by seas of magma and lakes of glowing lava. The city sits upon a hemi sphere of golden, glowing brass some 40 miles across. From the upper towers rise the minarets of the great bastion of the Sultan’s Palace. Vast riches are said to be in the palace of the sultan. The city has an efreet SRS DW R WKDW D R W P H V WKH J HDW W HV R WKH 3 PH 0DWH D plane. The sultan wields the might of a Greater Power, while many of his advisors are akin to Lesser Powers and Demi-Powers. (FRORJ Fire elementals tend to avoid the efreet, whom they feel are op pressive and opportunistic. Djinn hate them, and there have been numer ous djinn-efreet clashes. Efreet view most other creatures either as ene P HV R VH D WV D H WKDW GRHV RW H GHD WKHP WR RWKH JH HV 0DULG The marids are said to be born of the ocean, having currents for muscles and pearls for teeth. These genies from the elemental plane of Water are the most powerful of all genies. They are also the most individualistic and KDRW R WKH H HPH WD D HV D G R D H GH J WR VH H RWKH V On their own plane they are rare; marids travel so seldom to the Prime 0DWH D S D H WKDW PD R V GH PD GV WR H HDW HV R HJH G R RPEDW 0D GV SH R P DV WK H H VSH DVWH V D G D VH D R WKH R R J PDJ D SR H V R H DW D W PH W H HD K SH GD GHWHFW H LO GHWHFW RRG GHWHFW L LVLELOLW GHWHFW PD LF L LVLELOLW OLT LG IRUP (similar to DVHR V IRUP SRO PRUS VHOI D G S ULI DWHU 0D GV D VH D R WKH R R J S WR VH H W PHV SH GD DVHR V IRUP OR HU DWHU SDUW DWHU DOO RI IR R DWHU EUHDW L (used on others, lasting up to one full day). Once per year a marid can use DOWHU UHDOLW 0D GV D D D V FUHDWH DWHU K K WKH PD G H W D SR H jet up to 60 yards long. Victims struck by the jet take 1d6 points of dam DJH D G P VW PD H D V HVV VD J WK R V HDWK HDSR R H GHG R G R GV 0D GV D VR KD H WKH DWH D W WR DWHU DON (as the ring). A marid can carry 1,000 pounds. Double weight causes tiring in three turns. For every 200 pounds under 2,000, add one turn to the time the marid can carry before tiring. A tired marid must rest for one hour.
0D GV V P HDWKH DWH D H DW KRPH DW D GHSWK D G KD H fravision. They are not harmed by water-based spells. Cold-based spells grant them a +2 bonus to saving throws and –2 to each die of damage. Fire in icts +1 per die of damage, with saving throws at a –1 penalty. Steam GRHV RW KD P WKHP DELWDW 6RFLHW 0D GV H D RRVH HPS H HG D SDG VKD Each marid lays some claim to royalty; they are all shahs, atabegs, beglerbegs, or mufti at the very least. There have often been several simultaneous “single true heirs” to the padisha’s throne through the HR V A marid household numbers 2d10 and is located around loosely grouped elemental pockets containing the necessities for marid life. Larg H J R SV R PD GV JDWKH R K WV D G WR DPH WV KH H G G D effort is heavily emphasized. 0D GV D H KDPS R WD H WH H V D WKR JK PRVW R WKH WD HV HPSKD size their own prowess, and belittle others. When communicating with D PD G R H P VW DWWHPSW WR HHS WKH R H VDW R JR J WKR W R W D G J HVV R R R H WD H R D RWKH K H RW R H G J WKH PD G 0D GV R V GH W D DS WD R H VH R D HVVH H J WR R H G D PD G Marids are both ercely independent and extremely egoistical. They are not easily forced to perform actions; even if convinced through at WH D G H WR R H WKH R WH VW D RP WKH WH GHG R VH WR VHH VRPH RWKH DG H W H WKDW S RP VHV J HDWH J R R WR VW W HVVH HDW HV R WKH J R HV R WKH PD GV 0RVW PDJHV V HG summoning and conjuration consider marids to be more trouble than WKH D H R WK K K D R WV R WKH J HDW D R WHPV R PD G control (as opposed to those affecting efreet and djinn). Marids can travel the Ethereal plane, in addition to those planes to K K D JH HV D W D H
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Genie (FRORJ Marids tolerate their genie relatives, putting up with jann and djinn like poor cousins, while they have an aversion to efreet and dao. Their attitude toward the rest of the world is similar; most creatures from other planes are considered lesser beings, not t to be bothered with un HVV R H D GV WKH HDVW KD DW D RSSR W H W PH -DQQL The jann are the weakest of the elemental humanoids known collectively DV JH HV -D D H R PHG R W R D R H HPH WV D G P VW WKH H R H spend most of their time on the Prime Material plane. In addition to speak ing Common and all the languages of genies, jann can speak with animals. RPEDW Jann often wear chain mail armor (60% chance), giving them an effective AC of 2. They typically use great scimitars which in ict 2d8 dam DJH WR VPD D G PHG P HDW HV D G G SR WV R GDPDJH WR D JH opponents. They also use composite long bows. Male jann have excep tional Strength scores; roll percentile dice for their Strengths. For female jann, roll percentile dice and subtract 50; anything above 0 indicates per H WDJH 6W H JWK H D WR WKDW P H K H D WK J H R G DWHV 6W H JWK -D D VH R H R WKH R R J PDJ D SR H V HD K R G H ODU H R UHG FH twice each per day; L LVLELOLW three times per day; FUHDWH IRRG D G DWHU once per day as a 7th-level priest; and HW HUHDO HVV (as the armor) R H SH GD R D PD P P R R H KR -D SH R P DW WK H H D W H HSW DV RWHG DELWDW 6RFLHW -D D R R R GHVH WV D G K GGH RDVHV KH H WKH KD H RWK S D D G VD HW -D VR HW V H RSH D G PD HV D G females are regarded as equals. A tribe is made up of ld20 + 10 individu als and is ruled by a sheik and one or two viziers. Exceptionally powerful VKH V D H J H WKH W W H R DP D G W PHV R HHG WKH JDWKH D G command large forces of jann (and sometimes allied humans). Many jann tribes are nomadic, traveling with ocks of camels, goats, or sheep from oasis to oasis. These itinerant jann appear human in every HVSH W D G D H R WH P VWD H R WKHP HVV WKH D H DWWD HG -D are strong and courageous, and they do not take kindly to insult or injury. The territory of a jann tribe can extend hundreds of miles in any direction. While traveling, male jann live in large, colorful tents with their wives D G PD HG PD H K G H D G WKH DP HV 0D HG GD JKWH V PR H D D WR H WK WKH H K V D GV :KH D DP H H W D J R V D JH H R JK WKDW W D R R JH HV GH RP R WD WKH WH W D H WH W V W D G D VR WD HV K V H D G DP WK K P WR WK V H dwelling. At permanent oases, the jann live not only in tents, but also in H HJD W VW HG VW W HV W RP PDWH D V R JKW RP D R WKH H HPH WD S D HV Jann are able to dwell in air, earth, re, or water environments for up to 48 hours. This includes the elemental planes, to which any janni can W D H H H WD J S WR V G G D V D R J WKRVH RWKH V KR G KD GV in a circle with the janni. Failure to return to the Prime Material plane within 48 hours in icts 1 point of damage per additional hour on the jann, until the jann dies or returns to the Prime Material plane. Travel to another H HPH WD S D H V SRVV H WKR W GDPDJH S R G J DW HDVW W R GD V D H VSH W R WKH 3 PH 0DWH D S D H PPHG DWH S R WR WKH W D H
(FRORJ -D D H V VS R V R K PD V G V H GHP K PD V D G GHWHVW humanoids. Jann accept djinn, but shun dao, efreet, and marids. They VRPHW PHV H H G K PD V R R WK WKHP R D GHV HG H D G H SRWH W PDJ D WHPV One ethic the jann share with other nomads is the cultural demand for treating guests with honor and respect. Innocent visitors (including hu PD V D H W HDWHG KRVS WD G J WKH VWD W VRPH GD P JKW H H SH WHG WR HW WKH D R -DQQ /HDGHUV Jann leaders have 17-18 Intelligence, and 10% have 19 Strength. Sheiks have up to 8 Hit Dice, amirs up to 9. Viziers have 17-20 In WH JH H D G WKH R R J PDJ D SR H V HD K VD H WK HH W PHV SH GD DW WK H H VSH DVW J D W D U GHWHFW PD LF D G GL L DWLR
129
Ghost /,0 7( 7( ,1 ) (4 (1 2 1,= 7,21 7,9( 7,0( ,(7 ,17(//, (1 ( 7 ( 6 ( /, 10(17 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 63( , / ()(16(6 0 , (6,67 1 ( 6,=( 02 /( 39 / (
Any 9H DH 6R WD Night None High (13-14) E, S Lawful evil 0 or 8 (see below)
Age 10-40 years 6HH H R 6HH H R Nil M (5’-6’ tall) 6SH D
*KRVWV D H WKH VS WV R K PD V KR H H H WKH VR J HDW H HR KRVH GHDWKV H H VR V D HPRW R D WKH KD H HH VHG WK the gift of undead status. Thus, they roam about at night or in places of darkness. These spirits hate goodness and life, hungering to draw the liv J HVVH HV RP WKH J RPEDW As ghosts are non-corporeal (ethereal), they are usually encoun WH HG R HDW HV D H VWDWH D WKR JK WKH D H VHH R ethereal creatures. The supernatural power of a ghost is such, however, WKDW WKH PH H V JKW R R H D VHV D K PD R G H J WR DJH HD V and ee in panic for 2-12 (2d6) turns unless a saving throw versus spells V PDGH 3 HVWV D R H WK H H D H PP H WR WK V H H W D G D RWKH K PD R GV D R H WK H H PD DGG WR WKH VD J WK R V Any creature within 60 yards of a ghost is subject to attack by a PD LF MDU If the ghost fails to PD LF MDU WV KRVH WP W WKH VHP PDWH rialize in order to attack by touch (in which case the ghost is Armor Class 0). Semi-materialized ghosts can be struck only by silver (half damage) or magical weapons (full damage). If they strike an opponent it ages him 10-40 (1d4×10) years. Note that ghosts can be attacked with spells only by creatures who are in an ethereal state. Any human or demihuman killed D JKRVW V G D HG R WV H HVVH H D G V R H H GHDG If the ghost fails to become semi-material it can only be combatted by another in the Ethereal plane (in which case the ghost has an Armor Class R *KRVWV D H W HG H V D WH HD K J WK H H D G D H GDP DJHG KR DWH K H WKH VHP PDWH D R P DELWDW 6RFLHW In most cases, a ghost is con ned to a small physical area, which the ghost haunts. Those who have heard stories of a haunted area D WK V DWWHPSW WR D R G W R WKH R VD HW A ghost often has a speci c purpose in its haunting, sometimes trying to “get even” for something that happened during the ghost’s life. Thus a woman who was jilted by a lover, and then committed suicide, might become a ghost and haunt the couple’s secret trysting place. Similarly, a PD KR D HG DW V HVV P JKW DSSHD HD K JKW DW K V VWR H R W R SH KDSV DW WKDW R D R PH RPSHW WR Another common reason for an individual to become a ghost is the denial of a proper burial. A ghost might inhabit the area near its body, waiting for a passerby to promise to bury the remains. The ghost, in its HVH WPH W WR D G D H H RPHV D H HDW H WH W R GHVW W R D GV H J
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In rare circumstances, more than one ghost will haunt the same loca tion. The classic example of this is the haunted ship, a vessel lost at sea, now ethereal and crewed entirely by ghosts. These ships are most often encountered in the presence of St. Elmo’s re, an electrical discharge WKDW D VHV P VWH R V JKWV WR DSSHD WKH JJ J R D VK S In many cases, a ghost can be overcome by those who might be no PDW K R W RP DW V PS VHWW J JKW KDWH H H H WV HG WR the attainment of the ghost’s undead status. For example, a young RPD KR DV HW D HG D G P GH HG VRPHR H KR S HWH GHG WR R H KH P JKW H HHG RP KH VH WKH DG H H K P DWHG and ruined. In many cases, however, a ghost’s revenge will be far more GHPD G J R WH H G J WKH GHDWK R WKH R H GH (FRORJ The dreadful fear caused by the ghost, which ages a victim 10 HD V V RW H GH VWRRG WKH RPPR PD KR R WH DV HV it to the fact that a ghost is “dead.” If this were the case, then certainly skeletons and zombies would have the same effect, which they do not. RPPR R R H WKH R VHV WK V D W H DW J GHWD V R WKH ghost’s physical form: the classic example of which is the headless horse PD WKR JKW PD WR H SD W D JKWH J V PS H D VH KH had no head. Under this belief, one could face a ghost if only one had the R DJH WR VWD G S WR K P 6 K D P VWD H PS HVV R KDV RVW PD lives over the years. Actually, the fear is caused by the supernatural power R WKH JKRVW D G KDV RWK J KDWVRH H WR GR WK R DJH
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Of all the giant-kin, the rbolg is the most powerful, due to natural intel OLJHQFH DQG FRQVLGHUDEOH PDJLFDO SRZHU Firbolgs appear to be normal humans, except that they are over 10 feet WDOO DQG ZHLJK RYHU SRXQGV 7KH ZHDU WKHLU KDLU ORQJ DQG NHHS JUHDW thick beards. Their skin is a normal eshy pink, with any shade of hair color, although blonde and red are most common. The esh and skin of rbolgs are unusually dense and tough. Their voices are a smooth, deep EDVV WKLFN ZLWK UROOLQJ FRQVRQDQWV RPEDW )LUEROJV FDQ XVH DQ ODUJH VL H ZHDSRQV WKH GLVGDLQ WKH XVH RI DUPRU RU VKLHOGV 2I PDQPDGH ZHDSRQV WKH SUHIHU WZR KDQGHG VZRUGV DQG KDOEHUGV ERWK RI ZKLFK WKH PD XVH LQ RQH KDQG ZLWK RXW SHQDOW :HDSRQV RI WKHLU RZQ PDNH DUH GRXEOH VL H HTXLYDOHQWV RI KXPDQ ZHDSRQV IRU ZKLFK WKH JHW D 6WUHQJWK ERQXV 6WUHQJWK GDPDJH +RZHYHU ZKHQ XVHG ZLWK ERWK KDQGV WKHVH KXJH ZHDSRQV in ict double their normal damage, plus the Strength bonus. If a rbolg has one hand free, it can bat away up to two missiles per URXQG /DUJH PLVVLOHV VXFK DV ERXOGHUV RU WKRVH ZLWK ORQJ VKDIWV VXFK DV MDYHOLQV DQG VSHDUV FDQ EH FDXJKW LI GHVLUHG FDWFK RU EDW LV VXFFHVVIXO RI WKH WLPH RU EHWWHU RQ G FDXJKW ZHDSRQ PD EH WKURZQ DW any opponent on the next round with a –2 penalty to the attack roll, for XVLQJ LWV RII KDQG All rbolgs have the following magical powers, usable once per day, on DQ URXQG WKH DUH QRW HQJDJHG LQ PHOHH FRPEDW GH H PD L GLPL LR DV GRXEOH WKH SRWLRQ RRO ROG RU H DQG DO HU HO 7KHUH LV D FXPX lative chance per member of a group that one of the rbolgs is a shaman RI VW WKURXJK WK OHYHO )LUEROJV DUH FDXWLRXV DQG FUDIW 7KH KDYH OHDUQHG WR GLVWUXVW DQG IHDU KXPDQV DQG GHPLKXPDQV ,I SRVVLEOH WKH DYRLG DQ HQFRXQWHU HLWKHU E hiding or with deception. If forced to ght, they do so with great strategy, XWLOL LQJ WKH WHUUDLQ DQG VLWXDWLRQ WR EHVW HIIHFW 7KH RSHUDWH DV D JURXS QRW D FROOHFWLRQ RI LQGLYLGXDOV 7HQ SHUFHQW RI DOO HQFRXQWHUV LV D ODUJH JURXS RI G PHPEHUV HQ URXWH WR DQ HQFODYH RI VRPH VRUW
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DELWDW RFLHW 7KH JLWK OLYH LQ WULEDO RUJDQL DWLRQV 7KH LQGLYLGXDO ZLWK WKH PRVW SRZHUIXO SVLRQLFV JHQHUDOO DFWV DV WKH OHDGHU OO RWKHU VRFLDO SRVLWLRQV DUH GLVWULEXWHG DW KLV SOHDVXUH For every twenty- ve gith, there will be a 5 HD leader, for every fty, a + OHDGHU DQG IRU HYHU WULEH RI RU PRUH D + OHDGHU ,Q DGGLWLRQ to having hit points and THAC0 numbers appropriate to their HD, these leaders will have psionic powers approximately equal to a psionicist of an HTXLYDOHQW OHYHO 6RPH RI WKHVH OHDGHUV DUH SULHVWV :KLOH OLWWOH LV NQRZQ RI WKH JLWK UHOL JLRQ VKDPDQV XS WR WKH WK OHYHO DUH NQRZQ WR DFFRPSDQ DQG VRPHWLPHV lead gith tribes. There have also been reports of gith wizards (de lers) UDQNHG DW WKH WK OHYHO (YHQ LI WUXH WK OHYHO ZRXOG EH XQXVXDO IRU JLWK EXW ZL DUGV RI XS WR WK OHYHO KDYH EHHQ UHSRUWHG E UHOLDEOH ZLWQHVVHV 1RW PXFK LV NQRZQ DERXW WKH UHSURGXFWLYH F FOH RI WKH JLWK ,W LV NQRZQ that they are egg layers; females lay approximately 1d6 eggs in a clutch. ,W LV UXPRUHG WKDW WKH JLWK RSHUDWH KDWFKHULHV FRQWDLQLQJ KXQGUHGV VRPH VD WKRXVDQGV RI QHVWV (FRORJ 0RXQWDLQ JLWK OLYH LQ XQGHUJURXQG ODLUV FODLPLQJ D SDUWLFXODU FDQ RQ RU YDOOH DV WKHLU WHUULWRU *LWK LQKDELWLQJ WDEOHODQGV WHQG WR RU JDQL H WKHLU VRFLHW PRUH DORQJ WKH OLQHV RI D QRPDGLF KXQWLQJ FODQ JRLQJ ZKHUHYHU WKH JDPH WDNHV WKHP 7KH GR QRW KHVLWDWH WR DWWDFN KXPDQ RU GHPLKXPDQ JURXSV IRU WKH YLHZ KXPDQV DQG GHPLKXPDQV DV D FKRLFH food supply, preferring it over other esh. They will even attack thriNUHHQ LI WKH DUH KXQJU HQRXJK EXW WKH LQVHFWRLGV WDVWH EDG DQG XVXDOO HVFDSH JLWK UDLGHUV
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:KHQ WKH JLWK DQNL XQGHU WKHLU OLEHUDWRU *LWK IUHHG WKHPVHOYHV IURP WKH yoke of mind ayer slavery, this branch of the race ed not to the Astral SODQH EXW WR DUFDQH VSDFH 7DOO HPDFLDWHG EHLQJV WKH SLUDWHV RI *LWK DSSHDU DV DOPRVW VNHOHWDO KX PDQRLGV ZLWK VNLQ YDU LQJ IURP GLUW JUD WR GXOO HOORZ /RQJ GLQJ brown hair ows down their backs and over the ornate, bejeweled arms DQG DUPRU WKH SUHIHU WR XVH RPEDW The pirates of Gith can operate as ghters, mages, or ghter/ mages, with limits of 11 in each class. Typically, the highest-level ghter FDSWDLQV WKH VKLS 7KLV IUHHV DOO WKH PDJHV VLQJOH DQG PXOWLFODVVHG IRU VSHOOMDPPLQJ RU FRPEDW GXW Clerics of Gith are occasionally encountered as well (limit of 11th level). Rarely, a ghter/cleric is encountered, almost always as the captain of its VKLS :KHQ FORVLQJ ZLWK D IRH WKH SLUDWHV XVH VSHOOV DQG DQ DUPDPHQW WKHLU VKLS SRVVHVVHV ,Q PHOHH WKH XVH D YDULHW RI ZHDSRQV ZLWK VZRUGV SUHGRPLQDWLQJ 2SHUDWLQJ IURP VPDOO EDVHV KLGGHQ RQ DVWHURLGV WKH SLUDWHV VWULYH WR FDSWXUH DQ VKLS WKDW LV ODUJHU IDVWHU RU EHWWHU DUPHG WKDQ WKHLUV 7KH IHYHULVKO DWWHPSW WR FDSWXUH DQ HOYHQ PDGH VKLSV WKDW FRPH WKHLU ZD VHH EHORZ V D UHVXOW PDQ HOYHQ DUPDGDV SRVW ODUJH ERXQWLHV RQ WKH KHDGV RI *LWK SLUDWHV 7KH SLUDWHV JUHDWHVW IXU LV UHVHUYHG IRU WKH LOOLWKLGV KRZHYHU 7KH SL rates of Gith spare no expense to kill all mind ayers they nd. No Gith SLUDWH HYHU XVHV D FDSWXUHG LOOLWKLG VKLS VKLS V FRPSOHPHQW YDULHV EXW WKHVH QXPEHUV DUH D JHQHUDO JXLGHOLQH 1 Captain (highest-level ghter or ghter/cleric) 1 Mate (highest-level ghter/mage or cleric) 1 Chief Spelljammer or Warlock (highest-level mage) 7KH UHVW RI WKH FUHZ LV HYHQO GLYLGHG DPRQJ WKH WKUHH FRPPRQ FODVV SRVVLELOLWLHV
DELWDW RFLHW 7KH SLUDWH SKLORVRSK FDUULHV RYHU LQWR DOO DVSHFWV RI OLIH 7KH VWURQJHVW WDNH ZKDW WKH ZDQW (DFK VKLS LV YHU LPSRUWDQW WR LWV FUHZ DV LW LV WKH SULPDU IDFWRU LQ GHWHUPLQLQJ WKH SHFNLQJ RUGHU LQ D VHWWOHPHQW This explains the pirates’ constant quest for better ships. Each settlement LV UXOHG E IRUFH E LWV EHVW VKLS RU D FRDOLWLRQ RI WKH EHVW VKLSV Extreme isolationists, the pirates of Gith live with no other races—they PD HYHQ WU WR FRPPLW JHQRFLGH RQ D UDFH WKDW VHWWOHV WRR FORVH WR WKHP 2YHU DOO GHVSLWH EHLQJ SLUDWHV WKHVH *LWK OLYH D VWUXFWXUHG PLOLWDULVWLF OLIHVW OH (YHU DGXOW PHPEHU RI WKLV UDFH SRVVHVVHV WKH IROORZLQJ PDJLFDO DELOL WLHV HDFK XVDEOH WKUHH WLPHV D GD D UDO SHOO SOD H L DQG ( 3 OO IXQFWLRQ DV WKH VSHOO RI WKH VDPH QDPH DV FDVW E WKH ORZHVW OHYHO FDVWHU SRVVLEOH 7KHVH LQKHUHQW DELOLWLHV DOVR HQDEOH WKH SLUDWHV WR SLORW VKLSV ZLWK VHULHV KHOPV 7KHVH DELOLWLHV IXQFWLRQ RQO LQ ZLOGVSDFH QRW LQ WKH SKORJLVWRQ 7KH PRVW GDQJHURXV DVSHFW RI WKLV UDFH LV WKH FRPELQDWLRQ RI WKH DERYH DELOLWLHV WKH SURSHUWLHV RI PDMRU DQG PLQRU VSHOOMDPPLQJ KHOPV DQG WKH XQLTXH RUJDQLF VWUXFWXUH RI WKH HOYHQ PDGH VKLSV :KHQ D *LWK SLUDWH LV at the helm of an elven-made ship ( itter, etc.), he may use his SOD H L DQG D UDO SHOO DELOLWLHV WR VKXQW WKH HQWLUH VKLS DQG DOO LWV FRQWHQWV WR WKH VWUDO SODQH WKLV XVHV XS WKDW SLUDWH V D UDO SHOO DQG SOD H L DELOLWLHV IRU WKH GD 7KLV JLYHV WKH SLUDWHV DQ HVFDSH URXWH DQG LW HQDEOHV WKHP WR ZDLW LQ NQRZQ VKLSSLQJ ODQHV DVWUDOO KLGGHQ EHIRUH UHWXUQLQJ WR WKH 3ULPH 0DWHULDO SODQH WR ODXQFK DQ DWWDFN 7KH *LWK SLUDWHV FDQ XVH RQO HOYHQ PDGH VKLSV RI OHVV WKDQ WRQV LQ WKLV PDQQHU 7KLV VSHFLDO PDQHXYHU RQO ZRUNV LQ ZLOGVSDFH QRW LQ WKH SKORJLVWRQ 7KDW LV FHUWDLQO WKH UHDVRQ WKH *LWK SLUDWHV QHYHU SXUVXH SUH LQWR WKDW PHGLXP (FRORJ 7KH *LWK SLUDWHV DUH FDUQLYRUHV SXUH DQG VLPSOH 7KH GR QRW care what state, short of putre ed, the meat is in. Some of the pirate bands DOVR HQJDJH LQ FDQQLEDOLVP
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The armor for each githzerai varies according to class. Mages have AC 10. Fighters and ghter mages have differing armor—AC 5 to AC 0 (6 − 1d6). Thieves have AC 7. *LWK HUDL KDYH +LW LFH DFFRUGLQJ WR WKHLU FODVV DQG OHYHO DQG WKHLU KLW points are rolled normally. Their THAC0 is determined per class and lev el, as well. Fighters and ghter/mages may receive more than one attack SHU URXQG RWKHU JLWK HUDL KDYH RQH DWWDFN SHU URXQG
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Armor Class 5, and armed with a battle axe. The tribe has a single goblin chief and 2-8 (2d4) bodyguards each of 2 Hit Dice, Armor Class 4, and DUPHG ZLWK WZR ZHDSRQV 7KHUH LV D FKDQFH WKDW RI WKHLU IRUFH ZLOO EH PRXQWHG XSRQ KXJH ZRUJV DQG KDYH DQRWKHU G XQPRXQWHG ZRUJV ZLWK WKHP 7KHUH LV D FKDQFH WKDW WKH ODLU LV JXDUGHG E G VXFK ZROYHV DQG D FKDQFH RI G EXJEHDUV *REOLQ VKDPDQV DUH UDUH EXW KDYH EHHQ NQRZQ WR UHDFK WK OHYHO 7KHLU VSKHUHV LQFOXGH LY LQDWLRQ +HDOLQJ UHYHUVHG 3URWHFWLRQ DQG 6XQ UHYHUVHG ,Q DGGLWLRQ WR WKH PDOHV WKHUH ZLOO EH DGXOW IHPDOHV HTXDO WR RI WKHLU QXPEHU DQG FKLOGUHQ HTXDO WR WKH WRWDO QXPEHU RI DGXOWV LQ WKH ODLU Neither will ght in battles. A goblin tribe has an exact pecking order; each member knows who is above him and who is below him. They ght amongst themselves con VWDQWO WR PRYH XS WKLV VRFLDO ODGGHU 7KH RIWHQ WDNH VODYHV IRU ERWK IRRG DQG ODERU 7KH WULEH ZLOO KDYH VODYHV RI VHYHUDO UDFHV QXPEHULQJ RI WKH VL H RI WKH WULEH 6ODYHV DUH DOZD V NHSW VKDFNOHG DQG DUH VWDNHG WR D FRPPRQ FKDLQ ZKHQ VOHHSLQJ *REOLQV KDWH PRVW RWKHU KXPDQRLGV JQRPHV DQG GZDUYHV LQ SDUWLFX lar, and work to exterminate them whenever possible. (FRORJ *REOLQV OLYH RQO HDUV RU VR 7KH GR QRW QHHG WR HDW PXFK EXW ZLOO NLOO MXVW IRU WKH SOHDVXUH RI LW 7KH HDW DQ FUHDWXUH IURP UDWV DQG VQDNHV WR KXPDQV ,Q OHDQ WLPHV WKH ZLOO HDW FDUULRQ *REOLQV XVX DOO VSRLO WKHLU KDELWDW GULYLQJ JDPH IURP LW DQG GHSOHWLQJ WKH DUHD RI DOO UHVRXUFHV 7KH DUH GHFHQW PLQHUV DEOH WR QRWH QHZ RU XQXVXDO FRQ VWUXFWLRQ LQ DQ XQGHUJURXQG DUHD RI WKH WLPH DQG DQ KDELWDW ZLOO soon be expanded by a maze-like network of tunnels.
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-XJJHUQDXW Juggernauts that can alter their form require an extra step in their creation, ZKLFK QRUPDOO UHVHPEOHV WKH SURFHVV WR PDNH D VWRQH JROHP 3ULRU WR DQL PDWLQJ D MXJJHUQDXW WKH ZL DUG PXVW XVH WKH PLPLF EORRG DV D PDWHULDO component in the nal spells woven over the body. This addition gives WKLV JROHP YDULDQW LQWHOOLJHQFH DQG DQ DOLJQPHQW 1HFURSKLGLXV A necrophidius may be created in one of three ways. The rst is a special form RI PD DO R ROHP WKDW SURYLGHV VHFUHWV RI LWV FRQVWUXFWLRQ 7KH 1H URS LGL R DV LW LV FDOOHG PXVW EH EXUQW WR DVKHV WKDW SURYLGH WKH PRQVWHU V DQLPDWLQJ force. The other two arcane and priestly processes are long and complex. A ZL DUG PXVW FDVW OLPL HG ZL HD DQG DUP SHU R VSHOOV SULHVW UHTXLUHV WKH VSHOOV T H H UDOL H SRL R SUD HU LOH H DQG DNH DUP :KLFKHYHU PHWKRG LV XVHG WKH PRQVWHU UHTXLUHV D FRPSOHWH JLDQW VQDNH VNHOHWRQ HLWKHU SRLVRQRXV RU FRQVWULFWRU VODLQ ZLWKLQ KRXUV RI WKH HQFKDQWPHQW V FRP mencement. Each necrophidius is built for a single speci c purpose (which PXVW EH LQ WKH VSHOOFDVWHU V PLQG ZKHQ KH FUHDWHV LW VXFK DV .LOO 5DJQDU WKH %ROG 7KH QHFURSKLGLXV QHYHU VHHNV WR WZLVW WKH LQWHQW RI LWV PDNHU EXW LWV HQ chantments fade when its task is done or cannot be completed; for example, ZKHQ LW NLOOV 5DJQDU 7KH PDNHU PXVW ZDQW WKH QHFURSKLGLXV WR VHUYH LWV SXUSRVH +H FRXOG not, for example, build a death worm to “Sneak into the druid’s hut and VWHDO KLV VWDII LI KH UHDOO LQWHQGHG IRU WKH QHFURSKLGLXV WR PHUHO SUR YLGH D GLVWUDFWLRQ +H FRXOG QRW EXLOG PRUH WKDQ RQH GHDWK ZRUP DQG DV VLJQ ERWK WR NLOO 5DJQDU VLQFH KH FRXOG QRW LPEXH WKH VHFRQG GHDWK ZRUP with a task that he intended the rst one to complete. For this reason, QHFURSKLGLL DOPRVW QHYHU ZRUN DV D WHDP 5XPRUV FODLP WKDW WKHUH ZHUH RQFH PHWKRGV WR PDNH D QHFURSKLGLXV JDLQ +LW LH HYHU FHQWXU LW ZDV SXUVXLQJ LWV SXUSRVH FDUHFURZ 6FDUHFURZV FDQ RQO EH FUHDWHG HLWKHU E XVLQJ D VSHFLDO PDQXDO RU E D JRG DQVZHULQJ WKH SOHD RI D SULHVW HPSOR LQJ WKH IROORZLQJ VSHOOV D LPD H REMH SUD HU RPPD G DQG T H The nal step of the process, casting the T H VSHOO LV GRQH GXULQJ D QHZ PRRQ Scarecrows can be constructed to kill a speci c person. To do so, the FORWKHV ZRUQ E WKH VFDUHFURZ PXVW FRPH IURP WKH LQWHQGHG YLFWLP 2QFH WKH VFDUHFURZ LV DQLPDWHG WKH SULHVW QHHG RQO XWWHU D VLQJOH ZRUG 4XHVW 7KH VFDUHFURZ WKHQ PRYHV LQ D GLUHFW OLQH WRZDUG WKH YLFWLP :KHQ LW UHDFKHV WKH YLFWLP WKH VFDUHFURZ GLVUHJDUGV DOO RWKHU EHLQJV DQG FRQFHQWUDWHV LWV JD H DQG DWWDFNV HQWLUHO RQ WKH SHUVRQ LW KDV EHHQ FUHDWHG WR NLOO IWHU VOD LQJ LWV YLFWLP D TXHVWHG VFDUHFURZ V PDJLF GLVVLSDWHV DQG LW FROODSVHV LQWR GXVW WRQH XDUGLDQ VWRQH JXDUGLDQ LV YHU VLPLODU WR D WUDGLWLRQDO VWRQH JROHP EXW LW KDV VRPH XQLTXH DELOLWLHV LWV DQFHVWRU GRHV QRW ,Q SK VLFDO DSSHDUDQFH WKH WZR FRQVWUXFWV DUH TXLWH VLPLODU EXW WKH VWRQH JXDUGLDQ LV XVXDOO GHFR UDWHG ZLWK UXQHV DQG PDJLFDO JO SKV VWRQH JXDUGLDQ LV FUHDWHG ZLWK WKH IROORZLQJ VSHOOV H D D L HP UD P H P G R UR N PD L PR DQG OLPL HG ZL RU ZL ,Q DGGLWLRQ WKH ZL DUG FUHDWLQJ WKH JXDUGLDQ PD FDVW D GH H L L LEOH VSHOO WR JLYH WKH FUHDWXUH WKDW SRZHU 7KH LQLWLDO PDWHULDO RI WKH ERG LV PXG DURXQG D KHDUW RI SROLVKHG VWRQH V WKH YDULRXV VSHOOV DUH ZRYHQ LQWR WKH ERG D VSLULW IURP WKH HOHPHQWDO SODQH RI (DUWK LV IRUFHG WR HQWHU WKH ERG DQG DQLPDWH LW %HFDXVH WKH VSLULW LV WKHUH DJDLQVW LWV ZLOO WKHUH LV D FKDQFH WKDW WKH JROHP JRHV EHUVHUN HDFK WLPH LW LV DFWLYDWHG VSHFLDO UL R SUR H LR FDQ EH FUHDWHG ZKHQ WKH VWRQH JXDUGLDQ LV DQLPDWHG WKLV SUHYHQWV WKH JXDUGLDQ IURP VWULNLQJ DW DQ RQH ZHDULQJ LW ,Q DGGLWLRQ DOO WKRVH ZLWKLQ IHHW RI WKH ULQJ ZHDUHU DUH DOVR LPPXQH WR DW WDFN 5LQJV RI WKLV W SH IXQFWLRQ RQO DJDLQVW WKH JXDUGLDQ WKH ZHUH PDGH ZLWK DQG SURYLGH QR SURWHFWLRQ IURP DQ RWKHU JROHP
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A greater golem is an arti cial humanoid body which has been animat HG E DQ HOHPHQWDO VSLULW EXW UHPDLQV XQGHU WKH FRPSOHWH FRQWURO RI LWV FUHDWRU WRQH ROHP VWRQH JROHP LV IHHW WDOO DQG ZHLJKV DURXQG SRXQGV ,WV ERG LV RI URXJKO FKLVHOHG VWRQH IUHTXHQWO VW OL HG WR VXLW LWV FUHDWRU )RU example it might be carved to look like it is wearing armor with a par WLFXODU V PERO RQ WKH FKHVW SODWH 6RPHWLPHV GHVLJQV DUH ZRUNHG LQWR WKH VWRQH RI LWV OLPEV 7KH KHDG PD EH FKLVHOHG WR UHVHPEOH D KHOPHW RU RWKHU KHDG SLHFH 5HJDUGOHVV RI WKHVH HOHPHQWV LW DOZD V KDV WKH EDVLF KXPDQRLG SDUWV DUPV OHJV KHDG ZLWK H HV QRVH PRXWK HWF ,W LV DOZD V ZHDSRQOHVV DQG QHYHU ZHDUV FORWKLQJ
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170
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(FRORJ *UHPOLQV DUH QRW D QDWXUDO SDUW RI WKH HFRORJ 7KHLU LPPXQLW WR QRUPDO ZHDSRQV SURWHFWV WKHP IURP QRUPDO SUHGDWRUV 8QPROHVWHG WKH OLYH IRU FHQWXULHV )UHPOLQ 7KHVH IULHQGO JUHPOLQV DUH TXLWH KDUPOHVV 7KH WHQG WR EH SOXPS ZKLQ DQG OD EXW RWKHUZLVH ORRN OLNH VPDOO VODWH FRORUHG JUHPOLQV 2FFDVLRQ DOO WKH EHFRPH WROHUDEOH FRPSDQLRQV LI WKH WDNH D OLNLQJ WR VRPHRQH DQG DUH ZHOO IHG DQG HQWHUWDLQHG (YHQ LQ WKLV FDVH WKH QHYHU DVVLVW LQ FRPEDW DQG PD LQ IDFW KLQGHU LW E JLYLQJ DZD WKH ORFDWLRQ RI KLGLQJ FKDUDFWHUV RU PDNLQJ RWKHU VXFK EOXQGHUV DOOWULW 7KHVH QDVW OLWWOH VWRQH JUD FUHDWXUHV OLYH LQ DUHDV RI GXQJ FDUULRQ RU RIIDO %HFDXVH RI WKHLU VPDOO VL H DQG FRORUDWLRQ WKH DUH GHWHFWHG RQO RQ D LQ FKDQFH LQ IRU HOYHV 7KH DWWDFN DQ WKLQJ WKDW GLVWXUEV WKHP *DOOWULW DWWHPSW WR JDLQ VXUSULVH DQG ELWH ZLWK D ERQXV WR WKH DWWDFN UROO LI WKH KDYH VXUSULVH VRPHZKHUH XQREWUXVLYH Q DQHVWKHWLF LQ WKHLU VD OLYD SUHYHQWV WKHLU YLFWLPV IURP IHHOLQJ WKH ELWH UDWKHU OLNH D YDPSLUH EDW 2QFH ORFNHG RQ JDOOWULWV VXFN KLW SRLQW RI EORRG SHU URXQG IRU D IXOO turn, if undisturbed. If challenged in any way, the galltrits ee. This loss of blood reduces the victim’s Constitution by 1 point for every 4 hit points of blood lost. If the victim loses 3 or more points of Constitution, usually GXH WR PXOWLSOH JDOOWULWV KH IDLQWV IURP WKH VXGGHQ EORRG ORVV ,W WDNHV WZR full turns to awaken and two weeks to regain the lost Constitution points. 0LWH 0LWHV DUH WLQ PLVFKLHYRXV ZLQJOHVV JUHPOLQV WKDW ZD OD GXQJHRQ adventurers for fun and pro t. Mites have hairless, warty skin vary LQJ LQ FRORU IURP OLJKW JUD WR EULJKW YLROHW 7KHLU KHDGV DUH WULDQJXODU ZLWK EDW OLNH HDUV DQG D ORQJ KRRNHG QRVH 0DOH PLWHV VSRUW D ERQH ULGJH GRZQ WKH FHQWHU RI WKHLU VNXOOV DQG VKRUW JRDWHH EHDUGV 0DQ wear lthy rags stolen from previous victims. Their voices are highSLWFKHG DQG WZLWWHU FRQYH LQJ RQO WKH VLPSOHVW LGHDV WR HDFK RWKHU QRQJUHPOLQ UDFHV FDQQRW PDNH VHQVH RI WKHLU ODQJXDJH 0LWHV WU WR FDWFK ORQH WUDYHOHUV DQG VWUDJJOHUV XVLQJ SLW WUDSV G SRLQWV RI GDPDJH WR WKH YLFWLP QHWV VXFFHVVIXO VDYLQJ WKURZ YV SDUDO VLV RU WKH victim is caught), and trip wires (successful Dexterity check or the victim IDOOV SURQH 0LWHV VZDUP RYHU SURQH RU QHWWHG YLFWLPV DQG SXPPHO WKHP ZLWK ZHLJKWHG FOXEV FXPXODWLYH FKDQFH SHU FOXE RI VWXQQLQJ WKH YLF WLP EXW RQO LI WKH YLFWLP LV LQ DUPRU ZRUVH WKDQ VSOLQW PDLO 7KH PLWHV
Gremlin ELQG WKHLU XQFRQVFLRXV YLFWLPV KHDG DQG IRRW DQG GUDJ WKHP LQWR WKHLU ODLU 2QFH LQVLGH WKH ODLU WKH YLFWLPV DUH WHDVHG DQG FKDWWHUHG DW IRU RQH WR IRXU GD V XQWLO WKH PLWHV JHW ERUHG 7KH PLWHV WKHQ VWXQ WKHLU YLFWLP DJDLQ VWHDO DOO WKHLU SRVVHVVLRQV DQG GHSRVLW WKHP DW D UDQGRP SODFH RIWHQ RQH WKDW FDXVHV WKH YLFWLPV JUHDW GLVFRPIRUW RU HPEDUUDVVPHQW 0LWH ODLUV FRQVLVW RI GR HQV RI LQWHUFRQQHFWLQJ FRUULGRUV EXLOW DERYH DQG EHORZ PDLQ GXQJHRQ FRUULGRUV 1XPHURXV HQWUDQFHV FRQQHFW WKH PLWH WXQQHOV WR WKH GXQJHRQ EXW DOO DUH KLGGHQ E FDUHIXOO SODFHG VWRQHV (check for secret doors to nd a mite tunnel entrance). Mite corridors are WLQ E KXPDQ DQG GHPLKXPDQ VWDQGDUGV PDQ VL HG DQG ODUJHU FUHD tures suffer a –4 attack roll penalty and a +4 Armor Class penalty when ghting in a mite tunnel. 0LWHV DUH VPDOO DQG TXLFN 7KH VFXUU WR DQG IUR WKURXJK WKHLU WXQQHOV stopping brie y to spy on the main tunnel, always chattering and twitter LQJ WR WKHPVHOYHV HHS LQVLGH WKH PLWH WXQQHO V VWHP LV D VLQJOH ODUJH FKDPEHU ZLWK D ORZ FHLOLQJ 7KH PLWH NLQJ OLYHV KHUH VLWWLQJ RQ KLV WLQ WKURQH GUHVVHG LQ baggy clothes stolen from previous victims. The mite king is a erce (by PLWH VWDQGDUGV ZDUULRU ZLWK +LW LFH +LV ELWH FDXVHV G SRLQWV RI GDPDJH OVR LQ WKH FKDPEHU DUH G PLWH IHPDOHV DQG G PLWH FKLOGUHQ 7KH ZRPHQ KDYH +LW LFH DQG ELWH IRU SRLQWV RI GDPDJH 7KH FKLO GUHQ DUH QRQ FRPEDWDQWV The chamber itself is lthy and strewn with captured weapons, armor, and clothes. Coins and such are carelessly thrown about, but mites love EULJKW VKLQ JHPV 7KHVH DUH NHSW E WKH NLQJ ZKR LV DOORZHG WR SOD ZLWK WKHP DQ WLPH KH ZDQWV 0LWHV DUH PLVFKLHYRXV DQG FXULRXV 7KH SRUH IRU KRXUV RYHU HYHU OLWWOH VWROHQ LWHP SRNLQJ DQG SURGGLQJ EHQGLQJ DQG WDVWLQJ XQWLO HLWKHU WKH JURZ ERUHG RU PRUH OLNHO WKH LWHP EUHDNV 7KH GHOLJKW LQ ZHDULQJ FORWKHV VHYHUDO GR HQ VL HV WRR ODUJH 0LWHV DUH IRQG RI ERQHV DQG WKH VRPHWLPHV GUDJ WKH VNXOOV RI JUHDW PRQVWHUV LQWR WKHLU ODLU 0LWHV KXQW YHUPLQ DQG RWKHU SHVWV EXW WKH ORYH WR HDW LURQ UDWLRQV ZKLFK WKH FRQVLGHU D GHOLFDF 0LWHV DUH YLHZHG DV ELWH VL HG VQDFNV E PRVW PRQVWHUV (YLO JLDQWV VRPHWLPHV IHDWXUH WKHP DV DSSHWL HUV Q DG 6Q DGV DUH GLVWDQW UHODWLYHV RI PLWHV 7KHLU ORYH RI WUHDVXUH RIWHQ FRPSHOV WKHP WR VWHDO IURP KXPDQV DQG GHPLKXPDQV 6Q DGV UHVHPEOH PLWHV EXW WKH DUH VOLJKWO ODUJHU IHHW WDOO KDYH IXOO WKRXJK PHVV KHDGV RI KDLU DQG DUH OLJKW EURZQ LQ FRORU 6Q DGV VSHDN QR NQRZQ ODQJXDJH EXW VHHP WR FRPPXQLFDWH ZLWK PLWHV VXFFHVVIXOO 7KHVH WZR FUHDWXUHV VRPHWLPHV WHDP XS ZLWK WKH PLWHV GLVWUDFWLQJ WKH YLFWLP ZKLOH WKH VQ DGV GDUW LQ DQG JUDE WKLQJV
175
6Q DGV VWHDO ZLWK JUHDW VNLOO VXUSULVLQJ WKHLU WDUJHWV RI WKH WLPH RIWHQ VQDWFKLQJ LWHPV GLUHFWO IURP D SHUVRQ V KDQG WKH YLFWLP JHWV D VXF FHVVIXO :LVGRP FKHFN WR KROG RQWR WKH LWHP WKHQ LSSLQJ EDFN LQWR WKHLU KROHV DQG KLGLQJ XQWLO WKH SXUVXHUV OHDYH 6SRWWLQJ WKH HQWUDQFH WR D VQ DG ODLU UHTXLUHV D VXFFHVVIXO VHDUFK UROO D O LQ FKDQFH IRU HOYHV DQG D O LQ FKDQFH IRU DOO RWKHUV Snyads never attack, relying on their amazingly quick re exes to es FDSH FRPEDW 7KH DUH QRW SDUWLFXODUO VWURQJ DQG DQ KXPDQ RU GHPLKX PDQ FKDUDFWHU ZLWK D 6WUHQJWK JUHDWHU WKDQ FDQ FDSWXUH D VQ DG ZLWK a successful attack roll. Captured snyads kick and scream, squirming and WZLVWLQJ WR JHW DZD EXW QHYHU ELWH IRU IHDU WKDW WKH FDSWRU PLJKW ELWH back). Because of their high Dexterity, snyads gain a +3 bonus to their sav LQJ WKURZV YV QRQ DUHD HIIHFW VSHOOV 6Q DGV OLYH LQ LPPHGLDWH IDPLOLHV PDUU LQJ IRU OLIH
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6XEWHUUDQHDQ 8QFRPPRQ Clan Q 2PQLYRUH YHUDJH *HQLXV FXQQLQJ Per 10 individuals O, Q; in lair C, 4 6 7 1HXWUDO HYLO VOLJKW ODZIXO WHQGHQFLHV
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-HUPODLQH DUH D GLPLQXWLYH KXPDQRLG UDFH WKDW GZHOOV LQ WXQQHOV DQG DP EXVKHV KDSOHVV DGYHQWXUHUV 7KH DUH NQRZQ E D YDULHW RI QDPHV VXFK as jinxkin or bane-midges. -HUPODLQH DSSHDU WR EH WLQ KXPDQV GUHVVHG LQ EDJJ FORWKLQJ DQG OHDWKHU KHOPHWV ,Q IDFW WKH FORWKLQJ LV WKHLU RZQ VDJJ VNLQ DQG SRLQWHG heads. The limbs are knottily muscled. The ngernails and toenails are thick and lthy, although the ngers and toes are very nimble. Their grayEURZQ ZDUW KLGH EOHQGV LQ ZLWK QDWXUDO HDUWK DQG VWRQH :KHQ WKH wear rags or scraps as clothing, such items are also camou age colored. 7KH VSHDN LQ KLJK SLWFKHG VTXHDNV DQG WZLWWHUV 7KLV VSHHFK PD EH PLVWDNHQ IRU WKH VRXQGV RI D EDW RU UDW 7KH FDQ DOVR FRQYHUVH ZLWK DOO VRUWV RI UDWV ERWK QRUPDO DQG PRQVWURXV (DFK MHUPODLQH KDV D FKDQFH WR XQGHUVWDQG FRPPRQ GZDUYLVK JQRPLVK JREOLQ RU RUF UROO VHSDUDWHO IRU HDFK ODQJXDJH RPEDW -HUPODLQH DUH FRZDUGV ZKR KDYH PDGH DQ DUW RI WKH DPEXVK 7KH RQO DWWDFN ZKHQ WKH IHHO WKHUH LV QR VHULRXV RSSRVLWLRQ 7KH SUH IHU WR DWWDFN LQMXUHG LOO RU VOHHSLQJ YLFWLPV 7KH DYRLG GLUHFWO FRQIURQW LQJ VWURQJ DOHUW SDUWLHV DOWKRXJK WKH PD WU WR LQMXUH WKHP RXW RI VKHHU maliciousness. Jermlaine possess weak eyes and infravision that only ex WHQGV IRU DUGV EXW WKHLU NHHQ VPHOO DQG KHDULQJ HQDEOH WKHP WR GH WHFW HYHQ LQYLVLEOH FUHDWXUHV RI WKH WLPH -HUPODLQH PRYH VLOHQWO DQG TXLFNO ZLWK D VFXWWOLQJ JDLW WKLV VWHDOWK FDXVHV RSSRQHQWV WR VXIIHU D SHQDOW WR WKHLU VXUSULVH UROOV 7KH DUH XQGHWHFWDEOH HYHQ LI OLVWHQHG RU ZDWFKHG IRU XQOHVV WKH MHUPODLQH SXUSRVHIXOO UHYHDO WKHLU SUHVHQFH -HUPODLQH W SLFDOO DUP WKHPVHOYHV ZLWK QHHGOH VKDUS GDUWV WKH FDQ KXUO WKHVH DUGV IRU SRLQWV RI GDPDJH 7KH DOVR FDUU D PLQLDWXUH pike; these l½-foot-long sticks with sharp tips in ict 1d4 points of dam DJH ,I WKH MHUPODLQHV DUH RXW WR FDSWXUH D YLFWLP WKH DUH DOVR DUPHG ZLWK EODFNMDFNV 7KH MHUPODLQHV IDYRULWH WDFWLF LV FDSWXULQJ YLFWLPV ZLWK QHWV RU SLWV ,Q little-used passages the creatures prepare pits covered by camou aged GRRUV RU VWULQJ QHWV RYHUKHDG ,Q PRUH WUDYHOHG SDVVDJHV WKH MHUPODLQH VWUHWFK WULS FRUGV :KHQ D YLFWLP IDOOV DIRXO RI D WUDS WKH MHUPODLQH VZDUP RYHU KLP 6RPH SXPPHO KLP ZLWK EODFNMDFNV ZKLOH RWKHUV WLH KLP ZLWK URSHV DQG FRUGV 6XFK EHDWLQJV KDYH D FXPXODWLYH FKDQFH SHU EORZ RI FDXVLQJ WKH YLFWLP WR ODSVH LQWR XQFRQVFLRXVQHVV ,I D YLFWLP LV ZHDU LQJ VSOLQW EDQGHG RU SODWH PDLO WKHVH SXPPHOLQJ DWWDFNV DUH LQHIIHFWLYH .QRZLQJ WKLV WKH MHUPODLQH DWWDFN ZHOO DUPRUHG YLFWLPV ZLWK DFLG RU aming oil missiles.
RI VXEGXHG YLFWLPV DUH ODWHU GHYRXUHG E WKH 6ODLQ YLFWLPV DQG MHUPODLQH DQG WKHLU UDWV 0RVW FDSWLYHV DUH UREEHG VWULSSHG VKDYHG WR WDOO KDLUOHVV DQG OHIW WUXVVHG LQ D SDVVDJHZD ,I DQ XQVXVSHFWLQJ YLFWLP SDXVHV QHDU D OXUNLQJ EDQG RI MHUPODLQH WKH GDUW RXW DQG FXW VWUDSV EHOWV SDFNV DQG SRXFKHV (DFK MHUPODLQH LQ WKH EDQG PDNHV RQH VXFK attack before eeing back into the shadows. Such attacks are usually not QRWLFHG WLOO G WXUQV ODWHU ZKHQ WKH VODVKHG LWHPV EHJLQ WR IDOO DSDUW 7KH DOVR WU WR VWHDO GDPDJH RU EHIRXO YLFWLPV SRVVHVVLRQV :KHQ HQFRXQWHUHG RI MHUPODLQH DUH DFFRPSDQLHG E G UDWV DQG DUH DFFRPSDQLHG E G JLDQW UDWV RQO RQH W SH RI UDW SHU JURXS RI MHUPODLQH *URXSV RI RU PRUH MHUPODLQH DUH DFFRPSDQLHG E DQ HOGHU D YHU ROG MHUPODLQH ZLWK WKH PDJLFDO DELOLW WR GUDLQ WKH PDJLF IURP PRVW PDJLFDO LWHPV LI KH FDQ KDQGOH VXFK DQ REMHFW IRU G URXQGV UWLIDFWV DQG UHOLFV DUH LPPXQH WR VXFK DWWDFNV -HUPODLQH DUH WUHDWHG DV +LW LH PRQVWHUV IRU SXUSRVHV RI VDYLQJ WKURZV DQG PDJLFDO DWWDFNV XH WR WKHLU GLPLQXWLYH VL H WKH HVFDSH DOO GDPDJH IURP DWWDFNV WKDW QRUPDOO GR KDOI GDPDJH LI WKH VDYLQJ WKURZ LV VXFFHVVIXO DELWDW RFLHW Jermlaine are extremely distant relatives of the gnomes. 7KHLU GHHSO URRWHG VHQVH RI LQIHULRULW DW WKHLU RZQ GLPLQXWLYH VL H KDV EHFRPH D PDOLFLRXV QHHG WR KXPLOLDWH QRUPDO VL HG KXPDQRLGV 7KH PDNH D JRRG OLYLQJ SUH LQJ RQ KDSOHVV DGYHQWXUHUV ZKR SURYLGH ULFKHV VDGLVWLF DPXVHPHQW DQG DQ RFFDVLRQDO PHDO -HUPODLQH DFTXLUH D ZLGH YD ULHW RI WUHDVXUH DOWKRXJK VXFK LWHPV WHQG WR EH VPDOO REMHFWV 7KH MHUPODLQH OLIH VSDQ LV RQH WKLUG WKDW RI KXPDQV 5HSURGXFWLRQ LV LGHQWLFDO WR RWKHU KXPDQRLGV DOWKRXJK FURVV EUHHGLQJ LV LPSRVVLEOH -HUP ODLQH IHPDOHV JLYH ELUWK WR RQH RU WZR EDELHV DW D WLPH 0RVW RI WKH RIIVSULQJ DUH PDOH DOWKRXJK WKH GDQJHUV RI WKHLU KRVWLOH OLIH UHGXFHV WKH male numerical superiority to an even male-female mix among the adults. -HUPODLQH VRFLHW LV GLYLGHG DPRQJ FODQV ZKRVH PHPEHUV DUH XQLWHG E EORRG (DFK FODQ FRQVLVWV RI G IDPLOLHV 7KH FODQ FKLHI LV QRUPDOO WKH VWURQJHVW RU PRVW FOHYHU RI WKH HOGHUV 7KH FKLHI ERWK LQVWUXFWV WKH RXQJ MHUPODLQH LQ WKH DUW RI WKH DPEXVK DQG OHDGV LPSRUWDQW DWWDFNV DOEHLW IURP D VHFXUH ORFDWLRQ LQ WKH UHDU 7KH IDPLOLHV FHQWHU DURXQG WKH PRWKHUV DV
176
Gremlin, Jermlaine WKH IDWKHUV PD EH XQNQRZQ RII KXQWLQJ RU GHDG ,I D IHPDOH MHUPODLQH KDV GHSHQGHQW FKLOGUHQ VKH QRUPDOO FRQFHQWUDWHV RQ UDLVLQJ VXFK FKLO GUHQ UDWKHU WKDQ SDUWLFLSDWLQJ LQ DWWDFNV V WKH FKLOGUHQ PDWXUH VKH DQG WKH FODQ FKLHI WDNH WKH RXQJ RQ SUDFWLFH DWWDFNV RQ SRWHQWLDO YLFWLPV DQG SDUWLFLSDWH LQ WKH KXPLOLDWLRQ RI FDSWLYHV -HUPODLQH ODLUV DUH FXQQLQJO KLGGHQ DQG SK VLFDOO LPSDVVDEOH E PRVW KXPDQRLGV DV WKH DUH XVXDOO D VHULHV RI VPDOO FKDPEHUV DQG WXQ nels scaled to their tiny occupants. The typical jermlaine lair is a lthy cave or burrow a short distance from a larger cavern complex. The only areas WKDW FDQ EH HDVLO UHDFKHG E D KXPDQ VL HG EHLQJ DUH WKH DUHDV LQ ZKLFK OLYLQJ FDSWLYHV DUH KHOG DQG GHDG YLFWLPV EXWFKHUHG IRU IRRG FFHVV SDVW WKLV DUHD LV FRQWUROOHG E VPDOO RQH IRRW KLJK FRUULGRUV RU WKLQ QRUPDOO LPSDVVDEOH FUDFNV LQ WKH URFN ZDOOV 7KH FRUULGRUV OHDG GLUHFWO WR OLYLQJ DUHDV DQG FRPPXQDO FKDPEHUV 7KH OLYLQJ DUHDV DUH IXUQLVKHG ZLWK FUXGH IXUQLWXUH DQG LWHPV VFDYHQJHG IURP SDVW YLFWLPV (DFK MHUPODLQH IDPLO KDV D SHUVRQDO VHFWLRQ WKDW KDOI UHVHPEOHV D QHVW KDOI D MXQN DUG 7UHDVXUHV DUH FRQFHDOHG WKURXJKRXW WKH ODLU (DFK IDPLO PDLQWDLQV D VHULHV RI VPDOO SHUVRQDO FDFKHV ZKLOH WKH FRPPXQDO KRDUG LV KLGGHQ LQ D VHULHV RI VPDOO FKDPEHUV DW WKH HQG RI FXQQLQJO FRQ FHDOHG FUDZO ZD V 1R RQH ODUJHU WKDQ D MHUPODLQH FDQ UHDFK VXFK WUHDVXUH FKDPEHUV -HUPODLQH JHW DORQJ ZHOO ZLWK UDWV RI DOO W SHV 7KH FDQ VSHDN DOO UDW UHODWHG ODQJXDJHV 7KH DUH OLNHO WR EH DFFRPSDQLHG E UDWV DQG likely to share their lair with rats. This cohabitation extends to all forms of PXWXDO FRRSHUDWLRQ DQG GHIHQVH 7KHUH LV D FKDQFH WKDW WKH MHUPODLQH FRORQ KDV D PXWXDO FRRSHUDWLRQ SDFW ZLWK RVTXLSV UDWKHU WKDQ QRUPDO UDWV
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Their diet is an omnivorous mixture of insects, fresh meat, carrion, IXQJL DQG PROGV +XPDQRLGV DUH D GHOLFDF UHVHUYHG IRU VSHFLDO RFFD VLRQV /L DUGV IRUP WKH EXON RI WKH PHDW LQWDNH -HUPODLQH FKHULVK IRRGV IURP WKH VXUIDFH HYHQ WKH KDUGWDFN DQG LURQ UDWLRQV FDUULHG E DG YHQWXUHUV ,I WKH MHUPODLQH FDQ LGHQWLI ZKLFK RI WKH DGYHQWXUHUV EDJV FDUU IRRG WKHVH DUH VWROHQ DV HQWKXVLDVWLFDOO DV WKH WUHDVXUH SRXFKHV -HUPODLQH KDYH D IRQGQHVV IRU UDULWLHV VXFK DV VXJDU FDQG DQG SUH VHUYHG IUXLWV 6XFK LWHPV FDQ EH XVHG WR HQWLFH WKH QRUPDOO PDOHYROHQW MHUPODLQH WR OHDYH DQ DGYHQWXUHU DORQH DW OHDVW WHPSRUDULO (FRORJ -HUPODLQH DUH RSSRUWXQLVWLF EULJDQGV ZKR SUH RQ XQZDU WUDY HOHUV LQ WKH VXEWHUUDQHDQ UHJLRQV 7KH DUH ZHOO DZDUH RI DQ VXFK WUDYHO HUV LQFOXGLQJ D SDUW V VL H FRPSRVLWLRQ DQG JHQHUDO FRQGLWLRQ -HUP ODLQH PD EH SHUVXDGHG IRU D VXLWDEOH IHH WR VKDUH VXFK NQRZOHGJH ZLWK DGYHQWXUHUV -HUPODLQH PD GHDO ZLWK JLDQWV DQ UDFH ELJJHU WKDQ WKH DUH LI WKH are bribed or given access to a plentiful ow of victims or riches. They QHYHU DOO WKHPVHOYHV ZLWK WUXO JRRG DOLJQHG DGYHQWXUHUV DOWKRXJK WKH PD LQ D PRPHQW RI FUDIWLQHVV SUHWHQG WR HQWHU VXFK DQ DOOLDQFH 5HJDUG OHVV RI WKHLU VSRNHQ LQWHQWLRQV RI MHUPODLQH HYHQWXDOO HLWKHU OLH WR RU WXUQ DJDLQVW WKHLU ODUJHU DOOLHV 7KH PD PDNH WKHLU ODLUV QHDU WKH HV WDEOLVKHG WHUULWRULHV RI VXFK UDFHV DV GURZ WUROOV RU WURJORG WHV OWKRXJK they are careful to avoid direct con ict with such evil beings, the jermlaine KDSSLO SUH RQ WKH YLFWLPV RI WKHLU QHLJKERUV DV ZHOO DV VFDYHQJLQJ WKH VFHQHV RI WKHLU QHLJKERUV EDWWOHV -HUPODLQH PD DFW DV ZDWFKPHQ IRU WKHLU QHLJKERUV SURYLGHG VXLWDEOH WHUPV FDQ EH DJUHHG XSRQ 7KH XQLQWHQWLRQDOO DFW DV JDUEDJHPHQ FOHDQLQJ WKH VXEWHUUDQHDQ UH JLRQV HDG DQLPDOV PD EH XVHG DV IRRG RU VXSSOLHV ZKLOH GHDG KXPDQ RLGV DUH WDNHQ DZD WR EH VHDUFKHG IRU YDOXDEOHV RU XVHG DV IRRG %HFDXVH RI WKLV DGYHQWXUHUV VHHNLQJ WKH UHPDLQV RI D VODLQ FRPSDQLRQ PD VHHN RXW WKH ORFDO MHUPODLQHV VLQFH WKH PD EH DZDUH RI ZKHUH WKH UHPDLQV DUH ORFDWHG
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*ULPORFNV ZKHWKHU QRUPDO OHDGHU RU FKDPSLRQ PDNH DOO VDYLQJ throws as 6th-level ghters. Grimlocks gain a +1 on surprise rolls, since WKHLU DFXWH KHDULQJ DOORZV WKHP WR FRPPXQLFDWH LQ YRLFHV WRR IDLQW IRU RWKHU UDFHV WR KHDU ,Q DGGLWLRQ WKHLU PRUDOH LV UDLVHG E IRU HYHU OHDGHU RU FKDPSLRQ ZLWK WKH JURXS DELWDW RFLHW Grimlocks lair in vast cavern complexes in mountain RXV DUHDV 7KH DUH ZHOO DGDSWHG WR WKHVH HQYLURQV ,Q DQ URFN WHUUDLQ WKH EOHQG LQ VR ZHOO WKDW ZKLOH PRWLRQOHVV WKH DUH FRPSOHWHO XQ GHWHFWDEOH XQOHVV RQH DFWXDOO EXPSV LQWR WKHP ,Q DQ JULPORFN ODLU there will be nearly as many females (1 Hit Die and AC 6) as males, and at least as many young (1 hit point, AC 6 and non-combatant). Grimlock OHDGHUV DQG FKDPSLRQV GR ZLHOG VRPH FRQWURO RYHU WKHVH FRPPXQLWLHV +RZHYHU WKLV FRQWURO LV XVXDOO HIIHFWLYH RQO DV ORQJ DV WKH OHDGHU ZKR JDYH WKH RUGHU LV DURXQG WR HQIRUFH KLV ZLOO ,W LV QHDUO LPSRVVLEOH IRU WKRVH RI RWKHU UDFHV WR WHOO RQH JULPORFN IURP DQRWKHU DOWKRXJK OHDGHU W SHV PD DSSHDU VOLJKWO ODUJHU EXW WKH HDVLO WHOO HDFK RWKHU DSDUW E VXEWOH GLIIHUHQFHV LQ VFHQW DQG PRYHPHQW Extremely xenophobic, grimlocks rarely consort with other races. How HYHU WKHUH LV D VPDOO FKDQFH WKDW WKH ZLOO DOORZ PHGXVDH WR VKDUH WKHLU ODLUV DQG D FKDQFH WKDW DQ ZDQGHULQJ JURXS ZLOO EH DFFRPSD nied by 1-2 mind ayers. (FRORJ Grimlocks will only eat the raw esh of humanoid creatures, YDVWO SUHIHUULQJ WKDW RI KXPDQV WR DOO RWKHUV )RUDJLQJ SDUWLHV RIWHQ UDLG WKH KRPHV RI RWKHU VXEWHUUDQHDQ UDFHV HVSHFLDOO WKRVH ZKR NHHS ODUJH VODYH SRSXODWLRQV VXFK DV GURZ 7KH DUH RIWHQ RQ JRRG WHUPV ZLWK PLQG ayers since illithids have a large supply of humanoid bodies discarded DIWHU WKH KDYH GHYRXUHG WKH EUDLQV *ULPORFNV DUH SDUWLFXODUO KDWHG E githyanki for this reason. Since the slave esh the grimlocks often con VXPH UDZ LV IUHTXHQWO XQZKROHVRPH ZKROH FRPPXQLWLHV DUH RIWHQ GHFLPDWHG E GLVHDVH
179
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JULSSOL WULEDO YLOODJH LV PDGH RI VPDOO KXWV RI ZRRG DELWDW RFLHW DQG PXG EXLOW RQ WKH JURXQG LQ WKH GHHS VKDGRZV RI ODUJH WUHHV 2Q UDUH RFFDVLRQV D JULSSOL YLOODJH LV IRXQG LQ WKH VWURQJ OLPEV RI WKH WUHHV (DFK village is led by a tribe mother (AC 7, HD 3, 1d6 + 1 points of damage with D ZHDSRQ 2QFH SHU GD WKH WULEH PRWKHU FDQ HPLW D PXVN FORXG ZKLFK LV WUHDWHG DV D L NL OR G spell. She looks like any other grippli, except for EHLQJ DOPRVW IRXU IHHW WDOO 6KH KDV G PDWHV RI ODUJHU WKDQ QRUPDO VL H (AC 8, HD 2, 1d4 + 1 points of damage with poisoned weapons), standing WKUHH WR WKUHH DQG D KDOI IHHW WDOO 7KH WULEH PRWKHU LV VXSSRVHG WR KDYH D WRXFK RI WKH EORRG RI WKHLU JRG LQ KHU W SLFDO YLOODJH KDV G PDOHV FDSDEOH RI GHIHQGLQJ LW 7KHUH DUH DQ HTXDO QXPEHU RI QRQFRPEDWDQW IHPDOHV DQG G RIIVSULQJ DOVR QRQFRP EDWDQWV 7KH KDYH EDVLF IDPLO XQLWV MXVW OLNH KXPDQV DQG HDFK IDPLO KDV LWV RZQ KXW 7KH WULEH PRWKHU V KXW GRXEOHV DV D WHPSOH WR WKHLU VPDOO IURJ OLNH GHLW 2WKHU GHLWLHV LQ WKH SDQWKHRQ LQFOXGH HYLO VQDNH JRGV DQG VSLGHU JRGGHVVHV 7KHLU QDWXUDO KLJK LQWHOOLJHQFH HQDEOHV WKHP WR OHDUQ QHZ GHYLFHV DQG ZHDSRQV TXLFNO DQG HDVLO V D UDFH WKH KDYH QR GHVLUH WR PDQXIDF WXUH VXFK LWHPV WKHPVHOYHV +RZHYHU WKH ZLOO WUDGH IRU WKHP ZLWK RWKHU UDFHV 7UDGH LWHPV XVXDOO LQFOXGH UDUH IUXLWV RU RWKHU KDUG WR JHW MXQJOH specimens. They are extremely cautious and only develop trade relations ZLWK JURXSV WKDW WKH WUXVW FRPSOHWHO VXFK DV JRRG HOYHV RU WKH UDUH YLO ODJH RI JRRG KXPDQV LQ WKHLU DUHD (FRORJ *ULSSOL HDW IUXLW DQG LQVHFWV 7KH WUDS VPDOO LQVHFWV LQ ODUJH TXDQWLWLHV DQG KXQW WKH JLDQW YDULHWLHV OLNH KXPDQV KXQW VWDJV 7KH DUH LQ WXUQ KXQWHG E PRVW ODUJH JURXQG DQG WUHH EDVHG SUHGDWRUV *LDQW VQDNHV DQG VSLGHUV LQ SDUWLFXODU DUH IRQG RI JULSSOL DV PHDOV *ULSSOL DUH UDUH LQ WKH ZRUOG PRVWO EHFDXVH RI WKHLU ORZ ELUWKUDWH They live to be 700 years old, but give birth to only six or so young in that WLPH %HFDXVH RI WKLV WKH JULSSOL GHIHQG WKHLU RXQJ IHURFLRXVO
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Coveys never cast these spells in combat; instead these spells are used WR KHOS ZHDYH ZLFNHG SORWV DJDLQVW QHLJKERULQJ KXPDQ RU GHPLKXPDQ VHWWOHPHQWV FRPPRQ SOR E FRYH V LV WR IRUFH RU WULFN D YLFWLP LQWR SHUIRUPLQJ VRPH KHLQRXV GHHG 7KLV GHHG XVXDOO LQYROYHV EULQJLQJ EDFN PRUH YLFWLPV VRPH RI ZKRP DUH GHYRXUHG E WKH KDJV WKH UHVW DUH XVHG RQ IXUWKHU HYLO DVVLJQPHQWV Q FUHDWXUH IRUWXQDWH RU XQIRUWXQDWH HQRXJK WR UHVLVW D FRYH LV LPPHGLDWHO GHYRXUHG A covey of hags is 80% likely to be guarded by a mixture of 1d8 ogres and 1d4 evil giants. Coveys often use one or two of their ogres as spies, VHQGLQJ WKHP LQWR WKH ZRUOG EH RQG DIWHU SRO PRUSKLQJ WKHP LQWR OHVV WKUHDWHQLQJ FUHDWXUHV 7KHVH PLQLRQV IUHTXHQWO ZHDU D VSHFLDO PDJLFDO JHP FDOOHG D D H H D H H LV PDGH IURP WKH UHDO H H RI D FRYH V SUHYLRXV YLFWLP ,W DSSHDUV WR WKH FDVXDO REVHUYHU WR EH QR PRUH WKDQ D ORZ YDOXH JHP JS RU OHVV EXW LI YLHZHG WKURXJK D HP R U H HHL D GLVHPERGLHG H H FDQ EH VHHQ WUDSSHG LQ WKH KDJ H H V LQWHULRU 7KLV KLGGHQ H H LV PDJL FDOO FRQQHFWHG WR WKH FRYH WKDW FUHDWHG WKH D H H OO WKUHH PHPEHUV RI WKH FRYH FDQ VHH ZKDWHYHU WKH D H H LV SRLQWHG DW +D H H DUH XVXDOO SODFHG RQ D PHGDOOLRQ RU EURRFK ZRUQ E RQH RI WKH KDJ V SRO PRUSKHG VHUYDQWV 2FFDVLRQDOO D H H DUH JLYHQ DV JLIWV WR XQVXVSHFWLQJ YLFWLPV ZKRP WKH KDJV ZDQW WR PRQLWRU HVWUR LQJ D D H H in icts 1d10 points RI GDPDJH WR HDFK PHPEHU RI WKH FRYH WKDW FUHDWHG LW DQG RQH RI WKH WKUHH KDJV LV VWUXFN EOLQG IRU KRXUV +DJV FRPPRQO LQKDELW ERQH VWUHZQ JOHQV GHHS ZLWKLQ IRUHVWV 7KHUH LV DQ FKDQFH WKDW KDJV DUH NHHSLQJ RQH RU WZR FDSWLYHV LQ D QHDUE HDUWKHQ SLW RU RU H D H 7KHVH SULVRQHUV DUH KHOG IRU D SXUSRVH NQRZQ RQO WR WKH KDJV WKHPVHOYHV WKRXJK LW ZLOO FHUWDLQO LQYROYH VSUHDGLQJ FKDRV LQWR WKH RXWVLGH ZRUOG 3ULVRQHUV NHSW LQ D SLW DUH JXDUGHG E DQ HYLO JLDQW RU RQH WR WZR RJUHV WKRVH LQ D IRUFHFDJH DUH OHIW DORQH (FRORJ +DJV KDYH D UDYHQRXV DSSHWLWH DQG DUH DEOH WR GHYRXU PDQ VL HG FUHD tures in just 10 rounds. They prefer human esh, but settle for orc or demihu PDQ ZKHQ QHFHVVDU 7KLV ZDQWRQ GHVWUXFWLRQ KDV HDUQHG KDJV VRPH SRZHU IXO HQHPLHV %HVLGHV KXPDQLW LQ JHQHUDO ERWK JRRG JLDQWV DQG JRRG GUDJRQV KXQW KDJV VOD LQJ WKHP ZKHQHYHU SRVVLEOH 6WLOO KDJV PXOWLSO UDSLGO E XV LQJ WKHLU D H HO DELOLW WR DSSHDU DV EHDXWLIXO PDLGHQV WR PHQ WKH HQFRXQ WHU DORQH +DJ RIIVSULQJ DUH DOZD V IHPDOH /HJHQGV VD WKDW KDJV FDQ FKDQJH WKHLU XQERUQ FKLOG IRU WKDW RI D KXPDQ IHPDOH ZKLOH VKH VOHHSV 7KH IXUWKHU VWDWH WKDW DQ PRWKHU ZKR EULQJV VXFK D FKLOG WR WHUP LV WKHQ VODLQ E WKH KDJ FKLOG VKH FDUULHV )RUWXQDWHO VXFK JKDVWO WDOHV KDYH QHYHU EHHQ SURYHQ Hags hoard ne treasure, using the jewelry and coins to decorate the bones of their more powerful victims, and the ner gems (500 gp value or KLJKHU WR PDQXIDFWXUH PDJLFDO D H H
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Hag QQLV 7KH ODUJHVW DQG PRVW SRZHUIXO RI DOO WKH KDJV DQQLV VWDQG VHYHQ WR HLJKW feet tall. Their skin is deep blue in complexion, while their hair, teeth, DQG QDLOV DUH JORVV EODFN 7KH H HV RI DQ DQQLV DUH GXOO JUHHQ RU HOORZ QQLV KDYH QRUPDO LQIUDYLVLRQ IRRW UDQJH EXW VXSHULRU KHDULQJ DQG VHQVH RI VPHOO QQLV DUH VXUSULVHG RQO RQ D RQ G An annis attacks using its talons and teeth to in ict horrible wounds. In PHOHH DQQLV WHQG WR FORVH DQG JUDSSOH Q DQQLV WKDW KLWV DQ RSSRQHQW ZLWK DOO WKUHH RI LWV DWWDFNV LQ RQH URXQG KDV VXFFHVVIXOO JUDSSOHG LWV RSSRQHQW Next round, all attacks by the annis are automatic hits, unless the opponent LV VWURQJHU WKH DQQLV LV VODLQ RU WKH YLFWLP XVHV VRPH PDJLFDO PHDQV WR HVFDSH WKH KDJ 2WKHUZLVH WKH DQQLV ZLOO FRQWLQXH WR KROG WKH YLFWLP LQ LWV JUDVS DQG GHOLYHU GDPDJH ZLWK LWV UDNLQJ WDORQV DQG VKDUSHQHG WHHWK HDFK URXQG XQWLO WKH YLFWLP LV VODLQ ,Q DGGLWLRQ WR QRUPDO DWWDFNV DQQLV KDYH WKH DELOLW WR FDVW R OR G WKUHH WLPHV SHU GD 7KLV VSHOO LV XVHG WR FRQIXVH UHVLVWDQFH RU WR GHOD DW WDFN E D VXSHULRU IRH QQLV FDQ DOVR D H HO OLNH DOO KDJV DSSHDULQJ DV D WDOO KXPDQ RJUH RU HYHQ D VPDOO JLDQW 7KHVH VSHOOV DUH FDVW DW WK OHYHO IRU SXUSRVHV RI GHWHUPLQLQJ VSHOO UDQJH GXUDWLRQ HWF 7KH VNLQ RI DQ DQQLV LV LURQ KDUG WKXV HGJHG ZHDSRQV FDXVH OHVV SRLQW of damage when they hit these hags. Conversely, blunt weapons (includ LQJ PRUQLQJVWDUV FDXVH DGGLWLRQDO SRLQW RI GDPDJH DJDLQVW DQ DQQLV QQLV VSHDN WKHLU RZQ ODQJXDJH DV ZHOO DV RJUH DOO HYLO JLDQW WRQJXHV DQG VRPH FRPPRQ 6RPH RI WKH PRVW LQWHOOLJHQW DQQLV FDQ VSHDN FRPPRQ uently and know a smattering of various demihuman languages. Annis DUH EHOLHYHG WR OLYH IRU HDUV UHHQKDJ 7KHVH ZUHWFKHG FUHDWXUHV OLYH LQ GHVRODWH FRXQWU VLGH DQG DPLG GHQVH IRUHVWV DQG VZDPSV *UHHQKDJV DV WKHLU QDPH LPSOLHV KDYH D VLFNO JUHHQ SDOORU +DLU FRORU UDQJHV IURP QHDU EODFN WR ROLYH JUHHQ DQG WKHLU H HV DUH DPEHU RU RUDQJH 7KHLU VNLQ DSSHDUV ZLWKHUHG EXW LV KDUG DQG URXJK OLNH WKH EDUN RI D WUHH XH WR WKHLU FRORUDWLRQ DQG WKHLU DELOLW WR PRYH ZLWK DEVROXWH VLOHQFH JUHHQKDJV LPSRVH D SHQDOW WR DQ RS SRQHQW V VXUSULVH UROO ZKHQ LQ D IRUHVW RU VZDPS 7KH KDYH VXSHULRU KHDULQJ VPHOO DQG VLJKW LQFOXGLQJ LQIUDYLVLRQ IRRW UDQJH 7KH DUH RQO VXUSULVHG RQ D UROO RI RQ WKH G VXUSULVH UROO Rock-hard talons grow from the long, slender ngers of greenhags. 7KH XVH WKHVH WDORQV WR VODVK DQG UHQG WKHLU RSSRQHQWV 6PDOOHU WKDQ WKHLU DQQLV FRXVLQV JUHHQKDJV QRQHWKHOHVV SRVVHVV 6WUHQJWK HTXLYDOHQW WR WKDW RI DQ RJUH %HFDXVH RI WKHLU JUHDW 6WUHQJWK DOO WKHLU DWWDFN UROOV JDLQ D ERQXV DQG DOO KLWV UHFHLYH D GDPDJH ERQXV *UHHQKDJV FDQ FDVW WKH IROORZLQJ VSHOOV DW ZLOO RQH VSHOO SHU URXQG D GLEOH ODPHU GD L OL L L LELOL SD ZL R UD H D H HO SHDN ZL PR HU ZD HU EUHD L DQG ZHDN H (DFK VSHOO LV HPSOR HG DW WK OHYHO RI DELOLW 7R OXUH YLFWLPV JUHHQKDJV W SLFDOO XVH WKHLU PLPLF DELOLW 7KLV HQ DEOHV WKHP WR LPLWDWH WKH YRLFH RI D PDWXUH RU LPPDWXUH PDOH RU IHPDOH human or demihuman. Calls for help and crying are common deceptions HPSOR HG E JUHHQKDJV 7KH DUH DOVR DEOH WR PLPLF PRVW DQLPDOV *UHHQKDJV VSHDN WKHLU RZQ ODQJXDJH D GLDOHFW RI DQQLV DV ZHOO DV DOO GHPLKXPDQ ODQJXDJHV DQG FRPPRQ 7KHVH DUH WKH ORQJHVW OLYHG RI DOO KDJV WKH FDQ OLYH IRU XS WR HDUV
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Hal ings are a hard-working race of peaceful citizens. Their communities DUH VLPLODU WR WKRVH RI KXPDQV DOWKRXJK WKH XVXDOO FRQWDLQ PDQ EXU URZ KRPHV LQ DGGLWLRQ WR VXUIDFH FRWWDJHV Hal ings average 3 feet in height, have ruddy complexions, with sandy WR GDUN EURZQ KDLU DQG EOXH RU KD HO H HV 7KHLU GUHVV LV RIWHQ FRORUIXO EXW VHUYLFHDEOH DQG WKH OLNH WR ZHDU FDSV RU WXQLFV ,Q DGGLWLRQ WR WKHLU RZQ language, many hal ings also speak the common tongue, gnome, goblin, DQG RUFLVK RPEDW Hal ings will ght with great ferocity in defense of good or their KRPHV 7KH DUH YHU VNLOOHG ZLWK ERWK WKH VOLQJ DQG WKH ERZ UHFHLYLQJ D ERQXV RQ DOO DWWDFN UROOV DQG XVH WKHVH ZHDSRQV WR JUHDW DGYDQWDJH LQ EDWWOH 7KHLU WDFWLFV RIWHQ LQYROYH IHLQWV WR GUDZ WKHLU DWWDFNHUV LQWR WKH RSHQ where they can be subjected to a volley of re from cover. When equipped for battle, hal ings wear padded or leather armor. A Half ling force is usually armed with short swords and hand axes. In addition, twothirds of the hal ings will be carrying either a sling or short bow. All hal ings above normal level will have Armor Class 6, while those of 3rd or 4th level wear chain mail over their leather (AC 4). Higher level Hal ings have a 10 percent chance per level of having a magic weapon RU DUPRU As all hal ings are naturally resistant to magic and poisons—they save at 4 levels above their actual level. In addition, hal ings are exceedingly FOHYHU DW TXLHW PRYHPHQW DQG KLGLQJ ,Q FRPEDW WKHLU RSSRQHQWV UHFHLYH D –5 on their surprise roll. In natural terrain hal ings are considered L L LEOH ZKHQ WKH DUH KLGLQJ LQ YHJHWDWLRQ
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DOOIHOORZ A taller (4’+) and slimmer hal ing with fair skin and hair, tallfellows are somewhat rare among the hal ing folk. Tallfellows generally speak the ODQJXDJH RI HOYHV LQ DGGLWLRQ WR WKRVH OLVWHG SUHYLRXVO DQG JUHDWO HQMR WKHLU FRPSDQ ,Q FRPEDW WDOOIHOORZV RIWHQ ULGH SRQLHV DQG FDUU VSHDUV RU VPDOO ODQFHV 7DOOIHOORZV RI VWUHQJWK RU PRUH FDQ ULVH WR WK OHYHO ghting ability. They live 180 years on average. Like elves, a tallfellow can UHFRJQL H D VHFUHW GRRU RQ D UROO RI RQ D G OO WDOOIHOORZV UHFHLYH D ERQXV WR VXUSULVH UROOV ZKHQ LQ IRUHVW RU ZRRGHG WHUUDLQ WRXW These hal ings are shorter and stockier than the more common hairfoots. Stouts take great pleasure in gems and ne masonry, often working as jewel ers or stone cutters. They rarely mix with humans and elves, but enjoy the company of dwarves and often speak their language uently. Like dwarves, VWRXWV KDYH LQIUDYLVLRQ D FKDQFH WR GHWHFW VORSLQJ SDVVDJHZD V DQG D FKDQFH RI GHWHUPLQLQJ GLUHFWLRQ ZKHQ XQGHUJURXQG 6WRXWV ZLWK D strength score of 17 or better can work their way up to the 9th-level of ghting DELOLW 7KHLU WLHV ZLWK WKH GZDUYHQ IRON KDYH VSLOOHG RYHU LQWR WKHLU FRPEDW WDFWLFV ZLWK PDQ VWRXWV HPSOR LQJ KDPPHUV DQG PRUQLQJVWDUV LQ FRPEDW Stouts also have no fear of water and, in fact, many are excellent swimmers. 6WRXWV FDQ UHDFK DQ DJH RI RU PRUH HDUV
DELWDW RFLHW Hal ing villages will generally have between 30 and 300 (30d10) individuals living in them. For every 30 hal ings in a particular community there will be two 2nd-level ghters and a 3rd-level priest. If more than 90 hal ings are encountered there will be an additional leader of 3rd-level ghting ability. If more than 150 are encountered there will also be the following additional hal ing warriors in the group: one 9th-level ght er, two 4th-level ghters and three 3rd-level ghters. Further, a community of 150 hal ings will have a 5th-level priest. Cheerful and outgoing, hal ings take great pleasure in simple crafts and nature. Their ngers, though short, are very dexterous allowing them to create objects of great beauty. Hal ings shun water and extremes in WHPSHUDWXUH SUHIHUULQJ WR VHWWOH LQ WHPSHUDWH SDVWRUDO FRXQWU VLGHV 7KH JHW DORQJ ZHOO ZLWK KXPDQV DQG UHFHLYH D ERQXV WR DOO WKHLU 5HDFWLRQ Rolls involving human NPCs.
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7KH DYHUDJH NREROG WULEH KDV G DGXOW PDOHV )RU HYHU 40 kobolds in a band there will be one leader and two bodyguards (AC 6; + KS HDFK GDPDJH ,Q D ODLU WKHUH ZLOO EH G ERG JXDUGV IHPDOHV HTXDO WR RI WKH PDOHV RXQJ HTXDO WR RI WKH PDOHV and 30-300 (3d10 × 10) eggs. There will also be a chief and 2-8 guards (AC 5; + KS HDFK GDPDJH )XUWKHU WKHUH LV D FKDQFH WKHUH ZLOO be guard animals: (70%) 2-5 wild boars (AC 7; HD 3 + 3; damage 3d4 gore) or (30%) 1-4 giant weasels (AC 6; HD 3 + 3; damage 2d6 bite and blood GUDLQ 7KHUH PD EH RQH RU PRUH VKDPDQV 7KHLU VRFLHW LV WULEDO EXW FDQ EH IXUWKHU EURNHQ XS LQWR ZDU EDQGV EDVHG on speci c clans. As many as 10 families can be part of a clan, and each FODQ XVXDOO LV UHVSRQVLEOH IRU FRQWUROOLQJ WKH DUHD LQ D PLOH UDGLXV IURP WKH ODLU .REROGV UHFRYHU WUHDVXUH IURP WKH ERGLHV RI WKHLU YLFWLPV DQG RI WHQ FDUU WKHP EDFN WR WKHLU ODLU DV IRRG ,Q VRPH LQVWDQFHV NREROGV ZLOO QRW NLOO WKHLU YLFWLPV EXW ZLOO VHOO WKHP DV VODYHV Kobolds are distrustful of strangers. They hate brownies, pixies, sprites DQG JQRPHV *QRPHV DUH QHYHU HDWHQ RU WDNHQ SULVRQHU (FRORJ 3HUKDSV NREROGV DUH VR FUXHO EHFDXVH WKH DUH HDV SUH IRU ODUJ HU KXPDQRLGV DQG KXQJU PRQVWHUV 7KH KDYH PDQ HQHPLHV DQG HYHQ WKH GZDUYHV KDYH KDG WR DGPLW WKDW WKH QXPHURXV NREROG JREOLQ ZDUV KDYH NHSW WKH QXPEHU RI JREOLQV GRZQ WR D VDIH OHYHO .REROGV FDQ OLYH HDUV UG 8UGV DUH GLVWDQW UHODWLYHV RI NREROGV 7KUHH IHHW WDOO ZLWK VKRUW LYRU KRUQV WKHLU ERGLHV DUH IUDLO DQG FRYHUHG ZLWK PRWWOHG HOORZ WR EULFN UHG VFDOHV 7KHLU OHDWKHU EDWOLNH ZLQJV VSDQ IHHW 8UGV KDYH IRRW LQIUDYLVLRQ DQG SUHIHU WR KXQW DW QLJKW GURSSLQJ MDJ ged stones (2-3 pounds each) from the air. Unsuspecting victims are AC 10 for the attack roll. Actively dodging opponents are considered AC 2 be fore modi cations to Dexterity. Rocks cause 2d4 points of damage. Some XUGV FDUU OLJKW VSHDUV G GDPDJH A band of 20 urds is accompanied by a subchieftain (AC 7, 7 hp). Urd ocks of 100 or more include the chieftain (10 hp, 50% have magical leath HU DUPRU 8UG ODLUV FRQWDLQ G VKDPDQV DEOH WR VSHDN ZLWK EDWV DV SHU SHDN ZL D LPDO Urd life spans can exceed 100 years, but they rarely live past 50.
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7KH ZKLSV DUH IDQDWLFDO GHYRWHHV RI WKH 6HD 0RWKHU JRGGHVV RI WKH NXR toa. They inspire the troops to stand rm and ght without quarter for the JORU RI WKHLU UXOHU DQG WKHLU GHLW ,W LV SUREDEOH WKDW DQ NXR WRDQ SULHVW DERYH WK OHYHO LV DUPHG ZLWK D SLQFHU VWDII 7KLV LV D IRRW ORQJ SROH WRSSHG E D WKUHH IRRW ORQJ FODZ ,I WKH XVHU VFRUHV D KLW WKH FODZ KDV FORVHG XSRQ WKH RSSRQHQW PDN LQJ HVFDSH LPSRVVLEOH 7KH ZHDSRQ FDQ EH XVHG RQO RQ HQHPLHV ZLWK D JLUWK UDQJH EHWZHHQ DQ HOI DQG D JQROO ,W LV SUREDEOH WKDW ERWK DUPV DUH SLQQHG E WKH FODZ DQG SUREDEOH WKDW RQH DUP LV WUDSSHG ,I WKH YLFWLP LV ULJKW KDQGHG WKH FODZ WUDSV WKH OHIW KDQG RI WKH WLPH Trapped opponents lose shield and Dexterity bonuses. If the weapon arm is trapped, the victim cannot attack and the Dexterity bonus is lost, but the VKLHOG ERQXV UHPDLQV The harpoon is mostly used only by higher level ghters. It is a wick edly barbed throwing weapon with a 30 yard range. It in icts 2d6 points of damage, exclusive of bonuses. Victims must roll a successful saving WKURZ RI RQ G WR DYRLG EHLQJ VQDJJHG E WKH ZHDSRQ 0DQ VL HG RU VPDOOHU EHLQJV ZKR IDLO WKLV VDYLQJ WKURZ DUH MHUNHG RII WKHLU IHHW DQG VWXQQHG IRU G URXQGV 7KH NXR WRDQ ZKR LV DWWDFKHG WR KLV ZHDSRQ E D VWRXW FRUG WKHQ WULHV WR KDXO LQ LWV YLFWLP DQG VOD KLP ZLWK D GDJJHU WKUXVW .XR WRDQ VKLHOGV DUH PDGH RI VSHFLDO ERLOHG OHDWKHU DQG DUH WUHDWHG ZLWK D XQLTXH JOXH OLNH VXEVWDQFH EHIRUH D EDWWOH Q RQH ZKR DWWDFNV D NXR WRDQ IURP WKH IURQW KDV D FKDQFH RI JHWWLQJ KLV ZHDSRQ VWXFN IDVW 7KH FKDQFH RI WKH YLFWLP IUHHLQJ WKH ZHDSRQ LV WKH VDPH DV KLV FKDQFH IRU RSHQLQJ GRRUV +LW SUREDELOLW IRU NXR WRD LV WKH VDPH DV WKDW RI D KXPDQ RI VLPLODU OHYHO EXW PDOHV DOVR JDLQ D ERQXV WR ERWK DWWDFN UROOV DQG GDPDJH UROOV when using a weapon, due to Strength. When ghting with a dagger only, NXR WRD FDQ ELWH ZKLFK FDXVHV G SRLQWV RI GDPDJH :KHQ WZR RU PRUH NXR WRDQ SULHVWV RU SULHVW WKLHYHV RSHUDWH WRJHWKHU WKH FDQ JHQHUDWH D OLJKWQLQJ VWURNH E MRLQLQJ KDQGV 7KH EROW LV WZR IHHW ZLGH DQG KLWV RQO RQH WDUJHW XQOHVV E PLVFKDQFH D VHFRQG YLFWLP JHWV LQ the way. The bolt in icts 6 points of damage per priest, half that if a saving WKURZ YV VSHOO LV VXFFHVVIXO 7KH FKDQFHV RI VXFK D VWURNH RFFXUULQJ LV FXPXODWLYH SHU FDVWHU SHU URXQG
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1RZ WKH NXR WRD DUH KDWHUV RI VXQOLJKW DQG DUH DOPRVW QHYHU HQFRXQ WHUHG RQ WKH HDUWK V VXUIDFH 7KLV DQG WKHLU LQERUQ KDWUHG RI GLVFLSOLQH SUHYHQW WKH UHVXUJHQFH RI WKHVH FUHDWXUHV IRU WKH KDYH EHFRPH QXPHURXV RQFH DJDLQ DQG DFTXLUHG QHZ SRZHUV +RZHYHU WKH KDYH DOVR EHFRPH VRPHZKDW XQVWDEOH SRVVLEO DV D UHVXOW RI LQEUHHGLQJ DQG LQVDQLW LV FRPPRQ DPRQJ WKH VSHFLHV ,I D NXR WRDQ ODLU LV IRXQG LW FRQWDLQV G QG OHYHO PDOHV ,Q addition, there are higher level ghters in the same ratio as noted for wan GHULQJ JURXSV 7KH OHDGHU RI WKH JURXS LV RQH RI WKH IROORZLQJ GHSHQGLQJ RQ WKH ODLU V SRSXODWLRQ SULHVW WKLHI NLQJ RI WK WK OHYHO LI RU PRUH QRUPDO NXR WRD DUH SUHVHQW RU SULHVW WKLHI SULQFH RI WK WK OHYHO LI QRUPDO NXR WRD DUH SUHVHQW RU SULHVW WKLHI GXNH RI WK WK OHYHO LI IHZHU WKDQ QRUPDO NXR WRD DUH SUHVHQW 7KHUH DUH DOVR WKH IROORZLQJ DGGLWLRQDO NXR WRD LQ WKH ODLU (LJKW ( HV RI WKH SULHVW OHDGHU WK WR WK OHYHO SULHVW WKLHYHV One Chief Whip—6th/6th-level ghter/thief 7ZR :KLSV RI WK WK RU WK WK OHYHO VHH ZKLS GHVFULSWLRQ 2QH 0RQLWRU SHU QG OHYHO NXR WRD )HPDOHV HTXDO WR RI WKH PDOH SRSXODWLRQ RXQJ QRQFRPEDWDQW HTXDO WR RI WKH WRWDO NXR WRD 6ODYHV HTXDO WR RI WKH WRWDO PDOH SRSXODWLRQ ,Q VSHFLDO UHOLJLRXV DUHDV WKHUH DUH DOVR D QXPEHU RI NXR WRDQ SULHVWV )RU HYHU NXR WRD LQ WKH FRPPXQLW WKHUH LV D UG OHYHO SULHVW IRU HYHU WKHUH LV D WK OHYHO SULHVW IRU HYHU WKHUH LV D WK OHYHO SULHVW DOO LQ DGGL WLRQ WR WKH RWKHUV 7KHVH SULHVWV DUH KHDGHG E RQH RI WKH IROORZLQJ JURXSV 2QH WK OHYHO SULHVW LI WKH JURXS LV RU IHZHU RU 2QH WK OHYHO DQG RQH WK OHYHO SULHVW LI WKH JURXS LV EHWZHHQ DQG RU 2QH WK OHYHO RQH WK OHYHO DQG RQH WK OHYHO SULHVW LI WKH JURXS QXPEHUV EHWZHHQ DQG RU 2QH WK OHYHO WZR WK OHYHO DQG WKUHH WK OHYHO SULHVWV LI WKH JURXS QXP EHUV EHWZHHQ DQG RU 2QH WK OHYHO WZR WK OHYHO DQG IRXU WK OHYHO SULHVWV LI WKH JURXS QXP EHUV RYHU Though kuo-toa prefer a diet of esh, they also raise elds of kelp and fungi to supplement their food supply. These elds, lit by strange phos SKRUHVFHQW IXQJL DUH WHQGHG E VODYHV ZKR DUH DOVR XVHG IRU IRRG DQG sacri ces. .XR WRDQ WUHDVXUHV WHQG PRUH WRZDUG SHDUOV JHP HQFUXVWHG LWHPV RI D ZDWHU PRWLI DQG PLQHUDO RUHV PLQHG E WKHLU VODYHV Q PDJLFDO LWHPV LQ WKH SRVVHVVLRQ RI D NXR WRDQ DUH XVXDOO REWDLQHG IURP DGYHQWXULQJ SDU WLHV WKDW QHYHU PDGH LW KRPH DJDLQ (FRORJ 1RW PXFK LV NQRZQ WR VXUIDFH GZHOOLQJ VDJHV DERXW WKLV HQLJ PDWLF YLROHQW VXEWHUUDQHDQ UDFH EXW VRPH RI WKH PRUH DVWXWH VFKRODUV VSHFXODWH WKDW WKH NXR WRD DUH EXW RQH WKLUG RI WKH WKUHH ZD ULYDOU WKDW includes mind ayers and drow. It is partially because of this continuing ZDUIDUH WKDW QRQH RI WKH WKUHH UDFHV KDV EHHQ DEOH WR DFKLHYH GRPLQDQFH RI WKH VXUIDFH ZRUOG
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7KH OLFK LV SHUKDSV WKH VLQJOH PRVW SRZHUIXO IRUP RI XQGHDG NQRZQ WR exist. They seek to further their own power at all costs and have little or no interest in the affairs of the living, except where those affairs interfere ZLWK WKHLU RZQ OLFK JUHDWO UHVHPEOHV D ZLJKW RU PXPP EHLQJ JDXQW DQG VNHOHWDO in form. The creature’s eye sockets are black and empty save for the erce SLQSRLQWV RI OLJKW ZKLFK VHUYH WKH OLFK DV H HV 7KH OLFK FDQ VHH ZLWK QRU PDO YLVLRQ LQ HYHQ WKH GDUNHVW RI HQYLURQPHQWV EXW LV XQDIIHFWHG E HYHQ WKH EULJKWHVW OLJKW Q DXUD RI FROG DQG GDUNQHVV UDGLDWHV IURP WKH OLFK ZKLFK PDNHV LW DQ RPLQRXV DQG IHDUVRPH VLJKW 7KH ZHUH RULJLQDOO ZL DUGV RI DW OHDVW WK OHYHO /LFKHV DUH RIWHQ JDUEHG LQ WKH ULFK FORWKHV RI QRELOLW ,I QRW VR DW WLUHG WKH OLFK ZLOO EH IRXQG LQ WKH UREHV RI LWV IRUPHU SURIHVVLRQ ,Q HLWKHU FDVH WKH FORWKHV ZLOO EH WDWWHUHG DQG URWWLQJ ZLWK D FKDQFH RI EHLQJ PDJLFDO LQ VRPH ZD RPEDW OWKRXJK D OLFK ZLOO VHOGRP HQJDJH LQ DFWXDO PHOHH FRPEDW ZLWK WKRVH LW FRQVLGHUV HQHPLHV LW LV PRUH WKDQ FDSDEOH RI KROGLQJ LWV RZQ ZKHQ IRUFHG LQWR EDWWOH 7KH DXUD RI PDJLFDO SRZHU ZKLFK VXUURXQGV D OLFK LV VR SRWHQW WKDW DQ FUHDWXUH RI IHZHU WKDQ +LW LFH RU WK OHYHO ZKLFK VHHV LW PXVW VDYH YV spell or ee in terror for 5-20 (5d4) rounds. 6KRXOG WKH OLFK HOHFW WR WRXFK D OLYLQJ FUHDWXUH LWV DXUD RI DEVROXWH FROG will in ict 1-10 points of damage. Further, the victim must save vs. pa UDO VLV RU EH XWWHUO XQDEOH WR PRYH 7KLV SDUDO VLV ODVWV XQWLO GL SHOOHG LQ VRPH PDQQHU /LFKHV FDQ WKHPVHOYHV EH KLW RQO E ZHDSRQV RI DW OHDVW E PDJLFDO VSHOOV RU E PRQVWHUV ZLWK RU PRUH +LW LFH DQG RU PDJLFDO SURSHU WLHV 7KH PDJLFDO QDWXUH RI WKH OLFK DQG LWV XQGHDG VWDWH PDNH LW XWWHUO LPPXQH WR DUP OHHS H HHEOHPH SRO PRUS ROG HOH UL L L D L RU GHD VSHOOV 3ULHVWV RI DW OHDVW WK OHYHO FDQ DWWHPSW WR WXUQ D OLFK DV FDQ SDODGLQV RI QR OHVV WKDQ WK OHYHO OLFK LV DEOH WR HPSOR VSHOOV MXVW DV LW GLG LQ OLIH ,W VWLOO UHTXLUHV WKH XVH RI LWV VSHOO ERRNV PDJLFDO FRPSRQHQWV DQG VLPLODU REMHFWV ,W LV LPSRUWDQW WR QRWH WKDW PRVW LI QRW DOO OLFKHV KDYH KDG D JUHDW GHDO RI WLPH LQ ZKLFK WR UHVHDUFK DQG FUHDWH QHZ PDJLFDO VSHOOV DQG REMHFWV 7KXV DGYHQWXUHUV VKRXOG EH SUHSDUHG WR IDFH PDJLF WKH OLNHV RI ZKLFK WKH KDYH QHYHU VHHQ EHIRUH ZKHQ VWDONLQJ D OLFK ,Q DGGLWLRQ OLFKHV DUH DEOH WR XVH DQ PDJLFDO REMHFWV ZKLFK WKH PLJKW SRVVHVV MXVW DV LI WKH ZHUH VWLOO DOLYH
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Lich (FRORJ 7KH OLFK LV QRW D WKLQJ RI WKLV ZRUOG OWKRXJK LW ZDV RQFH D OLYLQJ creature, it has entered into an unnatural existence. ,Q RUGHU WR EHFRPH D OLFK WKH ZL DUG PXVW SUHSDUH LWV SK ODFWHU E WKH XVH RI WKH H D D L HP PD L MDU SHUPD H DQG UHL DU D LR VSHOOV 7KH SK ODFWHU ZKLFK FDQ EH DOPRVW DQ PDQQHU RI REMHFW PXVW be of the nest craftsmanship and materials with a value of not less than JROG SLHFHV SHU OHYHO RI WKH ZL DUG 2QFH WKLV REMHFW LV FUHDWHG the would-be lich must craft a potion of extreme toxicity, which is then HQFKDQWHG ZLWK WKH IROORZLQJ VSHOOV ZUDL RUP SHUPD H R H R ROG HL GHD DQG D LPD H GHDG When next the moon is full, the potion is LPELEHG 5DWKHU WKDQ GHDWK WKH SRWLRQ FDXVHV WKH ZL DUG WR XQGHUJR D WUDQVIRUPDWLRQ LQWR LWV QHZ VWDWH V VWHP VKRFN VXUYLYDO WKURZ LV UHTXLUHG ZLWK IDLOXUH LQGLFDWLQJ DQ HUURU LQ WKH FUHDWLRQ RI WKH SRWLRQ ZKLFK NLOOV WKH ZL DUG DQG UHQGHUV KLP IRUHYHU GHDG HPLOLFK 7KH GHPLOLFK LV QRW DV WKH QDPH LPSOLHV D ZHDNHU IRUP RI WKH OLFK 5DWKHU LW LV WKH VWDJH LQWR ZKLFK D OLFK ZLOO HYHQWXDOO HYROYH DV WKH SRZHU ZKLFK KDV VXVWDLQHG LWV SK VLFDO IRUP JUDGXDOO EHJLQV WR IDLO ,Q PRVW FDVHV DOO WKDW UHPDLQV RI D GHPLOLFK V ERG DUH D VNXOO VRPH ERQHV DQG D SLOH RI GXVW :KHQ LW KDV OHDUQHG DOO WKDW LW IHHOV LW FDQ LQ LWV XQGHDG OLIH WKH OLFK ZLOO FRQWLQXH LWV TXHVW IRU SRZHU LQ VWUDQJH SODQHV XQNQRZQ WR HYHQ WKH ZLV HVW RI VDJHV 6LQFH LW KDV QR XVH IRU LWV SK VLFDO ERG DW WKLV SRLQW WKH OLFK OHDYHV LW WR GHFD DV LW VKRXOG KDYH GRQH FHQWXULHV DJR If the nal resting place of a demilich’s remains are entered, the dust ZKLFK ZDV RQFH LWV ERG ZLOO ULVH XS DQG DVVXPH D PDQ OLNH VKDSH ,Q WKH FDVH RI WKH ROGHVW GHPLOLFKHV WKH VKDSH ZLOO DGYDQFH DQG WKUHDWHQ EXW GLVVLSDWH ZLWKRXW DWWDFNLQJ LQ URXQGV XQOHVV DWWDFNHG RXQJHU GH PLOLFKHV VWLOO UHWDLQ D OLQN WR WKHLU UHPDLQV KRZHYHU DQG ZLOO IRUP ZLWK WKH SRZHUV RI D ZUDLWK 7KLV GXVW IRUP FDQQRW EH WXUQHG ,Q DGGLWLRQ LW FDQ VWRUH HQHUJ IURP DWWDFNV DQG XVH WKLV SRZHU WR HQJDJH LWV IRHV ,I WKH GXVW IRUP LV DWWDFNHG HDFK SRLQW RI GDPDJH ZKLFK LV GHOLYHUHG WR LW LV FRQYHUWHG WR DQ HQHUJ SRLQW 6LQFH WKH GHPLOLFK ZLOO IDOO EDFN DQG VHHP WR suffer injury from each attack (though none is actually in icted), its attack HUV DUH OLNHO WR SUHVV RQ LQ WKHLU DWWHPSWV WR GHVWUR LW 2QFH WKH GHPLOLFK KDV DFTXLUHG HQHUJ SRLQWV LW ZLOO DVVXPH D PDQLIHVWDWLRQ ZKLFK ORRNV PXFK OLNH WKH OLFK V HDUOLHU XQGHDG IRUP DQG KDV WKH SRZHUV DQG DELOLWLHV RI D JKRVW EXW ZKLFK FDQQRW EH WXUQHG ,I DQ RQH WRXFKHV WKH VNXOO LW ZLOO ULVH LQWR WKH DLU DQG WXUQ WR IDFH WKH PRVW SRZHUIXO RI WKH LQWUXGHUV D VSHOO XVHU ZLOO EH FKRVHQ RYHU D QRQ VSHOO XVHU ,QVWDQWO LW XQOHDVKHV D KRZO ZKLFK DFWV DV D GHD UD DIIHFW LQJ DOO FUHDWXUHV ZLWKLQ D UDGLXV RI WKH VNXOO 7KRVH ZKR IDLO WR VDYH YV GHDWK DUH SHUPDQHQWO GHDG On the next round, the demilich will employ another manner of attack. ,Q RUGHU WR DWWDLQ WKH VWDWXV RI D GHPLOLFK D OLFK PXVW KDYH UHSODFHG G RI LWV WHHWK ZLWK JHPV (DFK RI WKHVH JHPV QRZ VHUYHV DV D SRZHU IXO PDJLFDO GHYLFH ZKLFK FDQ UDS H R O RI LWV DGYHUVDULHV 7KH SK VLFDO ERG RI VRPHRQH KLW ZLWK WKH GHPLOLFK V VSHOO FROODSVHV DQG URWV DZD LQ D VLQJOH URXQG 2QFH LW KDV GUDLQHG WKH OLIH HVVHQFH IURP WKH PRVW SRZHU ful member of the party, the skull sinks back to the oor. If it continues to EH FKDOOHQJHG WKH GHPLOLFK FDQ UHSHDW WKLV DWWDFN XQWLO DOO RI LWV JHPV DUH lled. An DP OH R OL H SUR H LR ZLOO SUHYDLO RYHU WKH JHP EXW WKH FKDUDF WHU V ERG ZLOO SHULVK UHJDUGOHVV ,Q DGGLWLRQ WR WKH DWWDFNV PHQWLRQHG DERYH D GHPLOLFK FDQ DOVR SUR QRXQFH D SRZHUIXO U H RQ WKRVH ZKR GLVWXUE LW 7KHVH FDQ EH VR PLJKW DV WR LQFOXGH DOZD V EHLQJ KLW E RQH V HQHPLHV QHYHU PDNLQJ D VDYLQJ throw, or the inability to acquire new experience points. Demilich U H FDQ EH RYHUFRPH ZLWK D UHPR H U H EXW WKH YLFWLP ORVHV RQH SRLQW RI FKDULVPD SHUPDQHQWO ZKHQ WKH FXUVH LV UHPRYHG
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/LYLQJ ZDOOV DSSHDU WR EH QRUPDO ZDOOV RI VWRQH RU EULFN DOWKRXJK WKH UDGLDWH ERWK HYLO DQG PDJLF LI GHWHFWHG ,QIUDYLVLRQ ZLOO QRW GHWHFW DQ SH FXOLDU SDWWHUQV +RZHYHU D FKDUDFWHU ZKR FDVWV D U H HHL VSHOO RU ZKR SHHUV WKURXJK D HP R HHL ZLOO VHH SDVW WKH LOOXVLRQ WKH ZDOO DFWXDOO consists of greying and sinewy esh—of faces, hands, broken bones, feet, and toes jutting from the surface. Characters within 5 yards of the wall FDQ KHDU ORZ PRDQV RI KRUURU SDLQ DQG VRUURZ LVVXLQJ IURP LW (YHQ LI D VLOHQFH VSHOO LV FDVW WKH PRDQV VWLOO ULVH OLYLQJ ZDOO FRQWDLQV WKH PHOGHG ERGLHV RI KXPDQRLGV DQG PRQVWHUV ZKR GLHG ZLWKLQ DUGV RI WKH ZDOO VLQFH LWV FUHDWLRQ 7KRVH ZKR die ghting a living wall are absorbed into it and actually strengthen it. Characters and monsters captured by the wall retain all the abilities they had in life; as part of the wall, they become chaotic evil and ght DQ FUHDWXUH WKDW DSSURDFKHV LW WR WKH EHVW RI WKHLU DELOLWLHV ,I D ZL DUG EHFRPHV PHOGHG ZLWK D OLYLQJ ZDOO KLV VSHOOFDVWLQJ DELOL WLHV DUH UHWDLQHG DQG FDQ LPPHGLDWHO EH XVHG IRU DWWDFNV 7KH ZL DUG UHWDLQV DQ VSHOOV WKDW ZHUH PHPRUL HG DW WKH WLPH KH ZDV DEVRUEHG LQWR WKH ZDOO WKHVH DUH UHQHZHG HDFK GD ,I D ZDUULRU ORVHV KLV OLIH LQ FRPEDW with a living wall, his ghting abilities and his weapons come under FRQWURO RI WKH EHDVW WKH ZHDSRQV DUH KLGGHQ ZLWKLQ WKH ZDOO XQWLO WKH wall attacks, then are pushed through the mass of graying esh to the VXUIDFH KDQG DWWDFKHV LWVHOI WR WKH ZHDSRQ DQG H HV MXWWLQJ IURP WKH ZDOO JXLGH WKH DWWDFN RI WKH ZHDSRQ ,I WKH ZDOO DEVRUEV FKDUDFWHUV ZLWK UDQJHG ZHDSRQV WKH ZHDSRQV EHFRPH XVHOHVV RQFH DUURZV TXDUUHOV RU other necessary projectiles are expended. RPEDW A living wall never initiates combat, except against its creator, ZKRP LW GHVSLVHV :KHQ VXFK D ZDOO LV DWWDFNHG HYHU FUHDWXUH WKDW LV SDUW RI WKH ZDOO UHWXUQV RQH DWWDFN SHU VWULNH DJDLQVW WKH ZDOO ,I D ZDOO LV PDGH XS RI FUHDWXUHV DQG RQH FUHDWXUH ODQGV D EORZ RQ WKH ZDOO WKH DWWDFNHU LV VXEMHFW WR D GR HQ UHWXUQ EORZV IURP WKH ZDOO All creatures in the wall ght according to their normal attack modes. 7KHVH DWWDFNV FDQ EH PDJLFDO SK VLFDO RU PHQWDO LQ RULJLQ 7KH W SH RI DWWDFN DQG LWV GDPDJH RIWHQ GHSHQG XSRQ ZKR RU ZKDW LV PHOGHG LQWR WKH ZDOO
224
If a l0th-level ghter and a 6th-level ghter are absorbed into the wall, the wall attacks as one 6th-level ghter and one 10th-level ghter. )RU HYHU PDJH RU SULHVW DEVRUEHG WKH ZDOO JDLQV VSHOO DWWDFNV 7KH RQO VSHOOV WKDW FDQ EH XVHG KRZHYHU DUH WKRVH WKDW WKH PDJH RU SULHVW KDG PHPRUL HG DQG KDG PDWHULDO FRPSRQHQWV IRU DW WKH WLPH RI DE VRUSWLRQ (DFK RI WKHVH VSHOOV PD EH FDVW RQFH SHU GD 7KH PDWHULDO FRPSRQHQWV RI WKH VSHOOV DUH QRW FRQVXPHG ,I RQH DEVRUEHG PDJH KDV WKUHH reball VSHOOV PHPRUL HG DQG D VHFRQG PDJH KDV RQH reball LQ PHPRU WKH OLYLQJ ZDOO FDQ DWWDFN ZLWK IRXU reballs SHU GD ,I WKH ZDOO DVVLPLODWHV D SDODGLQ RU D ODZIXO JRRG SULHVW DOO KLV VSHFLDO SRZ HUV DUH UHYHUVHG H J GH H RRG UDWKHU WKDQ GH H H LO DUP E OD LQJ RI KDQGV UDWKHU WKDQ HDO HWF 0DJLFDO LWHPV DEVRUEHG ZLWK FKDUDFWHUV JUDQW WKH ZDOO WKHLU VSHOO HI fects, though items that grant AC improvements are less effective because of the wall’s size. The wall gains 1 point improvement in Armor Class for every 3 points of magical improvement to AC. Thus, a UL R SUR H LR lowers the wall’s AC by 1. :KHQ D FKDUDFWHU LV DEVRUEHG KLV KLW SRLQWV DW IXOO KHDOWK DUH DGGHG WR WKH ZDOO V EDVH KLW SRLQW WRWDO RI 1RQPDJLFDO DUPRU SDFNV DQG SXUVHV DUH ORVW E DEVRUEHG FKDUDFWHUV 7KH SLOHV RI ORRW DW WKH EDVH RI WKH ZDOO RIWHQ DWWUDFW E VWDQGHUV EULQJLQJ WKHP FORVH HQRXJK WR EH VHL HG E RQH RI WKH ZDOO V KDQGV 7KRXJK D OLYLQJ ZDOO ZLOO QRW LQLWLDWH DQ DWWDFN FKDUDFWHUV ZKR FRPH ZLWKLQ IHHW RI WKH ZDOO PD EH ZHDNO JUDEEHG E LWV PDQ EHVHHFK LQJ KDQGV WXJJLQJ DW WKHP DQG LPSORULQJ WKHP IRU GHOLYHUDQFH Q character, regardless of Strength, may break the hold.). Sometimes PCs ZKR KHDU YRLFHV LPSORULQJ KHOS PH SXOO PH IUHH KHOS PH JURSH DERXW XQWLO WKH JUDE D KDQG ,Q WKLV FDVH WKH FKDUDFWHU PXVW UROO D VDYH YV VSHOO RU EHFRPH DEVRUEHG ,I DQRWKHU FKDUDFWHU LV KROGLQJ RQWR WKH rst character, he must also roll a saving throw vs. spell or become ab VRUEHG LQWR WKH ZDOO ,I WKH VDYH YV VSHOO VXFFHHGV WKH FKDUDFWHU LV DEOH WR EUHDN IUHH FKDUDFWHU ZKR YLHZV WKH DEVRUSWLRQ RI DQ FUHDWXUH LQWR WKH ZDOO PXVW PDNH D KRUURU FKHFN 2QFH DEVRUEHG FKDUDFWHUV DUH ORVW IRUHYHU ZL VSHOO ZRUGHG FDUH IXOO FDQ UHPRYH RQH RU PRUH WUDSSHG FKDUDFWHUV 3D ZDOO VSHOOV GR QRW DOORZ LQGLYLGXDOV WR JR WKURXJK D OLYLQJ ZDOO Characters must either cut through or blast through using magic. This, KRZHYHU DOORZV WKH ZDOO WR UHWXUQ DWWDFNV :KHQ FXWWLQJ RU EODVWLQJ though the living wall, the stench that rises from the exposed under esh is QDXVHDWLQJ DQG KRUULI LQJ VDYLQJ WKURZ YV SRLVRQ LV UHTXLUHG WR DYRLG SDVVLQJ RXW IURP WKH VPHOO VXFFHVVIXO VDYLQJ WKURZ LQGLFDWHV WKH FKDU DFWHU LV RQO QDXVHDWHG /LYLQJ ZDOOV DUH LPPXQH WR DOO SODQDU DQG WHPSRUDO VSHOOV SHDN ZL GHDG ( 3 DQG VLPLODU VSHOOV UHYHDO D FDFRSKRQ RI WRUWXUHG PLQGV DQG YRLFHV 7KH FDVWHU OHDUQV QRWKLQJ DQG PXVW PDNH D KRUURU FKHFN DELWDW RFLHW /LYLQJ ZDOOV QHYHU UHSURGXFH DQG DOZD V UHPDLQ DFWLYH XQWLO WKH DUH NLOOHG /LYLQJ ZDOOV HQFRXQWHUHG LQ WKH ODLUV RI PDOHYROHQW FUHDWXUHV RIWHQ VHUYH DV SDUW RI D WRUWXUH FKDPEHU RU WR FRYHU WKH WUXH RSHQLQJV WR VHFUHW SDVVDJHZD V RU FRUULGRUV 1R RQH NQRZV ZKHWKHU WKHVH PRQVWURVLWLHV DUH OLPLWHG LQ VL H RU ORQ JHYLW :DOOV DV ODUJH DV IHHW KLJK IHHW ORQJ DQG IHHW WKLFN KDYH EHHQ UHSRUWHG /LYLQJ ZDOOV GR KRZHYHU VHHP WR EH OLPLWHG WR RQH VHFWLRQ RI ZDOO 7KXV D FHPHWHU RU FDVWOH FRXOG QRW EH VXUURXQGHG E RQH ODUJH OLYLQJ ZDOO
Living Wall 1RU FDQ D ZDOO VHFWLRQ VSUHDG EH RQG LWVHOI D KRXVH ZLWK D OLYLQJ ZDOO LQ LWV EDVHPHQW ZLOO QRW VORZO EHFRPH D OLYLQJ KRXVH 7KH ZDOO GHVLUHV DERYH DOO HOVH WR VOD WKH FUHDWXUH ZKR FUHDWHG LW ,I LW GRHV VR RU WKH FUHDWXUH PHHWV LWV HQG ZLWKLQ DUGV RI WKH ZDOO WKH FRUSVH RI WKH KDWHG FUHDWRU LV DVVLPLODWHG DQG WKH EHLQJV WUDSSHG LQ WKH ZDOO DUH IUHHG WR UHWXUQ WR WKH SHDFH RI GHDWK 7KH ZDOO UHYHUWV WR EHLQJ D VWUXFWXUH RI VWRQH ZLWK WKH FRUSVH RI LWV FUHDWRU HQWRPEHG ZLWKLQ (FRORJ Chaotic evil mages occasionally create these monoliths. The ex DFW PHWKRG LV XQNQRZQ EXW VHYHUDO HDUV RI SUHSDUDWLRQ DQG VSHOOFDVWLQJ DUH UHTXLUHG PLQLPXP RI WKUHH FRUSVHV DUH QHFHVVDU IRU WKH VSHOOV IDFW NQRZQ RQO WR RQH RU WZR LQKDELWDQWV RI 5DYHQORIW LV WKDW OLYLQJ ZDOOV DOVR DULVH DV UDUH PDQLIHVWDWLRQV RI 5DYHQORIW V SRZHU DV UHVSRQVHV WR GHVSDLU DQG GUHDG 7KHVH ZDOOV DUH ERUQ LQ FXUVHV PLGZLYHG E GHDWK DQG QXUVHG RQ PDVVDFUH 7KH VHHG IRU VXFK D OLYLQJ ZDOO LV SODQWHG ZKHQ RQH VDSLHQW FUHDWXUH ZLOOIXOO HQWRPEV DQRWKHU LQ D ZDOO 7KH KDSOHVV YLFWLP PD EH ERXQG DQG ZDOOHG DOLYH LQ D URFN QLFKH RQ D ZLQGVZHSW PRXQWDLQ WUDLO D VLOO LQ D IHWLG FDWDFRPE D FRUQHU LQ DQ DV OXP D FDYH ZDOO D PDXVROHXP IDFDGH RU DQ RWKHU VWRQH RU EULFN ZDOO 2QFH HQWRPEHG WKH YLFWLP ZLOO VXIIRFDWH GHK GUDWH RU VWDUYH LQ XWWHU GDUNQHVV DQG VROLWXGH %XW HYHQ WKLV DJRQ
is not suf cient to wake the land’s attention—the entombed creature, in KLV WHUURU PXVW FXUVH KLV VOD HU VFUHDPLQJ ORXGO HQRXJK IRU KLV YRLFH WR FDUU EH RQG KLV WRPE RI VWRQH 2QO WKHQ GRHV WKH ODQG KHDU KLV DJRQ :KHQ WKH YLFWLP GLHV KLV OLIH IRUFH LV WUDSSHG ZLWKLQ WKH ZDOO V KH VWUXJJOHV WR HVFDSH KLV OLIH HQHUJ EHFRPHV VRLOHG E WKH VRRW RI KLV VFUHDPV DQG FXUVHV ZKLFK WKLFNO FRDW WKH LQVLGH RI KLV VWRQH VDUFRSKD JXV ,Q D PDWWHU RI GD V PDGQHVV FRUUXSWV WKH WUDSSHG OLIH IRUFH FKDQJLQJ LW WR FKDRWLF HYLO W WKLV SRLQW WKH ERGLHV RI DQ FUHDWXUHV WKDW KDYH GLHG ZLWKLQ DUGV RI WKH ZDOO ZLWKLQ WKH ODVW PRQWK ULVH VKDPEOH WR WKH ZDOO DQG PHOG LQWR LW (YHQ FRUSVHV WKDW KDYH EHHQ EXULHG ZLOO GLJ WKHLU ZD WR WKH VXUIDFH DQG FRQYHUJH XSRQ WKH ZDOO OWKRXJK WKH ZDOO UHWDLQV LWV SUHYLRXV DSSHDUDQFH LW LV QR ORQJHU VWRQH EXW D JUD DQG URWWLQJ EXOZDUN RI OLPEV ULEV KDQGV ERQHV DQG IDFHV WZLVWHG DQG IXVHG WR JHWKHU %RGLHV RI DQ VXEVHTXHQW GHDWKV RFFXUULQJ ZLWKLQ DUGV DOVR ULVH DQG ZDQGHU WR WKH ZDOO IRU DVVLPLODWLRQ 0RVW FXOWXUHV DQG DOO JRRG DOLJQHG FKDUDFWHUV DWWHPSW WR GHVWUR WKHVH FUHDWLRQV ZKHUHYHU WKH DUH IRXQG %XW PDQ RI WKHVH DVVDXOWV PHUHO VWUHQJWKHQ WKH ZDOO ZLWK GHSRVLWV RI PRUH FRUSVHV
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)LUH /L DUGV )LUH OL DUGV UHVHPEOH ZLQJOHVV UHG GUDJRQV DQG DUH VRPHWLPHV FDOOHG IDOVH GUDJRQV 7KH DUH JUD FRORUHG ZLWK PRWWOHG UHG DQG EURZQ EDFN DQG UHGGLVK XQGHUVLGHV +DWFKOLQJV DUH OLJKW JUD LQ FRORU DQG GDUNHQ DV WKH DJH RPEDW )LUH OL DUGV DWWDFN ZLWK D FRPELQDWLRQ RI UDNLQJ FODZV DQG ELWH They can simultaneously breathe a ery cone 5 feet wide at the mouth, 10 feet wide at the end, and 15 feet long which in icts 2-12 points of reEDVHG GDPDJH KDOI LI VDYLQJ WKURZ YV EUHDWK ZHDSRQ LV PDGH )LUH OL ards are immune to re-based attacks.
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DELWDW RFLHW )LUH OL DUGV SUHIHU VXEWHUUDQHDQ ODLUV EXW FRPH RXW HYHU IRUWQLJKW WR KXQW IUHVK JDPH 3UH LV KDXOHG EDFN WR WKH ODLU IRU D OHLVXUHO PHDO WKH GHEULV IRUPV WKH WUHDVXUH WURYH )LUH OL DUGV DUH VORZ PRYLQJ DQG VOHHS RI WKH WLPH 7KHLU ODLUV PD KDYH HJJV FKDQFH PDUNHW YDOXH JS HDFK +DWFKOLQJV LPPHGLDWHO OHDYH WR KXQW RQ WKHLU RZQ Shiny objects attract re lizards; gems and metals form the bulk of trea VXUH IRXQG LQ WKHLU GHQV (FRORJ )LUH OL DUGV DUH SHUKDSV DQ DQFHVWUDO GUDJRQ W SH RU RIIVKRRW RI D FRPPRQ DQFHVWRU 5HDO GUDJRQV DYRLG WKHVH IDOVH GUDJRQV ZKLFK OLYH WR EH HDUV ROG )LUH OL DUG HJJV DUH ZRUWK JS KDWFKOLQJV JS LDQW /L DUGV 7KLV OL DUG LV UHODWLYHO QRUPDO DOEHLW ODUJH DQG OLYHV LQ PDUVKHV DQG VZDPSV Q DWWDFN VFRUH RI PHDQV WKH JLDQW OL DUG V YLFWLP LV WUDSSHG LQ WKH PRXWK DQG VXIIHUV GRXEOH GDPDJH SRLQWV 7KH JLDQW OL DUG in icts 2-16 points of damage each round thereafter. Giant lizards are lazy KXQWHUV DQG WHQG WR DWWDFN DQ WKLQJ HGLEOH WKDW ZDQGHUV E :KLOH WKHLU JUHDW VL H SURWHFWV WKHP IURP PRVW SUHGDWRUV LW UHQGHUV WKHP D VXPSWX RXV IHDVW WR WKH EODFN GUDJRQV ZKR VKDUH WKHLU VZDPSV *LDQW OL DUGV DUH VRPHWLPHV GRPHVWLFDWHG E OL DUG PHQ ZKR XVH WKHP DV PRXQWV EHDVWV RI EXUGHQ DQG IRRG 7KHLU ODLUV PD EH KRPH WR D ZLGH UDQJH RI OL DUGV IURP HJJV WR FHQWXU ROG DGXOWV 0LQRWDXU /L DUGV 7KLV KXJH DJJUHVVLYH OL DUG GHULYHV LWV QDPH IURP LWV KRUQV :KLOH WKHVH KRUQV ORRN OLNH WKRVH RI D PLQRWDXU WKH PDOH V KRUQV DUH QRW XVHG LQ FRP EDW UDWKHU WKH DUH EHOLHYHG WR EH D PHDQV RI DWWUDFWLQJ D PDWH 7KH PLQRWDXU OL DUG DWWDFNV ZLWK VKDUS FODZV DQG WHHWK 7KH DUH DGHSW DW
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Lizard men are omnivorous, but are likely to prefer human esh to oth HU IRRGV ,Q WKLV UHJDUG WKH KDYH EHHQ NQRZQ WR DPEXVK KXPDQV JDWKHU XS WKH FRUSVHV DQG FDSWXUH WKH VXUYLYRUV DQG WDNH WKH ORW EDFN WR WKHLU ODLU IRU D UXGH DQG KRUULG IHDVW (FRORJ /L DUG PHQ KDYH IHZ QDWXUDO HQHPLHV 7KH SUH RQ KXPDQ GHPLKXPDQ RU KXPDQRLG VHWWOHPHQWV LI WKHVH DUH QHDUE /L DUG PDQ eggs are bitter and inedible, as is their esh, but their skin is sometimes worked as scale armor (Armor Class 6). Lizard men produce no art, arti IDFWV RU WUDGH JRRGV
RPEDW In combat, lizard men ght as unorganized individuals. If they KDYH HTXDOLW RU DQ DGYDQWDJH RYHU WKHLU RSSRQHQWV WKH WHQG WRZDUG IURQWDO DVVDXOWV DQG PDVVHG UXVKHV :KHQ RXWQXPEHUHG RYHUPDWFKHG RU RQ WKHLU KRPH JURXQG KRZHYHU WKH EHFRPH ZLO DQG IHURFLRXV RS SRQHQWV 6QDUHV VXGGHQ DPEXVKHV DQG VSRLOLQJ UDLGV DUH IDYRUHG WDFWLFV LQ WKHVH VLWXDWLRQV :KLOH LQGLYLGXDOO VDYDJH LQ PHOHH OL DUG PHQ WHQG WR EH GLVWUDFWHG E IRRG VXFK DV VODLQ RSSRQHQWV DQG E VLPSOH WUHDVXUHV ZKLFK PD DOORZ VRPH RI WKHLU TXDUU WR HVFDSH 7KH RFFDVLRQDOO WDNH prisoners as slaves, for food, or to sacri ce in obscure tribal rites. )RU HYHU OL DUG PHQ HQFRXQWHUHG WKHUH ZLOO EH RQH SDWURO OHDGHU with maximum hit points (17 hp) and a 50% chance for a shaman with +LW LFH DQG WKH DELOLWLHV RI D UG OHYHO SULHVW ,I RQH RU PRUH WULEHV DUH HQFRXQWHUHG HDFK WULEH ZLOO DOVR KDYH D ZDU OHDGHU RI +LW LFH WZR VXEOHDGHUV ZLWK +LW LFH DQG D VKDPDQ RI HLWKHU RU +LW LFH FKDQFH RI HDFK Q JURXS RI WZR RU PRUH WULEHV KDV D FKDQFH IRU DQ DGGLWLRQDO VKDPDQ RI +LW LFH )XUWKHUPRUH HDFK VXFK JURXS KDV D FXPXODWLYH FKDQFH SHU WULEH WR EH OHG E D OL DUG NLQJ ,I D OL DUG NLQJ LV SUHVHQW D VKDPDQ RI +LW LFH ZLOO DOZD V EH SUHVHQW DQG DOO SDWURO OHDGHUV IURP HDFK WULEH L H RI WKH PDOH ZDUULRUV ZLOO EH FRPELQHG LQWR D VLQJOH IDQDWLFDO ERG JXDUG IRU WKH OL DUG NLQJ
GYDQFHG /L DUG 0HQ ERXW WULEH LQ KDV HYROYHG WR D KLJKHU VWDWH 7KHVH OL DUG PHQ GZHOO in crude huts, use shields (thus Armor Class 4) and hurl barbed darts (30 DUG UDQJH SRLQWV GDPDJH RU MDYHOLQV SRLQWV GDPDJH EHIRUH FORV LQJ ZLWK WKH HQHP 7KHVH OL DUG PHQ XVH FOXEV WUHDW DV PRUQLQJVWDUV SRLQWV GDPDJH DQG WKH OHDGHUV PD XVH FDSWXUHG VZRUGV RU RWKHU ZHDSRQU 7KH FKDQFH RI WKHVH DGYDQFHG OL DUG PHQ KDYLQJ D OL DUG NLQJ LV GRXEOHG L H FXPXODWLYH FKDQFH SHU WULEH /L DUG .LQJ OL DUG NLQJ LV D OL DUG PDQ RI DERYH DYHUDJH KHLJKW DQG LQWHOOLJHQFH OHDGLQJ RQH RU PRUH ORRVHO RUJDQL HG WULEHV RI OL DUG PHQ 7KH OL DUG NLQJ LV PRVW RIWHQ DUPHG ZLWK D JUHDW WULGHQW ZKLFK LW ZLHOGV ZLWK JUHDW skill and ferocity. In the hands of the lizard king, the weapon in icts 5-20 G SRLQWV RI GDPDJH ,I WKH DWWDFN UROO LV RU PRUH JUHDWHU WKDQ WKH score needed to hit, the lizard king in icts double damage (with a mini PXP RI SRLQWV OL DUG NLQJ XVXDOO GHPDQGV WZR KXPDQV HDFK ZHHN ,I QR KXPDQV DUH DYDLODEOH GHPLKXPDQV DQG RWKHU KXPDQRLGV ZLOO EH VRXJKW ,I QRQH DUH DYDLODEOH WZR RI WKH OL DUG NLQJ V ERG JXDUGV ZLOO EH NLOOHG DQG HDWHQ LQVWHDG
DELWDW RFLHW /L DUG PHQ DUH W SLFDOO IRXQG LQ VZDPSV PDUVKHV DQG similar places, often (35%) dwelling totally underwater in air- lled caves. WULEH UDUHO QXPEHUV PRUH WKDQ LQGLYLGXDOV LQFOXGLQJ IHPDOHV DQG KDWFKOLQJV ,W LV QRW XQFRPPRQ IRU VHYHUDO WULEHV LQ DQ DUHD WR IRUJH DQ LQIRUPDO DOOLDQFH DJDLQVW RXWVLGHUV LQFOXGLQJ RWKHU OL DUG PDQ WULEHV
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Lycanthrope, General DELWDW RFLHW 7UXH O FDQWKURSHV FDQ FKDQJH VKDSH DW ZLOO UHJDUGOHVV RI WKH WLPH RI GD RU SKDVH RI WKH PRRQ ,QIHFWHG O FDQWKURSHV DUH XVX DOO KXPDQRLG GXULQJ WKH GD :KHQ GDUNQHVV IDOOV RQ WKH QLJKW RI D IXOO PRRQ RU RQ WKH QLJKW LPPHGLDWHO SUHFHGLQJ RU LPPHGLDWHO IROORZLQJ D IXOO PRRQ WKH LQIHFWHG O FDQWKURSH XQZLOOLQJO FKDQJHV VKDSH DQG LV overcome by bloodlust. During this time, an infected PC is beyond the SOD HU V FRQWURO WKH 0 WDNHV RYHU WKH FKDUDFWHU The character’s Strength increases temporarily to 19. Armor Class, QXPEHU RI DWWDFNV PRYHPHQW UDWH DQG LPPXQLWLHV EHFRPH LGHQWLFDO WR WKRVH RI WKH W SH RI O FDQWKURSH WKDW ELW WKH FKDUDFWHU 7KH WUDQVIRUPHG FKDUDFWHU ZDQWV RQO WR KXQW DQG NLOO DQG XVXDOO VHOHFWV HLWKHU SHUVRQDO IULHQGV RU HQHPLHV DV YLFWLPV 7KH ZHUHFUHDWXUH PDNHV QR GLVWLQFWLRQ EH WZHHQ IULHQGV DQG HQHPLHV DOO WKDW PDWWHUV LV WKH 6WUHQJWK RI WKH HPRWLRQ ELQGLQJ WKHP :KHQ WKH FKDUDFWHU UHWXUQV WR QRUPDO IRUP WR G RI DQ ZRXQGV VXIIHUHG ZKLOH LQ DQLPDO IRUP KHDO LQVWDQWO 7KH FKDUDFWHU DOVR KDV KD KDXQWLQJ PHPRULHV RI SHUIRUPLQJ WHUULEOH DFWV (DFK W SH RI O FDQWKURSH KDV LWV RZQ ODQJXDJH DV ZHOO DV LWV KXPDQRLG ODQJXDJH VRPH PD EH DEOH WR VSHDN WKH ODQJXDJHV XVHG E WKH DQLPDOV WKH LPLWDWH 7UXH O FDQWKURSHV WHQG WR DYRLG KXPDQ VRFLHW XQOHVV DWWDFNLQJ RU RQ DQ HUUDQG / FDQWKURSHV WUDYHO DORQH RU LQ SDFNV 7KH SDFNV DUH XVXDOO RI VLPLODU O FDQWKURSHV EXW PD DOVR LQFOXGH QRUPDO DQLPDOV RU PRQVWHUV ZKRP WKH O FDQWKURSHV UHVHPEOH 6RPH O FDQWKURSHV KDYH WKH DELOLW WR VXPPRQ VXFK FUHDWXUHV (FRORJ Lycanthropes t a variety of roles, depending on the type of crea WXUHV WKH EHFRPH VFDYHQJHUV DFW DV VFDYHQJHUV SUHGDWRUV DV SUHGDWRUV 6HH LQGLYLGXDO GHVFULSWLRQV IRU PRUH GHWDLOV HVLJQLQJ 1HZ SHV RI / FDQWKURSH HVFULEHG KHUH LV D SURFHVV IRU FUHDWLQJ YDULDQW O FDQWKURSHV HLWKHU DV WUXH O FDQWKURSHV RQH VKRW RSSRQHQWV RU IRU WKH UHVXOWV RI D U H R O D URS QLPDO SH 9LUWXDOO DQ SUHGDWRU EHWZHHQ WKH VL H RI D VPDOO GRJ DQG D ODUJH EHDU FDQ EH WKH EDVLV IRU D W SH RI O FDQWKURSH 0RVW EXW QRW DOO WUXH O FDQWKURSHV DUH PDPPDOV PRVW EXW QRW DOO DUH FDUQLYRUHV Q DQLPDO W SH XVHG E WKH 0 WR FUHDWH D UDFH RI WUXH O FDQWKURSHV VKRXOG EH D FDUQLYRURXV PDPPDO ZLWK DQLPDO ,QWHOOLJHQFH RU UDUHO a reptile, bird, or even sh with animal Intelligence. There has never EHHQ D UHOLDEOH UHSRUW RI D ZHUH DPSKLELDQ RI DQ W SH ,QGXFHG O FDQWKURSHV E VSHOO RU LWHP FDQ EH FUHDWHG XVLQJ D ZLGH YDULHW RI DQLPDO W SHV DQG HYHQ PRQVWURXV FUHDWXUHV SSHDUDQFH ,Q KXPDQRLG IRUP WKH O FDQWKURSH KDV VXEWOH LQGLFDWLRQV RI WKH FXUVH UDQJLQJ IURP KDLU FRORU OLNH WKDW RI WKH DQLPDO WR JHQHUDO IDFLDO W SH WR YRLFH DQG DFWLRQV ,Q DQLPDO IRUP WKH O FDQWKURSH UHVHPEOHV D ODUJH YHUVLRQ RI WKH QRUPDO DQLPDO EXW QRW VR ODUJH DV WR EH LPPHGLDWHO QRWLFHDEOH 2Q FORVH LQVSHFWLRQ WKH DQLPDO IRUP V H HV VKRZ D IDLQW VSDUN RI XQQDWXUDO LQWHOOLJHQFH DQG RIWHQ JORZ UHG LQ WKH GDUN 7KH O FDQWKURSH PD DOVR KDYH D WKLUG IRUP SDUW KXPDQ DQG SDUW DQL PDO 7KLV IRUP LV XVXDOO KXPDQRLG LQ JHQHUDO VKDSH DQG WKH ERG KDV WKH VDPH FRYHULQJ DV WKH DQLPDO XVXDOO IXU VRPHWLPHV VFDOHV RU IHDWKHUV )DFLDO IHDWXUHV DQG ERG VKDSH FKDQJH VRPHZKDW JDLQLQJ PRUH FKDUDF WHULVWLFV RI WKH DQLPDO IDQJV ZKLVNHUV FODZV DQLPDO OHJ VWUXFWXUH HWF WDWLVWLFV DQG WWULEXWHV 7R GHWHUPLQH WKH QHZ O FDQWKURSH V VWDWLV tics, extrapolate from those of the base animal and from existing lycan WKURSH W SHV ,I WKH EDVH DQLPDO LV PRUH SRZHUIXO WKDQ D ZROI WKH QHZ
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O FDQWKURSH VKRXOG KDYH PRUH +LW LFH WKDQ D ZHUHZROI LI WKH EDVH DQL PDO LV VLPLODU WR D JLDQW UDW WKH QHZ ZHUHFUHDWXUH VKRXOG KDYH DERXW WKH VDPH +LW LFH DV D ZHUHUDW ,Q DOPRVW HYHU FDVH WKH QHZ O FDQWKURSH VKRXOG KDYH DW OHDVW +LW LFH PRUH WKDQ WKH EDVH DQLPDO 7KH O FDQWKURSH JHWV WKH VDPH DWWDFN IRUPV DV WKH EDVH DQLPDO W SH VXFK DV FODZV ELWH WDLO VODS KHDG EXWW RU ZKDWHYHU 7KH GDPDJH VKRXOG EH YHU VLPLODU WR WKDW FDXVHG E WKH EDVH DQLPDO 0DQ O FDQWKURSHV DV VRFLDWH ZLWK DQLPDOV RI WKHLU EDVH W SH DQG WKH ZHUHEHDVW VKRXOG EH DEOH WR GRPLQDWH VXFK D JURXS Armor Class depends on the base animal’s natural toughness, speed, and dexterity. The lycanthrope should have a slightly better AC than the EDVH DQLPDO SHUKDSV E RU SODFHV 0RYHPHQW UDWH VKRXOG EH WKH VDPH DV WKDW RI WKH EDVH DQLPDO DV VKRXOG GLHW DQG KDELWDW 0RUDOH VKRXOG EH DERXW RQH FDWHJRU EHWWHU WKDQ WKDW RI WKH EDVH DQLPDO The creature’s alignment tends to be an extrapolated version of the base DQLPDO V DOLJQPHQW 6LQFH PRVW EDVH DQLPDOV DUH QHXWUDO WKH 0 PXVW ORRN DW WKH DQLPDO V WHQGHQFLHV ,I WKH DQLPDO LV D YLFLRXV SUHGDWRU DQG D strong ghter, the lycanthropic version is probably evil; it tries to stay out RI WKH ZD RI RWKHU FUHDWXUHV LW PD EH JRRG RU QHXWUDO ,I WKH DQLPDO LV YHU LQGHSHQGHQW WKH O FDQWKURSH VKRXOG EH FKDRWLF LI WKH DQLPDO LV YHU PHWKRGLFDO DQG KDV UHJXODU KDELWV WKH O FDQWKURSH LV SUREDEO ODZIXO XOQHUDELOLW 7UXH O FDQWKURSHV VKDUH D YXOQHUDELOLW WR VLOYHU ZHDSRQV SRVVLEO EHFDXVH RI WKH PHWDO V P VWLFDO UHODWLRQVKLS ZLWK WKH PRRQ RU the inherent qualities or powers of the metal itself. Extremely rare vari DQWV PLJKW KDYH QR VXFK YXOQHUDELOLW EXW LQVWHDG PD KDYH GHYHORSHG D ZHDNQHVV IRU DQRWKHU SUHFLRXV PHWDO JROG DQG FRSSHU EHLQJ WKH PRVW OLNHO RU SHUKDSV IRU EURQ H REVLGLDQ RU HYHQ ZRRG SHFLDO ELOLWLHV ,Q DGGLWLRQ WR WKHLU DELOLWLHV RI VKDSHVKLIWLQJ FDOOLQJ QRUPDO DQLPDOV WR WKHLU DLG DQG VR IRUWK VRPH O FDQWKURSHV KDYH RWKHU VSHFLDO SRZHUV 7KHVH VKRXOG QRW EH UROOHG UDQGRPO IRU D QHZ O FDQ thrope type, but chosen to t with the attitude and style of the base ani PDO IHZ VDPSOHV DUH OLVWHG EHORZ 7KLHI VNLOOV OHYHO DUP SHU R E JD H RU YRLFH Regeneration (except for damage from silver weapons) :L DUG VSHOOV FDVWLQJ OHYHO D H HDU 3VLRQLFLVW DELOLWLHV OHYHO Cast OHHS RQFH SHU GD 3RLVRQ
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hunt from birth, they have dif culty keeping up with adults and often GURZQ GXULQJ WKH GD LI WKH DUH DW VHD 2QO RI FXEV UHDFK DGXOWKRRG 7KH RIIVSULQJ RI D VHDZROI DQG D KXPDQ DUH JRRG VZLPPHUV ZKR IHHO P VWHULRXVO GUDZQ WR WKH VHD EXW IHZ EHFRPH VHDZROYHV XSRQ UHDFKLQJ DGROHVFHQFH 6HDZROYHV PD DOO WKHPVHOYHV ZLWK RWKHU HYLO DTXDWLF O FDQWKURSHV 7KH KDWH VHONLHV ZKRP WKH FRQVLGHU DOOLHV RI WKH KXPDQRLGV /HVVHU VHDZROYHV DWWDFN VHONLHV RQ VLJKW Their diet includes a variety of foods, such as shell sh, sh, seabirds, VHD PDPPDOV DQG DQ RQH WKH FDQ VLQN WKHLU WHHWK LQWR 2FFDVLRQDOO SDFNV PD ZDQGHU LQWR D WRZQ DQG WDNH RYHU D WDYHUQ IRU D URXQG RI GULQNLQJ DQG ZHQFKLQJ 6HDZROI SHUVRQDOLWLHV DUH D WZLVWHG YHUVLRQ RI WKHLU RULJLQDO KXPDQ SHU sonalities. It is as if the seawolf persona is a savage, magni ed version of DOO WKH RULJLQDO SHUVRQ V EDG WUDLWV 6HDZROYHV SHULRGLFDOO UHWXUQ WR WKHLU RULJLQDO KRPH SRUW 7KLV PD EH D VXEFRQVFLRXV ORQJLQJ IRU WKHLU ROG OLIH RU D PHDQV WR UHQHZ WKHLU KDWUHG RI WKRVH VWLOO KXPDQRLG ,I D VHDZROI VSRWV KLV ROG VHOI V PDWH RU FKLOG KH PD DWWHPSW WR PDNH FRQWDFW (FRORJ 6HDZROYHV DUH WKH VZRUQ HQHPLHV RI DQ KXPDQRLG ZKR PDNHV KLV OLYLQJ LQ WKH VHD 7KH OLYH WR GHVWUR VKLSSLQJ VSUHDG WHUURU DQG VSUHDG WKHLU FXUVH IXUWKHU UHDWHU HDZROYHV 7KH PRQVWURXV IRUP RI WKH JUHDWHU VHDZROI KDV D WR IRRW ORQJ ERG EXW LV RWKHUZLVH LGHQWLFDO WR WKH OHVVHU VHDZROI ,Q KXPDQ IRUP JUHDWHU VHDZROYHV VWDQG WR IHHW WDOO RPEDW *UHDWHU VHDZROYHV DVVXPH WKHLU KXPDQ IRUPV WR JHW FORVH WR WKHLU RSSRQHQWV 7KH W SLFDO SODQ LV WR ELWH RU VWUDQJOH RQH RU WZR GHFNKDQGV WDNH WKHLU ZHDSRQV DQG EHJLQ D JHQHUDO DVVDXOW ,Q VHDZROI IRUP JUHDWHU VHDZROYHV FDQ EH KDUPHG RQO E VLOYHU FROG LURQ RU PDJLFDO ZHDSRQV RI RU EHWWHU 6WHHO ZHDSRQV KDYH QR HIIHFW HDG VHDZROYHV UHYHUW WR WKHLU KXPDQ IRUP LQ RQH URXQG
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:HUHEDWV FDQ EH KDUPHG RQO E VLOYHU RU RU EHWWHU PDJLFDO ZHDS ons. Any wound in icted by another type of weapon knits as quickly as it is in icted, hinting at the creature’s true nature.
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233
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Lycanthrope, Wereboar /,0 ( ( ,1 ) ( (1 2 1, ,21 , , /( ,( ,1 (//, (1 ( ( ( /, 10(1
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235
Lycanthrope, Werefox (Foxwoman) /,0 ( ( ,1 ) ( (1 2 1, ,21 , , /( ,( ,1 (//, (1 ( ( ( /, 10(1 12 ( ,1 02 / 02 (0(1 , , ( 12 2) . 0 ( . ( , / . ( , / ()(1 ( 0 , ( , 1 ( , ( 02 /( / (
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A foxwoman is an elven-appearing woman who is able to transform herself into a silver fox form or a silver-furred humanoid (vixen) form with a fox’s head. They are extremely self-centered. The female elven form of the foxwoman is extremely beautiful. 6KH KDV VLOYHU RU VLOYHU VWUHDNHG KDLU LQFOXGLQJ D ZLGRZ V SHDN 6KH GUHVVHV DWWUDFWLYHO LQ ORRVH JDUPHQWV SRXFK KROGV YDOXDEOHV DQG VSHOO FRPSRQHQWV The vixen form is a hybrid of elven and fox-like features. The body DQG OLPEV DUH WKRVH RI WKH HOYHQ IRUP EXW FRYHUHG ZLWK VLOYHU IXU The head and tail are fox-like. The vixen may wear elven clothing. The vixen can run very quickly (18). The silver fox form appears to be a normal, large fox. It moves ex WUHPHO IDVW FDQ SD ZL R UD H DQG LV XQGHWHFWDEOH LQ XQGHUJURZWK LI LW SDVVHV RXW RI YLHZ IRU D PRPHQW RPEDW The silver fox’s bite in icts 1-2 points of damage but is oth erwise harmless. The vixen’s more savage bite causes 2d6 points of damage. Human or elven women who are bitten by a vixen for 50% or more of their hit points become foxwomen within three days unless ERWK D UH GL HD H DQG D UHPR H U H VSHOO DUH FDVW XSRQ WKH YLFWLP E D SULHVW RI DW OHDVW WK OHYHO In elven form, the foxwoman relies on weapons. She gains a +1 bo QXV ZLWK ERZ RU VZRUG +HU EHVW ZHDSRQ LV KHU LQFUHGLEOH EHDXW Q KXPDQ KXPDQRLG RU GHPLKXPDQ PDOHV ZKRVH :LVGRPV DUH RU OHVV DUH HIIHFWLYHO FDXJKW E D DUP VSHOO 7KRVH ZKRVH :LVGRPV are 14 or greater are not charmed but still nd the foxwoman extreme ly attractive. In elven form, the foxwoman has magic use as a wizard RI OHYHO G 6KH LV UHVLVWDQW WR OHHS DQG DUP VSHOOV In any form, the foxwoman is able to see by infravision (60-foot UDQJH 7KH FDQ RQO EH KDUPHG E VLOYHU RU RU EHWWHU PDJLFDO ZHDSRQV 6FDUV IURP QRQIDWDO ZRXQGV YDQLVK ZLWKLQ D PRQWK DELWDW RFLHW Foxwomen dwell in lonely woodlands far from hu PDQRLG FRPPXQLWLHV 7KHLU KRPHV PD EH KLGGHQ FRWWDJHV RU FRP fortably furnished cave complexes; in either case their homes are lled with typical human comforts. Foxwomen are solitary in regard to their own kind. They are self-serving, vain, and hedonistic. Fox ZRPHQ VHUYH WKHLU YDQLW E HQVODYLQJ KXPDQRLG PDOHV 7KRVH PDOHV EHFRPH VHUYDQWV DQG FRPSDQLRQV Werefoxes do not keep dwarves, gnomes, or hal ings; such males DUH VODLQ TXLHWO DV VRRQ DV WKH RSSRUWXQLW DULVHV
Each foxwoman is always accompanied by 1d4 + 1 charmed males. At least one of the males is a ghter (70%) or ranger (30%) of level 1d4 + 1. There is a 50% chance that any one of the other males is also a ghter of OHYHO G 7KHUH LV D FKDQFH WKDW RQH RI WKH UHPDLQLQJ PDOHV LV D FOHULF GUXLG PDJH WKLHI RU VRPH RWKHU FODVV RI OHYHO G 2I KHU HOYHQ RU KDOI HOYHQ FRPSDQLRQV DUH PXOWL FODVV characters. All males who do not t into any of the above categories are 0-level ghters and elves or half-elves of 1 Hit Die. The males may use such magical items as they possessed prior to being charmed into the fox ZRPDQ V VHUYLFH Foxwomen are barren. They must kidnap or adopt their children. There is a 10% chance that a foxwoman has a “daughter.” The foxwoman has VWROHQ DQ HOYHQ JLUO LQIHFWHG KHU ZLWK O FDQWKURS DQG LV UDLVLQJ KHU DV D foxwoman. Such a child is 1d8 + 5 years old. If she is 12-13, she is treated the same as a normal foxwoman; otherwise she is a noncombatant. Non-elven women who are af icted with lycanthropy undergo a slow WUDQVIRUPDWLRQ WKDW DOWHUV WKHLU QRUPDO IRUP 2YHU D SHULRG RI RQH WR WZR HDUV VXFK ZRPHQ WXUQ LQWR HOYHQ ZRPHQ RQO WKHLU IDFHV DQG RGG PDUNV WDWWRRV ELUWKPDUNV SURYLGH IDLQW SURRI RI WKHLU ROG LGHQWLWLHV (FRORJ Foxwomen are unique among the lycanthropes. They have no PDMRU JRDOV RU GHVLUHV DVLGH IURP SDPSHULQJ WKHPVHOYHV DQG IHHGLQJ WKHLU vanity. They have little contact with other foxwomen (whom they see as rivals), real foxes (irrelevant beasts), or other lycanthropes (crude, unat WUDFWLYH DQG XQFKDUPDEOH
236
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DELWDW RFLHW ZHUHUDYHQ IDPLO ZLOO EH IRXQG RQO DW WKH KHDUW RI D GHQVH IRUHVW +HUH WKH OLYH LQ WKH KROORZHG RXW ERG RI D JUHDW WUHH (Q WUDQFH WR WKHLU ODLU LV SRVVLEOH RQO IURP DERYH LI RQH GRHV QRW ZLVK WR FXW or break through the trunk itself). Curiously, the wereravens are able to NHHS WKH WUHH LQ ZKLFK WKH QHVW IURP G LQJ HYHQ DIWHU WKH KDYH KROORZHG it out, so it is dif cult to distinguish from the normal trees around it. :HUHUDYHQV UHFRJQL H WKDW WKH DUH EDVWLRQV RI JRRG LQ D ODQG GRPL QDWHG E HYLO 7KH KDYH PDQDJHG WR VXUYLYH E DYRLGLQJ ODUJH SRSXOD WLRQV RU RYHUW DFWV RI JRRG WKDW ZRXOG GUDZ WKH DWWHQWLRQ RI WKH UHLJQLQJ lords to them. Thus, a wereraven ock will generally have no more than DGXOWV LQ LW 2I FRXUVH VXFK JURXSV KDYH RXQJ ZLWK WKHP SHU DGXOWV EXW WKHVH DUH VHOGRP HQFRXQWHUHG IRU WKH UHPDLQ LQ D WUXH UDYHQ VWDWH XQWLO WKH DUH ROG HQRXJK WR IHQG IRU WKHPVHOYHV ,Q DGGLWLRQ D W SL FDO ZHUHUDYHQ ODLU ZLOO GUDZ G FRPPRQ UDYHQV WR QHVW LQ WKH WUHHV DERXW LW 7KHVH ZLVH ELUGV ZLOO VHUYH WKH ZHUHUDYHQV GRLQJ WKHLU ELGGLQJ DQG VWULYLQJ WR SURWHFW WKHP IURP KDUP :HUHUDYHQV DUH QRW RSSRVHG WR KHOSLQJ RXW WKH FDXVH RI JRRG LQ 5DYHQ ORIW EXW WKH GR VR UHOXFWDQWO 7KLV LV QRW EHFDXVH WKH GR QRW ZLVK WR GR JRRG EXW EHFDXVH WKH IHDU WKH ZUDWK RI WKH DUN 3RZHUV ,W LV VDLG WKDW WKH ZHUHUDYHQV KDYH FRPH WR WKH DLG RI HQGDQJHUHG 9LVWDQL FODQV RQ VHY eral occasions and that close ties exist between these two races, but neither ZLOO DGPLW WKLV RSHQO (FRORJ :HUHUDYHQV DUH RPQLYRUHV ZKR SUHIHU WR PDLQWDLQ D YHJHWDU LDQ GLHW 7KH HQMR EHUULHV DQG QXWV EXW ZLOO HDW FDUULRQ RU NLOO IRU IUHVK PHDW IURP WLPH WR WLPH LQ RUGHU WR PDLQWDLQ JRRG KHDOWK
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:HUHWLJHUV DUH KXPDQV XVXDOO IHPDOH WKDW KDYH WKH DELOLW WR WUDQV form into tigerlike forms. They have a strong af nity for all felines. 7KH KXPDQ IRUP WHQGV WR EH VOHHNO PXVFXODU WDOOHU WKDQ DYHUDJH DQG YHU DJLOH 7KH YRLFHV RI ZHUHWLJHUV DUH KXVN DQG WKH WHQG WR UROO WKHLU UV 7KH ZHUHWLJHU IRUP LV D K EULG EHWZHHQ D KXPDQ DQG D WLJHU ,W LV DERXW ODUJHU WKDQ WKH KXPDQ IRUP DQG LV FRYHUHG E WLJHU VWULSHG hide. A 3-foot tail extends from the spine. The legs are more feline than human; this form walks on its toes. The head is also a mixture of fea WXUHV 7KH HDUV QRVH PX OH DQG WHHWK DUH WLJHUOLNH EXW WKH H HV DQG RYHUDOO VKDSH DUH KXPDQ ,I WKH KXPDQ IRUP V KDLU LV ORQJ LW LV VWLOO SUHV ent. The ngernails grow into claws. Despite the changes, the hybrid IRUP FDQ SDVV IRU KXPDQ DW D GLVWDQFH LI SURSHUO GLVJXLVHG 7KH WKLUG IRUP LV WKDW RI D IXOO JURZQ WLJHU ZLWKRXW DQ WUDFH RI KXPDQ IHDWXUHV :HUHWLJHUV VSHDN WKH ODQJXDJHV RI DOO IHOLQH EUHHGV VR QRUPDO IHOLQHV LQFOXGLQJ WKH JUHDW FDWV KDYH D FKDQFH RI EHLQJ IULHQGO WRZDUG D ZHUHWLJHU (YHQ IHOLQH PRQVWHUV KDYH D FKDQFH RI EHLQJ DXWRPDWLFDOO IULHQGO +RZHYHU ZHUHWLJHUV DUH UDUHO IRXQG LQ WKH FRPSDQ RI UHDO WL JHUV EHLQJ RQO OLNHO WR EH DFFRPSDQLHG E WKHP RPEDW ,Q HLWKHU WLJHU IRUP WKH ZHUHWLJHU DWWDFNV ZLWK D YDULHW RI SXQFKHV UDNLQJ FODZV DQG ELWHV 7KH ZHUHWLJHU V SXQFKHV DUH VR VWURQJ WKDW WKH FDXVH SRLQWV RI GDPDJH 2WKHUZLVH WKH FODZV FDQ EH UDNHG DFURVV DQ RSSRQHQW FDXVLQJ SRLQWV RI GDPDJH 7KH WHHWK DUH WKH PRVW GUHDGIXO ZHDSRQ 7KH FDQ WHDU D YLFWLP DSDUW RU FUXVK D ZLQGSLSH :HUHWLJHUV XVXDOO ELWH RQO LQ WKHLU IXOO WLJHU IRUP ,Q KXPDQ IRUP WKH ZHUHWLJHU XVHV D ZLGH YDULHW RI ZHDSRQV ZLWK ZKLFK LW LV DGHSW ZHUHWLJHU LV DOVR JRRG DW XQDUPHG FRPEDW LW UHWDLQV LWV GHDGO SXQFK LQ WKLV IRUP DV ZHOO DV DQ HQKDQFHG VHQVH RI VPHOO DQG QLJKW YLVLRQ
matches that of a human child of three times the same age. At age six, they UHDFK DGROHVFHQFH DQG JDLQ WKH DELOLW WR WUDQVIRUP LQWR D IXOO KXPDQ IRUP W DJH WKH JDLQ WKH DELOLW WR DVVXPH D IXOO WLJHU IRUP WKLV LV FRQVLGHUHG WKH PDUN RI DGXOWKRRG ,I D PDOH ZHUHWLJHU PDWHV ZLWK HLWKHU D UHDO WLJUHVV RU KXPDQ ZRPDQ WKH RIIVSULQJ LQLWLDOO KDV WKH VDPH DSSHDUDQFH DV WKH PRWKHU / FDQWKURS LF WUDQVIRUPDWLRQV GR QRW EHJLQ XQWLO WKH K EULG UHDFKHV DGROHVFHQFH :HUHWLJHUV DUH RPQLYRURXV ,Q WKH ZLOG WKH URDP D WHUULWRU RI G VTXDUH PLOHV 7KHLU KRPHV DUH XVXDOO QHDU KXPDQ VHWWOHPHQWV 7KHVH WHQG WR EH ZHOO NHSW FDELQV ZLWK VPDOO KHUE DQG YHJHWDEOH JDUGHQV 7KH RQO OLYHVWRFN ZLOO EH D YDULHW RI FDWV DQG VRPH SRXOWU Weretigers rarely live in con ned settings such as cities or large towns EHFDXVH WKHLU O FDQWKURSLF QDWXUH ZRXOG EH KDUG WR FRQFHDO ,I IRXQG LQ VXFK D VHWWLQJ RQH RU WZR ZHUHWLJHUV LQ KXPDQ IRUP ZLOO EH RQ DQ HUUDQG VXFK DV D PLVVLRQ D UHYHO RU D VLPSOH VKRSSLQJ WULS ,Q DQ IRUP ZHUH tigers are very con dent and not prone to attack unless provoked. 7UHDVXUH YDULHV ZLGHO DFTXLUHG DV SD PHQW IRU SDVW VHUYLFHV SOXQGHU IURP SDVW DGYHQWXUHV RU VFDYHQJHG IURP WKH UHPDLQV RI SDVW RSSRQHQWV Weretigers have an af nity for gems and often keep a small cache hidden VRPHZKHUH QHDU WKHLU KRPHV (FRORJ :HUHWLJHUV DUH WKH PRVW DGDSWDEOH RI WKH O FDQWKURSHV 7KH DUH HTXDOO DW KRPH LQ KXPDQ IHOLQH RU PRQVWHU FRPSDQ
DELWDW RFLHW )RU YDULRXV UHDVRQV ZHUHWLJUHVVHV RXWQXPEHU ZHUHWLJHUV ve to one. :HUHWLJHUV WUDYHO DORQH RU LQ VPDOO SULGHV 7KH GR QRW PDUU EXW KDYH SUHIHUUHG PDWHV ZKLFK PD EH HLWKHU KXPDQV RU WLJHUV :HUHWLJHUV JLYH ELUWK WR RQH RU WZR FXEV 7KH FXEV DUH WKH K EULG IRUP WKH ORRN OLNH IX human babies with tails. Cubs mature quickly. They can crawl within GD V ZDON ZLWKLQ D PRQWK DQG KXQW ZLWKLQ D HDU 7KHLU SK VLFDO VL H
239
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:HUHZROYHV DUH WKH PRVW IHDUHG RI WKH O FDQWKURSHV PHQ ZKR FDQ WUDQV form into wol ike beasts. They should not be confused with ZRO ZHUH (q.v.)—wolves who turn into men. Great enmity exists between were ZROYHV DQG ZROIZHUHV 7KH KXPDQ IRUPV RI ZHUHZROYHV KDYH QR GLVWLQJXLVKLQJ WUDLWV 7KH ZHUHZROI IRUP LV HTXDOO YDULHG 0DQ KDYH D ELSHGDO IRUP WKDW LV D K EULG RI KXPDQ DQG OXSLQH IHDWXUHV 7KHVH FUHDWXUHV DUH DERXW IRRW WDOOHU DQG VWURQJHU WKDQ WKHLU KXPDQ IRUPV 7KH ERGLHV DUH IXU FRYHUHG DQG have short tails, wol ike legs, and heads that are combinations in varying GHJUHHV RI KXPDQ DQG OXSLQH IHDWXUHV A second form of hybrid is more wol ike, and may be mistaken for a ODUJH ZROI ZKHQ LW UXQV RQ DOO IRXU OHJV 7KLV K EULG FDQ DOVR ZDON HUHFW DQG KDV KXPDQOLNH KDQGV Another type of werewolf (about 20%) looks exactly like a large wolf DERXW WKH VL H RI D EHDU 7KLV FUHDWXUH KDV QR KXPDQ IHDWXUHV DOWKRXJK WKH H HV PD JORZ UHG LQ WKH GDUN RPEDW ,Q WKHLU KXPDQ IRUPV ZHUHZROYHV DWWDFN ZLWK D YDULHW RI ZHDS RQV JHQHUDOO WKRVH FRPPRQ WR WKHLU KXPDQ LGHQWLW DQG FODVV ,Q WKH werewolf or wol ike forms, the creature attacks with its fearsome teeth. If WKH IRUP KDV KDQGV WKH ZHUHZROI PD JUDE LWV SUH IRU D EHWWHU ELWH ,Q WKH ZROI IRUP WKH ZHUHZROI FDQ EH KDUPHG RQO E VLOYHU RU PDJLFDO ZHDSRQV RI RU EHWWHU :RXQGV IURP RWKHU ZHDSRQV KHDO WRR TXLFNO WR DFWXDOO LQMXUH WKH ZHUHZROI :HUHZROYHV DWWDFN LQ SDFNV SDFNV LQFOXGLQJ IHPDOHV DQG RXQJ GULYH the adults to hit harder. If the female is attacked, the male ghts at +2 WR KLW DQG GRHV IXOO GDPDJH ZLWK HDFK EORZ ,I WKH RXQJ DUH DWWDFNHG the female attacks at +3 to hit and does full damage. Cubs with 60% full growth are -4 to hit, cubs with 70% are -3 to hit, and so on. All cubs in ict SRLQWV RI GDPDJH DELWDW RFLHW :HUHZROI SDFNV URDP WKH ZLOGHUQHVV LQ VHDUFK RI KXPDQ RU RWKHU SUH 7UXH ZHUHZROYHV WHQG WR EH QRPDGLF DOWKRXJK LQIHFWHG ZHUHZROYHV RIWHQ FRQWLQXH WR OLYH WKH OLIH WR ZKLFK WKH ZHUH DFFXVWRPHG :HUHZROYHV UHWUHDW WR WKHLU GHQV GXULQJ WKH ZLQWHU PRQWKV RU WKH HDUV ZKHQ WKH IHPDOHV DUH UDLVLQJ WKH KHOSOHVV FXEV V KXPDQV ZHUHZROYHV do not build homes, although they may take over existing dwellings, sometimes the home of past victims. Caves and burrows are the dens PRVW FRPPRQO XVHG LQ WKH ZLOG 7KHVH VSDUVHO IXUQLVKHG UHWUHDWV DUH XVHG PRVWO DV D VOHHSLQJ DUHD DQG D SODFH WR VWRUH WKHLU KXPDQ SRVVHV VLRQV 0DQ ZHUHZROI IDPLOLHV URDP WKH FRXQWU VLGH LQ ZDJRQV PXFK OLNH J SVLHV ,Q IDFW WKLV KDV FDXVHG PDQ J SVLHV WR EH DFFXVHG RI EHLQJ ZHUHZROYHV :HUHZROYHV OLYH LQ SDFNV JHQHUDOO UHODWHG E EORRGOLQHV :HUHZROI packs of ve to eight individuals are single family groups consisting of
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a male, female, and three to six cubs, six to nine years old. Cubs under six years old are kept in secluded dens and never encountered by hostile KXPDQV :KHQ SUHJQDQW WKH IHPDOH UHWUHDWV ZLWK KHU PDWH DQG DQ ROGHU IHPDOH ZKR ZLOO DFW DV PLGZLIH ,Q D YHU VHFOXGHG DUHD WKH SUHSDUH D VSHFLDO den that will be home for the mother and her cubs for the next six years. 7KH IHPDOH JLYHV ELUWK WR D OLWWHU RI FXEV 7KH FXEV DUH ERUQ LQ WKH K brid form; they resemble fuzzy human babies with wol ike faces. Infant mortality is high; 2-4 cubs of each litter never reach 60% growth. Cubs grow at the same rate as humans for their rst ve years. By the sixth HDU WKH DWWDLQ RI WKHLU IXOO JURZWK W WKLV SRLQW WKH GHYHORS WKH DELOLW WR WUDQVIRUP LQWR WKHLU RWKHU IRUPV (DFK IROORZLQJ HDU EULQJV DQ LQFUHDVH RI DQ DGGLWLRQDO JURZWK :HUHZROYHV DUH FRQVLGHUHG PDWXUH DW DJH ,I D ZHUHZROI PDWHV ZLWK D ZRPDQ WKH RIIVSULQJ LV FRPSOHWHO KXPDQ The temperament re ects the father; such children are violent, combative, DQG SURQH WR PHQWDO LOOQHVV 7KHUH LV D FKDQFH HDFK HDU IURP WKH RQVHW RI DGROHVFHQFH WKDW VXFK D FKLOG ZLOO VSRQWDQHRXVO WUDQVIRUP LQWR D WUXH ZHUHZROI (FRORJ :HUHZROYHV DUH D SHFXOLDU K EULG RI KXPDQ DQG OXSLQH SHUVRQ DOLWLHV 7KH DUH VDYDJH NLOOHUV HW WKH DUH GHYRWHG WR WKHLU FORVH NQLW IDPLOLHV :HUHZROYHV DUH KRVWLOH WRZDUG O FDQWKURSHV ZKR RSSRVH WKHP HVSHFLDOO ZHUHEHDUV
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257
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258
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259
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If the creature ees the pool, the mudmen will not pursue, as their VHQVHV GR QRW H WHQG EH RQG WKH SRRO ,QVWHDG WKH VLQN LQWR WKH GHSWKV UHWXUQ WR WKHLU GRUPDQW VWDWH DQG DLW XQWLO WKH QH W WLPH VRPHRQH HQWHUV WKH SRRO 0XGPHQ DUH DIIHFWHG E DOO VSHOOV WKDW FDXVH GDPDJH WR OLYLQJ FUHDWXUHV H J cause light wounds, magic missile, reball, ame strike). Dispel magic DQG L DFW DV reballs FDVW DW WKH VDPH OHYHO DV WKH PDJH Transmute mud to rock NLOOV DOO PXGPHQ LWKLQ LWV DUHD RI HIIHFW LWK QR VDYLQJ WKUR DOOR HG 0XGPHQ DUH LPPXQH WR DOO SRLVRQV QDWXUDO DQG PDJLFDO DQG DUH XQDIIHFWHG E VSHOOV WKDW DIIHFW WKH PLQG H J R DQG sleep). +DELWDW 6RFLHW 0XGPHQ KDYH W R VWDWHV UHVW DQG DFWLYLW WKH ODWWHU RI which solely involves killing intruders. A mudman’s pool varies in size EHW HHQ DQG IHHW LQ GLDPHWHU 6XFK SRROV DUH RIWHQ IRXQG QHDU DWHUIDOOV (FRORJ 0XGPHQ DUH QRW QDWXUDO FUHDWXUHV DQG QRW SDUW RI WKH HFRV V WHP 7KH WU WR NLOO DOO QDWXUDO FUHDWXUHV WKDW HQFRXQWHU WKHP DQG KDYH QR natural enemies. Over a long period of time they absorb esh, wood, and ERQH H WUDFWLQJ KDWHYHU G HRPHU WKH FDQ JHW IURP LW VR WKH UDUHO SRVVHVV DQ WUHDVXUH RQO LI WKH HUH DWWDFNHG LWKLQ WKH ODVW PRQWK E VRPHRQH KR DV EHDULQJ WUHDVXUH 7KRXJK QR XVHV KDYH EHHQ UHFRUGHG IRU D PXGPDQ V PXG LW LV ORJLFDO WKDW PDJHV RXOG QRW LJQRUH LWV PDJLFDO SURSHUWLHV
260
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0XPPLHV DUH FRUSVHV QDWLYH WR GU GHVHUW DUHDV KHUH WKH GHDG DUH HQ tombed by a process known as mummi cation. When their tombs are GLVWXUEHG WKH FRUSVHV EHFRPH DQLPDWHG LQWR D HLUG XQOLIH VWDWH KRVH XQKRO KDWUHG RI OLIH FDXVHV WKHP WR DWWDFN OLYLQJ WKLQJV LWKRXW PHUF 0XPPLHV DUH XVXDOO EXW QRW DO D V FORWKHG LQ URWWLQJ VWULSV RI OLQHQ 7KH VWDQG EHW HHQ DQG IHHW WDOO DQG DUH VXSHUQDWXUDOO VWURQJ &RPEDW Mummies are horri c enemies. A single blow from one’s arm in icts 1-12 points of damage, and worse, its scabrous touch infects the YLFWLP LWK D URWWLQJ GLVHDVH KLFK LV IDWDO LQ PRQWKV )RU HDFK PRQWK the rot progresses, the victim permanently loses 2 points of Charisma. 7KH GLVHDVH FDQ EH FXUHG RQO LWK D L VSHOO & R VSHOOV have no effect on a person in icted with mummy rot and his wounds heal at 10% of the normal rate. A VSHOO LOO UHVWRUH GDPDJH EXW LOO QRW RWKHU LVH DIIHFW WKH FRXUVH RI WKH GLVHDVH 7KH PHUH VLJKW RI D PXPP FDXVHV VXFK WHUURU LQ DQ FUHDWXUH WKDW D VDYLQJ WKUR YHUVXV VSHOO PXVW EH PDGH RU WKH YLFWLP EHFRPHV SDUD O HG LWK IULJKW IRU WR URXQGV 1XPEHUV LOO EROVWHU FRXUDJH IRU HDFK VL FUHDWXUHV SUHVHQW WKH VDYLQJ WKUR LV LPSURYHG E +XPDQV VDYH DJDLQVW PXPPLHV DW DQ DGGLWLRQDO Mummies can be harmed only by magical weapons, which in ict only KDOI GDPDJH DOO IUDFWLRQV URXQG GR Q Sleep, charm, hold, DQG FROG EDVHG spells have no effect. Poison and paralysis do not harm them. A LR spell will turn the creature into a normal human (a ghter at 7th level DELOLW LWK WKH PHPRULHV RI LWV IRUPHU OLIH RU LOO KDYH QR HIIHFW LI WKH mummy is older than the maximum age the priest can resurrect. A L LOO DOVR UHVWRUH D PXPP WR KXPDQ IRUP EXW D R LOO QRW Mummies are vulnerable to re, even nonmagical varieties. A blow with a torch in icts 1-3 points of damage. A ask of burning oil in icts 1-8 points of damage on the rst round it hits and 2-16 on the second round. Magical res are +1 damage/die. Vials of holy water in ict 2-8 points of GDPDJH SHU GLUHFW KLW Any creature killed by a mummy rots immediately and cannot be UDLVHG IURP GHDWK XQOHVV ERWK D L DQG D L VSHOO DUH FDVW LWKLQ VL URXQGV
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+DELWDW 6RFLHW 0XPPLHV DUH WKH SURGXFW RI DQ HPEDOPLQJ SURFHVV XVHG RQ HDOWK DQG LPSRUWDQW SHUVRQDJHV 0RVW PXPPLHV DUH FRUSVHV LWK RXW PDJLFDO SURSHUWLHV 2Q RFFDVLRQ SHUKDSV GXH WR SR HUIXO HYLO PDJLF RU SHUKDSV EHFDXVH WKH LQGLYLGXDO DV VR JUHHG LQ OLIH WKDW KH UHIXVHV WR give up his treasure, the spirit of the mummi ed person will not die, but WDSV LQWR HQHUJ IURP WKH 3RVLWLYH 0DWHULDO SODQH DQG LV WUDQVIRUPHG LQWR DQ XQGHDG KRUURU 0RVW PXPPLHV UHPDLQ GRUPDQW XQWLO WKHLU WUHDVXUH LV WDNHQ EXW WKHQ WKH EHFRPH DURXVHG DQG NLOO LWKRXW PHUF A mummy lives in its ancient burial chamber, usually in the heart of a crypt or pyramid. The tomb is a complex series of chambers lled LWK UHOLFV PRVWO QRQPDJLFDO 7KHVH UHOLFV LQFOXGH PRGHOV RI WKH PXPP V SRVVHVVLRQV IDYRULWH LWHPV DQG WUHDVXUHV WKH ERGLHV RI GHDG SHWV DQG IRRGVWXIIV WR IHHG WKH VSLULW DIWHU GHDWK 3DUWLFXODUO HYLO SHRSOH LOO KDYH VODYHV RU IDPLO PHPEHUV VODLQ KHQ WKH GLH VR WKH VODYHV FDQ EH EXULHG LWK WKHP %HFDXVH RI WKHLU PDJLFDO SURSHUWLHV PXPPLHV H LVW RQ ERWK 3ULPH DQG 3RVLWLYH 0DWHULDO SODQHV (FRORJ 7R FUHDWH D PXPP D FRUSVH VKRXOG EH VRDNHG LQ D SUHVHUY LQJ VROXWLRQ W SLFDOO FDUERQDWH RI VRGD IRU VHYHUDO HHNV DQG FRYHUHG LWK VSLFHV DQG UHVLQV %RG RUJDQV VXFK DV WKH KHDUW EUDLQ DQG OLYHU DUH W SLFDOO UHPRYHG DQG VHDOHG LQ MDUV 6RPHWLPHV JHPV DUH UDSSHG LQ WKH FORWK LI WKH WUHDVXUH OLVWLQJ IRU WKH PXPP LQGLFDWHV LW SRVVHVVHV JHPV D IH PD EH SODFHG LQ WKH UDSSLQJV 0XPPLHV DUH QRW SDUW RI WKH QDWXUDO HFRV VWHP DQG KDYH QR QDWXUDO HQHPLHV 0XPP GXVW LV D FRPSRQHQW IRU URWWLQJ DQG GLVHDVH PDJLFDO LWHPV
Mummy, Greater &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / (
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Also known as Anhktepot’s Children, JUHDWHU PXPPLHV DUH D SR HUIXO IRUP RI XQGHDG FUHDWHG KHQ D KLJK OHYHO OD IXO HYLO SULHVW RI FHUWDLQ UH ligions is mummi ed and charged with the guarding of a burial place. It FDQ VXUYLYH IRU FHQWXULHV DV WKH VWHDGIDVW SURWHFWRU RI LWV ODLU NLOOLQJ DOO who would de le its holy resting place. *UHDWHU PXPPLHV ORRN MXVW OLNH WKHLU PRUH FRPPRQ FRXVLQV VDYH WKDW WKH DUH DOPRVW DO D V DGRUQHG LWK XQ KRO V PEROV DQG HDU WKH YHVW PHQWV RI WKHLU UHOLJLRXV RUGHU 7KH JLYH RII DQ RGRU WKDW LV VDLG WR EH UHPL QLVFHQW RI D VSLFH FXSERDUG EHFDXVH RI WKH KHUEV XVHG LQ WKH HPEDOPLQJ SURFHVV WKDW FUHDWHG WKHP *UHDWHU PXPPLHV DUH NHHQO LQWHOOLJHQW DQG DUH DEOH WR FRPPXQLFDWH MXVW DV WKH GLG LQ OLIH )XUWKHU WKH KDYH DQ LQKHUHQW DELOLW WR WHOHSDWKL FDOO FRPPDQG DOO QRUPDO PXPPLHV FUHDWHG E WKHP 7KH KDYH WKH DELO LW WR FRQWURO RWKHU PXPPLHV SURYLGHG WKDW WKH DUH QRW XQGHU WKH GRPL QDWLRQ RI DQRWKHU PXPP EXW WKLV LV SRVVLEOH RQO KHQ YHUEDO RUGHUV FDQ EH JLYHQ &RPEDW *UHDWHU PXPPLHV UDGLDWH DQ RI I WKDW FDXVHV DOO FUHDWXUHV who see them to make a fear check. A modi er is applied to this fear check based on the age of the monster, as indicated on the Age & Abilities table DW WKH HQG RI WKLV VHFWLRQ 7KH HIIHFWV RI IDLOXUH RQ WKRVH KR PLVV WKHLU FKHFNV DUH GRXEOHG EHFDXVH RI WKH HQRUPRXV SR HU DQG SUHVHQFH RI WKLV FUHDWXUH 7KH PXPP V DXUD FDQ EH GHIHDWHG E D remove fear, cloak of brav RU VLPLODU VSHOO ,Q FRPEDW JUHDWHU PXPPLHV KDYH WKH RSWLRQ RI DWWDFNLQJ LWK WKHLU R Q SK VLFDO SR HUV RU LWK WKH JUHDW PDJLF JUDQWHG WR WKHP E WKH JRGV WKH VHUYHG LQ OLIH ,Q WKH IRUPHU FDVH WKH PD VWULNH EXW RQFH SHU URXQG in icting 3d6 points of damage per attack. Anyone struck by the mummy’s attack suffers the required damage and EHFRPHV LQIHFWHG LWK D KRUULEOH URWWLQJ GLVHDVH WKDW LV HYHQ PRUH VLQLVWHU WKDQ WKDW RI QRUPDO PXPPLHV IRU LW PDQLIHVWV LWVHOI LQ D PDWWHU RI GD V QRW PRQWKV 7KH ROGHU WKH PXPP WKH IDVWHU WKLV GLVHDVH PDQLIHVWV LWVHOI (see the Age & Ability table at the end of this entry for exact details). The GLVHDVH FDXVHV WKH SHUVRQ WR GLH LWKLQ D VKRUW WLPH XQOHVV SURSHU PHGLFDO FDUH FDQ EH REWDLQHG 7 HQW IRXU KRXUV DIWHU WKH LQIHFWLQJ EOR ODQGV the character loses 1 point from his Strength and Constitution due to the effects of the virus on his body. Further, they lose 2 points of Charisma as their skin begins to ake and wither like old parchment. No normal heal LQJ LV SRVVLEOH KLOH WKH GLVHDVH LV VSUHDGLQJ WKURXJK WKH ERG DQG WKH VKDNLQJ DQG FRQYXOVLRQV WKDW DFFRPSDQ LW PDNH VSHOO FDVWLQJ RU PHPR UL DWLRQ LPSRVVLEOH IRU WKH FKDUDFWHU 2QO RQH IRUP RI PDJLFDO KHDOLQJ KDV DQ HIIHFW D VSHOO LOO FXUH WKH GLVHDVH DQG UHVWRUH ORVW KLW points, but not ability scores. All other healing spells are wasted. A series RI L VSHOOV RQH IRU HDFK GD WKDW KDV SDVVHG VLQFH WKH URWWLQJ DV
FRQWUDFWHG LOO WHPSRUDULO KDOW WKH LQIHFWLRQ XQWLO D FRPSOHWH FXUH FDQ EH DIIHFWHG 5HJDLQLQJ ORVW DELOLW VFRUH SRLQWV LV QRW SRVVLEOH WKURXJK DQ PHDQV VKRUW RI D wish. 7KH ERG RI D SHUVRQ KR GLHV IURP PXPP URW EHJLQV WR FUXPEOH LQWR GXVW DV VRRQ DV GHDWK RFFXUV 7KH RQO D WR D FKDUDFWHU KR GLHV LQ WKLV D LV WR FDVW ERWK D L DQG D L VSHOO RQ WKH ERG LWKLQ WXUQV KRXU RI GHDWK ,I WKLV LV QRW GRQH WKH ERG DQG WKH VSLULW LWKLQ LW DUH ORVW IRUHYHU *UHDWHU PXPPLHV FDQ EH WXUQHG E WKRVH KR KDYH WKH FRXUDJH DQG FRQYLFWLRQ WR DWWHPSW WKLV IHDW KR HYHU WKH ROGHU WKH PXPP WKH KDUGHU LW LV WR RYHUFRPH LQ WKLV IDVKLRQ 2QFH DJDLQ WKH GHWDLOV DUH SURYLGHG RQ the Age & Abilities Table. They are immune to damage from holy water, but contact with a holy symbol from a non-evil faith in icts 1d6 points of damage on them. Contact with a holy symbol of their own faith actually R G KLW SRLQWV 3HUKDSV WKH PRVW KRUULEOH DVSHFW RI WKHVH FUHDWXUHV KR HYHU LV WKHLU spell casting ability. All greater mummies were priests in their past lives DQG QR UHWDLQ WKH VSHOO FDVWLQJ DELOLWLHV WKH KDG WKHQ 7KH LOO FDVW VSHOOV DV LI WKH HUH RI WK WKURXJK WK OHYHO VHH EHOR DQG LOO KDYH WKH VDPH VSKHUHV DYDLODEOH WR WKHP WKDW WKH GLG LQ OLIH *UHDWHU PXPPLHV UHFHLYH WKH VDPH ERQXV VSHOOV IRU KLJK :LVGRP VFRUHV WKDW SOD HU FKDU DFWHUV GR XQJHRQ 0DVWHUV DUH DGYLVHG WR VHOHFW VSHOOV IRU HDFK JUHDWHU PXPP LQ DQ DGYHQWXUH EHIRUH WKH DGYHQWXUH VWDUWV )RU WKRVH XVLQJ R LQ WKHLU JDPHV JUHDWHU PXPPLHV DUH PRVW RIWHQ SULHVWV RI 2VLULV 6HW DQG 1HSK WK V )RU WKRVH XVLQJ The Complete Priest’s Hand book, WKH DUH XVXDOO DVVRFLDWHG LWK WKH RUVKLS RI DQFHVWRUV GDUNQHVV GHDWK GLVHDVH HYLO JXDUGLDQVKLS DQG UHYHQJH ,I QHLWKHU RI WKHVH RUNV LV EHLQJ XVHG LQ WKH FDPSDLJQ VLPSO DVVLJQ WKH PXPP SR HUV DV LI LW HUH D VWDQGDUG KLJK OHYHO FOHULF
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Mummy, Greater *UHDWHU PXPPLHV FDQ EH KDUPHG RQO E PDJLFDO HDSRQV LWK ROGHU RQHV EHLQJ KDUGHU WR KLW WKDQ RXQJHU RQHV (YHQ LI D HDSRQ FDQ DIIHFW them, however, it will in ict only half damage because of the magical na WXUH RI WKH FUHDWXUH V ERG 6SHOOV DUH DOVR OHVV HIIHFWLYH DJDLQVW JUHDWHU PXPPLHV WKDQ WKH DUH against other creatures. Those that rely on cold to in ict damage are use less against the mummy, while those that depend on re in ict normal GDPDJH 8QOLNH QRUPDO PXPPLHV WKHVH IRXO FUHDWXUHV DUH LPPXQH WR non-magical re. The enchanting process that creates them, however, OHDYHV WKHP YXOQHUDEOH WR DWWDFNV LQYROYLQJ HOHFWULFLW DOO VSHOOV RI WKDW nature in ict half again their normal damage. In addition, older mummies GHYHORS D PDJLF UHVLVWDQFH WKDW PDNHV HYHQ WKRVH VSHOOV XQUHOLDEOH *UHDWHU PXPPLHV OLNH YDPSLUHV EHFRPH PRUH SR HUIXO LWK WKH SDVV LQJ RI WLPH LQ 5DYHQORIW 7KH IROOR LQJ WDEOH OLVWV WKH DSSOLFDEOH FKDQJHV WR WKH OLVWHG VWDWLVWLFV KLFK DUH IRU D QH O FUHDWHG PRQVWHU EURXJKW RQ E WKH SDVVLQJ RI WLPH JH
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1RWHV 7R +LW LQGLFDWHV WKH PDJLFDO SOXV WKDW PXVW EH DVVRFLDWHG LWK D HDS on before it will in ict damage to the mummy. & is the Armor Class of the monster. + DUH WKH QXPEHU RI KLW GLFH WKDW WKH PXPP KDV *UHDWHU PXPPLHV DUH WXUQHG DV LI WKH KDG RQH PRUH +LW LH WKDQ WKH DFWXDOO GR VR D year old (10 + 3) is turned as if it had 11 Hit Dice. Any mummy 300 years old or older is turned as a “special” undead. 7+ & LV OLVWHG IRU WKH YDULRXV +LW LFH OHYHOV RI WKH PXPP WR DOOR IRU HDV UHIHUHQFH GXULQJ SOD OLJQPHQW As the mummy grows older, it becomes darker and more HYLO ,Q FDVHV KHUH W R DOLJQPHQWV DUH OLVWHG WKHUH LV D FKDQFH WKDW the mummy will be of the rst alignment and a 25% chance that it will be RI WKH VHFRQG 7KXV D HDU ROG PXPP LV OLNHO WR EH FKDRWLF HYLO :LVGRP LV WKH FUHDWXUH V :LVGRP VFRUH :KHQ HPSOR LQJ WKHLU VSHOOV JUHDWHU PXPPLHV UHFHLYH DOO RI WKH ERQXV VSHOOV QRUPDOO DVVRFLDWHG LWK D KLJK :LVGRP )XUWKHU DV WKH SDVV LQWR WKH KLJKHU UDWLQJV DQG EH RQG WKH JDLQ DQ LPPXQLW WR FHUWDLQ PDJLFDO VSHOOV DV OLVWHG LQ WKH Player’s Handbook. 0DJLF is the creature’s natural magic resistance. As can be seen from WKH WDEOH ROG PXPPLHV FDQ EH YHU GHDGO LQGHHG
LVHDVH LV WKH OHQJWK RI WLPH LW WDNHV IRU D SHUVRQ LQIHFWHG LWK WKH PXPP V URWWLQJ GLVHDVH WR GLH /HYHO LQGLFDWHV WKH FUHDWXUH V OHYHO DV D SULHVW 2OGHU PXPPLHV KDYH DF FHVV WR IDU JUHDWHU PDJLFV WKDQ RXQJHU RQHV DQG DUH WKXV PRUH GDQJHURXV WKDQ RXQJHU RQHV 3 OLVWV WKH QXPEHU RI H SHULHQFH SRLQWV D DUGHG WR D SDUW IRU EDWWOLQJ DQG GHIHDWLQJ D JUHDWHU PXPP RI D JLYHQ DJH 0XPPLHV LQGLFDWHV WKH QXPEHU RI QRUPDO PXPPLHV WKDW WKH FUHDWXUH LOO KDYH VHUYLQJ LW KHQ HQFRXQWHUHG )HDU LQGLFDWHV WKH SHQDOW WR WKRVH PDNLQJ IHDU FKHFNV GXH WR WKH HYLO in uence of the greater mummy’s foul aura. +DELWDW 6RFLHW *UHDWHU PXPPLHV DUH SR HUIXO XQGHDG FUHDWXUHV WKDW are usually created from the mummi ed remains of powerful, evil priests. 7KLV EHLQJ WKH FDVH WKH JUHDWHU PXPP QR GUD V LWV P VWLFDO DELOLWLHV from evil powers and darkness. In rare cases, however, the mummi ed SULHVWV VHUYHG QRQ HYLO JRGV LQ OLIH DQG DUH VWLOO JUDQWHG WKH SR HUV WKH KDG LQ OLIH IURP WKRVH JRGV *UHDWHU PXPPLHV RIWHQ G HOO LQ ODUJH WHPSOH FRPSOH HV RU WRPEV KHUH WKH JXDUG WKH ERGLHV RI WKH GHDG IURP WKH GLVWXUEDQFHV RI JUDYH UREEHUV 8QOLNH QRUPDO PXPPLHV KR HYHU WKH KDYH EHHQ NQR Q WR OHDYH WKHLU WRPEV DQG VWULNH RXW LQWR WKH RUOG EULQJLQJ D GUHDGIXO VKURXG RI HYLO GR Q XSRQ HYHU ODQG WKH WRXFK :KHQ D JUHDWHU PXPP LVKHV WR FUHDWH QRUPDO PXPPLHV DV VHUYDQWV LW GRHV VR E PXPPLI LQJ SHUVRQV LQIHFWHG LWK LWV URWWLQJ GLVHDVH 7KLV PDJLFDO SURFHVV UHTXLUHV KRXUV G DQG FDQQRW EH GLVWXUEHG without ruining the enchantment. Persons to be mummi ed are normally RU so that they cannot resist the mummi cation process. Once WKH SURFHVV LV FRPSOHWHG YLFWLPV DUH KHOSOHVV WR HVFDSH WKH EDQGDJHV WKDW ELQG WKHP ,I QRWKLQJ KDSSHQV WR IUHH WKHP WKH LOO GLH RI WKH PXP P URW MXVW DV WKH RXOG KDYH HOVH KHUH 8SRQ WKHLU GHDWK KR HYHU D VWUDQJH WUDQVIRUPDWLRQ WDNHV SODFH 5DWKHU WKDQ FUXPEOLQJ D D LQWR GXVW WKHVH SRRU VRXOV ULVH DJDLQ DV QRUPDO PXPPLHV 2EYLRXVO WKLV SURFHVV LV WRR WLPH FRQVXPLQJ WR EH XVHG LQ DFWXDO FRPEDW EXW WKH JUHDWHU PXPP LOO RIWHQ DWWDFN D SRWHQWLDO WDUJHW LQ KRSHV RI FDSWXULQJ DQG WUDQVIRUPLQJ LW LQWR D mummy. All mummies created by a greater mummy are under its WHOHSDWKLF FRPPDQG (FRORJ The rst of these creatures is known to have been produced by Anhktepot, the Lord of Har’akir, in the years before he became undead KLPVHOI ,W LV EHOLHYHG WKDW PRVW LI QRW DOO RI WKH JUHDWHU PXPPLHV KH FUH DWHG LQ KLV OLIH HUH HLWKHU GHVWUR HG RU GUD Q LQWR 5DYHQORIW LWK KLP when he was granted a domain. A number of these creatures are believed to serve Anhktepot in his domain, acting as his agents in other lands when KH LVKHV WR OHDUQ KDW LV WUDQVSLULQJ LQ RWKHU SRUWLRQV RI 5DYHQORIW 7KH SURFHVV E KLFK D JUHDWHU PXPP LV FUHDWHG UHPDLQV D P VWHU WR all but Anhktepot. It is rumored that this process involves a great sacri ce WR JDLQ WKH IDYRU RI WKH JRGV DQG DQ RDWK RI HWHUQDO OR DOW WR WKH /RUG RI +DU DNLU ,I WKH ODWWHU LV WUXH WKHQ LW PD OHQG FUHGHQFH WR WKH FODLP RI many sages that Anhktepot can command every greater mummy in exis WHQFH WR GR KLV ELGGLQJ ,I WKLV LV LQGHHG WKH FDVH LW PDNHV WKH SR HU RI WKLV dark end far greater than is generally supposed.
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Myconid (Fungus Man) &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / (
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0 FRQLGV RU IXQJXV PHQ DUH D UDFH RI LQWHOOLJHQW IXQJL WKDW OLYH LQ WKH UHPRWH UHDFKHV RI WKH 8QGHUGDUN 7KH DUH FDXWLRXV FUHDWXUHV WKDW GHSORUH YLROHQFH P FRQLGV KDYH QR GHVLUH WR FRQTXHU DQ ERG DQG RXOG SUHIHU WR EH OHIW DORQH Myconids resemble walking toadstools in human form. Their esh is EORDWHG DQG VSRQJ DQG YDULHV LQ FRORU IURP SXUSOH WR JUD 7KHLU LGH feet have vestigial toes and their pudgy hands have two stubby ngers DQG D WKXPE RQ HLWKHU VLGH 0 FRQLGV +LW LFH GHWHUPLQH WKHLU VRFLDO VWDWXV DQG DELOLWLHV 7KH KDYH QR VSRNHQ ODQJXDJH &RPEDW Fungus men ght by clubbing with their clasped hands, causing 1d4 points of damage per Hit Die. Thus a 1-Hit Die myconid in icts 1d4 SRLQWV RI GDPDJH D +LW LH P FRQLG FDXVHV G SRLQWV RI GDPDJH HWF up to the 6-Hit Dice king that in icts 6d4 points of damage on a hit. 0 FRQLGV DOVR KDYH WKH DELOLW WR VSH IRUWK FORXGV RI VSHFLDO VSRUHV The number and kind of spores increase as they grow. As each myconid DGYDQFHV WR DQRWKHU VL H OHYHO LW JDLQV WKH DELOLW WR VSUD DQRWKHU W SH RI VSRUHV DQG WKH QXPEHU RI WLPHV SHU GD WKDW HDFK VSRUH W SH FDQ EH HPLWWHG also increases. A myconid can emit each of its spore types a number of times SHU GD HTXDO WR LWV +LW LFH )RU H DPSOH D + P FRQLG IHHW WDOO FDQ VSUD WKUHH W SHV RI VSRUHV DQG LW PD XVH HDFK W SH WKUHH WLPHV SHU GD 7KHVH VSRUH W SHV LQFOXGH WKH IROOR LQJ Distress: 7KLV VSRUH W SH LV XVHG WR DOHUW RWKHU P FRQLGV WR GDQJHU RU D QHHG IRU DLG 7KH FORXG H SDQGV DW D UDWH RI IHHW SHU URXQG H SDQGLQJ WR LWV PD LPXP RI IHHW LQ WKUHH URXQGV 7KLV DELOLW LV JDLQHG DW WKH +LW LH OHYHO Reproducer: 7KHVH VSRUHV DUH RQO HPLWWHG DW WKH SURSHU WLPH IRU JUR LQJ QH P FRQLGV VR WKH SRSXODWLRQ FDQ EH ULJLGO FRQWUROOHG 7KH DUH DOVR DXWRPDWLFDOO HMHFWHG E D G LQJ P FRQLG 7KLV DELOLW LV JDLQHG DW WKH +LW LFH OHYHO Rapport: 7KHVH VSRUHV DUH SULPDULO XVHG LQ WKH PHOGLQJ SURFHVV +R HYHU WKH FDQ EH XVHG E WKH P FRQLGV WR FRPPXQLFDWH LWK RWKHU species, since the fungus men do not talk. A small cloud of spores is DLPHG DW RQH SHUVRQ LI WKH SHUVRQ IDLOV D VDYLQJ WKUR YV SRLVRQ LW FDQ FKRRVH WR IDLO LW FDQ JR LQWR WHOHSDWKLF UDSSRUW VSHDNLQJ PLQG WR PLQG LWK WKH P FRQLG DV LI LW HUH QRUPDO VSHHFK 7KH UDQJH RI WKLV HIIHFW LV IHHW 7KH GXUDWLRQ LV D QXPEHU RI WXUQV HTXDO WR WKH +LW LFH RI WKH P FRQLG 7KLV DELOLW LV JDLQHG DW WKH +LW LFH OHYHO
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(FRORJ 0 FRQLGV DUH DQ XQXVXDO VSHFLHV RI IXQJL 7KH JUR IXQJL KLFK ODWHU GHFD DQG WKH P FRQLGV IHHG IURP WKHVH VRLO QXWULHQWV A myconid has a life span of 24 years. It requires four years to grow WR HDFK +LW LH WKXV D +LW LH P FRQLG LV IRXU HDUV ROG D +LW LH P FRQLG LV HLJKW HDUV ROG HWF WR D PD LPXP RI +LW LFH DW HDUV RI DJH ,W UHTXLUHV D VSHFLDO UHJLPHQ IRU D P FRQLG WR UHDFK +LW LFH NLQJ A myconid king has the ability to brew magical potions from fungi. ,Q DGGLWLRQ WR VWDQGDUG PDJLFDO SRWLRQV D P FRQLG NLQJ FDQ EUH WKH IROOR LQJ Potion of Fungus Growth: 7KLV LV XVHG LQ WLPHV RI SRSXODWLRQ VKRUWDJH KHQ P FRQLG FLUFOHV QHHG WKHLU RXQJ PHPEHUV WR JUR TXLFNO 7KLV SRWLRQ LQFUHDVHV D P FRQLG V +LW LFH E ,W FDQ RQO EH XVHG RQ D P FR QLG RQFH LQ LWV OLIHWLPH UHSHDWHG GRVHV KDYH QR HIIHFW Potion of Fungus Healing: 7KLV SRWLRQ RQO RUNV RQ IXQJL ,W KHDOV G ORVW KLW SRLQWV Potion of Decay: 7KLV SRLVRQ DIIHFWV D KXPDQRLG FUHDWXUH DV LI LW HUH D GHDG FUHDWXUH LQIHFWHG LWK SXUSOH IXQJL VSRUHV 7KH YLFWLP PXVW UROO D VXFFHVVIXO VDYLQJ WKUR YV SRLVRQ RU GLH UHSODFHG LWKLQ G GD V E D IXQJDO LQWHOOLJHQFH IULHQGO WR WKH P FRQLGV KLFK ODVWV IRU G weeks before permanently decaying. A L VSHOO LOO SUHYHQW WKH YLFWLP V GHDWK LI FDVW LWKLQ WKUHH PLQXWHV RI WKH LQIHFWLRQ 7KH FRPELQD WLRQ RI D L VSHOO DQG D L VSHOO LOO EULQJ EDFN YLFWLPV RI WKH IXQJXV GLVHDVH DIWHU KRXUV 7KLV SRWLRQ LV UDUHO XVHG E WKH IXQJXV PHQ Powders of Hallucination: 7KLV LV XVHG KHQ KDOOXFLQDWRU VSRUHV DUH LQ VKRUW VXSSO GXH WR WKH GHDWK RI DQG +LW LH PHPEHUV RI WKH FLUFOHV ,W LV DOVR XVHG DV D GHIHQVLYH PHDVXUH KHQ P FRQLGV DUH FHUWDLQ WKH DUH going to be attacked; a powder is bundled and placed on a spider-silk lm inside the entrance to their circle. Creatures of size M will break the pow GHU IUHH DIIHFWLQJ DOO FUHDWXUHV LQ D IRRW UDGLXV DV KDOOXFLQDWRU VSRUHV Potion of Anointment: 7KLV LV WKH VSHFLDO UHJLPHQ WKDW HQDEOHV D +LW LH IXQJXV WR JUR WR +LW LFH DQG EHFRPH NLQJ *UR WK LV LPPHGLDWH DQG SDLQIXO ,W DIIHFWV D P FRQLG RQO RQFH ,W LV SRLVRQRXV WR KXPDQV VXFFHVV IXO VDYLQJ WKUR YV SRLVRQ RU GLH 7KHUH LV DO D V RQH potion of anointment LQ WKH FRPPXQLW DUH LQGLFDWHG FRQVXOW WKH IROOR LQJ WDEOH
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*XDUGLDQ 1DJD Surrounded with a owery sweet scent, the guardian naga is marked by green-gold scales, silvery spines, and ashing golden eyes. It is so FDOOHG EHFDXVH LWV OD IXO JRRG QDWXUH PDNHV LW D SHUIHFW VHQWLQHO RYHU D OLNH DOLJQHG EHLQJ V WUHDVXUH RU VRPH HYLO 7KLV QDJD DO D V DUQV RII WUHVSDVVHUV DQG RIWHQ EXULHV WKRVH GHIHDWHG LQ EDWWOH 7KH JXDUGLDQ QDJD FDQ VSLW SRLVRQ DW DQ LQGLYLGXDO DWWDFNHU DW XS WR IRRW UDQJH DQG WKH SRLVRQ NLOOV DOO KR IDLO WKHLU VDYLQJ WKUR V YV SRLVRQ ,Q DG GLWLRQ WR D SRLVRQRXV ELWH DQG FRQVWULFWLRQ WKHVH QDJD KDYH WKH DELOLW WR XVH SULHVW VSHOOV DV WK OHYHO SULHVWV 6SLULW 1DJD 7KHVH EODFN DQG FULPVRQ EDQGHG QDJD KDYH D PRVW KXPDQ OLNH KHDG with stringy hair and deep brown eyes, and they smell of rotting esh, KLFK KDSSHQV WR EH WKHLU SUHIHUUHG IRRG +LGLQJ LQ GHVHUWHG UXLQV RU FDYHUQV WKHVH HYLO DQG FXQQLQJ VSLULW QDJD VHHN WR FDXVH KDUP WR DQ FUHDWXUH WKDW SDVVHV WKURXJK WKHLU GRPDLQV 7KH VHW WUDSV DQG IUHTXHQWO DWWDFN LWKRXW DUQLQJ :KLOH WKH DUH QRW ELJ HQRXJK WR FRQVWULFW WKHLU SUH WKH KDYH D SRLVRQRXV ELWH D JD H WKDW FKDUPV DV D VSHOO DOO WKRVH KR ORRN LQWR WKHLU H HV DQG IDLO D VDYLQJ WKUR YV SDUDO DWLRQ DQG FDQ XVH L DUG VSHOOV DW WK OHYHO DELOLW DQG SULHVW VSHOOV DW WK OHYHO DELOLW :DWHU 1DJD 7KH EHDXWLIXO DWHU QDJD DUH HPHUDOG JUHHQ WR WXUTXRLVH LQ UHWLFXODWHG SDWWHUQV LWK FKRFRODWH EUR Q DQG SDOH MDGH JUHHQ RU GDUN JUH DQG ROLYH DQG WKHLU VSLQHV KDYH UHG VSLNHV WKDW UDLVH OLNH KDFNOHV KHQ WKH DUH DQJU 7KHLU H HV DUH SDOH JUHHQ WR DPEHU 7KHVH QDJD DUH IRXQG LQ clear, fresh water. Curious but neutral in attitude, water naga seldom attack unless threatened. In addition to their poisonous bite that in icts G SRLQWV RI GDPDJH WKHVH QDJD KDYH WK OHYHO L DUG VSHOO DELOLWLHV They never know spells that deal with re.
266
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7KH QHRJL DSSHDU DV D FURVV EHW HHQ D ROI VSLGHU DQG D PRUD HHO 7KH short, furry, eight-limbed body is topped by a lithe, bare, eshy neck with a serpentine head, its mouth lled with needle-sharp teeth. The ends of LWV OLPEV DUH WLSSHG LWK VPDOO FOD V 7KH IXU RI WKH QHRJL LV D OLJKW WDQ EXW G HG D YDULHW RI FRORUV WR VLJQLI SR HU UDQN DFFRPSOLVKPHQWV DQG DUQLQJV WR RWKHU QHRJL 7KH ROGHU D QHRJL JUR V WKH PRUH FRORUIXO LWV KLGH EHFRPHV 7KH QHRJL DUH UXWKOHVV VOD HUV DQG SOXQGHUHUV DQG WKLQN QRWKLQJ RI HDW LQJ WKHLU HQHPLHV VHUYDQWV RU IDOOHQ FRPUDGHV 7KH DUH D KDWHIXO HQR SKRELF UDFH Neogi can communicate in their own language and in Common. Many VSHDN RWKHU ODQJXDJHV WR KHOS IDFLOLWDWH WKHLU VODYHV WDNLQJ RUGHUV FRUUHFWO &RPEDW The neogi have a number of defenses, the rst, and most obvi RXV EHLQJ WKHLU HQVODYHPHQW RI XPEHU KXONV VHH HQWU (DFK QHRJL KDV D SHUVRQDO XPEHU KXON VODYH KR LV D FRPELQDWLRQ ERG JXDUG PDQVHUYDQW DQG XVHIXO VHW RI KDQGV 6HFRQG WKH ELWH RI WKH QHRJL LV SRLVRQRXV 7KRVH ELWWHQ DQG IDLOLQJ D VDYLQJ WKUR YV SRLVRQ DUH DIIHFWHG DV E D R VSHOO IRU G URXQGV 0XOWLSOH ELWHV LOO H WHQG WKLV SHULRG E DQ DGGLWLRQDO G URXQGV SHU ELWH /DVWO LQ QHRJL KDV VRPH PDJLFDO DELOLW HTXDO WR KXPDQ VSHOO XVH RI OHYHOV +DELWDW 6RFLHW 7KH KDWHG QHRJL DUH RQO IRXQG LQ YHU UHPRWH ORFDWLRQV GHHS EHQHDWK WKH HDUWK RU DPRQJ WKH IDUWKHVW VWDUV 7KHLU OLYHV UHYROYH DURXQG WKHLU FRPPXQLWLHV DQG WKHLU VODYHV 1HRJL DUH D VODYLQJ UDFH LWK DQ LQERUQ VHQVH RI SURSHUW DOO LV HLWKHU R QHG RU R QHU VODYH RU QHRJL (YHQ QHRJL DUH VODYHV WR RWKHU QHRJL EXW VODYH QHRJL PD KDYH WKHLU R Q VODYHV 7KH QHRJL WDWWRR WKHLU QRQ QHRJL VODYHV LWK V PEROV RI R QHUVKLS XVXDOO RQ WKH OHIW VKRXOGHU LQ WKH IURQW DQG EDFN Captive umber hulks are trained from birth to follow their “small lords,” caring for their every need. Any neogi can command another umber hulk WKH HIIHFW RI WKLV FRPPDQG LV DNLQ WR WKH HIIHFW RI WKH R VSHOO The neogi world view of “own or be owned” has resulted in a paranoid RXWORRN WKDW ERUGHUV RQ HQRSKRELD DQG WKHLU UHOHQWOHVV DWWDFNV RQ RWKHU races result in their being universally hated. The only “normal” race with ties to neogi are the mind ayers, who make a pro t on the neogi slave WUDGH
(FRORJ As a neogi grows older and his mind fades, his orders become FRQIXVHG DQG KLV VODYHV EHFRPH GLVREHGLHQW +LV IHOOR QHRJL PD FKRRVH WR SRLVRQ WKH ROGHU RQH DW RQFH 7KH GLIIHUHQW SRLVRQV PRYLQJ WKURXJK LWV ERG RYHUORDG WKH ROG QHRJL V V VWHP DQG LW EHJLQV LWV FKDQJH LQWR D *UHDW 2OG 0DVWHU 7KH QHRJL PDNLQJ WKH WUDQVIRUPDWLRQ V HOOV WR IHHW LQ KHLJKW DQG D VLPLODU JLUWK ,WV OHJV DQG DUPV EHFRPH XVHOHVV DQG LWV LQWHOOLJHQFH IDGHV it now lives only to eat. Live esh is preferred, but the dead will sustain it. A Great Old Master in icts 1d12 points of damage per round to any FUHDWXUH LW LV IHG After 2 months of eating, the skin of the Great Old Master bursts and D QH FURS RI PDWXUH QHRJL VSLOO IRUWK 7KHVH DUH XQPDUNHG DQG EDUHO VHQWLHQW DW ELUWK DQG IRU WKH QH W HHN WKH EURRG DUHD UHVRXQGV LWK FRP EDW DV WKH RXQJ QHRJL NLOO HDFK RWKHU IRU IRRG 2I WKH QHRJL WKDW HDW WKHLU D RXW RQO DERXW VXUYLYH 7KHVH DUH FRQVLGHUHG VODYHV RI WKH FRPPXQLW XQWLO VXFK D WLPH DV WKH FODLP DQ XPEHU KXON DV WKHLU SHUVRQDO VODYH If a Great Old Master is attacked and its esh pierced, it releases 2d4 QHRJL WR GHIHQG LWVHOI 7KHVH DUH WDNHQ IURP WKH IXWXUH EURRG DQG DUH QRW UHSODFHG %OXQW HDSRQV LOO QRW SLHUFH WKH VNLQ DQG WKHUHIRUH GR QRW EULQJ IRUWK RXQJ (GJHG RU SLHUFLQJ HDSRQV RU PDJLFDO VSHOOV WKDW SLHUFH RU EXUQ LOO SURGXFH WKLV GHIHQVLYH UHDFWLRQ 5HDYHU 7KHVH URJXH QHRJL KDYH UHEHOOHG DQG DUH VHHNLQJ WR HVFDSH WKH RWKHU QHRJL DQG WKHLU SRLVRQV WKDW LOO WUDQVIRUP WKHP LQWR *UHDW 2OG 0DVWHUV 5RJXH QHRJL DUH OLWWOH EHWWHU WKDQ WKHLU IHOOR V DQG DUH LI DQ WKLQJ PRUH GHVSHU DWH GXH WR EHLQJ SXUVXHG E WKHLU IRUPHU IHOOR V DOO HDJHU WR VWDUW WKH SURFHVV RI SURGXFLQJ PRUH QHRJL
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Nightmare &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / (
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:KRHYHU IHHGV WKH RDWV WR WKH QLJKWPDUH LOO EH LWV PDVWHU IRU KRXUV Creatures of the lower planes do not perform these steps to summon D QLJKWPDUH ,W LV XQNQR Q KDW GDUN DJUHHPHQW WKH PDNH IRU D QLJKW PDUH V VHUYLFH 2QFH SHU GHFDGH RQ WKH SODQH RI +DGHV WKHUH LV D GDUN DQG VLQLVWHU WLPH FDOOHG Gloom Meet. At this time the various lower planar denizens LOO PHHW DQG GHFLGH KR WKH LOO VSUHDG WKHLU LOO IRU WKH QH W GHFDGH 7KH QLJKWPDUHV SOD D VSHFLDO UROH LQ Gloom Meet, IRU WKH VSUHDG WKH word that the meeting is about to begin. As the Gloom Meet DSSURDFKHV WKHUH LV D KLJKHU FRQFHQWUDWLRQ RI QLJKWPDUHV DQG WKHLU IUHTXHQF FKDQJ es from very rare to uncommon. This is the rst indication that Gloom Meet LV WR RFFXU DQG ODVWV IRU DSSUR LPDWHO W R HHNV ,PPHGLDWHO SULRU WR WKH PHHWLQJ WKH QLJKWPDUHV ULGH WKH SODQHV LQ D WHUULI LQJ FKDUJH that noti es all that the Gloom Meet KDV VWDUWHG (FRORJ 1LJKWPDUHV DUH WKH LOG VWHHGV RI WKH SODQHV ,W LV WKHLU SODFH LQ WKH OR HU SODQHV WR DFW DV PRXQWV IRU PLVVLRQV RI HYLO DQG GUHDG They have no biological link to true horses. A nightmare is merely a foul PLQLRQ RI HYLO LWKRXW QHHG RI IRRG RU DLU WKDW WKURXJK VRPH XQNQR Q SDFW KDV WDNHQ WKH IRUP RI D KXJH WHUULEOH VWHHG 1LJKWPDUHV DUH OLVWHG DV FDUQLYRUHV EDVHG VROHO RQ WKHLU KDELW RI HDWLQJ IDOOHQ IRHV KHQHYHU SRVVLEOH +R HYHU WKHUH LV QRWKLQJ WR LQGLFDWH WKDW WKH QLJKWPDUHV GH rive any of their sustenance from the esh of animals—they more likely JDLQ DOO WKHLU VWUHQJWK WKURXJK WKHLU VHUYLFH WR HYLO
269
Nymph &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / (
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The dreaded “cuttle sh” are the scourge of ocean-going sailors and sh HUPHQ 0DOLFLRXV DQG FXQQLQJ JLDQW RFWRSL KDYH EHHQ NQR Q WR DWWDFN VKLSV VLQNLQJ VPDOOHU FUDIW DQG VWHDOLQJ FUH PHPEHUV IURP WKH ODUJHU VKLSV *LDQW RFWRSL FKDQJH WKHLU FRORU WR EOHQG LQWR WKHLU VXUURXQGLQJV DQG WKH UDQJH RI FRORUV DQG SDWWHUQV DYDLODEOH WR WKHP LV H WHQVLYH IURP JUHHQ WR GHHS EODFN EOXH VSHFNOHV DQG UHG VWULSHV 7HQWDFOHV DUH RIWHQ GLVJXLVHG as seaweed. Once camou aged, there is only a 10% chance to detect them, DQG XVXDOO LW LV WKHLU H HV WKDW JLYH WKHP D D 1RUPDO FRORUDWLRQ LV JUH WR EUR Q DQG WKHLU YLFLRXV EHDNV DUH D GHHS HOOR LWK D EULJKW RUDQJH PRXWK DQG WRQJXH &RPEDW An octopus will readily attack swimmers or small vessels in or GHU WR HDW WKH FUH 6HYHUDO KDYH EHHQ NQR Q WR FRRSHUDWH LQ RUGHU WR RYHU KHOP D ODUJHU VKLS DQG DQ FUDIW VHL HG E WKHVH PRQVWHUV ORVHV D DQG FRPHV WR D IXOO VWRS LQ WKUHH WXUQV A giant octopus generally attacks with six of its eight tentacles, using W R WR DQFKRU LWVHOI (DFK VWULNLQJ WHQWDFOH FDXVHV G SRLQWV RI GDPDJH EXW XQOHVV WKH PHPEHU LV ORRVHQHG RU VHYHUHG LW FRQVWULFWV IRU G SRLQWV RI GDPDJH HYHU URXQG DIWHU VWULNLQJ ,I D YLFWLP LV GUDJJHG FORVH HQRXJK WR WKH EHDN WKH PRQVWHU FDQ ELWH IRU G SRLQWV RI GDPDJH Any victim under 8 feet tall or long can be struck by only one tentacle DW D WLPH DQG WKH FKDQFH WKDW ERWK XSSHU OLPEV DUH SLQQHG RQ D VXFFHVVIXO VWULNH LV KLOH WKH FKDQFH WKDW ERWK XSSHU OLPEV DUH IUHH LV DOVR :KHQ ERWK XSSHU OLPEV DUH KHOG WKH YLFWLP KDV QR DWWDFN LI RQO RQH limb is held the victim attacks with a –3 penalty to its attack roll; if both OLPEV DUH IUHH L H WKH WHQWDFOH LV UDSSHG DURXQG WKH YLFWLP V ERG WKHQ the victim attacks with a –1 penalty to its attack roll. Tentacles grip with a Strength of 18/20. Any creature with a Strength equal to or greater than FDQ JUDVS WKH WHQWDFOH DQG QHJDWH LWV FRQVWULFWLRQ 7KLV GRHV QRW IUHH WKH YLFWLP DQG WKH RFWRSXV LOO LPPHGLDWHO VHHN WR GUDJ WKH YLFWLP WR LWV PRXWK WR HDW LW 7R EUHDN IUHH D WHQWDFOH PXVW EH VHYHUHG WKLV UHTXLUHV SRLQWV RI GDPDJH 7KHVH KLW SRLQWV DUH LQ DGGLWLRQ WR WKRVH WKH RFWRSXV JDLQV IURP LWV +LW LFH 2QFH WKUHH RU PRUH WHQWDFOHV DUH VHYHUHG LW LV SUREDEOH WKDW WKH RFWRSXV LOO UHWUHDW HMHFWLQJ D FORXG RI EODFN LQN IHHW KLJK E IHHW LGH E IHHW ORQJ 7KLV LQN FORXG FRPSOHWHO REVFXUHV WKH YLVLRQ RI DQ creature within it. The wounded octopus then camou ages itself in its lair RU D QHDUE KLGLQJ SODFH ,W WDNHV WKH PRQVWHU W R WR WKUHH PRQWKV WR JUR EDFN VHYHUHG WHQWDFOHV
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Ogre &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / ( /HDGHU Chieftain
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&RPEDW In small numbers, ogres ght as unorganized individuals, but JURXSV RI RU PRUH LOO KDYH D OHDGHU DQG JURXSV RI RU PRUH XVX DOO LQFOXGH W R OHDGHUV DQG D FKLHIWDLQ 2JUHV LHOGLQJ HDSRQV JHW D 6WUHQJWK ERQXV RI WR KLW OHDGHUV KDYH FKLHIWDLQV KDYH )HPDOHV ght as males but score only 2-8 points of damage and have a maximum of only 6 hit points per die. Young ogres ght as goblins. +DELWDW 6RFLHW 2JUH WULEHV DUH IRXQG DQ KHUH IURP GHHS FDYHUQV WR PRXQWDLQWRSV 7ULEHV KDYH PDOHV IHPDOHV DQG RXQJ 6KD PDQV LI SUHVHQW LOO EH RI UG OHYHO DQG KDYH DFFHVV WR WKH VSKHUHV RI FRPEDW GLYLQDWLRQ KHDOLQJ SURWHFWLRQ DQG VXQ GDUNQHVV RQO 2JUHV OLYH E UDLGLQJ DQG VFDYHQJLQJ DQG WKH LOO HDW DQ WKLQJ 7KHLU IRQGQHVV for elf, dwarf, and hal ing esh means that there is only a 10% chance WKDW WKHVH LOO EH IRXQG DV VODYHV RU SULVRQHUV 7KHUH LV D FKDQFH WKDW an ogre lair will include 2-8 slaves. Captured prisoners are always kept DV VODYHV RU IRRG ( WUHPHO DYDULFLRXV RJUHV VTXDEEOH RYHU WUHDVXUH DQG FDQQRW EH WUXVWHG HYHQ E WKHLU R Q NLQG 2JUH /HDGHU :KHQ PRUH WKDQ RJUHV DUH HQFRXQWHUHG D OHDGHU LOO EH SUHVHQW +H LV a 7 Hit Dice monster with 30-33 hit points and Armor Class 3. He in icts G SRLQWV RI GDPDJH SHU DWWDFN LWK HDSRQ
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Ogre (FRORJ 2JUHV FRQVLVWHQWO SODJXH PDQNLQG OXVWLQJ IRU JROG JHPV DQG jewelry as well as human esh. They are evil-natured creatures that join LWK RWKHU PRQVWHUV WR SUH RQ WKH HDN DQG IDYRU RYHU KHOPLQJ RGGV WR a fair ght. Ogres make no crafts nor labor. 2JUH 0DJH 7KH RULHQWDO RJUH KDV OLJKW EOXH OLJKW JUHHQ RU SDOH EUR Q VNLQ LWK LYRU KRUQV 7KH KDLU LV XVXDOO D GLIIHUHQW FRORU EOXH LWK JUHHQ JUHHQ LWK EOXH DQG LV GDUNHU LQ VKDGH WKH PDLQ H FHSWLRQ WR WKLV FRORUDWLRQ LV IRXQG LQ RJUH PDJL LWK SDOH EUR Q VNLQ DQG HOOR KDLU 7KH KDYH EODFN QDLOV DQG GDUN H HV LWK KLWH SXSLOV 7KH WHHWK DQG WXVNV DUH YHU KLWH 2JUH PDJL DUH WDOOHU DQG PRUH LQWHOOLJHQW WKDQ WKHLU FRXVLQV DQG WKH GUHVV LQ RULHQWDO FORWKLQJ DQG DUPRU &RPEDW 2JUH PDJL FDQ SHUIRUP WKH IROOR LQJ IHDWV RI PDJLF y IRU WXUQV EHFRPH invisible, FDXVH darkness LQ D IRRW UDGLXV polymorph WR D KXPDQ RU VLPLODU ELSHGDO FUHDWXUH IHHW WR IHHW WDOO DQG RQH KLW SRLQW SHU URXQG ORVW PHPEHUV PXVW EH UHDWWDFKHG WR UHJHQHUDWH 2QFH SHU GD WKH FDQ GR WKH IROOR LQJ charm person, sleep, DVVXPH R IR DQG FUHDWH D R RI R IHHW ORQJ LWK D WHUPLQDO GLDPHWHU RI 20 feet, which in icts 8-64 (8d8) points of damage (save vs. spell for half damage). Oriental ogres attack with magic rst and resort to physical at WDFNV RQO LI QHFHVVDU 7KH DUH RQ PRUDOH ,Q EDWWOH RJUH PDJL SUHIHU WKH QDJDQDWD RU VFLPLWDU DQG KLS 7KRVH IRXQG LQ RULHQWDO VHWWLQJV PLJKW SRVVHVV NL SR HU RU have mastered a martial arts form. As ogre magi are intelligent, they will not ght if faced with overwhelming odds, but will ee to gather their IRUFHV RU KLGH +DELWDW 6RFLHW These monsters live in forti ed dwellings or caves and IRUD WR FDSWXUH VODYHV WUHDVXUH DQG IRRG 2JUH PDJL SULHVWV RI XS WR WK OHYHO KDYH EHHQ UHSRUWHG 7ULEHV DUH VPDOO LWK IHPDOHV DQG children that will not ght, but rather seek to escape in gaseous form. 7KHVH PRQVWHUV DUH H WUHPHO SURWHFWLYH RI WKHLU RXQJ DQG LOO EDWWOH LWK VDYDJH DEDQGRQ WR VDYH RQH V OLIH ,I D RXQJ RJUH PDJH LV FDS WXUHG WKHVH FUHDWXUHV LOO SD KLJK UDQVRP IRU LWV UHWXUQ EXW WKH LOO VHHN UHYHQJH DQG LOO QHYHU IRUJHW WKH LQVXOW RI WKH NLGQDSLQJ ,I HQFRXQWHUHG LQ WKHLU ODLU RJUH PDJL LOO EH OHG E D FKLHI RI JUHDW VWUHQJWK RQ HDFK +LW LH DWWDFNLQJ DQG VDYLQJ DV D +LW LFH PRQ VWHU 7UHDVXUH LV GLYLGHG E WKLV FKLHI DQG KLV WURYH LV DO D V WKH ULFKHVW 7KH WULEH LOO KDYH WKHLU R Q FODQ V PERO W SLFDO WR WKH RULHQWDO ODQGV DQG this symbol will be stitched on its war banners and ags as well as on ar PRU DQG KHDGGUHVVHV 7KH FKLHI LOO RIWHQ KDYH WKH WULEH V V PERO WDWWRRHG RQ KLV IRUHKHDG RU EDFN 2JUH PDJL VSHDN WKH FRPPRQ WRQJXH WKHLU R Q VSHFLDO ODQJXDJH DQG WKH VSHHFK RI QRUPDO RJUHV (FRORJ Ogre magi magical armor is too large to t a man. This monster’s ODLU LV XVXDOO D SR HUIXO VWUXFWXUH WKDW FDQ EH H SDQGHG LQWR D PLJKW IRUWUHVV LI LW FDQ EH ULG RI LWV RULJLQDO R QHUV 0HUURZ TXDWLF 2JUH Faster and ercer than their land kin, the freshwater merrow are greenish DQG VFDOHG LWK HEEHG KDQGV DQG IHHW 7KHLU QHFNV DUH ORQJ DQG WKLFN WKHLU VKRXOGHUV DUH VORSLQJ DQG WKH KDYH KXJH PRXWKV DQG XQGHUVKRW MD V 0HUUR KDYH EODFN WHHWK DQG QDLOV DQG GHHS JUHHQ H HV LWK KLWH centers, and their hair resembles slimy seaweed. About 10% grow ivory KRUQV HVSHFLDOO WKH PRUH SR HUIXO PDOHV Aquatic ogres are very fond of tattoos, and females may have their en WLUH ERGLHV LQNHG LWK VFHQHV RI GHDWK DQG GHVWUXFWLRQ DV D VLJQ RI VWDWXV 0HUUR VSHDN WKHLU R Q GLDOHFW DQG WKH ODQJXDJH RI RWKHU RJUHV
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1 chief, AC 3, 6 + 6 Hit Dice, +2 on damage 2 patrol leaders, AC 3, 5 + 5 Hit Dice, +1 on damage VWDQGDUG PHUUR 2-24 females, AC 5, 3 + 3 Hit Dice, 1-2/1-2/1-6 damage 1-12 young, AC 6, 2 + 2 Hit Dice, 1-2/1-2/1-4 damage VKDPDQ RI UG OHYHO DELOLW 0HUUR G HOO LQ FDYHV LQ VKDOOR IUHVK DWHU IHHW GHHS RIWHQ LWK VFUDJV VHH 7UROO 7KH FDQ OLYH RXW RI DWHU IRU DERXW W R KRXUV VR WKH RIWHQ IRUDJH RQ ODQG 0HUUR XVXDOO FRQWURO DQ DUHD LWK D UDGLXV RI PLOHV KXQWLQJ DQG IRUDJLQJ WKURXJKRXW WKLV WHUULWRU ,Q WLPHV RI VFDUFLW RU KHQ WKH OXUH RI WUHDVXUH EHFRPHV WRR JUHDW D DU SDUW LOO DWWDFN WKH FRDVWDO YLOODJHV RI PDQ 0HUUR SUHIHU JROG DQG MH HOV DQG RIWHQ RYHUORRN GXOO PDJLFDO LWHPV LQ VHDUFK RI JOLWWHULQJ SUL HV 7KH JRDOV RI D PHUUR FKLHIWDLQ UXOH WKH WULEH DQG WKHVH SR HU KXQJU PRQVWHUV seek to completely control their “kingdoms,” often leading to attacks on LQWUXGLQJ VKLSV (FRORJ 0HUUR DUH LJQRUDQW DQG VXSHUVWLWLRXV DQG KDYH QR VNLOOV EXW plundering and murder. Areas of the freshwater lakes and seas where they have in uence are avoided by sailors and shermen. These monsters DUH FDUQLYRUHV SUH LQJ RQ DOO KR HQWHU WKHLU UHJLRQV RIWHQ HPSW LQJ WKH VHDV RI OLIH LWK WKHLU YRUDFLRXV DSSHWLWHV
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+DOI 2JUH :KHQ DGYHQWXULQJ FRPSDQLHV MRXUQH LQWR WKH LOGHUQHVV WKH RIWHQ UXQ LQWR RJUHV ELJ XJO KXPDQRLGV 2FFDVLRQDOO DQ RJUH SDUW LOO LQFOXGH one or two individuals that are a little shorter, but signi cantly smarter, LHOGLQJ D HDSRQ LWK PRUH VNLOO WKDQ PLJKW KDYH EHHQ H SHFWHG 7KH KDYH D EHWWHU XQGHUVWDQGLQJ RI WKHLU RSSRQHQWV DQG WKH JUXQW FRP PDQGV WKDW DQWLFLSDWH WKH DGYHQWXUHUV PRYHV ,Q WKLV D KDOI EUHHGV WKH LVVXH RI RJUHV DQG KXPDQV HDUQ WKH UHVSHFW RI WKHLU NLQG +DOI RJUHV UDQJH IURP WR IHHW LQ KHLJKW DQG HLJK IURP WR SRXQGV 6NLQ DQG KDLU FRORU DUH YDULDEOH EXW WHQG WR DUG EUR Q JUD EODFN GXOO HOOR VNLQ RQO RU DQ RI WKH DERYH LWK D VOLJKW JUD JUHHQ WLQW 7HHWK DQG QDLOV DUH DO D V RUDQJH 0RVW KDOI RJUHV KDYH KXPDQ OLNH eyes, though about one in ve have the white pupils common to ogres. 7KHLU RGRU LV QRWLFHDEOH EXW LW LV QRW DV RYHUSR HULQJ DV WKDW RI D IXOO EORRGHG RJUH 7KH KDOI RJUH WUDGLWLRQDOO HDUV KHDY VNLQV DQG IXUV bringing his Armor Class up to that of his ogre brethren, but rare indi viduals have the ability to make a shirt of chain-mail, for an AC of 3. HalfRJUHV VSHDN FRPPRQ PRUH FOHDUO DQG XQLPSHGHG WKDQ RJUHV RJULVK RUFLVK WUROO DQG RQH RWKHU XVXDOO KXPDQ ODQJXDJH 7KH OLYH DERXW HDUV +DOI RJUHV SRVVHV LQIUDYLVLRQ RXW WR IHHW 7KHLU VHQVH RI VPHOO LV EHWWHU WKDQ DQ RJUH V EXW LW IDOOV VKRUW RI D KXPDQ V &RPEDW Half-ogres of any sort suffer –2 penalties to their attack rolls against dwarves and –4 against gnomes, since those smaller races are so VNLOOHG DW EDWWOLQJ ELJJHU IRON +DOI RJUHV LQ FRPEDW DUH RIWHQ IRXQG LWK IXOO EORRGHG RJUHV ,I VR WKH half-ogre will most likely be leading the ogre party. The ogres ght more wisely when led by a half-ogre. Ambushes are better-planned and more FDUHIXOO EDLWHG 7R HDUQ FRPPDQG SULYLOHJHV SDUWLFXODUO KHQ RJUH OHDGHUV DUH SUHV ent, a half-ogre must show himself quick to battle and erce in combat. +DOI RJUHV XVXDO HDSRQ RI FKRLFH LV D KXJH V RUG XVH WKH VWDWLVWLFV IRU D W R KDQGHG EDVWDUG V RUG VDYH WKDW KDOI RJUHV FDQ HPSOR LW RQH KDQG HG LWK D ODUJH VKLHOG LQ WKH RWKHU RU D DU VSHDU FDSDEOH RI FDXVLQJ G points of damage. A half-ogre in icts an additional 2 points of damage, GXH WR KLV PDVV
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Ogre, HalfRI WKHLU ULJKWIXO WUHDVXUH VKDUHV E WKH PRUH FXQQLQJ RURJV DQG KDOI RUFV (FRORJ 6DJHV KDYH H SUHVVHG PXFK FRQFHUQ RYHU WKH HDUV RQGHULQJ why ogres can interbreed with humans but not with elves or hal ings. :KHQ WKH DFWXDO DQV HU DV GLVFRYHUHG WKH VDJHV FRQFHUQV SURYHG XQ IRXQGHG 7KH H SODQDWLRQ KDG QRWKLQJ WR GR LWK DQ VXSSRVHG FRPPRQ RULJLQ RI KXPDQV DQG RJUHV EXW UDWKHU LQ D XQXVXDO FKDUDFWHULVWLF WKDW RJUHV VKDUH LWK RUFV UDSLGO DGDSWLYH ELRORJ -XVW DV RUFV DQG RJUHV FDQ DGDSW TXLFNO WR DQ WHUUDLQ IURP IRUHVWV WR WKH KLJKHVW PRXQWDLQV WKHLU JHQHWLF FRQVWUXFWLRQ DOOR V WKHP WR EUHHG LWK DQ KXPDQRLG UDFH 7KLV DELOLW WR EUHHG HDVLO LV IUHTXHQWO SDVVHG RQ WR WKHLU SURJHQ +DOI RJUHV FDQ DOVR EUHHG VXFFHVVIXOO LWK PRVW RWKHU KXPDQRLG UDFHV ,I WKLV SURFHVV FRQWLQXHV IRU PDQ JHQHUDWLRQV WKH UHVXOW LV D KRUULEOH K EULG NQR Q DV D mongrelman. 0DQ PRQJUHOPHQ KDYH VWURQJ VWUDLQV RI RUF DQG RJUH LQ WKHLU EORRGOLQHV KLFK PD DFFRXQW IRU WKHLU FKDRWLF HYLO DWWLWXGHV 7KH KDOI RJUH VKDUHV WKH RJUH V SODFH LQ WKH HFRV VWHP WKDW RI D SODJXH XSRQ GHPLKXPDQV DQG KXPDQV OXVWLQJ IRU WUHDVXUH DQG PDNLQJ QHLWKHU FUDIWV QRU JRRG ODERU 7KH EHJLQQLQJV RI KDOIRJUH SRHWU KDYH EHHQ DURXQG IRU PDQ HDUV EXW LW LV H FHSWLRQDOO XJO DQG GLVWXUELQJ +DOI 2JUHV DV 13&V RU 3&V Half-ogres may be NPCs or even PCs, with DM’s consent. If so, they have VWDWLVWLFV GHWHUPLQHG LQ WKH IROOR LQJ IDVKLRQ 6WUHQJWK LV OG LWK D roll of 6 being treated as 18(00) strength. Characters with a Strength roll of VWUHQJWK VKRXOG UROO QRUPDOO IRU H WUDRUGLQDU VWUHQJWK H WHULW is 3d4. Constitution is ld6 + 13, with a roll of 6 being treated as an 18. Intel ligence is 3d4. Wisdom is 2d6. Charisma is 2d4, doubled for effective Cha ULVPD LWK UHVSHFW WR RJUHV KDOI RJUHV RUFV RURJV DQG RWKHU KXPDQRLGV +DOI RJUHV UHDUHG RXWVLGH RI WKH WULEHV GR QRW JDLQ WKH ODQJXDJHV PHQ WLRQHG HDUOLHU 3OD HU FKDUDFWHU KDOI RJUHV PD QRW EH H FOXVLYHO SULHVWV EXW PD SUDFWLFH DQ RWKHU FODVV DOOR HG KDOI RJUHV 6WDUWLQJ +LW LFH DUH GRXEOHG DW VW OHYHO SURJUHVVLQJ QRUPDOO DW QG OHYHO DQG DERYH As NPCs, shaman half-ogres are ghter/priests. Also possible are halfRJUHV WKDW IXQFWLRQ VROHO DV SULHVWV ULVLQJ WR WK OHYHO DQG UDUHO VHHQ ghter/thieves (3 + 9 Hit Dice with the skills of 1st- or 2nd-level thieves). +DOI RJUH WKLHYHV DUH DO D V VHOI WDXJKW DQG DFFHSW WKH IROOR LQJ UDFLDO DGMXVWPHQWV 3LFN 3RFNHWV 2SHQ /RFNV )LQG 5HPRYH 7UDSV +0%, Move Silently -5%, Hide in Shadows +5%, Detect Noise +0%, Climb :DOOV 5HDG /DQJXDJHV
2JULOORQ The ogrillon is a ercer species of the half-ogre, being the fruit of a union EHW HHQ RJUHV DQG RUFV 7KH RJULOORQ GLVSOD V WKH JHQHUDO WHQGHQFLHV RI LWV ODUJHU FRXVLQ LWK VRPH H FHSWLRQV ,W LV HYHQ PRUH EUXWLVK DQG YLR OHQW DQG LW QRUPDOO OHDUQV WR VSHDN RQO RJULVK DQG D KDQGIXO RI RUGV LQ FRPPRQ 7KH RJULOORQ LV WKH VL H RI DQ RUF DQG FORVHO UHVHPEOHV RQH 2QH LQ HY HU WHQ LV ERUQ LWK IHDWXUHV DQG FRORUDWLRQ YHU VLPLODU WR WKRVH RI RJUHV SXUSOH H HV LWK KLWH SXSLOV EODFN WHHWK HOOR LVK VNLQ LWK GXOO GDUN JUHHQ KDLU 7KH VNLQ RI DQ RJULOORQ RI HLWKHU W SH LV FRYHUHG LWK VPDOO horn plates, giving it a superior Armor Class and enabling it to ght with out weapons. An ogrillon disdains armor and most other material items, UHWDLQLQJ RQO D KDQGIXO RI JROG SLHFHV DV WUHDVXUHG EHORQJLQJV ,W LV XQ FHUWDLQ K WKH RXOG NHHS JROG H FHSW SHUKDSV DV JRRG OXFN FKDUPV 7KH ORYH PD KHP ,Q FRPEDW WKH GLVGDLQ HDSRQV DQG SOXQJH LQ with both sts. Due to their great strength and horn-reinforced sts, each punch delivers 1d6 + 1 points of damage. An ogrillon out of combat is UHVWOHVV DQG WURXEOHG EXW LW LOO EH VHHQ FKXFNOLQJ PHUULO WR LWVHOI GXULQJ a good ght. %HFDXVH RI WKHLU VLQJOH PLQGHGQHVV RJULOORQV DUH RIWHQ DSSURDFKHG E orcs when they need good ghters against some enemy. Ogrillons are happy to join and ght, sometimes for the love of combat and destruction, EXW RIWHQ IRU PRUH OXFN JROG SLHFHV ,Q FRPEDW WKHUH LV RQO D FKDQFH WKDW D W SLFDO RJULOORQ FDQ EH GLVWLQJXLVKHG IURP DQ RUF 2JULOORQV WKDW UHVHPEOH RJUHV RI FRXUVH FOHDUO VWDQG RXW 2JULOORQV DUH WKH LVVXH RI D IHPDOH RUF PDWHG LWK D PDOH RJUH 7KDQN IXOO LW LV VWHULOH 7KH XQLRQ RI D PDOH RUF DQG D IHPDOH RJUH LHOGV DQ RURJ a better class of humanoid monster detailed in the “Orc” entry.
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D QH VSHFLHV PRUH DNLQ WR SODQWV WKDQ DQ RWKHU OLIH IRUP )HHGLQJ WKHQ EHFRPHV SKRWRV QWKHWLF SDUDO WLF RU PRVW OLNHO ERWK :KHQ VODLQ DQ ROLYH VOLPH FUHDWXUH GLVVROYHV LQWR D QH SDWFK RI ROLYH VOLPH Olive slime is harmed only by acid, freezing cold, re, or by a L VSHOO 6SHOOV WKDW DIIHFW SODQWV LOO RUN RQ ROLYH VOLPH DOWKRXJK LOO KDYH QR SUDFWLFDO HIIHFW *UHHQ VOLPH DQG ROLYH VOLPH DUH FRPSOHWH RSSRVLWHV KHQ WKH HQFRXQWHU HDFK RWKHU WKH DWWDFN RI RQH QHXWUDOL HV WKH RWKHU ,I DQ DIIHFWHG FKDUDFWHU KDV EHHQ WUDQVIRUPHG LQWR DQ ROLYH VOLPH FUHD WXUH WKHUH LV YHU OLWWOH VKRUW RI D L L L WKDW FDQ UHWXUQ KLP WR QRUPDO 2OLYH 6OLPH &UHDWXUH Olive slime creatures, popularly known as “slime zombies,” are the end UHVXOW RI WKH PHWDPRUSKRVLV XSRQ WKH KRVW 7KH QH O IRUPHG YHJHWDEOH FUHDWXUH LV OLQNHG V PELRWLFDOO LWK WKH ROLYH VOLPH SDWFK WKDW FUHDWHG LW 7KH V PELRWLF ERQG LV D VHFXUH OLQN LWKLQ PLOHV EXW QRW IURP RQH SODQH RI H LVWHQFH WR DQRWKHU 7KH ROLYH VOLPH FDQ FDOO LWV RPELHV WR GHIHQG LW IURP DWWDFN DQG WKH LOO LPPHGLDWHO DQG PLQGOHVVO REH 5HJDUGOHVV RI WKHLU IRUPHU H LVWHQFH DQG GHVSLWH WKHLU JHQHUDO IRUP VOLPH FUHDWXUHV DUH RQO GLIIHUHQWLDWHG E VL H 6L H 7LQ 6PDOO 0DQ VL HG /DUJHU +XJH *DUJDQWXDQ
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Ooze/Slime/Jelly +DELWDW YDULHV IURP HOO SRSXODWHG VXEWHUUDQHDQ SODFHV WR GDPS IRU HVWV V DPSV DQG IHQV 6OLPH FUHDWXUHV DUH HTXDOO DW KRPH RQ ODQG RU LQ DUP VKDOOR DWHU 6OLPH RPELHV VHHN RXW DQLPDO KRVWV IRU WKHLU VOLPH WKH DWWDFN PDQ VL HG FUHDWXUHV RQ VLJKW :KHQ WKH DWWDFN ROLYH VOLPH RPELHV KDYH D FKDQFH SHU VXFFHVVIXO KLW WR LQIHFW DQ RSSRQHQW LWK slime. If they succeed in doing so, they either change targets or ee combat EHIRUH NLOOLQJ WKHLU WDUJHW WKH FHUWDLQO GR QRW DQW WR NLOO WKH QH KRVW Olive slime zombies are harmed by acid, freezing cold, re and L L L VSHOOV 6SHOOV WKDW DIIHFW SODQWV LOO DOVR DIIHFW WKHP DOWKRXJK WKH HIIHFWV RI DUH PLQLPDO DW EHVW 1R RWKHU DWWDFNV E HDSRQV OLJKW ning, or spells that affect the mind will kill a slime creature. An olive slime RPELH KR HYHU FDQ VXIIHU RQO DV PXFK SK VLFDO GDPDJH DV LW KDV KLW SRLQWV EHIRUH LWV VNHOHWRQ FROODSVHV DQG LW EHFRPHV QRWKLQJ PRUH WKDQ D SXGGOH RI ROLYH VOLPH :KHQ JUHHQ VOLPH LV DSSOLHG WR DQ ROLYH VOLPH RP ELH LW QHXWUDOL HV WKH ROLYH VOLPH GHOLYHULQJ G SRLQWV RI GDPDJH SHU URXQG XQWLO WKH ERG LV UHGXFHG WR D QRQ DQLPDWH VNHOHWRQ 7KH YHJHWDEOH LQWHOOLJHQFH RI VOLPH RPELHV LV QR JUHDWHU WKDQ WKDW RI FRPPRQ DQLPDOV EXW GRHV HQDEOH WKHP WR OHDUQ IURP H SHULHQFH 7KLV LQQDWH LQWHOOLJHQFH H WHQGV WR WKH XVH RI VLPSOH WUDSV DQG WKH LOO OLH LQ DLW DW WKH ERWWRP RI KLGGHQ VKDIWV 0XVWDUG -HOO 0XVWDUG MHOO RULJLQDWHG KHQ D RXQJ L DUG DWWHPSWHG WR polymorph KHUVHOI LQWR DQ RFKHU MHOO +HU VSHOO IDLOHG DQG VKH EHFDPH D PXVWDUG MHOO 7KH VWXII KDV PXOWLSOLHG UDSLGO LQ WKH HDUV VLQFH KHU DFFLGHQW DQG LW LV QR D VHULRXV WKUHDW LQ PDQ DUHDV 7KH PRQVWURXV DPRHERLG PXVWDUG MHOO LV IDU PRUH GDQJHURXV WKDQ WKH RFKHU MHOO 0XVWDUG MHOO LV WUDQVOXFHQW DQG YHU KDUG WR VHH XQWLO LW DW WDFNV 7KH RQO FOXH WR LWV SUHVHQFH LV D IDLQW RGRU VLPLODU WR EORRPLQJ PXVWDUG SODQWV 2QFH LW GRHV DWWDFN LW PD EH VHHQ DV HOOR LVK EUR Q LQ FRORU 1RUPDOO PXVWDUG MHOO DWWDFNV E IRUPLQJ DQ DFLGLF SVHXGRSRG RI LWV R Q VXEVWDQFH DQG WKUXVWLQJ 7KH MHOO PRQVWHU VHFUHWHV D YDSRU RYHU D IRRW UDGLXV 7KRVH QHDU WKH MHOO PXVW UROO D VDYLQJ WKUR YV SRLVRQ HDFK URXQG 7KRVH KR IDLO WKH VDYLQJ WKUR EHFRPH OHWKDUJLF DQG PRYH DW KDOI QRUPDO VSHHG GXH WR WKH HIIHFWV RI WKH YDSRU 7KH WR LF HIIHFWV ODVW IRU W R URXQGV DQG WKH DUH FXPXODWLYH 7KLV ODUJH FUHDWXUH FDQ GLYLGH LWVHOI DW LOO LQWR W R VPDOOHU IDVWHU KDOYHV PRYHPHQW UDWH (DFK LV FDSDEOH RI DWWDFNLQJ EXW KDV RQO KDOI WKH KLW points the creature had before dividing. A mustard jelly can, for example, ow into a room, divide itself into independent halves to attack, and then UH IRUP LQWR D WRUXV LQ RUGHU WR VXUURXQG D SLOODU LWV SUH KDV FOLPEHG 8QOLNH WKH RFKHU MHOO PXVWDUG MHOO FDQQRW PRYH WKURXJK WLQ VSDFHV QRU FDQ LW PRYH DORQJ FHLOLQJV DOWKRXJK LW LOO HDW WKURXJK RRGHQ GRRUV ,W cannot climb walls either, and so most of its bulk must remain on the oor, VWUHWFKLQJ XS RQO RU IHHW Although intelligent, mustard jelly is not known to value treasure of DQ VRUW H FHSW DV D OXUH IRU JUHHG DGYHQWXUHUV 2I FRXUVH LW LV SRVVLEOH WKDW VRPH WUHDVXUH PLJKW UHPDLQ DIWHU D YLFWLP KDV EHHQ GHYRXUHG 0XVWDUG MHOO LV LPSHUYLRXV WR QRUPDO HDSRQV DQG FDQ HDW RRGHQ ones) and electrical attacks. A L L L VSHOO LOO RQO FDXVH LW WR JUR mustard jelly gains hit points equal in number to the damage rolled. Cold FDXVHV RQO KDOI GDPDJH DQG RWKHU DWWDFNV KDYH QRUPDO HIIHFWV
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+DELWDW 6RFLHW After a large meal, a gray ooze reproduces by “bud ding”: growing a small pod that is left behind in a corridor or cavern. This SRG WDNHV W R WR WKUHH GD V WR PDWXUH DQG WKHQ WKH OLWWOH JUD RR H DEVRUEV LWV OHDWKHU VKHOO DQG EHJLQV VOLWKHULQJ DERXW VHDUFKLQJ IRU D PHDO 6RPH WLPHV PRUH WKDQ RQH RI WKHVH PRQVWHUV DUH IRXQG WRJHWKHU EXW WKLV LV MXVW D UDQGRP HYHQW EHFDXVH WKH DUH QRW LQWHOOLJHQW
&RPEDW 7KH RFKUH MHOO DWWDFNV E DWWHPSWLQJ WR HQYHORS LWV SUH ,WV VH cretions dissolve esh, in icting 3-12 (d10 + 2) points of damage per round RI H SRVXUH :KLOH D lightning bolt LOO GLYLGH WKH FUHDWXUH LQWR RQH RU PRUH smaller jellies, each doing one-half normal damage, re- and cold-based DWWDFNV KDYH QRUPDO HIIHFWV +DELWDW 6RFLHW An asexual creature, the ochre jelly is a solitary beast that LV RFFDVLRQDOO IRXQG LWK LWV R Q GLYLGHG RIIVSULQJ ,W OLYHV RQO WR HDW DQG UHSURGXFH (FRORJ 9RUDFLRXVO GLVVROYLQJ DOO W SHV RI FDUULRQ DQG WUDVK WKLV PRQ VWHU LV VRPHWLPHV WROHUDWHG LQ LQKDELWHG VXEWHUUDQHDQ DUHDV IRU LWV MDQLWR rial services, but this activity is dif cult to organize and is usually not DSSUHFLDWHG E WKH LQKDELWDQWV EHFDXVH RI LWV GDQJHU *UD 2R H A slimy horror that looks like wet stone or a sedimentary rock forma WLRQ WKH JUD RR H LV UDUHO WKLFNHU WKDQ VL RU HLJKW LQFKHV EXW VRPHWLPHV JUR V WR D OHQJWK RI IHHW ,W FDQQRW FOLPE DOOV RU FHLOLQJV VR LW VOLGHV drips, and oozes along cavern oors. &RPEDW 7KH JUD RR H VWULNHV OLNH D VQDNH DQG FDQ FRUURGH PHWDO DW DQ DODUPLQJ UDWH FKDLQ PDLO LQ RQH URXQG SODWH PDLO LQ W R DQG PDJLFDO armor in one round per each plus to Armor Class). Spells have no effect on this monster, nor do re- or cold-based attacks. Lightning and blows
278
Ooze/Slime/Jelly (FRORJ 7KH JUD RR H LV D GXQJHRQ VFDYHQJHU ,W LV UXPRUHG WKDW PHWDO RUNHUV RI H WUDRUGLQDU VNLOO NHHS YHU VPDOO RR HV LQ VWRQH MDUV WR HWFK DQG VFRUH WKHLU PHWDO RUN EXW WKLV LV D GHOLFDWH DQG GDQJHURXV SUDFWLFH &U VWDO 2R H 7KLV FUHDWXUH LV D YDULHW RI JUD RR H KLFK KDV DGDSWHG WR OLYLQJ LQ DWHU ,W LV LQYLVLEOH KHQ LPPHUVHG LQ LWV QDWXUDO HOHPHQW ,W LV WUDQVOXFHQW PRVWO JODVV FOHDU LWK DQ RFFDVLRQDO PLON KLWH V LUO LQ LWV VXEVWDQFH &RPEDW Crystal ooze strikes like a snake, then attempts to ow over a vic WLP DQG H XGH LWV SDUDO LQJ SRLVRQ 8QOLNH LWV FRXVLQ WKH JUD RR H WKLV FUHDWXUH GRHV QRW FRUURGH PHWDO EXW LWV SRLVRQV DWWDFN RRG FORWK DQG esh. Unless a victim successfully saves vs. poison, he becomes paralyzed DQG LOO EH FRQVXPHG E WKH FU VWDO RR H LQ D VKRUW WLPH :KHQ SUH LV reduced to -20 hit points, it is totally consumed. Crystal ooze cannot be harmed by acid, cold, heat, or re attacks, but electricity and L L L in ict full damage. Blows from weapons in ict only 1 point of damage per hit. A wooden weapon must save vs. acid or it will dissolve and break. +DELWDW 6RFLHW Crystal oozes live in any dim or dark body of water, WKRXJK WKH FDQ H LVW RXW RI DWHU IRU VHYHUDO KRXUV 7KH UHSURGXFH E EXGGLQJ OLNH WKH JUD RR H EXW WKH FU VWDO SRGV XVXDOO WDNH VHYHQ WR days to hatch. Crystal oozes will eat their offspring, but occasionally, if the ERG RI DWHU LV ODUJH HQRXJK DQG IRRG LV QRW VFDUFH D IH RI WKHP PLJKW EH IRXQG OLYLQJ LQ WKH VDPH DWHU (FRORJ Crystal oozes are scavengers that leave metal and stone objects LQ WKHLU DNH VR LQFLGHQWDO WUHDVXUH FDQ RIWHQ EH IRXQG DURXQG DQG LQ WKHLU ODLUV *HODWLQRXV &XEH So nearly transparent that they are dif cult to see, these cubes travel down GXQJHRQ FRUULGRUV DEVRUELQJ FDUULRQ DQG WUDVK DORQJ WKH D 7KHLU VLGHV JOLVWHQ WHQGLQJ WR OHDYH D VOLP WUDLO EXW JHODWLQRXV FXEHV FDQQRW FOLPE DOOV RU FOLQJ WR FHLOLQJV 9HU ODUJH FXEHV JUR WDOO WR JDUQHU PRVVHV DQG WKH OLNH IURP FHLOLQJV &RPEDW A gelatinous cube attacks by touching its victim with its anes thetizing slime. A victim who fails to save vs. paralyzation is paralyzed DQHVWKHWL HG IRU G URXQGV 7KH FXEH WKHQ VXUURXQGV LWV SUH DQG secretes digestive uids to absorb the food. All damage is caused by these digestive acids. Because gelatinous cubes are dif cult to see, others are -3 RQ WKHLU VXUSULVH UROO (OHFWULFLW IHDU KROGV SDUDO DWLRQ polymorph, DQG sleep-based attacks have no effect on this monster, but re and blows from HDSRQV KDYH QRUPDO HIIHFWV ,I D FXEH IDLOV LWV VDYLQJ WKUR DJDLQVW D cold-based attack, the cube will be slowed 50% and in icts only 1-4 points RI GDPDJH +DELWDW 6RFLHW 3RVVHVVLQJ QR LQWHOOLJHQFH JHODWLQRXV FXEHV OLYH RQO IRU HDWLQJ 7KH SUHIHU HOO WUDYHOHG GXQJHRQV KHUH WKHUH LV DO D V IRRG WR VFDYHQJH 7KHVH FUHDWXUHV UHSURGXFH E EXGGLQJ OHDYLQJ FOHDU UXEEHU FXEHV LQ GDUN FRUQHUV RU RQ KHDSV RI WUDVK RXQJ DUH QRW SURWHFWHG DQG DUH VRPHWLPHV UHDEVRUEHG E WKH SDUHQW 7UHDVXUH LV VRPHWLPHV V HSW XS by a gelatinous cube as the creature travels along a cavern oor; any met DOV JHPV RU MH HOU DUH FDUULHG LQ WKH PRQVWHU V ERG XQWLO WKH FDQ EH HMHFWHG DV LQGLJHVWLEOH ,WHPV IRXQG LQVLGH D FXEH LQFOXGH WUHDVXUH W SHV - . / 0 1 4 DV HOO DV DQ RFFDVLRQDO SRWLRQ GDJJHU RU VLPLODU REMHFW
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(FRORJ 7KH JHODWLQRXV FXEH LV VRPHWLPHV HQFRXUDJHG WR VWD LQ D FHU WDLQ DUHD IRU LWV VFDYHQJLQJ DELOLWLHV DQG LV SUHIHUUHG RYHU RWKHU MHOOLHV DQG RR HV VLQFH LWV VTXDUH VKDSH GRHV QRW DOOR LW WR VOLWKHU XQGHU GRRUV DQG LQWR DUHDV LQ KLFK LW LV QRW GHVLUHG *UHHQ 6OLPH A hideous growth, green slime is bright green, sticky, and wet. It grows in dark subterranean places on walls, ceilings and oors. &RPEDW 7KLV VOLPH FDQQRW DWWDFN EXW LV VHQVLWLYH WR YLEUDWLRQV DQG RIWHQ GURSV IURP WKH FHLOLQJ RQWR D SDVVLQJ YLFWLP *UHHQ VOLPH DWWDFKHV LWVHOI to living esh and in 1-4 melee rounds turns the creature into green slime QR UHVXUUHFWLRQ SRVVLEOH *UHHQ VOLPH HDWV WKURXJK RQH LQFK RI RRG LQ DQ KRXU EXW FDQ GLVVROYH PHWDO TXLFNO JRLQJ WKURXJK SODWH DUPRU LQ WKUHH PHOHH URXQGV 7KH KRUULG JUR WK FDQ EH VFUDSHG RII TXLFNO FXW away, frozen, or burned. A L VSHOO NLOOV JUHHQ VOLPH EXW RWKHU DWWDFNV LQFOXGLQJ HDSRQV DQG VSHOOV KDYH QR HIIHFW +DELWDW 6RFLHW *UHHQ VOLPH KDWHV OLJKW DQG IHHGV RQ DQLPDO YHJHWDEOH DQG PHWDOOLF VXEVWDQFHV LQ GDUN FDYHUQV 6LQFH LW FDQQRW PRYH WKLV VOLPH JUR V RQO KHQ IRRG FRPHV WR LW 6XQOLJKW GULHV LW RXW DQG HYHQWXDOO NLOOV LW 2FFDVLRQDO KXJH VOLPHV RU FRORQLHV RI GR HQV KDYH EHHQ UHSRUWHG (FRORJ *UHHQ VOLPH LV DQ LQIHVWDWLRQ WKDW DOO FUHDWXUHV DYRLG LW LV EXUQHG RXW RI FDYHUQV RU PLQHV LI IRXQG 2QFH LW KDV LQIHFWHG DQ DUHD LW KDV D WHQGHQF WR JUR EDFN HYHQ DIWHU EHLQJ IUR HQ RU EXUQHG D D EHFDXVH GRUPDQW VSRUHV FDQ JHUPLQDWH HDUV ODWHU
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(FRORJ 7KHUH DUH W R WKHRULHV UHJDUGLQJ WKH RULJLQ RI VOLWKHULQJ WUDFNHUV The rst and most likely one is that slithering trackers are just advanced IRUPV RI WKH RWKHU MHOOLHV IRUWXQDWH HQRXJK WR KDYH GHYHORSHG D WUDQVSDU HQW SODVPD ERG DQG D PRGLFXP RI LQWHOOLJHQFH /LNH PRVW MHOOLHV WKH UHSURGXFH DVH XDOO KHQ WKH WLPH DQG TXDQWLW RI IRRG DOOR IRU LW 7KH VHFRQG PRUH GXELRXV WKHRU LV WKDW VOLWKHULQJ WUDFNHUV HUH FUH DWHG QRW ERUQ 7KHLU KLJK LQWHOOLJHQFH VHHPV WR OHDG PDQ NQR OHGJH DEOH VDJHV WR EHOLHYH WKDW WKH FUHDWLRQ RI D VOLWKHULQJ WUDFNHU LV D KLGHRXV process, involving the transformation of a living human being. Certain OHJHQGV VHHP WR VXSSRUW WKLV DVVHUWLRQ DV WKHUH DUH PDQ DFFRXQWV RI GDUN L DUGV UHPRYLQJ WKH ERQHV RI WKHLU HQHPLHV WXUQLQJ WKHP LQWR KXONLQJ masses of jelly-like esh. While it is certain that no respectable wizard JRRG RU QHXWUDOO DOLJQHG RXOG UHVRUW WR FUHDWLQJ VXFK KRUURUV LW LV MXVW DV FHUWDLQ WKDW WKHUH DUH PDQ SUDFWLWLRQHUV RI WKH GDUNHU DUWV KR KDYH SHUIRUPHG PXFK RUVH H SHULPHQWV ,W LV SRVVLEOH WKDW VRPH KHUH GHHS LQ WKH ER HOV RI VRPH ORQJGHVHUWHG L DUG V GXQJHRQ WKHUH OLHV DQ DQFLHQW GLDU LWK D GHWDLOHG DFFRXQW RI WKH WHUULI LQJ FXUVH RI WKH WUDFNHU 7KHUH DUH WDOHV RI DEQRUPDOO ODUJH VOLWKHULQJ WUDFNHUV WKDW OLYH LQ WKH GHHS UHFHVVHV RI WKH 8QGHUGDUN 6XFK PRQVWHUV DUH RIWHQ VDLG WR OXUN DURXQG WKH HGJHV RI JUHDW XQGHUJURXQG FLYLOL DWLRQV JUR LQJ WR YDVW VL H RQ WKH DEXQGDQFH RI SUH
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V RUG DQG EDWWOHD H VSHDU D H SROHDUP 3ROHDUPV DUH W SLFDOO HLWKHU KDOEHUGV SLNHV VHW WR UHFHLYH FKDUJH RU JODLYHV /HDGHUV W SLFDOO SRVVHVV W R HDSRQV ,I D VXEFKLHI LV SUHVHQW there is a 40% chance the orcs will be ghting around a standard. The SUHVHQFH RI WKLV VWDQGDUG LQFUHDVHV DWWDFN UROOV DQG PRUDOH E IRU DOO RUFV LWKLQ DUGV 2UFV W SLFDOO HDU VWXGGHG OHDWKHU DUPRU DQG D shield (AC 6). Orcs hate direct sunlight and ght at -1 penalty to their attack rolls in VXQOLJKW 7KHLU PRUDOH GHFUHDVHV E XQGHU WKHVH FLUFXPVWDQFHV DV HOO 2UFV HPSOR VQLSLQJ DQG DPEXVK WDFWLFV LQ WKH LOG 7KH GR QRW REH WKH “rules of war” unless such is in their best interests; for example, they will shoot at those who attempt to parlay with them under a white ag unless WKH RUF OHDGHU IHHOV LW LV DGYDQWDJHRXV WR KHDU KDW WKH HQHP KDV WR VD 7KH DEXVH KXPDQ UXOHV RI HQJDJHPHQW DQG FKLYDOU WR WKHLU EHVW DGYDQ WDJH 7KH KDYH D KLVWRULF HQPLW DJDLQVW HOYHV DQG G DUYHV PDQ WULEHV LOO NLOO WKHVH GHPLKXPDQV RQ VLJKW ,W LV RIWHQ EHOLHYHG WKDW RUFV DUH VR EORRGWKLUVW DQG FUXHO WKDW WKH DUH LQHIIHFWLYH WDFWLFLDQV DQG WKDW WKH RXOG UDWKHU EH YLFLRXV WKDQ YLFWRUL RXV /LNH PRVW VWHUHRW SHV WKLV LV KLJKO PLVOHDGLQJ LW LV WUXH IRU VRPH RUF WULEHV EXW QRW IRU DOO 0DQ RUF WULEHV KDYH DJHG DUV IRU GHFDGHV DQG have developed a frightening ef ciency with battle tactics. +DELWDW 6RFLHW )RU HYHU WKUHH RUFV HQFRXQWHUHG WKHUH LOO EH D OHDG HU DQG WKUHH DVVLVWDQWV 7KHVH RUFV LOO KDYH KLW SRLQWV HDFK EHLQJ WKH PHDQHVW DQG VWURQJHVW LQ WKH JURXS ,I RUFV RU PRUH DUH HQFRXQWHUHG there will be the following additional gures with the band: a subchief and 3-18 guards, each with Armor Class 4, 11 hit points, and +1 dam age due to Strength on all attacks. They ght as monsters of 2 Hit Dice (THAC0 19). For every 100 orcs encountered, there will be either a shaman
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Orc PD LPXP WK OHYHO SULHVW RU D LWFK GRFWRU PD LPXP WK OHYHO PDJH 6KDPDQV DQG LWFK GRFWRUV JDLQ DQ H WUD G KLW SRLQWV IRU HDFK OHYHO above 1st and ght as a monster of 1 Hit Die for every two levels (round IUDFWLRQV XS RI VSHOO FDVWLQJ DELOLW H J D WK OHYHO VKDPDQ KDV G G hit points and ghts as a 3 Hit Dice monster.) ,I WKH RUFV DUH QRW LQ WKHLU ODLU WKHUH LV D FKDQFH WKH LOO EH HVFRUW LQJ D WUDLQ RI FDUWV DQG VODYH EHDUHUV EULQJLQJ VXSSOLHV ORRW RU UDQVRP DQG WULEXWH WR WKHLU RUF FKLHI RU D VWURQJHU RUF WULEH 7KH WRWDO YDOXH RI WKH JRRGV FDUULHG E DOO RI WKH FDUWV LOO YDU EHW HHQ DQG VLO YHU SLHFHV DQG HDFK VODYH EHDUHU LOO EHDU JRRGV YDOXHG EHW HHQ DQG VLOYHU SLHFHV ,I WKH RUFV DUH HVFRUWLQJ D WUHDVXUH WUDLQ GRXEOH WKH QXPEHU RI OHDGHUV DQG DVVLVWDQWV DQG DGG RUFV IRU HDFK FDUW LQ WKH WUDLQ RQH VXEFKLHI LWK JXDUGV LOO DO D V EH LQ FKDUJH 2UF ODLUV DUH XQGHUJURXQG RI WKH WLPH LQ D LOGHUQHVV YLOODJH RI WKH WLPH 2UF FRPPXQLWLHV UDQJH IURP VPDOO IRUWV LWK RUFV WR PLQLQJ FRPPXQLWLHV LWK RUFV WR KXJH FLWLHV SDUWLDOO XQ GHUJURXQG DQG SDUWLDOO DERYH JURXQG LWK WR RUFV 7KHUH LOO DO D V EH DGGLWLRQDO RUFV KHQ WKH HQFRXQWHU LV LQ D FUHDWXUH V ODLU a chief and 5-30 bodyguards (AC 4, 13-16 hit points, attack as monsters with 3 Hit Dice (THAC0 17) and in ict an extra +2 damage on all attacks GXH WR 6WUHQJWK ,I WKH ODLU LV XQGHUJURXQG WKHUH LV D FKDQFH WKDW RJUHV SHU RUFV LOO EH OLYLQJ LWK WKHP 0RVW ODLUV DERYH JURXQG DUH UXGH YLOODJHV RI RRGHQ KXWV SURWHFWHG E D GLWFK ORJ UDPSDUW DQG ORJ SDOLVDGH RU PRUH DGYDQFHG FRQVWUXFWLRQV EXLOW E RWKHU UDFHV 7KH YLOODJH LOO KDYH DWFK WR HUV DQG D VLQJOH JDWH 7KHUH LOO EH RQH EDOOLVWD DQG RQH FDWDSXOW IRU HYHU DGXOW PDOH RUFV 2UFV DUH DJJUHVVLYH 7KH EHOLHYH RWKHU VSHFLHV DUH LQIHULRU WR WKHP DQG WKDW EXOO LQJ DQG VODYHU LV SDUW RI WKH QDWXUDO RUGHU 7KH LOO FRRSHU DWH LWK RWKHU VSHFLHV EXW DUH QRW GHSHQGDEOH DV VODYHV WKH LOO UHEHO DJDLQVW DOO EXW WKH PRVW SR HUIXO PDVWHUV DV DOOLHV WKH DUH TXLFN WR WDNH RIIHQVH DQG EUHDN DJUHHPHQWV 2UFV EHOLHYH WKDW EDWWOH LV WKH LGHDO FKDO OHQJH EXW VRPH OHDGHUV DUH SUDJPDWLF HQRXJK WR UHFRJQL H WKH YDOXH RI SHDFH KLFK WKH H DFW DW D KLJK SULFH ,I JUHDW SDWLHQFH DQG FDUH DUH XVHG RUF WULEHV FDQ EH HIIHFWLYH WUDGLQJ SDUWQHUV DQG PLOLWDU DOOLHV 2UFV YDOXH WHUULWRU DERYH DOO HOVH EDWWOH H SHULHQFH HDOWK DQG QXP EHU RI RIIVSULQJ DUH RWKHU PDMRU VRXUFHV RI SULGH 2UFV DUH SDWULDUFKDO women are t only to bear children and nurse them. Orcs have a reputa WLRQ IRU FUXHOW WKDW LV GHVHUYHG EXW KXPDQV DUH MXVW DV FDSDEOH RI HYLO DV RUFV 2UFV KDYH PDUULDJH FXVWRPV EXW RUF PDOHV DUH QRW QRWHG IRU WKHLU IDLWKIXOQHVV 2UFV RUVKLS PDQ GHLWLHV VRPH KR KDYH GLIIHUHQW QDPHV DPRQJ GLIIHUHQW WULEHV WKH FKLHI GHLW LV XVXDOO D JLDQW RQH H HG RUF 2UFLVK UHOLJLRQ LV H WUHPHO KDWHIXO WR DUG RWKHU VSHFLHV DQG XUJHV YLROHQFH DQG DUIDUH 2UF VKDPDQV KDYH EHHQ QRWHG IRU WKHLU DPELWLRQ DQG PDQ WULEHV have suffered because of political in ghting between warriors and priests.
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Otyughs (Aw-tee-ug), also known as the gulguthra, are terrifying crea WXUHV WKDW OXUN LQ KHDSV RI GXQJ DQG GHFD DLWLQJ IRU VRPHWKLQJ WR GLV WXUE LW 7KHUH DUH W R YDULHWLHV WKH UHJXODU RW XJK DQG LWV ODUJHU PRUH LQWHOOLJHQW RIIVKRRW WKH QHR RW XJK 7KH IHHG RQ GXQJ DQG DVWHV IURP other dungeon creatures (gulguthra means “dung eaters”) but also enjoy DQ RFFDVLRQDO VQDFN RI IUHVK PHDW 2W XJKV KDYH KXJH EORDWHG ERGLHV FRYHUHG LWK D URFN OLNH VNLQ WKDW LV EUR QLVK JUD LQ FRORU KLFK LV LQ WXUQ FRYHUHG LWK GXQJ 7KH VWDQG RQ WKUHH WKLFN OHJV WKDW JLYH WKHP VOR JURXQG PRYHPHQW EXW HQDEOH WKHP WR SLYRW TXLFNO 7KH KDYH WKUHH H HV RQ D OHDI OLNH VWDON WKDW PRYHV TXLFNO IURP VLGH WR VLGH HQDEOLQJ WKHP WR VFDQ D ODUJH DUHD 7KH H H VWDON LV DOVR D UHFHLYHU WUDQVPLWWHU IRU WKHLU WHOHSDWKLF DELOLWLHV 2W XJKV KDYH D KXJH PRXWK LWK YHU VKDUS WHHWK LQ WKH FHQWHU RI WKHLU PDVV 7KH DOVR KDYH W R WHQWDFOHV LWK OHDI OLNH ULGJHV WKDW WKH XVH WR VPDVK DQG JUDSSOH WKHLU RSSRQHQWV 7KH WHQWDFOHV DUH FRYHUHG LWK URXJK WKRUQ OLNH SURMHFWLRQV 1HR RW XJKV KDYH VPDOOHU PRXWKV WKDQ RW XJKV 2W XJKV DQG QHR RW XJKV VSHDN WKHLU R Q ODQJXDJH PXFK RI KLFK LV QRQ YHUEDO PRYHPHQWV RI H H VWDON DQG WHQWDFOHV RU HPLVVLRQ RI FHUWDLQ VPHOOV WKH DOVR KDYH OLPLWHG WHOHSDWK WKDW HQDEOH WKHP WR FRPPXQLFDWH LWK RWKHU FUHDWXUHV 2W XJKV UHHN RI GXQJ DQG GHFD &RPEDW 2W XJKV OXUN XQGHU SLOHV RI RIIDO LWK RQO WKHLU H HV H SRVHG 7KH XVXDOO DWWDFN LI WKH IHHO WKUHDWHQHG RU LI WKH DUH KXQJU DQG WKHUH LV IUHVK PHDW QHDUE 7KH DWWDFN LWK WKHLU W R ULGJHG WHQWDFOHV KLFK HLWKHU VPDVK DQ RSSRQHQW RU JUDSSOH LW *UDSSOHG RSSRQHQWV VXIIHU SRLQWV RI GDPDJH SHU URXQG 2W XJKV ELWH DWWDFNV JDLQ D ERQXV WR WKH DWWDFN UROO KHQ ELWLQJ JUDSSOHG RSSRQHQWV 2W XJKV VPDVK JUDSSOHG RS SRQHQWV WR WKH JURXQG KLOH WKH PRUH LQWHOOLJHQW QHR RW XJKV XVH WKHLU victims as shields, bettering their Armor Class by 1. Neo-otyughs may DOVR IRUFH DWWDFNHUV WR KLW WKH JUDSSOHG FKDUDFWHU LWK D VXFFHVVIXO DWWDFN roll of its own (vs. the grappled character’s AC); to do this the neo-otyugh forgoes its squeeze attack. Characters with a Strength of at least 18 can VWUXJJOH IRU RQH URXQG DQG DXWRPDWLFDOO EUHDN IUHH RWKHUV PXVW PDNH D VXFFHVVIXO RSHQ GRRUV UROO WR HVFDSH %RWK W SHV RI JXOJXWKUD DUH GLVHDVH ULGGHQ WKHLU ELWH LV OLNHO WR LQ IHFW WKH FKDUDFWHU LWK D GHELOLWDWLQJ RU IDWDO GLVHDVH 2W XJKV DUH LPPXQH WR WKHVH GLVHDVHV
+DELWDW 6RFLHW All gulguthra have limited telepathic ability. An otyugh FDQ FRPPXQLFDWH LWK FUHDWXUHV XS WR IHHW D D KLOH D QHR RW XJK can communicate with creatures as distant as 60 feet. Communication is XVXDOO OLPLWHG WR VLPSOH IHHOLQJV DQG HPRWLRQV VXFK DV KXQJHU WHPSHUD WXUH FRQGLWLRQV DQG DVVRFLDWHG GLVFRPIRUWV LWV GLVOLNH RI EULJKW OLJKWV DQG LPPLQHQW GHDWK IRU LWV SUH *XOJXWKUD DOVR KDYH LQIUDYLVLRQ LWK D IRRW UDQJH 2W XJKV DQG QHR RW XJKV OLYH LQ UXLQV DQG GXQJHRQV 7KH PDNH GHDOV LWK RWKHU GXQJHRQ GHQL HQV DJUHHLQJ QRW WR DWWDFN WKHP LQ H FKDQJH IRU WKHLU GXQJ DQG ERG DVWHV KLFK WKH WKHQ GHYRXU 7R NHHS WKH VXSSO RI DVWH FRPLQJ DQG WR JHW IUHVK PHDW WKH LOO DJUHH WR KHOS GHIHQG WKHLU KRPH DJDLQVW LQWUXGHUV KLFK LQFOXGHV PDQ DGYHQWXUHUV 2W XJKV PD EH SHUVXDGHG QRW WR DWWDFN FUHDWXUHV LQ H FKDQJH IRU SURPLVHV RI IULHQGVKLS DQG IRRG 1HR RW XJKV DUH OHVV WUXVWLQJ DQG PRUH YLFLRXV and usually attack intruders on sight. An otyugh’s dungeon allies will VRPHWLPHV DVN LW WR JXDUG WUHDVXUH IRU WKHP 0RVW JXOJXWKUD OLYH DORQH RI WKH WLPH GXULQJ PDWLQJ VHDVRQ W R JXOJXWKUD FDQ IRXQG LQ LWV ODLU (FRORJ 2W XJKV DQG QHR RW XJKV OLYH XQGHUJURXQG LQ KHDSV RI RIIDO DQG UHIXVH 7KH KDWH EULJKW VXQOLJKW SUHIHUULQJ WKH FRPIRUWDEOH GDUN QHVV RI GXQJHRQV 7KH PDWH HDFK HDU IRU RQH PRQWK LWK RQH RIIVSULQJ SURGXFHG ,W WDNHV WKH QH ERUQ IRXU PRQWKV WR PDWXUH LPPDWXUH JXO JXWKUD KDYH + GDPDJH DQG D 6WUHQJWK RI LV UHTXLUHG WR EUHDN IUHH RI WKHLU JUDVS 2W XJKV DUH VR GLVJXVWLQJ WKDW QR DOFKHPLVW RU L DUG RXOG DQW WR WRXFK WKHLU FRPSRQHQWV VR WKH FRUSVHV RI WKH JXOJXWKUD KDYH QR NQR Q XVH RU YDOXH
283
Owlbear &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / (
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An owlbear’s main weakness is also its greatest strength—its ferocity. %HFDXVH R OEHDUV DUH VR EDG WHPSHUHG WKH VWRS DW QRWKLQJ WR NLOO D WDU get. It is not dif cult to trick an owlbear into hurling itself off a cliff or into a trap, provided you can nd one.
&RPEDW The owlbear attacks prey on sight, always ghting to the death LJQRUH PRUDOH UDWLQJ IRU SXUSRVHV RI GHWHUPLQLQJ UHWUHDW ,W DWWDFNV LWK LWV FOD V DQG VQDSSLQJ EHDN ,I DQ R OEHDU VFRUHV D FOD KLW LWK D UROO RI RU EHWWHU LW GUDJV LWV YLFWLP LQWR D KXJ VXEVHTXHQWO VTXHH LQJ LWV RSSRQHQW IRU SRLQWV RI GDPDJH SHU URXQG XQWLO HLWKHU WKH YLFWLP RU WKH R OEHDU LV VODLQ 7KH R OEHDU FDQ DOVR XVH LWV EHDN DWWDFN RQ YLFWLPV caught in its grasp, but cannot use its claws. A single attempt at a bend EDUV OLIW JDWHV UROO PD EH PDGH WR EUHDN IURP WKH JUDVS RI DQ R OEHDU Note that if the Armor Class of a victim is high enough that 18 is insuf cient to hit, the hug is not effective and no damage is taken. +DELWDW 6RFLHW 2 OEHDUV LQKDELW WKH GHSWKV RI WDQJOHG IRUHVWV LQ WHP SHUDWH FOLPHV DV HOO DV VXEWHUUDQHDQ ODE ULQWKV OLYLQJ LQ FDYHV RU KROOR VWXPSV 2 OEHDUV OLYH LQ PDWHG SDLUV WKH PDOH LV VOLJKWO ODUJHU DQG KHDYLHU WKDQ WKH IHPDOH ,I HQFRXQWHUHG LQ WKHLU ODLU WKHUH LV D FKDQFH WKDW WKHUH LOO EH HJJV RU RXQJ LQ DGGLWLRQ WR WKH DGXOWV The offspring will be 40% to 70% grown and ght as creatures with WKUHH RU IRXU +LW LFH GHSHQGLQJ RQ WKHLU JUR WK 7KH KDYH KLW SRLQWV based on their adjusted Hit Dice. Immature offspring in ict 1-4/1-4/2-8 SRLQWV RI GDPDJH LWK WKHLU DWWDFNV DQG D FKDUDFWHU KDV D WR KLV EHQG EDUV OLIW JDWHV UROO WR HVFDSH WKH KXJ RI DQ LPPDWXUH R OEHDU An owlbear pair claims a territory of one or two square miles and will YLJRURXVO GHIHQG WKLV WHUULWRU DJDLQVW DOO LQWUXGHUV
284
(FRORJ 2 OEHDUV KDYH D OLIHVSDQ RI HDUV 7KH DUH DUP EORRGHG PDPPDOV EXW OD HJJV 7KH SUH RQ DQ WKLQJ IURP UDEELWV WR EHDUV WR WUROOV WR VQDNHV DQG UHSWLOHV 2 OEHDUV SUHIHU WHPSHUDWH FOLPDWHV EXW some thrive in subarctic environments. As a hybrid of two animals, one GLXUQDO DQG WKH RWKHU QRFWXUQDO WKH KDYH DQ XQXVXDO DFWLYH WLPH DN LQJ DW QRRQ KXQWLQJ DQLPDOV DFWLYH GXULQJ WKH GD WKHQ KXQWLQJ QRFWXU QDO FUHDWXUHV EHIRUH JRLQJ WR VOHHS DW PLGQLJKW 2 OEHDUV DUH DFWLYH LQ WKH VXPPHU PRQWKV DQG KLEHUQDWH GXULQJ WKH FROG VHDVRQ 7KHUH DUH UXPRUV RI KLWH DUFWLF R OEHDUV D FURVV EHW HHQ DUFWLF R OV DQG SRODU EHDUV EXW QR VSHFLPHQV KDYH HYHU EHHQ FDSWXUHG An owlbear does not actively seek treasure but the remains of victims PD EH IRXQG EXULHG LQ VKDOOR KROHV DURXQG DQ R OEHDU ODLU 2 OEHDU HJJV DUH RUWK VLOYHU SLHFHV DQG KDWFKOLQJV DUH RUWK VLOYHU SLHFHV RQ WKH RSHQ PDUNHW 7KHVH DUH W SLFDOO ERXJKW E L DUGV KLOH WKH DUH LPSRVVLEOH WR GRPHVWLFDWH WKH PDNH IRUPLGDEOH JXDUGLDQV DQG L DUGV VRPHWLPHV SODFH WKHP LQ ORFDWLRQV RI VWUDWHJLF LPSRUWDQFH LW KDV been said that an owlbear is a less subtle version of a “keep out” sign). 2 OEHDUV LQ GXQJHRQV DQG UXLQV DOPRVW DO D V KDYH EHHQ SODFHG WKHUH E VRPHRQH
Pegasus &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / ( *UHDWHU
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24, Fl 48 (C, D mounted)
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Pegasi are magni cent winged steeds that often serve the cause of good. 7KHVH LQWHOOLJHQW FUHDWXUHV DUH YHU VK DQG LOG QRW HDVLO WDPHG 7KH VHUYH RQO JRRG FKDUDFWHUV DQG KHQ WKH GR WKH LOO VHUYH WKHLU PDVWHU LWK DEVROXWH IDLWKIXOQHVV IRU WKH UHVW RI KLV OLIH A pegasus is a thoroughbred which resembles an Arabian horse WKRXJK VOLJKWO ODUJHU LWK W R ODUJH IHDWKHUHG LQJV 3HJDVL DUH XVXDOO KLWH EXW EUR Q SHJDVL DUH QRW XQNQR Q DQG UXPRUV SHUVLVW RI EODFN pegasi. As should be expected, alignments do not vary according to color DOO SHJDVL DUH FKDRWLF JRRG 3HJDVL DUH KDQGV WDOO IHHW DW WKH VKRXO GHU DQG HLJK RYHU SRXQGV 3HJDVL PXVW EH ULGGHQ EDUHEDFN WKH LOO QRW DFFHSW VDGGOHV 3HJDVL VSHDN WKHLU R Q ODQJXDJH DQG FDQ FRPPXQLFDWH LWK KRUVHV 7KH FDQ XQGHUVWDQG FRPPRQ DQG LOO REH WKHLU PDVWHU V FRPPDQGV LI WKH DUH JLYHQ LQ WKDW ODQJXDJH &RPEDW A pegasus attacks with its hooves and teeth. It can attack an op ponent who is behind it with its rear hooves, in icting 2-12 points of dam age, but it cannot use any of its other attacks in that round. A pegasus can DOVR GLYH DW DQ RSSRQHQW IURP KHLJKWV RI IHHW RU KLJKHU DQG XVH LWV KRRI DWWDFNV HDFK DWWDFN UROO LV DQG GRHV GRXEOH GDPDJH ,Q EDWWOH D SHJDVXV LOO WU WR OXUH ODUJHU RSSRQHQWV VXFK DV GUDJ ons) into tight spaces. As the opponent struggles to maneuver into attack range, the pegasus climbs and attacks with its hooves from above. Against FUHDWXUHV WKHLU R Q VL H VXFK DV JULIIRQV SHJDVL XVH WKHLU VXSHULRU VSHHG WR RXWUXQ WKHP ,I JULIIRQV DUH FORVH WR D SHJDVXV QHVW HVSHFLDOO LI WKHUH DUH RXQJ SUHVHQW RQH SDUHQW LOO DWWDFN DJJUHVVLYHO JHW WKH JULIIRQ V attention, and then y away. By doing this, they hope to lure enemies D D IURP WKH QHVW DQG WLUH WKHP RXW RYHU D ORQJ GLVWDQFH EHIRUH UHWXUQ LQJ KRPH +DELWDW 6RFLHW 3HJDVL DUH HJJ OD LQJ PDPPDOV ,I HQFRXQWHUHG LQ WKHLU ODLU WKHUH LOO EH RQH QHVW IRU HYHU SDLU RI SHJDVL 7KHUH LV D FKDQFH SHU QHVW WKDW WKHUH LOO EH HJJV FKDQFH RU RXQJ RI PDWXULW (DFK HJJ LV RUWK VLOYHU SLHFHV KLOH WKH RXQJ DUH RUWK VLOYHU SLHFHV SHU KHDG RQ WKH RSHQ PDUNHW A pegasus can be used as a warhorse; a male can carry weight as a me GLXP DUKRUVH KLOH D IHPDOH FDQ FDUU HLJKW DV D OLJKW DUKRUVH
3HJDVL DUH LQWHOOLJHQW FUHDWXUHV 7KH FDQ RR DQG L DW LOO DUG UDQJH 7KH XVH WKHVH SR HUV RQ WKRVH KR RXOG ULGH WKHP WKH WU WR WKUR DQ RQH RI QRQ JRRG DOLJQPHQWV KR RXOG WDPH WKHP ,I SURYRNHG SHJDVL LOO QRW KHVLWDWH WR DWWDFN FUHDWXUHV KRP WKH SHUFHLYH DV HYLO 7R WDPH D SHJDVXV D SHUVRQ RI JRRG DOLJQPHQW PXVW ORFDWH D SHJDVXV KHUG 7KHQ DW QLJKW KH FDQ WU WR VQHDN XS RQ D SHJDVXV DQG VXUSULVH LW The character must have the airborne riding pro ciency. There is an initial +10 penalty to the roll; pegasi do not like to be tamed. A magical bridle HQFKDQWHG IRU WKH SXUSRVH LOO UHPRYH WKLV SHQDOW ,I WKH FKDUDFWHU VXFFHVV IXOO PDNHV KLV UROO WKHQ WKH SHJDVXV LOO EH WDPHG A tamed pegasus will obey the commands of its master for as long as it OLYHV LI WKH PDVWHU UHPDLQV RI JRRG DOLJQPHQW (FRORJ 3HJDVL IHHG RQ JUDVV IUXLWV DQG RWKHU SODQWV *ULIIRQV DQG KLS SRJULIIV DUH WKH QDWXUDO HQHPLHV RI D SHJDVXV 3HJDVL KDYH D OLIHVSDQ RI DERXW HDUV *UHDWHU 3HJDVXV /HJHQG KDV LW WKDW LI D PHGXVD LV VODLQ DQG EHKHDGHG WKHUH LV D VPDOO FKDQFH WKDW D JUHDWHU SHJDVXV LOO EH ERUQ VSULQJLQJ IXOO ERUQ IURP WKH PHGXVD V FORYHQ QHFN 7KHVH SHJDVL KDYH WKH VDPH DWWDFNV DQG PRYHPHQW UDWH RI D QRUPDO SHJDVXV EXW DUH RUWK +LW LFH DQG KDYH PDJLF UHVLVWDQFH 7KH DOVR KDYH D ERQXV WR WKHLU PRUDOH UDWLQJ 7KHUH LV D FKDQFH WKDW WKH OHDGHU RI D KHUG RI SHJDVL LOO EH D JUHDWHU SHJDVXV *UHDWHU SHJDVL FDQ EH WDPHG RQO E WKH QREOHVW DQG JUHDWHVW RI KHURHV DQG KDYH D OLIHVSDQ RI HDUV
285
Peryton &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / (
Any/Mountains 5DUH 1HVW D 2PQLYRUH Average (10) % Chaotic evil
12, Fl 21 (C)
WR DWWDFN UROO RU EHWWHU PDJLFDO 1LO 0 WDOO Champion (16)
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High above the mountains and rocky hills of most lands ies a sharpH HG PRQVWHU NQR Q DV WKH SHU WRQ ,QWHOOLJHQW SDWLHQW DQG PDOHYROHQW LW DWFKHV DQG DLWV IRU SUH WR SOXFN WKHLU KHDUWV RXW 7KH SHU WRQ UHVHPEOHV D JLDQW GDUN JUHHQ HDJOH H FHSW WKDW LWV KHDG LV WKDW RI D EOXH EODFN VWDJ LWV KRUQV JOLWWHU OLNH SROLVKHG REVLGLDQ LWV H HV JOR D GXOO UHG RUDQJH 7KH FKHVW IHDWKHUV RI D PDOH SHU WRQ DUH OLJKW EOXH WKRVH RI WKH IHPDOH DUH GUDE EUR Q 3HU WRQV QRUPDOO FDVW WKH VKDGR RI DQ DGXOW KXPDQ EHLQJ UDWKHU WKDQ WKRVH RI WKHLU R Q IRUP 3HU WRQV GR QRW DGRUQ WKHPVHOYHV LWK WULQNHWV QRU DUP WKHPVHOYHV LWK HDSRQV 7KHLU ODQJXDJH LV D FROOHFWLRQ RI URDUV DQG VFUHHFKHV DQG RIWHQ VRXQGV DV LI D SHU WRQ HUH HLWKHU LQMXUHG RU HQUDJHG 6RPH FUHD WXUHV LWK D NHHQ VHQVH RI VPHOO FODLP WKDW D SHU WRQ VPHOOV OLNH D KXPDQ while others are lled with an irrational fear upon catching rst scent. &RPEDW A peryton has only a secondary interest in prey as food. Its main LQWHUHVW LQ KXPDQV DQG KXPDQRLG FUHDWXUHV LV WKH KHDUW RI LWV SUH ,W LV XQQDWXUDOO DFFXUDWH LQ FRPEDW ,Q JDPH WHUPV D SHU WRQ UHFHLYHV D ERQXV WR LWV DWWDFN UROO ,W DWWDFNV LWK LWV VKDUS KRUQV VLQFH LWV FOD V DUH WRR HDN WR XVH LQ PHOHH :KHQ D SHU WRQ FKRRVHV D WDUJHW IRU FRPEDW LW ORFNV LWVHOI LQWR D GXHO WKDW QHDUO DO D V HQGV LQ HLWKHU WKH SHU WRQ V GHDWK RU WKDW RI LWV target. A peryton will never switch targets during combat, no matter the WDFWLFDO VLWXDWLRQ 2Q UDUH RFFDVLRQV WKH FUHDWXUH FDQ EH GULYHQ RII EXW LW LOO FRQWLQXH WR VWDON LWV SUH DQG UHWXUQ DW D ODWHU WLPH 3HU WRQV DUH LPPXQH WR DOO HDSRQV EXW WKRVH RI DW OHDVW HQFKDQWPHQW 6RPH SHU WRQV FKRRVH WR V RRS DW D WDUJHW ,Q WKLV IRUP RI DWWDFN WKH SHU WRQ FOLPEV VHYHUDO KXQGUHG IHHW LQ WKH DLU DQG WKHQ SOXQJHV DW WKH WDUJHW GURSSLQJ LWK D HVRPH VSHHG 7KLV DWWDFN LV PDGH DW DQ DGGLWLRQ DO ERQXV WR LWV DWWDFN UROO ,I WKH DWWDFN VXFFHHGV WKH SHU WRQ GHOLYHUV GRXEOH GDPDJH 7KLV LV DQ H WUHPH PDQHXYHU WKDW WKH SHU WRQ LOO RQO DWWHPSW LI FRPEDW LV JRLQJ SRRUO RU LI LW EHOLHYHV LW KDV D FKDQFH WR DFKLHYH WRWDO VXUSULVH Another common tactic is for the peryton to seize a human-sized WDUJHW DQG WKHQ OLIW RII LWK WKH SUH LQ LWV WDORQV 7KH SHU WRQ FOLPEV VR UDSLGO WKDW PRVW WDUJHWV GR QRW UHDFW XQWLO WKH DUH DW OHDVW IHHW LQ WKH DLU DQG IDFLQJ D G SOXPPHW LI WKH PDQDJH WR HVFDSH WKH SHU WRQ V JUDVS
IRU XQXVXDO FLUFXPVWDQFHV OLNH D G DUYHQ FRPPXQLW LQ WKH PRXQWDLQV SURYLGLQJ WKHP LWK SOHQWLIXO SUH 3HU WRQV VRPHWLPHV WDNH KXPDQV DQG KXPDQRLG FUHDWXUHV DOLYH DQG KROG WKHP FDSWLYH LQ WKHLU QHVWV XQWLO WKH DUH QHHGHG DV IRRG OLNHO IRU QRQKXPDQV WKH FDVH IRU KXPDQV RU IRU UHSURGXFWLRQ VHH EHOR %HFDXVH RI WKLV WKH SHU WRQ QHVWV PD KDYH WUHDVXUH VFDWWHUHG DERXW DV HOO DV G XQKDWFKHG HJJV (FRORJ 7KH SHU WRQ LV D SUHGDWRU LWK QR QDWXUDO HQHPLHV IH FRXOG SLHUFH LWV PDJLFDOO UHVLVWDQW VNLQ +XPDQRLGV DQG HVSHFLDOO KXPDQV are its selected prey. A female peryton requires a fresh, beating heart to UHSURGXFH DQG KXPDQ KHDUWV DUH WKH SUHIHUUHG YDULHW 2QFH D SHU WRQ KDV HDWHQ D KHDUW LWV VKDGR FKDQJHV LQWR WKDW RI LWV QRUPDO IRUP DQG WKH FUHDWXUH EHFRPHV IHUWLOH IRU G KRXUV 8QKDWFKHG SHU WRQ HJJV FDQ EH VROG IRU G JS DSLHFH
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286
Phantom &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / (
Any/Land 9HU UDUH 6ROLWDU Any 1LO 1LO 1LO 1HXWUDO 1LO 1LO 1LO 1LO 1LO )HDU 1LO 6HH EHOR 9DULHV XVXDOO 0 1LO 1LO
3KDQWRPV DUH LPDJHV OHIW EHKLQG E SDUWLFXODUO VWURQJ GHDWK WUDXPDV A phantom is like a three-dimensional movie image lmed at the time of GHDWK LQ WKH SODFH KHUH LW GLHG 7KH VWDQGDUG SKDQWRP PD DSSHDU DV DOPRVW DQ WKLQJ ,W RIWHQ DS SHDUV DV WKH FKDUDFWHU KR H SHULHQFHG WKH WUDXPD D WUDQVSDUHQW LPDJH re-enacting the death scene. Alternatively, it could represent whatever DV IRUHPRVW LQ WKH YLFWLP V PLQG DW WKH WLPH RI GHDWK DQ DWWDFNHU RU VRPH JRDO OHIW XQDFKLHYHG 3KDQWRPV DUH H SHULHQFHG LQ IDGHG FRORUV E DOO VHQVHV &RPEDW It is dif cult to ght phantoms, since they are merely images and KDYH QR SR HU WR GLUHFWO FDXVH KDUP 7KH FDQQRW WKHPVHOYHV EH KDUPHG 6 LQJLQJ HDSRQV RU FDVWLQJ VSHOOV LQWR WKH DUHD RI WKH LPDJH GRHV QRW LQ terfere with the projection, and they cannot be reasoned with. A phantom is QRW LQWHOOLJHQW DQG GRHV QRW H LVW IRU DQ UHDO UHDVRQ WUDFNLQJ GR Q LWV NLOOHU RU FRPSOHWLQJ LWV TXHVW LOO QRW JHW ULG RI D SKDQWRP 3KDQWRPV DUH RIWHQ PLVWDNHQ IRU JKRVWV KDXQWV RU JURDQLQJ VSLULWV EXW WKH FDQ QRW EH WXUQHG DV XQGHDG 2QO D SULHVW VSHOO R FDVW DW WK OHYHO FDQ GLVSHO D SKDQWRP Although a phantom cannot directly do any actual harm, it is the very HVVHQFH RI PDJLF DQG FDOOV XS D VXSHUVWLWLRXV D H LQ DQ RQH KR VHHV RQH 7KH HQFKDQWPHQW LV VXFK WKDW WKH SKDQWRP DIIHFWV ERWK WKH PLQG DQG WKH senses of the observer. Creatures without minds (such as undead) are im PXQH WR WKH HIIHFWV RI SKDQWRPV DV DUH WKRVH UDUH EHLQJV KR DUH VRPH KR XQDEOH WR H SHULHQFH WKHP VLQFH WKH SKDQWRP LV SUHVHQW WR DOO VHQVHV EOLQGQHVV LV QRW QRUPDOO SURWHFWLRQ DJDLQVW RQH Characters witnessing a phantom must roll a successful saving throw vs. death magic, with a –2 penalty, or immediately panic and run away DV SHU WKH HIIHFWV RI D I VSHOO 3DUWLFXODUO YLYLG SKDQWRPV PD UHTXLUH WKRVH KR IDLO WKHLU VDYLQJ WKUR WR PDNH D V VWHP VKRFN UROO LWK D ERQXV WR WKH UROO )DLOXUH UHVXOWV LQ GHDWK IRU WKH XQIRUWXQDWH YLFWLP 6XFK D FKDUDFWHU FDQ EH UDLVHG QRUPDOO KR HYHU There are other dif culties with the fear effect; the cause of the phan WRP V GHDWK PLJKW VWLOO EH DURXQG (YHQ DIWHU FHQWXULHV WUDSV DQG XQGHDG PRQVWHUV FDQ EH MXVW DV HIIHFWLYH DQG GHDGO DQG UXQQLQJ D D LQ SDQLF LV XVXDOO QRW WKH EHVW GHIHQVH 2I FRXUVH D SKDQWRP PD SURYLGH FKDUDFWHUV LWK LPSRUWDQW LQIRU PDWLRQ HLWKHU IRUH DUQLQJ FDUHIXO FKDUDFWHUV RI DQ XSFRPLQJ GDQJHU RU nding a lost and treasured object. 7KHUH LV D VOLJKW FKDQFH WKDW D FKDUDFWHU V GHDWK PD HQJHQGHU D SKDQ WRP 7KLV FKDQFH VKRXOG EH PLQXVFXOH WR QRQH LVWHQW IRU OHYHO RU YHU OR OHYHO FKDUDFWHUV RU IRU WKRVH KR HUH H SHFWLQJ WR GLH WKRVH G LQJ RI QDWXUDO FDXVHV RU LQ DU +R HYHU FKDUDFWHUV RI WK OHYHO RU DERYH G LQJ VXGGHQO RU E VXUSULVH PLJKW KDYH D FKDQFH RI EHFRPLQJ
287
SKDQWRPV ,I WKRVH FKDUDFWHUV HUH RQ DQ LPSRUWDQW PLVVLRQ RU HUH VXE MHFW WR RU VSHOOV WKLV FKDQFH PLJKW ULVH WR SHUFHQW 7KH SHU FHQWDJH FKDQFH IRU JHQHUDWLQJ D SKDQWRP VKRXOG QHYHU EH KLJKHU WKDQ WKH level of the character at the time of death. (Characters killed by energyGUDLQLQJ XQGHDG UDUHO SURGXFH SKDQWRPV ,W LV XS WR WKH 0 WR GHFLGH what the precise image presents. A character who is murdered and gener DWHV D SKDQWRP PD DOVR UHWXUQ DV D UHYHQDQW 7KHUH DUH QRQVWDQGDUG W SHV RI SKDQWRPV WKDW DIIHFW RQO RQH RI WKH VHQVHV 2IWHQ WKHVH DUH SXUHO YLVXDO LPDJHV EXW WKH FDQ DOVR PDQL IHVW WKHPVHOYHV DV VRXQGV H SORVLRQV PRDQLQJ RU TXLHW KLVSHULQJ RU VPHOOV 0RVW RI WKHVH SKDQWRPV UHTXLUH VDYLQJ WKUR V EXW WKH HIIHFWV RI failure may differ. A gloomy whispering of danger might produce despair DV SHU WKH symbol spells) effects. A foul stench might induce the retching HIIHFWV RI D JKDVW 6XIIRFDWLQJ SUHVVXUH WHPSHUDWXUH H WUHPHV WKH VRXQGV RI D V DUP RI EDWV PLJKW DOO FDUU GLIIHUHQW FRQVHTXHQFHV RI IDLOLQJ WKH VDYLQJ WKUR 2I JUHDWHU FRQFHUQ KR HYHU LV WKDW WKHUH DUH VRPH SKDQWRPV WKDW DUH DFWXDOO HYLO FUHDWHG KHQ SR HUIXO HYLO FUHDWXUHV IURP RWKHU SODQHV DUH “slain” (forced to return to their home planes) in the Prime Material plane. 7KHVH SKDQWRPV DSSHDU DW WKH LOO RI WKH HYLO FUHDWXUH RI WKH WLPH DQG FDQ VHULRXVO PLVLQIRUP RU HQGDQJHU DQ FKDUDFWHU LW PHHWV 7KHVH SKDQWRPV FDQ EH GHWHFWHG LWK D L VSHOO dispel evil FDQ QHXWUDOL H WKH SKDQWRP IRU D QXPEHU RI WXUQV HTXDO WR WKH FDVWHU V OHYHO
Phoenix &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / (
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RU 6KULHN RU EHWWHU HDSRQ WR KLW QHYHU VXUSULVHG / LQJ VSDQ Champion (15-16)
7KH SKRHQL LV D JUHDW H WUD SODQDU ELUG WKRXJKW WR UHSUHVHQW WKH VSLULW RI IUHHGRP DQG UHELUWK ,W LV D PRUWDO FUHDWXUH WKDW GLVSOD V WKH XOWLPDWH LQ JRGOLNH GHWDFKPHQW A phoenix appears as a large bird with a 40’ wingspan and bright, PXOWL FRORUHG IHDWKHUV 7KH SOXPDJH LQFOXGHV EULJKW YLROHW VFDUOHW FULP son and aming orange. Its beak and claws are of blue-violet. A phoenix’s H HV DUH D GHHS JOR LQJ UXE FRORU ,Q DGGLWLRQ WR LWV R Q ODQJXDJH D SKRHQL FDQ VSHDN LWK DOO DYLDQV ,W RWKHU LVH FRPPXQLFDWHV LWK D OLPLWHG WHOHSDWK RU E HPSDWK &RPEDW 7KH SKRHQL LV D IUHH DQG EHQHYROHQW VSLULW DQG GRHV QRW GHULYH SOHDVXUH IURP DWWDFNLQJ RWKHUV %XW LI WKH QHHG IRU FRPEDW DULVHV D SKRH QL LV D V LIW DQG SR HUIXO IRH ,W FDQ DWWDFN LQ WKH DLU LWK W R SR HUIXO claws in icting 1-8 points of damage per strike. When on the ground it DWWDFNV LWK LWV JUHDW EHDN IRU SRLQWV RI GDPDJH SHU KLW 7KH SKRHQL LV DQ LQWHOOLJHQW DQG PDJLFDO EHDVW KR HYHU VR LW XVXDOO RSWV IRU PRUH HIIHFWLYH PHDVXUHV RI DWWDFN DQG GHIHQVH A phoenix will always open up each round of combat with a piercing shriek that gives the creature an edge in the combat round. All opponents RI KLW GLFH RU OHVV LWKLQ IHHW RI D VKULHNLQJ SKRHQL UHFHLYH D SHQDOW RQ WKHLU LQLWLDWLYH GLFH 7KH VKULHN GRHV QRW DIIHFW WKH SKRHQL V FRPEDW UROHV LQ DQ D (YHU SKRHQL KDV WKH IROOR LQJ VSHOO OLNH SR HUV DW WK OHYHO RI PDJ LF XVH XVDEOH RQFH SHU URXQG RQH DW D WLPH DW LOO ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
affect normal res audible glamer blindness blink blur call woodland beings, WLPH SHU GD color spray, WLPHV SHU GD R L L control temperature, 10’ radius L L DO D V DFWLYH L DO D V DFWLYH L DO D V DFWLYH R L LR WLPH SHU GD nd traps nd the path, WLPH SHU GD re charm re seeds, WLPH SHU GD L L R WLPH SHU HHN
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invisibility L L LR neutralize poison, WLPH SHU GD polymorph self, WLPHV SHU GD produce re protection from evil, 10’ radius, DO D V DFWLYH pyrotechnics L WLPH SHU GD R I LWKLQ D IRRW UDGLXV R snake charm L WLPH SHU GD wall of re, WLPH SHU GD
Also, by spreading its wings and performing a ritual dance, the phoenix FDQ SHUIRUP WKH IROOR LQJ VSHOO OLNH DELOLWLHV DW WK OHYHO RI PDJLF XVH ● ● ●
L L dispel evil dispel magic
Any of these three abilities can be used by a phoenix as many times as GHVLUHG EXW FDQ RQO EH GRQH RQH DW D WLPH DQG HDFK WDNHV D IXOO URXQG WR FRPSOHWH 1R RWKHU DFWLYLWLHV VXFK DV D VKULHN FDQ EH GRQH LQ FRQMXQF WLRQ LWK WKHVH WKUHH SR HUV A touch of its wing is equal to a L R VSHOO LWK WRXFKHV possible per individual per day per phoenix. A touch of the comb gives an HIIHFW HTXDO WR L EXW RQO RQFH SHU GD SHU SHUVRQ :KHQ KDUG SUHVVHG WKH SKRHQL LV DEOH WR FDXVH VSLOOHG GURSOHWV RI LWV R Q EORRG WR DFW DV re seeds RI WKH KROO EHUU W SH RQH EHLQJ FUHDWHG IRU every ve points of damage taken by the phoenix. ,Q H WUHPH VLWXDWLRQV WKH SKRHQL FDQ FUHDWH D WK OHYHO FRPELQDWLRQ RI re storm (20’ high × 5’ wide × 8’ deep) and L L R HYHQ LI LW KDV DOUHDG XVHG WKHVH SR HUV SUHYLRXVO 7KLV GHVWUR V WKH DGXOW SKRHQL EXW OHDYHV EHKLQG D RXQJ SKRHQL LWK DOO WKH SR HUV DQG DELOLWLHV RI LWV SUHGHFHVVRU
288
Phoenix 7KH SKRHQL FDQ WUDYHO DVWUDOO RU HWKHUHDOO DW LOO 7KH DUH KLW RQO E RU EHWWHU PDJLFDO HDSRQV 7KH SKRHQL FDQ QHYHU EH VXUSULVHG ,W KDV LQIUDYLVLRQ WR IHHW +DELWDW 6RFLHW 3KRHQL HV DUH VWUDQJH DQG HQLJPDWLF FUHDWXUHV 7KH DUH KHOG LQ YHU KLJK UHJDUG LQ WKH OHJHQGV RI PDQ WULEHV RI EDUEDULDQV DQG LQ RWKHU SULPLWLYH FXOWXUHV ,W LV VDLG WKDW WKH SKRHQL LV WKH HPERGLPHQW RI UHELUWK 7KLV LV V PEROL HG LQ WKH FODVVLF LPDJHU RI WKH VHOI LPPRODWLRQ RI WKH SKRHQL IURP KLFK D QH ELUG LV IRUPHG 7KLV LV VHHQ DV WKH XOWLPDWH sacri ce for the cause of good and thus the phoenix are considered noble FUHDWXUHV /HJHQG VWDWHV WKDW WKH SKRHQL KDV DQ H WUHPHO ORQJ OLIHVSDQ 6RPH UHSRUWV FODLP WKH FDQ OLYH WR EH RYHU HDUV ROG KLOH RWKHUV VXJ JHVW LW WR EH DV KLJK DV HDUV :KHQ LW LV WLPH IRU WKH SKRHQL WR GLH it goes far into the mountains away from civilization. At the very top of WKHVH SHDNV WKH SKRHQL EXLOGV D JUHDW QHVW PDGH RI VWUD DQG YDULRXV KHUEV 7KH SKRHQL LOO OLH LQ WKH QHVW WDNLQJ LWV ODVW ORRN DW WKH RUOG LW knows. Satis ed that its work in the world is at an end, it then immolates itself in a ash of great ame and light. When the ames die down, there in the nest, which remains untouched by ames, is a young phoenix ar UD HG LQ EULJKW FRORUV OLNH LWV SDUHQW EHIRUH LW /HJHQG WKHQ VXJJHVWV WKDW the phoenix must y away to the temple of the sun and there bury the mummi ed corpse of its parent. ,Q JHQHUDO SKRHQL HV DUH UHFOXVLYH FUHDWXUHV WHQGLQJ WR PDNH WKHLU ODLUV D D IURP WKH RUOGV RI KXPDQRLG EHLQJV 7KRXJK WKH KDYH WKH DELOLW to travel through the Astral and Ethereal planes (and thus to any inner DQG RXWHU SODQH WKH LOO JHQHUDOO WHQG WR VWD RQ (O VLXP RU LQ D VH FOXGHG SODFH RQ WKH 3ULPH 0DWHULDO SODQH 7KHUH DUH DV PDQ OHJHQGV RI WKH SKRHQL DV WKHUH DUH FXOWXUHV HDFK LWK LWV R Q VOLJKWO GLIIHULQJ YLH SRLQW 6RPH EHOLHYH WKH SKRHQL WR EH WKH EHQHYROHQW V PERO RI GHDWK RQO DSSHDULQJ KHQ VRPHRQH V WLPH LV XS DPRQJ WKH OLYLQJ 2WKHU FXOWXUHV SULPDULO HYLO VHH WKH SKRHQL DV the symbol of destruction and rage, bringing ery devastation in its wake. 6WLOO RWKHU FXOWXUHV UHFRUG WKHLU SKRHQL WR EH D IULHQG DQG EHQHIDFWRU RI JRRG EHLQJV Although a wealth of mystery surrounds the phoenix, still there are VRPH WKLQJV WKDW DUH NQR Q IRU VXUH ,W LV REYLRXV WKDW WKH SKRHQL LV a champion of good. Although is seems these creatures do not actively VHHN RXW HYLO WR GHVWUR WKH LOO UDUHO SDVV XS VXFK DQ RSSRUWXQLW when it presents itself. Also, despite the vast differences in ideology, EHOLHI DQG SKLORVRSK LQ WKH YDULRXV FXOWXUHV WKDW UHYHUH WKH SKRHQL RQH WKLQJ UHPDLQV FRQVWDQW WKH SKRHQL LV WKH V PERO RI FUHDWLRQ E destruction. Some cultures believe that re is the one great puri er, cleansing all that it touches. Others believe that re merely destroys. With the phoenix, both are true. In its own reproduction, re destroys WKH ROG ELUG WDNLQJ LWK LW PDQ FHQWXULHV RI OLIH DQG LVGRP HW LW FUH DWHV D QH SKRHQL LWK D QH PLQG WKXV SXULI LQJ WKH OLQH
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&DOO 3KRHQL &RQMXUDWLRQ 6XPPRQLQJ 6th-level Priest Spell, Animal Sphere 5DQJH Components: V, S, M XUDWLRQ URXQG SHU OHYHO RI FDVWHU Casting Time: 2 rounds Area of Effect: Special 6DYLQJ 7KUR 1RQH 7KLV SRWHQW SULHVW VSHOO HQDEOHV WKH FDVWHU WR DFWXDOO VXPPRQ D SKRHQL WKDW LOO FRPH DQG DLG KLP 7KH PRVW VWULQJHQW UHVWULFWLRQ WR WKLV LV WKDW WKH FDVWHU PXVW EH RI JRRG DOLJQPHQW RU D GUXLG (YLO RU QRQGUXLG QHXWUDO SULHVWV FDQQRW VXPPRQ D SKRHQL :KHQ FDVW D SKRHQL LOO FRPH WR DLG +R HYHU GHSHQG LQJ RQ KR IDU D D WKH QHDUHVW SKRHQL LV LW PD WDNH VRPH WLPH IRU LW WR DSSHDU 2QH RI WKHVH SR HUIXO FUHDWXUHV LOO DSSHDU LQ G – 1 rounds. A modi ed roll of ‘0’ indicates that a phoenix will ap pear right away in a huge burst of smoke and ame. %HFDXVH WKH FDVWHU PXVW EH JRRG RU EH D GUXLG WKHUH LV VHOGRP D con ict of interest between the phoenix and the summoner. How HYHU D SKRHQL LOO QHYHU DWWDFN EHLQJV RI JRRG DOLJQPHQW XQOHVV WKHUH LV DQ JRRG UHDVRQ IRU LW ,W LOO KR HYHU ULVN LWV R Q OLIH LI WKH FDXVH PDQGDWHV VXFK DFWLRQ DQG LOO IXUWKHU WKH DLPV RI JRRG WKDW WKH VXPPRQHU KDV XQGHUWDNHQ :KHQ WKH VSHOO KDV H SLUHG WKH SKRHQL GRHV QRW GLVDSSHDU EXW LW LV WKHQ IUHH WR GR KDW LW LOO 7KLV PD LQ IDFW EH KDW WKH FDVWHU VXPPRQHG LW IRU RU LW PD OHDYH LI LW IHHOV WKH UHDVRQV IRU LWV VXP moning were insuf cient. 7KH PDWHULDO FRPSRQHQWV IRU WKLV VSHOO DUH WKUHH GLDPRQGV RI DW OHDVW JS YDOXH KLFK DUH FRQVXPHG E WKH HQHUJLHV RI WKH VSHOO DQG D UHG KRW FRDO
Piercer &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &.
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290
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2I WKH PDQ KD DUGV LQ WKH LOGV WKHVH SODQWV DUH DPRQJ WKH PRVW IULJKW HQLQJ 7KH IHHG RQ DQLPDOV SHUKDSV DV QDWXUH V UHYHQJH RQ DQLPDOV IRU WKHLU KDELW RI IHHGLQJ RQ SODQWV &KRNH &UHHSHU 7KH FKRNH FUHHSHU RU VWUDQJOHU YLQH LV D ORQJ WKLFN YLQH LWK PDQ EUDQFK YLQHV HDFK FDSDEOH RI DWWDFNLQJ 7KH YLQH LV ROLYH JUHHQ LQ FRORU and the main vine is almost 1-2 feet thick. Branch vines have exible ten GULOV DOOR LQJ WKHP WR FUHHS DW DUGV SHU URXQG 7KH DUH DWWUDFWHG WR OLJKW DQG KHDW )RU HDFK IHHW RI PDLQ YLQH LW KDV WKH KS SHU + EUDQFK YLQHV KDYH KS SHU IHHW RI WKH PDLQ YLQH EUDQFK YLQH KLW SRLQWV DUH LQ DGGLWLRQ WR WKRVH RI WKH PDLQ YLQH QRW SDUW RI WKH WRWDO ,Q HDFK IRRW VHFWLRQ RI WKH PDLQ YLQH WKHUH DUH IRXU EUDQFK YLQHV 7KH VPDOOHVW FKRNH FUHHSHU LV IHHW ORQJ KDV KS + KS WRWDO DQG KDV HLJKW EUDQFK YLQHV HDFK LWK KS 7KH ODUJHVW FKRNH FUHHSHU LV IHHW ORQJ KDV KS + KS WRWDO DQG KDV EUDQFK vines, each with 16 hp. The main vine is AC 6, the branches AC 5. A maximum of four branch vines can attack a single target. They ap SHDU WR EH QRUPDO YHJHWDWLRQ DQG FDQ XVXDOO JUDE XQVXVSHFWLQJ YLFWLPV 9LFWLPV FDQ EUHDN IUHH LWK D VXFFHVVIXO EHQG EDUV OLIW JDWHV UROO LI WKH UROO IDLOV WKH DUH KHOG IDVW XQWLO WKH YLQH WKDW KROGV WKHP LV VHYHUHG 6HL HG YLFWLPV VXIIHU G SRLQWV RI GDPDJH SHU URXQG LWK D FKDQFH SHU URXQG QRQ FXPXODWLYH WKDW WKH FKRNH FUHHSHU DFKLHYHV D VWUDQJOLQJ JULS 7KH YLFWLP GLHV DIWHU RQH URXQG RI VWUDQJXODWLRQ A choke creeper is immune to torch re, but takes normal damage from hotter res such as those caused by burning oil; hot res make the vine PRYH D D 7KH FUHHSHU WDNHV RQO KS GDPDJH SHU GLH RI FROG GDPDJH EXW FROG VWXQV WKH DOO SODQW VHFWLRQV VWUXFN IRU G URXQGV (OHFWULFDO DWWDFNV GR QR GDPDJH LQVWHDG WKH GRXEOH WKH FUHHSHU V PRYHPHQW UDWH IRU G URXQGV
0DQWUDS This insidious relative of the much smaller Venus ytrap attracts prey E VFHQW HQWUDSSLQJ DQG GLVVROYLQJ LWV YLFWLPV LQ DFLGLF VHFUHWLRQV ,W LV D JLJDQWLF EXVK LWK WR HULQJ VWDONV RI SXUSOH EORVVRPV DQG KXJH JUHHQ OHDYHV DW JURXQG OHYHO XULQJ GD OLJKW KRXUV WKH PDQWUDS UHOHDVHV SROOHQ FRQWLQXRXVO DOO FUHD WXUHV KR DSSURDFK WR LWKLQ IHHW PXVW PDNH D VXFFHVVIXO VDYLQJ WKUR YV SRLVRQ RU EHFRPH DWWUDFWHG WR WKH RGRU 7KRVH DWWUDFWHG SURFHHG WR WKH ERG DQG YROXQWDULO FOLPE LQWR RQH RI WKH G OHDI WUDSV RQ WKH SODQW Once entered, a leaf trap closes, rmly entrapping the victim (no chance of HVFDSH 7KH YLFWLP FDQQRW EH SXOOHG IUHH XQWLO WKH SODQW LV GHVWUR HG ,WV acidic secretions destroy the victim quickly, in icting damage per round equal to the victim’s AC (discounting Dexterity bonuses). Regardless of the adjusted AC, the victim takes at least 1 point of damage per round. Items H SRVHG WR WKH DFLG PXVW UROO D VDYLQJ WKUR RQFH SHU URXQG DJDLQVW WKH HI IHFWV DOO PHWDO LWHPV UHFHLYH D ERQXV 7KH IDVFLQDWLRQ LWK WKH PDQWUDS LV VR VWURQJ WKDW RQFH D EHLQJ LV HQ WKUDOOHG LW WDNHV KRXUV IRU WKH HIIHFW WR HDU RII 7KH IXPHV IURP EXUQLQJ WKH SODQW FRXQWHUDFW WKH HIIHFW %HFDXVH RI LWV SR HUIXO DWWUDFWLYH DELOLW WKH nectar of mantrap owers is an ingredient in a philter of love. 5HWFK 3ODQW 7KH UHWFK SODQW RU JOREH SDOP DSSHDUV WR EH D W SLFDO SDOP WUHH H FHSW WKDW HDFK DO D V KDV G JOREH OLNH FRFRQXW VL HG IUXLW JUR LQJ DW LWV WRS (DFK JOREH LV PHPEUDQRXV WDXW DQG EOXH YLROHW RU OLODF LQ FRORU :DONLQJ XQGHU D UHWFK SODQW PDNHV LW OLNHO WKDW RQH RI WKH JOREHV LOO IDOO ,I WKHUH LV VROLG FRQWDFW DJDLQVW WKH WUHH WUXQN EDQJ LQJ DJDLQVW LW UXQQLQJ LQWR LW RU FOLPELQJ LW G RI WKH QRLVRPH fruits plop down. Randomly choose the target attacked; they are AC 10
291
Plant, Dangerous DJDLQVW WKLV DWWDFN :KHQ WKH JOREHV VWULNH WKH EXUVW DQG D QDXVHDWLQJ uid is splashed over a 5-foot radius. Those 5-9 feet from the impact have a 25% chance of being splashed. The sticky, foul uid causes crea WXUHV WR YRPLW DQG UHWFK IRU WKH QH W WKUHH URXQGV ,Q DGGLWLRQ WR EHLQJ QDXVHDWHG YLFWLPV DUH DW KDOI QRUPDO 6WUHQJWK IRU RQH KRXU 1R VDYLQJ throw is allowed against either effect of the uid. Creatures splashed must be washed in alcohol (including drinkable W SHV RU WKH DUH PRUH OLNHO WR DWWUDFW FDUQLYRUHV LQ WKH DUHD GRXEOLQJ WKH IUHTXHQF DQG FKDQFH IRU VXFFHVV RI HQFRXQWHU FKHFNV 7KH RGRU LV GLVFHUQLEOH LWKLQ D IRRW UDGLXV DQG LW SHUVLVWV IRU G KRXUV XQOHVV UHPRYHG DV DERYH 6QDSSHU 6DZ 7KLV SODQW DOVR FDOOHG IRUHVWHUV EDQH KDV D FHQWUDO EXVK LWK VHYHUDO JUHHQLVK KLWH EHUULHV WKDW DUH SOXPS VPHOO GHOLFLRXV DQG DUH HGLEOH QX WULWLRXV DQG ULFK LQ SURWHLQ 6HYHUDO EURDG GDUN JUHHQ ULEEHG OHDYHV UDGL DWH RXW IHHW IURP WKH EXVK FHQWHU KLFK KLGHV G WRXJK SXUSOH saw-like stalks with thorny projections. A healthy plant has six saw-stalks, KLOH GDPDJHG VSHFLPHQV KDYH OHVV Creatures stepping into the radius of the low-growing ribbed leaves ULVN DWWDFN 7KH OHDYHV VQDS XS RQH RU W R YLFWLPV DUPRU LV LJQRUHG IRU this attack, though dexterity and magical bonuses to AC are counted. A YLFWLP PXVW PDNH D VXFFHVVIXO 6WUHQJWK FKHFN WR SXOO IUHH A creature caught by the snapper leaves is attacked by the sawstalks, HYHQ LI WKH YLFWLP EUHDNV IUHH LQ WKH VDPH URXQG LQ KLFK LW DV FDXJKW (DFK VD VWDON DWWDFNV RQFH SHU URXQG IRU G SRLQWV RI GDPDJH VKUHG ding the victim so its esh and blood feed the snapper-saw. Clutched prey does not receive Dexterity adjustments to AC, though armor and magical SURWHFWLRQ DSSO QRUPDOO Saw-stalks are AC 4 and require 1d8 + 16 points of damage a piece to sever. Each snapper leaf is AC 7 and takes 1d8 + 8 points of damage to VHYHU 7KHVH KLW SRLQWV GR QRW FRXQW WR DUG WKH WRWDO RI WKH FHQWUDO EXVK V Hit Dice. The central bush is AC 9, but it is completely protected from out side attack when the snapper leaves are up. A victim held by the snapper OHDYHV FDQ DWWDFN WKH VD VWDONV RU WKH FHQWUDO EXVK EXW RQO LWK VPDOO SLHUFLQJ HDSRQV /RVW OHDYHV DQG VWDONV JUR EDFN LQ G HHNV XQOHVV WKH FHQWUDO SODQW LV VODLQ 7KRUQVOLQJHU 7KRUQVOLQJHUV DUH FDUQLYRURXV VSLGHU KLWH SODQWV LWK GH FRYHUHG SDOH HOOR EORVVRPV 7KH DYHUDJH DERXW IHHW LQ GLDPHWHU DQG OLH YHU FORVH WR WKH JURXQG Thornslingers attack living creatures by ring thorns. Each thorn has D UDQJH RI IHHW DQG FDXVHV SRLQW RI GDPDJH 6LQFH D ODUJH QXPEHU RI WKRUQV DUH VKRW LQ D VSUHDG SDWWHUQ DW LQWHQGHG WDUJHWV EHLQJ KLW E RQH RU PRUH WKRUQV LV DXWRPDWLF DPDJH IURP WKH WKRUQV LV G WR DQ FUHDWXUH LWKLQ IHHW RQFH SHU URXQG 7KH KDYH YLUWXDOO LQH KDXVWLEOH VXSSOLHV RI WKRUQV DQG DUH IRXQG LQ FORVH FOXVWHUV 6LQFH WKH VKR HU RI WKRUQV LV WKHLU RQO GHIHQVH WKRUQVOLQJHUV DUH RIWHQ IRXQG LQ RXW RI WKH D SODFHV VXFK DV SLWV RU LQDFFHVVLEOH FDYHV RU JUR LQJ RQ EULFN DQG VWRQH DOOV 7KH OHDYHV DQG FHQWUDO VWHP RI D WKRUQVOLQJHU DUH FRYHUHG LWK D VWURQJ DGKHVLYH VDS 7KRVH KR WRXFK LW DUH KHOG IDVW LI WKH KDYH 6WUHQJWK RU less, until they are freed or digested. Characters with Strength 13 or great HU FDQ EUHDN IUHH LQ G URXQGV 2QFH D YLFWLP LV FDXJKW E WKH GH WKH WKRUQVOLQJHU VHFUHWHV GLJHVWLYH DFLGV FDXVLQJ KS GDPDJH SHU URXQG Thornslingers are not very ammable, but ame causes normal dam age. Open ame is extinguished after one round and oil burns for only W R URXQGV
plant’s sensitive rootlets tell the yellow blossom where to nd the slum EHULQJ YLFWLP WKH HOOR EORRP EHQGV RYHU DQG VKDNHV GR Q D VKR HU RI VWLFN HQ PH WKDW FDXVHV G SRLQWV RI GDPDJH SHU URXQG XQWLO DVKHG off (damage is reduced by 1 point per ask of water; complete immersion LQ DWHU UHPRYHV WKH VDS LQ RQH URXQG 7KH UHG EORVVRP H WHQGV WHQGULOV into the victim, draining body uids at a rate of 1d6 points of damage per URXQG HOORZ 0XVN &UHHSHU DQG RPELH 7KH HOOR PXVN FUHHSHU LV D SODQW WKDW DWWDFNV KXPDQRLGV GUDLQLQJ ,Q WHOOLJHQFH DQG WXUQLQJ WKHP LQWR HOOR PXVN RPELHV %RWK FUHHSHU DQG RPELH DUH LPPXQH WR charm, hold, illusion, sleep, DQG RWKHU PLQG DIIHFWLQJ DWWDFNV 7KH FUHHSHU LV D ODUJH OLJKW JUHHQ FOLPELQJ SODQW LWK OHDYHV OLNH LY 1d4 dark green buds, and 2d6 bright yellow owers with splashes of SXUSOH ,W FDQ FRYHU DQ DUHD XS WR IHHW VTXDUH IURP LWV VLQJOH EXOERXV URRW DPDJH GRQH WR WKH SODQW LV GLVUHJDUGHG XQOHVV WKH URRW LV DWWDFNHG IRU WKH YLQH HYHQWXDOO JUR V EDFN IURP WKH PDLQ URRW 7KH FUHHSHU KDV D V HHW HQWUDQFLQJ RGRU KLOH GRUPDQW Creepers are dormant until a creature approaches within 10 feet; then the nearest owers turn toward the prey and puff musky pollen. A vic WLP KLW E WKH SROOHQ PXVW PDNH D VXFFHVVIXO VDYLQJ WKUR YV VSHOO RU EH DQG DON WR DUG WKH SODQW UHVLVWLQJ DOO WKRVH KR WU WR SUHYHQW LW :KHQ WKH YLFWLP UHDFKHV WKH FUHHSHU D JUHHQ EXOE H WHQGV LWV URRWV LQWR WKH YLFWLP V KHDG DQG UHDFK WKH EUDLQ LQ W R URXQGV 7KH YLFWLP ORVHV G SRLQWV RI ,QWHOOLJHQFH SHU URXQG DIWHU WKDW A victim reduced to 0 Intelligence or less dies instantly; a victim re GXFHG WR ,QWHOOLJHQFH RU EHFRPHV D HOOR PXVN RPELH XQGHU WKH FUHHSHU V FRQWURO ,I WKH SODQW GLHV EHIRUH UHGXFLQJ LWV SUH WR RPELH VWD WXV SRLQW RI ,QWHOOLJHQFH LV UHJDLQHG SHU GD RU D VSHOO LOO UHVWRUH lost Intelligence instantly. If the mother plant is destroyed rst, a zombie FDQ EH FXUHG E D neutralize poison IROOR HG E D VSHOO DQG IRXU HHNV RI FRPSOHWH UHVW 2QO PDQ VL HG KXPDQRLGV EHFRPH HOOR PXVN RPELHV WKH FUHHS er can control one zombie for every two owers. A zombie acquires yel OR VNLQ DQG D JOD HG ORRN EXW RWKHU LVH ORRNV DV LW GLG EHIRUH HDULQJ WKH VDPH FORWKHV DQG DUPRU DQG LHOGLQJ DQ HDSRQ LW KDG KHOG DW WKH WLPH RI LWV FRQYHUVLRQ ,W KDV WKH VDPH KLW SRLQWV DV EHIRUH EXW DWWDFNV DV D + PRQVWHU ,W FDQ FDVW QR VSHOOV QRU UHFHLYH ERQXVHV IRU KLJK DELOLW VFRUHV 7KH RPELH FDQ PRYH XS WR IHHW IURP WKH FUHHSHU HO low musk zombies are not true undead and cannot be turned. A zombie VHUYHV WKH FUHHSHU IRU DERXW W R PRQWKV EHIRUH PRYLQJ RII DW OHDVW IHHW DQG G LQJ WKH VHHGOLQJ WKDW KDV EHHQ JUR LQJ LQ LWV KHDG TXLFNO sprouts, owers, and becomes a new creeper.
Tri- ower Frond The deep green stalks of this plant are topped by trumpet-shaped owers RI YLYLG RUDQJH EULJKW HOOR V DQG LQWHQVH UHG RWKHU FRORU FRPELQDWLRQV DUH SRVVLEOH EXW UDUH Each ower has its own function. The orange one shoots 2d4 pollenFRYHUHG WHQGULOV HDFK IHHW ORQJ DQ FUHDWXUH VWUXFN PXVW PDNH D VXF FHVVIXO VDYLQJ WKUR YV SRLVRQ RU IDOO LQWR D FRPD IRU G KRXUV 7KH
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SRLQWV RI DFLG GDPDJH SHU URXQG XQWLO GHDG DQG LV WKHQ GLJHVWHG (VFDSH IURP WKH VWRPDFK LV LPSRVVLEOH 0DQ VKDUS JUR WKV VXUURXQG WKH WRS RI the opening, they point inward and down. About three man-sized victims can t in the tree’s stomach at one time. A hangman tree draws power from its environment. It has 5% resis WDQFH WR PDJLF SHU GHFDGH RI DJH XS WR D PD LPXP RI +R HYHU WKH WUHH LV YXOQHUDEOH WR HOHPHQWDO DWWDFNV L L WKDW SDVVHV LWV PDJLF resistance in icts double damage; extreme cold shocks the tree into dor PDQF XQWLO LW WKD V DUNQHVV DOVR FDXVHV LW WR VOR LWV DFWLYLWLHV VR LW functions at half ef ciency (three attacks per two rounds). +DQJPDQ WUHHV KDYH QR LQWHUHVW LQ WUHDVXUH DQG EHFDXVH WKH PRYH FRQVWDQWO LW LV XQOLNHO WKDW WUHDVXUH RXOG EH IRXQG QHDU RQH DOWKRXJK WKH GR H SHO LQGLJHVWLEOH LWHPV SHULRGLFDOO Age guide: 0-4 years, non-combatant sprout, 1 hp/HD, no attacks; 5-20 HDUV VDSOLQJ KS + HDUV PDWXUH WUHH KS + HDUV ROG WUHH KS + HDUV DQFLHQW WUHH KS + .HOSLH 7KH NHOSLH LV D PDVV RI DQLPDWH VHD HHG DEOH WR DOWHU LWV IRUP WR UHVHPEOH D JUHHQ FODG RPDQ D KLSSRFDPSXV RU D JUHHQ KRUVH ,W OLYHV WR GUR Q WKH IRROLVK DQG FDQ FRPPXQLFDWH WHOHSDWKLFDOO LWK WKRVH LQ LWV HPEUDFH :KHQ D KXPDQRLG PDOH DSSURDFKHV WKH NHOSLH UHVKDSHV WR DSSHDU DV D RPDQ RU D PRXQW LWV LPLWDWLRQ LV D JURWHVTXH PRFNHU GHWHFWDEOH LQ GD OLJKW 2QFH SHU GD KR HYHU WKH NHOSLH FDQ FDVW D RQ D KXPDQ oid male, who suffers a –2 penalty to his saving throw. If he fails to save, KH SHUFHLYHV WKH NHOSLH DV D GHVLUDEOH RPDQ RU PRXQW OHDSV LQWR WKH DWHU DQG V LPV RQ WR SRVVHVV WKH NHOSLH 7KH NHOSLH UDSV LWVHOI DURXQG WKH FKDUPHG YLFWLP KR KDSSLO GUR QV WDNLQJ G SRLQWV RI GDPDJH SHU URXQG XQWLO KH VXUIDFHV IRU DLU LV SURWHFWHG IURP GUR QLQJ RU GLHV 7KH NHOSLH WDNHV WKH ERG EDFN WR KHU ODLU WR GHYRXU
293
Plant, Intelligent 9LFWLPV KR FDQ EUHDWKH DWHU RU KR RWKHU LVH GR QRW GUR Q KDSSLO HQW LQH WKHPVHOYHV LQ WKH NHOSLH V HPEUDFH KLFK FRQIXVHV KHU WKRXJK VKH PD HOFRPH WKH YLFWLP V FRQWLQXHG DFWLYLW A kelpie in the form of a woman or horse can travel onto land for 1-3 KRXUV 6KH WULHV WR FKDUP D YLFWLP WR SURWHFW KHU XQWLO VKH UHWXUQV WR WKH DWHU +H LOO GR DQ WKLQJ KH FDQ WR SURWHFW KLV EHORYHG NHOSLH WKRXJK KH PD EH HQUDJHG E KLV FRPSDQLRQV SHUFHLYHG WUHDFKHU 7KH HIIHFW RI WKLV FKDUP HQGV RQO LI WKH NHOSLH GLHV IUHHLQJ DQ YLFWLPV VWLOO DOLYH .HOSLHV PDLQWDLQ ERG WHPSHUDWXUH HTXDO WR WKDW RI WKHLU VXUURXQGLQJV Due to their water-drenched forms, they take only half damage from re QRQH LI D VDYLQJ WKUR LV PDGH 7KHUH DUH YDULRXV OHJHQGV DERXW WKH FUHDWLRQV RI NHOSLHV 7KH DUH VDLG WR KDYH EHHQ FUHDWHG E D VHD JRG WR SXQLVK VDLORUV LQ D WLPH EHIRUH RPHQ HUH VDLORUV RU FUHDWHG E D IHPDOH HOHPHQWDO SULQFHVV RI DWHU 2OK GUD KR PDGH WKRVH RI KHU R Q JHQGHU LPPXQH WR NHOSLHV SR HUV .HOSLHV UHSURGXFH E LQFUHDVLQJ LQ VL H WR IHHW WKHQ EUHDNLQJ LQWR W R RU IRXU VPDOOHU NHOSLHV 7KH FDQ GR WKLV RQFH D PRQWK LI YLFWLPV DUH plentiful and the local sh do not feed on them too much. 2EOLYLD 2EOLYLD RU PHPRU PRVV LV DQ HYLO EODFN PRVV LWK WKH DELOLW WR VWHDO PHPRULHV HYHQ PHPRUL HG VSHOOV ,W JUR V LQ VPDOO SDWFKHV DQG PXVW KDYH VXQOLJKW WR VSXU UHSURGXFWLRQ E VSRUHV WKRXJK LW QHHGV QR OLJKW IRU JUR WK ,W SUHIHUV D EDODQFH RI HW DQG GU DQG FDQQRW DELGH FROG WHPSHUDWXUHV 7KH PRVV VHQVHV LQWHOOLJHQW FUHDWXUHV LWKLQ IHHW LW FKRRVHV RQH SUH IHUULQJ L DUGV WKHQ RWKHU VSHOOFDVWHUV 7KLV YLFWLP PXVW PDNH D VDYLQJ WKUR YV VSHOOV RU ORVH DOO PHPRU RI WKH ODVW KRXUV 7KH REOLYLD FRQ WLQXHV WR DWWDFN RQFH SHU URXQG XQWLO LW VXFFHHGV DQG WKHQ PDNHV QR PRUH DWWDFNV IRU KRXUV ,I DQ REOLYLD LWK VWROHQ PHPRULHV LV DWWDFNHG LW IRUPV SDUW RI LWVHOI LQWR D WLQ PRVV LPLWDWLRQ RI WKH FUHDWXUH KRVH PHPR ULHV LW VWROH 7KLV PRVVOLQJ UHPDLQV DWWDFKHG WR WKH SDUHQW PRVV DQG GH IHQGV LW E FDVWLQJ VWROHQ VSHOOV 7R UHJDLQ VWROHQ PHPRULHV D YLFWLP PXVW HDW WKH OLYLQJ REOLYLD KLFK WDNHV RQH URXQG ,I D VDYLQJ WKUR YV SRLVRQ LV VXFFHVVIXO WKH HDWHU UHJDLQV DOO VWROHQ PHPRULHV DQG VSHOOV LI WKH VDYLQJ WKUR IDLOV WKH HDWHU EHFRPHV YHU LOO IRU G WXUQV ( WUD PHPRULHV DQG VSHOOV FDQ EH JDLQHG E HDWLQJ REOLYLD KLFK KDV IHG RQ VRPHRQH HOVH UHFHQWO 6SHOOV FDQ EH XVHG E WKH HDWHU EXW DOO VXFK PHPRULHV IDGH LWKLQ D GD A potion of forgetfulness FDQ EH GLVWLOOHG IURP REOLYLD DQG LWV VSRUHV FDQ EH XVHG WR PDNH DQ HOL LU WR UHVWRUH WKH PHPRULHV RI WKH IRUJHWIXO RU VHQLOH 4XLFNZRRG Also called the spy tree, this plant appears to be an oak, although close H DPLQDWLRQ UHYHDOV WKDW LW KDV D YLVDJH DQG VHQVRU RUJDQV WKDW UHVHPEOH a distorted human face. It is 90% unlikely that the “face” is noticed unless WKH REVHUYHU LV LWKLQ IHHW RI WKH TXLFN RRG 7KH FUHDWXUH KDV H FHO OHQW VHQVHV LWK IRRW LQIUDYLVLRQ DQG WKH DELOLW WR GHWHFW YLEUDWLRQV WKURXJK LWV URRWV DQG DHULDO PRYHPHQWV WKURXJK LWV OHDYHV 7KH TXLFN RRG VHOGRP PRYHV EXW LW VHQGV LWV URRWV XS WR IHHW WKURXJK ORRVH WRSVRLO WR VHL H DQG KROG LPPRELOH DQ FUHDWXUH HLJK LQJ XQGHU SRXQGV 5RRWV FDXVH QR GDPDJH 7KH DUH WRR VWURQJ WR EH EURNHQ DQG WDNH QR GDPDJH IURP EOXQW HDSRQV DQG RQO SRLQW RI GDPDJH IURP SLHUFLQJ HDSRQV (GJHG HDSRQV FDQ VHYHU URRWV KLFK are treated as large creatures with 10 hp each; damage in icted to the URRWV GRHV QRW FRXQW WR DUG WKH WUHH V WRWDO 7KH TXLFN RRG LOO DOOR XS WR VL RI LWV URRWV WR EH VHYHUHG EHIRUH LW LWKGUD V WKH RWKHU G WR VDIHW 7KH URRWV SXOO SUH WR WKH TXLFN RRG V PRXWK KLFK FDQ FODPS GR Q WR FDXVH G SRLQWV RI GDPDJH WR DQ WKLQJ WRXFKLQJ LW The quickwood can perspire and drench itself, so it is immune to re; LW LV LPPXQH WR OLJKWQLQJ SRLVRQV DQG JDVVHV ,W LV DOVR LPPXQH WR PRVW other spells which do not affect plants speci cally, including all mind-af IHFWLQJ VSHOOV ,I DWWDFNHG E D VSHOO WKH TXLFN RRG DEVRUEV VRPH RU DOO RI WKH VSHOO V HQHUJ DQG XVHV LW WR UDGLDWH I LQ D UDGLXV RI IHHW SHU VSHOO
294
OHYHO DEVRUEHG 7KH VSHOOFDVWHU PXVW PDNH D VDYLQJ WKUR YV VSHOOV LI WKH VDYH IDLOV DOO WKH VSHOO V HQHUJ LV VLSKRQHG LQWR WKH I HIIHFW 2WKHU LVH WKH VSHOO KDV QRUPDO HIIHFWV DQG I LV VLPSO D VLGH HIIHFW 7KH TXLFN RRG FDQ FRQWURO XS WR G QRUPDO RDNV LWKLQ RQH PLOH XV LQJ WKHP WR JDWKHU LQIRUPDWLRQ Although it gathers no treasure, it may be RU RWKHU LVH FRQ YLQFHG WR JXDUG WUHDVXUH KLFK PD EH SODFHG LQ WKH TXLFN RRG V WUXQN ,I DFWLQJ DV D JXDUGLDQ IRU VRPH RWKHU EHLQJ D TXLFN RRG FDQ PDNH D KRO OR GUXPPLQJ VRXQG KLFK FDQ EH KHDUG IRU D PLOH RU PRUH 6KDPEOLQJ 0RXQG 6KDPEOLQJ PRXQGV RU VKDPEOHUV DSSHDU WR EH KHDSV RI URWWLQJ YHJHWD WLRQ 7KH DUH DFWXDOO DQ LQWHOOLJHQW IRUP RI SODQW OLIH LWK D URXJKO humanoid shape, and a brain-like control center in its “chest” area. A VKDPEOHU KDV D IRRW JLUWK RQ LWV OR HU KDOI WDSHULQJ WR DERXW IHHW DW its “head.” 6KDPEOLQJ PRXQGV DUH IRXQG RQO LQ UHJLRQV RI GHQVH UDLQIDOO DQG YHJHWDWLRQ LVPDO V DPSV PDUVKHV DQG UDLQ IRUHVWV DUH WKHLU IDYRULWH OLYLQJ DUHDV EXW VRPH HW VXEWHUUDQHDQ SODFHV DOVR VHUYH DV VKDPEOHU ODLUV 7KH DUH VROLWDU EHDVWV UDUHO OLYLQJ LQ WKH VDPH DUHD LWK RWKHU VKDPEOHUV XVXDOO RQO LQ DUHDV KHUH WKH IRRG VRXUFH LV FRQVWDQW QHDU IDPRXV UXLQV RU DEDQGRQHG JROG PLQHV
Plant, Intelligent 6KDPEOHUV DUH DOPRVW WRWDOO VLOHQW DQG LQYLVLEOH LQ WKHLU QDWXUDO VXU roundings; opponents suffer a –3 penalty to surprise rolls. A shambler RIWHQ OLHV LQ D VKDOOR ERJ DLWLQJ IRU VRPH FUHDWXUH WR DON RQWR LW WKHQ LW DWWDFNV 7KH FUHDWXUHV DUH H FHOOHQW V LPPHUV DV HOO DQG WKH KDYH EHHQ NQR Q WR VQHDN LQWR WKH FDPSV RI XQVXVSHFWLQJ WUDYHOHUV DW QLJKW A shambling mound attacks with huge, arm-like appendages; a victim KLW E ERWK DUPV LQ WKH VDPH URXQG LV HQWDQJOHG LQ WKH FUHDWXUH V VOLP YLQHV DQG URWWLQJ YHJHWDEOH PDWWHU (QWDQJOHG FUHDWXUHV VXIIRFDWH LQ WKH VOLPH LQ G URXQGV XQOHVV WKH VKDPEOHU LV NLOOHG RU WKH YLFWLP EUHDNV IUHH LWK D VXFFHVVIXO EHQG EDUV OLIW JDWHV UROO %HFDXVH RI WKH YHJHWDWLRQ KLFK FRYHUV LWV FULWLFDO LQQHU ERG WKH VKDP EOLQJ PRXQG LV LPPXQH WR EOXQW HDSRQV DQG WDNHV RQO KDOI GDPDJH from piercing and slashing weapons. The creature is immune to re, and WDNHV KDOI RU QR GDPDJH IURP FROG GHSHQGLQJ RQ KHWKHU LW PDNHV LWV VDY LQJ WKUR /LJKWQLQJ DFWXDOO FDXVHV D VKDPEOHU WR JUR DGGLQJ IRRW WR LWV KHLJKW DV HOO DV + DQG DSSURSULDWH KLW SRLQWV IRU HDFK OLJKWQLQJ EDVHG DWWDFN XVHG DJDLQVW LW %HFDXVH RI WKH ORFDWLRQ RI LWV EUDLQ WKH VKDPEOHU FDQQRW EH NLOOHG E ORSSLQJ RII LWV KHDG RU OLPEV 7KH UHPDLQLQJ YLQHV DORQJ WKH WRUVR MRLQ WRJHWKHU WR IRUP D QH H WUHPLW LWKLQ RQH URXQG 2QO KHQ HQRXJK of the shambling mound has been hacked away, will it nally die. A RXQGHG VKDPEOHU QHHG RQO UHVW LQ D GDPS FOXPS RI IROLDJH WR KHDO LW ULVHV DJDLQ LQ KRXUV IXOO KHDOHG DQG SUREDEO DQJU 6LQFH VKDPEOHUV JDLQ SR HU IURP HOHFWULFDO DWWDFNV WKHUH DUH UXPRUV RI VKDPEOLQJ PRXQGV LWK RU PRUH +LW LFH 6LQFH WKH RIWHQ OLYH LQ WKH VDPH DUHDV DV LOO R LVSV WKHUH PD EH WUXWK WR VXFK UXPRUV DQG JLDQW VKDPEOHUV PD LQKDELW GHHS GDUN V DPSV DQG MXQJOHV 6WUDQJOHZHHG 6WUDQJOH HHG LV DQ LQWHOOLJHQW NHOS IRXQG LQ UHODWLYHO DUP VHD DWHU A bed of these carnivorous plants are indistinguishable from normal sea weed. A strangleweed patch will cover an oval area of 3d4 square feet, RQ WKH VHD V VXUIDFH G IURQGV RI YDU LQJ OHQJWKV G IHHW KDQJLQJ GR Q DUG IURP WKH SDWFK Any creature near enough is attacked, a hit indicating that the frond has entwined about its victim. Any victim entwined suffers a –2 pen DOW WR DWWDFN UROOV (DFK IURQG KDV G 6WUHQJWK SRLQWV DQG WKH RWKHU fronds add their Strength to the total. A victim compares Strength with WKH VWUDQJOH HHG 6WUHQJWKV RI WR DUH URXQGHG XS WR ,I WKH YLFWLP LV VWURQJHU HDFK SRLQW RI GLIIHUHQFH LQ 6WUHQJWK JLYHV D FKDQFH RI HVFDSH KLFK FDQ EH DWWHPSWHG HDFK URXQG ,I WKH IURQG LV VWURQJHU WKDQ WKH YLFWLP WKH YLFWLP FDQQRW HVFDSH DORQH DQG WKH IURQGV FUXVK WKH YLFWLP IRU SRLQW RI GDPDJH SHU SRLQW RI 6WUHQJWK GLIIHUHQFH ,I WKH W R DUH RI HTXDO 6WUHQJWK WKH YLFWLP FDQQRW HVFDSH EXW WDNHV QR GDPDJH *LDQW 6XQGHZ A giant sundew appears to be a 3- to 4 foot-mound of grayish green, tarry ropes or rags. The air around one is y infested and holds a thick odor like V HHW V UXS 3UHIHUULQJ VKDGHG SODFHV LQ KLFK WR JUR WKH VXQGH KDV RQO KDLU OLNH URRWV WKDW DQFKRU LW OLJKWO LQ SODFH ,W FDQ SXOO LWVHOI VOR O DORQJ WKH JURXQG XVLQJ VWLFN WHQGULOV XH WR WKH SODQW V VWLFN H WHULRU missiles and re-based attacks in ict only half damage. 7KH VXQGH GHWHFWV PRYLQJ FUHDWXUHV E YLEUDWLRQV :KHQ DQ WKLQJ PRYHV LWKLQ IHHW RI LW LW ODVKHV RXW LWK LWV WHQGULOV ,WV ERG LV FRYHUHG LWK KXQGUHGV RI WHQGULOV DQG D PD LPXP RI VL FDQ DWWDFN HDFK FUHDWXUH LQ UDQJH HDFK URXQG 7KH WHQGULOV H XGH VWLFN JOREV RI VDS )RU HYHU three tendrils that attach to a victim, the victim suffers a –1 penalty to at tack rolls. The sap contains a mild enzyme that in icts 1 point of damage SHU URXQG IRU HDFK WHQGULO VWULNLQJ WKH YLFWLP UHJDUGOHVV RI KHWKHU RU QRW the tendril is still attached. A successful open doors roll breaks a tendril; HDFK WHQGULO PXVW EH FKHFNHG VHSDUDWHO XS WR RQFH SHU WHQGULO SHU URXQG
If a sundew’s attack roll is an unmodi ed 20, it has struck the victim’s PRXWK DQG QRVH FORJJLQJ WKHP LWK VDS VXIIRFDWLRQ RFFXUV LQ G URXQGV XQOHVV WKH VDS LV UHPRYHG 7KH VDS PD EH GLVVROYHG E YLQHJDU RU DOFRKRO 7KRUQ 7KRUQLHV DUH GRJ OLNH SODQW FUHDWXUHV WUDLQHG DV JXDUGV E PROG PHQ They are covered by a spiky bark. A thorny attacks rst with its bite; if the ELWH KLWV WKH FUHDWXUH WULHV WR UROO LWV ERG DJDLQVW LWV YLFWLP FDXVLQJ G SRLQWV RI GDPDJH LWK D VXFFHVVIXO KLW 7KRUQLHV UHSURGXFH E OD LQJ HJJ like seeds in the ground. A small tree sprouts from the seed, eventually SURGXFLQJ EXGV KLFK JUR LQWR VPDOO WKRUQLHV 7KRUQLHV FDQ EH WUDLQHG LI UDLVHG IURP EXGV
295
Poltergeist &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / (
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A poltergeist is often strongly bonded to a particular place, the place KHUH LWV FRUSRUHDO H LVWHQFH HQGHG %RQGHG SROWHUJHLVWV DOPRVW QHYHU wander more than 100 feet from this place. A few are wandering spirits, doomed never to nd their way home. Bonded spirits are stronger than DQGHULQJ VSLULWV DQGHUHUV QHYHU KDYH PRUH WKDQ KLW SRLQWV 3ODFHV KHUH SROWHUJHLVWV DUH SDUWLFXODUO VWURQJ KDYH EHHQ NQR Q WR KDYH phantom shifts. 7KHVH H WUHPHO UDUH DQG WHUULI LQJ LOOXVLRQV WDNH WKH FKDUDFWHU HQFRXQWHULQJ WKH SROWHUJHLVW EDFN LQ WLPH WR WKH WLPH KHQ WKH SROWHUJHLVW DV VWLOO DOLYH 7KH RIWHQ UHYHDO K WKH EHLQJ was transformed into a poltergeist. Characters in a phantom shift PD LQWHUDFW IUHHO LWK WKH LOOXVLRQ EXW DQ DWWHPSW WR KDUP WKH LOOXVLRQ VKDWWHUV LW DQG UHWXUQV WKH FKDUDFWHUV WR WKH SUHVHQW WLPH OLNH LVH DQ DWWHPSW RQ WKH SDUW RI WKH LOOXVLRQ WR DWWDFN WKH FKDUDFWHUV DOVR VKDWWHUV WKH LOOXVLRQ LWKRXW DQ KDUP EHLQJ GRQH 7KH LOOXVLRQ PD FRQWLQXH DW GLIIHUHQW WLPHV RU PD UHSHDW LWVHOI HQGOHVVO 1R RQH FDQ SUHGLFW H DFWO KHQ D SODFH LOO H SHULHQFH D phantom shift, EXW WKH VHHP WR RFFXU RQ WKH DQQLYHUVDU RI WKH SROWHUJHLVW V GHDWK (FRORJ 7KHVH VSLULWV KLFK DUH WHUULI LQJ DQG SLWLDEOH DW WKH VDPH WLPH GR QRW FRQVXPH IRRG DQG GR QRW FROOHFW WUHDVXUH 3ROWHUJHLVWV GLVVROYH KHQ VODLQ RU ODLG WR UHVW
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Pudding, Deadly &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / (
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3XGGLQJV DUH YRUDFLRXV SXGGLQJOLNH PRQVWHUV FRPSRVHG RI JURXSV RI FHOO FRORQLHV WKDW VFDYHQJH DQG KXQW IRU IRRG 7KH W SLFDOO LQKDELW UXLQV DQG GXQJHRQV 7KH KDYH WKH DELOLW WR VHQVH KHDW DQG DQDO H PDWHULDO VWUXFWXUH IURP D GLVWDQFH RI XS WR IHHW WR GHWHUPLQH LI VRPHWKLQJ LV HGLEOH HDGO SXGGLQJV DWWDFN DQ DQLPDOV LQFOXGLQJ KXPDQV RU YHJ HWDEOH PDWWHU RQ VLJKW All deadly puddings are immune to acid, cold, and poison. Lightning EROWV DQG EOR V IURP HDSRQV GLYLGH WKHP LQWR VPDOOHU SXGGLQJV HDFK DEOH WR DWWDFN H DFWO DV WKH RULJLQDO SXGGLQJ )LUH FDXVHV QRUPDO GDPDJH DV GR magic missiles. 3XGGLQJV FDQ RR H WKURXJK FUDFNV WKDW DUH DW OHDVW LQFK LGH DQG FDQ WUDYHO RQ FHLOLQJV DQG DOOV IDOOLQJ RQ YLFWLPV DV D QDVW VXUSULVH DW WKH VDPH VSHHG DV RQ D OHYHO VXUIDFH Puddings reproduce by ssion. They are adapted to live in a wide va ULHW RI FOLPDWHV 3XGGLQJV VWDUWLQJ LWK RI PD LPXP SRVVLEOH KLW SRLQWV DUH IHHW WR IHHW LQ GLDPHWHU LWK RI IXOO KLW SRLQWV IHHW LGH LWK RI IXOO KLW SRLQWV IHHW LGH LWK RI IXOO KLW SRLQWV IHHW LGH DQG LWK RI IXOO KLW SRLQWV IHHW LGH ,I D SXGGLQJ LV VSOLW XS VR LW EHFRPHV OHVV WKDQ IHHW LGH LW EHFRPHV WKLQQHU EXW UHWDLQV LWV IRRW GLDPHWHU %HFDXVH SXGGLQJV GR QRW XVH DOO RI WKHLU PRXWK RSHQLQJV KLFK FRYHU WKHLU H SRVHG VXUIDFHV WKH VPDOOHVW SXGGLQJ GRHV WKH VDPH GDPDJH DV WKH ODUJHVW %ODFN 3XGGLQJV Black pudding acid is highly corrosive, in icting 3-24 points of damage per URXQG WR RUJDQLF PDWWHU DQG GLVVROYLQJ D LQFK WKLFNQHVV RI RRG HTXDO WR its diameter in one round. Black puddings also dissolve metal. Chain mail dissolves in one round, plate mail in two; each magical “plus” increases the WLPH LW WDNHV WR GLVVROYH WKH PHWDO E RQH URXQG WKXV plate mail +3 WDNHV W R URXQGV WR GLVVROYH IRU EHLQJ SODWH PDLO SOXV WKUHH URXQGV IRU KDYLQJ D magical bonus, for a total of ve rounds). :KLWH 3XGGLQJV 7KHVH FROG ORYLQJ FUHDWXUHV DUH OLNHO WR EH PLVWDNHQ IRU LFH DQG VQR JXDUDQWHHLQJ VXUSULVH HYHQ XQGHU WKH EHVW RI FRQGLWLRQV :KLWH SXG dings haunt polar regions or icy places in order to nd prey, although they FDQ OLYH E GHYRXULQJ DQ DQLPDO RU YHJHWDEOH PDWWHU HYHQ LFH SURYLGHV WKHP LWK HQRXJK QXWULWLRQ WR H LVW :KLWH SXGGLQJV FDQQRW DIIHFW PHWDOV but dissolve animal and vegetable materials in a single round, in icting damage to esh at an astonishing rate.
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300
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Revenant &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / (
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Roc &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / (
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Roper &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / (
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A roper resembles a rocky outcropping. The creature’s hide is yellowish JUD DQG URXJK DQG LWV ERG YHU PDOOHDEOH 7KH DUH XVXDOO SLOODU OLNH LQ VKDSH IHHW WDOO DERXW IHHW LQ GLDPHWHU DW WKH EDVH DQG DERXW IRRW LQ GLDPHWHU DW WKH WRS 7KH URSHU KDV D VLQJOH HOOR H H DQG D PD ULQJHG LWK VKDUS WHHWK +DOI D XS LWV ERG DUH VPDOO EXPSV KLFK DUH WKH sources of the strands it res at opponents (see below). Ropers have the VDPH ERG WHPSHUDWXUH DV WKHLU VXUURXQGLQJV &RPEDW A roper can stand upright to resemble a stalagmite, lie on the ground to imitate a boulder, or even atten itself to look like a lump on a cavern oor. They can change color a little, enough to blend into rocky backgrounds. Opponents suffer a –2 penalty to surprise rolls when faced E D URSHU 5RSHUV DWWDFN E VKRRWLQJ VWURQJ VWLFN VWUDQGV DW RSSRQHQWV 7KH FDQ VKRRW D WRWDO RI VL VWUDQGV RQH SHU URXQG DV IDU DV IHHW HDFK VWUDQG FDQ extend (1d4 + 1) × 10 feet and pull up to 750 pounds. Each time a strand KLWV UHTXLULQJ D QRUPDO DWWDFN UROO WKH YLFWLP PXVW PDNH D VXFFHVVIXO VDYLQJ WKUR YV SRLVRQ RU ORVH KDOI LWV 6WUHQJWK URXQG IUDFWLRQV GR Q 6WUHQJWK ORVV RFFXUV G URXQG DIWHU D KLW LV FXPXODWLYH IRU PXOWLSOH KLWV DQG ODVWV IRU G WXUQV ,I D URSHU V SUH FDQQRW EUHDN IUHH LW LV SXOOHG IHHW FORVHU SHU URXQG KHQ LW UHDFKHV WKH URSHU WKH FUHDWXUH ELWHV WKH YLFWLP IRU G SRLQWV RI damage (automatic hit against a victim held by a strand). A strand can be SXOOHG RII RU EURNHQ E D FKDUDFWHU KR PDNHV D VXFFHVVIXO RSHQ GRRUV roll. A strand can also be cut; it is AC 0, and it must take at least 6 points GDPDJH IURP D VLQJOH KLW RI DQ HGJHG HDSRQ WR EH VHYHUHG 5RSHUV DUH XQDIIHFWHG E OLJKWQLQJ DQG WDNH RQO KDOI GDPDJH IURP cold-based attacks. They have a –4 penalty to saving throws vs. re. +DELWDW 6RFLHW 5RSHUV DUH QRW VRFLDO DQG UDUHO FRRSHUDWH LWK RQH DQ other, though a group of them may be found in a good hunting spot. A group of ropers has been named a “cluster” by scholars with nothing bet WHU WR GR 5RSHUV UHSURGXFH DVH XDOO E VKHGGLQJ VRPH RI WKHLU PDWHULDO LQ WKH form of a seed. Drawing nutrients from the cavern oor (and perhaps si SKRQLQJ PDJLFDO HQHUJLHV IURP GHHS LWKLQ WKH HDUWK WKH LQIDQW URSHU JUR V WR PDWXULW LQ G HHNV 8QWLO WKDW WLPH KDV SDVVHG WKH URSHU LV LQGLVWLQJXLVKDEOH IURP D ERXOGHU
5RSHUV PRYH XVLQJ ODUJH FLOLD OLNH DSSHQGDJHV RQ WKHLU XQGHUVLGHV KLFK DOVR DOOR WKHP WR FOLQJ WR DOOV DQG FHLOLQJV 7KH VHOGRP OHDYH WKH FDYHUQV EXW PD PLJUDWH WR D QH IHHGLQJ JURXQG KHQ SUH SRSXOD WLRQ GURSV WRR OR LQ LWV FXUUHQW KRPH 0LJUDWLRQ XVXDOO RFFXUV WKURXJK XQGHUJURXQG WXQQHOV EXW KHQ WKLV LV QRW SRVVLEOH URSHUV WUDYHO ODWH DW QLJKW VRPHWLPHV JLYLQJ ULVH WR VWRULHV RI DONLQJ VWRQHV (FRORJ 5RSHUV HDW DQ PHDW EXW SUHIHU GHPLKXPDQV DQG KXPDQV *QRPHV G DUYHV DQG RWKHU PLQLQJ UDFHV RIWHQ VHUYH DV SUH IRU URSHUV A roper has a gizzard-like organ which often holds undigested trea VXUH 3ODWLQXP DQG JHPV FDQQRW EH GLJHVWHG E D URSHU VR LWV JL DUG KROGV G SODWLQXP SLHFHV DQG KDV D FKDQFH RI KROGLQJ G JHPV 7KH JOXH IURP D URSHU V VWUDQGV LV SUL HG E DOFKHPLVWV DV DUH LWV GLJHVWLYH DFLGV KLFK PXVW EH VWRUHG LQ SODWLQXP YLDOV 6WRURSHU A “stone-roper” is a roper with a more stony, less exible exterior; it UHVHPEOHV D VWDWXH RI D URSHU ,WV URFN WHQWDFOHV DUH DO D V H WHQGHG DW OHDVW IHHW DQG FDQ VKRRW WR IHHW WR DWWDFN SUH 7KH VWRURSHU FDQ DWWDFN LWK DOO LWV WHQWDFOHV DW WKH VDPH WLPH SUHIHUULQJ WR DWWDFN W R YLFWLPV LWK WKUHH WHQWDFOHV HDFK 7 LFH SHU GD WKH VWRURSHU FDQ LQMHFW YHQRP WKURXJK LWV WHQWDFOHV 9LFWLPV PXVW PDNH D VXFFHVVIXO VDYLQJ throw vs. poison or be paralyzed for one round, then ght to aid the VWRURSHU WKH YHQRP ODVWV IRU WXUQV 6WRURSHUV VWRQ H WHULRUV JLYH WKHP WRWDO SURWHFWLRQ IURP QRUPDO PLVVLOHV 6WRURSHUV KDYH + EXW KDYH DOO WKH RWKHU DELOLWLHV DQG VWDWLVWLFV RI D + URSHU
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Rust Monster &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / (
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/DUJH DQG +XJH 6FRUSLRQV 2IWHQ IRXQG LQ GXQJHRQV DQG LOGHUQHVVHV WKHVH FUHDWXUHV DUH PHUHO smaller versions of the giant scorpion. Colors range from tan to brown to black, and rumors persist of rare white scorpions deep underground. All DWWDFN LWK SLQFHUV DQG WDLO VWLQJHU ,I VWUXFN E WKH VWLQJHU WKH YLFWLP PXVW VDYH YHUVXV SRLVRQ RU GLH WKH QH W URXQG +R HYHU WKH SRLVRQ RI WKH ODUJH scorpion is weaker than normal (type A, 15/0 points damage), giving the YLFWLP D RQ KLV VDYLQJ WKUR +XJH VFRUSLRQV KDYH GHDGO W SH ) SRL VRQ DQG FDQ SLQ D YLFWLP LQ D D VLPLODU WR WKH JLDQW VFRUSLRQ EXW LWK the huge scorpion, the victim can still ght back. It is not unusual to see scorpions of various sizes ghting with each other.
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Sea Lion &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / (
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A sea lion is a fearsome creature with the head and forepaws of a lion and the body and tail of a sh. &RPEDW Sea lions are ferocious and dif cult to deal with. They are very WHUULWRULDO DQG XVXDOO DWWDFN DQ WKLQJ WKDW HQWHUV WKHLU GRPDLQV QR PDW WHU KDW WKH VL H 7KHLU YLFLRXV WHHWK DQG KXJH SD V DUH D PDWFK HYHQ IRU PRVW VKDUNV KLFK WKH KDWH DERYH DOO RWKHU FUHDWXUHV 6HD OLRQV PXVW DWWDFN WKH VDPH RSSRQHQW LWK SD V DQG WHHWK DQG FDQQRW GLYLGH DWWDFNV Any creature hit by both paw attacks in the same round is being mauled. 0DXOHG FUHDWXUHV FDQQRW DWWDFN LI WKH KDYH QRW DOUHDG GRQH VR WKDW URXQG DQG PXVW UROO D VXFFHVVIXO RSHQ GRRUV UROO WR IUHH WKHPVHOYHV :KHQ PDXOLQJ D FUHDWXUH WKH OLRQ IROOR V XS LWK D ELWH DWWDFN LWK D ERQXV WR WKH DWWDFN UROO FDXVLQJ GRXEOH GDPDJH LI VXFFHVVIXO The head of a sea lion, with its thick mane, is treated as AC 5, while the rest of its scaly body is AC 3. Sea lions are very dif cult to raise in captivity, but can become the best DQG PRVW OR DO RI VWHHGV ,Q IDFW WKH DUH DUJXDEO WKH PRVW SR HUIXO PRXQWDEOH FUHDWXUH EHQHDWK WKH DYHV 7KH DUH YHU XVHIXO DV JXDUGLQJ DQG KXQWLQJ EHDVWV VLQFH WKHLU WUHPHQGRXV URDU FDQ EH KHDUG IRU XS WR PLOHV XQGHU DWHU SURYLGLQJ DPSOH WLPH WR SUHSDUH IRU DQ DWWDFN RU WR VHQG KHOS 7KH DUH QRW DV VNLOOIXO V LPPHUV DV DUH VHD KRUVHV WKH DUH the underwater equivalents of Maneuverability Class B creatures. +DELWDW 6RFLHW 6HD KRUVHV DQG VHD OLRQV DOPRVW QHYHU HQFRXQWHU RQH DQ RWKHU DV VHD OLRQV SUHIHU WR G HOO LQ WKH VKDOOR FRDVWDO UHJLRQV KLOH VHD KRUVHV GHOYH WKH GHHSV 7KLV LV SULPDULO GXH WR WKHLU UHVSHFWLYH GLHWDU GLIIHUHQFHV 6HD KRUVHV HDW SODQNWRQ KLOH VHD OLRQV HDW DQ W SH RI PHDW be it a sh, dinosaur, or wandering herd animals caught drinking at the DWHU V HGJH 6HD OLRQV DUH QRW DIUDLG RI ODQG DQG LW LV QRW XQKHDUG RI IRU VHD OLRQV WR GUDJ WKHPVHOYHV D IH GR HQ DUGV XS WKH EHDFK LQ VHDUFK RI PHDOV :KLOH WKHVH DWWDFNV DUH UDUH LQGHHG WKH UHSRUWV RI VHD OLRQV LQ WKH YLFLQLW GRHV WHQG WR IRVWHU PRUH IHDU DPRQJ WKH JHQHUDO SRSXODFH WKDQ D VLPSOH VKDUN DWWDFN GRHV %XW LQ D RUOG RI NUDNHQV GLQRVDXUV DQG YDP SLUHV VHD OLRQV DUH D UHODWLYHO PLQRU WKUHDW 6HD OLRQV URDP WKH VHDV LQ SDFNV KDW PLJKW EH FDOOHG D SULGH RI OL RQV RQ ODQG 7KH VWURQJHVW RQH XVXDOO LWK PD LPXP KLW SRLQWV LV WKH OHDGHU ,Q D VHD OLRQ SDFN ERWK VH HV KXQW DQG FDUH IRU RXQJ EXW WKH PDOHV DUH VXSHULRU KXQWHUV VRPHWKLQJ WKDW GLIIHUHQWLDWHV WKHP IURP WKHLU ODQG EDVHG FRXVLQV
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Skeleton, Warrior &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / (
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rst time, it can only be broken as indicated above. To be effective, the FLUFOHW FDQQRW EH RUQ LWK DQ RWKHU KHDGJHDU SODFLQJ LW LQ D KHOP IRU instance, nulli es its powers, though the skeleton warrior is still aware of WKH FLUFOHW V SUHVHQFH Skeleton warriors usually ght with two-handed swords, but they can XVH RWKHU HDSRQV DV HOO 6NHOHWRQ DUULRUV PDNH DOO HDSRQ DWWDFNV LWK D ERQXV WR WKHLU DWWDFN UROO WKLV LV DQ LQQDWH DELOLW WKH HDSRQ LWVHOI LV QRW PDJLFDO 2QO PDJLFDO HDSRQV DIIHFW VNHOHWRQ DUULRUV 7KH KDYH D PDJL FDO UHVLVWDQFH 7KH PHUH VLJKW RI D VNHOHWRQ DUULRU FDXVHV DQ FUHDWXUH with fewer than 5 Hit Dice to ee in panic. Skeleton warriors cannot be WXUQHG E SULHVWV +DELWDW 6RFLHW 6NHOHWRQ DUULRUV DUH XVXDOO IRXQG QHDU WKH DUHDV KHUH they died in their former lives, or where they were buried. A skeleton war ULRU XVXDOO KDV D VL HDEOH FROOHFWLRQ RI WUHDVXUH WKH UHPQDQWV RI D OLIHWLPH RI DGYHQWXUH 6LQFH D VNHOHWRQ DUULRU LV SUHRFFXSLHG LWK UHFRYHULQJ LWV FLUFOHW SURWHFWLQJ LWV WUHDVXUH LV QRW D SULRULW (FRORJ 6NHOHWRQ DUULRUV DUH XVHG E WKHLU FRQWUROOHUV DV ERG JXDUGV VHUYDQWV RU RUNHUV 6LQFH VNHOHWRQ DUULRUV DUH REVHVVHG LWK WKHLU FLU FOHWV DQG DUH WKHUHIRUH XQGHSHQGDEOH HYLO FUHDWXUHV DQG RWKHU XQGHDG VHO GRP DVVRFLDWH LWK WKHP 6NHOHWRQ DUULRUV GR QRW HDW VOHHS RU SHUIRUP DQ RWKHU SK VLRORJLFDO IXQFWLRQV
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WKHVH UDNHV KLFK JLYH WKHP W R DWWDFNV SHU KDQG 7KHLU ELWH GRHV SRLQWV RI GDPDJH SHU KLW DQG KDV D FKDQFH RI LQIHFWLQJ WKH VODDG V RSSRQHQW LWK D URWWLQJ GLVHDVH %OXH VODDGL KDYH WKH IROOR LQJ PDJLFDO DELOLWLHV hold person, RQH SHUVRQ RQO passwall, DQG telekinesis. 7KH PD DWWHPSW WR LQ HLWKHU UHG VODDGL RU EOXH VODDGL IRXU WLPHV SHU GD LWK D FKDQFH RI VXFFHVV *UHHQ 6ODDG 9HU UDUHO VHHQ WKH DUH WKH KLJKHVW IRUP RI OHVVHU VODDGL 7KH DWWDFN LWK FOD V IRU WR G SRLQWV RI GDPDJH *UD 6ODDG .QR Q DV LR DQG YHU UDUH JUD VODDGL DUH JUHDW VODDGL 7KH XVH D FOD FOD ELWH URXWLQH IRU WR SRLQWV RI GDPDJH IURP WKHLU LFNHG claws, and 2 to 16 points of damage from the vicious bite they in ict upon RSSRQHQWV HDWK 6ODDG 7KH JUHDWHVW RI DOO WKH VODDGL DQG WKH DEVROXWH PDVWHUV RI WKHLU UDFH 7KHLU claws strike for 3 to 18 points of damage and their bite in icts 2 to 20 SRLQWV RI GDPDJH +DELWDW 6RFLHW 6ODDGL KDYH D KLHUDUFKLFDO VRFLHW 7KHLU FDVWH V VWHP LV ULJLG EHFDXVH WKH VWURQJ LOO VLPSO GHVWUR WKH HDN IRU GLVREHGLHQFH OHVVHU VODDGL DUH IRUFHG WR EH WKHLU VHUYDQWV 5HGV DQG EOXHV DLG HDFK RWKHU RQO LQ H WUHPH HPHUJHQFLHV (FRORJ Although slaadi are inhabitants of the outer planes, and are fre TXHQWO IRXQG WUDYHOOLQJ WKH OR HU SODQHV WKH KDYH OLWWOH RU QRWKLQJ WR GR LWK WKH %ORRG :DU EHW HHQ WKH EDDWH X DQG WKH WDQDU UL
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318
Slug, Giant &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / (
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Snake be paralyzed for 1d6 hours. Creatures that make their saving throws suf IHU SRLQWV RI GDPDJH (YHQ DQLPDOV WKDW VXUYLYH WKH LQLWLDO HIIHFWV DUH RIWHQ GRRPHG WR GLH RI GHK GUDWLRQ 0DQ KXPDQV DQG DQLPDOV DWWDFN KH D V RQ VLJKW EXW LW FDQ GHIHQG LWVHOI LWK LWV K SQRWLF VWDUH KLFK KDV D SR HUIXO HIIHFW DQ FUHDWXUH IDLOLQJ D VDYLQJ WKUR YV SDUDO DWLRQ LOO IROOR WKH KH D WR LWV ODLU DQG DOOR LWVHOI WR EH GHYRXUHG 7KH KH D VRPHWLPHV XVHV WKLV VWDUH VLPSO WR LPPRELOL H D PHQDFLQJ FUHDWXUH ,W WKHQ OHDYHV WKH DUHD KLOH WKH K S QRWL HG FUHDWXUH UHPDLQV VWDWLRQDU IRU G WXUQV +H D DUH LQQDWH FR DUGV DQG DYRLG FRQWDFW LWK RWKHU DQLPDOV ,W LV D weak ghter, its bite is not venomous, and its jaws are weak. Its preferred IRRG LV VPDOO DQLPDO FDUULRQ 6LPSO WRXFKLQJ KH D VNLQ KDV QR HIIHFW WKH SRLVRQ PXVW EH LQJHVWHG 3RLVRQRXV 6QDNH All poisonous snakes deliver toxins automatically through their bite. Roll RQ WKH WDEOH EHOR RU FKRRVH WR GHWHUPLQH KDW W SH RI SRLVRQ LV SUHVHQW LH 5ROO
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* A successful saving throw means no damage. 7 SLFDO YDULHWLHV RI SRLVRQRXV VQDNHV LQFOXGH WKH DVS FREUD FRSSHUKHDG FRUDO VQDNH GHDWK DGGHU NUDLW PDPED SXII DGGHU UDWWOHVQDNH VLGH LQG HU DQG DWHU PRFFDVLQ 6RPH FREUDV DQG VLGH LQGHUV KXQW E QLJKW DQG FDQ WUDFN DUPEORRG HG SUH E ERG KHDW DV HOO DV E VLJKW 7KH KDYH WKH HTXLYDOHQW RI IRRW LQIUDYLVLRQ %ODFN PDPEDV DUH WKH IDVWHVW NQR Q VQDNHV DQG KDYH D PRYHPHQW RI DFURVV RSHQ JURXQG *LDQW 3RLVRQRXV 6QDNH *LDQW SRLVRQRXV VQDNHV FDXVH GHDWK LQ RQH URXQG LI WKHLU YLFWLPV IDLO D saving throw vs. poison. Some varieties in ict 3-18 points of damage even LI WKH VDYLQJ WKUR LV PDGH 7KH JLDQW FREUD LV DQ H DPSOH RI D YDULDQW JLDQW SRLVRQRXV VQDNH ,WV YHQRP UHVXOWV LQ GHDWK URXQGV DIWHU D VXFFHVVIXO VWULNH LI WKH YLFWLP PDNHV D VDYLQJ WKUR DW KH VXIIHUV RQO SRLQWV RI GDPDJH *LDQW FR EUDV PHVPHUL H SUH DV ELUGFKDUPHU VQDNHV GR VHH DERYH 7KH FDQ NLOO and eat an entire goat or a demihuman up to hal ing or gnome size. Some YDULHWLHV RI JLDQW HDVHO FDQ KXQW WKHP VXFFHVVIXOO DQG MXQJOH JLDQWV FRQVLGHU JLDQW FREUDV D GHOLFDF DV GR VRPH HOYHQ WULEHVPHQ *LDQW 6HD 6QDNH )RXQG RQO LQ WURSLFDO DWHUV WKH JLDQW VHD VQDNH LV WKH RQO W SH RI VQDNH WKDW LV ERWK FRQVWULFWLQJ DQG SRLVRQRXV ,WV FRQVWULFWLQJ JUDVS RQ VPDOO VKLSV FDQ FUXVK WKHP LQ URXQGV 6HD VQDNHV DWWDFN VKLSV RQO KHQ WKH DUH KXQJU FKDQFH 7KHLU SRLVRQRXV ELWH LV GHDGO LQ URXQGV 6HD VQDNHV DUH IXOO FDSDEOH RI GLYLQJ WR JUHDW GHSWKV DQG WKHLU QRVWULOV RQ WKH WRS RI WKHLU VQRXWV KDYH PHPEUDQHV WKDW DXWRPDWLFDOO VHDO WKHP XQGHU DWHU From time to time giant sea snakes gather in huge oating masses of KXQGUHGV RU WKRXVDQGV RI VQDNHV RIWHQ DUGV LGH DQG PLOHV ORQJ 7KHVH PD EH PDWLQJ ULWXDOV RU WKH PD EH VHDVRQDO PLJUDWLRQV WKH DF WXDO UHDVRQ LV XQNQR Q
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:LQJHG VHUSHQWV VRPHWLPHV FDOOHG VSDUN VQDNHV DUH FRORUIXO UHSWLOHV WKDW dwell in Zakhara’s forests and jungles. Winged serpents come in many FRORUV UDQJLQJ IURP VN EOXH DQG HPHUDOG JUHHQ WR UDVSEHUU UHG 7KH DUH VXSSRUWHG E LQYLVLEO V LIW JRVVDPHU LQJV PDNLQJ WKHP UHVHP EOH UHSWLOLDQ KXPPLQJELUGV :KHQ WKHLU GHOLFDWH LQJV DUH IROGHG EDFN LQJHG VHUSHQWV FDQ spider climb DW LOO &RPEDW :LQJHG VHUSHQWV PRYH LWK OLTXLG JUDFH DQG GHYDVWDWLQJ VSHHG They always receive a –3 bonus to initiative. The bite of a winged serpent in icts 1d4 points of damage and injects the victim with a corrosive, acidic uid. This poison has an onset time of 1 round and in icts an additional 2d8 points of damage for the following 2 URXQGV KDOI GDPDJH LI D VDYH YV SRLVRQ LV PDGH % IDU WKH PRVW GDQJHURXV DWWDFN RI WKHVH UHSWLOHV LV WKHLU VSDUNLQJ EUHDWK HDSRQ 7KHLU LQJV EHDW VR TXLFNO WKDW WKH EXLOG XS D VWDWLF charge from the ambient air (especially in the humid forest). A winged ser SHQW FDQ GLVFKDUJH WKLV VWDWLF HOHFWULFLW IURP LWV PRXWK LQ D VSDUN VKR HU D FORXG RI GDQFLQJ VSDUNV DQG HOHFWULFDO HQHUJ IHHW LQ GLDPHWHU 7KRVH FDXJKW LQ WKH DUHD RI HIIHFW WDNH G SRLQWV RI GDPDJH KDOI LI D VDYH YV EUHDWK HDSRQ LV PDGH 7KH VSDUN VKR HU LOO DOVR LJQLWH DQ H posed ammable objects, like clothes, hair, dry wood, or lamp oil. Once LW KDV EHHQ GLVFKDUJHG LW WDNHV RQH WXUQ IRU D LQJHG VHUSHQW WR EXLOG LWV static charge back up. All winged serpents are immune to electricity. Winged serpents are vulnerable to re-based attacks (especially their del icate wings), against which they save at penalty of –2. If a winged serpent fails its saving throw against a re attack, assume that its wings are inciner ated. Although this won’t affect its ability to bite a victim, the serpent cannot XVH LWV EUHDWK HDSRQ XQWLO WKH LQJV JUR EDFN +DELWDW 6RFLHW :LQJHG VHUSHQWV PXVW HDW FRQVWDQWO LQ RUGHU WR VXUYLYH They it about the jungle in small ocks, searching for tropical fruits, from which they draw their nourishment. A winged serpent will y up to one DQG LQMHFW LW LWK FRUURVLYH YHQRP 7KH YHQRP EUHDNV GR Q WKH IUXLW LQWR D VRIW MXLF PL WXUH SDUWLDOO GLJHVWLQJ WKH IUXLW KLOH LW VWLOO UHPDLQV LQ LWV VNLQ 7KH VHUSHQW LOO WKHQ VXFN RXW WKH IUXLW SXOS WKURXJK WKH LQFLVLRQV made by its fangs. A typical winged serpent will eat roughly 10 times its HLJKW LQ IUXLW HDFK GD MXVW WR VWD DOLYH :LQJHG VHUSHQWV PDWH DV RIWHQ DV WKH HDW L H LQFHVVDQWO DO WKRXJK WKH GR QRW FDUH IRU WKHLU RXQJ KLFK DUH ERUQ OLYH DQG LQJ OHVV 7KH DUH ERUQ LWK WKHLU VSLGHU FOLPELQJ DELOLW KLFK KHOSV WKHP FOLPE IUXLW WUHHV DQG VHDUFK IRU IRRG 7KH RXQJ DUH GDUN JUHHQ LQ FRORU WR KHOS WKHP EOHQG LQ EHWWHU LWK WKH IROLDJH JDLQLQJ WKHLU FKURPDWLF hues only after their wings mature. During the rst few months of life,
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QGURVSKLQ Androsphinxes are huge, winged mythological creatures with the bodies RI PDOH OLRQV DQG PDQ OLNH IDFLDO IHDWXUHV 7KH FDQ VSHDN WKH ODQJXDJHV RI FRPPRQ DQG DOO VSKLQ HV &RPEDW 7KH PDOH RU DQGUR VSKLQ LV WKH PRVW SR HUIXO RI WKH VSKLQ HV ,WV KXJH SD V FDQ NLOO D QRUPDO PDQ LWK MXVW RQH V LSH ,I EUXWH IRUFH LV QRW VXFFHVVIXO DQ DQGURVSKLQ FDQ FDVW VSHOOV DV LI D WK OHYHO SULHVW 1RWH WKDW PRVW DQGURVSKLQ HV XVH WKHVH VSHOOV IRU KHDOLQJ DQG GHIHQVH UDWKHU WKDQ GDPDJH DQG DWWDFN 7KH DQGURVSKLQ KDV DQRWKHU VSHFLDO HDSRQ DV HOO KLV EHOOR LQJ URDU ,W FDQ URDU WKUHH WLPHV SHU GD EXW PXVW EH YHU DQJU WR GR VR The rst time an angry androsphinx roars, all creatures within 360 yards must roll successful saving throws vs. wands or ee in panic for three WXUQV :KHQ DQ DOUHDG DQJU DQGURVSKLQ LV FRQWLQXDOO PROHVWHG HYHQ DIWHU EHOOR LQJ RQFH LW FDQ URDU HYHQ ORXGHU FDXVLQJ DOO FUHDWXUHV LWKLQ 200 yards to roll successful saving throws vs. petri cation or be paralyzed LWK IULJKW IRU G URXQGV ,Q DGGLWLRQ DQ FUHDWXUHV LWKLQ DUGV RI WKLV VHFRQG URDU DUH DXWRPDWLFDOO GHDIHQHG IRU G URXQGV XQOHVV WKH are deaf already or have protected hearing organs). Any creature fool LVK HQRXJK WR DQJHU DQ DQGURVSKLQ IXUWKHU LOO XQOHDVK KLV WKLUG DQG nal roar with devastating effects. All creatures within 240 yards must VXFFHVVIXOO UROO VDYLQJ WKUR V YV VSHOO RU ORVH G SRLQWV RI 6WUHQJWK for 2d4 rounds (use –1 point equals –10% for characters with exceptional 6WUHQJWK ,Q DGGLWLRQ WR WKH HDNQHVV HIIHFWV DQ FUHDWXUH LWKLQ DUGV of the androsphinx is knocked over unless it is 8 feet tall or larger. Crea WXUHV NQRFNHG RYHU VXIIHU G SRLQWV RI GDPDJH DQG PXVW UROO D VXFFHVVIXO VDYLQJ WKUR YV EUHDWK HDSRQ WR DYRLG EHLQJ VWXQQHG IRU G URXQGV 7KH IRUFH RI WKLV WKLUG URDU LV VR SR HUIXO WKDW VWRQH LWKLQ DUGV FUDFNV XQGHU WKH VWUDLQ XQOHVV LW VXFFHVVIXOO VDYHV YV FUXVKLQJ EOR +DELWDW 6RFLHW Androsphinxes are the most solitary of the sphinxes. 7KH VKXQ J QRVSKLQ HV EHFDXVH WKH DUH MHDORXV RI WKH KLJKHU LQWHOOL gence of their female counterparts, and nd their neutral disposition a bit KDUG WR GHDO LWK +R HYHU PRVW DQGURVSKLQ HV HYHQWXDOO VXFFXPE WR WKH DGYDQFHV RI D J QRVSKLQ DW OHDVW RQFH LQ WKHLU OLYHV (FRORJ :KDW LV VWUDQJHVW DERXW DQGURVSKLQ HV LV QRW WKHLU FRPELQDWLRQ OLRQ KXPDQ DSSHDUDQFH DV WKHUH DUH PDQ VXFK FURVV PXWDWLRQV IRXQG LQ WKH RUOG EXW WKHLU DSSDUHQW ODFN RI SXUSRVH 7KH DUH E IDU WKH VWURQ JHVW RI WKH VSKLQ HV EXW XQOLNH WKHLU FRXQWHUSDUWV KDYH QR WUXH SDWWHUQ RI EHKDYLRU XQLYHUVDO WR DOO DQGURVSKLQ HV 7KH GHVSLVH FRPPXQLFDWLQJ
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+DELWDW 6RFLHW * QRVSKLQ HV DUH VROLWDU E QDWXUH EXW QRW E FKRLFH 7KH VSHQG PRVW RI WKHLU OLYHV DYRLGLQJ WKH DGYDQFHV RI FULRVSKLQ HV KLFK WKH GHWHVW DQG KLHUDFRVSKLQ HV KLFK WKH IHDU DQG VHDUFKLQJ KLJK DQG OR IRU DQ DQGURVSKLQ * QRVSKLQ HV DUH LQWHOOLJHQW HQRXJK WR DFWLYHO VHHN RXW UXLQV DQG P VWLFDO SODFHV OLNH IRUJRWWHQ WHPSOHV DQG VXFK KLFK WKH LPPHGLDWHO RFFXS 8VLQJ WKHLU PDQ VSHOOV WR OHDUQ DV PXFK DV SRVVLEOH DERXW WKH VHWWLQJ WKH WKHQ DLW IRU WKH QH W JURXS RI WUDYHOHUV SLOJULPV RU DGYHQ WXUHUV WR FRPH E DQG KRSH WKDW WKH YH HQFRXQWHUHG DQ DQGURVSKLQ LQ WKHLU WUDYHOV RU KDYH VSHOOV RU PDJLFDO LWHPV WKDW PLJKW EH XVDEOH IRU MXVW VXFK D SXUSRVH (FRORJ * QRVSKLQ HV R Q WKH GXELRXV GLVWLQFWLRQ RI EHLQJ WKH RQO IH male sphinx. A gynosphinx mated with an androsphinx will produce an other androsphinx or gynosphinx (even chances for both). A gynosphinx PDWHG LWK D FULRVSKLQ RQO SURGXFHV DQRWKHU PDOH FULRVSKLQ KLOH PDWLQJ LWK D KLHUDFRVSKLQ SURGXFHV VLPLODUO GLVSOHDVLQJ UHVXOWV )RUWXQDWHO J QRVSKLQ HV DUH PXFK VPDUWHU WKDQ DOO RI WKHLU FRXQWHU SDUWV DQG FDQ DYRLG RWKHU LVH FRPSURPLVLQJ VLWXDWLRQV WKURXJK WULFN HU DQG RXWULJKW GHFHLW 8QIRUWXQDWHO WKH DUH DPRQJ WKH VOR HVW RI the sphinxes when ying or running, and the lustful criosphinx and vi FLRXV KLHUDFRVSKLQ UDUHO JLYH XS WKH FKDVH RQFH D J QRVSKLQ KDV EHHQ ORFDWHG +LHUDFRVSKLQ HV +LHUDFRVSKLQ HV DUH WKH RQO HYLO PHPEHUV RI WKHLU EUHHG 7KH KDYH WKH ERGLHV RI OLRQV EXW WKH LQJV DQG KHDG RI KD NV 7KH DUH DO D V PDOHV 7KH VSHDN WKH ODQJXDJHV RI WKH RWKHU VSKLQ HV DQG VRPH DOVR VSHDN FRPPRQ &RPEDW +LHUDFRVSKLQ HV GR QRW FDVW VSHOOV PXFK OLNH WKH FULRVSKLQ HV EXW PDNH XS IRU WKHLU HDNQHVVHV LWK WHQDFLRXV HYLO DQG YLFLRXVQHVV 7KHLU SD V DQG VKDUS EHDNV DUH GHDGO LQ FRPEDW DQG WKH KDYH EHHQ NQR Q WR V RRS GR Q RQ YLFWLPV +DELWDW 6RFLHW +LHUDFRVSKLQ HV OLYH LQ KLOO UHJLRQV H FOXVLYHO G HOOLQJ LQ FDYHV RYHUORRNLQJ WKH QHDUE GHVHUWV 7KH GHOLJKW LQ HYLO DQG VRPHWLPHV JDWKHU LQ EDQGV RI DV PDQ DV VL WR GR WKHLU YLOH EXVL QHVV 0RVW RIWHQ KHQ D EDQG RI KLHUDFRVSKLQ HV LV HQFRXQWHUHG LW LV KRW LQ SXUVXLW RI DQ DQGURVSKLQ KLFK WKH KDWH LWK DOO RI WKHLU EHLQJV 2QO LQ QXPEHUV FDQ WKH KRSH WR GHIHDW VR SR HUIXO DQ DGYHUVDU DQG WKHVH VSKLQ HV QHYHU EHOLHYH LQ KRQRU RU SOD LQJ IDLU :KLOH LW LV WUXH that a victorious androsphinx sometimes lets the defeated ee (in the YDLQ KRSH WKDW WKH EDWWOH PD FKDQJH WKH ORVHUV GLVSRVLWLRQV D GHIHDWHG DQGURVSKLQ LV DO D V ULSSHG WR SLHFHV KHQ WKH KLHUDFRVSKLQ HV DUH numerous enough and lucky enough to win the ght. +LHUDFRVSKLQ HV DOVR VSHQG PXFK RI WKHLU WLPH VHDUFKLQJ IRU D J QR VSKLQ WR PDWH LWK EXW SUHIHU WR NLOO DQ DQGURVSKLQ DQG LQKDELW KLV ODLU XQWLO D J QRVSKLQ HYHQWXDOO DUULYHV XVXDOO E IROOR LQJ ROG UXPRUV DQG OHJHQGV ,W LV RUWK KLOH WR QRWH WKDW WKHUH DUH PRUH KLHUDFRVSKLQ HV WKDQ FULRVSKLQ HV (FRORJ +LHUDFRVSKLQ HV DUH EHOOLJHUHQW PXWDWLRQV RI XQNQR Q RUL JLQ ,W LV EHOLHYHG WKDW WKH HUH FUHDWHG E HOGHU JRGV RI HYLO PHUHO WR UHDN KDYRF RQ WKH RWKHU PRUH SOHDVDQW VSKLQ HV GHVFULEHG DERYH
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6SLGHUV DUH DJJUHVVLYH SUHGDWRUV G HOOLQJ ERWK DERYH DQG EHOR JURXQG Most listed here are poisonous and bite prey rst, because unconscious YLFWLPV DUH HDVLHU WR FDUU WR D ODLU Spiders have eight legs and eight eyes. They usually t into two catego ULHV HE VSLQQHUV KLFK KDYH EXOERXV DEGRPHQV DQG WKLQ VOHHN OHJV DQG KXQWLQJ VSLGHUV KLFK KDYH VPDOOHU ERGLHV ODUJHU KHDGV DQG IDQJV DQG KDLU ERGLHV DQG OHJV +DLU 6SLGHU 7KHVH DUH WKH YLFLRXV EODFN KXQWLQJ VSLGHUV WKDW DUH IRXQG LQ MXQJOHV WRPEV FDYHUQV DQG WKURXJKRXW WKH 8QGHUGDUN 7KRXJK VSLQ QR HEV WKH FDQ PRYH UHDGLO LQ WKH HEV RI RWKHU VSLGHUV DQG WKH DUH LPPXQH WR DOO NQR Q VSLGHU YHQRPV +DLU VSLGHUV KXQW LQ JURXSV V DUPLQJ RYHU YLFWLPV WR ELWH 8S WR KDLU VSLGHUV FDQ V DUP D KXPDQ VL HG YLFWLP DQG ELWH LWK D ERQXV WR DWWDFN UROOV RQFH WKH DUH DWWDFKHG +DLU VSLGHUV DUH UHPDUNDEO UH VLVWDQW WR FUXVKLQJ GDPDJH UROOLQJ RU FUDVKLQJ LQWR DOOV LV LQHIIHFWLYH DW UHPRYLQJ RU GHVWUR LQJ KDLU VSLGHUV 7KH PXVW EH LQGLYLGXDOO VWUXFN RU WRUQ D D +DLU VSLGHUV DUH VRPHWLPHV XVHG DV IDPLOLDUV HVSHFLDOO E GUR L DUGV 7KH FDQ FDUU VPDOO LWHPV DQG DON RQ DOOV DQG FHLOLQJV WKH KDYH 60-foot infravision and are not afraid of re. Some (40%) of these spiders FDQ detect invisibility; WKH KDYH D LQ FKDQFH RQFH SHU URXQG 7KHVH IDPLOLDUV DUH VRPHWLPHV JLYHQ WUHDVXUH E WKHLU PDVWHUV 9LFWLPV UHFHLYH D ERQXV WR VDYLQJ WKUR V YV WKH KDLU VSLGHUV HDN poison. If the saving throw fails, the victim’s AC and attack rolls are pe nalized by 1, and Dexterity is penalized by –3 with respect to Dexterity FKHFNV 7KHVH HIIHFWV EHJLQ RQH URXQG DIWHU WKH ELWH DQG ODVW IRU G URXQGV /DUJH 6SLGHU /DUJH VSLGHUV DUH HE VSLQQHUV WKDW EXLOG VWURQJ VWLFN HEV DQG RIWHQ OXUN QHDUE DLWLQJ IRU YLFWLPV WR JHW VWXFN KLOH H DPLQLQJ WKH EHDXWLIXO constructions of their own spinning. A being with Strength 19 or more is
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XQDIIHFWHG E WKH HEV )RU HDFK SRLQW RI 6WUHQJWK OHVV WKDQ LW WDNHV one round to break free of the webs (for example, a PC with Strength 15 can break free in four rounds). As many spiders as possible will attack the GHIHQVHOHVV YLFWLP GXULQJ LWV VWUXJJOH WR IUHH LWVHOI (QWDQJOHG FKDUDFWHUV can be attacked with a +4 bonus to hit, and lose all Armor Class adjust PHQWV GXH WR H WHULW The large spider’s poison is Type A, the onset time is 15 minutes. Vic WLPV WDNH SRLQWV RI GDPDJH RU QR GDPDJH LI D VDYLQJ WKUR YV SRLVRQ LWK D WR WKH UROO LV VXFFHVVIXO +XJH 6SLGHU Huge spiders are hunting spiders that prefer to hide in camou aged tun QHOV DQG KROHV DQG DLW WR OHDS DV PXFK DV IHHW WKURXJK WKH DLU DW XQ suspecting victims. Their opponents suffer a –6 to surprise rolls when at WDFNHG LQ WKLV PDQQHU Huge spiders also posses Type A poison, with the same effects as that RI D ODUJH VSLGHU 9LFWLPV UHFHLYH D WR VDYLQJ WKUR V YV WKH SRLVRQ RI WKH KXJH VSLGHU 7KH ZDWFK VSLGHU LV D VSHFLDOO EUHG KXJH VSLGHU XVHG DV D JXDUG DQL PDO LQ FHOODUV DUHKRXVHV DQG VRPH GUR KRPHV ,W KDV /R ,QWHOOLJHQFH DQG FDQ EH WUDLQHG WR REH D PDVWHU QRW DWWDFN EHLQJV GHVLJQDWHG E WKH PDVWHU DQG WR GLVDEOH VSHOOFDVWHUV 7KHLU YHQRP KDV DQ RQVHW WLPH RI URXQGV DQG FDXVHV SDUDO VLV IRU G WXUQV XQOHVV WKH YLFWLP PDNHV D VXFFHVVIXO VDYLQJ WKUR YV SRLVRQ LWK D RQ WKH UROO ,I VWDUYHG IRU ORQJ SHULRGV WKH RIWHQ HDW SDUDO HG SUH *LDQW 6SLGHU 0RVW JLDQW VSLGHUV DUH VLPSO PXFK ELJJHU YHUVLRQV RI WKH HE VSLQQLQJ ODUJH VSLGHUV 7KHLU SRLVRQ LV 7 SH ) KLFK FDXVHV LPPHGLDWH GHDWK LI WKH YLFWLP IDLOV WKH VDYLQJ WKUR 7KH JLDQW ZDWHU VSLGHU LV D VPDOO YHUVLRQ IRRW GLDPHWHU + RI the giant spider. It lives in a burrow in a body of fresh water, and lls its EXUUR LWK EXEEOHV RI DLU 7KHVH VSLGHUV GUDJ SUH XQGHU DWHU WR WKHLU ODLUV KHUH WKH FDQ VDIHO UDS LW LQ FRFRRQV IRU ODWHU UHSDVWV ,W LV IDVWHU
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Spider WKDQ D QRUPDO JLDQW VSLGHU PRYHPHQW UDWH EXW FDQQRW WUDYHO WKURXJK HEV ,W LV RQO VHPL LQWHOOLJHQW DQG KDV WUHDVXUH DV D KXJH VSLGHU LWV ELWH FDXVHV RQO G GDPDJH SOXV SRLVRQ 7KH ying spider, VRPHWLPHV MXVW FDOOHG D KXQWLQJ VSLGHU LV D JLDQW LQJHG KXQWLQJ VSLGHU 7KH DUH VRPHWLPHV WUDLQHG DV JXDUG DQLPDOV HVSHFLDOO E WKH GUR 7KH DUH IHHW LQ GLDPHWHU DQG KDYH +LW LFH ,WV QRUPDO PRYHPHQW UDWH LV DQG LWV JUHDW JRVVDPHU LQJV DOOR it to y at the same rate (MC: D). These spiders can also leap up to 70 IHHW DQG IDOO DQ GLVWDQFH LWKRXW KDUP XSRQ ODQGLQJ DV ORQJ DV WKH use their wings. Hunting spiders have Type A poison, just as a large VSLGHU LWK WKH VDPH GDPDJH DQG VDYLQJ WKUR DGMXVWPHQW 7KH JLDQW WUDS GRRU VSLGHU LV D KXQWLQJ VSLGHU KLFK EXLOGV WXQQHOV DQG VXUSULVHV SUH OLNH D KXJH VSLGHU LW LV EUR Q RU JROGHQ LWK UHG VWULSHV DURXQG LWV OHJV 2Q D VXFFHVVIXO DWWDFN UROO WKH VSLGHU FDQ JUDE D YLFWLP and attempt to drag it into its lair. A victim can get free by making a suc cessful Strength check, with a –2 penalty, or be freed by companions, if WKHLU 6WUHQJWK WRWDOV RU PRUH 7KH YLFWLP FDQ PDNH QR DWWDFNV A giant trap door spider has 4 + 4 Hit Dice and causes 2d4 damage per ELWH ,WV SRLVRQ FDXVHV DQ DGGLWLRQDO G SRLQWV RI GDPDJH LI WKH YLFWLP IDLOV D VDYLQJ WKUR YV SRLVRQ 7KRXJK LW GRHV QRW EXLOG HEV LW FDQ WUDYHO WKURXJK HEV RI RWKHU VSLGHUV DQG LW FDQ VKRRW HE VWUDQGV XS WR IHHW 7KH HE VWUDQGV UHTXLUH QRUPDO DWWDFN UROOV WR KLW WKH FDXVH QR GDPDJH EXW HQWDQJOH D YLFWLP IRU G URXQGV 7KH VWHHGHU LV D JLDQW KXQWLQJ VSLGHU LWK WDUDQWXOD PDUNLQJV +LW LFH DQG D PRYHPHQW UDWH RI ,W GRHV QRW VSLQ HEV DQG FDQQRW PRYH LQ WKHP EXW LWV IHHW H XGH D VWLFN VXEVWDQFH KLFK DOOR V LW WR FOLQJ WR SUH FDULRXV VXUIDFHV HYHQ LI RQO RQH IRRW LV WRXFKLQJ WKH VXUIDFH 7KH VWHHGHU DOVR XVHV WKH VHFUHWLRQV RI WKH WLPH WR FOLQJ WR SUH WKLV UHTXLUHV DQ attack roll from the steeder, against AC 10 for the victim, adjusted only for magic and Dexterity. A victim can escape by making a successful Strength or Dexterity roll with a –10 penalty. While held, the victim suffers a –2 pen DOW WR DWWDFN DQG GDPDJH UROOV DQG LV DXWRPDWLFDOO ELWWHQ RQFH SHU URXQG Duergar dwarves use steeders as mounts, tting the spiders with com plex saddles and control straps. A steeder can leap 240 feet, even with a rider. Leaps are considered charging attacks. A steeder moves on walls DQG FHLOLQJV DW KDOI LWV QRUPDO UDWH GXHUJDU VDGGOHV DUH EXLOW IRU WKLV NLQG RI PRWLRQ 3KDVH 6SLGHU 3KDVH VSLGHUV DUH HE VSLQQHUV LWK D UDLVHG WKRUD DQG D KXPDQ OLNH KHDG WKH DUH RIWHQ FRQIXVHG LWK QHRJL RU GULGHUV 7KH KDYH D XQLTXH DELOLW WR SKDVH LQ DQG RXW RI WKH 3ULPH 0DWHULDO SODQH 7KH SKDVH LQ attack, and phase out, all in a single round. This gives them a –3 modi er on initiative rolls; if a phase spider wins initiative by more than 4, it DWWDFNV DQG SKDVHV RXW EHIRUH LWV RSSRQHQW KDV D FKDQFH WR VWULNH EDFN 7KHQ WRR D SKDVH VSLGHU XVXDOO SKDVHV LQWR H LVWHQFH EHKLQG LWV FKRVHQ victim, so it gets a +4 modi er for attacking from behind. Phase spiders ee to the Ethereal plane when outmatched; there, they gain only a –1 modi er to initiative and can be attacked every round, regardless of the LQLWLDWLYH UHVXOW Phase spiders have Type F poison, and victims receive a –2 penalty on VDYLQJ WKUR V DJDLQVW LW 6ZRUG 6SLGHU 7KLV JLDQW KXQWLQJ VSLGHU LV QDWLYH WR MXQJOHV EXW KDV EHHQ LQWURGXFHG LQWR WKH 8QGHUGDUN E GUR WUDGHUV ,W KDV D VOHHN KDLU EODFN ERG LWK EUR Q VWULSHV ,WV OHJV KDYH ERQ SODWHV LWK VKDUS UDLVHG ULGJHV WKDW FXW OLNH V RUG EODGHV Against formidable prey, a sword spider leaps horizontally as far as IHHW DQG ODQGV OHJV IRU DUG LPSDOLQJ LWV SUH 2QO RQH DWWDFN UROO LV PDGH IRU WKH FUHDWXUH ,I WKH DWWDFN LV VXFFHVVIXO WKH YLFWLP LV VWUXFN E D QXPEHU RI OHJV EDVHG RQ LWV VL H VL H 6 WKUHH OHJV VL H 0 IRXU OHJV size L, ve legs; size H, six legs; size G, all eight legs. If the spider’s leap is greater than 20 feet, each leg receives a +1 bonus to damage. Any up ward attack against the leaping spider receives a –4 to the attack roll, due WR WKH LPSDOLQJ EODGHV KLFK SURWHFW WKH VSLGHU
327
*DUJDQWXDQ 6SLGHU 7KH JDUJDQWXDQ VSLGHU DOVR FDOOHG D KLVSHU VSLGHU LV D KXQWLQJ VSLGHU LWK UHG H HV D EODFN ERG DQG W R JUD VWULSHV DORQJ LWV DEGRPHQ 7KH XVXDOO OLYH LQ KXJH HEV LQ D IRUHVW RU D FDYH NHHSLQJ WUHDVXUH IURP SUH LQ D VPDOO KROH RU LQ WKH EROH RI D WUHH 7KH KLVSHU VSLGHU KDV 8 + 8 Hit Dice. It can atten itself to become 80% undetectable; it is so silent that opponents suffer a –5 penalty to surprise rolls. Using its webbing, it can make a false spider, a apping banner, a lmy YHLO RU DQ VKDSH LW KDV HYHU VHHQ LW XVHV WKHVH WR PLVOHDG SUH 7KH VSLGHU FDQ PDNH D HE QHW WR WUDS SUH RU LW FDQ VKRRW HE VWUDQGV XS WR IHHW to bind a foe. Either attack treats the spider’s opponent as AC 10 and pre vents the spider from making a melee attack that round. A victim caught E HEELQJ LV WUHDWHG DV LI FDXJKW LQ D web VSHOO :KHQ ELWWHQ D YLFWLP must make a successful saving throw vs. poison, with a penalty of –2, or IDOO LQWR D FRPD IRU G WXUQV *LDQW PDULQH VSLGHUV DUH JDUJDQWXDQ VSLGHUV LWK +LW LFH KLFK OLYH LQ EXUUR V QHDU ERGLHV RI VDOW DWHU /LNH WKHLU IUHVK DWHU FRXVLQV WKH FDUU SUH WR WKHLU ODLUV WKRXJK WKH FROOHFW QR WUHDVXUH WKHLU ODLUV PD FRQWDLQ LQFLGHQWDO LWHPV IURP YLFWLPV 7KH KDYH W SH ) SRLVRQ DQG GR QRW VKDUH WKH KLVSHU VSLGHU V VSHFLDO DELOLWLHV
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&RPEDW 6SULWHV FDQ EHFRPH invisible at will DQG detect good/evil LWKLQ DUGV VR WKH DUH KDUG WR GHFHLYH HYDGH RU FDSWXUH :KHQ LQYLVLEOH sprites get +2 to attack rolls against opponents, who suffer a –4 penalty to KLW WKH VSULWHV +DELWDW 6RFLHW Sprites are very ighty, and nd even elves much too VHULRXV DERXW PRVW RRGODQG DIIDLUV 2QO GUXLGV GHDO LWK VSULWHV UHJXODUO 6RPH GUXLGV HYHQ UHFHLYH D OLWWOH RI WKHLU WUDLQLQJ LQ WKH FRPSDQ RI D IH VSULWHV 0RVW VSULWHV ORYH GUXLGV IRU WKHLU QHXWUDO DOLJQPHQW DQG ORYH IRU QDWXUH PDNH WKHP VHH WKH IRUHVW LQ PXFK WKH VDPH D 2Q UDUH RFFDVLRQV VSULWHV DVVRFLDWH LWK UDQJHUV DV HOO 6SULWHV DUH ORRVHO WULEDO HOHFWLQJ WKH EHVW DUULRU DPRQJ WKH JURXS PDOH RU IHPDOH DV WKH JURXS VSRNHVSHUVRQ 7KLV OHDGHU LV UHFRJQL HG DV WKH RQH KR PDNHV PDMRU GHFLVLRQV DQG EDUJDLQV LWK GUXLGV DQG HOYHV 6SULWHV UDUHO DLW IRU WKHLU OHDGHU V GHFLVLRQ RIWHQ DWWDFNLQJ DQ HYLO FUHD WXUH EHIRUH WKH OHDGHU FDQ LVVXH DQ FRPPDQG (FRORJ 6SULWH VOHHS RLQWPHQW LV FRQFRFWHG IURP IRUHVW PXVKURRPV 7KH RLQWPHQW PXVW EH OHIW WR FXUH LQ WKH VXQ IRU VHYHQ GD V 6SULWHV KROOR RXW WUHH VWXPSV WR VHUYH DV FRQWDLQHUV IRU WKLV UDUH VXEVWDQFH 6SULWHV NHHS DWFK RQ WKHLU IHOOR VSULWHV VR WKH NQR KR WR LQYLWH WR their frequent gatherings. A deserted meadow or glen is never empty for PRUH WKDQ D GHFDGH EHIRUH D QH FODQ RI VSULWHV PRYHV LQ 6HD 6SULWHV Sea sprites have ne, cheerful faces, with rounded cheeks and wide, shOLNH H HV 7KHLU KDLU LV WKH FRORU DQG WH WXUH RI VHD HHG DQG UHDFKHV GR Q WR WKH JLOOV RQ WKHLU QHFNV KLFK HQDEOH VHD VSULWHV WR EUHDWKH DWHU DV HOO DV DLU 7KHLU VNLQ LV OLJKW EOXH VPRRWK DQG VOLFN 6HD VSULWHV KDYH no wings, but webbing grows between their toes and ngers. Sea sprites HDU EULJKW HHOVNLQ MHUNLQV DQG RIWHQ DGRUQ WKHPVHOYHV LWK RUQDPHQWV FUDIWHG IURP WUHDVXUHV IRXQG LQ WKH RFHDQ &RPEDW About half of the sea sprites encountered carry special cross ER V ,Q WKH KDQGV RI VHD VSULWHV WKHVH FURVVER V IXQFWLRQ OLNH OLJKW FURVV ER V DERYH DQG EHOR DWHU 6HD VSULWHV FRDW WKHLU FURVVER EROWV LQ sprite sleep ointment. Sea sprites hate and fear sahuagin, and kill those they put to sleep. Air EUHDWKHUV DUH OHIW RQ D QHDUE EHDFK SURYLGHG WKH KDYH QHLWKHU KDUPHG QRU DWWHPSWHG WR KDUP WKH FRUDO UHHI 6HD VSULWHV FDQ WXUQ invisible at will DQG detect good/evil LWKLQ DUGV 7KUHH WLPHV SHU GD D VHD VSULWH PD FDVW R E WRXFK DW WKH WK OHYHO
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Sprite RI DELOLW 2QFH SHU GD D VHD VSULWH FDQ FDVW L DV D WK OHYHO VSHOOFDVWHU 6HD VSULWHV DUH OLNHO WR EH DFFRPSDQLHG E G ODUJH FDUQLYRURXV sh, such as barracudas. These sh act as guards and pets, attacking any FUHDWXUH WKDW WKUHDWHQV WKH VSULWHV +DELWDW 6RFLHW 6HD VSULWHV OLYH LQ QDWXUDO FDYHV LQ FRUDO UHHIV RU DPLG ODUJH UHFNV 7KRXJK VHD VSULWHV FDQ EUHDWKH DLU WKH UDUHO VHW IRRW RQ ODQG 7KHLU KRPHV DUH FKHHUIXOO GHFRUDWHG LWK D PLVKPDVK RI VHDVKHOOV bones, pearls, free-swimming and colorful pet sh, and artifacts taken from sunken ships. Sea sprites live in small communities of four or ve IDPLOLHV :KLOH HDFK FRPPXQLW LV OHG E WKH HOGHVW PDOH WKH WUXH SR HU RIWHQ UHVWV LQ WKH KDQGV RI KLV PDWH (FRORJ Sea sprites eat seaweeds, small crustaceans, and sh. They raise sh and never deplete the reefs where they live. The only natural enemies of VHD VSULWHV DUH VDKXDJLQ 6HD VSULWHV XVXDOO OLYH IRU VHYHUDO FHQWXULHV 7KH VRPHWLPHV WUDGH LWK VHD HOYHV EXW QHYHU PL VRFLDOO LWK WKHP 3L LH 3L LHV VWDQG DERXW IHHW WDOO :KHQ YLVLEOH WKH UHVHPEOH VPDOO HOYHV EXW LWK ORQJHU HDUV 3L LHV KDYH W R VLOYHU LQJV OLNH WKRVH RI PRWKV 7KH HDU EULJKW FORWKLQJ RIWHQ LWK D FDS DQG D SDLU RI VKRHV LWK FXUOHG DQG SRLQWHG WRHV 3L LHV VSHDN WKHLU R Q ODQJXDJH FRPPRQ DQG WKH ODQ JXDJH RI VSULWHV &RPEDW 3L LHV FDUU VSULWH VL HG V RUGV DQG ER V 7KH XVH WKUHH W SHV RI DUUR V DQG VKRRW WKHP LWK D ERQXV WR WKH DWWDFN UROO %HVLGHV VWDQ dard sprite sleep-arrows, pixies use a war arrow, which in icts 1d4 + 1 SRLQWV RI GDPDJH DQG DQ DUUR KLFK GRHV QR SK VLFDO KDUP WR WKH WDU JHW 7KRVH KLW E WKLV DUUR PXVW PDNH D VXFFHVVIXO VDYLQJ WKUR YV VSHOO RU VXIIHU FRPSOHWH ORVV RI PHPRU KLFK FDQ EH UHVWRUHG RQO E D RU D limited wish. 3L LHV FDQ RQFH SHU GD XVH HDFK RI WKH IROOR LQJ PDJLFDO SR HUV DV LI WKH HUH WK OHYHO PDJHV polymorph self, know alignment, dispel magic, L L DQG ESP. 7KH FDQ DOVR GR WKH IROOR LQJ RQFH SHU GD EH FRPH YLVLEOH IRU DV ORQJ DV WKH GHVLUH FUHDWH LOOXVLRQV LWK ERWK DXGLDO DQG YLVXDO FRPSRQHQWV DQG FDXVH R I LR E WRXFK 7KHLU LOOXVLRQV UH quire no concentration and last until magically dispelled. A creature at WDFNHG LWK R I LR PXVW PDNH D VXFFHVVIXO VDYLQJ WKUR YV VSHOO RU VXIIHU LWV HIIHFWV XQWLO D R LV DSSOLHG 2QH SL LH LQ FDQ XVH Otto’s irresistible dance, DOVR RQFH SHU GD Because pixies are normally invisible, opponents suffer a –4 penalty to at tack rolls. A successful dispel magic DJDLQVW WK OHYHO PDJLF PDNHV DQ SL LHV LQ LWV DUHD RI HIIHFW YLVLEOH IRU RQH URXQG WKHQ WKH DXWRPDWLFDOO EHFRPH LQYLVLEOH DJDLQ 7KH DWWDFN KLOH LQYLVLEOH LWKRXW SHQDOW +DELWDW 6RFLHW 3L LHV OLYH LQ GHHS IRUHVW FDYHV GDQFLQJ LQ PRRQOLW JODGHV WR WKH PXVLF RI FULFNHWV DQG IURJV 7KH DUH SUDQNVWHUV DQG WKH ORYH WR OHDG WUDYHOHUV DVWUD 7KH XVH WKHLU LOOXVLRQ SR HUV WR DFFRPSOLVK WKLV KHQFH WKH expression “pixie-led” for one who has lost his way. They like to frighten PDLGHQV UDS RQ DOOV EOR RXW FDQGOHV DQG SOD LQ DWHU 3L LHV ORYH WR WULFN PLVHUV LQWR JLYLQJ D D WKHLU WUHDVXUH HVSHFLDOO E FRQYLQFLQJ WKHP WKDW VRPHWKLQJ KRUULEOH LOO KDSSHQ WR WKHP LI WKH GR QRW 3L LHV FDUU QR WUHDVXUH EXW VRPHWLPHV KDYH D KRDUG LQ WKHLU ODLU WR LPSUHVV YLVLWRUV 3L LHV XVH WUHDVXUH WR WDXQW JUHHG SHRSOH DQG WKHQ SOD PHUFLOHVV SUDQNV RQ WKHP XQWLO WKH DEDQGRQ WKHLU VHDUFK IRU WKH SL LHV IRUWXQH ,I WKH YLFWLP VKR V QR JUHHG DQG H KLELWV D JRRG VHQVH RI KXPRU DERXW WKHLU SUDQNV WKH SL LHV PD DOOR WKDW LQGLYLGXDO WR FKRRVH RQH LWHP IURP WKHLU KRDUG 3L LHV G HOO WRJHWKHU LQ D FRPPXQLW RI FODQV RU IDPLOLHV WKDW VHHP WR PLPLF KXPDQ FXVWRPV (DFK IDPLO KDV D ODVW QDPH DQG IDPLO DQG FRP PXQLW OR DOW LV YHU LPSRUWDQW WR SL LHV 7KHLU OLIH VSDQ LV DERXW HDUV (FRORJ 3L LHV HDW IUXLWV DQG QHFWDU 7KH PRVW IDPRXV E SURGXFW RI SL LHV LV SL LH GXVW DOVR NQR Q DV dust of disappearance. Crushing 50 pixie wings into a ne powder creates one dose of dust of disappearance. 1DWX UDOO SL LHV IUR Q RQ WKLV XVH RI WKHLU LQJV
1L LH Nixies have webbed ngers and toes, pointed ears, and wide silver eyes. 0RVW DUH VOLP DQG FRPHO DQG WKH KDYH OLJKWO VFDOHG SDOH JUHHQ VNLQ DQG GDUN JUHHQ KDLU )HPDOHV DUH DWWUDFWLYH RIWHQ W LQLQJ VKHOOV DQG SHDUO strings in their thick hair, and they modestly dress in tight- tting wraps RYHQ IURP FRORUIXO VHD HHGV 0DOHV HDU ORLQFORWKV RI WKH VDPH PDWHUL DOV 1L LHV FDQ EUHDWKH ERWK DWHU DQG DLU WUDYHO RQ ODQG LV SRVVLEOH EXW WKH SUHIHU QRW WR OHDYH WKHLU ODNHV 1L LHV VSHDN WKHLU R Q ODQJXDJH DQG the Common tongue. &RPEDW ,I RQH RU PRUH PHQ DSSURDFK LWKLQ IHHW RI D JURXS RI QL LHV WKH QL LHV SRRO WKHLU PDJLF WR FUHDWH D SR HUIXO VSHOO RQH VXFK VSHOO SHU HYHU QL LHV 7KH YLFWLP PXVW PDNH D VDYLQJ WKUR YV VSHOO DW –2 on the die roll. Before a charmed man enters the water, there is a 75% FKDQFH WKDW D dispel magic LOO EUHDN WKH FKDUP 2QFH WKH YLFWLP LV LQ WKH DWHU WKH FKDQFH RI GLVSHOOLQJ WKH PDJLF GURSV WR 1L LHV NHHS HDFK FKDUPHG VODYH IRU RQH IXOO HDU IRUFLQJ KLP WR GR DOO WKHLU KHDY ODERU EXW WKHUHDIWHU WKH FKDUP HDUV RII DQG WKH YLFWLP LV VHW IUHH XULQJ WKLV HQVODYHPHQW WKH QL LHV NHHS D water breathing VSHOO RQ WKH KXPDQ FDSWLYH 1L LHV FDQ FDVW WKLV VSHOO RQ DQ FUHDWXUH RU GLVSHO LW RQFH SHU GD WKH VSHOO V GXUDWLRQ LV RQH GD 0DOH QL LHV FDUU GDJJHUV DQG MDYHOLQV 7KH MDYHOLQV DUH XVHG WR VSHDU things in the water, or can be thrown. A group of 10 nixies can use a large shing net against adversaries who are in the water with them. Nixies make one net attack against AC 10 to ensnare a single man-sized creature, –2 AC for each additional victim, up to ve total victims (and AC 0). Nix ies sometimes employ guardian sh in battle. Even with 25% magic resistance, nixies fear re and very bright lights, VR D aming sword RU D L VSHOO NHHSV WKHP DW ED 1L LHV WU WR QHJDWH D R L L spell by summoning small sh to crowd around the light DQG GLP LW +DELWDW 6RFLHW 1L LH G HOOLQJV DUH RYHQ IURP OLYLQJ VHD HHG DQG GLI cult to detect (5% chance within 20 feet, impossible from farther away). Nixies keep giant sh as guards, either 1-2 gar (20%) or 2-5 pike (80%); these are taught to obey simple commands. Small bright, ornamental sh DUH NHSW DV SHWV DQG WUDLQHG WR SHUIRUP HODERUDWH WULFNV 7URXW EDVV DQG cat sh are herded as food. Nixies can also summon 10-100 small sh, KLFK WDNHV URXQGV
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Sprite 1L LH WULEHV KDYH PHPEHUV DERXW RQH WKLUG DUH RXWK )DPLOLHV KDYH PHPEHUV DQG WKH WULEH XVXDOO LQFOXGHV IDPLOLHV DOO UHODWHG through common ancestors. A nixie tribe controls an area with a radius of PLOHV KHQ D WULEH JHWV WRR ODUJH IDPLOLHV VSOLW RII WR IRUP D QH WULEH 1L LHV OLYH IRU VHYHUDO FHQWXULHV Nixie tribes are ruled by the Acquar (water mother), a hereditary posi WLRQ KHOG E D GLUHFW GHVFHQGDQW RI WKH RULJLQDO IRXQGLQJ DQFHVWRU 6KH GH FLGHV PDMRU GLVSXWHV DQG FKRRVHV WKH PRVW DSW DUULRU WR EH WKH 6 RTXDU the warlord responsible for hunting and defense. The Acquar is advised E D FRXQFLO RI HOGHUV KRVH VSRNHVSHUVRQ LV FDOOHG WKH / XTXDU WKH NHHSHU RI WKH WULEH V RUDO KLVWRU 7UHDVXUHV KHWKHU WKH VSRLOV RI DU RU the results of work or luck, are divided equally by the Acquar. Intertribal rivalries are often erce, and females are sometimes kidnapped as brides, IRU QL LHV DUH SRO JDPLVWV NHHSLQJ LYHV 1L LHV RUVKLS DWHU DQG QDWXUH SR HUV (FRORJ /DNHV LWK QL LH WULEHV DUH NHSW FOHDQ DQG HOO VWRFNHG RIWHQ KXPDQ VODYHV RUN WR LPSURYH WKH HQYLURQPHQW WKURXJK WKH UHPRYDO RI WUDVK DQG REVWUXFWLRQV 1L LH DUWLIDFWV LQFOXGH MH HOU RI VKHOOV SHDUOV DQG RSDOV VLON IURP DWHU VSLGHUV DQG potions of water breathing. WRPLH Atomies avoid most serious-minded creatures, but mix freely with grigs, DQG DUH OLNHO WR EH IRXQG LQ WKHLU FRPSDQ 7KH OLJKWHVW DQG TXLFN est of all the sprites, atomies are less than 1-foot tall. Atomies have four dragon y-like wings. Their features are elven, their skin is pale with a hint of woodland green. Atomie clothing is innately magical, bright and festive KLOH DW WKH VDPH WLPH EOHQGLQJ LWK RRGODQG VXUURXQGLQJV Atomies have twice the hearing range of humans, and they have in IUDYLVLRQ WR IHHW 7KHLU YRLFHV DUH KLJK SLWFKHG DOPRVW D EHH OLNH EX Atomies speak their own language and often the languages of sprites, pixies, and some broken Common. They can also speak with plants and DQLPDOV &RPEDW Atomies attack as 3rd-level ghters. About 20% of atomies carry tiny crossbows and spears. Atomie crossbows have a 3-foot range and in ict 1d3 points of damage. Atomie spears cause 1d4 points of damage. The UHPDLQLQJ DWRPLHV DUH DUPHG LWK HLWKHU VSHDUV RU VSULWH V RUGV (40%). Atomies have the following magical abilities, usable once per URXQG DW WK OHYHO DELOLW blink, invisibility, pass plant, speak with animals, DQG summon insects. Atomies are surprised only on a 1; opponents suffer a –6 penalty to surprise UROOV 8SRQ KHDULQJ DQ LQWUXGHU DWRPLHV KLGH DQG WU WR PDNH WKH LQWUXGHU JR D D XVLQJ IDOVH OLJKWV FODWWHULQJ YRLFHV DQG SHVN VXPPRQHG LQVHFWV 5H SHDW LQWUXGHUV DUH DUQHG LWK FURVVER EROWV ,I FRPEDW LV LQHYLWDEOH RU WKH intruders are orcs, the atomies regroup and attack. Atomies with spears y in DQG GLYH RQ VXUSULVHG RSSRQHQWV XVXDOO DLPLQJ DW WKHLU SRVWHULRUV LYLQJ attacks in ict double damage (2d4). +DELWDW 6RFLHW Atomies live in the upper branches of old hardwood trees XVXDOO RDNV RQH IDPLO SHU WUHH (DFK IDPLO KROOR V RXW D VHULHV RI WLQ URRPV GHFRUDWLQJ LWK DOQXW FKDLUV RYHQ SLQH QHHGOH UXJV DFRUQ GLVK es, and the like. A network of balconies, landings, and rope bridges connects the dwellings, forming a village high above the forest oor. A typical atomie village houses 3d4 × 10 adults and 4d6 children. Atomies seldom bother with outsiders, even standard sprites (whom WKH YLH DV WHGLRXV DQG WRR VHULRXV EXW WKH LOO VRPHWLPHV KHOS D ORVW child. A rescued child is well cared for and entertained before being re WXUQHG WR WKH RXWVLGH RUOG 7KH FRQFHSW RI SHWV LV XQNQR Q EXW DWRPLHV RIWHQ JUR PXVKURRP “friends” in their living rooms. Atomies have loose leadership, choosing a chieftain based on storytell LQJ DQG VLQJLQJ DELOLW (FRORJ Atomies are herbivores and nd the eating habits of their cousins UHSXOVLYH 7KH IDYRU QXWV DERYH IUXLW DQG SUHIHU KRQH KHQ WKH FDQ WULFN EHHV LQWR JLYLQJ WKHP VRPH Atomies make a perfect, bite-sized morsel for most creatures, and VRPHWLPHV IDOO SUH WR HYLO DQLPDOV VXFK DV RUJV
Atomies view magic as a force connected with life and are fascinated by inanimate magical items. Atomies collect magical items and display WKHP LQ WKHLU KRPHV RU FRPPXQLWLHV 1RQ PDJLFDO WUHDVXUHV DUH FRQVLG HUHG FOXWWHU DQG DUH HLWKHU WKUR Q D D RU JLYHQ WR IRUHVW FUHDWXUHV KR YDOXH VXFK WKLQJV *ULJV *ULJV DUH PLVFKLHYRXV DQG OLJKWKHDUWHG 7KH KDYH QR IHDU RI ELJ SHRSOH DQG WDNH JUHDW MR LQ SOD LQJ WULFNV XSRQ WKHP A grig has the head, torso, and arms of a sprite, with the wings, anten QDH DQG OHJV RI D FULFNHW 7KH FDQ OHDS JUHDW GLVWDQFHV *ULJV KDYH OLJKW EOXH VNLQ IRUHVW JUHHQ KDLU DQG EUR Q KDLU OHJV 7KH XVXDOO HDU WX QLFV RU EULJKWO FRORUHG YHVWV LWK EXWWRQV PDGH IURP WLQ JHPV *ULJV speak atomie, brownie, pixie, sprite, and Common. They have double QRUPDO KHDULQJ UDQJH DQG IRRW LQIUDYLVLRQ 7KH RULJLQ RI WKH JULJV UH PDLQV D P VWHU &RPEDW )LHUFH E VSULWH VWDQGDUGV HDFK JULJ FDUULHV VL VPDOO GDUWV DQG D VSULWH V RUG *ULJV JDLQ D ERQXV WR DWWDFN UROOV LWK GDUWV DUWV DQG V RUGV GR QRUPDO GDPDJH KHQ XVHG E JULJV EXW RQO SRLQW RI GDP DJH KHQ XVHG E QRQ JULJV *ULJV KDYH WKH IROOR LQJ VSHOO OLNH DELOLWLHV XVDEOH RQFH SHU URXQG DW WK OHYHO DELOLW change self, entangle, invisibility, pyrotechnics, trip, DQG ventriloquism. *ULJV PRYH VLOHQWO LQ RRGODQGV WKH DUH VXUSULVHG RQO on a 1, while opponents suffer a –6 penalty to surprise rolls. Some grigs throw darts, while others leap to attack, and one grig ddler (grigs never go anywhere without a ddle), plays a song with the same effect as Otto’s irresistible dance. All non-sprites within 30 feet of the ddler must make a VXFFHVVIXO VDYLQJ WKUR YV VSHOO RU GDQFH XQWLO WKH JULJ FHDVHV SOD LQJ *ULJV FDQ SOD IRU KRXUV +DELWDW 6RFLHW *ULJV URDP WKH IRUHVWV LQ VPDOO EDQGV 7KH KDYH QR SHU PDQHQW KRPHV EXW RIWHQ VOHHS LQ WKH OLPEV RI WUHDQWV RU QHDU XQLFRUQV KR SURWHFW JULJV HYHQ XQWR GHDWK *ULJV DUH FDXWLRXV EXW WUXVWLQJ 7KH GHOLJKW LQ SOD LQJ SUDQNV RQ ELJ people. Common ploys include stealing food, collapsing a tent, and using LR L WR PDNH REMHFWV WDON 2QFH D SUDQN LV VHW WKH JULJV VLW EDFN DQG DWFK ODXJKLQJ DW WKH XQIRUWXQDWH SHUVRQ 3HRSOH KR PDNH IRROV RI WKHPVHOYHV DUH DSW WR EH SODJXHG E KDUPOHVV MRNHV XQWLO WKH UHDFK WKH forest edge. At that point, one of the grigs comes out of hiding and makes amends with a gift, either a harmless bauble such as a 1d6 × 100 gp gem RU D SUHFLRXV MDU RI UHDOO IUHVK KRQH (FRORJ
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W R WR WKUHH WLPHV PRUH WKDQ QRUPDO DUPRU FDQ VDIHO DSSURDFK D VWLUJH (YHQ WKH VOLJKWHVW JDS LQ WKH SURWHFWLRQ LV VHHQ DQG VPHOOHG E WKH FUHD WXUH DQG D VXFFHVVIXO DWWDFN UROO PHDQV WKH FUHDWXUH KDV EURNHQ WKURXJK WKH HDNQHVV DQG ORFNHG RQ After a stirge has gorged itself by draining blood, it sleeps for one GD SOXV RQH GD IRU HYHU SRLQWV RI EORRG LW GUDQN WKH PD LPXP VOHHS SHULRG LV DIWHU GULQNLQJ SRLQWV RI EORRG VHYHQ GD V XULQJ this period of rest, silent attackers can impose a –2 penalty to the stirges’ VXUSULVH UROO DV WKH EHDVWV DNH VOR O DQG UHPDLQ GUR V IRU D IH PRPHQWV 7KH DUH PRVW YXOQHUDEOH DW WKLV WLPH :KLOH FHUWDLQ VSHFLHV RI VWLUJHV SUHIHU WR GLQH RQ KXPDQ EORRG PRVW DUH FRQWHQW LWK DQ ODUJH PDPPDO OLNH FR V PRRVH DQG GHHU ( SHULHQFHG GUXLGV DQG UDQJHUV XVXDOO UHFRJQL H WKH WUDFHV RI D VWLUJH FRORQ E WKH RFFXUUHQFHV RI P V WHULRXVO GUDLQHG DQG GHDG DQLPDOV LQ WKH YLFLQLW A stirge colony’s territory extends for only a mile in diameter, so stirges PRYH DURXQG D ORW DIWHU WKH YH GUDLQHG D UHJLRQ RI WKH DYDLODEOH EORRG 2IWHQ WKH SUHVHQFH RI VWLUJHV LV RQO GLVFRYHUHG ORQJ DIWHU WKH FRORQ KDV departed, making it very dif cult to track them. -XQJOH 6WLUJHV 7KHUH DUH UXPRUHG WR EH H FHSWLRQDOO ODUJH YDULHWLHV RI VWLUJHV GHHS LQ WKH GHQVHVW WURSLFDO MXQJOHV 7KRXJK WKH DUH RQO +LW LH FUHDWXUHV WKH DWWDFN DV +LW LH PRQVWHUV 3XUSRUWHGO WKH KDYH D SDUDO LQJ SRLVRQ LQ WKH WLSV RI WKHLU VKDUS VQRXWV WKDW LV KLJKO SUL HG E ORFDO WULEHVPHQ -XQJOH VWLUJHV KDYH EHHQ NQR Q WR PLQJOH LWK JLDQW YDPSLUH EDWV 1RQH RI WKHVH ODUJHU YHUVLRQV KDYH HYHU EHHQ FDSWXUHG RU H DPLQHG E VDJHV VR QRWKLQJ HOVH LV NQR Q DERXW WKHLU VWUHQJWKV RU HDNQHVVHV :KDW OLWWOH RI WKHP LV NQR Q FDPH IURP WKH FDQQLEDOV DQG KHDG KXQWHUV RI WKH MXQJOH UHJLRQV
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(FRORJ 6 DQPD V DUH LQGHSHQGHQW SURWHFWRUV RI WKH IRUHVWV DQG LOG OLIH 7KH DFWLYHO RSSRVH HYLO UDFHV RU PRQVWHUV WKDW PLJKW RWKHU LVH GHFLPDWH LOGOLIH DQG WKH FRXQWU VLGH 7KH SURWHFW V DQV PRUH RXW RI V PSDWK IRU WKHLU VLPLODULW WKDQ RXW RI DQ NLQVKLS %LUG 0DLGHQV In the mountains and cool valleys of the lands of Zakhara lives a race of ELUG PDLGHQV UHODWHG WR WKH V DQPD V -XVW OLNH WKHLU VLVWHUV WKH GHSHQG RQ D WRNHQ WR FKDQJH IRUPV D FRORUIXO VKD O RU YHLO RI IHDWKHUV 7KH FDQ DVVXPH PDQ ELUG VKDSHV LQFOXGLQJ IDOFRQV V DOOR V SDUURWV DQG HYHQ DW WK OHYHO JLDQW HDJOHV 7KRXJK WKH KDYH QR VRURULW ELUG PDLGHQV DUH ORRVHO XQLWHG E WKHLU faith. All bird maidens are kahina, idol priestesses who believe in the di YLQLW RI DOO WKLQJV 7KH OLYH DV DQGHULQJ WHDFKHUV SURWHFWLQJ WKH ODQG IURP WKRVH KR GHVSRLO LW 7KH JHW DORQJ EHVW LWK WKRVH KR UHVSHFW WKH land: desert riders, mystics, and sherfolk. In the fertile river valleys, they SUHDFK WKH IDLWK DQG PDLQWDLQ WKH IHUWLOLW RI WKH ODQG DQG OLYHVWRFN 6RPH WULEHVPHQ EHOLHYH ELUG PDLGHQV DUH VSLULWV RI WKH GHSDUWHG KR UH WXUQ WR KHOS WKH OLYLQJ %LUG PDLGHQV GHQ WKLV DQG PD FXW WKHPVHOYHV WR prove that they are esh and blood. %LUG PDLGHQV +LW LFH DUH HTXDO WR WKHLU SULHVWO OHYHO IURP 7KH have major access to the All, Animal, Divination, Elemental, Healing, Plant and Weather spheres and minor access to the Creation, Protection, DQG 6XQ VSKHUHV 7KH FDUU VSHDUV GDUWV DQG VOLQJV EXW PD QRW HDU DUPRU RU VKLHOGV HYHQ PDJLFDO KHDYLHU WKDQ KLGH ,I WKH GR WKH FDQQRW XVH VSHOOV %LUG PDLGHQV FDQQRW WXUQ XQGHDG In bird form, bird maidens can peck and claw, but most don’t ght as ELUGV 2QO D ELUG PDLGHQ V VKD O RU YHLO FKDQJHV LWK KHU KHQ VKH VKLIWV form. All other equipment is unchanged and must be hidden or cared for E RWKHUV XQWLO WKH ELUG PDLGHQ DJDLQ FKDQJHV KHU IRUP %LUG PDLGHQV DUH VRPHWLPHV IRUFHG WR PDUU PHQ KR VWHDO WKHLU VKD OV LI WKH HYHU UHFRYHU WKHP WKH OHDYH WKHLU KXVEDQGV NLOOLQJ WKHLU VRQV DQG WDNLQJ WKH GDXJKWHUV LWK WKHP WR EHFRPH ELUG PDLGHQV ,I WKH IHDWKHUHG JDUPHQW LV GHVWUR HG WKH ELUG PDLGHQ GLHV DV HOO 5XPRUV WHOO RI D JUHDW RRGHQ IRUWUHVV DPRQJ WKH FORXGV RI WKH KLJK hills, called the Crown of All Feathers, where young bird maidens are WDXJKW WKH ULWXDOV DQG GXWLHV RI NDKLQDV E WKH DDUDFRFNUD
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7DED L KDYH VSRWWHG FRDWV UDQJLQJ LQ FRORU IURP OLJKW HOOR WR EUR QLVK UHG 7KHVH JUDFHIXO IHOLQH KXPDQRLGV DUH WDOO DQG VOHQGHU LWK UHWUDFWDEOH FOD V DQG H HV RI JUHHQ RU HOOR 6RPH WDED L KDYH VROLG VSRWV DQG DUH DOVR FDOOHG OHRSDUG PHQ WKH SUR nounce their name ta-BAX-ee. Tabaxi in other regions have roseate spots, are called jaguar men, and pronounce their race’s name tah-BAHSH-ee. &RPEDW 7DED L DUH JUHDW KXQWHUV FRPELQLQJ TXLFN VWHDOWK PRYHPHQWV with natural camou age to surprise prey. Enemies suffer a –2 penalty to VXUSULVH UROOV 7DED L DUH FOHYHU DQG RUJDQL HG RIWHQ GULYLQJ SUH LQWR DQ DPEXVK WKRXJK VRPH SOD LWK SUH EHIRUH NLOOLQJ LW 7DED L FOLPE DQG V LP DQG FDQ XVH WKRVH DELOLWLHV LQ FRPEDW %HFDXVH RI WKHLU FOHYHUQHVV DQG DFXWH VHQVH RI VPHOO WDED LV DUH DOPRVW LPSRVVLEOH WR WUDS 7DED L RIWHQ XVH HDSRQV RI RRG ERQH DQG VWRQH LQFOXGLQJ ERODV VOLQJV REVLGLDQ VWXGGHG FOXEV WUHDW DV EDWWOH D HV DQG MDYHOLQV LWK DW ODWO 7KH DUH DV OLNHO WR XVH FOD V DQG WHHWK DV DQ RWKHU HDSRQ ,I ERWK forepaws hit, a tabaxi rakes with its rear claws. A group encountered in WKH LOG LOO LQFOXGH D +XQW /HDGHU LWK PD LPXP KLW SRLQWV DQG PD FKDQFH LQFOXGH D UG OHYHO SULHVW LWK DSSURSULDWH +LW LFH DQG VSHOOV +DELWDW 6RFLHW 7DED L FODQV FRQWDLQ HTXDO QXPEHUV RI PDOHV DQG IH PDOHV DQG D IXOO FODQ KDV G +XQWV RI G WDED L 7KH +XQWV RUN WKH DUHD DURXQG WKH FODQ ODLU 6RPH ODLUV DUH WHPSRUDU EXW PRVW DUH VPDOO YLOODJHV RI UDPDGDV KXWV LWK JUDVV URRIV VXSSRUWHG E WDOO SROHV DQG no walls). In a lair, 3d4 young with 1 HD each will be found. An elder LWK + OHDGV WKH FODQ DQG RI WKH OHDGHUV DUH DLGHG E D WK OHYHO shaman. A clan has a 10% chance of owing allegiance to a tabaxi lord; WKHVH FODQV WHQG WR DUG HYLO DUOLNH D V DQG WKHLU VKDPDQV RUVKLS HYLO SR HUV 6KDPDQV RI RWKHU FODQV RUVKLS SR HUV UHODWHG WR VXQOLJKW UDLQ RU DQLPDOV 7DED L DUH UHFOXVLYH DQG DYRLG RWKHU LQWHOOLJHQW EHLQJV HYHQ RWKHU WD ED L FODQV 7KH GR QRW HQJDJH LQ WUDGH KLFK WKH FRQVLGHU GHPHDQLQJ EXW VRPH IH KDYH DJHQWV KR WUDGH IRU WKHP 7DED L VSHDN WKHLU R Q DQFLHQW ODQJXDJH /HJHQGV WHOO RI D JUHDW WDED L FLYLOL DWLRQ WKDW DV VXS SODQWHG E RWKHU UDFHV
(FRORJ 7DED L KDYH IH QDWXUDO HQHPLHV )RU IRRG WKH SUHIHU WKH ERDU OLNH SHFFDULHV DQG KXJH URGHQWV FDOOHG FDS EDUDV RQO D YHU GHJHQHUDWH FODQ DWWDFNV PHPEHUV RI DQRWKHU LQWHOOLJHQW VSHFLHV IRU IRRG 7DED L DUH VRPHWLPHV KXQWHG IRU WKHLU SHOWV RUWK XS WR JS HDFK 7KHLU VNLQV DQG FOD V DUH DOVR XVHIXO LQ VRPH W SHV RI QDWXUDO PDJLF 7DED L /RUG A tabaxi lord appears as a huge jaguar or leopard, depending on where LW LV IRXQG 7KH DUH LQWHOOLJHQW PDOLFLRXV DQG FXQQLQJ 7KH VSHDN WDE D L DQG ODQJXDJHV FRPPRQO XVHG E QHDUE VRFLHWLHV 7KH DQWLWKHVLV RI FRXDWOV WDED L ORUGV KDWH WKHP WKH IHHOLQJ LV PXWXDO DQG DWWDFN FRXDWO RQ VLJKW 7DED L ORUGV XVH WULFNHU DPEXVK DOOLHV DQG VSHOOV WR HDNHQ IRHV EH IRUH FORVLQJ IRU FRPEDW 6RPH DUH WK OHYHO L DUGV KLOH DUH 7th-level priests of a dark power known as Zaltec. Five percent are both L DUG DQG SULHVW :L DUG VSHOOV DUH FKRVHQ IURP WKH VFKRROV RI LOOXVLRQ HQFKDQWPHQW FKDUP RU QHFURPDQF VSHOOV IURP WKH VFKRROV RI DOWHUDWLRQ DQG LQYRFDWLRQ HYRFDWLRQ DUH QHYHU XVHG ,Q DGGLWLRQ WR VSHOOV WKDW UH TXLUH RQO YHUEDO FRPSRQHQWV WKH FDQ XVH WKH IROOR LQJ SR HUV DW LOO detect good/evil, detect invisibility, bind, DQG hypnotism. 7KH EUDYHVW DQG FUX HOHVW WDED L ORUGV FDQ XVH L LR RR WKUHH WLPHV SHU GD Tabaxi lords are closely related to tabaxi, perhaps a cursed version. All WDED L ORUGV DUH PDOH DQG PXVW WDNH D WDED L PDWH WR SURGXFH RIIVSULQJ (always a male tabaxi lord). Although usually solitary, a tabaxi lord some WLPHV WDNHV OHDGHUVKLS RI D WDED L FODQ IRU WKH SXUSRVH RI PDWLQJ DQG LQVXU LQJ RIIVSULQJ 6RPH FKRRVH WR VWD LWK WKH FODQ HYHQ DIWHU WKH RIIVSULQJ LV ERUQ DQG VHQW RII WR PDNH LWV D LQ WKH MXQJOH
335
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7KH WDNR DUH D UDFH RI LQWHOOLJHQW RFWRSL KR FDQ PRYH RQWR ODQG DQG XVH HDSRQV DQG RWKHU WRROV 7DNR KDYH QR ERQHV WKHLU SOXPS ERGLHV DUH SURWHFWHG E WRXJK PDQ WOHV RI OHDWKHU VNLQ 7KH KDYH HLJKW VXSSOH WHQWDFOHV VLPLODU WR WKRVH RI RFWRSL OLQHG LWK FLUFXODU PXVFOHV WKDW DFW DV VXFWLRQ FXSV 7KH KDYH D VLQJOH JROGHQ H H FHQWHUHG LQ WKHLU KHDGV DQG VKDUS SURWUXGLQJ MD V that resemble the bill of a parrot. Although tako can change color with HDVH D PDWXUH PDOH V QRUPDO FRORU LV OLJKW JUHHQ KLOH D PDWXUH IHPDOH V LV RUDQJH UHG RXQJ WDNR DSSHDU LQ D YDULHW RI FRORUV LQFOXGLQJ EODFN EUR Q KLWH EOXH DQG JROGHQ 7DNR KDYH WKHLU R Q ODQJXDJH EDVHG RQ WHQWDFOH PRYHPHQWV DQG VNLQ color changes. Characters with an Intelligence of at least 17 (or with the reading/writing pro ciency) have a 25% chance of understanding the WDNR V ODQJXDJH &RPEDW 7KRXJK QRUPDOO GRFLOH WDNR DWWDFN DQ FUHDWXUH KR LQYDGHV WKHLU WHUULWRU ,Q DGGLWLRQ WKH KDYH D VWURQJ VHQVH RI KRQRU DQG LOO DYHQJH DWWDFNV DQG DOO LWK PHPEHUV RI RWKHU UDFHV KR DVVLVW WKHP 7KH DUH FUDIW RSSRQHQWV 7DNR FDQ FKDQJH WKHLU FRORU DQG SDWWHUQ WR match any natural terrain in a single round. This camou age makes them 90% undetectable, and modi es the surprise rolls of opponents by –3. 0RVW WDNR DU SDUWLHV DUH H FOXVLYHO PDOH 7KH WDNR DWWDFN LWK WKHLU EHDNV 7KH DOVR FDQ DQFKRU WKHPVHOYHV LWK D VLQJOH WHQWDFOH OHDYLQJ WKH UHPDLQLQJ VHYHQ WHQWDFOHV IUHH WR PDNH DWWDFNV 8VXDOO WKH WDNR FDUU VHYHQ HDSRQV RQH VSHDU RU KDQG D H LQ HDFK IUHH WHQWDFOH Tako can make constriction attacks similar to octopi. Any victim under IHHW WDOO RU IHHW ORQJ FDQ EH JUDSSOHG E RQH WHQWDFOH DW D WLPH 0DOH WDNR KDYH D FKDQFH RI SLQQLQJ ERWK RI WKH YLFWLP V DUPV LWK D VLQJOH VWULNH IHPDOHV KDYH D FKDQFH 7KH FKDQFH RI SLQQLQJ RQO RQH XSSHU OLPE LV WKH VDPH ,I ERWK OLPEV DUH SLQQHG WKH YLFWLP KDV QR DWWDFN ,I RQO one limb is pinned, the victim attacks with a –3 penalty to his attack roll. If no limbs are pinned, the victim attacks with a –1 penalty.
7DNR WHQWDFOHV JULS LWK D 6WUHQJWK RI D YLFWLP LWK D 6WUHQJWK HTXDO WR RU JUHDWHU WKDQ FDQ JUDVS WKH WHQWDFOH DQG ORRVHQ LW QHJDW LQJ WKH FRQVWULFWLRQ 7R EUHDN FRPSOHWHO IUHH D WHQWDFOH PXVW EH VHYHUHG PDOHV KDYH KLW SRLQWV SHU WHQWDFOH IHPDOHV KDYH KLW SRLQWV SHU WHQWDFOH Unless loosened or severed, tentacle constriction automatically in icts KLW SRLQWV RI GDPDJH SHU URXQG IURP PDOHV RU G SRLQWV IURP IHPDOHV Young tako cannot perform constriction attacks. Their AC is 7, and they have 1 HD. Their THAC0 is 20. They in ict 0-1 hp of damage per tentacle DWWDFN DQG KS LWK WKHLU EHDN 2WKHU LVH WKH UH MXVW VPDOO IHLVW YHU VLRQV RI WKHLU SDUHQWV LWK DQ 05 RI 6 DQG ;3 YDOXH RI +DELWDW 6RFLHW A tako tribe comprises 3-12 (3d4) males, half as many RXQJ DQG IHPDOHV )HPDOHV PDNH DOO GHFLVLRQV IRU WKH WULEH KLOH WKH PDOHV DFW DV GHIHQGHUV DQG KXQWHUV 7KH FUHDWXUHV HVWDEOLVK WKHLU ODLUV LQ FRDVWDO XQGHU DWHU FDYHV PDNLQJ RFFDVLRQDO UDLGV RQ ODQG IRU IRRG HDSRQV DQG WUHDVXUH LWHPV ,Q VRPH DUHDV WDNR FRH LVW LWK KXPDQV cooperating to attack sea monsters and to help shermen, but such cases DUH H WUHPHO UDUH (FRORJ Tako eat oysters, crabs, lobsters, and other shell sh, which WKH FUDFN RSHQ LWK WKHLU SR HUIXO MD V 7KH FDQ HMHFW VPDOO FORXGV RI ULFK EOXH LQN EXW WKH FORXGV DUH WRR OLPLWHG WR VHUYH DV D GHIHQVH +XPDQV JUHDWO SUL H WKH LQN KR HYHU DQG XVH LW WR FUHDWH FDOOLJUDSK
336
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Tanar’ri are, in the broadest terms, chaos and evil de ned. The less intel ligent often attack without question and ght until slain. True and greater tanar’ri often roam the Astral and Ethereal Planes—their attention is at WUDFWHG E WKRVH LQ DQ HWKHUHDO VWDWH
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All tanar’ri with average or above average intelligence have a form of te OHSDWK WKDW HQDEOHV WKHP WR FRPPXQLFDWH LWK DQ LQWHOOLJHQW OLIH IRUP UHJDUGOHVV RI DQ ODQJXDJH EDUULHUV Frequently, the Abyss-forged, magical weapons of the tanar’ri dissolve XSRQ WKH GHDWK RI WKH FUHDWXUH :KHQ RQH GRHVQ W LW LV OLNHO WKDW WKH HDSRQ LQ TXHVWLRQ RULJLQDWHG VRPH KHUH HOVH +DELWDW 6RFLHW There are ve classi cations of tanar’ri, listed in ascend LQJ RUGHU RI SR HU DQG LWK VSHFLHV EHOR /HDVW GUHWFK PDQHV UXWWHUNLQ /HVVHU alu- end, bar-lgura, cambion, succubus *UHDWHU EDEDX FKDVPH QDEDVVX 7UXH EDORU JODEUH X KH URX PDULOLWK QDOIHVKQHH YURFN *XDUGLDQ PRO GHXV %DORU 7UXH 7DQDU UL 7KH JUHDWHVW DQG PRVW WHUULEOH RI WKH WUXH WDQDU UL WKH EDORUV DUH WKH XQ disputed terrors of the Abyss. They are the very motivation behind the WDQDU UL LQYROYHPHQW LQ WKH Blood War. ,Q HYHU VHQVH RI WKH RUG EDORUV
&RPEDW Balors attack with their great sts for 2-12 points of damage. Anyone struck by a balor’s sts must roll a saving throw vs. spells with a –6 penalty or ee in terror for 1-6 turns. Balors much prefer weapons to sts in combat. Each carries a great V RUG WKDW ORRNV OLNH D EROW RI OLJKWQLQJ ,Q WKH KDQGV RI D EDORU WKHVH V RUGV DUH YRUSDO DQG FDQ detect evil/good in a 30 foot radius. Any crea WXUH WKDW SLFNV XS D EDORU V V RUG UHJDUGOHVV RI KHWKHU LWV VNLQ DFWXDOO WRXFKHV LW LPPHGLDWHO VXIIHUV SRLQWV RI GDPDJH DQG PXVW UROO D VDYLQJ WKUR YV VSHOOV RU GLH LPPHGLDWHO Balors also use a great whip with many tails. These whips will in ict but 1-4 SRLQWV RI GDPDJH SHU KLW +R HYHU WKH PDJLFDOO UDS WKH YLFWLP DOOR LQJ the balor to draw the victim into his ever-present bodily ames. Once dragged into the ames, the victim suffers 4-24 points of damage per round. (VFDSLQJ WKH KLS UHTXLUHV D VXFFHVVIXO RQH KDOI VWUHQJWK FKHFN :KHQ WKH KLS KROGV D YLFWLP LW FDQQRW EH XVHG LQ RWKHU DWWDFNV %DORUV PD XVH RQH RI WKH IROOR LQJ DGGLWLRQDO PDJLFDO SR HUV DW WKH WK OHYHO RI VSHOO XVH SHU URXQG DW LOO detect invisibility DO D V DFWLYH L DO D V DFWLYH dispel magic, fear, pyrotechnics, read magic, sug gestion, symbol DQ W SH telekinesis, DQG tongues. 7KH PD DOVR JDWH OHDVW OHVVHU JUHDWHU RU WUXH WDQDU UL WR WKHLU ORFDWLRQ 7KH JDWH LV DO D V VXFFHVVIXO EXW PD RQO EH XVHG RQFH SHU KRXU Balors are completely immune to gas. If a balor is slain in the Abyss, it explodes in a blinding ash of light, in icting 50 points of damage to HYHU WKLQJ LQ D IRRW UDGLXV DURXQG WKH FUHDWXUH VDYLQJ WKUR YV VSHOO IRU KDOI GDPDJH
337
Tanar’ri +DELWDW 6RFLHW %DORUV H LVW IRU RQH SXUSRVH RQO WR DJH WKH Blood War. They are driven by the strongest primal desire to ght and will command KROH OHJLRQV RI EHLQJV LQWR EDWWOH %DORUV DOVR UHFRJQL H D VXEWOH EXW LPSRUWDQW DVSHFW RI WKH :DU WKH 3ULPH 0DWHULDO SODQH 7KH LOO RIWHQ PDNH SDFWV LWK PRUWDOV WR SHUIRUP VHUYLFHV IRU WKH SXUSRVH RI JDLQLQJ SR HU LQ WKH 3ULPH 0DWHULDO SODQH %DORUV NQR WKDW WKH PRUH IROOR HUV RU DOOLHV WKH FDQ JDLQ LQ WKH 3ULPH 0DWHULDO WKH PRUH SR HU WKH LOO KDYH WKHUH 7KHUH DUH DW OHDVW EDORUV NQR Q WR H LVW 7KH FUHDWXUHV GR QRW LQKDELW any particular area of the Abyss, but wander about forming armies for EDWWOH LWK WKH EDDWH X T Y (FRORJ There is nothing more important in the Abyss than the Blood War. 7KH EDORU LQ D VHQVH WKH %ORRG :DU IURP D WDQDU UL SHUVSHFWLYH WKH ecology of the Abyss driving the creation of new beings and mandating WKHLU VXUYLYDO 0DULOLWK 7UXH 7DQDU UL %ROG DQG FXQQLQJ PDULOLWK DUH WKH JHQHUDOV DQG WDFWLFLDQV IRU WKH RR War. Where the balors are the in uence and energy behind the war effort, WKH PDULOLWK DUH WKH EUDLQV DQG WDFWLFV 7HUULEOH WR EHKROG WKHVH FUHDWXUHV KDYH WKH ERGLHV RI JLDQW VQDNHV LWK KXJH JUHHQ VFDO FRLOV )URP WKH DLVW XS WKH DUH EHDXWLIXO FRPHO IH PDOHV %HVLGHV KHU REYLRXV VQDNH ERG WKH IHDWXUH WKDW UHYHDOV WKH WUXH QDWXUH RI WKLV WDQDU UL LV KHU VL DUPV 7KH DUH FRPPRQO DGRUQHG LWK SUHFLRXV MH HOU DQG KLJKO GHFRUDWHG HDSRQV PDULOLWK PRVW RIWHQ FDUU D GLIIHUHQW HDSRQ LQ HDFK RI WKHLU VL KDQGV &RPEDW Although marilith are strategists and tacticians, they love to join FRPEDW DQG GR VR KHQHYHU WKH RSSRUWXQLW SUHVHQWV LWVHOI 7KH FDQ DW WDFN LWK HDFK RI WKHLU VL DUPV DQG FRQVWULFW D YLFWLP LWK WKHLU VQDN WDLOV DV HOO 0DULOLWK DO D V FDUU D GLIIHUHQW HDSRQ LQ HDFK KDQG IDYRULQJ H RWLF swords and axes. The DM should assign speci c weapons; 90% of them VKRXOG EH HQFKDQWHG YHUVLRQV RI WKH FRPPRQ YDULHW DQG RI WKRVH VKRXOG EH D VSHFLDO HDSRQ 0DULOLWK IDYRU WKHLU HDSRQV KLJKO ,I RQH VKRXOG HYHU EH ORVW RU VWROHQ PDULOLWK JR WR JUHDW OHQJWKV WR VHH WKDW WKH HDSRQ LV UHFRYHUHG A marilith can also constrict with her deadly tail. If the tail hits in com bat, it wraps around a victim, automatically in icting 4-24 points of crush ing damage each round. Additionally, due to the constriction of air, the victim must roll a successful Constitution check every round or fall un FRQVFLRXV 1R RSSRQHQW LWK OHVV WKDQ D 6WUHQJWK VFRUH FDQ HYHQ KRSH WR EUHDN IUHH RI WKH PDULOLWK V FRLOV 7KHUH LV D FKDQFH SHU URXQG SHU SRLQW RI 6WUHQJWK RYHU WKDW WKH YLFWLP FDQ HVFDSH 0DULOLWK KDYH WKH IRO OR LQJ DGGLWLRQDO PDJLFDO SR HUV WKDW WKH FDQ XVH RQFH SHU URXQG RQH DW D WLPH DW LOO animate dead, cause serious wounds, cloudkill, comprehend languages, curse, detect evil, detect magic, detect invisibility, polymorph self WLPHV SHU GD project image, pyrotechnics, DQG telekinesis. 7KH PD DOVR DWWHPSW WR JDWH LQ OHDVW WDQDU UL OHVVHU WDQDU UL JUHDWHU WDQDU UL RU WUXH WDQDU UL RQFH SHU KRXU LWK D FKDQFH RI VXFFHVV :HDSRQV RI RU OHVV PDJLFDO HQFKDQWPHQW FDQQRW KDUP D PDULOLWK 7KHVH FUHDWXUHV DUH QHYHU VXUSULVHG 7KH FDQQRW EH IRROHG E LOOXVLRQV DQG DUH LPPXQH WR PLQG DIIHFWLQJ VSHOOV
+DELWDW 6RFLHW As noted, marilith are the strategists of the Blood War. 7KH DUH LQ FKDUJH RI GHYLVLQJ DOO WDFWLFV WR EH XVHG GXULQJ WKH EDWWOHV DQG FRRUGLQDWH WKH DFWLYLWLHV RI DOO WUXH WDQDU UL VDYH WKH PLJKW EDORUV RI FRXUVH XH WR WKH FKDRWLF QDWXUH RI WKH WDQDU UL LW LV QRW UHDOO SRV VLEOH WR FRRUGLQDWH WKHLU DFWLYLWLHV EXW WKH PDULOLWK DUH FKDUJHG LWK LW QRQHWKHOHVV 7KHVH VWXQQLQJO SR HUIXO FUHDWXUHV KDYH D KDWUHG IRU WKH JODEUH X 7KH IHHO WKDW WKH VXEWOH DUIDUH RI WKH JODEUH X LV D FKLOGUHQ V JDPH DQG inferior to proper warfare. A marilith will attempt to discredit the work LQJV RI WKH JODEUH X DQ FKDQFH LW JHWV 7KH RXOG FRPSOHWHO GHVWUR WKH VXEWOH EHDVWV EXW WKH DOO SR HUIXO EDORUV IDYRU WKH JODEUH XV WDFWLFV DQG RXOG KDYH WKHP FRQWLQXH WKHLU D V (FRORJ 0DULOLWK DUH WUXH WDQDU UL KLFK PDNHV WKHP D SDUW RI WKH GULY LQJ IRUFH EHKLQG WKH Blood War. 0RUHRYHU WKH DUH WKH FRRUGLQDWRUV DQG JHQHUDOV RI WKH DU HIIRUW 0DULOLWK IHHO WKDW WKH DUH WKH WUXH IRUFH EHKLQG WKH DU 6HFUHWO WKH IHHO WKDW WKH EDORUV KDYH WKHLU SODFH RQO EHFDXVH RI WKHLU JUHDW SR HU EXW DUH QRW DEVROXWHO QHFHVVDU 7KH PD EH ULJKW LQ WKHLU EHOLHI EXW WKH SR HU RI WKH EDORUV UHPDLQV XQFKDOOHQJHG
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Tasloi &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / (
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Tasloi are long-legged, at-headed humanoids. They walk in a crouching SRVWXUH WRXFKLQJ WKHLU NQXFNOHV WR WKH JURXQG IURP WLPH WR WLPH 7KHLU VNLQV DUH D OXVWURXV JUHHQ DQG DUH WKLQO FRYHUHG LWK FRDUVH EODFN KDLU 7KHLU H HV DUH VLPLODU WR D FDW V DQG DUH JROG LQ FRORU 2IWHQ WKH FDQ EH KHDUG DW QLJKW VSHDNLQJ LQ WKHLU KLJK KLVSHU YRLF HV 7DVORL VSHDN WKHLU R Q WRQJXH DQG FDQ DOVR VSHDN WKH ODQJXDJHV RI monkeys and apes. About 5% of their kind have learned a pidgin common WKDW WKH XVH KHQ WUDGLQJ &RPEDW 7DVORL OLNH WR KLGH LQ WUHH WRSV DQG GURS GR Q RQ WKH HDN DQG XQ DU 7KH DUH TXLFN DQG QLPEOH LQ WKH WUHHV EXW VOR DQG FOXPV RQ WKH JURXQG :KHQ WKH DUH LQ MXQJOH WKHLU VWHDOWK PRYHPHQWV LPSRVH D –4 penalty to opponents’ surprise rolls. They also hide in shadows, like D WKLHI LWK HIIHFWLYHQHVV 7KHLU LQIUDYLVLRQ HQDEOHV WKHP WR VHH XS to 90 feet in darkness, but they hate daylight and suffer a –1 penalty to their attack roll when ghting in broad daylight. Tasloi carry the following weapons: small shield (AC 5) and jav elin—20%, club and javelin—40%, short sword and small shield (AC MDYHOLQ DQG QHW VKRUW V RUG DQG QHW RU MDYHOLQ DQG lasso—5%. Tasloi without shields are AC 6. They customarily carry all jav HOLQV DQG VKLHOGV RQ WKHLU EDFNV KHQ WKH WUDYHO WKURXJK WKH WUHHV Tasloi eat anything, but they enjoy all kinds of esh, especially humans DQG HOYHV 7KH QRUPDOO DWWDFN IURP DERYH WU LQJ WR FDSWXUH LI SRVVLEOH ,I WKH JDLQ VXUSULVH WKH XVH WKHLU IRRW GLDPHWHU QHWV WR WUDS WKHLU SUH WKH QHWV WRWDOO HQWDQJOH WKRVH RI OHVV WKDQ 6WUHQJWK WKRVH RI RU JUHDWHU 6WUHQJWK QHHG D VXFFHVVIXO RSHQ GRRUV UROO WR ULS WKH QHW DQG HVFDSH ,I D SDUW LV WRR YLJLODQW RU SUHSDUHG WKH WDVORL DWWHPSW WR HDU GR Q WKH JURXS WKURXJK VKRUW VXGGHQ DWWDFNV IROOR HG E UHWUHDW ,I SRV VLEOH WDVORL WU WR VWHDO WKH HQHP V GHDG DIWHU DQ DWWDFN
Females ght as males, but the young do not ght at all. The lair consists RI D VHULHV RI G ODUJH WUHHV LWK G SODWIRUPV IHHW DERYH WKH ground. All the trees are connected by vines and ropes. There is a 60% FKDQFH WKDW WKH WDVORL KDYH G WUDLQHG JLDQW VSLGHUV DQG D FKDQFH WKDW WKH KDYH G WUDLQHG JLDQW DVSV 7DVORL DUH DEOH WR ULGH WKHVH DVSV IRU JUHDW GLVWDQFHV DQG WKH VSLGHUV DLG LQ WKH FRQVWUXFWLRQ SUR WHFWLRQ DQG RYHUDOO PDLQWHQDQFH RI WKH WUHH YLOODJH (FRORJ ,W LV QRW NQR Q KHUH DQG KR WDVORL RULJLQDWHG ,W LV OLNHO WKH KDYH EHHQ DURXQG IRU PDQ PLOOHQQLD LQWHUEUHHGLQJ LQ GHHS LVRODWHG MXQJOHV 7KHLU SULPLWLYH OLIHVW OH KDV SUREDEO H LVWHG LQ PXFK WKH VDPH IDVKLRQ IRU WKRXVDQGV XSRQ WKRXVDQGV RI HDUV :KLOH FHUWDLQO DPRQJ WKH OHDVW IHDUVRPH RI DOO MXQJOH FUHDWXUHV WDVORL are perhaps worth worrying about in numbers, or after eeing encounters LWK QDVWLHU MXQJOH GHQL HQV 7DVORL NQR WKH ORFDWLRQ RI VXFK ODLUV DQG often set up obvious escape routes for any creature that foolishly nds LWVHOI FRQIURQWLQJ WKH EHDVW 7KH WDVORL WKHQ OD WKHLU WUDSV DORQJ WKH HVFDSH SDWK DQG DLW IRU WKH HDNHQHG XQVXVSHFWLQJ FUHDWXUHV WR UXQ WKURXJK EOLQGO 7KLV VWUDWHJ LV KLJKO VXFFHVVIXO DSSDUHQWO DV WKH WDVORL ERDVW PDQ PRUH WURSKLHV WKDQ WKHLU VPDOO VL H DQG OLPLWHG SUR HVV PLJKW RWK HU LVH LQGLFDWH
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Thought Eater &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / (
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7KRXJKW HDWHUV DUH QDWLYHV RI WKH %RUGHU (WKHUHDO DQG WKH RQO VXUYLYH LQ HWKHUHDO IRUP 7KH DSSHDU DV VLFNO JUD VNHOHWDO ERGLHV LWK RYHUVL HG SODW SXV KHDGV 7KH KDYH HEEHG VNHOHWDO SD V VXLWHG WR V LPPLQJ WKURXJK WKH HWKHU A thought eater has only one desire—to avoid death. For some rea VRQ WKH GLH DOPRVW LQVWDQWO RQ WKH 3ULPH 0DWHULDO SODQH )RUWXQDWHO IRU WKHP WKH KDYH VHYHUDO SVLRQLF SR HUV KLFK KHOS WR SUHYHQW WKLV &RPEDW 7KRXJKW HDWHUV DUH XQLTXH 7KH KDYH QR FRPEDW DELOLWLHV H FHSW WKHLU LQQDWH SVLRQLF WDOHQWV HYHQ RQ WKH %RUGHU (WKHUHDO VR WKH FDQ EH HDVLO VODLQ LI HQFRXQWHUHG WKHUH Thought eaters are far from harmless, however. Although they cannot VXUYLYH RXWVLGH WKH %RUGHU (WKHUHDO WKHLU SVLRQLF SR HUV H WHQG LQWR WKH 3ULPH 0DWHULDO SODQH 7KLV LV RQH RI WKH IH NQR Q H DPSOHV RI WUDQVSOD QDU H WHQVLRQ 7KH WKRXJKW HDWHUV SVLRQLF VHQVH LV DO D V RSHUDWLQJ %HFDXVH RI WKHLU XQLTXH DELOLWLHV WKH FDQ VHQVH SVLRQLF DFWLYLW LQ WKH 3ULPH 0DWHULDO SODQH DV HOO DV WKH %RUGHU (WKHUHDO :KHQ WKH GHWHFW SVLRQLF DFWLYLW RI DQ NLQG WKH LOO VKLIW WR WKH ORFDWLRQ RI WKH HPDQDWLRQV Their only “attack” is their innate ability to absorb psionic energy. They FDQ DEVRUE SVLRQLF HQHUJ LWKLQ IHHW RI D WUXH SVLRQLFLVW RU SVLRQLF FUHDWXUH RU LWKLQ IHHW RI D LOG WDOHQW 7KRXJKW HDWHUV GUDLQ SVLRQLF SRLQWV SHU URXQG DQG WKH LOO DOVR DEVRUE DQ VSHOO FDVW LQ WKH DUHD DV HOO DV PHPRUL HG VSHOOV SRLQWV SHU VSHOO OHYHO )LQDOO WKH FDQ IHHG XSRQ ,QWHOOLJHQFH LWK HDFK SRLQW FRQYHUWHG WR 363V WKDW WKH DEVRUE 7KH LOO IHHG XQWLO DOO YLFWLPV GLH RU HVFDSH RU XQWLO WKH WKHPVHOYHV DUH VDWHG 7KLV RFFXUV KHQ WKH UHDFK D QXPEHU RI SRLQWV HTXDO WR WKHLU 363V Although they feed on brain power, thought eaters are essentially stu SLG %HFDXVH WKH ODFN LQWHOOLJHQFH WKH DUH LPPXQH WR DOO WHOHSDWKLF DW WDFNV DQG FRQWUROV SVLRQLF RU RWKHU LVH 7KHLU SUHIHUHQFHV DQG WKH RUGHU LQ KLFK WKH IHHG DUH DO D V WKH VDPH SVLRQLF SRLQWV EHLQJ H SHQGHG FDXVHV SR HU WR IDLO PDJLFDO HQHUJ EHLQJ H SHQGHG FDXVHV VSHOO WR IDLO 363V PHPRUL HG VSHOOV ,QWHOOLJHQFH 1RWH WKDW LI D WKRXJKW HDWHU FRQVXPHV DOO RI VRPHRQH V ,QWHOOLJHQFH WKH YLFWLP LOO EHFRPH D YHJHWDEOH HIIHFWLYHO GHDG 7KH ,QWHOOLJHQFH ORVV LV SHUPDQHQW XQOHVV LW LV UHOLHYHG E R RU SV FKLF VXUJHU 6SHOOV FDQ EH UH PHPRUL HG DQG GUDLQHG 363V FDQ EH UHFRYHUHG QDWXUDOO 7KH WKRXJKW HDWHUV IHHGLQJ IUHQ KDV WKH VROH SXUSRVH RI PDLQWDLQLQJ WKRXJKW HDWHUV LQ WKH HWKHU 7KHLU ERGLHV SURFHVV 363V WKH D KXPDQRLGV SURFHVV IRRG DW D UDWH RI 363V KRXU ,I WKH UXQ RXW RI SRLQWV WKH GURS RXW RI WKH HWKHU LQWR WKH 3ULPH 0DWHULDO SODQH DQG PHHW DQ LQVWDQW GHDWK 1RWH WKDW HWKHUHDO EHLQJV DUH LQYLVLEOH WR FUHDWXUHV RQ WKH 3ULPH 0DWHULDO SODQH LW LV SUREDEOH WKDW D WKRXJKW HDWHU LOO DWWDFN DQG IHHG XQQRWLFHG DQG
uncontested until sated, or until its victims are out of range. Although it RQO KDV D PRYHPHQW UDWH RI WKLV LV HWKHUHDO PRYHPHQW DOOR LQJ SDVVDJH WKURXJK DOOV WUHHV HWF DV LI WKH GLGQ W H LVW Any defense mode except those with a 0 maintenance cost will prevent WKH WKRXJKW HDWHUV IURP IHHGLQJ 7KLV LQFOXGHV VSHOOV OLNH mind blank, DQG PDJLFDO GHYLFHV WKDW WK DUW SVLRQLF DWWDFNV 3VLRQLFV 6XPPDU 7KRXJKW HDWHUV KDYH G 363V 7KHLU VFRUH LV 7KH ERDVW D QDWXUDO LQQDWH IRUP RI SVLRQLF VHQVH LQ D PHWDSVLRQLF SR HU KLFK RSHUDWHV FRQWLQXRXVO DW QR FRVW WR 363V 7KH DOVR DEVRUE 363V VHH Combat. +DELWDW 6RFLHW /LWWOH LV NQR Q DERXW WKRXJKW HDWHUV H FHSW WKDW WKH H LVW VROHO LQ WKH HWKHUHDO SODQH DQG DUH YHU VROLWDU EHLQJV 0DJLFDO UH VHDUFK KDV LQGLFDWHG WKDW WKH DUH QRW PDOHYROHQW WKHLU DWWDFNV DUH IRU WKH VROH SXUSRVH RI VWD LQJ DOLYH WKH VDPH DV DQ KXPDQRLG KXQWHU 6RPH sages believe that though eaters are the nal fate of psionisists, once they GLH (FRORJ 7KRXJKW HDWHUV FDUU QR WUHDVXUH :KHQ RQH GLHV LW DXWRPDWL FDOO GURSV RXW RI WKH HWKHU DQG PDWHULDOL HV RQ WKH 3ULPH 0DWHULDO SODQH 2I FRXUVH WKH DUH XVXDOO GLVPLVVHG DV SODW SL WKDW GLHG IURP VWDUYDWLRQ
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Titan ,Q RQH VRFLHW -HXURQ D WLWDQ LWK GRPLQLRQ RYHU NQR OHGJH DV UHYHUHG DV D JRG IRU FHQWXULHV 7KRVH PRUWDOV EXLOW WKHLU KROH FLYLOL D WLRQ DURXQG KLP DQG -HXURQ UHYHOOHG LQ WKH RUVKLS +H HYHQ DONHG DPRQJ WKHP RFFDVLRQDOO WR VHH WKHLU ORYH DQG DGPLUDWLRQ %XW 2GLQ RI WKH 1RUVH P WKRV GLVFRYHUHG KLV GHFHSWLRQ DQG SXQLVKHG -HXURQ E VKDFNOLQJ KLP WR WKH ERWWRP RI WKH GHHSHVW VHD IRU HDUV Titans have a natural af nity for storm giants. Those giants are the clos HVW EHLQJV WKH WLWDQV KDYH IRXQG WR SHHUV DQG WKH LOO UHDGLO EHIULHQG WKHP ,Q DQ JURXS RI WLWDQV WKHUH LV D FKDQFH WKDW WKH LOO EH DF companied by one or more storm giants. Although titans can sometimes EH FRQGHVFHQGLQJ E QDWXUH WKH QHYHU WUHDW WKH VWRUP JLDQWV DV VXERUGL QDWHV RU LQIHULRUV 2Q 2O PSXV WLWDQV KDYH GHYHORSHG D FXOWXUH VLPLODU WR KDW WKH IRXQG WKHUH 7KH HDU VLPLODU FORWKLQJ HDW VLPLODU IRRGV SOD VLPLODU PXVLF HWF ,W LV XQFOHDU K WKLV KDV RFFXUUHG 3HUKDSV WKH WLWDQV LQ D JRGOLNH KLP DGRSWHG WKHLU IDYRULWH PRUWDO OLIHVW OH 6XFK RXOG QRW EH XQXVXDO IRU WKHVH JUHDW EHLQJV 7LWDQV SULPDULO G HOO LQ JUHDW SDODFHV DQG PDQVLRQV LQ 2O PSXV KHUH WKH OLYH WKHLU OLYHV KLPVLFDOO 7KHUH WKH LOO GDQFH VLQJ VWXG GHEDWH DQG HQJDJH LQ DOO RWKHU PDQQHU RI DFWLYLWLHV LWK WLWDQLF SURSRUWLRQ If a titan nds something that interests him, it would not be unusual for KLP WR VWXG LW LQ JUHDW GHWDLO IRU PDQ HHNV RQO WR OHDYH LW KHQ KLV LQWHUHVW KDV DQHG 7KH PD DOVR HQJDJH LQ GHEDWHV RU DUJXPHQWV WKDW ODVW OLWHUDOO IRU HHNV DW D WLPH 7KHVH GHEDWHV PLJKW HQG LQ D MRYLDO ODXJK WHU DQG JRRG VSLULWV RU LQ WKXQGHU DQG UDJH 6XFK DUH WKH KLPV RI WLWDQV (FRORJ 7LWDQV DUH EDVLFDOO LGHQWLFDO WR KXPDQV H FHSW PXFK ODUJHU :KDW PDNHV WKHP LPPRUWDO LV QRW NQR Q 3HUKDSV LW LV WKHLU HQFKDQWHG H LVWHQFH LQ WKH KDOOV RI 2O PSXV 7KHVH JLDQWV DUH FRPPRQO NQR Q WR H SHULHQFH WKH VDPH UDQJH RI HPRWLRQV DV KXPDQV GR 7KH GHYHORS LGLRV QFUDVLHV DV KXPDQV GR DOVR In fact, titan mannerisms emulate those of humans very closely. Again, it is dif cult to tell if the titans are whimsically copying humans, or vice YHUVD 7LWDQV EHLQJ JRGOLNH FUHDWXUHV WHQG WR EH YHU GLYHUVH DQG XQLTXH (DFK LQGLYLGXDO WLWDQ RU VRPHWLPHV JURXS RI WLWDQV KDYH D VSHFLDO SR HU is that related to their personality or sphere of in uence. These powers are YHU GLIIHUHQW DQG XVXDOO YHU VWURQJ 6RPH H DPSOHV RI WKH SR HUV RI D WLWDQ DUH H SODLQHG EHOR
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OJRUQ, a titan that has in uence over the seas, has the ability to KHQHYHU KH FKRRVHV WR 7KLV DWHU FDQ EH YDVW DV KH GHVLUHV up to the volume of a medium-sized lake. Algorn can simply cause the water to ow, he can cause it to jet out from his hands (washing D D HYHU WKLQJ LQ LWV SDWK D D RU KH FDQ HYHQ FDXVH WKH DWHU WR EH IUR HQ 0DQH D WLWDQ LWK GRPLQLRQ RYHU IHOLQHV KDV WKH DELOLW WR FKDQJH LQWR D JLDQW IRUP RI DQ FDW :KHQ KH WUDQVIRUPV KH LV LQVWDQWO FXUHG RI DOO RXQGV SRLVRQV DQG GLVHDVHV 0DQH PD FKDQJH LQWR D FDW DQG EDFN again ve times per day. 3RUSK O LV D WLWDQ LWK WKH SR HU RI JUR WK +H PD FDXVH DQ LPPDWXUH OLIH WR JUR WR PDWXULW 7KXV KH FDQ FDXVH FURSV WR JUR KH FDQ PDNH D ER JUR WR PDQKRRG HWF 3RUSK O LV YHU LVH DQG RXOG QHYHU DEXVH KLV DELOLW 0DOHSKXV a titan with in uence over law and justice, can unerringly de WHFW DQ VSRNHQ OLH DQG DQ EDG LQWHQWLRQ +H LV RIWHQ XVHG E PDQ JUHDWHU SR HUV LQ WULDOV RI MXVWLFH 0DOHSKXV LV WRWDOO KRQHVW KH LV LQFDSDEOH RI OLHV RU GHFHSWLRQ 6 OOLD D WLWDQ LWK SR HU RYHU ORYH FDQ UHPRYH DQ QHJDWLYH IHHOLQJV IURP DQ EHLQJ H FHSW GHLWLHV DQG SR HUV 6KH KDV WKH DELOLW WR UH PRYH KDWUHG XQKDSSLQHVV GHSUHVVLRQ HWF 6 OOLD FDQQRW UHPRYH WKH IHHOLQJ SHUPDQHQWO EXW IRU DW OHDVW D GD RU VR 7KH GHLWLHV RI WKH XS SHU SODQHV RIWHQ HPSOR KHU SR HU KHQ WU LQJ WR VWRS DUV *LU RQ D WLWDQ LWK GRPLQLRQ RYHU GHDWK FDQ WDNH WKH OLIH IURP DQ OLY LQJ EHLQJ ,W VKRXOG EH QRWHG WKDW *LU RQ KDV QHYHU XVHG WKLV DELOLW XQOHVV FRPPDQGHG WR E D GHLW *LU RQ V UHVWUDLQW DQG VHOI FRQWURO LV UHYHUHG E RWKHU WLWDQV *UHDWHU 7LWDQV 5XPRUV H LVW RI D UDFH RI WLWDQV PRUH SR HUIXO VWLOO WKDQ FRPPRQ WLWDQV 7KHVH WLWDQV DUH VDLG WR EH YHU FORVH WR WKH JRGV DQG DO D V DFFRPSDQ RQH LWK VRPH GHLWLHV DQG SR HUV EHLQJ DWWHQGHG E PRUH WKDQ RQH JUHDWHU WLWDQ 3HUKDSV JUHDWHU WLWDQV HUH IRUPHUO FRP PRQ WLWDQV KR KDYH JUR Q VR JUHDW LQ SR HU WKDW WKH JRGV EURXJKW WKHP FORVHU WR WKHPVHOYHV 6XFK PDWWHUV DUH QRW FRPPRQ NQR OHGJH It is very dif cult to provide combat statistics for greater titans. Like the JRGV WKHPVHOYHV JUHDWHU WLWDQV DUH VLPSO QRW VXEMHFW WR DJJUHVVLRQ IURP QRQGLYLQH EHLQJV 7KH DUH QHYHU KDUPHG E VXFK DWWDFNV
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,FH 7RDG )XOO LQWHOOLJHQW LFH WRDGV G HOO LQ FROG FOLPHV RU IDU EHQHDWK WKH VXUIDFH RI WKH JURXQG ,Q DGGLWLRQ WR LWV YLFLRXV ELWH WKH FUHDWXUH FDQ UDGLDWH FROG LQ D IRRW UDGLXV IURP LWV ERG ,FH WRDGV FDQ JHQHUDWH WKLV VSHFLDO DWWDFN RQFH every other round. All non-cold-using creatures within this sphere of cold suffer 3-18 points of damage. Characters making a saving throw vs. spell VXIIHU RQO KDOI GDPDJH ,FH WRDGV VSHDN WKHLU R Q HLUG ODQJXDJH DQG DF WLYHO FROOHFW JHPV DQG MH HOU SDUWLFXODUO GLDPRQGV 3RLVRQRXV 7RDG 7KHVH WRDGV LQGLVWLQJXLVKDEOH IURP FRPPRQ JLDQW WRDGV VHFUHWH D HDN hemotoxic poison. A creature bitten by a poisonous toad must save vs. SRLVRQ DW )DLOXUH PHDQV WKH YLFWLP IDOOV FRPDWRVH DQG LOO GLH LWKLQ KRXUV XQOHVV WUHDWHG
(FRORJ *LDQW WRDGV NHHS QR WUHDVXUH EXW RUWK KLOH LQGLJHVWLEOHV DUH RFFDVLRQDOO IRXQG LQ WKHLU GURSSLQJV 7KHLU VNLQ FDQ EH IDVKLRQHG LQWR VXLWDEOH OHDWKHU DUPRU EXW LWV RGRU LOO EH DW OHDVW DV GLVWLQFWLYH DV LWV DSSHDUDQFH )LUH 7RDG 7KHVH ODUJH UHG WRDGV DUH DERXW IHHW ORQJ DQG FRYHUHG LWK URXJK SXUSOH DUWV )LUH WRDGV VKXQ DWHU SUHIHUULQJ GULHU VXUURXQGLQJV )LUH WRDGV DUH so named because of their ability to exhale small reballs. These reballs are their only form of attack; a single reball can travel up to 30 feet and KDV D EODVW UDGLXV RI IHHW DPDJH LV HTXDO WR SRLQWV KDOI WKDW LI D VDYLQJ WKUR YV VSHOO LV PDGH )LUH WRDGV UDUHO DWWDFN XQOHVV WKUHDWHQHG PROHVWHG RU GHIHQGLQJ WKHLU ODLUV )LUH WRDGV VXEWUDFW SRLQW RI GDPDJH on all dice for re-based attacks against them, but cold- or water-based at tacks in ict an additional point of damage per die. Throwing liquid—even
345
Treant &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / (
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346
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7ULWRQV DUH UXPRUHG WR EH FUHDWXUHV IURP WKH HOHPHQWDO SODQH RI :DWHU WKDW KDYH EHHQ SODFHG RQ WKH 3ULPH 0DWHULDO SODQH IRU VRPH SXUSRVH XQNQR Q WR PDQ 7KH DUH VHD G HOOHUV LQKDELWLQJ DUPHU DWHUV SULQFLSDOO EXW HTXDOO DEOH WR OLYH DW VKDOOR RU JUHDW GHSWKV The lower half of a triton ends in two nned legs, while its torso, head, DQG DUPV DUH KDQGVRPHO KXPDQ 7ULWRQV KDYH D VLOYHU VNLQ WKDW IDGHV LQWR VLOYHU EOXH VFDOHV RQ WKH OR HU KDOI RI WKHLU ERGLHV 7KHLU KDLU LV GHHS EOXH RU EOXH JUHHQ 7ULWRQ VSHDN WKHLU R Q ODQJXDJH DV HOO DV WKRVH RI VHD HOYHV DQG ORFDWKDK &RPEDW 7ULWRQV FDUU HLWKHU WULGHQWV RU ORQJ VSHDUV 6RPH DUH DOVR DUPHG LWK KHDY FURVVER V :KHQ HTXLSSHG IRU EDWWOH WUL tons wear armor made of scales (AC 4). 2XWVLGH WKHLU ODLU WULWRQV DUH OLNHO WR EH PRXQWHG HLWKHU RQ KLS pocampi (65%) or giant sea horses (35%). These mounts ght in defense RI WKHLU ULGHUV ( FHSWLRQDO WULWRQV VHH EHOR DQG WULWRQ OHDGHUV DO D V FDUU FRQFK VKHOOV LWK WKHP 1RW PDJLFDO WKHLU VRXQGV DUH HOO NQR Q WR DOO PDULQH FUHDWXUHV :KHQ EOR Q SURSHUO E DQ H FHSWLRQDO WULWRQ D FRQFK VXP PRQV G KLSSRFDPSL G VHD OLRQV RU G JLDQW VHD KRUVHV 7KHVH FUHD WXUHV V LP WR WKH DLG RI WKH VXPPRQLQJ WULWRQ DUULYLQJ G URXQGV DIWHU the conch is rst sounded. The conchs can also be sounded to frighten DTXDWLF DQLPDOV DV WKH I VSHOO 7KLV ODWWHU QRLVH FDXVHV DOO PDULQH FUHD tures within 60 feet and with animal Intelligence or less to ee in panic. Creatures are allowed a saving throw vs. spell to avoid the fear effect, but even those who succeed with their saving throws have a –5 modi er on WKHLU DWWDFN UROOV DJDLQVW WKH WULWRQV 7ULWRQ DUH UHFOXVLYH DQG QRQYLROHQW 7KH QRUPDOO DWWDFN WR FDSWXUH ,I a triton is killed in a battle, however, the ght immediately becomes one of retribution. Should the ghting go poorly, the tritons withdraw to their lair WR HLWKHU JDWKHU UHLQIRUFHPHQWV RU PDNH D ODVW VWDQG ,Q DGGLWLRQ WR WKHLU RWKHU DELOLWLHV WULWRQV DUH QHDUO LPSHUYLRXV WR PDJ LF LWK D QDWXUDO PDJLF UHVLVWDQFH RI
FKDQFH +DELWDW 6RFLHW 7ULWRQV OLYH HLWKHU LQ JUHDW XQGHUVHD FDVWOHV or in nely sculpted caverns (20%). While tritons lean toward good align PHQW WKH DUH YHU VXVSLFLRXV RI RXWVLGHUV DQG KDYH QR ORYH IRU ODQG G HOOHUV LQ JHQHUDO 7ULWRQV UDUHO NLOO XQOHVV SURYRNHG EXW WKH DUH TXLFN WR DSSUHKHQG WKRVH KR LQWUXGH XSRQ WKHLU VHDV 7UHVSDVVHUV IRXQG JXLOW RI LQWHQWLRQ DOO HQWHULQJ WULWRQ DWHUV RU WUHDVXUH VHHNLQJ DUH OHIW WR WKH IDWH RI WKH seas.” This means being stripped of all belongings and set adrift at least 10 miles from any shoreline. Characters ruled innocent by the triton court D DNHQ WKH QH W GD RQ VRPH GLVWDQW VKRUH 7ULWRQV QHYHU DLG ODQG G HOO HUV XQOHVV WKHLU R Q LQWHUHVWV DUH LQYROYHG LQ WKH PDWWHU )RU HYHU WULWRQV HQFRXQWHUHG WKHUH LV DQ H FHSWLRQDO WULWRQ RI +LW LFH )RU HYHU HQFRXQWHUHG WKHUH LV DQ H FHSWLRQDO WULWRQ LWK +LW Dice. Groups of 50 or more are always accompanied by a triton leader (AC +LW LFH 7KHUH LV D FKDQFH IRU HYHU WULWRQV HQFRXQWHUHG WKDW WKH DUH DFFRPSDQLHG E D WULWRQ PDJH RI G OHYHOV At a triton lair, the following additional tritons are always found: PDOHV LWK UHODWHG H FHSWLRQDO WULWRQV 2QH PDJH RI WK WR WK OHYHO DELOLW 2QH SULHVW RI WK WR WK OHYHO DELOLW )RXU SULHVWV RI QG WR WK OHYHO DELOLW Female tritons equal to 100% of males (2 HD, AC 6) RXQJ HTXDO WR RI PDOHV QRQFRPEDWDQWV 7KHUH LV DOVR D JXDUGV
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347
Troglodyte &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / (
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)RU HYHU WURJORG WHV HQFRXQWHUHG WKHUH LV RQH OHDGHU LWK +LW LFH )RU HYHU WKHUH DUH W R VXEFKLHIWDLQV HDFK LWK +LW LFH *URXSV RI RU PRUH DO D V LQFOXGH WKH FODQ FKLHIWDLQ 7KH FKLHIWDLQ VWDQGV IHHW WDOO KDV +LW LFH DQG LV DFFRPSDQLHG E G JXDUGV LWK +LW LFH HDFK 7URJORG WHV XVXDOO VHW WKHLU ODLU QHDU D KXPDQ RU GHPLKXPDQ VHWWOH PHQW 7KLV HQDEOHV WKHP WR SUH RQ ERWK WKH VHWWOHUV DQG WKHLU OLYHVWRFN 7KH ODLU LWVHOI LV W SLFDOO D ODUJH FDYH RU FDYHUQ LWK D QXPEHU RI VPDOOHU FKDPEHUV DGMRLQLQJ LW IRU WKH IHPDOHV DQG KDWFKOLQJV 7URJORG WH ODLUV FRQ WDLQ D QXPEHU RI IHPDOHV HTXDO WR RI WKH PDOHV )HPDOHV KDYH Hit Dice each and ght to the death in defense of the hatchlings. Hatch OLQJV QXPEHU DERXW RI WKH PDOH SRSXODWLRQ DQG DUH QRQFRPEDWDQWV 7URJORG WHV YDOXH VWHHO DERYH DOO HOVH XVLQJ LW WR PDNH MDYHOLQV DQG DV D IRUP RI HDOWK ,QGLYLGXDO WURJORG WHV FDUU QRWKLQJ RI UHDO RUWK EXW WKHLU ODLU PD FRQWDLQ FRQVLGHUDEOH WUHDVXUH DPDVVHG IURP WKHLU UDLGV RQ WKH RXWVLGH RUOG 2IWHQ WKLV HDOWK LV FDUHOHVVO VWUH Q DERXW PL HG LQ LWK KDOI HDWHQ IRRG RU MXVW VKRYHG LQWR VRPH RXW RI WKH D FRUQHU 2Q PRRQOHVV QLJKWV UDLGLQJ SDUWLHV RI RU PRUH WURJORG WHV YHQWXUH IRUWK LQ VHDUFK RI VWHHO DQG IRRG 7KHVH DWWDFNV XVXDOO WDUJHW KXPDQ VHW WOHPHQWV KHUH WKH WURJORG WHV FDQ XVH WKHLU LQIUDYLVLRQ DQG WKHLU FKDPH OHRQ SR HU WR PD LPXP DGYDQWDJH (FRORJ Strict carnivores, troglodytes prefer human esh over all oth HUV EXW WKH RQ W KHVLWDWH WR GHYRXU SUDFWLFDOO DQ WKLQJ WKH FDQ FDWFK LQFOXGLQJ PHPEHUV RI RWKHU WURJORG WH FODQV )H FUHDWXUHV KXQW WURJOR G WHV IRU WKHLU WDVWH LV VDLG WR EH HYHQ PRUH YLOH WKDQ WKHLU RGRU
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7KUR Q VWRQHV KDYH D PD LPXP UDQJH RI DUGV HLJK WR SRXQGV and in ict 1d8 points of damage. If confronted by a large natural or magical re, trolls try to nd some way around the ames. Trolls combine a ravenous DSSHWLWH LWK OLPLWHG LQWHOOLJHQFH VR WKH DUH IUHTXHQWO GLVWUDFWHG DQG EUHDN off pursuit 50% of the time to pick up food dropped by eeing prey. +DELWDW 6RFLHW 7UROOV FDQ VXUYLYH LQ DOO FOLPHV EXW SUHIHU GHQVH IRUHVWV DQG VXEWHUUDQHDQ ORFDOHV VLQFH EULJKW VXQOLJKW KXUWV WKHLU H HV WUROOV VXI IHU QR FRPEDW SHQDOWLHV EHFDXVH RI WKLV 7KH XVXDOO PDNH WKHLU ODLUV LQ FDYHV XVLQJ JUHDW ERXOGHUV WR EORFN WKH HQWUDQFHV ,QVLGH D WUROO FDYH DUH D QXPEHU RI URXJK QHVWV PDGH RI VWUD DQG JUDVV SOXV VFDWWHUHG ERQHV DQG WUHDVXUH IURP YLFWLPV ,I WKHUH DUH QR FDYHV LQ DQ DUHD WUROOV GLJ WKHP VHOYHV D WUROOKROH DQG FRYHU LWV RSHQLQJ LWK W LJV DQG OHDYHV 7UROOKROHV are usually built near trees and are 90% undetectable. Anyone who steps RQ D WUROOKROH LV OLNHO WR IDOO WKURXJK WKH OHDI GRRU DQG WXPEOH LQWR WKH GHQ EHOR 7UROOV OLYH LQ VPDOO SDFNV RI WR WUROOV OHG E D GRPLQDQW IHPDOH KR DFWV DV VKDPDQ FKLHIWDLQ 6KH FDVWV SULHVW VSHOOV DW WK OHYHO VSKHUHV typically include Charm, Divination, Sun (Darkness only), and Weather. Leadership is only retained by combat, so ghts for pack control are fre TXHQW 2IWHQ WUROOV UHQG HDFK RWKHU OLPE IURP OLPE EXW WKHVH EDWWOHV DUH QHYHU IDWDO 6WLOO LW LV WKH FXVWRP RI WUROOV WR WRVV WKH ORVHU V KHDG D JUHDW distance from the ght scene, and frequently losers must sit and stew for D HHN XQWLO WKHLU QH KHDG JUR V LQ 7KH SDFN FKLHIWDLQ V GXWLHV DUH IH 6KH OHDGV WKH WUROOV RQ QLJKWO IRU ages, loping along, snif ng the air for prey. If a scent is found, the trolls charge, racing to get there rst, and letting out a great cry once prey is VSRWWHG ,Q UHWXUQ IRU EHLQJ WKH KXQW OHDGHU WKH VKDPDQ JHWV KHU FKRLFH RI PDWHV LQ WKH SDFN )HPDOHV JLYH ELUWK WR D VLQJOH WUROO DERXW RQFH HYHU ve years. 7UROOV KDYH UDYHQRXV DSSHWLWHV GHYRXULQJ HYHU WKLQJ IURP VLPSOH JUXEV WR EHDUV DQG KXPDQV 7KHLU ODLUV DUH RIWHQ ORFDWHG QHDU KXPDQ VHWWOHPHQWV RU DORQJ HOO WUDYHOHG URDGV EXW QRW WRR QHDU IRU HYHQ WUROOV UHVSHFW RUJDQL HG resistance by re-bearing humans. Wandering trolls, in search of a new lair, WUDYHO E QLJKW DQG VOHHS E GD 5DYHQRXV IURP DONLQJ WKHVH SDFNV RQ RFFDVLRQ DWWDFN DQG GHYRXU HQWLUH KXPDQRLG YLOODJHV (FRORJ 7UROOV SUH RQ DOO EXW WKH PRVW SR HUIXO RI FUHDWXUHV 7KH UH VSHFW DQG IHDU GUDJRQV EXW WKH KDWH JLDQWV RI JRRG DOLJQPHQW DQG DJH DU LWK WKHP IUHTXHQWO 7KH WUROO V JUHHQ EORRG LV XVHG WR PDQXIDFWXUH ERWK SRLVRQ DQWLGRWHV DQG KHDOLQJ SRWLRQV 7KH EORRG IURP RQH WUROO RUWK JS FDQ PDNH WKUHH VXFK SRWLRQV
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352
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353
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&RPEDW Urchins can re their spines with the distance and accuracy of light crossbows. An urchin can re multiple spines per round as listed above under “No. of Attacks.” Urchins have no eyes with which to see WKHLU RSSRQHQWV LQVWHDG WKH SRVVHVV DQ LQQDWH FODLUYR DQFH DELOLW This ability gives all spines red by urchins a +2 bonus to the attack roll. DPDJH IURP DQ XUFKLQ VSLQH YDULHV IURP VSHFLHV WR VSHFLHV DQG PDQ VSLQHV FRQWDLQ SDUDO WLF RU HYHQ OHWKDO SRLVRQV 6LQFH XUFKLQV DUH FRY HUHG LWK WKRXVDQGV RI VSLQHV WKH KDYH D YLUWXDOO XQOLPLWHG VXSSO RI DPPXQLWLRQ +DELWDW 6RFLHW 8UFKLQV DUH SULPDULO VFDYHQJHUV VFRXULQJ WKH RFHDQ oors for remains of shell sh. Occasionally they hunt sh, but they never DWWDFN PDQ VL HG EHLQJV XQOHVV WKUHDWHQHG RU DSSURDFKHG LWKLQ IHHW 8UFKLQV OLYH LQ WKH VKDOOR V DQG XSRQ VKRDOV QHDU WKH FRDVW 7KH RF FDVLRQDOO FKDQFH UHPDLQ RQ ODQG GXULQJ OR WLGH WR VFDYHQJH IRU IRRG :KLOH RQ ODQG XUFKLQV PRYH YLD UROOLQJ 7KH DUH FDSDEOH RI VXUSULV LQJO KLJK VSHHGV KHQ PRYLQJ WKLV D (FRORJ ,QVLGH HDFK XUFKLQ LV D FU VWDOOLQH RUJDQ JHP WKDW VHHPV WR KDYH VRPH FRQQHFWLRQ WR WKHLU LQQDWH FODLUYR DQFH DELOLW :KLOH WKLV JHP KDV OLWWOH YDOXH DV D VWRQH LW LV KLJKO SUL HG E DOFKHPLVWV 7KH H DFW YDOXH RI WKH RUJDQ JHP GHSHQGV RQ TXDOLW DQG WKH W SH RI XUFKLQ LW DV WDNHQ from. To determine a stone’s value, consult the “Treasure” entry above. /DQG UFKLQ 7KHVH GLVWDQW FRXVLQV RI VHD XUFKLQV OLYH VWULFWO RQ ODQG /DQG XUFKLQV move on ve spindly legs. They are shy creatures and only attack if
354
Vampire &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / ( :HVWHUQ (DVWHUQ
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Whale 7KH FDUFDVV RI D FRPPRQ KDOH LV RUWK JS SHU +LW LH ERWK IRU LWV PHDW DQG EOXEEHU :KDOHV SRVVHVV D VWLQNLQJ HOOR PDVV FDOOHG DPEHU JULV WKDW LV YDOXDEOH IRU PDNLQJ SHUIXPHV WKH YRPLW WKLV XS KHQ LOO 7KH ambergris is worth 1d20 × 1,000 gp. *LDQW :KDOH *LDQW KDOHV DUH LPPHQVH YHUVLRQV RI VSHUP KDOHV WR ORQJ ,Q WKH FHWDFHDQ FXOWXUH WKH VHUYH IXQFWLRQV VLPLODU WR NQLJKWV RU EDURQV E SURWHFWLQJ FRPPRQ KDOHV DJDLQVW HYLO VHD PRQVWHUV DQG KDOHUV *LDQW KDOHV DUH DWWHQGHG E G FRPPRQ KDOHV Giant whales attack by biting or crushing. Whales of 18-25 HD in ict 1d4 × 10 points of damage, those of 26-35 HD cause 2d4 × 10 points, and those of 36-54 HD in ict 3d4 × 10 points. The tail can deliver a crush ing blow that in icts damage equal to half the whale’s Hit Dice. Giant KDOHV FDQ UDP WKH VLGHV RI VXUIDFH VKLSV GHOLYHULQJ D FUXVKLQJ EOR WKDW LI VXFFHVVIXO VLQNV WKH VKLS 7KH FDQ DOVR OHDS KDOI D RXW RI WKH DWHU DQG IDOO RQWR D WDUJHW YHVVHO FKDQFH RI VXFFHVV ,I VXFFHVVIXO WKH VKLS LV LPPHGLDWHO GULYHQ XQGHU WKH VXUIDFH ,I D JLDQW KDOH LV IDF LQJ DQ RSSRQHQW XQGHU IHHW ORQJ LW FDQ V DOOR WKH WDUJHW LQWDFW RQ DQ DWWDFN UROO WKDW LV RU PRUH JUHDWHU WKDQ LW QHHGV WR KLW 7KHLU VWRPDFKV FRQWDLQ ODUJH DLU FKDPEHUV LQ KLFK D YLFWLP PLJKW VXUYLYH XQWLO KH HVFDSHV RU LV GLJHVWHG 7KH VWRPDFK DFLG LV GLOXWHG E VHD DWHU FKDUDFWHUV RU REMHFWV WUDSSHG LQ WKH VWRPDFK JDLQ D ERQXV to saving throws vs. this acid. A swallowed character suffers 2 points of GDPDJH SHU URXQG LI WKH VDYLQJ WKUR LV VXFFHVVIXO HDFK URXQG IURP WKH DFLG 7KH VWRPDFK PLJKW FRQWDLQ XQGLJHVWHG SRVVHVVLRQV RI SUHYLRXV PHDOV (DFK W SH RI WUHDVXUH KDV D FKDQFH SHU +LW LH RI WKH KDOH RI EHLQJ SUHVHQW LQ WKH JLDQW KDOH V JXOOHW 7KHUH PD EH FRLQV RI HDFK W SH G JHPV RU G PDJLFDO LWHPV 7KH FDUFDVV RI D JLDQW KDOH LV RUWK JS SHU +LW LH 7KH DPEHUJULV is worth 2d20 × 1,000 gp. /HYLDWKDQ 7KH OHYLDWKDQ LV DQ DOPRVW XQLPDJLQDEO LPPHQVH KDOH WR IHHW ORQJ ,W LV WKH ORUG RI DOO KDOHV DQG WKH LQWHUPHGLDU EHW HHQ FH WDFHDQV DQG WKH JRGV 8QGHU QRUPDO FRQGLWLRQV RQO RQH OHYLDWKDQ G HOOV LQ HDFK RFHDQ 7KH OHYLDWKDQ LV QRW DO D V DFWLYH ,W PD KLEHU nate for years on the ocean oor. During these long sleeps, the levia WKDQ LV DWWHQGHG DQG SURWHFWHG E LWV HQWRXUDJH RI RWKHU KDOHV 7KH OHYLDWKDQ D DNHQV LI VXPPRQHG E WKH QHHGV RI RWKHU KDOHV RU LQ DQV HU WR D GLYLQH UHTXHVW /HYLDWKDQV DUH D HVRPH IRHV LWK D YDULHW RI DWWDFNV 7KHLU ELWH GDPDJH LV GHWHUPLQHG E WKHLU +LW LFH /HYLD thans of 24-35 HD in ict 3d4 × 5 points of damage, those of 36-47 HD cause 3d4 × 10 points, and those of 48-72 HD in ict 3d4 × l5 points. 7KH WDLO FDQ GHOLYHU D FUXVKLQJ EOR WKDW FDXVHV GDPDJH HTXDO WR KDOI WKH KDOH V +LW LFH 2Q DQ DWWDFN UROO WKDW LV RU PRUH JUHDWHU WKDQ LW QHHGV WR KLW D OHYLDWKDQ LV FDSDEOH RI V DOOR LQJ D WDUJHW XS WR IHHW ORQJ :KHQ DWWDFNLQJ D PDVV RI VXUIDFH YHVVHOV WKH OHYLDWKDQ FUHDWHV D SR HUIXO DYH E V LPPLQJ GHHS UXVKLQJ WR WKH VXUIDFH DQG OHDSLQJ KDOI D RXW RI WKH DWHU 7KH UHVXOWLQJ DYH FDXVHV HYHU VKLS LWKLQ IHHW WR UROO D VDYLQJ WKUR YV FUXVKLQJ EOR DQG HYHU VKLS LWKLQ WR IHHW WR UROO D VDYLQJ WKUR YV QRUPDO EOR 6KLSV WKDW IDLO D VDYLQJ WKUR LPPHGLDWHO VLQN 2QFH HDFK FHQWXU OHYLDWKDQV JDWKHU LQ DUFWLF DWHUV WR FRQIHU DQG WR PDWH 7KLV JDWKHULQJ ODVWV VL PRQWKV (DFK OHYLDWKDQ LV DWWHQGHG E G JLDQW KDOHV DQG G KDOHV RI RWKHU VSHFLHV 7KH VWRPDFK RI D OHYLDWKDQ FRQWDLQV DLU SRFNHWV WKDW DUH FDSDEOH RI VXV WDLQLQJ D YLFWLP XQWLO KH HVFDSHV RU LV GLJHVWHG 7KH VWRPDFK PD DOVR FRQWDLQ XQGLJHVWHG SRVVHVVLRQV RI SUHYLRXV PHDOV RU HYHQ VHD YHVVHOV (DFK W SH RI WUHDVXUH KDV D FKDQFH SHU +LW LH RI WKH KDOH RI EHLQJ SUHVHQW LQ WKH JLDQW KDOH V JXOOHW 7KHUH PD EH FRLQV RI HDFK W SH G JHPV RU G PDJLFDO LWHPV 7KH FDUFDVV RI D OHYLDWKDQ LV RUWK JS SHU +LW LH 7KH DPEHUJULV is worth 4d20 × 1,000 gp. However, the killing of a leviathan will result LQ HYHU KDOH LWKLQ WKDW RFHDQ FRQYHUJLQJ RQ WKH NLOOHU WR DYHQJH WKHLU ORUG V GHDWK
.LOOHU :KDOH 2UFD 7KH NLOOHU KDOH LV RQH RI WKH ODUJHVW SUHGDWRU VHD PDPPDOV ,W LV D GHDGO NLOOHU DEOH WR KROG LWV R Q DJDLQVW DOO EXW WKH PRVW SR HUIXO VHD PRQVWHUV A killer whale is likely to attack humanoids; it is capable of swallowing a PDQ KROH VKRXOG WKH QHHG DULVH .LOOHU KDOHV PHDVXUH WR IHHW ORQJ 7KHLU EODFN ERGLHV DUH PDUNHG E D EULOOLDQW KLWH EHOO DQG PDUNLQJV WKDW YDU IURP LQGLYLGXDO WR LQGLYLGXDO .LOOHU KDOHV DUH QRW LQKHUHQWO KRVWLOH DQG GR QRW DWWDFN XQOHVV KXQJU RU SURYRNHG 7KHUH LV D FKDQFH WKDW HQFRXQWHUHG NLOOHU KDOHV DUH KXQJU ,I WKH DUH FRPPXQLFDWHG LWK UDWKHU WKDQ DWWDFNHG NLOOHU KDOHV PD SUHIHU WR WDON UDWKHU WKDQ IHHG The killer whale’s diet consists of both sh and warm-blooded animals. ,W LV D FUDIW KXQWHU WKDW FDQ UHFRJQL H WKH VKDGR V DQG VRXQGV PDGH E animals atop ice oes. It will break through the ice to visually con rm the presence of prey. Smaller ice oes are rammed and shattered to force the SUH LQWR WKH DWHU :KHQ WKH NLOOHU KDOH VPDVKHV LQWR WKH LFH HYHU EH LQJ RQ WKH LFH PXVW UROO D VDYLQJ WKUR YV SDUDO DWLRQ )DLOXUH PHDQV WKH EHLQJ KDV VOLSSHG LQWR WKH DWHU DQG FDQ EH DWWDFNHG WKH IROOR LQJ URXQG :KHQ D NLOOHU KDOH PDNHV D VXFFHVVIXO KLW LWV SUH LV KHOG LQ LWV MD V KHUH LW FDQ DXWRPDWLFDOO ELWH HDFK URXQG 9LFWLPV ULVN GUR QLQJ LQ W R WR IRXU URXQGV DQG WKH ORVV RI SRLQW RI 6WUHQJWK DQG H WHULW SHU URXQG GXH WR WKH QXPELQJ HIIHFW RI WKH LF DWHU :KHQ HLWKHU 6WUHQJWK RU H WHULW UHDFKHV WKH YLFWLP GLHV 7KH NLOOHU KDOH V PDLQ HDSRQ LV LWV WHUULEOH ELWH .LOOHU KDOHV RI HD in ict 4d6 points of damage, while those of 11-12 HD cause 6d4 points. :KHQ KXQWLQJ ODUJHU FUHDWXUHV WKH SRG DFWV WRJHWKHU WR EULQJ GR Q SUH RI XS WR IHHW LQ OHQJWK 0RVW SRGV FRQVLVW RQO RI DGXOWV EXW RI HQFRXQWHUHG SRGV DOVR have 1d8 calves (2-5 HD, swim 15, bite for 2d4). Adults defend their calves WR WKH GHDWK 7KH DOVR DVVLVW HDFK RWKHU Although killer whales prey on other whales, they also act as their pro WHFWRUV E EDWWOLQJ RWKHU VHD PRQVWHUV WKDW PLJKW GHFLPDWH WKH HQWLUH FH WDFHDQ IDPLO .LOOHU KDOHV PD HQWHU LQWR DOOLDQFHV LWK DTXDWLF HOYHV 7KH FDUFDVV RI D NLOOHU KDOH LV RUWK JS SHU +LW LH 7KH DPEHUJULV is worth 1d10 × 500 gp. 1DUZKDO 7KH QDU KDO LV FRPPRQ WR FROG VXEDUFWLF DWHUV ,W LV FDOOHG WKH XQLFRUQ of the sea” because of the 6- to 12-foot-long spiral horn that the narwhal uses to dig into the sea oor for shell sh. If a narwhal is provoked, the KRUQ FDQ DOVR EH XVHG OLNH D ODQFH WR DWWDFN :KHQ D QDU KDO DWWDFNV LWK its horn, its Hit Dice determine the damage caused. A narwhal of 4 + 4 HD in icts 2d12 points of damage, one of 5 + 5 HD causes 6d4 points, and one of 6 + 6 HD in icts 7d4 points. Only a male can develop this horn. A female attacks by ramming head rst into its target, in icting 2d4 points RI GDPDJH 1DU KDOV DUH EDVLFDOO SHDFHIXO FUHDWXUHV 7KH PD VHUYH DV FRPSDQ LRQV RU JXDUGV IRU GROSKLQV 7KH PD DOVR EH WUDLQHG DQG XVHG E DTXDWLF HOYHV 7KH FDUFDVV RI D QDU KDO LV RUWK JS SHU +LW LH 7KH LYRU LV RUWK 1d4 × 10 gp. The ambergris is worth 1d10 × 200 gp.
359
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In ages long past, the word “wight” meant simply “man.” As the centuries KDYH SDVVHG WKRXJK LW KDV FRPH WR EH DVVRFLDWHG RQO LWK WKRVH XQGHDG WKDW W SLFDOO LQKDELW EDUUR PRXQGV DQG FDWDFRPEV )URP D GLVWDQFH LJKWV FDQ HDVLO EH PLVWDNHQ IRU DQ QXPEHU RI KXPDQRLG UDFHV 8SRQ FORVHU H DPLQDWLRQ KR HYHU WKHLU WUXH QDWXUH becomes apparent. As undead creatures, wights are nightmarish re ec tions of their former selves, with cruel, burning eyes set in mummi ed esh over a twisted skeleton with hands that end in sharp claws. &RPEDW Wights are erce and deadly foes in combat. When attacked, WKH DUH XQKDUPHG E DQ HDSRQV WKDW DUH QRW IRUJHG IURP VLOYHU RU HQFKDQWHG LQ VRPH PDQQHU The wight attacks with its jagged claws and powerful blows, in ict LQJ SRLQWV RI GDPDJH LWK HDFK VXFFHVVIXO VWULNH ,Q DGGLWLRQ WR WKLV SK VLFDO KDUP WKH LJKW LV DEOH WR IHHG RQ WKH OLIH HVVHQFH RI LWV IRHV (DFK EOR WKDW WKH LJKW ODQGV GUDLQV RQH OHYHO IURP WKH YLFWLP UHGXFLQJ +LW LFH FODVV ERQXVHV VSHOO DELOLWLHV DQG VR IRUWK 7KXV D WK OHYHO L DUG VWUXFN E D LJKW ORVHV KLW SRLQWV DQG EHFRPHV DQ WK OHYHO L DUG he has the spells and hit points of an 8th-level wizard and he ghts as an WK OHYHO L DUG 3HUVRQV KR DUH VODLQ E WKH HQHUJ GUDLQLQJ SR HUV RI D LJKW DUH GRRPHG WR ULVH DJDLQ DV LJKWV XQGHU WKH GLUHFW FRQWURO RI WKHLU VOD HU ,Q WKHLU QH IRUP WKH KDYH WKH SR HUV DQG DELOLWLHV RI D QRUPDO LJKW EXW KDOI WKHLU H SHULHQFH OHYHOV FODVV DELOLWLHV DQG +LW LFH ,I WKH LJKW KR “created” them is slain, they will instantly be freed of its control and gain D SRUWLRQ RI LWV SR HU DFTXLULQJ WKH QRUPDO +LW LFH RI WKHLU NLQG 2QFH D FKDUDFWHU EHFRPHV D LJKW UHFRYHU LV QHDUO LPSRVVLEOH UHTXLU LQJ D VSHFLDO TXHVW :LJKWV DUH XQDIIHFWHG E sleep, charm, hold RU FROG EDVHG VSHOOV ,Q DGGL WLRQ WKH DUH QRW KDUPHG E SRLVRQV RU SDUDO DWLRQ DWWDFNV :LJKWV FDQ EH HQJDJHG DQG GHIHDWHG E LQGLYLGXDOV KR DUH HOO SUH SDUHG IRU EDWWOH LWK WKHP 3K VLFDO FRQWDFW LWK KRO DWHU LV GHDGO WR LJKWV DQG HDFK YLDO VSODVKHG RQ RQH EXUQV LW IRU SRLQWV RI GDPDJH ,Q DGGLWLRQ D L VSHOO EHFRPHV D SR HUIXO HDSRQ LI XVHG DJDLQVW WKH LJKW 6XFK PDJLF LV LQVWDQWO IDWDO WR WKH FUHDWXUH XWWHUO DQQLKLODWLQJ LW
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&RPEDW Xorn do not attack esh creatures except to defend themselves or their property, since they can not digest esh. Xorn have no excessive love RU KDWH IRU FUHDWXUHV RI WKH 3ULPH 0DWHULDO SODQH 7KH VROH H FHSWLRQ WR WKLV LV anyone carrying a signi cant amount of precious metals or minerals, which LW FDQ VPHOO XS WR IHHW D D 7KH QRUPDOO SHDFHIXO RUQ FDQ EHFRPH TXLWH DJJUHVVLYH KHQ DIWHU IRRG HVSHFLDOO RQ WKH 3ULPH 0DWHULDO SODQH where such sustenance is harder to nd than it is on its native plane. Xorn H SHFW WR EH JLYHQ D UHDVRQDEOH SRUWLRQ LQ H FKDQJH IRU SHDFHIXO SDVVDJH RU HOVH WKH DWWDFN FKDQFH WR JHW IRRG In combat, xorn have two different methods of ghting. Against a sin JOH RSSRQHQW WKH EHQG WKH W R OHJV QHDUHVW WKH RSSRQHQW GHHSO DQ JOLQJ WKHLU ERGLHV WR DUG WKH HQHP ,Q WKLV D DOO IRXU DWWDFNV FDQ EH brought to bear. Against several opponents, they attack with arms in all GLUHFWLRQV HDFK VWULNLQJ DW D GLIIHUHQW WDUJHW 2QH RI WKH WDUJHWV VXIIHUV D VHFRQG DWWDFN DV WKH RUQ DQJOHV LWV ERG GR Q WR ELWH ,I QHFHVVDU D RUQ FDQ XVH LWV DELOLW WR EOHQG LQWR WKH VXUURXQGLQJ stone to impose a –5 penalty to opponents’ surprise rolls when it attacks. 7KLV LQFRUSRUDWHV D EOHQGLQJ RI FRORUDWLRQ DQG LWV SK VLFDO DELOLW WR SDVV LQWR DQG WKURXJK VWRQH 7KLV GRHV QRW KDSSHQ YHU RIWHQ VLQFH D RUQ LV PRUH OLNHO WR LJQRUH D SDUW RU RSHQO GHPDQG PHWDOV +R HYHU RQFH FRPEDW EHJLQV LW FDQ XVH D YDULDWLRQ RQ WKLV WKHPH 7KH RUQ PD SDVV through the nearest stone (usually the oor) and vanish for 1-3 rounds. It WKHQ OXQJHV RXW RI D VWRQH VXUIDFH WR JDLQ VXUSULVH RIWHQ DW WKH IHHW RI DQ RSSRQHQW DWWDFNLQJ LWK WKUHH DUPV DQG LWV PRXWK 7KLV JXHUULOOD DUIDUH can continue inde nitely. During any round that it passes through stone, D phase door spell kills it instantly. If a ght goes against it, the xorn retreats WR WKH QHDUHVW VWRQH VXUIDFH A xorn is immune to re and cold, both magical and normal. Electrical DWWDFNV FDXVH KDOI GDPDJH LI WKH RUQ IDLOV LWV VDYLQJ WKUR DQG QR GDP DJH LI WKH VDYLQJ WKUR LV VXFFHVVIXO (GJHG HDSRQV FDXVH RQO KDOI GDP age to xorn, though blunt and piercing weapons do full damage. A R spell ings a xorn back 30 feet, and the creature is stunned for one round. A stone to esh RU rock to mud spell lowers its AC to 8 for one round.
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367
Yeti &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / (
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&RPEDW Yuan-ti are geniuses, and ght as such. They plan elaborate traps DQG XWLOL H WKHLU VXUURXQGLQJV VXSHUEO LQ FRPEDW 7KH SUHIHU DPEXVKHV WR GLUHFW FRQIURQWDWLRQ ,Q D PL HG JURXS WKH OHDVW YDOXDEOH DQG SR HU ful attack the opponent rst. This means that the purebloods go before WKH KDOIEUHHGV KLFK JR EHIRUH WKH DERPLQDWLRQV 7KH JURXS OHDGHU PD RUGHU SDUWLFXODU PHPEHUV IRU DUG EHIRUH RWKHUV LI LW SURYLGHV IRU D EHWWHU VWUDWHJ :KHQ HQFRXQWHUHG RXWVLGH WKHLU WHPSOH DUHD RQO RQH WR IRXU RI WKHP DUH LQ D JURXS ,Q WKH WHPSOH DUHD WKH FDQ EH IRXQG LQ PXFK ODUJHU JURXSV 3XUHEORRGV KDYH +LW LFH KDOI EUHHGV KDYH RU +LW LFH DQG DERP inations have 9 Hit Dice. All yuan-ti, if they have hands, always use weap RQV SUHIHUULQJ WKRVH LWK DQ HGJH 7KH XVH SRLVRQ SDUWLFXODUO VOR DFW LQJ W SHV EXW LQ WUDSV QRW RQ HDSRQV Any yuan-ti with a human head can cast the following spells once per GD cause fear, darkness IRRW UDGLXV snake charm, sticks to snakes, neutral ize poison, suggestion, DQG polymorph other. +DELWDW 6RFLHW XDQ WL DUH GHYRXW RUVKLSSHUV RI HYLO 7KH DOVR KROG DOO UHSWLOHV LQ KLJK HVWHHP 7KH FHQWHU RI XDQ WL OLIH LV WKH WHPSOH 7KH WHQG WR DUG ROG UXLQV IDU D D IURP PDQ EXW KDYH HYHQ EHHQ NQR Q WR EXLOG XQGHUQHDWK KXPDQ FLWLHV 7KHLU R Q RUNV WHQG WR DUG FLUFOHV LWK UDPSV DQG SROHV UHSODFLQJ VWDLUV ,Q DOO FDVHV WKH DUH VHFUHWLYH DERXW WKH ORFDWLRQ RI WKHLU FLW RU WHPSOH 7KH DERPLQDWLRQV UXOH RYHU WKH XDQ WL DQG DUH WKH OHDGHUV RI WKH WHPSOH LWK WKH KLJK SULHVW KXPDQ KHDGHG UXOLQJ over all. Their rituals often involve bloody sacri ces. The purebloods take FDUH RI DOO RXWVLGH QHJRWLDWLRQV DO D V SUHWHQGLQJ WR EH KXPDQ XDQ WL VSHDN WKHLU R Q ODQJXDJH DQG FRPPRQ (FRORJ Ages ago, a cult of humans worshiping a reptilian elder god received a “blessing” from their dark lord: their offspring all were part VQDNH 6LQFH WKHQ WKH EUHHGLQJ OLQH KDV EHHQ SROOXWHG DQG PL HG SURGXF LQJ SXUHEORRGV WKRVH OHDVW IDYRUHG KDOIEUHHGV DQG DERPLQDWLRQV WKH WUXO EOHVVHG 7KH DUH VWULFWO FDUQLYRURXV HDWLQJ DQ DUP EORRGHG FUHDWXUH WKH FDQ FDWFK 7KH KDYH D VSHFLDO WDVWH IRU ELUGV DQG KXPDQ esh. They are clever enough about their ecology not to overhunt any par WLFXODU UHJLRQ /DUJHU JURXSV NHHS FDSWLYH KHUGV RI LQJOHVV ELUGV RU RWKHU DUP EORRGHG FUHDWXUHV
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Yuan-ti, Histachii &/,0 7( 7(55 ,1 )5(4 (1& 25* 1, 7,21 &7,9,7 & &/( ,(7 ,17(//,*(1&( 75( 6 5( /,*10(17 12 33( 5,1* 5025 &/ 66 029(0(17 +,7 ,&( 7+ & 12 2) 77 &.6 0 *( 77 &. 63(&, / 77 &.6 63(&, / ()(16(6 0 *,& 5(6,67 1&( 6, ( 025 /( 39 / (
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2QFH KXPDQ XDQ WL KLVWDFKLL DUH QHDU PLQGOHVV DERPLQDWLRQV KR KDYH EHHQ WUDQVIRUPHG LQWR UHSWLOLDQ KXPDQRLGV WR VHUYH WKHLU XDQ WL PDVWHUV 0RVW RIWHQ WKH DUH IRXQG JXDUGLQJ XDQ WL EURRG FKDPEHUV Histachii are hairless creatures. Their clothing, little more than lthy UDJV KDQJV OLPSO RYHU WKHLU HPDFLDWHG ERGLHV 7KHLU JUD RU HOOR JUHHQ VNLQ LV WRXJK DQG VFDO DQG VPHOOV IDLQWO RI URWWLQJ PHDW 7KH KDYH EHDG EORRGVKRW H HV DQG WKHLU IRUNHG WRQJXHV FRQWLQXDOO GDUW LQ DQG RXW RI WKHLU PRXWKV 7KHLU GXOO HOOR WHHWK DUH OLNH WLQ KRRNV UD RU sharp. Their ngernails are black and twisted, resembling the claws of a OL DUG +LVWDFKLL VSHDN LQ VKRUW KLVVLQJ SKUDVHV 7KH NQR WKH ODQJXDJHV RI XDQ WL DQG DOO VQDNHV DQG VQDNHOLNH FUHDWXUHV DV HOO DV WKH ODQJXDJHV WKH VSRNH LQ WKHLU RULJLQDO KXPDQ OLYHV &RPEDW +LVWDFKLL DWWDFN DQ QRQUHSWLOLDQ FUHDWXUH RU KXPDQRLG RQ VLJKW XQOHVV WKHLU XDQ WL PDVWHUV JLYH WKHP RUGHUV WR WKH FRQWUDU 8QVRSKLVWL cated ghters, most histachii charge directly at their opponents, attacking LWK WKHLU FOD V DQG WHHWK 7R SURWHFW WKHLU XDQ WL PDVWHUV KLVWDFKLL LOO ght to the death. 5HJDUGOHVV RI WKHLU DELOLWLHV LQ WKHLU IRUPHU OLYHV KLVWDFKLL GR QRW LHOG HDSRQV RU XVH PDJLF 2QFH SHU GD WKH FDQ EHFRPH berserk. ,Q WKLV VWDWH WKH DUH VR HQUDJHG WKDW WKH JDLQ D ERQXV WR WKHLU DWWDFN UROOV 7KH berserk FRQGLWLRQ SHUVLVWV IRU G URXQGV 8QOLNH XDQ WL KLVWDFKLL KDYH QR QDWXUDO PDJLF UHVLVWDQFH +R HYHU WKH DUH LPPXQH WR DOO W SHV RI R DQG VSHOOV +DELWDW 6RFLHW XDQ WL FUHDWH PRVW KLVWDFKLL VHUYLWRUV IURP KXPDQ SULV RQHUV 7KH DOVR PD WUDQVIRUP KXPDQ RUVKLSSHUV KR YROXQWDULO DJUHH WR EHFRPH KLVWDFKLL +XPDQV EHFRPH KLVWDFKLL E GULQNLQJ D GLVWLO ODWLRQ RI XDQ WL YHQRP PL HG LWK FHUWDLQ KHUEV DQG URRWV 7KH XDQ WL SUHSDUH WKLV VSHFLDO FRQFRFWLRQ ,I D KXPDQ LV XQ LOOLQJ WR GULQN WKH XDQ WL SLQ WKHLU FDSWLYH WR WKH JURXQG DQG SRXU WKH PL WXUH GR Q KLV WKURDW Any human who drinks this mixture, whether by choice or by force, must make a saving throw vs. poison with a –4 penalty. If the saving WKUR IDLOV WKH YLFWLP EHFRPHV D KLVWDFKLL LQ G GD V ,I WKH VDYH LV VXFFHVVIXO WKH YLFWLP LPPHGLDWHO ODSVHV LQWR D FRPD GHDWK LOO follow in one hour. A comatose victim can be revived with a slow poison RU neutralize poison VSHOO SUHVXPLQJ WKH VSHOO LV FDVW LWKLQ KRXU DIWHU WKH PL WXUH KDV EHHQ V DOOR HG +XPDQ KHDGHG XDQ WL KDYH WKH DELOLW WR neutralize poison, DQG WKH PD VDYH D FRPDWRVH YLFWLP WKHPVHOYHV ,W LV not for the victim’s bene t. A human who fails his save after drinking the mixture may suddenly nd himself alive again, only to face another ask RI WKH PL WXUH KHQ WKH XDQ WL DWWHPSW DQRWKHU WUDQVIRUPDWLRQ
2QO KXPDQV FDQ EHFRPH KLVWDFKLL 1RQKXPDQV KR GULQN WKH XDQ WL mixture must also make a save vs. poison with a –4 penalty, however. If WKH VDYH LV VXFFHVVIXO WKH QRQKXPDQ LOO EH YLROHQWO LOO XQDEOH WR WDNH DQ DFWLRQ IRU WXUQV ,I WKH VDYH WKUR IDLOV WKH QRQKXPDQ EHFRPHV FRPDWRVH DQG GLHV LQ URXQGV ,I D KXPDQ IDLOV KLV VDYLQJ WKUR DIWHU FRQVXPLQJ WKH PL WXUH D IH GHVSHUDWH PHDVXUHV PD SUHYHQW KLV WUDQVIRUPDWLRQ LQWR D KLVWDFKLL ,I neutralize poison, dispel magic, remove curse, DQG DUH FDVW RQ WKH YLFWLP LQ SUHFLVHO WKLV RUGHU WKH WUDQVIRUPDWLRQ SURFHVV LOO EH UHYHUVHG +R ever, the victim will permanently lose 1 point of Intelligence. A L RU D L L L LOO UHYHUVH WKH WUDQVIRUPDWLRQ LWK QR ORVV RI ,QWHOOLJHQFH 2QFH WKH WUDQVIRUPDWLRQ LV FRPSOHWH RQO D L FDQ UHVWRUH WKH YLFWLP to his former self. Histachii live 20-80 (2d8 × 10) years after their creation. 7KH FDQQRW EUHHG KLVWDFKLL RQO FDQ EH FUHDWHG IURP KXPDQ EHLQJV +LVWDFKLL DUH FRPSOHWHO VXEPLVVLYH WR WKHLU XDQ WL PDVWHUV FDUU LQJ RXW WKHLU HYHU RUGHU LWKRXW KHVLWDWLRQ 7KH VHUYDQWV VKDUH WKH ODLUV RI WKHLU XDQ WL PDVWHUV 8VXDOO WKHVH ODLUV DUH LQ DQFLHQW UXLQV GHHS LQ WURSLFDO MXQJOHV EXW VRPHWLPHV XDQ WL G HOO LQ VXEWHUUDQHDQ FDYHUQV beneath human cities. A histachii’s duties include hunting, caring for the XDQ WL V UHSWLOH PHQDJHULHV JXDUGLQJ SULVRQHUV DQG YDULRXV FXVWRGLDO FKRUHV ,Q UDUH PRPHQWV RI OHLVXUH WKH VHUYDQWV HQMR VRDNLQJ LQ SRROV RI FRRO DWHU +LVWDFKLL GR QRW FROOHFW WUHDVXUH (FRORJ /LNH XDQ WL KLVWDFKLL DUH VWULFWO FDUQLYRURXV IHDVWLQJ RQ UDWV RUPV DQG RWKHU YHUPLQ 7KH DOVR HDW XDQ WL OHIWRYHUV
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7KH DUDWDQ LV DQ HQRUPRXV SDVVLYH WXUWOH IRXQG LQ WKH DUP FXUUHQWV RI Zakhara’s seas, in the Al-Qadim campaign setting. Thankfully, the zaratan VSHQGV PRVW RI LWV H LVWHQFH LQ D SURIRXQGO GHHS VOXPEHU 7KH VKHOO RI D DUDWDQ SOXUDO DUDWDQL ORRNV OLNH D VORSHG URFN PRXQG VHYHUDO KXQGUHG IHHW LQ GLDPHWHU 7KH DUDWDQ V KHDG RYHU IHHW DFURVV LV RIWHQ PLVWDNHQ IRU D SDUWLDOO VXEPHUJHG EDUQDFOH HQFUXVWHG ERXOGHU 7KH DUDWDQ XVXDOO NHHSV LWV H HV VKXW FRYHUHG LWK VWRQ OLGV WKDW EOHQG LWK the rest of its head in texture and color. The zaratan’s four ippers, each RYHU D KXQGUHG IHHW ORQJ DSSHDU WR EH VPDOO UHHIV VXSSRUWLQJ D YDULHW RI corals, barnacles, and small sh. The zaratan’s rocky shell is considered AC –6, while its head and ippers are only AC 0. In its dormant state, a zaratan appears to be a small, oating island. &RPEDW 0RUH RIWHQ WKDQ QRW RQFH DNHQHG IURP LWV VOXPEHU D DUDWDQ LOO UHDFW WR DQ HQHP E LWKGUD LQJ LQWR LWV URFNOLNH VKHOO DJDLQVW KLFK QRQPDJLFDO HDSRQV KDYH DEVROXWHO QR HIIHFW ,Q DGGLWLRQ QR NQR Q SRLVRQ LOO DIIHFW D DUDWDQ LWK LWV LQFUHGLEO VOR PHWDEROLVP A zaratan will remain in its shell for 1-10 years (if not further provoked) EHIRUH UH HPHUJLQJ +R HYHU LI SHVWHUHG DQG RXQGHG IRU PRUH WKDQ RI LWV WRWDO KLW points, a zaratan becomes a terrible opponent. Although it attacks last in HYHU URXQG D VLQJOH ELWH IURP LWV PD GHOLYHUV SRLQWV RI GDP DJH DQG LOO V DOOR DQ EHLQJV LWKLQ D UDGLXV RI LWV WDUJHW QR VDYH VKRXOG LWV DWWDFN UROO VXFFHHG E PRUH WKDQ QHHGHG 7KH VWRPDFK RI D DUDWDQ LV D WRXJK WXEH VKDSHG FDYH 8VXDOO WKHUH is enough stale, trapped air for a creature to survive inde nitely (if they VXUYLYHG WKH ELWH DWWDFN EXW FUHDWXUHV WUDSSHG LWKLQ DOVR VXIIHU SRLQWV of damage per day unless they can gure out a way to protect themselves from the stomach’s corrosive digestive juices. The stomach lining is AC DPDJH HTXDO WR RI WKH DUDWDQ V WRWDO KLW SRLQWV D FDVH RI SDLQIXO indigestion) will result in the victims’ regurgitation. A zaratan’s stomach PLJKW FRQWDLQ MXVW DERXW DQ WKLQJ GHSHQGLQJ XSRQ WKH KLP RI WKH 0 IURP SLHFHV RI GULIW RRG DQG FKXQNV RI VKLSV WR HDSRQV DUPRU DQG even a small amount of treasure (suggested type Z). After a battle, a zaratan will immediately fall into a deep slumber, KLFK W SLFDOO ODVWV HDUV
+DELWDW 6RFLHW 7KH VOR PHWDEROLVP RI WKH DUDWDQL DVVXUH WKHP LQFUHG LEO ORQJ LI XQHYHQWIXO OLYHV PHDVXUHG LQ PLOOHQQLD 7KH DUDWDQL DUH said to have been oating in the sea long before the genies rst visited the /DQG RI )DWH At any given time, a zaratan is 99% likely to be sleeping. As it slumbers, it keeps its mouth wide open. Any small to man-sized creatures stupid enough to swim inside (large sh mostly) are re exively swallowed. The DUDWDQ VSHQGV WKH UHVW RI LWV WLPH HLWKHU PDWLQJ RU FRQYHUVLQJ LWK RWKHUV RI LWV R Q NLQG (YHU IH FHQWXULHV E VKHHU FRLQFLGHQFH D SDLU RI DUDWDQL LOO GULIW LQWR HDFK RWKHU 6KRXOG WKH D DNH DQG EH RI WKH RSSRVLWH VH WKH LOO PDWH 7KH FRXUWVKLS ULWXDO PD WDNH GHFDGHV DQG WKH PDWLQJ LWVHOI ODVWV DV ORQJ DV D HDU 7KH DUDWDQL FRPPXQLFDWH LWK RQH DQRWKHU LQ D ODQJXDJH VLPLODU WR that of the whales. Conversations between the zaratani often last decades. 2Q UDUH RFFDVLRQV WKH KDYH EHHQ NQR Q WR FRPPXQLFDWH LWK RWKHU EH LQJV YLD WHOHSDWK (FRORJ The older a zaratan gets, the longer it sleeps. As a result, many actually become indistinguishable from a oating island or reef, support LQJ WKHLU R Q PLQL HFRV VWHPV RQ WKHLU EURDG URFN FDUDSDFHV DQG XQ GHUEHOOLHV 0DQ VSRUW VWXQWHG SDOP WUHHV DQG YHJHWDWLRQ RQ WKHLU VKHOOV 7KH ROGHU DQG LVHU DUDWDQL DUH SHUIHFWO FRQWHQW WR EH DWWHQGHG E OHVVHU V PELRWLF EHLQJV SURYLGHG WKH V PELRWHV DUH QRW WRR ERWKHUVRPH and don’t interfere with a zaratan’s sleep. A few are known to support VPDOO XQFLYLOL HG YLOODJHV KLOH RWKHUV KDYH HYHQ EHHQ XVHG DV D PRELOH EDVH IRU SLUDWHV DQG FRUVDLUV Visitors will nd most inhabitants of a zaratan highly superstitious. 0DQ UHYHUH WKHLU LVODQG KRPH DV D JRG 7KH EHOLHYH ULJKWO WKDW HUH WKHLU GHLW WR D DNHQ GXH WR KXQJHU WKHLU LVODQG PLJKW VLQN EHQHDWK WKH sea, destroying their village. As a result, these villagers strive at every opportunity to keep the zaratan well-fed and content, sacri cing large quantities of caught sh and even visitors to placate their oating deity.
372
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RPELH /RUG 7KH RPELH ORUG LV D OLYLQJ FUHDWXUH WKDW KDV WDNHQ RQ WKH IRXO SR HUV DQG DELOLWLHV RI WKH XQGHDG 7KH DUH IRUPHG RQ UDUH RFFDVLRQV DV WKH UHVXOW RI D L spell gone awry. Zombie lords look as they did in life, save that their skin has turned to the pale grey of death, and their esh is rot WLQJ DQG GHFD LQJ 7KH RGRU RI YLOH FRUUXSWLRQ DQG URWWLQJ PHDW KDQJV DERXW WKHP DQG FDUULRQ IHHGLQJ LQVHFWV RIWHQ EX DERXW WKHP WR GLQH RQ the bits of esh and ichor that drop from their bodies. 7KH RPELH ORUGV FDQ VSHDN WKRVH ODQJXDJHV WKH NQH LQ OLIH DQG WKH VHHP WR KDYH D WHOHSDWKLF RU P VWLFDO DELOLW WR FRQYHUVH IUHHO LWK WKH OLYLQJ GHDG )XUWKHU WKH FDQ speak with dead PHUHO E WRXFKLQJ D FRUSVH Zombie lords are turned as vampires. :KHQ IRUFHG LQWR FRPEDW LW UHOLHV RQ WKH JUHDW VWUHQJWK RI LWV W R FUXVK ing sts. The odor of death surrounding the zombie lord is so potent it causes horrible effects in those who breathe it. On the rst round a charac WHU FRPHV LWKLQ DUGV KH PXVW VDYH YV SRLVRQ RU EH DIIHFWHG LQ VRPH D 7KH IROOR LQJ UHVXOWV DUH SRVVLEOH
+DELWDW 6RFLHW Zombies are typically found near graveyards, dungeons, DQG VLPLODU FKDUQHO SODFHV 7KH IROOR WKH VSRNHQ FRPPDQGV RI WKHLU FUHDWRU DV JLYHQ RQ WKH VSRW RU SUHYLRXVO RI OLPLWHG OHQJWK DQG XQFRP SOLFDWHG PHDQLQJ D GR HQ VLPSOH RUGV RU VR 7KH GHDG ERG RI DQ KXPDQRLG FUHDWXUH FDQ EH PDGH LQWR D RPELH (FRORJ Zombies are not natural creations and have no role in ecology RU QDWXUH -X MX RPELH 7KHVH FUHDWXUHV DUH PDGH KHQ D L DUG GUDLQV WKH OLIH IRUFH IURP D PDQ VL HG KXPDQRLG FUHDWXUH LWK DQ L VSHOO 7KHLU VNLQ LV KDUG gray, and leathery. Ju-ju zombies have a spark of intelligence. A hateful OLJKW EXUQV LQ WKHLU H HV DV WKH UHDOL H WKHLU FRQGLWLRQ DQG LVK WR GHVWUR OLYLQJ WKLQJV 7KH XQGHUVWDQG IXOO VHQWHQFH LQVWUXFWLRQV LWK FRQGLWLRQV DQG XVH VLPSOH WDFWLFV DQG VWUDWHJLHV 6LQFH WKH EHFDPH RPELHV DW WKH PRPHQW RI GHDWK WKHLU ERGLHV WHQG WR EH LQ EHWWHU FRQGLWLRQ -X MX RPELHV XVH QRUPDO LQLWLDWLYH UXOHV WR GHWHUPLQH KHQ WKH VWULNH 7KH DUH GH terous enough to use normal weapons, although they must be speci cally FRPPDQGHG WR GR VR 7KHVH RPELHV FDQ KXUO HDSRQV OLNH MDYHOLQV RU
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(IIHFW Weakness DV WKH VSHOO & L DV WKH VSHOO -1 point of Constitution. &R LR DV WKH VSHOO Character unable to act for 1d4 rounds due to nausea and YRPLWLQJ Character dies instantly and becomes a zombie under FRQWURO RI WKH RPELH ORUG
Zombie All zombies within sight of the zombie lord are subject to its mental LQVWUXFWLRQV )XUWKHU WKH FUHDWXUH FDQ XVH WKH VHQVHV RI DQ RPELH LWK LQ D PLOH RI LW WR OHDUQ DOO WKDW LV KDSSHQLQJ LWKLQ D YHU ODUJH DUHD 2QFH SHU GD WKH RPELH ORUG FDQ L WR WUDQVIRUP GHDG FUHDWXUHV LQWR RPELHV 7KLV RUNV DV GHVFULEHG LQ WKH Player’s Handbook H FHSW that it can be used on the living. Any living creature with fewer Hit Dice than the zombie lord can be attacked in this manner. A target who fails a VDYLQJ WKUR YV GHDWK LV VODLQ ,Q G URXQGV WKH VODLQ FUHDWXUH ULVHV DV D RPELH XQGHU WKH RPELH ORUG V FRPPDQG Zombie lords seek out places of death as lairs. Often, they live in old JUDYH DUGV RU RQ WKH VLWH RI D WUHPHQGRXV EDWWOH DQ SODFH WKHUH PD EH ERGLHV WR DQLPDWH DQG IHDVW XSRQ 7KH PLQG RI WKH RPELH ORUG WHQGV WR IRFXV RQ GHDWK DQG WKH FUHDWLRQ RI PRUH XQGHDG 7KH UHJLRQV DURXQG WKHLU ODLUV DUH RIWHQ OLWWHUHG LWK WKH GHFD LQJ ERGLHV KDOI HDWHQ RI WKRVH KR KDYH WULHG WR FRQIURQW WKH IRXO EHDVW 7KH RPELH ORUG FRPHV LQWR EHLQJ E FKDQFH DQG RQO XQGHU FHUWDLQ FRQGLWLRQV )LUVW DQ HYLO KXPDQ PXVW GLH DW WKH KDQG RI DQ XQGHDG FUHD WXUHV 6HFRQG DQ DWWHPSW WR L WKH FKDUDFWHU PXVW EH PDGH 7KLUG WKH FRUSVH PXVW IDLO LWV UHVXUUHFWLRQ VXUYLYDO UROO )RXUWK DQG ODVW D GHLW RI evil must show “favor” to the deceased, and curse him or her with the “gift of eternal life.” Within one week of the L DWWHPSW WKH FRUSVH D DNHQV DV D RPELH ORUG 6HD RPELH 6HD RPELHV DOVR NQR Q DV GUR QHG RQHV DUH WKH DQLPDWHG FRUSVHV RI humans who died at sea. Although similar to land-dwelling zombies, they DUH IUHH LOOHG DQG DUH UXPRUHG WR EH DQLPDWHG E WKH LOO RI WKH JRG 1HUXOO WKH 5HDSHU RU DQRWKHU VLPLODU HYLO GHLW 7KH DSSHDUDQFH RI GUR QHG RQHV PDWFKHV WKHLU QDPH WKH ORRN OLNH KXPDQ FRUSVHV WKDW KDYH EHHQ XQGHU DWHU IRU VRPH WLPH EORDWHG DQG discolored esh dripping with foul water, empty eye-sockets, tongue fre TXHQWO SURWUXGLQJ IURP EHW HHQ EODFNHQHG OLSV 7KHLU YLVDJH DQG WKH VWHQFK RI GHFD VXUURXQGLQJ WKHP DUH VR GLVJXVWLQJ WKDW DQ RQH VHHLQJ D GUR QHG RQH RU FRPLQJ LWKLQ IHHW RI RQH PXVW UROO D VDYLQJ WKUR vs. poison. A failed saving throw indicates that the character is nauseated, suffering a –1 penalty to his attack roll and a +1 penalty to his AC for 2d4 URXQGV 2Q ODQG GUR QHG RQHV PRYH VOR O LWK D FOXPV VKDPEOLQJ JDLW ,Q DWHU KR HYHU WKH FDQ V LP LWK IULJKWHQLQJ VSHHG UR QHG RQHV KDYH DQ DELGLQJ KDWUHG IRU WKH OLYLQJ DQG DWWDFN WKHP DW DQ RSSRUWXQLW 7KHVH DWWDFNV RIWHQ VKR VXUSULVLQJ FXQQLQJ IRU H DP SOH OXULQJ VKLSV RQWR WKH URFNV DQG DWWDFNLQJ WKH VDLORUV DV WKH WU WR VDYH WKHPVHOYHV IURP WKH UHFN UR QHG RQHV WDNH DGYDQWDJH RI WKHLU V LP PLQJ VSHHG E DWWDFNLQJ VKLSV DV WKH OLH DW DQFKRU FOLPELQJ DERDUG WKH YHVVHO DQG WU LQJ WR GULYH WKH VDLORUV RYHUERDUG KHUH WKH FDQ GHDO LWK WKHP PRUH HDVLO UR QHG RQHV DWWDFN LWK WKH HDSRQV W SLFDO RI VDLORUV VKRUW V RUGV GDJJHUV KRRNV FOXEV EHOD LQJ SLQV HWF %HFDXVH RI WKH XQQDWXUDO VWUHQJWK of the creatures, these weapons all in ict 1d10 points of damage. The pu WULG DWHU WKDW GULSV IURP WKH GUR QHG RQHV FRQWDLQV PDQ EDFWHULD VR DQ VXFFHVVIXO KLW KDV D FKDQFH RI FDXVLQJ D VHYHUH GLVHDVH LQ WKH victim. The waterlogged condition of the creature’s esh means that re and re-based magic cause only half damage. Lightning, electrical, and cold-based attacks in ict double damage. Drowned ones are immune to sleep, FKDUP VSHOOV LOOXVLRQV DQG RWKHU PLQG DOWHULQJ VSHOOV %HFDXVH WKH DUH FUHDWHG E WKH GLUHFW LOO RI D GHLW WKH FDQQRW EH WXUQHG
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Appendix I: Instructions for the Blank Monster Form :KHQ GHVLJQLQJ D PRQVWHU DYRLG H WUHPHV ,W LV D FRPPRQ PLVWDNH WR PDNH D PRQVWHU LQFUHGLEO WRXJK IRU QR UHDVRQ 5HDOO WRXJK PRQVWHUV DUH YHU UDUH ,I D PRQVWHU KDV DQ H WUHPH DELOLW RU FRPEDW VWDWLVWLF WKHUH should be a good reason. In the same light, t the monster’s abilities to LWV GHVFULSWLRQ 3OD HUV QHHG D IDLU FKDQFH WR DQWLFLSDWH KDW WKH PRQVWHU might do. For example, a monster that can y should have wings, or else XVXDOO EH HQFRXQWHUHG DORIW ,I D PRQVWHU LOO KDYH D VXUSULVLQJ DELOLW NHHS LW WR MXVW RQH DQG KDYH D JRRG UHDVRQ IRU WKH VXUSULVH 1RW DOO PRQVWHUV KDYH WR EH HYLO 7KHUH DUH PDQ RWKHU UHDVRQV D PRQ VWHU FDQ EH GDQJHURXV LWKRXW DUELWUDULO PDNLQJ LW HYLO )RU H DPSOH DQ creature will ght to protect its family or territory whether it is good or HYLO Characters should be able to negotiate with or intimidate many crea WXUHV EXW QHJRWLDWLQJ LWK D PRQVWHU GRHV QRW DO D V PHDQ JLYLQJ LW WUHD VXUH 0RVW DQLPDOV LOO SXW RII DQ DWWDFN LI WRVVHG D IUHH PHDO WKH FDQ HDW LQ SHDFH LQWHOOLJHQW FUHDWXUHV KDYH PDQ GLIIHUHQW PRWLYDWLRQV 7U QRW WR IRUFH FKDUDFWHUV LQWR KDYLQJ WR NLOO HYHU PRQVWHU WKH PHHW ,I D PRQVWHU LV OHIW DOLYH DIWHU DQ HQFRXQWHU LW PLJKW EH HQFRXQWHUHG DJDLQ DQG EHFRPH D UHJXODU SDUW RI WKH FDPSDLJQ &/,0 7( 7(55 ,1 Restrict your monsters reasonably. As a rule, only WRRO PDNLQJ FUHDWXUHV FDQ EH IRXQG LQ HYHU FOLPDWH RU HYHU WHUUDLQ 5H PHPEHU WKDW WKH SK VLFDO GHVLJQ RI D PRQVWHU VKRXOG PDNH VHQVH IRU WKH FOLPDWH DQG WKH WHUUDLQ )5(4 (1& 0RQVWHUV VKRXOG QRW GRPLQDWH WKH ODQGVFDSH XQOHVV RXU FDPSDLJQ SORW UHTXLUHV WKHP WR 0RVW PRQVWHUV DYRLG VHWWOHG DUHDV EHFDXVH RUJDQL HG JURXSV RI KXPDQV DQG GHPLKXPDQV WHQG WR NLOO WKHP 25* 1, 7,21 *LYH D ORW RI WKRXJKW WR WKLV HQWU LW GHWHUPLQHV WKH group tendencies of the monster. A pack can be controlled by controlling its leader. A ock, on the other hand, has no leader, but it does have a SHFNLQJ RUGHU &7,9,7 & &/( 0RVW PRQVWHUV QHHG WR UHVW :KHQ DUH WKH RXW DQG DERXW :KHQ DUH WKH VOHHSLQJ 7KHVH KDELWV VKRXOG PDNH VHQVH LWK WKH GLHW DQG FOLPDWH WHUUDLQ RI WKH PRQVWHU ,(7 What does the monster eat? Not every monster is a man-eater. A LOG EXOO LV MXVW DV GDQJHURXV DV D WLJHU EXW LW GRHV QRW HDW PHDW 5HPHP EHU IDQJV DQG FOD V LPSO FDUQLYRUHV WXVNV DQG KRUQV LPSO KHUELYRUHV ,17(//,*(1&( Avoid the tendency to make monsters too intelligent or too stupid. A creature living in the middle of the jungle with no ma QLSXODWLYH RUJDQV LV QRW OLNHO WR EH LQWHOOLJHQW 5HDOO KLJK LQWHOOLJHQFH XVXDOO LPSOLHV FLYLOL DWLRQ RU DW OHDVW VRSKLVWLFDWHG WRROV 2Q WKH RWKHU hand, monsters that must ght to survive must have enough intelligence RU RWKHU QDWXUDO DELOLW WR FRQTXHU WKHLU IRHV 75( 6 5( 7UHDVXUH LV XVXDOO FROOHFWHG RQO E LQWHOOLJHQW FUHDWXUHV An animal type may guard a treasure for another creature, but the trea VXUH LWVHOI EHORQJV WR WKH LQWHOOLJHQFH WKDW VHW LW WKHUH DV D JXDUG 0RQVWHUV WKDW FDUH OLWWOH IRU ULFKHV DQG PDJLFDO LWHPV PLJKW VWLOO KDYH VRPH DV D UH VXOW RI HQFRXQWHUV EXW WKLQJV LOO EH VFDWWHUHG DQG LOO NHSW RIWHQ UXVWLQJ D D WR RUWKOHVVQHVV ,QWHOOLJHQW PRQVWHUV RQ WKH RWKHU KDQG LOO XVH WKHLU PDJLFDO WUHDVXUHV WR WKHLU EHVW DGYDQWDJH KLFK PD EH QR KHOS DW DOO WR WKH FKDUDFWHUV /,*10(17 7KLV LV D EURDG GHVFULSWLRQ RI WKH PRUDO DQG HWKLFDO WHQ dencies of the monster. A creature of animal intelligence has no morals or HWKLFV DQG KHQFH LV RI QHXWUDO DOLJQPHQW ,Q JHQHUDO WU WR DYRLG H WUHPHV unless these t the monster.
12 33( 5,1* 7KH QXPEHU RI PRQVWHUV W SLFDOO HQFRXQWHUHG VKRXOG correspond to the other facts about the monster. A solitary monster does QRW WUDYHO LQ D SDFN RI ,Q JHQHUDO FDUQLYRUHV WUDYHO LQ VPDOO JURXSV KHUELYRUHV WUDYHO LQ ODUJH JURXSV 7KLV QXPEHU LV DOVR D JRRG D WR NHHS WKLQJV EDODQFHG HDN PRQVWHUV DUH GDQJHURXV LQ ODUJH QXPEHUV KLOH D VWURQJ PRQVWHU DOO DORQH LV HDV SUH WR D HOO RUJDQL HG JURXS RI KHURHV &20% 7 67 7,67,&6 This includes such values as Hit Dice and Ar mor Class. They should match the physical description of the monster. A well-designed monster ghts the way it looks. A small, fuzzy crea ture with big, soft eyes should not have 25 Hit Dice, an Armor Class of DQG V RRS WKURXJK WKH DLU WR DWWDFN 7KH DPRXQW RI GDPDJH GRQH should re ect the weapon being used. Avoid the tendency to give mon VWHUV H FHVVLYH +LW LFH DQG GDPDJH FDSDELOLWLHV 7KH 0 LV WKH RQO person who gets a kick from seeing a PC suffer 40 points of damage in one round; players don’t nd that amusing at all. See Chapter 9 of the DMG to determine THAC0 for monsters. 33( 5 1&( ,QFOXGH LQ WKH SK VLFDO GHVFULSWLRQ RI WKH PRQVWHU LWV VL H HLJKW FRORU VNLQ KDLU H HV HWF VPHOO QRLVHV W SH RI PRYH PHQW JUDFHIXO DON VKDPEOLQJ JDLW HWF W SLFDO FORWKLQJ DQG SUHIHUUHG HDSRQV &20% 7 ,QFOXGH DQ VSHFLDO FRPEDW DELOLWLHV RU GLVDELOLWLHV %H VXUH WR FRYHU DQ EDVLF VWUDWHJLHV RU WDFWLFV WKH PRQVWHU PLJKW XVH 5HPHPEHU smart monsters use smart tactics. The strategies should re ect their natu UDO DGYDQWDJHV DQG GLVDGYDQWDJHV + %,7 7 62&,(7 +R GRHV WKH PRQVWHU UHODWH WR RWKHUV RI LWV NLQG and to strangers? When do they work together and when do they ght? +R GR WKH FKRRVH OHDGHUV DQG KR GR WKHVH OHDGHUV UXOH :KDW DUH WKH JRDOV RI WKHVH PRQVWHUV :KHUH GR WKH OLYH DQG KR GRHV WKLV DIIHFW WKHLU EHKDYLRU R WKH XVH RU PDNH WRROV ,I VR KDW W SHV DQG KR DUH WKH PDGH :K GRHV WKLV PRQVWHU KDYH WUHDVXUH +R GRHV LW JHW LW :KDW LV WKH QDWXUH RI WKH IDPLO DQG KR PDQ OLYH WRJHWKHU RHV WKH PRQVWHU KDYH VSHFLDO JXDUGV RU DOOLHV DQG KR IUHTXHQWO DUH WKH IRXQG WRJHWKHU (&2/2* 7KLV VKRXOG LQFOXGH WKH W SHV RI IRRG HDWHQ DV HOO DV what eats them, if anything. Any useful by-products should be listed, VXFK DV IXU RU HGLEOH SDUWV RX PD OLVW XVHV IRU PDJLFDO LWHPV RU VSHOOV 2Q WKH RWKHU KDQG GRQ W WXUQ RXU PRQVWHU GHVFULSWLRQV LQWR VKRSSLQJ lists. The PCs are heroes, not butchers or fur trappers. List other crea WXUHV WKDW OLYH LQ KDUPRQ LWK WKH PRQVWHU RU FRPSHWH DJDLQVW LW DORQJ LWK LQIRUPDWLRQ DERXW WKH VL H DQG QDWXUH RI LWV WHUULWRU 9 5, 176 ,I WKHUH DUH PDMRU VXEUDFHV WKH VKRXOG EH GHWDLOHG KHUH 7KLV PD EH D VWURQJHU OHDGHU W SH DQ LQIHULRU VHUYDQW UDFH RU D 0 VSH cial, such as skeletons that hurl their nger joints like magic missiles. 3 9 / ( Guidelines for awarding experience are found in Chapter RI WKH DMG. Hit Dice Value Modi ers for psionic monsters are +1 if WKH FUHDWXUH KDV DFFHVV WR RQO GHYRWLRQV LI WKH FUHDWXUH KDV ERWK VFLHQFHV DQG GHYRWLRQV In addition to the Hit Dice Value Modi ers listed for monsters in the DMG, consider the following optional modi ers: +1 for any special move ment which gives an advantage, not just ying; +2 for magic resistance RYHU IRU PDJLF UHVLVWDQFH RI RU XQGHU IRU EUHDWK HDS RQV KLFK FDQ FDXVH PRUH WKDQ SRLQWV GDPDJH SHU DWWDFN IRU RWKHU EUHDWK HDSRQV
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Appendix II: Monster Summoning Tables 0RQVWHU 6XPPRQLQJ , Ant, giant %DW KXJH Beetle, re %XOO XJ *REOLQ +REJREOLQ -HUPODLQH G DSSHDU .REROG G DSSHDU /HHFK JLDQW + 0XFNG HOOHU 2UF 5DW JLDQW G DSSHDU
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0RQVWHU 6XPPRQLQJ ,,, Ankheg (3-4 HD) %DW JLDQW PREDW %HHWOH ERULQJ %XJEHDU Centipede, megaloCrab, giant Crocodile, wild RJ GHDWK *HODWLQRXV FXEH *KRXO /L DUG JLDQW / F UDW 2UF RURJ 2VTXLS 6DQGOLQJ 6FRUSLRQ ODUJH 6QDNH FRQVWULFWRU 6SLGHU KXJH :HDVHO JLDQW 8UFKLQ ODQG
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0RQVWHU 6XPPRQLQJ 9 Ankheg (7-8 HD) Cockatrice LVSODFHU EHDVW RSSOHJDQJHU +RUQHW JLDQW + GUD KHDGV + GUD KHDGV FU R RU S UR /HXFURWWD /L DUG VXEWHUUDQHDQ / F ERDU 0DUJR OH 0LQRWDXU 2FKUH MHOO 5XVW PRQVWHU 6OLWKHULQJ WUDFNHU 6QDNH JLDQW SRLV RU VSLWWLQJ 6SLGHU JLDQW *LDQWNLQ YHUEHHJ :ROI LQWHU Zombie, ju-ju
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0RQVWHU 6XPPRQLQJ 9,, %DVLOLVN JUHDWHU %HKLU RU WXQQHO RUP %XOHWWH Chimera (WWLQ RU KLOO JLDQW Golem, esh *RUJRQ + GUD KHDGV + GUD KHDGV S UR RU FU R Lizard, re 0XPP 1HR RW XJK 3XGGLQJ EODFN 5RSHU 6KDPEOLQJ PRXQG 6OXJ JLDQW 6SKLQ KLHUDFR 7UROO KHDGHG 8PEHU KXON ;RUQ
0RQVWHU 6XPPRQLQJ 9,,, %HHWOH UKLQRFHURV Giant, re or frost *LDQW IRPRULDQ *ROHP VWRQH *RUJLPHUD + GUD KHDGV + GUD OHUQDHDQ KHDGV 3XGGLQJ EUR Q 5HPRUKD 5XVW PRQVWHU :LOO R LVS :RUP SXUSOH
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Appendix III: NPCs 13& 3DUWLHV To avoid delays, create NPC parties before play. 7KH WDEOHV DOOR VXFK SDUWLHV WR EH VHW XS TXLFNO DQG LPSDUWLDOO DQG WKH 0 LV HQFRXUDJHG WR PDNH DQ FKDQJHV WKDW LOO HQKDQFH SOD 7KH WDEOHV VKRXOG EH FRQVLGHUHG D VWDUWLQJ SRLQW A typical NPC party has 2-12 members—2-5 PDMRU FKDUDFWHUV DQG WKH UHVW KHQFKPHQ RU PHQ DW DUPV &KDUDFWHUV The Character Subtable provides D W SLFDO SDUW VWUXFWXUH E OLPLWLQJ QXPEHU DQG classes of the NPC characters encountered. De WHUPLQH FKDUDFWHU UDFH GHPLKXPDQ DQG GHPLKXPDQ PXOWLFODVVHV RQ WKH 5DFLDO 6XEWDEOH (multiclass results can exceed the Character 6XEWDEOH OLPLWV &KDUDFWHU /HYHO DQG (TXLSPHQW 7KHVH LOO XVXDOO EH FRPSDUDEOH WR WKRVH RI WKH SOD HU characters, but NPC level will rarely exceed 12th. Arms, armor, and equipment will be typical: a 1st OHYHO DUULRU RXOG KDYH VFDOH RU FKDLQ DUPRU DQG minimal gear. At 2nd level, banded or plate mail LV W SLFDO HDSRQV SURIXVH DQG HTXLSPHQW FRP plete (much oil, holy water, mirrors, etc.). NPC magic will be used if a ght breaks out. Note that if the NPCs are defeated, their magical items will HQWHU RXU FDPSDLJQ &KDUDFWHU VSHOOV 7KHVH DUH VHOHFWHG E WKH 0 according to those most suited to the NPC party. :L DUGV DUH VXEMHFW WR WKH OLPLWV RI VSHOOV NQR Q +HQFKPHQ VSHOOFDVWHUV DUH WUHDWHG OLNH LVH +HQFKPHQ The major NPCs will have a to WDO RI KHQFKPHQ XS WR WKH SDUW VL H LWK DQ UHPDLQGHU PHQ DW DUPV ,I WKH HQFRXQWHU LV EHOR WKH UG GXQJHRQ OHYHO DOO WKRVH LWK WKH major NPCs will be henchmen. +HQFKPDQ FODVV DQG UDFH LV GHWHUPLQHG DV IRU the major characters. Major NPCs are assigned henchmen in order of Charisma, allowing for com SDWLELOLW H J D SDODGLQ RXOG QRW IROOR D WKLHI QRU RXOG D UDQJHU EHOR WK OHYHO KDYH KHQFK men). A henchman’s level is one-third of that of his PDVWHU URXQG XS RU GR Q ,I WKH PDVWHU V OHYHO LV DERYH WK WKH KHQFKPDQ KDV DGGLWLRQDO OHYHO SHU IXOO OHYHOV RI WKH PDVWHU 7KXV D WK OHYHO PDJH
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379
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Monstrous Manual Index %HDU
A
Aarokocra Abishai (Baatezu) Aboleth Aerial Servant (Elemental, Air Kin) African Elephant (Elephant) Air Elemental (Elemental, Air/Earth) Algorn (Titan) Amethyst Dragon Amphisbaena (Snake) Androsphinx (Sphinx) Ankheg Ankylosaurus (Dinosaur) Ant (Insect) Ant Lion (Insect) Antelope (Mammal, Herd) Antherion -DFNDO HUH :ROI HUH Ape, Carnivorous (Mammal) Aratha (Insect) Arcane Arctic Tempest (Elemental, Composite) Argos Ascomoid (Fungus) Aspis (Insect) Cow URQH /DUYD Assassin Bug (Insect) Astereater (Beholder) Atomie (Sprite) Aurumvorax Azmyth (Bat)
B
%DDWH X Abishai, Black Abishai, Green 3LW )LHQG Red Abishai %DERRQ :LOG 0DPPDO %DGJHU 0DPPDO %DORU 7DQDU UL %DQGHUORJ 0DPPDO %DQVKHH %DUUDFXGD )LVK %DVLOLVN UDFROLVN *UHDWHU /HVVHU %DW Azmyth Common +XJH
/DUJH 1LJKW +XQWHU 6LQLVWHU
%URNHQ 2QH %URQ H UDJRQ %UR Q UDJRQ %UR QLH .LOOPRXOLV %XIIDOR 0DPPDO +HUG %XJEHDU %XOHWWH %XOO XJ %XPEOHEHH ,QVHFW
%ODFN %UR Q Cave %HDYHU 0DPPDO 6PDOO %HH ,QVHFW :RUNHU 6ROGLHU %XPEOHEHH %HHWOH *LDQW %RPEDUGLHU %RULQJ )LUH 5KLQRFHURV 6WDJ :DWHU %HKLU %HKROGHU %HKROGHU .LQ Astereater %HKROGHU %HKROGHU 0DJH Casharin HDWK .LVV %OHHGHU LUHFWRU RRPVSKHUH (OGHU 2UE ( DPLQHU ( H RI WKH HHS :DWHU *DXWK *RUEHO +LYH 0RWKHU /HQVPDQ 2UEXV 2YHUVHHU 6SHFWDWRU 8QGHDG HDWK 7 UDQW :DWFKHU %KDHUJDOD 0DPPDO %LUG %RREULH (DJOH (EOLV (PUH )OLJKWOHVV +D N King sher 2 O 5DYHQ Sky sher 6 DQ 9XOWXUH ‘Wari %LUG 0DLGHQ 6 DQPD Birdman (Aarakocra) %ODFN UDJRQ Black Cloud (Elemental, Composite) Black Abishai (Baatezu) %OHHGHU %HKROGHU %OLQN RJ RJ %OXH UDJRQ %RDOLVN 6QDNH %RDU :LOG 0DPPDO %RREULH %LUG %UDLQ )O LQJ *UHOO %UDLQ 0ROH %UDVV UDJRQ
C Camel (Mammal, Herd) Carnivorous Ape (Mammal) Carp, Giant (Fish) Carrion Crawler Casharin (Beholder) Cat, Great Cheetah *LDQW / Q /HRSDUG /LRQ /LRQ 6SRWWHG /LRQ 0RXQWDLQ -DJXDU 6PLORGRQ 7LJHU :LOG Cat, Small RPHVWLF (OYHQ :LOG Cat sh, Giant (Fish) Catoblepas Cattle (Mammal, Herd) Cave Cricket (Insect) Cave Fisher Centaur Centipede Chattur (Mammal) Cheetah (Cat, Great) Chimera Chipmunk (Mammal, Small) Choke Creeper (Plant, DQJHURXV Clay Golem (Golem, Lesser) Cloaker Cloud Dragon Cloud Giant Cockatrice Constrictor (Snake) Cooshee (Mammal) Copper Dragon Couatl Crabman Crawling Claw Creeper Zombie (Plant, DQJHURXV Crimson Death Mist (Mist, Crimson Death) Criosphinx (Sphinx) Crocodile Crustacean, Giant Cryohydra (Hydra) Crypt Thing Crystal Dragon Cyclops (Giant) Cyclops Cyclopskin
380
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Monstrous Manual Index UDJRQHW )DHULH UDJRQ )LUHGUDNH 3VHXGRGUDJRQ Dragon sh (Fish) Dragon y (Insect) *LDQW /DUYD UDJRQQH ULGHU (OI UR UR (OI UR U DG XHUJDU DUI DUI HUUR XHUJDU +LOO 0RXQWDLQ
E (DJOH %LUG (DU 6HHNHU ,QVHFW (DUWK (OHPHQWDO (OHPHQWDO Air/Earth) (EOLV %LUG (HO )LVK (OHFWULF *LDQW 0DULQH :HHG (IUHHWL *HQLH (ODVPRVDXUXV LQRVDXU (OGHU 2UE %HKROGHU (OHFWULF (HO )LVK (OHPHQWDO Air/Earth )LUH :DWHU *HQHUDO Elemental, Air Kin Aerial Servant 6 OSK Elemental, Composite Arctic Tempest Black Cloud 6NULD LW 7HPSHVW (OHPHQWDO (DUWK .LQ 3HFK 6DQGOLQJ (OHPHQWDO )LUH .LQ )LUH 6QDNH 6DODPDQGHU (OHPHQWDO :DWHU .LQ 1HUHLG :DWHU :HLUG (OHSKDQW (OI Aquatic ULGHU UR DUN *UH )DHULH +DOI (OI 0DOHQWL :RRG 6 OYDQ Elven Cat (Cat, Small) (PHUDOG UDJRQ (PUH %LUG (UPLQH 0DPPDO 6PDOO
(WWHUFDS (WWLQ ( DPLQHU %HKROGHU ( H RI WKH HHS %HKROGHU ( H LQJ
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G *DOHE XKU *DUJDQWXD *DUJR OH *DUJR OH 0DUJR OH *DUJR OH *ROHP *DV 6SRUH )XQJXV *DXWK %HKROGHU Gelatinous Cube 2R H 6OLPH -HOO *HQLH DR MLQQL (IUHHWL -DQQ 0DULG *KDVW *KRXO *KRVW *KRXO *LDQW Cloud Cyclops HVHUW (WWLQ )LUEROJ )LUH )RJ )RUPRULDQ )URVW +LOO -XQJOH 0RXQWDLQ 5HHI 6WRQH 6WRUP 9HUEHHJ :RRG 9RDGN Q *LDQW %ODFN 6TXLUUHO 0DPPDO 6PDOO *LDQW (HO )LVK Giant Crab (Crustacean, Giant) Giant Cray sh (Crustacean, Giant) *LDQW 3LNH )LVK *LDQW 3LJ 0DPPDO *LDQW 3LUDQKD )LVK *LDQW 6HDKRUVH )LVK *LDQW 6KDUN )LVK *LDQW 6NHOHWRQ 6NHOHWRQ *LDQW *LEEHUOLQJ *LII *LU RQ 7LWDQ *LWK *LWK 3LUDWH *LWK DQNL *LWK HUDL *ODVV *ROHP *ROHP *ODVV *ORRP LQJ *ORRP LQJ 0RWK 7HQHEURXV :RUP *O SWDU 0HGXVD *QROO *QRPH )RUHVW *QRPH 5RFN
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J -DFNDO 0DPPDO -DFNDO HUH Jaguar (Cat, Great) -DQQ *HQLH -HOO 2R H 6OLPH -HOO -HUPODLQH *UHPOLQ -HUPODLQH -XQJOH *LDQW
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L /DFHGRQ *KRXO /DPEHRVDXUXV LQRVDXU /DPLD /DPPDVX /DPSUH )LVK /DPSUH /DQG )LVK /DQG 6KDUN %XOHWWH /HHFK *LDQW 6 DUP 7KURDW /HQVPDQ %HKROGHU /HUQDHDQ + GUD Leopard (Cat, Great) /HSUHFKDXQ /HXFURWWD /HYLDWKDQ :KDOH /LFK Lion (Cat, Great) /LYLQJ :DOO /L DUG )LUH 0LQRWDXU 6XEWHUUDQHDQ *LDQW /L DUG 0DQ /RFDWKDK /RVHO 0DPPDO /XUNHU / FDQWKURSH *HQHUDO 6HD ROI :HUHEDW :HUHEHDU :HUHERDU :HUHIR )R RPDQ
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M 0DHGDU 0HGXVD 0DNLQJ 0RQVWHUV Malenti (Elf, Aquatic) 0DOHSKXV 7LWDQ 0DPPDO Ape, Carnivorous %DERRQ :LOG %DGJHU %DQGHUORJ %KDHUJDOD %RDU :LOG Chattur Cooshee DNRQ HEEL *RDW *RULOOD +VLQJ VLQJ + HQD -DFNDO /RVHO 0RQNH 6SLGHU 3RUFXSLQH %ODFN 3RUFXSLQH %UR Q 5RWKp 6NXQN 6OHHN 6WDJ :LOG 6WHQFK .R 7DHU 7 UJ :DUWKRJ :HDVHO :ROYHULQH 0DPPDO +HUG Antelope %XIIDOR Camel Cattle 6KHHS 0DPPDO 6PDOO %HDYHU Chipmunk (UPLQH )HUUHW )R *RSKHU +HGJHKRJ 0LQN 0ROH 0RQNH 0RXVH 0XVNUDW 2SSRVXP 2WWHU 2WWHU 6HD 3LJ RPHVWLF 3LJ *LDQW 3LJ :LOG 5DEELW 5DFFRRQ
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N 1DJD *XDUGLDQ 1DJD 6SLULW :DWHU 1DJD DUN 1DU KDO :KDOH 1HFURSKLGLXV *ROHP 1HFURSKLGLXV 1HRJL
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O 2EOLYLD 3ODQW ,QWHOOLJHQW 2FWRSXV *LDQW 2JUH 2JUH 2JUH +DOI 2JUH 0DJH 2OLSKDQW (OHSKDQW 2R H 6OLPH -HOO Crystal Ooze Gelatinous Cube *UHHQ 6OLPH *UH 2R H 0XVWDUG -HOO 2FKUH -HOO 2OLYH 6OLPH Olive Slime Creature 6OLWKHULQJ 7UDFNHU 6WXQ -HOO 2SSRVXP 0DPPDO 6PDOO 2UEXV %HKROGHU 2UF 2UF 2URJ 2VTXLS 5DW 2WWHU 0DPPDO 6PDOO 2W XJK 1HR 2W XJK 2YHUVHHU %HKROGHU 2 O %LUG 2 OEHDU
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6SULWH Atomie *ULJ 1L LH 3L LH 6HD 6SULWH 6SULWH 6TXLG *LDQW 6TXLUUHO 0DPPDO 6PDOO 6TXLUUHO )O LQJ 0DPPDO 6PDOO 6TXLUUHO *LDQW %ODFN 0DPPDO 6PDOO 6WDJ :LOG 0DPPDO 6WHHO UDJRQ 6WHJRVDXUXV LQRVDXU 6WHQFK .R 0DPPDO 6WHSSH 3RQ +RUVH 6WLQJ 5D )LVK 6WLUJH 6WRQH *LDQW 6WRQH *ROHP *ROHP *UHDWHU Stone Construct (Golem, Stone 9DULDQWV 6WRUP *LDQW Stout (Hal ing) 6WUDQJOH HHG 3ODQW ,QWHOOLJHQW 6X 0RQVWHU 6XPPRQLQJ 0RQVWHUV 6XQGH *LDQW 3ODQW ,QWHOOLJHQW 6YLUIQHEOLQ *QRPH 6 DQ %LUG 6 DQPD 6 OOLD 7LWDQ Sylph (Elemental, Air Kin)
T 7DED L 7DHU 0DPPDO 7DNR Tallfellow (Hal ing) 7DQDU UL %DORU 0DULOLWK 7DUUDVTXH 7DVORL 7HPSHVW (OHPHQWDO Composite) 7HQHEURXV :RUP *ORRP LQJ 7HUPLWH *LDQW ,QVHFW 7KHULDQWKURSH / FDQWKURSH 7KRUQ 6OLQJHU 3ODQW DQJHURXV 7KRUQ 3ODQW ,QWHOOLJHQW 7KRXJKW (DWHU 7KUL .UHHQ 7LFN *LDQW ,QVHFW Tiger, Wild (Cat, Great) 7LQNHU *QRPH 7LWDQ Algorn *LU RQ 0DOHSKXV
Monstrous Manual Index Titan (Cont.) 0DQH 3RUSK O 6 OOLD 7RDG *LDQW )LUH *LDQW ,FH 3RLVRQRXV 7RSD UDJRQ 7UHDQW Tressym (Cat, Small) 7UL )OR HU )URQG 3ODQW DQJHURXV 7ULFHUDWRSV LQRVDXU 7ULWRQ 7URJORG WH 7UROO Tunnel Worm (Centipede) 7 UDQQRVDXUXV LQRVDXU 7 UJ 0DPPDO
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W :DOO /LYLQJ /LYLQJ :DOO ‘Wari (Bird) :DUWKRJ 0DPPDO :DVS *LDQW ,QVHFW :DWFKHU %HKROGHU :DWHU %HKROGHU ( H RI WKH HHS :DWHU (OHPHQWDO (OHPHQWDO )LUH :DWHU :DWHU :HLUG (OHPHQWDO :DWHU .LQ :HDVHO 0DPPDO :HHG (HO
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384
:UDLWK : YHUQ
X ;RUQ ;RUQ ;DUHQ
Y HOOR UDJRQ Yellow Musk Creeper (Plant, DQJHURXV Yellow Musk Zombie (Plant, DQJHURXV HWL XDQ WL XDQ WL +LVWDFKLL XJRORWK *XDUGLDQ
Z Zaratan Zombie
ISBN: 978-0-7869-6446-8