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i ae : “LEAD DESIGNER © Davtp Nooxaw te a | apbimpnal pestey ys) Caz BuoapHvust, Jason BULMAHN, Davin Chait, B. Marmaaw Conesin TI, sak Decxna, James "Guim" DzstoxoveH, f i in Hoes, [oHDsON, Nicovas Loour, Mixe McAaron, ‘Aanoy Rosznsuac, Roseur J. ScuwaL, Ropwer Tomesox, Wn. Urcurcre DEVELOPMENT TEAM Sram Scavazar, GyenooLrs PM, Kesant, Mixz Meats, Marraew Ssayers ZDiToRS * | mr “Grats Sims, Locax BONNER, : Scorr FrrzcrnaLp Guay | FREELANCE MANAGER Gwaxooww EM. Kesraet EDITING MANAGER Kim Moway ; DESIGN MANAGER | (ChnistorieR PERKINS DEVELOPMENT MANAGER ‘ Jesse Decxnn . DIRECTOR OF RPG RED But, SLAVIGSER Raper Fs Bay |» in Dragon Magazine #309, ‘asd on the vigil De gue ened by Jonata Toe, “This product use wpdited materi! from che v3.5 rein swianiscom3 ey <= eansresiri0. 00LEN 0.789.411 ner4ael ies Peng Joly 2007 exinmgage nen epsitat ae ue athe ia meee 9 is Jes Hale, Mat) Hershey, Geoff Hinkle Christa Hinkle, ‘Bray Laws, Jan Nilsen, Mishae! O°Da) Joe ares, Joes Ques, Jems Sliven, samc nfraton a thi wo is hea om o dee rn Paragon of War The eck of dhe Hebgein® by Try Bava ssf, Denes si ro re es Tia amet cis Wana ct pe ‘Sisley il Sa Ai en se Visit our website at pwormizardcom/dad ih Ae atl ee i ae | SENIOR ART DIRECTOR DED - Stacr Loncstaer Cai: ART DIRECTOR Kann Bowen, COVER ARTIST | Henny Ficonvnortam INTERIOR ARTISTS David ALLs0n, Jason CHAN, Misve1. Gongs, Caxt. Cuisceno, Daancen, Warne ENGLAND, To3As roxio, Ratzn Honsity, Waanex Mant, - * Izzx Mepuano, Srave Pauscoty, Warne Rerwoios, Sea Suisuwan, | Rox Sraans, Abo Sroxes, Antz SwEKeL, Faanz Vouwinket, ANrHonr WATIRS ‘Eva Wipgnscany, James 2HaNe CARTOGRAPHER Jasox Exote GRAPHIC DESIGNER ‘Micaag, Manx GRAPHIC PRODUCTION SPECIALISTS ‘Anaurma Loxorz, Ex Downes» IMAGE TECHNICIAN Sven Boues : PRODUCTION MANAGERS Jost Fiscuea, Ranpart Cazws carts meron, Tm Celi, Brandan Cro, Dena Deborosgh Jon Debi, Don Fay And Glen Philp ‘Garal Hoopes, Sch oa, Jnes Johnson, Toby Tati Scostne, Sere Ware Nu Wight roy Wot 1op3 Daascns calc create by B, Gar? Gygax and Dae Arotson and the nw Donos€& Duco “Monte Cos, Skip Wins, Ricard Bux, 2d Teter Adkison, ‘his Wizauos cr oe Cour? game produ conte né!Open Gane Comer, No portion of the work may be produ it 26 Zam lg tga, in sb th Open ang Exe nd 9 Son La, ee SUROFEAN HEADQUARTERS WHzARDS OF THE cast, Beware ts eave Sova tay NB 6 , ‘Nera Grou NP OV 1 Got ees Sea legen se ted ar te vino yeahh ct yn eee = pe ca ie i Contents ‘Monsters by Challenge Rating Monsters BYECL es. Ttoietion, Reading the Ents ‘TheMonsters “Arcadian Avene Banahne alickeing Bartow or Daler eadborn vale, ‘are Carnage Demon Drauns cadacr. Solmah. Dera ere ieaeials Dev. Glebe ‘Siehed Devi Diagensel the Gren care ‘Choseanabau the inscrutable. Motlcach.. ‘Singh the Immense Hlementl Mage. Ken Kuni KenSun ber Gated Ethereal Defer eid Fungus Fronwind Virgo ‘Sarna, GemScint God:Blooded ‘Noagig.Gruumsh Blooded Ore Grettng God-Blooded Temples... Golem otceGoetn Magmscore Golem Corey Sind. Crecnapas Zaloe ccunlvore Haunt Bridge Haunt ease Het “Touning Howat... Hobgoblin obgnbin Dade Hobgoblin pelscauge obgoblin Waren. Hobgsblin Warsal hen. Ine Kuoron, Cased uot Baled Whip Kotex Hirpesner sotes Monitor Sabor Derchuton 400 2nd lyre of toon ot “Thoon Disil sot shadow Hyer, 40 Thooe lfc ie “hoo Thal st “Thoon olde. 43 Maderferof Theos au SeytherfThoon ste Seamed of Toon 8 “Thoon Hulk 20 “Thoan Eker Bein. mn ‘Mockery Bug 6 Mockery Monarch ae -Mekery Dione 7 Pawar 0 Kuga, Phantom GhaetNinje 130 Ruin Elemecel Bt ylkar 16 ylkerHaratdon 86 Rylkse Nala 37 yllerTormanior 2s yllspevn Swarm. Be Sanguineous Drinker 2 Scouring Construct 146 Scouring Slingst 14 Slinger Scorpion 145 Scouring tanchion ius Sieg He Shandeoul Slayer 150, Siege Boat. 132 Shllond 154 Seall ed 454 Bonespur 156 Seepetit 158 Spectral Ries, 160 Spam offublex 462 esse Spawnof ube. ‘ae (Gear Spon of bles 161 Elder Sparen fue, 164 Spirax e 466 Srestring 168 “Thoym Hound 17 ‘Tehama 12 Tubana Eyewing| 12 ‘isha Drowser| 13 Tibena hye, 173 Tirbena Spawner 14 186 Vampire 2190 "The Hck uke 90 “The Red Widow 193 Werden Rewer. 96 Vinespae 198 eraser, 200 wild Hunt m2 Mastro€ he Hane a2 Hound ofthe Hunt m2 lossary ‘Monsters by ype (and Subtype) eats Bale Magic Tactic. Brutal Thiow aunt Presence Kuorforn Moneticm, Mage lye. Mind-Sharteing See Sense Quintsence Spall ontbind ges Godleoded Gemma Blooded ImbsBlooded ord Blooded ‘Oreuetlonéed Pastor ‘Thoon Thal eens Sooded ‘eenogho-tboded Xorvinta Dragon orviniial Esa For Payer Characters ‘Crenlable Ceeatures Blackwing (ral wnded, Bonespus erate undend) ovee Gam (construed Magmacote Golem constuc Sunguineous Drinker val undead) Securing Slinges (construe! cou Stnchion Conse) Serpent (ate unde) Shardsoul Slayer (construc Spectral Rider rose rerum Monsfcompeion Coss Blackwing Deidhoth Vltce (Gem Sear Improved Fama) Stehwing. ‘Tibena Eyeing Cmproved Fema Race Jackin acnmatible Cesena ‘Arcadian Avenger QV)! Demon, Adsru (IX? Demon, Carnage (LV) Demon, Gadscr (1) Demon, Slamith (VIN Del Cuthir (VD etd Fungs (0) 1 Requiresasimmen morsierspalL 2 Requires x smman montero ramon taal pl Items Kuoeoun Harpoon, Tecan Ammann Stepechinn Armor Howling Helm 8 156 43 19 ast 2 m2 2 153 MONSTERS BY CR Monster cr Tirbana ayevaing aja atid gS Jacbrin Ushemof lashemet ‘Ger Sear Shaedling Tinbana drowser Deinony gadseio Hobgoblin duskblade Kuostoa, crazed Mind Flayer of Thoon, Thoon thrall Rylkar maclaw Skull lor, Benespur rionlearage Golem, force Golem magmacoi® Graveyard sludge Hund aunting Hobgoblin wareaser uotoa harpooner Ryllspavn swarm Skul ford serpent Tirana slayer Usher, fain} Yiisector DDenionthorn mandrake Greenspaven zealot Hobgoblin spelscaurge Mind layer af Thoon, ‘Thoon infltrator Mind Flayer of Thoon, stormcloud of Thoon ‘Sanguineous drinker Shardsoul slayer Tirbana spawner Ushemoi, hadrimel Yerdant reaver ‘nveatan avenger Deseborn vulture zombie Deail, guithie Kuostoa monitor. Mind Flayer of Thoon, seyther of Thoon, Rylkar torrmentor Skulllord, spectral rider Spawn of juibles, lesser Haunt, bridge Kagan, phantom ghast ninje Kuostoa exalted whip Monster Skull lord Vinespawvn anehea Blackwing Burrow root Deadborn vulture Demon, solamith Elemental magi, ker-kun God-bleoded, Noze0s Hobgoblin warsoul ‘Mind Flayer of thos, shadow flayer Mind Flayer of Thoon, Thoon soldier ‘rol, bladerager Tusk teror Ushemal tulehot (asi stitched Mockery bug, mockery drone ylkar haridan: pémionadar Demon, draudnu Elemental meal, Ken‘ aunt, forest Mind Flayer of TH00m) raderafter of Thoon Mind Flayer af Thoon, Thoon disciple Bie elemental ‘Spawn of ulbles, greater Theym hound Déagons ofthe great game, Morlicantha Elemental magi, keresun Ember guard ‘Guulvorg ‘Mind Flayer oF THE0m) “Thoon hulk Disigons ofthe géeat game, Singh the immense Mockery bug, mockery monarch Ruin chanter Spauin of julbles, elder Steelwing Dill vemmanon illurien Min Flayer of Tho Thoor elder brain ethereal defer Frostwind virago Monster Malastor Siege beetle Dalmest Merchurion Vampire, Red Widow Diagons\of the great gaiie! CChocranathat Scouring construct, scouring slinger Seouring construct, ‘scouring stanchion Spirax Wild bunt hound af the hunt vate, Black Duke cathgiath wile Hunt, master ofthe hunt MONSTERS BY ECL Monster HD LA ECL rela al 2 Bonanrae 4 Elemental ma Ken-kuni e Ken ensun ttherel defer Creenspawn zealot Hobgoblin Dusiblade spelscourse Wareaner Warsoul Jae Kaostoa Crazed Bialed whip Harpooner Monitor Nosgos Shaedling Singh he immense Tol baderager Ushema: ‘rear adrima! Lasneral Trl) Introduction tihetatie ieee eee CHE enaeeg k eee neers Sonu outs gute orks nome closely related monsters are grouped together under single Heli Tas nie esta Seton camera this book, monsters are listed by type and subtype on page 222, and by Challenge Rating and ECL on page 4, ‘This introduction explains how to read each creature's seep coke segs an eines Sonseenr ae toate —— READING THE ENTRIES ‘Bach monster entry is organized in the same format, as outlined below. For complete information about the characteristics of monsters, consult the glossary of this book, the Players Handbook (PH), or the Dungeon Master's Guide (DMG. ‘Wewant this bookto be a usefl to DMs aspossible so the statisvies are presented in a former thar makes them easier 10 use rightoff the page. This formats divided into five sections separated by horizontal lines. Each section serves a specific purpose; you need to reference different sections at different times during an encounter, IDENTIFICATION AND ENCOUNTER ‘The top section identifies the creature and gives the informe tion you need atthe start ofan encounter. ‘Name; This word or phrase identifies the creature. (CR: This value is the Challenge Rating of an individual creature ofthis kind Race, Class, and Level: This informations provided only for creatutes that have cass levels Alignment: The one- or two-letter abbreviation that appears here denotes the creature’ alignment. A term that describes how likely this alignment is to apply, as defined inthe glossary, might also appear here. Specific NPCs don't include the extra term, Size and Type: The creature's size category and its type {and subtype or subtypes if applicable) ate given here. Init: This value is the creatures modifier on initiative checks Senses:The Senses entry indicates whether the creature has darkvision, lowelighe vision, scent, orsome other sen- sory spectal quality, along with the creature's modifiers on Listen and Spor checks (even ifthe creature has no ranks alls. his indicates special abilities that cake effect anytime another creature comes within a certain distance, such asa devils fear aura, Languages: This entry gives the languages the creature speaks or understands, as well as any special abilities relat- ing to communication (such as telepathy or an inability ro speal DEFENSIVE INFORMATION This section provides the information you need when char- acters ave attacking the creature ‘AC: This entry gives the creature's Armor Class against sost attacks, fllowed by its AC against touch atacksand its AC when flat footed. Ifthe creature bas featsor other abilities that modify its Armor Class under specific circumstances (uch as ee Mobility feat they xe noted here. Ihp: This encry consists of che creature’ full normal hit point coral (asually average rolls on each Hit Die), followed by che creature's Hit Dice in parentheses. Ifthe erearure has fast healing, regeneration, damage reduction (DR), or some other ability that affects the amount of damage it takes ot ‘herate ar which i¢ regains hit points, that information also appears here. Immune: Any immunitiesthe creature has are indicated here. Thisincludes immunity to specific types of energy as well as other immunities (such as immunity to poison oto sleep effects, Resist and SR: Ifthe creature has resistance to certain kinds ofatacks, chatinformation is given here. The creature's spellzesistance, fay appearsafter the otherresistanceson the same line. Fort, Ref, Will: This encry gives the creatures saving throw modifiers. Altered saving throw bonuses for specific circumstances also appearon this line. Weakness: This entry details any weaknesses or vul nezabilities the creature has, such as light sensitivity oF vulnerbility oatype of energy. OFFENSIVE INFORMATION ‘Refer to this section when it’s the creature's turn to act in combat All s creauure's combat options are detailed here, even those that are not strictly offensive, Speed: This entry begins with the creatures base land. speed in feet and in squares on the battle grid, followed by speeds for other modes of movement, if applicable, Melee/Ranged: Typically, these entries give all the physical acacks the creature can make when taking a fall autack action. The first attack described is the creature’ preferted form ofattack, usually a melee attack of some sort ‘but possibly asin the example below) aranged auack. Ifthe creature can make only a single attack (for instance, when i is taking an attack action), use ch fist indicated attack: bbomas, Occasionally, «creature has separate options indicated for single attacks and for full atacks, For example, a Small creature with the Manyshot and Rapid Shot feats might have the following entries: ‘Melee masterwork longsword +8/+3 (146/19-20) Ranged 41 longbow +8 (4642/3) with Manyshot or Ranged 41 langhow +10)+10/+5 (Id6+1)>2) with Rapid Shot Each set of artack routines is prefaced by a boldface woud indicating whether the attacks are melee or ranged. Next comes the weapon used for the attack, the modified attack toms, he amount af damage the attack deals, and informa: tion about critical hits. fthe weapon has the ‘default’ critical bitcharacterstcs threat on a20and x2 damage), chis portion of the entry is omitted Space and Reach: These entries define how large anarea the creatate takes up on the battle grid, as well as how far a creature's natural each extends and any reach weapons it sight use. Base Atle The Base Atk entry gives the creatures base attack bons without any modifiers, xp: This entry gives the creature's grapple modifier. Atk Options: Special abilities thatthe cresrure can employ tomodify itsnormal attacks appearhere-Such abilities might include feats such as Power Attack or special abilities such assmite evil ‘Special Actions: This entry gives any special actions that che creature can take on its turnin place of making. attacks ‘Combat Gear: Possessions that the creature can use an action to employ on its turn appear here. Such items sight include doses of poison (applied poisons, not natural ones), scrolls, potions, oils, wands, staffs, rods, and other wondrous items. Spells Known or Spells Prepared: Thisentry appears for spelleastets. It occurs as spells known! for sorcerers and members of other classes who do not prepare spell, and ‘spells prepared! for wizards, clerics, and others who do prepare chem in advance. It begins with the creature's caster level for spells. Ifa creature's rolls o overcome spell resistance are based on a number other than its caster level (because of the Spell Penetration feat, for example) the creatures total modifier is given after the expression “spell pen.” Spells known are detailed from highest level to 0level, and each includes an attack bonus and a saving. throw DC, ifappropriate. Ifthe character casts some spells at a different caster level than others, that information is also specified here ‘Acleric'sttistesblocklsoincludesthe neme ofhis deity (Gfapplicable) and the domains to which he has access. Each domain spell he has prepared is marked with e superscript D. ‘The granted powers of his domains might appear as combat options or resistances, or not at all if they only modify information presented elsewhere. Spell-Like Abilities: Any spell-like abilities the crea- ture possesses appear here. The entry begins with the creature's caster level for these abilities. As with spells, this entry includes attack bonuses and saving throw DCs when appropriate, OTHER INFORMATION ‘Information presented in thissection is rately specifically relevant during an encounter, but it’s useful for other purposes. “Abilities: the creature's ability scores appear herein the ccastomaty order te, Dex, Con, Int, Wis, Ch). SA: For the purpose of determining the effect of feats and the application of templates, the ereature's special attacks are given here even if they appear elsewhere in the statistics block. Specific NPCs dom include this information SQ: Only those special qualities not shown elsewhere jn the statistics block are included here. For each creature, special qualities include any abilities thet arent delineated as special attacks Feats: This entry lists all the feats the exeature pos- sesses, including those that appear elsewhere in the statistics block. ‘Skills: This entry shows all che skill modifiers for skills {in which the crearure has ranks. Modifiers are also provided for skills to which racial modifiers, bonuses ftom synergy. or other modifiers apply, even if the creature has no tanks in those skills, Possessions: This entry lists the items the creature is swearing orcarrying that arent considered combat gear. Ifthe creature has combat gear, che expression ‘combat gear plas’ appears to remind you to refer to the Combat Gear entry. ‘Spellbook: This entry gives the spells in the creature's spellbookifit bas one. The notation spells prepared ples’ indicates thatthe spells che creature has prepared are partof this list bur those spelis are not reiterated ere. SPECIAL ABILITY DESCRIPTIONS ‘The final portion of the statistics block consists of pars graphs explaining special abilities noted earlies. When yotite running a monster, it's good tobe familiar with these descriptions beforehand. However, they are written for ease of use and inchude important information such as save DCs and damage. STRATEGIES AND TACTICS ‘This section contains guidance for running the creature Does the creature favor charging into combat or attacking at ange? Does it prefer weapons or spells? SAMPLE ENCOUNTERS This section briefly describes the groups creature forms and the relationship it might have to other creatures Is ita solitary monster or does it tend to gacherin hordes? Sample ‘encounters detail the Encounter Levels of groups or even. specific adventure seeds ECOLOGY ‘Where does the cretuse live? What does thn or eat? What hhunts ot ext ie? When appropriate, the ecology section offers insights into the creature’ life cycle. Environment: Specific terms todeseribe climate (warm, ‘emperate,orcold) and terrain (plains, hill, forests, marshes, ‘mountains, or deserts) are used to let you know where @ creatuze prefers to live. Some creatures are subterranean. ‘Others have no place inthe natural environment (particu laolyconstructsand undead) and might be found anywhere. “Excraplanar outsiders ae assigned a plane of origin. ‘Typical Physical Characteristics: This section states the average height of bipedal ereature, or whatever's most appropiate fora nonbipedal one, and the creatures weight. Tediscusses any significant physical diflerences between ages or genders. ‘Alignment: The creature’ statistics block indicates its alignment. Here isa discussion of the creature’ philosophy orlts general behavior within the gemut that an alignment offers LORE “Monster Manual V offees a table of loce with each monsters try. That lore can be gleaned by a character who makes an appropriate Knowledge check. The baseline DC ro identify a monster and remember one bit of information about its special abilities or vulnerabilities is equal to 10 + the monster's CR. (This isa change from the description of the Knowledge skill, F178) Ascan be seen on individual ables in the monster entries, every 5 points by which che check result exceeds the DC yields another piece of information. Information specific to the creature, such as is type of damage reduction, spelHike abilities, orimmunities, comes with higher check results The peeceding rule addresses specific creatures well, but more can tobe said about creaniesofgeneraltypes. Consider the adaru demon (page 20) as an example. I's a CR 10 crew ture. Identifying it specifically requites a successful DC 20 Knowledge (the planes) check. However, since lowly CR 2 demons suchas the dretch ae out there, sharing outsider nd tanarr traits with the adara, it's reasonable to assume that identifying those outsider and tanav'i traits is a relatively easy task Exeept when otherwise noted, an appropriate and suc- cessful DC 15 Knowledge check revealsall ofa creature's type and subrype traits as defined in the glossaty. This often includes informacion about energy resistance or various immunities, For instance, a DC 15 Knowledge arcana) check reveals that dragons are hard to kill 12-sided HD) and resilient (all. good saves). They have darkvision out ro 60 feet and low-light vision, and they areimmsune tosleep effects and paralysis effects. They ext sleep, and bresthe, SOCIETY Intelligent crearures often form societiesand have particular worldviews, Here are derails about their thoughts, social sntersccions, religion, and government. How do creatures view themselves, each other, and other races? What do they value? War's “normal” for them? SAMPLE LAIR ‘Some creatures (the rylkars and the tirbanas) have an entry showing. sample lair complete with area descriptions TYPICAL TREASURE “This information expresses typical reasure values and trea sure preferences, Some crearares don't have treasure. Others have their treasure merely expressed in their Possessions entries. This section ofthe description is where you cen find ‘more information ifit applies. Forculeured societies, sample art objects, jewelry, and other creature-specific flavor pieces might be described ‘Acreatute thar has been advanced by clas levels has re suue equal to an NPC of its Challenge Rating, not its ECL, CREATURES AS CHARACTERS facreacure offers exciting possibilities for play asacharacter, this section provides the statistics and level adjustment. CREATURES WITH CLASS LEVELS Ifthe creature advances by class, ut isnot suiteble for play as ‘character, this section discusses its favored cls andassoct- ated classes (ifany), and it might offer information about its deity and domains or other class-based information ADVANCED CREATURES Tf creature advances by Hit Dice the Advancement line in its tatisties block gives the break points. This section ofthe description, when present, discussesthe whys and wherefores of che creature's increased size ard abilities. For example, sgivena subcerranean cresure,are the larger specimens found deeper in the earth? Isits growth a result of good feeding, ood envionment, age, or simple happenstance? FOR PLAYER CHARACTERS Ifchecreature canbe usefultoa player character asan animal companion, familia, planar ally, mount, or summoned ‘monste,celevant information isinchided here. CREATURES IN EBERRON OR CREATURES IN FAERUN “These sections (not present for every creature) describe che creatures niche in the Enenson campaign setting or in the Foncorren Reais campaign setting. “A female with angular fests and righ, mcllic flesh stats toward yo, herwings os sharp and dreatening as her to weed swords Eadtof hermovementsifamed by perfect spnmetry—she never movsher right blade frwon! wlhout movingthe lftlade tack in equal mesure. Sparing a glance foreach part of he room i tu he sors the eee over agin, ARCADIAN AVENGER CRE Usually LG Medium outsider (extraplanar, good, lawful) Init +6; Senses darkvision 60 ft; Listen #12, Spot «12 Languages Celestial, Common C19, touch 12, flat-footed 17 (2 Der, =1 shield, +6 natural) np 60 (8 HO) Fort 49, Ref +8, Will 47 ‘Speed 50. (© squares) ly 30 fi (good) Melee muk longsword +12/47 (148+3/19-20) or Melee musk longsword +8/+3 (1d643/19-20) and uk longsword +8 (1484/1920) Space 5 fr; Reach 5 ft Base Atk +8; Grp 311 [Atk Options aligned strike (lawful, good), blade rend, magic strike, wrath Special Actions elude chance ‘Abilities Str 16, Dex 15, Con 16, SA aligned strike, blade rend, elude chance, magic strike, ‘wrath Feats Improved Irititive, Two. Weapon Defense, Two- ‘Weapon Fighting Skills Balance =13, Diplomacy +14, Heal +12, intimidate +12, Knovwiedge (the planes) +11, Listen +12, Sense Motive #12, Spot +12 ‘Advancement by character class; Favored Class crusader; see text Possessions 2 masterwork longswords Blade Rend (Ex) IFan Arcadian avenger hits a single target ‘with at least one attack from each of her swords during a fall atack, she deals an extra 2¢6 poinis of damage. Wrath (Ex) Any time the Arcadian avenger sees an aly fallin battle, she gains @ 42 morale bonus on melee damage rolls, The bonus lasts for | minute. Elude Chance (Su) Three times per day, as an immediate ‘action, an Arcadian avenger can tap cirecily into the ower af law, allowing her to avoid the uncertainty of Chance. When an Arcadian avenger activates this ability, hernext melee attack or saving throw is treated as ifthe result ofthe die roll were 10 ‘Arcadion avengers populate the grand legions of Arcadia, providing the force necessary to protect the utopian plane. Although they have humanoid fearures, Arcadian avengers spring forth from the pure forces of la and as such theis outlook and thoughts aze as alien tothe mortal race a are those of demons and devils. Arcadian avengers see all stu- ations as series of applied rules, and are free of hesitation, doubt, and remorse. Because ofthis, they come into conflict even with good creatures that have broken rales or laws. STRATEGIES AND TACTICS “Arcadian avengers approach combats asystematic series of calculations, constantly assessing the most logical meansof attack, They weigh eich foe's ability to harm them and bal ance that agains deir ability to rake that foe down quickly ‘This usually means thet Arcadian avengers focus first 8 spelleastersand other nonmelee types, sttempting tonullify these powetful figures before they can unleash their magic. ‘An Arcadian avenger spends a round measuring her ability to hita foe before employing her elude chance ability —het preferred ieticis towaituntilshe has hc with hes firstartack inaround and then use lade chance ensure that her blade rend ability affects the foe. Multiple Arcadian avengers move in perfect concert using. 5 footadjustmentsto cea situations when each Mansa foe she isartacking, SAMPLE ENCOUNTER “Arcadian avengers are usually encounrered withaspelleater cor other creature capable of summoning them sway from ‘Arcadia, They are drawn to outbreaks of chaos and disordes, and they find their vay to mortal realms more frequently in times of strife and war Punishers (EL 10)-A group offour Arcadian avengershas beensentto apprehend che party because ofa pastaction that disturbed law or order. The characters must deckde whethet to fight the avengers. To avoid doing so, they need 10 find some way tatone for their crimes. ECOLOGY ‘Arcadian avengers defend the perfect harmony of Ascadia, specifically the lawful edicr ofthat plane. Wich theirstrict code of conduct and adherence to aw over good, it would soem at tor that Arcadian avengers should be more achome within the rigid lockstep of Mechenus than as apart of the ARCADIAN AVENGER LORE Characters who have ranks in Knowledge (the planes) can learn mote about Arcadian avengers. When a character makes 2 successful skill check, the following lores revealed, inclad- ing he information from lower DCs Knowledge (the Planes) DC Result 16) This creature ia lvl good busier aleean Arcadian avenger Such creatures are the pray soldiers inthe legions that defend Arcadia. 21 Arcadian avengers are dangerous in melee combat. Their attacks become more powerful if neal tet alles san Tey ean be summoned {0 serve lawful creatures. 26) Their affinity with law allows Arcadian avengers | strike more reliably. peaceful harmony of Arcadia, Certainly, cheir extreme views on lawocessionally bring them it conflict with other frees of ood. These incidents are rae, however since the avengers hold ro the ideals of Arcadia, where laws are created for the er good, Iris in mortal realms where Arcedian avengers sn find these forces at odds Environment: Arcadian avengers are extraplanar crea- sures from the Peaceable Kingdoms of Arcadia. They live ‘here in geeat barracks, as befits theircole in the legions that defend the plane. However like all areas of dia, the military housing ofthe Arc avengers is beautiful by lmost any standard, with practice yards and train- ing areas set amid carefully sculpted gardens and orderly rows ef flowering trees. ‘Typical Physical Character- jes Arcadian avengersall stand et 8 inches tall and weigh 125 pounds, resembling attractive, ath- leticfemale humans with full wings Their flesh, wings, and armor seem made ofthe sime silvery metal. Ae cadian avengers are similar to one another in appearance. Alignment: Arcadian avengers arebenecolent and helpful, but they see adherence tothe rules as more importent than kindness, They are usually laveful good, bur some fall into lawful neutral behavior, for going compassion in the execution of their duties. SOCIETY Arcadian avengers Live a simple asceti lifestyle among the ordered bounty of Arcedia. Theit lives are as structured as the laws they defend Arcadian avengers are divided into legions, and each legion is given a specific task that defines its purpose within the grand armies oflaw. The avengers are perfect embodiments of the harmony of Arcadia—free ofambition and inner conflict, they live in peace within their homes despite their occasional bloody tasks, Arca- dians avengers are much more strongly aligned with law than with good, and assuch, theyare housed on Buxenus the second layer of Arcadia TYPICAL TREASURE Arcadian avengers have little use for treasure, Like other Arcdians, they find thet the bounty of their native plane Arcadian avenger provides them with all hey need. Fach Arcadian avenger possesses 1wo masterwork longswords, These functional ‘weapons are the tools of the avengers’ job and are seldom seen as anything more chan utilitarian goods. ARCADIAN AVENGERS WITH CLASS LEVELS Arcadian avengers advance in the crusader class (Tome of Rattle 8}, relying om faith and martial power to work their will. you don't use Tome of Battle in your cam- paign, advance Arcadian avengers as paladins. ‘Both classes are considered associated for an “Arcadian avenger, evel Adjustnent: «2 FOR PLAYER CHARACTERS ‘Arnon-evil, lawful spelleester can summon an Areadian avenger using summon monster IV oF a higherlevel summon monster spell Treat the Arcadianaveng- eras fit were on the st-evel. list on the Summon Monster table (PH 287). Non-evil, lawful clerics ean use a planar ally spell to call an Arcadian avenger, whodemends pay- ‘mentinthe form ofatask farther- ing the cause of lw. ARCADIAN AVENGERS IN EBERRON Arcadian avengers are native to Daanvi the Perfect (Order. They commonly venture to Shavarath tolend their swords and hone their skills in battle, On Eberion itself Arcadian avengers hunt those who ‘work chaos, so they can be found in the Demon ‘Wastes and similar places cctoss the world. More than one Arcadian avenger participated inthe Last War, and some ofthese remain in Khorvaire in selfimposed exile or ascenters of celestial cuts ARCADIAN AVENGERS IN FAERUN Inthe House of the Triad, legions of Arcadian avengers make theirbome, protecting the petitioners of Torils heaven from, the influences of other planes and entities, Although the avengersare bound in duty 10 the Hotse ofthe Triad, «great ‘number ofthem are oyalto Helm. All Arcadian avengers take their duty as watchers and protectors of the law extremely seriously, and Helms dogma suits them well. opine x Se ome “wlan ge dred mda gre ry approaches. stows topenot decorated with gol ormnets draped avers shoulder, ap fre olden, ele ees, te cone val fc scr Fintan yet trois carved wdden fla otc and esis feployohounting tne BANsHRAE Usually CE Medium fey Init +7; Senses low-light vision; Listen +16, Spot +16 Languages understands Common, Elven, Sylvan; cannot ‘speak; telepathy 100 f. E22, touch 22, flat-footed 22, Dellect Arrows, Dodge, Mobily, sylvan warrior (47 Dex, +5 deflection) hp 37 (15 HD); DR 1Ojeoid iron Fort 43, Ref #16, Will 11 Speed 60 ft. (12 squares) Spring Attack Melee unarmed strike +15/+10 (2d6+3) Ranged mk greater blowgun +15/10 (143) ‘Space 5 ft; Reach 5 fi Base Atk +7: Grp #10 Atk Options Stunning Fist 3/day (DC 19) Special Actions blowgun flute, dart cone, locust dart Spel-Like Ablities (CL 10th) ‘day—bestow curse (DC 19) Ablties St 16, Dex 24, Con V7, Int 14, Wis 15, Cha 20 SA blowgun flute, dart cone, locust dart, spellike abilities Feats Combat Expertise, Deflect Arrows, Dodge, Improved Unarmed Strie?, Mobily, Spring Attack, Stunning Fist’, ‘Weapon Finesse, Weapon Focus (unarmed strike) Skils Balance +17, Bluff +15, Climb +8, Diplomacy +7, Disguise +13 (#18 acting), Escape Artist +24, Hide +19, intimidate 47, Jurnp +25, knowledge (nature) +8, Listen =16, Move Silent +19, Perform (wind instruments) 423 (425 with blowgun flute, Spot +16, Survival +2 (+4 in aboveground natural environments), Tumble +21, Use Rope 47 (+9 bindings) ‘Advancement by character class; Favored Class fighter Sylvan Warrior (Su) A Banshrae epplies its Charisma bonus 4 a deflection anus ta its Armor Class. It doesn't lose its Dexterity bonus to.AC when flavfooted. Blowgun Flute (Su) Ac wil, 2s an immediate action, 2 banshrae ean call into being @ masterwork flute that also functions as a masterwork greater blowgun (10-foot range increment). A banshrae can have only one such flute ata time, and the instrument cisappears ithe fey loses possession of it Each round, a banshrae can ply its lute as a swift action to create one ofthe effects detaled below. Opponents within a 60-foot radius spread who can hear the flute can be affected (Will DC 22 negates)—the effect ends ifan enemy ean no longer hear the music cresting it. The save DC is Charisma-based. The tunes are sonic mind-affecting abilities. Dread Dirge: This mournful tune ereates deep unease, Affected creatures are shaken, This sa fear effect. Gibering Sing-Along: This catchy melody forces listeners to blather meaningless sounds. Affected creatures fail Move Silenly checks, give away their positions if invisible o hidden, cannot tal, and cannat ast spells that have verbal components Traveler's Tune: This sprightly ditty forces affected creatures to move at least 20 feet on their turns CRB Dart Cone (Ex) Once per day per point of Chatisna bonus a banshrae possesses, as @ ill-round action, the creature can create a 1S-foat cone of blowgun darts. Those caught inthe cone take 4d6 points of damage {Reflex DC 24 half) The save DC is Dexterity-based. Locust Dat (Su) Once per day, a banshrae can fire a special dart, An opponent struck by this darts sickened for 1 round and takes 246 points of damage as locusts emerge from ts body (Fortitude DC 20 negates). The locusts form a swarm {MM 233) that obeys the banshrae's ‘comands for 2d6 rounds before dispersing, The save DC is Constitution-based, Bestow Curse (Sp) Once per day, a banshrae can produce ‘a bestow curse effec. Vitims ofthis curse inspire anger in those around them, taking a~6 penalty on Bluffand Diplomacy checks as well s = -2 penalty to Armor Class. Bunshtaes are spiteful, musically inclined fey that use their ssapernatutal tunes to torment other creatures. Their raste for melodie mischief belies their incredible martial skill STRATEGIES AND TACTICS When combatis joined, a banshrae summons its lowgun flute and begins playing. I then uses its speed and manew- verbility to command the battlefield, dancing around opponents to gain advantageous positions from which t0 use its considerable combat skills 11 rekes ont dangerous ‘opponents first, soitean larertoy with weaker foes. Using Combat Expertise ro ensare safety without seriously com- promising its fighting prowess, a banshtae never strikes from the same place twice. It uses its locust dart and the resultant swarm to help control the fight, focusing the swarm on troublesome spellcasters. SAMPLE ENCOUNTER Banshraes are individualistic, bu they doliveamong evil fey and serve sang leaders Murderous Messenger (EL 8}: A banshrae carries im: poctant missves and supplies berween enclaves of evil fey ‘ona xegular route. It makes stop at villages along the way BANSHRAE LORE Characters who have ranks in Knowledge (nature) can learn more about banshraes. When 2 character makes successful skill check, the following lore is revealed, including the infor ‘mation from lower DCS. Knowledge (Nature) DC Result 18 Thisceaue shana a wkd fy hat can "play music to bewiider and hare mortals, 23 Banshraes are powerful combatants that can play their utes while fighting. They ean use those flutes to re douds of darts, and they ate vulnerable o old kon, 28 -Abanshrae can sometiniescalise a target stuck by special dan to spontanensiy spew forth swarm of locusts, Ica also afiet an unlucky soul vwtha cure that draws the te of others. ro rab, harass, and murder smnocenteitizens The lst csme through, the ban