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Awnsheglien of Cerilia:

Azrai Bloodline Corruption (optional) The bloodline of Azrai is derived from the most vile and evil of gods. Azrais divine power corrupts all it comes in contact with. Any scion that possesses the bloodline of Azrai must fight its dark callings or succumb to evil. In game terms, Azrais bloodline may attempt to possess the scion to commit evil acts a number of times per session equal to the characters Bloodline Strength Bonus. To resist the dark thoughts, the character must make a Will save vrs. a DC of 10 + the Bloodline Strength Bonus. The DM decides when the attempted possession occurs, and what actions will be taken. The actions taken should always be in the characters best interest, to achieve some goal or desire of the character. The possession lasts no longer then 1 round / Bloodline Strength Bonus.

Awnsheghlien Prestige Class


The Awnsheghlien are fearsome beings. Twisted by the dark blood of Azrai, these evil beings were once humans, elves, dwarves, or other races. Now they are twisted monstrosities, controlled by their dark blood. Use of this Prestige Class is limited to NPC's.

Class Features
The following are the class features of the Awnsheghlien. Weapon and Armor Proficiency: The Awnsheghlien receives no additional armor or weapon proficiencies. st Bloodform: At 1 level The Awnsheghlien gains the Bloodform feat, even if it doesnt meet the prerequisites. Bonus Bloodline Feats: The Awnsheghlien gains an additional bonus Bloodline Feat at every level. The Awnsheghlien must meet the prerequisites to acquire a feat. Long Life: The Awnsheghlien are often long th lived creatures. At 5 level, the Awnsheghlien gains the Long Life bloodline feat. th Improved Long Life: At 10 level, the Awnsheghlien gains the Improved Long Life bloodline feat. th Greater Long Life: At 15 level, the Awnsheghlien gains the Greater Long Life bloodline feat.

Requirements
To qualify to become an awnsheghlien, a character must fulfill all the following criteria: Race: Any Feats: Minor Bloodline (Azrai) Special: The character must have committed a terrible evil act that leads them down the dark path. This act can even be done for the greater good. It is the act itself that must be judged.

Game Rule Information


Awnsheghlien have the following game statistics. Hit Die: d10

Class Skills
The Awnsheghlien can choose any ten skill to be class skills. One or two of these skills can be skills exclusive to some other class. See chapter 4: Skills in the Players Handbook for skill descriptions. Pick Any 10 Skills Skill Points at Each Level: 2 + Int

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6 +17/+12/+7 +18/+13/+8 +19/+14/+9 +20/+15/+10

Fort 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11

Ref 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11

Will 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11

Special Bloodform, Bloodline Feat Bloodline Feat Bloodline Feat Bloodline Feat Long Life, Bloodline Feat Bloodline Feat Bloodline Feat Bloodline Feat Bloodline Feat Improved Long Life, Bloodline Feat Bloodline Feat Bloodline Feat Bloodline Feat Bloodline Feat Greater Long Life, Bloodline Feat Bloodline Feat Bloodline Feat Bloodline Feat Bloodline Feat Bloodline Feat

True Death Attack


[Bloodline]

The awnshegh can kill its opponents instantly. Prerequisite: Bloodform, True Bloodline (Azrai) Benefit: True Death Gaze allows the Awnshegh to instantly slay living beings at will. Pick a type of attack from the following list: Gaze: by sight Breath: by breath weapon Sonic: by sound Touch: by touch Bite: by bite attack This power is a partial action that can be activated at will. All targeted creatures with HD less then or equal to 1/4 of the Awnsheghs Bloodline Ability Bonus must make a Fortitude Save vrs a DC equal to 10 + 1/4 of the Awnsheghs Bloodline Ability Bonus or drop to 10 Hit Points.

The Gorgon

Saves: Abilities:

True Stone Attack


[Bloodline]

The awnshegh can turn opponents to stone. Prerequisite: Bloodform, True Bloodline (Azrai) Benefit: True Death Gaze allows the Awnshegh to turn living beings to stone at will. Pick a type of attack from the following list: Gaze: by sight Breath: by breath weapon Sonic: by sound Touch: by touch Bite: by bite attack This power is a partial action that can be activated at will. All targeted creatures with HD less then or equal to 1/2 of the Awnshegh's Bloodline Ability Bonus must make a Fortitude Save vrs a DC equal to 10 + 1/2 of the Awnshegh's Bloodline Ability Bonus or be turned to stone as per the Flesh to Stone spell in the PHB.

Once human, Raesene the Black Prince has been the Gorgon for centuries now, and his the most feared awnshegh in all Cerilia. He is a massive, giant, stony-skinned humanoid with a bull-like head complete with horns, and powerful goatlike legs with diamond-hard hooves. Everything about the Gorgon suggests that he is power and terror personified.

Large Humanoid Awnsheghlien Class: Fighter 25 / Wizard 15 / Awnsheghlien 20 Hit Dice: 25d10+200 (Fighter), 15d4+120 (Wizard), 20d10+160 (Awnsh) Hit Points: 741 Initiative: +2 (Dex) Speed: 40 ft. AC: 30 (-1 size, +1 Dex, +13 Kingstopper, +7 Gentle Word) Attacks: Lifender +59/+54/+49/+44, Kick +50 Damage: Lifender 2d6+23, Kick 2d6+11 Special Attacks: Kick; Death Gaze; Great Cleave; Improved Bull Rush; Power Attack; Stone Gaze; Sunder; Spells Special Qualities: Damage Reduction 69/+5; +45 to Poison Saves; Immune to Necromancy Spells and Effects; Specialization; Devastating Critical; Regeneration 1; SR 30; Domain Spells

Fort +41, Ref +27, Will+35 Str 32, Dex 15, Con 27, Int 24, Wis 23, Cha 25 Skills: knowledge (war) +57, knowledge (tactics) +57, knowledge (nobility) +27, knowledge (siege craft) +17, knowledge (bloodlines) +57, knowledge (arcana) +27, knowledge (religion) +17, knowledge (humanoids) +37, knowledge (politics) +37, knowledge (weaponry) +37, knowledge (torture) +47, spot +71, listen +71, jump +31, climb +31, Concentration +38, bluff +12, diplomacy +32, intimidate +47, sense motive +27, spellcraft +27 Feats: Endurance, Great Fortitude, Leadership, Toughness, Power Attack, Cleave, Great Cleave, Improved Bull Rush, Sunder, Weapon Focus, Weapon Specialization, Improved Critical Epic Feats: Damage Reduction (x8), Overwhelming Critical (Greatsword), Devastating Critical (Greatsword), Epic Leadership, Epic Will, Legendary Commander Blood: Azrai; Bld 100 Regency: 200 Bloodline Feats: True Bloodline, Bloodform, Greater Long Life, Bloodline Alertness, Bloodmark, Divine Aura, Epic Regeneration, True Damage Resistance, Poison Resistance, Epic Resistance, True Death Attack (Gaze), True Stone Attack (Gaze) CR: Treasure: Alignment: 45 Kingstopper, A Gentle Word, Lifender Lawful Evil

Combat
The Gorgon is one of the most powerful beings in all of Cerilea. His physical strength is matched by very few, as is his tactical mind. He is a terrible foe. The Gorgon revels in martial combat, and seldom uses his Death or Stone Gaze against blooded individuals, preferring instead to kill them with his Tighmaevril weapon and absorb their bloodline. He will use the gaze attacks without moments thought against unblooded characters and NPCs that assault him. Kick: This is considered a move equivalent action, and can be used at will. The attack is made at +50 to an opponent. If it hits, treat as

Spells Known 0. Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance 1. Alarm, Comprehend Languages, Detect Secret Doors, Detect Undead, Endure Elements, Hold Portal, Identify, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, True Strike 2. Detect Thoughts, Locate Object, Obscure Object, See Invisibility 3. Clairaudience/Clairvo yance, Fireball, Lightning Bolt, Tongues 4. Detect Scrying, Locate Creature, Scrying, Wall of Fire 5. Dream, False Vision, Mirage Arcana, Teleport 6. Analyze Dweomer, Chain Lightning, Legend Lore, True Seeing 7. Drawmij's Instant Summons, Forcecage, Greater Scrying , Teleport without Error 8. Discern Location, Protection from Spells.
* Italics indicate Spell Mastery

a Bull Rush (without the attack of opportunity). In addition, the attack does 2d6+11 damage. Death Gaze: This power is a partial action that can be activated at will. All targeted creatures within line of sight of the Gorgon, who have 11 or less HD must make a Fortitude Save vrs a DC of 21 or drop to -10 Hit Points. Stone Gaze: This power is a partial action that can be activated at will. All targeted creatures within line of sight of the Gorgon, who have 22 or less HD must make a Fortitude Save vrs a DC of 32 or be turned to stone as per the spell Flesh to Stone in the PHB. Specialization: When human, Raesene was one of Anuires premier swordsmen. He was skilled in many weapons, and even specialized in a few, making him a truly dangerous foe. Now, with more than a thousand years of weapons practice and warfare, he wields nearly every weapon found in Cerilia as if he were a specialist with it (only a 5% chance that the Gorgon does not have Epic Weapon Specialization and Epic Weapon Focus with any given weapon). Devastating Critical: The Gorgon gains the feats Improved Critical, Overwhelming Critical, and Devastating Critical with any weapon he Specializes in. This means that the weapons threat range is doubled, and on a successful critical hit, the opponent must make a Fortitude Save vrs a DC of 51 or die instantly. Furthermore, an additional +1d6 points of bonus damage is dealt on a successful critical hit. If the weapons critical modifier is x3, add +2d6 points of bonus damage instead, and if the multiplier is x4, add +3d6 points of bonus damage instead. Creatures immune to critical hits cant be affected by Devastating Critical. Spells: The Gorgon is a powerful wizard as well as a warrior. He normally has the following spells memorized: Spells Prepared (Wiz 4/6/6/6/5/5/4/3/1): 0 Detect Magic, Read Magic, Resistance x2 st Comprehend Languages x2, 1 Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law nd 2 Detect Thoughts x2, Locate Object, Obscure Object, See Invisibility x2; rd Clairaudience/Clairvoyance, Fireball 3 x2, Lightning Bolt x2, Tongues th 4 Detect Scrying x2, Scrying x2, Wall of Fire th Dream, False Vision, Mirage Arcana, 5 Teleport x2 th 6 Analyze Dweomer, Chain Lightning, Legend Lore, True Seeing th Forcecage, Greater Scrying , Teleport 7 without Error th 8 Protection from Spells Domain Spells: Domain spells require a month of preparation and casting to complete. nd See page 81 of the Birthright 2 Edition Rulebook for Details on Realm Magic. Assume

the Gorgon has access to any Realm Spell he needs.

Equipment of Note
Lifender: Lifender is a +6, Keen, Tighmaevril Greatsword. Thought to be one of the most powerful Tighmaevril weapons forged, it is the Gorgons weapon of choice. In the Gorgons hands it has the following stats: To Hit: +59 / +54 / +49 / +44 Damage: 2d6+23 (One Handed), 2d6+28 (Two Handed) Critical: 15-20/x2+1d6, subject must make a Fort save (DC 51) or die instantly on a critical. Kingstopper: This suit of +5 giant sized plate mail armor was made for the Gorgon over thirty years ago by the dwarven smiths of Mur-Kilad. A Gentle Word: A worn +5 tower shield that the Black Prince has possessed since before the battle of Deismaar.

The Raven

In almost seventy-five years, no one has gazed upon the face of Warlord Tusilov, now known as the most ruthless general of Vosgaard, the Raven. Given the harshness by which he conquered the realm, many believe he has started to change into an awnshegh, though none can prove it. At times, the Raven refers to himself as the Son of Azrai, an affectation that disturbs many. Many say the Raven wields power with an ease that terrifies even the hardest of hearts. Whether Son of Azrai is an assumed title by a proud warrior or it has some shred of truth to it is unknown. The sheer hubris of this title (and the incumbent dangers it involves) is enough to impress even the might Gorgon. Many rumors swirl about the Raven in terms of evils or powers he has but keeps secret. If any are to be believed, the Raven can fly by night on wings of darkness, steal bloodline strength from a ruler with a glance, and attack a foe with a least seven sword blows in a second! Medium Vos Awnsheghlien Class: Ranger 5 / Fighter 18 / Wizard 14 / Awnsheghlien 10 Hit Dice: 5d10+30 (Rng), 18d10+102 (Fighter), 14d4+84 (Wizard), 10d10+60 (Awnsh) Hit Points: 479

+18 (+10 Dex, +8 Superior Initiative) Speed: 30 ft. AC: 22 (+6 Dex, +6 Mithril Chainmail) Attacks: Frostbrand +39/+34/+29/+24, Flametongue +40/+35/+30/+25 Damage: Frostbrand 1d8+1d6(cold)+7, Flametongue 1d8+1d6(fire)+8 Special Attacks: Whirlwind Attack; Spring Attack; Spells Special Qualities: Invulnerability; Regeneration 1; SR 20 vrs Necromancy; Shadow Form; Travel; Deflection; Favored Enemy (human) +2, Favored Enemy (elf) +1 Saves: Fort +32, Ref +31, Will+29 Abilities: Str 20, Dex 30, Con 23, Int 30, Wis 30, Cha 25 Skills: knowledge (war) +60, knowledge (tactics) +60, knowledge (nobility) +30, knowledge (bloodlines) +25, knowledge (arcana) +50, knowledge (religion) +40, knowledge (Azrai) +55, knowledge (politics) +30, knowledge (torture) +30, hide +50, move silently +50, spot +58, listen +58, jump +20, climb +20, Concentration +36, bluff +27, diplomacy +27, intimidate +27, sense motive +27, spellcraft +27 Feats: Ambidexterity, Combat Reflexes, Leadership, Lightning Reflexes, Dodge, Expertise, Improved Critical (Longsword), Improved Unarmed Strike, Improved Initiative, Deflect Arrows, Spring Attack, Weapon Focus (Longsword), Weapon Specialization (Longsword), Whirlwind Attack Epic Feats: Blinding Speed, Epic Leadership, Exceptional Deflection, Infinite Deflection, Perfect Two-Weapon Fighting, Reflect Arrows, Superior Initiative, Epic Weapon Focus, Epic Weapon Specialization Blood: Azrai; Bld 77 Regency: 100 Bloodline Feats: True Bloodline, Bloodform, Improved Long Life, Bloodline Alertness, Heightened Ability, Invulnerability, Epic Regeneration, Shadow Form, Travel, Greater Resistance CR: 35

Initiative:

Spells Known 0. Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance 1. Alarm, Cause Fear, Change Self, Color Spray, Comprehend Languages, Detect Undead, Enlarge, Hold Portal, Identify, Magic Missile, Obscuring Mist, Ray of Enfeeblement, Silent Image, Sleep, True Strike 2. Blur, Detect Thoughts, Fog Cloud, Scare, Web 3. Dispel Magic, Fireball, Fly, Haste, Slow 4. Charm Monster, Confusion, Hallucinatory Terrain, Shadow Conjuration 5. Animate Dead, Greater Shadow Conjuration, Shadow Evocation, Transmute Rock to Mud 6. Greater Shadow Evocation, Mislead, Project Image, Shades 7. Control Undead, Delayed Blast Fireball, Ethereal Jaunt, Finger of Death

Treasure:

Alignment:

Frostbrand, Flametongue, Mithril Chainmail, two +1 daggers Lawful Evil

Combat
The Raven is a formidable enemy in battles of arms or spells. He uses the Shadows to his advantage and attempts to isolate and weaken any formidable enemies before moving in for the kill. Invulnerability: The Raven can only be killed under a certain set of circumstances that are set by the DM for his campaign. Shadow Form: Once per day, the Raven and all his gear becomes 2-dimentional and incorporeal for up to 5 hours. While incorporeal, the Raven can only be harmed by other incorporeal beings, +1 or better magic weapons, or magic, with a 50% chance to ignore damage from a corporeal source. While a shadow, the Raven moves at his normal movement rate, but may also climb or cross any surface without hindrance, as easily as a shadow falls across a floor. When in shadow form, the Raven cannot effect or harm his environment and always succeeds at move silently checks. Travel: 6 times per week, the Raven may cast Teleport without error on himself and 33 companions. This ability requires the Teleport to start and end in shadow. Reflection: The Raven can reflect any ranged attack (including spells that require ranged touch attacks) by making a reflex save against a DC of 20 (if the ranged weapon has a magical bonus to attack, the DC increases by that amount). If reflecting a spell, add the spell level to the DC to reflect the attack. If successful, the Raven reflects the ranged attack back on the attacker at his base ranged attack bonus of +43. This is considered a free action for the Raven and can be performed as often as desired in a round. Spells: The Raven normally has the following spells memorized: Spells Prepared (Wiz 4/7/7/6/6/5/6/3): 0 Detect Magic x2, Ghost Sound x2 st 1 Change Self, Color Spray, Enlarge, Magic Missile x3, Obscuring Mist nd 2 Blur, Detect Thoughts, Fog Cloud x2, Scare, Web x2 rd Dispel Magic, Fireball x2, Fly, Haste, 3 Slow th 4 Charm Monster, Confusion, Hallucinatory Terrain, Shadow Conjuration x3 th Animate Dead, Greater Shadow 5 Conjuration, Shadow Evocation, transmute Rock to Mud, True Strike (Quickened) th 6 Greater Shadow Evocation, Mislead, Project Image, Shades x2 th Control Undead, Delayed Blast 7 Fireball, Finger of Death th 8 Protection from Spells

Domain Spells: Domain spells require a month of preparation and casting to complete. nd See page 81 of the Birthright 2 Edition Rulebook for Details on Realm Magic. Assume the Raven has access to any Realm Spell he needs.

Equipment of Note
Frostbrand: This +2 frost longsword (+1d6 points of cold damage to each hit) does not shed any light except when the air temperature is below 0 degrees F. Its wielder is protected from fire, since the sword absorbs the first 10 points of fire damage each round that the wielder would otherwise suffer. The frostbrand sword also has a 50% chance of extinquishing any fire into which its blade is thrust. This power extends to a 10-foot radius and includes lasting effects such as wall of fire but excludes instantaneous effects such as fireball, meteor swarm, and flame strike. In the Ravens hands it has the following stats: To Hit: 43 / +38 / +33 / +28 Damage: 1d8 + 1d6 (cold) + 7 Critical: 17-20/x2 Flametongue: This +3 flaming burst longsword (+1d6 points of fire damage to each hit, +1d10 points of damage on a critical strike) is crisscrossed with veins of a dark mineral. Flame bursts forth from the veins when the sword tastes blood, continuing to burn until the sword is sheathed. Its wielder is protected from ice, since the sword absorbs the first 10 points of ice damage each round that the wielder would otherwise suffer. In the Ravens hands it has the following stats: To Hit: +44 / +39 / +34 / +29 Damage: 1d8 + 1d6 (fire) + 8 Critical: 17-20/x2 + 1d10 (fire)

Weapon Immunity
[Bloodline]

Rhuobhe Manslayer
When Azrai came to the elves with his plan to destroy the humans, Rhuobhe and hundreds of elves eagerly allied themselves with the god. Although the elves deserted him upon finding what Azrai stood for, Rhuobhe remained with the god of evil. He was astonished that his fellow elves could forsake their hatred of the humans so quickly. As a result of his loyalty, Rhuobhe was bathed in Azrais power at Deismaar. Rhuobhe Manslayer has used his power to further his agenda of human extermination.

The awnshegh is immune to a specific type of weapon. Prerequisite: Bloodform, Great Bloodline (Azrai) Benefit: The awnshegh becomes impervious to a specific type of weapon. The awnshegh takes no damage from any weapons of the specific type, including magical weapons. The awnshegh can choose from the following: Unarmed Attacks, Axes, Spears, Arrows, Bolts, Swords, Daggers, Darts, Hammers, Lances, Polearms, or Staffs. Special: This feat can be taken multiple times. Each time it is taken, it must apply to a different weapon type.

Conjure Weapon
[Bloodline]

The scion can conjure a magical weapon. Prerequisite: Epic Bloodline (Any), Weapon Focus Benefit: The scion has the ability to conjure a magical weapon into existence as a free action. The scion can choose to apply this feat to any weapon the scion has Weapon Focus in. The conjured weapon is considered a +5 weapon for the purpose of hitting creatures with Damage Resistance. The conjured weapon deals an additional +1d6 magical damage. The conjured weapon can only be wielded by the scion, and disappears from existence if it loses consciousness. This feat can be used to create ammunition for ranged weapons. Special: This feat can be taken multiple times. Each time it is taken, it must apply to a different weapon type.

Medium Sidhelien Awnsheghlien Class: Ranger 16 / Sorcerer 15 / Awnsheghlien 10 Hit Dice: 16d10+32 (Ranger), 15d4+30 (Wizard), 10d10+20 (Awnsh) Hit Points: 247 Initiative: +49 (+7 Dex, +42 Battlewise) Speed: 40 ft. AC: 26 (+4 Dex, +12 Elven Plate Mail +4) Attacks: Heartspiller +40/+35/+30/+25 Winged Death +41/+36/+31/ +26 Damage: Heartspiller 1d10+9, Winged Death 1d10+1d6+8 Special Attacks: Improved Many Shot; Swarm of Arrows Special Qualities: Darkvision; Create Arrows; Arrow Immunity; See Invisibility; Favored Enemy (Humans) +4; Favored Enemy (Orogs) +3; Favored Enemy (Goblins) +2; Favored Enemy (Dwarves) +1; Fear; Regeneration 1; Damage Reduction 42/+1; Battlewise Saves: Fort +23, Ref +23, Will+21 Abilities: Str 20, Dex 24, Con 15, Int 20, Wis 14, Cha 17 Skills: knowledge (war) +40, knowledge (tactics) +40, knowledge (elves) +20, knowledge (arcana) +25, knowledge (torture) +45, hide +57, move silently +57, spot +49, listen +49, jump +10, climb +10, Concentration +32, bluff +25, diplomacy +25, intimidate +55, sense motive +12, spellcraft +25 Feats: Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Weapon Focus (Long Bow), Weapon Focus (Bastard Sword), Leadership, Track, Scribe Scroll, Quicken Spell, Empower Spell, Extend Spell Epic Feats: Distant Shot, Epic Weapon Focus (Long Bow), Epic

Weapon Focus (Bastard Sword), Manyshot, Improved Manyshot, Swarm of Arrows Blood: Azrai; Bld 95 Regency: 100 Bloodline Feats: True Bloodline, Bloodform, Improved Long Life, Bloodline Alertness, Improved Enhanced Sense, Fear, Epic Regeneration, Epic Damage Resistance, Battlewise, Detect Illusion, Weapon Immunity, Conjure Weapon CR: 30 Treasure: Heartspiller; Winged Death; Angers Turning; Cloak of Elvenkind; Boots of Elvenkind Alignment: Neutral Evil

Combat
When Rhuobhe prepares himself for combat, his entire realm knows it. Perhaps theres tension in the air, or perhaps a faint rumbling in the earth signals his intent. When Rhoubhe dons his weapons and armor, his domain waits with bated breath, eagerly anticipating the destruction of Rhuobhes enemies. Improved Many Shot: As a standard action, Rhuobhe can fire seven arrows at a single target. All seven arrows use the same attack roll to determine success (with a -2 penalty on the attack). Swarm of Arrows: As a full round action, Rhuobhe can fire an arrow at his full base attack bonus at each opponent within 30 feet. Create Arrows: Rhuobe does not carry a quiver of arrows. He can conjure radiant blue arrows of energy at will. These arrows are considered +5 weapons for the purpose of hitting creatures with Damage Resistance. The arrows do an additional +1d6 magic damage. Arrow Immunity: The blood of Azrai has altered Rhuobhes skin, darkening and toughening it. He can no longer be harmed any arrows or bow launched projectiles, though other ranged weapons can still harm him. See Invisibility: Rhuobhe can see through all illusions, including invisibility. He is also cursed with abhorrence towards daylight. All actions taken in an area with normal daylight or higher is made at a -4 penalty. Fear: Forty-two times per day, the Manslayer may cause fear in a single opponent he touches as per the spell on page 203 of the PHB. Battlewise: Rhuobhe an all allies within 200 feet that he can communicate with gain a divine bonus of +42 to their initiative rolls. This bonus only applies if the allies are able to effectively communicate tactics with Rhuobhe. Spells: The Manslayer is an experienced elven sorver. He possesses the ability to cast the following spells: Sorcerer Spells (Sor 6/7/7/7/6/6/6/4): 0 Dancing Lights, Daze, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Open/Close, Read Magic st Charm Person, Chill Touch, Jump, 1 Magic Missile, Expeditious Retreat nd 2 Blindness, fog cloud, levitate, web, Darkness rd Blink, Dispel Magic, Fly, Haste, 3 Lightning Bolt th 4 Fire Shield, Ice Storm, Minor Globe of Invulnerability, plant growth, Polymorph self th Animate Dead, conjure Elemental, 5 Contact Other plane, dismissal th Disintegrate, Otilukes freezing sphere, 6 Chain Lightning th 7 Prismatic Spray, Limited Wish Domain Spells: Domain spells require a month of preparation and casting to complete. nd See page 81 of the Birthright 2 Edition Rulebook for Details on Realm Magic. Assume

the Manslayer has access to any Realm Spell he needs.

Equipment of Note
Heartspiller: This +4 Bastard Sword of Life Stealing has a chance of bestowing one negative level on its target whenever it deals damage, just as if the target had been struck by an undead creature. The target is allowed a fortitude save against a DC equal to the amount of damage dealt to avoid the level drain. One day after being struck, subjects must make a Fortitude save (DC 23) for each negative level or lose a character level. In the Manslayers hands it has the following stats: To Hit: 40 / +35 / +30 / +25 Damage: 1d10 + 9 Critical: 19-20/x2 Winged Death: This +3 Mighty Composite Bow is Rhuobhes ranged weapon of choice, built nearly a thousand years ago by his own hand. In the Manslayers hands it has the following stats: To Hit: +41 / +36 / +31 / +26 Damage: 1d10 + 1d6 (magic) + 8 Critical: 19-20/x2 + 1d6 (magic) Angers Turning: This +3 small wooden shield was finely crafted by a friend of Rhuobhes shortly before the battle of Mount Deismaar.

Animal Affinity
(Spiders) [Bloodline] You have a natural affinity for communicating with spiders. Prerequisite: Minor Bloodline (Azrai) Benefit: Animal Empathy is a class skill for the scion. The scion has empathic communication to a range of 60 feet with Spiders. The empathic communication provides the scion a divine bonus equal their Bloodline bonus to Animal Empathy with Spiders.

The Spider
The Spider is one of the most gruesomelooking awnshegh still alive today and the least sane creature in Anuire. Its spider like frame, its cunning, madness, and its abhorrent need to kill elves and anyone who stands in its way makes it even more repellent than it ever was when it was simply Tal-Qazar the Goblin King.

Bloodline Leap
[Bloodline]

The scion can leap mighty distances. Prerequisite: Major Bloodline in Azrai, Reynir, or Brenna Benefit: The scion does not have the usual maximums for jumping distance. For leaps of maximum horizontal distance, the jump reaches its peak (one-forth the horizontal distance) at the halfway point. Furthermore, the scion receives a divine bonus on jump checks equal to the scions Bloodline Strength Bonus.

Leap Attack [Bloodline]


The scion can attack with mighty leaps. Prerequisite: Great Bloodline in Azrai, Reynir, or Brenna; Bloodline Leap Benefit: The scion can make a single leap attack as a full attack action. Treat this leap as a charge action (pg 124 of the PHB). The scion receives a +2 bonus to hit, and does an additional damage based on the scions size: Tiny +1d4 Small +1d6 Medium +2d6 Large +3d6 Huge +4d6 The scion must succeed at a jump check for this attack to succeed.

Large Aberration Awnsheghlien Class: Fighter 2 / Awnsheghlien 10 Hit Dice: 4d8 + 20 (Large Spider), 10d10+50 (Awnsh) Hit Points: 136 Initiative: +5 (+5 Dex) Speed: 40 ft., climb 30 ft (Web: 50 ft., climb 40 ft.) AC: 22 (-1 size, +5 Dex, +8 natural) Attacks: Claw +17/+17/+12/+12/+7/ +7, Bite +19 melee Damage: Claw 1d6+5, Bite 1d8+5 Special Attacks: Death Bite; Leap Attack; Web Special Qualities: Darkvision; Fear; Regeneration 1; Animal Affinity (Spiders); Spittle Saves: Fort +18, Ref +12, Will+7 Abilities: Str 20, Dex 20, Con 20, Int 11, Wis 10, Cha 12 Skills: knowledge (riddles) +8, knowledge (goblins) +8, knowledge (spiders) +8, hide +11, move silently +11, spot +42, listen +42, jump +47, climb +17 Feats: Ambidexterity; Two-Weapon Fighting; Improved TwoWeapon Fighting; Greater Two-Weapon Fighting Blood: Azrai; Bld 95 Regency: 10 Bloodline Feats: True Bloodline; Bloodform; Greator Long Life; Animal Affinity (Spiders); Invulnerability; Epic Regeneration; Bloodline Alertness; Enhanced Sense; Bloodline Leap; Leap Attack; True Death Attack (Bite) CR: 15 Alignment: Chaotic Evil

Spider can target a foe with 10 or less HD. On a successful bite attack, the foe must make a Fortitude Save vrs a DC of 20 or drop to -10 Hit Points and die. Leap Attack: As a full attack action, the Spider leap up to 30 feet in the air and land on a target up to 50 feet away. The Spider makes a jump check vrs a DC of 10 + the distance to the target. If it succeeds it lands on the target and makes a single attack with either a claw or bite with a +2 bonus to hit and +3d6 damage. Web: As a move equivalent action, the Spider can cast a Web as the spell Web (pg 271 PHB). This web does not burn, and dissolves in 1d20+20 hours. Fear: Forty-two times per day, the Manslayer may cause fear in a single opponent he touches as per the spell on page 203 of the PHB. Animal Affinity (Spiders): At will, the Hydra can communicate with any arachnid nearby such as spiders and monstrous spiders. If the Spider is encountered within the Spiderfell, then 6d6+6 Tiny Monstrous Spiders, 2d6 Small Monstrous Spiders, and 1d6-1 Medium Monstrous Spiders will respond to the Spiders summons. Spittle: If the Spiders life is in serious danger, it uses a spray of blinding spittle to aid in its escape. Once per day, as a free action, the Spider can attempt to blind 1d4+1 individuals. The spider makes a touch attack at its full ranged base attack bonus (+19) against 1d4+1 opponents. If successful, each target is allowed a Reflex Save against a DC of 20 or become Blinded (per the spell Blindness on pg 180 PHB) for 1d6+1 rounds. Furthermore, the spittle does 1d6 acid damage for each round the target is blinded.

Combat
The Spider is not the most powerful Anuirean awnshegh, but it is still a powerful foe. With its spider legs, it can move quickly from side to side, easily dodging attacks. Its primary attacks are its powerful claws followed by the bite of its razor-sharp teeth. Death Bite: This power is a partial action that can be activated at will by the Spider. The

The Hydrakin Template Hydrakin is a template that can be added to any corporeal creature the Hydra has consumed. The creatures type changes to Awnsheghlien. It uses all the base creatures statistics and special abilities except as noted here. Speed: The Hydrakin gains the ability to swim at its base speed +10. AC: Natural armor improves by +2 as it grows scales. Special Attacks: The Hydrakin retains all of the special attacks of the base creature and also applies a poison attribute to either its bite or claw attack (Hydrikin Poison, Injury DC 12, Initial Damage 0, Secondary Damage 1d6 Str). Special Qualities: A Hydrakin retains all of the special qualities of the base creature and also gains the following: Darkvision 60 feet. Immune to poison and disease. Saves: Same as base creature. Abilities: Increase one of the Base creatures corporal stats (Str, Dex, or Con) by +8, and decrease one of the mental stats (Wis, Int, Chr) by -8. Skills: A Hydrakin has 2 skill points plus its Intelligence modifier. These points must be spent on the skills Spot, Listen, Hide, or Sneak. Feats: Hydrakin gain the Minor Bloodline (Azrai) feat and Bloodform. Terrain: Harrowmarsh Organization: Same as the base creature. Challenge Rating: Same as the base creatures +1. Alignment: Always Chaotic Neutral or Chaotic Evil. Advancement: Same as the base creatures.

The Hydra
The Hydra is a monstrous reptilian creature with multiple heads and a voracious appetite. It was once a large crocodile that was infected with the taint of Azrai at some point after the fall of Deismaar. It grew to larger proportions and consumed a blooded scion who came to slay it, that scions head sprouted out of its gargantuan body, now linked with the Hydras brain. Since then various blooded heroes have fallen to the beast, now evident as part of the creatures collection of heads. Huge Animal (Aquatic) Awnsheglien Class: Awnsheghlien 6 Hit Dice: 7d8+35 (Giant Crocodile), 6d10+30 (Awnsh) Hit Points: 151 Initiative: +1 (Dex) Speed: 20 ft., swim 30 ft. AC: 21(-2 size, +1 dex, +12 natural) Attacks: Bite (Main Head) +21, Bite (Small Heads) +16/+16, Tail Slap +16 Damage: Bite (Main Head) 2d8+15, Bite (Small Heads) 1d4+7, Tail Slap 1d12+22 Special Attacks: Power Attack; Improved Grab Special Qualities: Invulnerability; Unreadable Thoughts; Improved Animal Affinity (Serpents); Fear; Hydrakin Saves: Fort +14, Ref +10, Will+8 Abilities: Str 35, Dex 12, Con 20, Int 8, Wis 14, Cha 4 Skills: hide +17, spot +7, listen +7, wilderness lore +3, intimidate +18 Feats: Power Attack; Improved Grapple Blood: Azrai; Bld 47 Bloodline Feats: Epic Bloodline; Bloodform, Long Life; Detect Life; Fear; Invulnerability; Unreadable Thoughts; Improved Animal Affinity (Serpents) CR: 12 Treasure: None Alignment: Chaotic neutral

Combat
Finding the Hydra is almost as difficult as surviving a meeting with it. It has absorbed some intelligence and cunning from its own prey, and it uses the swamp to avoid being seen until it can get an easy attack on its foes. The Hydras primary attacks are bites from its collection of heads on one prey. Usually, only two small heads and the large, central crocodile head can bite one target and the Hydra lashes its tail at another. Invulnerability: The Hydra can only be killed under a certain set of circumstances that are set by the DM for his campaign.

Improved Grab: As a full round action, the Hydra can perform a grapple action against an opponent per the rules on page 137 of the PHB. If successful, on the following round and every round the grapple is maintained , the Hydra can make an attack action with its main head and four smaller heads. The attack with the main head is made at +21, the four smaller heads each attack at +16. Improved Animal Affinity: At will, the Hydra can communicate with any reptilian creatures nearby such as snakes and lizards. If the Hydra is encountered within the Harrowmarsh, then 2d6+2 Snake (constrictor), 1d6 Snake (giant constrictor), and 1d4-1 Crocodile will respond to the Hydras summons. Hydrakin: The Hydra reproduces asexualy; what it eats is sometimes reproduced as a composite with traits of the Hydra and other prey. Whenever prey is eaten, there is a 2% chance per hit-point that it will be disgorged in 1d8 days as a hydrakin (See sidebar). Fear: Eighteen times per day, the Hydra may cause fear in a single opponent it touches as per the spell on page 203 of the PHB.

The Binman
This grisly being is the result of a horrible experiment conducted over a century ago by a mad wizardess from Sendoure named Danita Kusor. This creature was created by grafting various body parts and limbs from elves, dwarves, and humans together into one form, but it remained inert despite the intense magic used on it. Kusor was interrupted at her gruesome work by a wandering awnshegh seeking power, she slew it with spells. As a result, she and what is now known as the Binman each absorbed some of the attackers fleeing birthright. The Binman became animate, if not quite alive. After an initial period of adjustment, the mute Binman gained control over its body. Having retained some basic warriors abilities, it attempted to kill Danita Kusor, but only succeeded in forcing her to flee for her life; she now resides in Chimaeron as its namesake awnshegh, the Chimaera. The Binman left behind the ruined tower in the Iron Peaks and headed through Rohrmarch to Binsada. The Binman currently wanders the lands of Binsada, Zikala, and Sendoure, seeking a true purpose and more power. The Binman generally kills anyone who threatens or challenges it, but it also has befriended thieves and honest folk alike (though said friends are few and far between). The Binman sometimes lends itself out as a mercenary. It has fought against the invading forces of the Sphinx, helped Sendoure ward off an attack by a coalition of orog tribes from Coullabhie, and has worked with adventurers and other awnsheghlien alike in short term quests of power and gold. Few know or can gauge how much power the Binman wields, and fewer still can guess how it will react in any given circumstance; it is my theory that its component parts had conflicting natures and certain parts of its past lives come to the fore at random. It may be this chaotic nature that protects the Binman from clashes with other blooded creatures, but a battle between the Binman and the Sphinx is inevitable.

Medium Undead Awnsheghlien Class: Awnsheghlien 3 / Barbarian 5 Hit Dice: 2d12 (Undead) , 3d10 (Awnsheg) , 5d12 (Barbarian) Hit Points: 84 Initiative: +3 (Dex) Speed: 40 ft. AC: 22 (+3 Dex, +7 Admantine Breastplate, +2 Natural) Attacks: Longsword +15/+10; or Claws +16/+11 Damage: Longsword 1d8+6, Claws 1d3+6 Special Attacks: Paralysis; Cleave; Power Attack

Special Qualities: Undead; +2 Turn Resistant; SR 20 vrs Necromancy Saves: Fort +7, Ref +7, Will+7 Abilities: Str 22, Dex 17, Con --, Int 10, Wis 10, Cha 8 Skills: Climb +4, Hide +16, Intimidate +8, Jump +4, Listen +7, Move Silently +2, Swim +2, Wilderness Lore +2 Feats: Cleave, Improved Unarmed Strike, Minor Bloodline, Power Attack, Weapon Focus: Unarmed, Endurance Blood: Azrai; Bld 15 Bloodline Feats: Minor Bloodline, Bloodform, Blood History, Resistance, Superior Will CR: 8 Treasure: Longsword, Adamantine Breastplate, Cloak of Elvenkind Alignment: Chaotic Neutral

Special
The Binman is unpredictable in and out of battle. It is a chaotic being which lacks control. The Binman normally uses its Barbarian Rage ability as soon as it enters combat. It tends to be drawn toward the foe that most reminds it of its creator. As such it will attack female magic users that it has not befriended before any other foe.

Paralysis: Those hit by the Binmans claw attack must succeed at a Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis. Undead: The Binman is immune to mindinfluencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Blood History: Once per day, the Binman may add +2 to any skill that one of the individuals his body is made of may have known in life. This bonus last for 20 minutes.

The Wolf

15 (-1 size, +3 Dex, +3 Natural) Attacks: Bite +14/+9 melee Damage: Bite 2d8+12 Special Attacks: Trip; Spring Attack Special Qualities: Scent Saves: Fort +11, Ref +11, Will+9 Abilities: Str 26, Dex 17, Con 20, Int 7, Wis 12, Cha 10 Skills: Hide +7, Listen +7, Move Silently +9, Spot +9, Wilderness Lore +6 Feats: Run; Endurance; Dodge; Mobility; Spring Attack Blood: Azrai; Bld 17 Bloodline Feats: Minor Bloodline, Bloodform, Bloodmark, Bloodline Alertness, Superior Will CR: 6 Alignment: Neutral

AC:

Combat
The Wolf uses its superior speed, maneuverability, and knowledge of the terrain to its advantage. Its preferred method of attack is to use Spring Attack to assault and Trip foes. Trip: When the Wolf hits with a bite attack, it can attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Wolf. Spring Attack: The Wolf can move before and after a standard attack action, providing that its total distance moved is not greater than its speed. Moving in this way does not provoke an attack of opportunity from the defender it attacks.

The Wolf is a mysterious and shy beast that is rarely seen outside its current territory; its range of movement is know to change with the seasons and the encroachment of elven and human settlers, but there has been little change in its territory in decades. Wolfgaard, the official name for the Wolfs territory, while mapped and referred to as a distinct and separate domain, is simply an independent group of provinces under the regency and control of Hjorig. The Wolf is not the fearsome beast that everyone suspects it is. When its hungry, it kills, preferring to kill things with less intelligence than himself: Intelligence tends to bring out caution in the creature. The Wolf either consumed a being with Azrais blood or was infected in an unknown way. It is a blooded awnshegh, but all this taint has done is increase its size and intelligence.

Large Animal Awnsheghlien Class: Awnsheghlien 3 Hit Dice: 6d8+30 (Dire Wolf), 3d10 +15 (Awnsheg) Hit Points: 84 Initiative: +3 (Dex) Speed: 60 ft.

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