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/r/dndbehindthescreen Monster Ecology

Anthology
The collected works of countless creative minds, and years of labor, collected and
refined for ease of access to the common dungeon master

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Table Of Contents Erinyes pg.143
Original Compilation Introduction pg.4 Ettercap pg.147
Aboleth pg.5 Ettin pg.149
Aarakocra pg.7 Faerie Dragon pg.151
Angel pg.9 Flameskull pg.153
Animated Object pg.11 Flumph pg.155
Ankheg pg.13 Fomorian pg.158
Azer pg.15 Fungus: Violet pg.160
Banshee pg.18 Fungus: Shrieker pg.162
Basilisk pg.19 Fungus: Gas Spore pg.163
Behir pg.21 Galeb Duhr pg.164
Beholder pg.24 Gargoyle pg.166
Blight pg.27 Genie pg.168
Bugbear pg.28 Ghouls pg.172
Bulette pg.31 Ghost pg.175
Bullywug pg.33 Giant: Hill pg.177
Cambion pg.35 Giant: Stone pg.178
Carrion Crawler pg.39 Gibbering Mouther pg.180
Centaur pg.41 Gith pg.182
Chimera pg.43 Gnoll pg.185
Chuul pg.45 Gnomes: Deep (Svirfneblin) pg.188
Cloaker pg.47 Goblin pg.190
Cockatrice pg.50 Golem pg.192
Couatl pg.52 Gorgon pg.193
Crawling Claw pg.54 Grell pg.195
Cyclops pg.56 Grick pg.197
Darkmantle pg.58 Griffon pg.199
Death Knight pg.60 Grimlock pg.200
Dmeilich pg.61 Hag pg.203
Demons pg.63 Half-Dragon pg.205
Devils pg.65 Harpy pg.207
Devil: Erinyes pg.67 Hellhound pg.210
Dinosaur: Allosaurus pg.68 Helmed Horror pg.212
Dinosaur: Ankylosaur pg.71 Hippogriff pg.214
Dinosaur: Deinonychus pg.73 Hobgoblin pg.215
Dinosaur: Plesiosaur pg.74 Homunculus pg.219
Dinosaur: Pteranodon pg.77 Hook Horror pg.221
Dinosaur: Triceratops pg.79 Hydra pg.224
Dinosaur: Tyrannosaurus Rex pg.80 Intellect Devourer pg.226
Displacer Beast pg.83 Invisible Stalker pg.228
Doppleganger pg.88 Jackalwere pg.230
Dragons pg.91 Kenku pg.232
Dragons: Chromatic pg.92 Kobold pg.234
Dragons: Metallic pg.93 Kuo-Toa pg.236
Dragons: Dracolich pg.95 Kraken pg.238
Dragons: Shadow pg.100 Lamia pg.241
Dragon: Black pg.103 Lich pg.244
Dragon: Blue pg.107 Lizardfolk pg.248
Dragon: Brass pg.109 Magmin pg.251
Dragon: Bronze pg.112 Medusa pg.252
Dragon: Copper pg.114 Merfolk pg.254
Dragon: Gold pg.116 Mephit pg.256
Dragon: Green pg.118 Mind Flayer (Illithid) pg.257
Dragon: Red pg.121 Minotaur pg.259
Dragon: Silver pg.124 Lycanthrope pg.262
Dragon: White pg.127 Manticore pg.264
Dragon Turtle pg.129 Mimic pg.266
Drider pg.131 Merrow pg.268
Dryad pg.133 Modron pg.269
Duergar pg.135 Mummy pg.270
Elemental pg.137 Myconid pg.273
Elves: Drow pg.139 Naga pg.277
Empyrean pg.141 Nightmare pg.280
Nothic pg.282

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Table Of Contents
Ogre pg.283
Oni pg.285
Ooze pg.286
Orc pg.287
Otyugh pg.289
Owlbear pg.291
Pegasus pg.292
Peryton pg.294
Piercer pg.296
Pixy pg.298
Pseudodragon pg.300
Purple Worm pg.302
Quaggoth pg.304
Rakshasa pg.306
Remorhaz pg.308
Revenant pg.309
Roc pg.310
Roper pg.313
Rust Monster pg.315
Sahuagin pg.317
Salamander pg.319
Satyr pg.322
Scarecrow pg.323
Shadow pg.324
Shield Guardian pg.326
Skeleton pg.327
Slaad pg.329
Specter pg.331
Sphinx pg.334
Sprite pg.336
Stirge pg.338
Succubus/Incubus pg.340
Shambling Mound pg.342
Tarrasque pg.343
Thri-Kreen pg.345
Treant pg.348
Troglodyte pg.350
Troll pg.351
Umber Hulk pg.354
Unicorn pg.356
Vampire pg.358
Water Weird pg.360
Wight pg.362
Will-O'-Wisp pg.364
Wraith pg.365
Wyvern pg.367
Xorn pg.369
Yeti pg.371
Yuan-Ti pg.373
Yugoloth pg.375
Zombie pg.378
Credits pg.379

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Original Compilation Introduction

I
love monsters. I think it's the reason I fell in love with
D&D. I own 15 Monster Manuals across 5 editions,
and all of them are old friends. Where would D&D be Our design goals comprised of covering
without the Beholder or the titular Dragon? I can't the following:
imagine a world without Stirge or Jermlaine. This The lifecycle of the creature, including
book is book is for storytellers and worldbuilders. It's pregnancy and young
the result of a heap of passionate people writing lore
for the monsters we all know and love. The organization of the species (e.g., tribes,
I remember the first Monster Manual from 1st Edition very flocks, lone predators, etc..)
well. I would stare at the drawing of the Carrion Crawler and Other discussion around whatever might be
marvel at its design and how terrifying it would be to meet interesting how a grey ooze digests its food,
one in a dark cavern, dropping down on some poor how a flumph flies, etc.
adventurer's head and dragging him away into the darkness
to be eaten. Or how I was pretty sure I was never going to The creature's main habitat and lair preferences.
have a Duckbunny or a Giant Beaver in one of my campaigns. Any other traits, physical, magical, supernatural,
Well. The Giant Beaver did appear once. A whole nest of etc.
them. I had come up with some crazy reason why they were
mutated - the result of some mad wizard's experimentation to What would fighting one of these creatures be
stop an incursion of militant druids who were hell-bent on like?
reforesting a grassland. I was 12 at the time, ok? Don't judge
me. How about a swarm of them?
I would read these books for hours. Wondering how they What creatures does this creature associate or
were created. How they lived and what their societies looked fight well with? What are its enemies?
like. Over the years, as I got more and more of the Manuals, I
realized that the lore, the very core of the reason why these What kind of variants to these creatures could
things existed started to become less and less frequent. The we create?
2nd Edition Monstrous Manual stands as a paragon of How could they be scaled for various levels of
monster lore. Fleshy and exciting, they spurred me to create character parties?
my own lore and twist the established tales.
Then came Dragon Magazine.
The first Ecology article appeared in Dragon #72 and was
the Ecology of the Piercer. It was the start of a great many There are 153 monsters in the 5e Monster Manual. There are
articles discussing D&D monsters from a naturalists point-of- also monsters in the Starter Set, Hoard of the Dragon Queen
view. and some in the Player's Handbook. The list also does not
/r/DndBehindTheScreen decided to continue the tradition have the Miscellaneous Creatures or the NPCs from the
with this project for the 5th edition of the game, in the hopes Monster Manual, only what we considered to be the core
that we could emulate-in-spirit the ideas of these early monsters are covered in this book.
articles, and to add our own fresh ideas to the established I would like to thank all the contributors for their amazing
lore. ideas and for working so hard on this. In time, it's my hope
These articles are not meant to simply rehash what we that this book will allow a new generation of gamers to
already know, but to bring a new perspective, and to perhaps question the status-quo and to bring their own spin on
push the lore into new areas that readers might not have creatures that we have become familiar with over the past
considered on their own. I think it was a great success. 40+ years of Dungeons & Dragons.
-Matt H. aka Famoushippopotamus
Project Leader

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Aboleths reproduce asexually. Every few decades, an
Aboleth aboleth retreats to a secure location and lays a clutch of 5-10
"Ants have grand plans. They build elaborate structures over eggs. The aboleth doesn't move from the eggs for any reason
the course of generations. From an ant's perspective, their until several weeks have passes, at which point it "swallows"
societies are complex and eternal. They aren't. They're the eggs with the holes on the side of its body. After another
mounds in the sand, and the sea comes to wash them away. month or so, the aboleth vomits out fully developed but
The sea is eternal and it washes away their pathetic homes. I smaller aboleths - the young are called smiluts. They're only a
am the sea. You are less than ants. few feet long at birth, but mentally fully developed and
Now beg for me to kill you like your friends did." carrying all the memories of their entire familial line. They
--Molmig the Permanent, an aboleth killing a group of spend a year or so with their parent - there is no childhood for
adventurers its favorite way - mentally impelling them to beg an aboleth, only a period of protection while they develop
for death. physically.
Aboleths also possess formidable psionic powers. They can
Introduction communicate telepathically with all manner of beings and,
most terrifying of all; can dominate the minds of lesser
Aboleths are among the most sinister and horrible of all beings. They often force other creatures to serve them as
threats to sentient humanoid life. Ancient, immortal, and all- thralls.
knowing, aboleth are primeval abominations fueled by
inhuman arrogance and hate for all other beings. Social Observations
Aboleths used to rule a planet-spanning empire. For more
Physiological Observations than a billion years, they were the unquestioned masters of
Aboleths are the oldest sentient life in existence. Their basic the world. They were served by advanced constructs they
body shape resembles an eel, although not even a blind old built, but eventually desired slaves capable of a certain degree
fool could mistake an aboleth for any natural modern animal. of independence. The aboleths took fish and altered their
They have no fins beside on their tail and down their back. form using dark arts and advanced science. They shaped the
Behind their head, four muscular tentacles twist and turn. creatures into a form that mimicked their own. Above the
Three huge red eyes - vertically arranged - sit at what would surface, they performed similar experiments on apes,
be called their face, above a mass of tentacles. The tentacles developing the first hominids. They let these species develop,
pull food into the aboleth's small, slit-like mouth. forcing most of them into slavery and watching the others.
Along the side of their body, aboleths have huge, gaping As their control over their subjects increased, so did their
holes. These are roughly an analog to nostrils or gills. vanity. Until their subjects, in their hopelessness, created
Aboleths breathe and vocalize through these holes. Aboleth religion and brought the gods into being. The gods smote the
language is enormously complex - it covers a vast range of Aboleth Empire and liberated their worshipers. Now,
pitches, clicks, croaks, pops, and sing-song esque hundreds of thousands of years later, the Aboleth Empire is
vocalizations. Even with a lifetime of training, a humanoid not what it was in its heyday. Aboleths lurk in secret in the
mind is incapable of grasping any but the most basic meaning deep waters of the world. Most are largely solitary, meeting
an aboleth expresses. with other aboleths every few decades to further their devious
These holes also produce the aboleth's distinctive slime. plots. Aboleths, vile and alien though they are, are capable of
This filthy muck turns the water around an aboleth into a something resembling friendship among their own, although
thick, soupy mass. The aboleth requires this slime to breathe an aboleth would never come to a friend's aid - if one is
and to maintain moisture in its brief forays above water. The unable to protect itself, it does not deserve assistance.
slime can also infect other creatures, forcing air breathing A few aboleth cities exist in secret around the world.
creatures to breathe water. The aboleth transmits this Architecture with blasphemous geometry - strange stones
disease using its tentacles. twisted into impossible shapes. The hierarchy is impossible
When one speaks of the dawn of time, they are referring to to comprehend for mortal minds and their governmental
the first memories of the aboleths. This memory is no myth systems operate over spans of millennia.
or folklore passed down - it is a simple fact that every aboleth And as a rule, aboleths worship no gods - they recognize
remembers in perfect clarity. An aboleth has a perfect eidetic the very real power of the divine, but feel no need to prostrate
memory - it can recall every instant of its entire life in exact themselves before something so much younger than they are.
detail. These memories stretch back a long time, because
once an aboleth reaches adulthood it ceases to age - they are Behavioral Observations
immortal except for violence. The primary drive for aboleths in all things is a deep hatred
But even more significant is that an aboleth's memory is of mortals and gods. They remember their billion year empire
passed down to each generation. and what was taken from them. Each aboleth constantly
burns with a cold, alien bitterness at the injustice they
perceive. They will stop at nothing to reclaim their rightful
place atop the world, but they plan on a geological time scale -
to the aboleths, their displacement was a recent event. It is
quite possible they are still in the very early stages of their
plans to regain power. This is the way an aboleth thinks.

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They are immensely cruel and take great pleasure in the
suffering of lesser beings. They have an almost artistic
passion for the mental domination and enslavement of
mortals. Some take this to levels impossible to comprehend -
capturing humans from the surface and adorning the walls of
their lairs with their still living bodies as a canvass for
blasphemous art, forcing mothers to eat their children, and
other things simply too hideous to describe.
An aboleth's lair will always be in deep, dark water. They
will often be surrounded by pathetic, mewling slaves. They
cover their homes in magical artifacts and alien art.
Intra-Species Observations
Aboleths have nothing but hate for all other intelligent life.
But they are not fools. They acknowledge and, to a certain
degree, even respect the power of gods and mortal heroes.
They also understand, however, that those other powers are
but a blink in the eye of the aboleths - in time, they too will
fade.
Aboleths are careful to hide themselves from the world
above - secrecy is paramount to protecting their plots. They
interact with the world primarily through their thralls. When
they do occasionally emerge to the world above, it is in a
terrible unveiling of power - a reminder for the mortal world
that all they know is only temporary.

DM's Toolkit
Aboleths are one of my very favorite monsters -
they capture Lovecraftian horror more than any
other. The key to using them, in my experience, is
to make it a slow burn for the PCs - introduce the
threat early on, but then hide it away. Drop hints
that the aboleth is watching and plotting. Have its
servants appear periodically to
harass the PCs.
And when the time comes for the final battle,
make the aboleth as terrifying as possible. Aboleths
possess intelligence far beyond mortal minds. They
will use every trick in the book and show no mercy.
And when the PCs emerge
victorious? Remind them that their victory is
only temporary and that all of their hopes and
dreams will be washed away like anthills on the
beach.

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Aarakocra Behavioral Observations
Not too much is known about the exact behavior of these
Introduction beings. However shepherds have reported establishing light
Hawks, eagles, falcon, parrots- bah. Let's base the Aarakocra trading with flights. Travelers crossing wastelands or remote
on bearded vultures because areas have been known to be saved by an aarakocra after
(1) 90% of the diet is bone dropped on rocks digested in a succumbing to injury. At the same time, caravans and
stomach with a pH of 1, attempted settlement in some of the fertile grasslands near
(2) Lay two eggs but encourage the chicks to fight to the flight have been met with destruction, death, and the periodic
death, storms suspiciously centered over villages.
(3) dyes its white feathers with blood and iron oxide dust, Aarakocra have been known to keep giant eagles as pets or
(4) very territorial. Seriously look this awesome bird up. war dogs. And the little bits of lore that come from shepherds
No one knows exactly how Aarakocra came to this world. and dwarves comment that the birdmen praise rocs as agents
They could be exiles from the plane of air, creatures born in of gods and view the phoenix as a symbol of greed, vanity, and
high mountain regions, devotees of a long forgotten bird god, trickery.
or failed experiments in humans or elves learning how to fly. Some sailors report a much crueler populations of sea-
borne aarakocra that are prone to raiding ships from island
Physiological Observations bases. Or piloting commandeered ships (sometimes with
slaves) and raiding trading vessels and port towns. These
They are vulture-like in appearance with black and white attacks don't seem to be preceded by any weather changes,
striped faces, red eyes, and black beaks. While their faces and but somehow the raids do seem to occur at the most
heads are feather free, the rest of their body is covered in opportunistic time. This leads some to ask if the aarakocra
black and white feathers head to toe. It is not uncommon to have learned divination and scrying.
see Aarakocra dying their feathers with blood, iron oxide
dust, or be adorned in red gemstones. Rubies being
especially valued. They live in a woven nest and are mated for Combat:
life. Each season the females lay two eggs, but encourage the Aarakocra are not afraid to fight, but prefer to do it
chicks to squabble and fight for choice food. Usually one on their terms which involve maximizing their time
chick gets pushed out of the nest. But such is the way of in the air. They generally use spears, claws, and
nature, life, and the winds say the aarakocra. even hooked blades to dismount opponents or
drag them off cliff faces.
Social Observations They also will drop heavy, arrow shaped stones
from above in order to break or destroy more
These lawful neutral birdmen generally occur in bands of 5- fortified structures. Giant eagles can be used like
10 pairs mated for life (+ 1d6 young) in mountains, deep war dogs. If need be, a Storm Caller might lead a
crags, and plains regions that sit next to steep rocky features. group, bring the might of huge
3-5 bands make up an aarakocra flight centered around 1-2 storm systems or powerful air elementals.
wing-less holy individuals- storm callers. Aarakocra cultivate
and encourage predators like giant eagles, drakes, wyverns
and large cats to make homes within the flight's range and
prey on deer, sheep, ect. The predators take the meat and the Intra-species Observations
aarakocra farm the bones. Therefore aarakocra territories Aarakocra tolerate small human settlements and will trade
are already remote, but also become wild places difficult for openly with shepherds for bones, good spears, and gems,
human settlement. An aarakocra's duties are to the storm especially rubies. Aarakocra come in contact with dwarves in
caller, their mate/chicks, the flight, and independence. They the mountains and trade rare herbs, spices, and tobacco for
are wary of outsiders and will consistently track movement gems, metal work, and lightweight armor that allows flight.
through their territories. Aarkocra have a hatred of harpies, orcs, and ettins who eat
Stormcallers (Warlock class) were pushed out of the nest too much of the local wildlife. Aarakocra will hunt the
to die by a more powerful sibling, but survived through sheer undead, especially those primarily composed of bone. They
force of will, cunning, and sacrifice. While young, these feel that the magical properties give them strength and
individuals cut off their wings in a last sacrifice to air communion with the gods. Druid and Ranger PCs will have
elemental and spirits. The young stormcaller staves off death, the easiest time negotiating with aarakocra as they
is bonded to an air elemental regaining flight, and gains understand their more neutral viewpoints.
magical ability. Becoming a stormcaller is a painful, tragic
experience and to human eyes it can create aarakocra rulers
disposed to cruelty and lack of mercy but not always the case.

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Variant Species
Rattletails: Because not many live to see the other side of a
Rattletail attack, reports of these aarakocra are scant. Sailors
and merchants report that some make their home on chains
of island where goats can be raised for meat but there is little
else that can challenge them. From these islands, they will
raid shipping lanes and ports. Worse are Rattletails that have
ocean going vessels they will fly from and attack ships nearby.
These birdmen are equipped with clay jars of fire to drop
from the air. As the ship burns, they will then swoop in
knocking sailors off with heavy clubs and enslaving the rest.
Should a daring captain instead turn and attack the Rattletail
ship, they will find the birdmen chum the water to attract
sharks and worse. The birdmen will then leave their own ship
and bait an attack. Once most of the crew is on board they
will knock them off into the water and burn the other ship.
Finally as if their taste for wearing finger and toe bones is not
enough, Rattletails will also seek alliances with evil fishmen
for added support or shock troops.

DM's Toolbox:
Two aarakocra males grab one of the PCs and carry
them into the air by the legs. With the help of a
third, they proceed to shake any gems, trinkets, and
jewelry loose to catch in a net. They will drop the
PC in a river or tree. Local shepherds are being
driven away or killed and their flocks taken by
birdmen. Also the weather has seen strong winds
that are destroying roofs and tall crops. Rumor has
it that high in the mountains a new stormcaller has
taken hold and wants to destroy the local town.
After witnessing a brave fight the PCs put up
against harpies/orcs/ettins, an aarakocra tosses the
PCs a crude map that points out a haven and two
local dangers.
Shattering Sheep! The PCs are caught in a storm
of dropped sheep skulls and bones. DEX save or be
knocked unconscious by the mass of falling bones.
A small band of aarakocra approaches the PCs
about helping defend an injured young roc- a holy
bird. The PCs will need to stave off attacks by
ogres/giants/orcs until the stormcaller arrives. The
roc is in pain and may attack the PCs periodically.
Pieces of the local mountainous landmark are
floating off! Rumors abound that the local
aarakocra have gems from the plane of air and are
either (a) terraforming to open a gateway or (b)
actually fighting off a slaad/undead assault by
changing the landscape for max advantage.

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Angel Variant Species
"I'll heal the faithful and revive those who are worthy. I'll Being created and guarded by divine powers, Angels didn't
bring destruction upon those who deserve it and I'll carry the face the obstacles of evolution, today they are exactly how
ones who oppose God into death. I'll do all this and even they were created eons ago. The classic literature tends on
more. For God has spoken." classify them into 3 big categories:
--Mikael, one of the twenty-four Solar Devas, the ones who live among mortals.
Planetars, the army of God.
And the, almost God-like, Solars.
Introduction Truthfully, the Hierarchy is very fragmented, with every
A direct emanation of a good God, Angels are the Angel created for a precise purpose. A more archaic
embodiment of His will and their only meaning is to fulfill His classification divided them into seven groups:
orders. Archangels, literally "Chief Angels". They are the most
But they aren't perfect beings, this blind obedience powerful ones, destined to lead the Hierarchy in the Final
together with their strong pride can sometimes lead to Battle against the Evil.
mistakes and an Angel may also fall into darkness, where he Seraphim, the "Burning Ones". Seraphim are God's
begins to yearn for vengeance toward the God he was bodyguards, they are always near their own God and
serving. therefore they shine perpetually in His blinding light. It is said
that their wings are indestructible and thus they are often
Physiological Observations depicted with 6 wings, flying with a pair while they wrap
themselves with the other two pairs.
Despite that only a few have received the blessing of seeing Cherubim, the "Blessed Ones". Cherubs are Wardens of
the true form of an Angel, all the witnesses agree to one thing: relics, holy places and saints. They are armed with flaming or
they are beautiful. It isn't known if it's because they are truly thunderous swords and they have astonishing metamorphic
beings of considerable appearances or because those who abilities, above average for any other Angel.
see them are struck by a sense of beauty that comes from the Thrones, the "Many-Eyed-Ones". Directly under the orders
Angels' divine origin. of the Cherubim, Thrones are sentinels, observers, spies. It is
Anyway, they are described as very tall and muscular said that they also carry the Throne of their God, thus the
humanoids, neither male nor female, with large feathery name.
wings, metallic or opalescent skin and gleaming eyes. Dominions are the mind of the Hierarchy. They are beings
Although they can sleep, eat, and drink while under cover, of high intellect who elaborates the strategies to undertake
they don't need to. Even breathing doesn't appear to be a against the Evil and oversee the duties of the other Angels.
necessity for them. Some say that they posses orbs who allow them to see
through the Thrones' eyes.
Social Observations Virtues are the ones who grant sparks of divine power to
The Angel Hierarchy is structured with rigid castes based mortals. Clerics, paladins and druids are all observed and
solely on how much power their God has granted to them. guided by Virtues. It is said that they may also offer
Ambition isn't common among the Heavens' lower ranks and "contracts" to certain beings that were predestined to have
rebellion has no meaning at all. Everyone understands the the chance to shift the balance in a way or another.
importance of his own place and only the more powerful ones Powers are the soldiers of the Hierarchy. They are
may show signs of ambition. specialized to fight Fiends, Devils, Demons and all the
However it shouldn't be mistaken as the human form of loathsome beings that Evil may generate.
ambition, rather they crave to fulfill their duties better than
anyone else. This behavior may lead to rivalries between the
higher ranks and that's why the few Solar keep to themselves,
far from the rest of the Hierarchy.
Behavioral Observations
More often than not Angels appear disguised as the races
among which they have descended. But usually only the lower
castes lives many years among mortals, dispensing aid, hope,
courage and any other quality their God presides.
Except for the lowest caste, all of them can see through lies
and deception, thus no mortal can escape their judgment, but
since the Heavens' ranks are not infinite, the medium and
higher ranks are only deployed where there is an absolute
necessity. Such a situation may call for a direct intervention
using all their might, without any need to maintain a cover.
That's why sometimes Angels may appear as emotionless
creatures, lead only by their duties, consumed by their own
hate toward sinners and unfaithful. Truly, they have emotions
like every other conscious being.

9
DM's Toolkit
Angels aren't only God's tools; they can be valuable
to any DM.
Did you think that the mighty Pelor shows
himself to any human just because this little being
was calling for help? Of course not, Pelor has His
own business to run (let's put aside the fact that
only being near to an almighty entity isn't exactly
"safe" and bearable by any poor mortal, without
considering the alignment of the deity).
Regardless of how your Pantheon is composed
you almost certainly need agents for your gods. In
the last section, I wrote an example based on the
Catholic religion of how you can organize ranks
between your winged beings.
A few examples with some D&D deities:
Angels of Tyr: Armed with longswords, they
guide, help and judge paladins and magistrates.
They can cast Zone of Truth at will or just perceive
every lie passively.
Angels of Pelor: Armed with a mace, they shine
so bright that you can't glance at them. They are
always near clerics, granting them healing miracles
and the power to destroy the undead.
Angels of Habbakuk: They always carry nets with
them and are somewhat translucent. They can talk
to animals and calm a sea storm.
Angels of Lolth: Their wings were ripped when
they fell, but the Dark Mother adopted them and
gave to them new wings, made of webs. They guide
the hands of assassins and help spreading their
new Mother's web of deception through whispers
in the right ears.
Wait! But Lolth isn't a Good deity!
Who cares?
I mean, if you think that your God deserve a
court of supernatural agents, Angels are a nice
choice. As long as your God hasn't an army of
fiends, demons or devils, they don't even need to
be Fallen Angels (or the Balance will shift!). They
are customizable to your God's needs! Don't stick
too much with the manuals! You need something?
Homebrew it! ;)

10
Animated Armor
Animated Object This form of Animated Object typically appears to be a metal
"Boris had just killed a Rust Monster that was guarding King suit of armor, with significant variation in composition and
Olister's fortress. With his weapons and armor destroyed, he decoration from object to object. It's not uncommon to see
thought he had no choice but to turn back. Then he found a Animated Armor with emblems or spikes decorating them.
suit of armor decorating the dungeon. Praising the gods for They can also take the shape of other kinds of armor, like
his good luck, he put on the armor and waved the nearby leather or scale, but they tend to be less common because
sword with glee. King Olister would fall before his blade, they lack durability. Animated Armor doesn't rust naturally,
there was no doubt. When he reached the final chamber, he though if it is made of metal it can still be damaged by a Rust
shouted a challenge to the mad king: Fight me like a man or Monster or any magical sources of rust. If the design of the
die a coward! King Olister merely laughed at his challenge. Animated Armor does not make it immediately obvious that
The enraged Boris charged, but the carpet sprung to life, there is no one wearing it, it can easily be confused for a
tripping him. Raising his blade to fight his new foe, he gasped person.
when he realized that the sword was no longer in his hand,
but floating a few feet away, pointed at him. He desperately Flying Sword
tried to jump out of the way of the blade, but the armor locked Despite the name, Flying Sword is a classification that
up and actually moved him into the path of the blade. His encompasses all animated handheld weapons, including
head decorated a pike outside King Olister's fortress the swords, axes, clubs, hammers, daggers, and even crossbows.
following morning." Swords are the most common, but any out-of-place weapon in
--Boris Learns to not Trust Animated Objects from Big a dungeon could potentially be an Animated Object. Like the
Book of Boris's Blunders name implies, these objects can fly, making up for the
weapon's general lack of moving parts. Unlike a Dancing
Introduction weapon, Flying Swords function permanently (until
destroyed or disenchanted) but they do not gain the benefits
Not to be confused with Mimics, which are monsters of their wielder like Dancing Weapons do. Like Animated
grotesquely shaped as man-made objects, Animated Objects Armor, Flying Swords possess the same immunity to natural
are man-made objects brought to life through magic. The rust and the same weakness to Rust Monsters and magical
nature of the objects or the magic powering them varies from rust.
object to object, but they all share certain traits that make it
easy to classify them as a single type of monster. Most Rug of Smothering
Animated Objects are unintelligent, with a singular purpose. This type of Animated Object shares an unfortunate physical
Unfortunately, their purpose is almost universally harmful. similarity to another less sinister magical object, the carpet of
Except for the rare intelligent Animated Objects, they are all flying. Like the carpet, the Rug of Smothering appears to be a
unaligned because of their unintelligent nature. Even if their rug or carpet, but instead of responding to command words
purpose is evil, they only fulfill their purpose because they are with flight, the Rug of Smothering brings a whole new world
forced to, not because they themselves are evil. They also all of pain. Unlike a carpet of flying, a Rug of Smothering is
share a vulnerability to antimagic. generally incapable of flight, though there are certain
exceptions. Their magical properties make them a natural
Physiological Observations flame retardant, so while fire can still damage them, they
The shape and function of Animated Objects vary from item don't burn like cloth typically would. These rugs don't
to item. Three most commonly encountered by explorers are typically possess the ability to fly, though some possess slight
known as Animated Armor, Flying Sword, and Rug of levitation capabilities.
Smothering. However, Animated Objects come in practically
every possible form, from the tiniest needles to carriages and Other
ships. All Animated Objects share one physical trait: they can Animated Objects of other categories possess the same
only move parts of the objects that are capable of moving. A physical characteristics as the objects they come from,
statue would make a poor Animated Object because it has no though some things can be magically amplified. The magic
moving parts; it would be wiser to make a statue into a golem negates most of the objects' natural weaknesses, such as
of some kind. wooden objects don't burn as easily or metal objects don't
rust. Objects are animated through either control of the
objects' moving parts or can fly through magic propulsion,
though the latter is less common. Since they don't have eyes
(usually), they see through a magical blindsense that usually
extends 60 ft. Beyond that, they are blind.

11
Social Observations
Because the overwhelming majority of Animated Objects are
unintelligent entities with a singular purpose, there is very
little social interaction between Animated Objects.
Sometimes they can coordinate to accomplish a group goal,
but that is largely up to their creator. The rare intelligent
Animated Object usually avoids the unintelligent ones,
sticking together in the even rarer instance of multiple
intelligent Animated Objects inhabiting the same area.
Behavioral Observations
An Animated Object's behavior is based entirely on the
intentions of its creator. The most common Animated Objects
serve a violent purpose, but there are many other kinds that
exist for other reasons. Intelligent Animated Objects develop
a sense of superiority because of their uniqueness, but they
also tend to inexplicably become paranoid, often leading to
isolated lives away from anything or anyone else.
Inter-Species Observations
Animated Objects only interact with other species if it is
required by their purpose. Violent Animated Objects interact
violently with other species, while helpful Animated Objects
aid other species. Intelligent Animated Objects tend to be
reclusive, avoiding both unintelligent Animated Objects and
other races. While Animated Objects will fulfill their purpose
to the best of their abilities, they will not perform any actions
not directly associated with fulfilling their purpose. An
Animated Object cannot aid an adventurer if its purpose is
not to aid people, and they will not harm an adventurer if its
purpose is not to harm people.

DM's Toolkit
Animated Objects are one of the most versatile
monsters in the Monster Manual because they can
literally be anything. The right amount of creativity
can turn a room full of junk into a deathtrap of
deadly Animated Objects.
Alternatively, Animated Objects can be used as
to help the PCs. An animated lamp could guide a
lost party through a maze, or an animated rope
might help a traveler rappel down a wall. There
could be a very lazy wizard who decided to never
have to deal with any mundane task again, so he
made every single possession he owned into an
Animated Object, so the door opens when he
wants through, the coffee makes itself, the broom
sweeps automatically, etc. There's no limit to the
size of an animated object, so an entire ship could
be animated, doing away with the need of a crew. A
rogue, intelligent animated ship would be a deadly
scourge upon the seas. Even more ambitious, there
could be an animated city somewhere, maintaining
itself while its citizens go about their lives, barely
aware that the city is anything special.
I'm personally fond of a homebrew spell that
transfers a dead person's consciousness into an
animated object. Fun times...

12
Ankheg Behavioral Observations
"An Ankheg's chitin makes excellent armour and each The ankheg is an ambush predator making use of its highly
individual has quite a bit of it. The problem is in collecting it, developed senses. In particular, its ability to sense vibrations
mostly because an Ankheg's chitin makes excellent armour through earth mean that it doesn't even need to have a line of
and each individual has quite a bit of it." sight or to be downwind to detect potential prey or hunters.
--Old Hunter's Almanac Ankheg make the most of these senses when they are
inside their tunnels. Ankheg are prodigious tunnelers making
vast networks of them when they find a new territory.
Introduction Farmland is especially attractive for this activity and can
The Ankheg (gryllotalpa aegisidae, alt. myrmecia aegisidae) is cause problems with the stability of the fields that the tunnels
a large insect common to temperate forest and grassland are built under as collapses are common injuring or killing
biomes. Many consider the ankheg to be a notorious pest farm animals and farmers alike. The ankheg use these
species and when there is an infestation it can wreak havoc tunnels as a way to store food and protect young from egg
to a farm or ranch due to disruption of local soils and into its early instars. These tunnels have also been used as
predation of domestic animals. Removal of ankhegs from staging grounds from which the ankheg will quickly burrow
agricultural societies can be difficult as obtaining enough above ground and attack prey.
poison to reach a lethal dose for the ankheg is often not a Exploration of these tunnels without proper equipment is
viable solution due to size and the creature's resistance to not advised.
many poisons' effects. As such, a manual approach is often
used. Ankheg resistant to removal have been known to Social Observations
consume or fatally poison unwary extermination contractors. Many ankheg are solitary creatures meeting other ankheg
It is not suggested that the inexperienced attempt to remove only to mate and perhaps fight over territory but on a couple
an infestation. occasions more complex social interactions have been
observed. Of the more solitary varieties, a mating pair may be
Physiological Observations seen soon after the female has laid her eggs unless she has
It is perhaps due to its interactions with humanoids that one consumed the male due to a scarcity of resources. In addition
of the ankheg's most noted features are its large outer several males may be seen in close proximity before mating
mandibles. Capable of injecting a potent poison these are vying for a female's attention.
used to subdue and manipulate prey for mastication with its Rarer are small groups of ankheg working together. This
smaller inner mandibles in addition to warding off unwanted subspecies seem to have a high level of coordination and will
intruders to its territory. Some sub-species of ankheg have perform all sorts of tasks together including building tunnel
been reported capable of launching a poisonous projectile. systems and hunting. They may in fact actually be eusocial
The mechanism behind this has remained expectedly elusive. like the ant, bee, or naked mole-rat but this has not been
The ankheg has a number of very keen senses including low- confirmed.
light capable vision, a keen sense of smell using the antenna
on its head, and the ability to sense fine vibrations in the Evolutionary lineage
surrounding earth facilitated by a number of fine hairs on the There is some debate over the evolutionary lineage of this
ankheg's feet. peculiar insect. Due to the price portions of the exoskeleton
Despite their fearsome reputation as voracious hunters of receive in most markets, comparative analysis of intact
large game the ankheg is omnivorous consuming an specimens remain elusive as most are not collected with
extremely varied diet. It is believed that this is primarily to scientific enquiry in mind. As a result, there are two
maintain its rather large size for a species of this particular competing theories on which clade the ankheg occupies
clade. The large size also creates problems for the within the Insect class.
distribution of oxygen, a known limiting factor for many Some taxonomists lump the ankheg in with the mole
insects. Their large size suggests that there is something cricket (Gryllotalpidae) citing the strikingly similar
more than just diffusion pushing oxygen through their morphologies, behaviors, and diet. Both feature strong front
system. The ankheg's chitinous exoskeleton is the primary fore-limbs used for digging and burrowing in earth and loose
reason that they are hunted, besides pest eradication. When soils to create tunnels used by both to store eggs and early
properly cured and maintained it can be used as armor instar grubs/pupa. In addition, both appear to be omnivorous,
plating that can rival other types of heavy armor. Of of the making them a pest to both agriculture and animal
notable properties is that it is one of the few heavy armors husbandry, though the ankheg has a notable size advantage
that is non-metallic instead relying on chitin for its structural in the later regard. There are some notable differences that
integrity. This has made it a valuable commodity to the right are marks against this hypothesis such as the lack of wings
buyer. Successful hunting of ankheg can be quite profitable on the ankheg and the lack of any poison used by the mole
especially due to the fact that the ankheg has resisted cricket. This has led some to believe that there is a different
domestication despite a number of disastrous attempts. lineage for the ankheg.

13
The number of similarities to the bull ant clade (Myrmecia)
has lead to an alternative theory stating the ankheg to be a
large member of the bull ant family. Like many in the bull DM Toolkit
ant's parent clade, Formicidae (the ant family), the ankheg
produces a poison which it is able to administer with a -Darkvision, tremorsense and a keen sense of smell
fearsome set of mandibles. This, in addition to the solitary means that any PCs will have a hard time hiding
nature of a number of ankheg, has lead to its classification in from an ankheg, or sneaking up on them.
the Myrmecia sub-family. -Ankhegs become a force to be reckoned with
when they are acting as ambush predators. Make
sure that you make full use of their burrow speed
On the Consumption of Ankheg and propensity to build shaky collapse-prone
Consuming Ankheg flesh has a number of complications and tunnels to really put the screws to a party.
thus it is generally not recommended. Contamination of the -It's actually quite rare for a thing to fight to the
death in real life but clade Arthropoda is not known
meat from the many poison glands is common during
for its high intelligence. Protecting a kill, its lair, or
butchering which tends to be a rather kinetic operation. its brood offer a great incentive in addition to more
There are, however, a number of accounts of various simple blind, dumb, invertebrate rage.
individuals eating ankheg. A human culinary author named -Speaking of low intelligence, some editions of
Fredrick the Foodie boiled a (mostly) whole ankheg, convinced
this creature have such low INT that they are
immune to certain mind affecting spells and
the boiling process would produce a clean meat to eat powers, make sure to make a note of that and be
alongside a bucket of drawn butter and a bushel of lemons. aware that comprehension is often a prerequisite
Unfortunately, before he was able to render a verdict on the to following an order. Giving a complex order to a
taste, Fredrick's throat closed up, never to open again. thrall does not give it a brain.
-In a number of ways the ankheg resemble ants,
Another brave consumer, dwarf Gurdson Ironbelly, slow
but are terrifyingly larger. While the typical
roasted an ankheg leg over a fire and his last words were: depiction of the ankheg is a solitary one, turning it
"S'good, like crab, bit nutty..." into a social animal is an easy step to take. A
It is theorized that it tastes like a cross between a shellfish dungeon that resembles an anthill with larger than
like crab or prawn and crickets, which are known to have a life ants has a certain appeal and can be a nice
break from a more traditional dungeon. You can
nutty quality to them.
use the ankheg's tunnels quite effectively given the
right context.
-Ankheg armor is also very attractive to Druids
for obvious reason. It can pose a nice macguffin for
the druid in your party.

14
Each Azer has a unique metallic husk, but they distinguish
Azer each other more by the hue and pattern of their flame than by
Fire ravages and destroys, sure... But it also creates. Forests the cut of their shells. This may be due to the prevalence of
can't live without wildfire, and the planes? The planes would body modifications within the Azers. The metal they consume
be barren without the Azers. I've seen their cities, ya know. may either be incorporated into their next project or fused
Spent a week trekking up one of their steel spires and saw with their bodies. Newly-forged Azers tend to be constructed
neither a fiery face nor brass ass. Figured they were too busy of a bronze-like psychoreactive metal, while ancient Azers
building higher on up at the top. But when I did find 'em, and may have bodies composed of a wide variety of left-over
saw what they were crafting? Heh. Well I never seen a Mithral precious metals. Most Azers retain the Dwarf-like appearance
Hippogriff fly before, nor since. of their birth, but Azers with unusual, even alien, features
have been witnessed.
Introduction Social Observations
If there is beauty and order in the Plane of Fire, it is the Azers are a solitary and paradoxically anarchical race. They
result of the efforts of the Azers. An otherwise chaotic and have no apparent, definite hierarchy, but a strict social
unforgiving place, the elegant cities and breathtaking spires contract exists within their conclaves that ensure order. Most
that rise from the ashes and cinders of the Azers are more concerned with their own inventions and
Plane of Fire are unparalleled in other elemental planes. creations than with each other, but large projects
No other race is as dedicated to or as meticulous with their necessitating the input of dozens or hundreds of Azers are
craft as are the Azers, and the works they have wrought stand often spontaneously undertaken without so much as a
both the test of effectiveness and the onslaught of time. blueprint agreed upon (such a collection is known as a 'Blast
of Azers'). For example, the construction of the City of Brass
Physiological Observations for the Efreeti involved hundreds of thousands of Azers
The raw spirit of fire which animates these Dwarf-like beings working seemingly independently towards a common goal.
is inextricably linked to the metal that they are composed of, This occurred in spite of their lack of telepathy or established
and is imbued into them during their construction. It bursts leadership. Rather, whatever an individual Azer makes is
forth from fissures in their metallic skins, forming fiery hair accepted and expanded upon by most other Azers. No order
and beards that surpass even the most distinguished Dwarf's. is enforced by the Azers because they universally self-enforce,
It is unknown whether Azers were made in the image of and an Azer acting out of line is unheard of. It isn't that the
Dwarves or vice-versa, as both are more ancient than Azers are disorganized; they are so organized they have no
historical records. Perhaps a short-statured God simply likes need of the usual command structures.
the look. Regardless, the similarities are more than Social interactions between Azers usually entails little
superficial, as both races have an innate affinity with metal, more than mutual appreciation of the Azers' creations. At its
gemstones, and riches. They seem drawn to the plunder of most flattering, an interaction will encompass admiration of a
the earth, and their bodies are well suited to the depths and particularly rare metal incorporated into an
harsh conditions of the mines. Azer's husk. This brusqueness is not considered rude by
Unlike most other elementals, Azers are made, not born. It the Azers. They are universally focused upon new creation,
is this very fact that distinguishes them and grants them rather than wasting time with pleasantries. Somehow their
unique insight into the nature of construction and metallurgy. independence has resulted in the mutually-assured
Any Azer seems capable of building a new Azer, though the construction of massive, gleaming spires and impervious
exact requirements for their construction are unknown, and ships to sail the burning seas.
new Azers appear to be constructed on a rare whim rather Other species attempting to interact with Azers should
than by some divine pattern. At best, this occurs once or bring some complex or rare tribute. An artifact or unusual
twice in an Azer's existence. Despite the origins of their construct may catch an Azer's attention for a time, but those
existence, however, they are no more a construct than any wanting to truly interact with an Azer should engage them on
other living thing, as they are far more than the sum of their innovative ideas. Azers are happy to iterate repeatedly on an
parts: A golem or automaton follows the precepts of its idea for centuries, but a truly new idea will consume and
construction, but an Azer will always surprise you. focus them.
They have no need for sleep or sustenance, though they
have a literal taste for rare metals. Upon consuming a metal,
they melt it down within their internal conflagration and can
extrude it from their very fingertips, allowing them to sculpt
intricate designs that are far more delicate than any mortal
smith could manage. It should be noted that an aversion to
quicksilver and gallium is commonplace, perhaps due to
these metals' low melting points.

15
Behavioral Observations Azers have at times made tenuous alliances with Marids
and Dao Genies. This is more the result of mutual hatred of
Orderly and nearly obsessive, Azers remain focused on their the Efreeti than of any common purpose, and as such tend to
current task unless something gets in their way. About the be fairly unproductive relationships. Nevertheless, trade
only thing that can catch an Azer's attention is an interesting between the Dao and the Azers is common, as the Dao covet
puzzle or unusual construction. Even in these cases, only a the gem-encrusted metallic wonders the Azers create.
cursory examination will be performed before the Azer However, Azers are distrustful of Genies and any others who
returns to its current priority. What they lack in brilliance they would take slaves, and the one thing an Azer will never forge
make up for in persistence. Azers are generally ancient and is shackles.
unhurried, and will puzzle out problems and creations by way
of experimentation over the course of centuries. They have Variant Forms
very strong opinions (borne by weight of experience) about As mentioned, the appearance of Azers is unique to the
the way machines and metals should be forged and built and individual and varies wildly. Extra arms, heads, or even
will diligently seek to correct the mistakes made by non- silvery wings can be added by an Azer given time and desire.
Azers. However, some sub-types are notable:
Alloys are particularly delicious to them, and many an Azer Chained Azers - Not every Azer escaped the Efreeti
will value Bronze or Electrum over pure gold. Similarly, they betrayal unscathed. Twisted by centuries of enslavement and
place more importance in the utility of something rather than confinement, these unlucky captives have wicked chains
in its subjective value. Despite this, the beauty of their fused to their husks as a sign of their servitude. Efreeti keep
constructions is undeniable: the vaulted ceilings and domes them as smiths, and Chain devils may acquire these broken
of the City of Brass; the curling elegance of the Spire of beings as shock troops or jailers. These Azers forego the
Creation; even the lava-scarred hull of a Titanium hammers of their free kin, instead whipping opponents with
Dreadnought... Each is built with a swooping, twisting beauty their red-hot chains (See Chain Devil MM pg 72).
that will endure for eons. Reactive Azers - Azers who have consumed large quantities
An Azer might agree to improve an adventurer's axe or of radioactive metals are extremely dangerous to the living.
imbue a piece of plate-mail, but it will do so because it hasn't Some unusual reaction within the fire spirit turns their
faced that particular challenge before. They have little use for flames green and enhances the radioactivity of the consumed
currency and are distrustful of long-term agreements (likely metals. Creatures within 30 ft. must succeed on CON saves
stemming from the Efreeti Betrayal), but can forge wonders or become permanently sickened (1d4 CON damage).
the planes have never before witnessed, and are thus highly Additionally, spells affecting these Azers must roll per the
sought as smiths and architects. Azers prevented from Wild Magic Surge feature (Sorcerer PHB pg. 103).
experimentation or creation will turn their attention inward: Cold-Rolled - Extremely rare, these abominations gain life
warping their own metallic shells in new and unusual ways. without being imbued with a fire elemental. Wicked and
Inter-Species Observations cunning, these failed Azers desperately crave heat and will
drain it from anything they can find. Their body and weapons
The mutual disdain between Azers and Efreeti is well known deal cold damage instead of fire, and they gain the Chilling
and ancient, stemming from the Efreeti betrayal after the Gaze feature (see Yeti, MM pg. 305)
construction of the City of Brass. Ironically, the relationship
between the Azers and Efreeti is best described as a cold
war. Efreeti will pay good money for Azer husks, especially if
they're still slightly molten. On the other hand, Azers are
generally not immediately hostile towards Efreeti or their
Salamander slaves. The presence of nearby Efreeti will cause
an Azer to redirect its attention towards the construction of
defenses and escape plans. Azer outposts are often harried by
Salamanders and Fire Snakes, but are well constructed to
rebuff any assault.
Modrons have an amicable relationship with Azers. Some
mutual spirit of order apparently guides the two races
towards peaceful co-creation in the rare planes where they
meet.
Azers are not especially dismissive of those from the Prime
Material Plane, but they are often unimpressed by what a
Prime has to offer. Azers don't trade favors, but concrete
progress they understand. Solve an Azer's problem and it will
solve two of yours.

16
DM's Toolkit
Azers are the civil-engineers of the planes.
Modrons might keep a planar city's infrastructure
functional and clean, but it was probably designed
and built by an Azer. Therefore, if you need
something steam-punk or modern in an otherwise
High Fantasy campaign... Azers are the way to go.
Given their non-confrontational nature I don't tend
to use them as guardians or combatants, but they
can make for interesting low-level planar
encounters. They're also the most obvious choice
for blacksmiths in the planes.
Azers are low CR (2) and I don't like them in
groups, so I discourage aggression by having the
Azer ruin PC equipment if threatened. That's a nice
set of plate mail you have there, be a shame if
someone were to melt it down to scrap while
you're wearing it... That said they can make
excellent rewards, so if a player has grown attached
to and named their otherwise non-magical sword,
doing a favor for an Azer can make that sword be
ON FIRE. In a good way.
They needn't be confined to the Plane of Fire,
either. Perhaps some great work has brought them
to the Prime and they need help collecting material
or protecting their scaffolding. Or maybe it will
help PCs get back at that Genie who twisted a
wish, or forge them a planar gateway to get them
to a new adventure. Or a sorcerer has bargained
with an Efreeti to rent some of its Chained Azer
Slaves for the construction of his macguffin +5.
My variants are not balanced, and may prove
more challenging than the normal CR 2. Hopefully
these variants expand their usefulness or give you
ideas!

17
It is said by some that banshees' wails are twisted songs of
Banshee mourning, lamenting their lost lives. Others hold that these
Father Reolus glanced at the half-moon shining through the wails are screams of anguish and rage. Whatever their cause,
clouds as he climbed down from his horse. "Father, we're so all banshees perform these cries frequently.
glad you've arrived so soon," stammered the mayor's boy, "It's It is perhaps fortunate that banshees are so loud, as it often
Ashera. Her horse bucked her off while she was riding by the serves as an unintentional warning to those nearing their
river and, well--" Just then the night was ripped by a ghastly domains. Banshees possess the same intelligence they had in
shriek coming from the river. Reolus checked the silver sword life, but it is twisted by malice and anger.
at his hip. "Say no more, boy, I know what I'm dealing with. Reasoning with banshees is technically possible, but they
I'm going to need some earplugs." greatly prefer violently driving intruders away rather than
negotiating with them.
Physiological Observations Inter-species Interactions
Banshees are the undead spirits of humanoids, filled with Banshees resent and envy all living creatures, which serve as
sufficient rage and anguish to remain on the mortal planes reminders of that which they have lost. Banshees can sense
after their death. However, unlike other undead such as life around them, and it fills them with a violent rage. This
revenants or ghosts, these banshees have little unfinished loathing is sometimes so intense that plant and wildlife near
business. Instead, they are tethered our world by their pride the banshee's domain gradually wither and die, with this
and indignation at having died. decay occurring faster the more powerful the banshee is.
All banshees were once beautiful in life. Humanoid Although banshees hate the living, they have been known
individuals (usually elves) born with great beauty and to permit lesser undead and spirits to live within their
powerful wills may use these gifts to enrich the lives of those domain, provided these inferior entities show proper respect
around them, or to arrogantly manipulate and use others for and deference to the banshee (proving that their egos persist,
their own gain. After lives of corruption and pride, it is no undimmed by rage). However, any living creature attempting
wonder that these spirits face their deaths with rage and the same will likely meet a grisly fate, as banshees usually
denial. perceive the very act of being alive as a deep personal insult.
After death, banshees resemble incorporeal versions of This hatred is not entirely one-sided. The destructive and
their mortal selves, but with visages grotesquely twisted by disruptive nature of banshees means that their wails are
rage and anguish. As they age, their memories of their lives viewed as omens of death. Furthermore, clergy and other
fade and their anger grows, blurring and distorting their individuals of faith often view banshees as more heinous than
frames and faces into horrors that are barely recognizable as other types of undead, because of the often wicked lifestyle
human. that leads to their origin and the blind wrath that controls
What truly sets banshees apart as creatures to be feared their behavior.
are their horrible wails and cries. Banshees' wails have been
known to drive men insane, paralyze them from fright, or
even physically age them. On clear nights, these wails can be
heard from miles away, warning all in the area of the DM's Toolbox
malevolent presence. Although this entry is written in a generalized way,
the nature of banshees allows them to be used in a
Social Observations number of ways. The main points to hit are the
malice and the wails. Even then, the wails are also
Spirits that become banshees rarely have close friends or extremely variable.
like-minded company at the times of their deaths; else they Although they have set effects in the various
would not be banshees. However, occasionally circumstances Monster Manuals, these effects can be changed to
will lead to multiple banshees being created, perhaps from a create different challenges (such as raw damage,
pair of lovers or group of siblings. In such cases, these paralysis, aging, etc.)
banshees show contempt for each other, though not to the Banshees can be used a number of ways, as well.
extent of their hatred for all else. They will cooperate against They work as an end boss in a crypt or tomb filled
any who offend or trespass against them. with other undead, awakened by intruding
However, such groups are very rare. The nature of adventurers. The decay they cause can be part of a
banshees' creation means that they are limited to relatively mystery surrounding a small village (is it pests? a
short distances (only a few miles) near their domains, usually drought? nope, banshee). They can be used as a
the site of their death, although occasionally their tomb or living barrier or obstacle, perhaps blocking a bridge
or narrow mountain pass.
other final resting place.
Behavioral Observations
In life, banshees were those who could use their beauty and
charm to manipulate and corrupt. With these abilities taken
away, banshees now use their hideousness and frightful
powers to destroy.

18
Rivals who refuse to back down in these displays will
Basilisk escalate to mating combat, slamming their chests against
"This map is bloody useless" Rodrik swore to himself as he their opponent until one backs down. The winner quickly
navigated the dark passage. As the rogue rounded a corner mates and in two to three weeks the female lays a clutch of
he was greeted to a statue illuminated by his torchlight, its roughly fist sized eggs. She will go on to incubate these with
face caught in a horrified expression. As Rodrik moved to her body for a period of months, becoming increasing violent
inspect the curious sight he heard a low hiss behind him. He to all but her mating partner. Mated pairs will remain in close
turned just in time to see a pair of brilliant green eyes flash in relation until the nest hatches, but quickly lose interest in
the darkness. each other once nestlings hatch.

Introduction Behavioral Observations


Lumbering reptiles of modest size, Basilisks are infamous for Basilisk's primary means of hunting and self defense is their
their magical gaze that has proven the demise of many an iconic magic gaze. It can invoke a number of effects; with the
unfortunate adventurer. Hunted for their innate magical most common being a powerful petrification spell that
properties, feared for their power to instantly end a life, and instantly turns its victims to solid stone.
found in near every climate provided they can find a cave or A hunting basilisk will slowly patrol its territory in search
dig a burrow. of prey, dispersing its weight across its eight legs in order to
move silently over most terrain. When prey is spotted it need
only wait until they turn to face it, direct eye contact being
Physiological Observations needed to trigger the effect of their gaze. Impatient basilisks
Basilisks are medium sized reptilian monsters that grow will sometimes hiss to draw a prey's attention.
anywhere from five to seven feet by adulthood. Far larger Once subdued petrified prey may be consumed on the spot,
specimens have been reported, but research has thus far dragged to a more suitable location, or even stored in the
proved inconclusive. Males are typically larger than females, hunter's lair for later consumption. A basilisk has the unique
but adult size is chiefly determined by availability of food. advantage of leaving defeated prey preserved as statues for
Basilisk coloration varies depending on region and times of scarcity.
conditions at birth. Most individuals are a range of dull When live prey is consumed the creature's strong jaws tear
greens, with colors ranging to dark browns, oranges, greys, off chunks of flesh, easily snapping through bones. These
and even black. same jaws can even break off hunks of petrified stone, which
Both sexes are covered in spike-like quills that extend from the basilisk swallows whole. By unknown means basilisks
between the scaly plates on their back. Males sometimes can undo their spells on consumed prey, and contrary to
sport a single curved horn on their snout, but it wears down popular belief they do not actually eat rocks.
with age or is prone to breaking off entirely in battle. As a
result basilisk sex is difficult to determine from casual Inter-Species Observations
inspection. Basilisks will hunt any creature large or small that it believes
Basilisks possess an extremely strong jaw and a natural it can successfully gaze. They instinctively avoid creatures
under bite. Their bite force is strong enough to crush both that lack visible eyes, and seem to possess an innate ability to
bone and rock. A basilisk's mouth is filled with thick pointed detect magical power in prey, avoiding beings that may be
teeth; these constantly wear down or snap off and are in a able to resist their spell.
constant process of regrowing replacements. They will sometimes work in cohabitation with the undead,
The creatures are propelled by four pairs of thick squat being unable to petrify those already dead and feasting on
legs that move in alternating rhyme to avoid stumbling. At the those who enter their chambers. In a similar manner,
end of each foot are three large clawed toes. A basilisk's tail is basilisks have on occasion been used by dragons that use the
thick and protected by layered plates, serving more as a beasts to guard their lair. A dragon is too powerful a magical
deposit for stores of excess fat rather than providing balance. being to provoke a basilisk's attack, and the creatures
Social Observations themselves have no interest in the dragon's hoard. This
makes them ideal watch dogs and especially proud dragons
Basilisks are not highly social creatures, typically gathering may collect the statues of petrified adventurers as personal
only in small groups of three to five adults sharing a cave. trophies.
Adult males are typically solitary hunters and opt to instead Basilisks may be captured and raised by skilled or brave
dig a burrow large enough for themselves and a potential individuals. They possess intelligence on a level similar to
mate. Larger colonies are not unheard of, and if conditions dogs, but their aggressive temperament makes then near
permit large broods in excess of 20+ adults can inhabit large impossible to train. They can prove a very useful companion
cave systems. if a would-be master can find a way to remove the threat of
Adults can live to 60+ years of age given their mostly docile their gaze, at least with regards to himself.
nature. Basilisks reach sexual maturity at three years of age
and remain sexually fertile for the duration of their lives.
Females can lay up to one clutch of eggs a year, doing so only
when food is abundant. Males compete in shows of
dominance for mating rites, rearing up on their hind two sets
of legs and emitting a low earthy growl.

19
Basilisk eyes are a prized commodity on the alchemic
market, being used for potent spells of petrification as well as
a host of other high end magical uses. Hides, bone, and fangs
are also believed to hold magical properties and can fetch a
high price. Would be hunters must either be well prepared or
exceptionally lucky when hunting for basilisks.
Basilisk Variants:
Swamp Basilisk: Smaller and more agile in build than their
common cousins. These creatures are slightly weaker and
may be found in swamps, marshes, or river deltas. Their gaze
paralyzes prey rather than petrifies, and they drag their prey
below water to drown the helpless victim.
Desert Basilisk: Known locally as "Sand Fangs", this rare
subspecies that has a radically different diet. It lies in ambush
under the desert sands where it emerges to ambush prey
with its gaze. It then sucks the fluids from the victim's rocky
body using two special fangs on its upper jaw. Once drained
of fluids the corpse then breaks down into sand.

DM's Toolkit
Basilisks are moderately powerful creatures that
should present significant challenge to low level
parties. Once means of healing their spells
becomes available they quickly lose potency alone.
They can easily be scaled up for harder combat by
adding "greater" or "giant" variants with scales up
stat blocks.
They can make for tricky minions when used in
coordination with allies immune to their gaze.
Forcing party members to risk petrification or find
creative ways to mitigate a loss of vision.
Other uses include using them in traps, adding
another element of danger to common obstacles
like pit fall traps. They also make an exotic means
of execution, having a royal basilisk petrify the
guilty at which point the statue is carted away or
smashed by an executioner for a bloodless
execution.
Roleplay Situations: Basilisk prey could remain
petrified indefinitely so long as they remain intact.
The party could come across a basilisk den and
deal with the moral dilemma of reviving statues
from centuries ago. How does this affect the
victims? Their families may be dead, their county
gone, culture shocked time traveler syndrome.
One last scenario makes for a good side
question in a city. A local artisan is famed for his
sculptures. Upon investigation it's revealed he is
luring attractive young women to his home under
the guise of modeling his next piece.
They become the statue when the man's pet
basilisk petrifies the victim.

20
Behir are preferred ambush predators despite their size.
Behir They can move very quietly if they chose to do so and
One of the creatures we've debated regularly is the Behir. normally like to cling to a wall or ceiling when sneaking up
While their presence is a menace as any dragon it's not near on prey or foes for the ambush. They are cunning in their
as... Disruptive I'll say. As they are clearly not natural tactics and very intelligent for a beast. They are not as
creatures they do little to harm the environment more than intelligent as your average human but intelligent enough to
any predator and certainly are a good deterrent to a dragon form plans, escape routes and even counter measures to
coming. situations.
-- Talgidar Human Druid Behir can also speak but normally chose not to do so and
only in the language of their most hated enemies, the
Introduction dragons. This seems to lend credence to the theory as they
were created as a weapon against dragons some time ago.
Behir are strange magical beasts that inhabit many habitats They will parley or negotiate with more formidable
around the world. While many traits vary in different regions opponents wishing to hunt another day if need be. Typically
they always pose a real threat to those who stumble upon when almost defeated and with no means of escape will be
them. They are strange and strong magical creatures that the only time in which they are the initiators of conversation.
usually keep to themselves. They are fierce fighters and not cowardly but will take the
While they are not as well-known as dragons they are very opportunity to talk themselves out of a deadly situation if
similar in many ways. Don't ever tell one so as you may be needed.
finding the answer to the afterlife very soon after that. Stay While they are huge predators they are not overly
far away from them and only take them on in great numbers territorial. They go hunting when they need to which is
and on a battlefield of your choosing. usually once a week. Once their bellies are full they retreat to
It is thought that storm giants of the ancient days created their lair curl up and hibernate to process their food.
them to fight the dragons in a great war and these claims They eat a large amount in a day and then usually
seem well supported. It is also ponderous as many more hibernate for a week making territorial disputes a waste of
varieties of these creatures seem to be found as time goes on time unless with a dragon.
leading me to believe it was more than just storm giants. Their lairs are typically in hard to reach areas that require
expert climbing to reach. A common tactic is a hole in the
Physiological Observations ground that one must crawl on the ceiling of that hole to a
Behir are huge reptilian beasts that resemble a cross cave along the side, or plummet far down to their death. They
between a crocodile and a centipede. They have very make their homes hidden and hard to reach as while
crocodilian heads and maws but sport two backward facing digesting they are vulnerable. Their homes are little more
very sharp and straight horns. 6 sets of legs, on very than bedded areas where they sleep not caring for material
serpentine bodies make them expert climbers. possessions and seem to only hunt and hibernate.
A behir is easily 70 feet long at full size and can rear up the Recently behir have been found in many climates but the
front most legs to stand over 20 feet tall. Their large heads most well-known and common are native to rolling hills,
sport many interlocking sharp teeth indicative of a voracious mountains, or grasslands. They make their homes where they
predator. Not only are they large but they can be surprisingly can but never in the area of a dragon. Their deep seeded
fast. While moving on their legs is a more controlled and hatred for dragons, again more credence to the weapon
slightly winding gait they can out run a human easily on land. theory, makes them never settle for a space near them. They
They can maintain this speed while climbing even vertical will fight off any dragon trying to make a home anywhere
surfaces making them dangerously mobile even in tight near their cave for miles and will only leave if utterly bested
spaces. They also can easily climb on a ceiling but at a slower and possibly multiple times. They never make a nest in an
speed and usually used in ambush. While on the ground they already occupied area of a dragon unless they ambush the
can fold their legs in and slither like a snake propelling dragon and kill it.
themselves not only with their large scales like a snake but
also pushing with their legs and sliding along. This gives
them a frightening speed when not climbing that's hard to
outrun for almost any creature.
Their mouths of interlocking teeth have very much the
same use as a crocodile. They are meant to keep things in
more so than chewing or tearing. Behir eat their prey (or
chunks of) whole. Their long bodies can also be used to
constrict larger prey and feed themselves like many
constricting snakes of the world. Their mouth also can expel
a dangerous line of magical energy in the form of lightning to
dispatch of more troublesome creatures in a fight.
This line easily can extend up to 200 feet away but they
can't do this constantly as it exhausts their magical energies.
Fortunately their energy recharges quickly making prolonged
fight disadvantageous for their foes.

21
Social Observations When fighting they like to lead with their magical blasts of
energy and follow in for the kill. They will eat or swallow hole
Behir are solitary creatures from birth. They hatch in their any downed creature in the fight as it is their main goal of
egg clutch of 3 to 6 eggs and immediately wonder off in their food. They like to constrict a creature to death with the end
own directions. They normally find their own secluded caves part of their body and fend off attackers with their mouths
and areas to nest in and start life instinctually hunting not and claws until the prey succumbs. Once the constricted prey
very different from that of an adult. While they have learning stops moving they retreat to a safe spot swallow them and re-
to do, especially at being stealthy, they are still adept at enter the fray. If they encounter a solitary creature they will
catching pretty due to their speed and cunning even from bite and rake at the constricted pretty giving it full attention.
birth. Of course if all else fails they can simply blast their prey They are brutally efficient and deadly killers giving no
from a distance. mercy as they only care for their hunger. This makes their
Upon hatching they are ready to go and thinking cunning calls for mercy when almost defeated hypocritical but they
beasts to start. They are small though only reaching about 2 could care less for such values as they value food and little
or 3 feet. They grow at a rapid pace reaching full size in only else. Despite their surprising intelligence for the average
a short decade and living for up to 19 more decades. They do beast they have no ambitions above any other beast, food,
not like to confront creatures larger than themselves making shelter and comfort.
young a rare site for humanoids up until the age of 3. Their relationship with dragons changes almost everything
Mating occurs only 2 or 3 times in a Behir's life and usually in their behavior. They become seething plotting coils of
only after their first 50 years. The female will go into a heat hatred and death. Their drive to eradicate the dragon
that is only indicated by the desire to mate. She will travel consumes all behavior only stopping to eat if absolutely
looking for a male and then try and entice the male for a necessary as they are singular in their goal. Dragons are not
mating arrangement. A female will display a dance in best typically bothered by behir as they are rare but aware of the
terms indicating she wishes to mate. She'll stand up with as dangers if they do know of one. Behir will plot against a
many front legs in the air as they can and seemingly to dragon and make swift action to kill it usually by going as far
violently sway left to right blasting lightning in the air until as sneaking into their lair. It's not uncommon for a behir to
the male accepts by blasting lightning in the air as well. It wait on the ceiling of the dragon's lair for the unsuspecting
seems that they only mate out of convenience or an urge to dragon. They lead with their blasts of magic then drop and
propagate as the criteria on a mate seem to be inexistent. the dragon's head and neck constricting their mouths and
During this mating time the pair will continually mate until throats shut to suffocate them. They like to then dig and tear
the female produces eggs somewhere nearby and at which at their wings while constricting and blasting them with
part she travels back to her original home. They hunt abandon when they can.
together and eat together during this period that can last If the dragon survives this initial assault and manages to
months. The seemingly only benefit is that having a mate free themselves they are likely to either be too torn to fight or
allows them to take on larger foes but even that seems rare. flee if the behir is successful. If the behir is not then the
Normally disputes between behir are rare as they just keep dragon usually has the upper hand at being far more
to themselves and can even overlap territories given their intelligent and powerful. If the behir doesn't think it has
eating schedule, but females will fight over a male. Females damaged the dragon enough it will flee for the time being
work quickly to find a mate since eating on the road is until the next opportune moment to strike. This can be a long
dangerous without decent protection to digest food and a while later or simply the next time the dragon exit's their
rival makes that journey harder. They also are susceptible to home and it the behir was waiting just out of sight to try
another behir taking over her lair in the absence at which again. If the behir continually fails or becomes badly
point they will have a rare territory dispute. Usually a damaged enough in a fight that it comes close to death it will
newcomer won't take a lair that seems occupied not wanting instead flee and abandon its lair searching for a home far
to fight and rather keep their lives more simple. away from the foul dragon.
Intra-Species Observations
Above all a behir is predator. Any creature it deems worthy to
eat without a high risk of injury it will try and devour. Their
large size and cunning tactics make most creatures they
encounter an easy fight. They are out for food and will return
to their cave only when they've devoured enough to go
hibernate again. This can mean many creatures if they are
not large enough, typically they eat about 5 cows before
retreating to their lairs. If they are lucky
1 giant or other larger creature will suffice.
They avoid communities from experience, as communities
have more numbers than they can eat but always have a way
to gather more than they can handle in a fight. They don't
know why more creatures show up but they learn that it will
happen when they attack a town or village.

22
Variant Species
Behir are usually varied by their habitat and are surprisingly
adapted to combat dragons of those habitats.
Blue Behir - as by name they are blue in hue ranging from
brilliant sapphire colors to turquoise. They are the mostly
described above as they have a line of lightning as their blast
and inhabit the fields, hills, and mountains.
They usually encounter red dragons in these habitats.
Black Behir - are strange for their habitat but effective.
They are black as by their name but inhabit colder regions of
the worlds that have snow. Their body temperatures are very
high and have a much quicker metabolism then other behir.
They spew a line of hot acid that easily melts snow and ice.
They usually encounter white dragons.
Red Behir - are dangerous and cunning ambush predators
of the swamps and flooded forests. While not aquatic they
hang around the lower bows of trees waiting for prey to pass
underneath. They are devastating with their line of fire that
easily ignites the gasses of the swamps to their advantage.
They are not well camouflaged but few creatures in the
swamp worry about the trees when something could be
lurking under the murky waters. They usually encounter
Black dragons.
White Behir - These behir are very strange in their hiding
tactics as they find larger trees and simply cling on to the
trunk head down vertically. As they lay very still they grab
nearby animals or leap at them from the tree.
They are still quite large and to most they are not well
hidden on a tree trunk. But to deer (their most common prey)
they engulf the whole tree and are nothing more than a
background. They have a freezing line for their breath blast
that traps foes as it goes in for the kill. They mostly encounter
green dragons.
Green Behir - These specimen are almost comical in
behavior. They have dark green prickly scales and from a
distance resemble a cactus. They live in the deserts of the
world and scurry behind prey's backs and when it thinks it
will be looked at quickly rears up holding its legs out and up
to look like arms of a cactus and looking straight up. They
normally feed on camels and try to keep to the night for their
hunts. They do end up hunting through the day but to less
success and move far less preferring shade or dig under the
sand waiting to ambush prey. These Behir have a unique
breath blast in that it is a gaseous line that when contacted
dehydrates the victim quickly. They have little trouble
obtaining water as they drink it from prey with their
pronounced fangs then feed on the dehydrated corpse whole.
They are common enemies to blue dragons.

DM's Toolbox
Behir are an interesting fight with their capture a
member fight the rest tactics and are unlikely allies
in a fight against a dragon. Here are a few scenarios
you can use them in.
Challenging monster fight
Challenging Ambush
Unlikely ally in the coming fight against a dragon
Livestock disappearing down a whole every few
weeks.

23
Beholders have a large mouth and small nasal cavities that
Beholder make up the rest of the face. The small cavities appear just
"Oh please! Do come in! Marvel at the splendors of my abode below and to the sides of the eyes an above the top corners of
but take your time you're going to be here for a while. " the seemingly smiling mouth. The mouths are very large with
-- Yintha the Terrible several curved sharp teeth to shred food to bits before eating.
All of the Beholder's organs are contained within the lower
Introduction portion of the spherical body, behind the mouth. They
possess lungs, intestines and stomachs that are all tightly
The Great Mother, whose origins are unknown, created many packed. They excrete through a tiny hole in the underside and
abominations and the worst among them was her children back of the creature. Around all the organs and the skull is a
the Beholders. They are just as evil and intelligent as her but thin bladder filled with a light gas, making them buoyant and
far less chaotic and thus more organized. Seeing the threat giving them the ability to float.
even to herself she devoured each and every one of her The majority of their body internally behind the large
children aside from her son Gzemind who alone escaped only central eye is their massive brains. The brains are large and
due to his uncanny affinity for illusionary magic. Gzemind developed further in most areas then any human other than
paved the way for many more and is worshiped by Beholders that of motor skills as they only need to worry about eye and
to this day. mouth movement. Inside of the brain which almost seems to
Since then the Beholder race has multiplied and diversified make the brain itself a 2nd skull is the Levitus Magnus. This
to an alarming degree. Although long ago and in distant organ is certainly responsible for the unusual way that
places unknown Beholders are a threat to any and all who beholders fly by controlling the amount of the buoyant gasses
encounter them or their web of control. Beware when facing produced and stored in the beholder. It is also theorized to be
this adversary as they are cunning and dangerous, they the origin of the antimagic cone and source of the powers of
surround and protect themselves by many traps and slaves. If the eye rays. This has been observed a few times as when a
you manage to meet one face to face you'll understand the slew Beholder still emits and antimagic cone as it grotesquely
folly of even trying to find them as few ever make it out alive floats in midair unless this organ is removed.
and none unharmed gravely. Beholder flight is slow but skilled. They seem to only move
Due to their belief of superiority a Beholder is afraid of at a swift walking speed but entirely in control of their
almost no being outside of an old dragon. They know their movements. It is theorized that this is practiced since young
limitations but do not openly admit them. Despite this beholders seem to bob and weave far more clumsily then
attitude they are phobic of losing their teeth. Beholders have adults although the exuberance of youth cannot be
been known to go mad over some teeth lost in a fight. discounted. A beholder can move in any direction almost
Panicking and screaming their dooms. Intelligent and effortlessly it seems and by will of the mind. They are usually
reasoning beings until they lose a tooth. found closer to the ground and make their lairs underground.
Higher altitudes are less comfortable as the gas bladders
Physiological Observations inflate for altitude in flight making them stretch in size.
Beholder while vast and varied have some similar traits to Beholders are asexual and produce children in clutches of
them. Each and all are a floating orb of flesh around 10 feet 2 to 4 eggs every century in there millennia of life. They find a
in diameter with usually a large central eye above sharp high secluded perch and regurgitate the eggs and leave them
ghastly teeth. For most eyestalks are attached to the top of to their own devices. After a few weeks the rotten revolting
the orb looking all directions. Few would ever consider a smelling leathery eggs produce smaller fully capable
beholder anything more than revolting other than themselves. beholders that start their life of building their riches on their
Beholders most notable features are typically the eyes. own. In just 50 years they reach full size and adulthood.
With they're large central eye and eyestalks, on the top of the
orb, they possess site in all directions from them aside from
directly beneath themselves. The eyes are also the most
dangerous weapons of a beholder. The central eye emits and
antimagic cone that extends in front of them and in their
main line of sight. This essentially is a zone of no magic and
even weapons of brilliant power lie dormant in their gaze.
Then each eyestalk can cast a ray of magic every few
moments. These rays are dangerous and varied depending on
the stalk. Fortunately the eye stalks can only turn 90 degrees
so thus most can only look in 1 quadrant of themselves
allowing more cunning adversaries to avoid the most
devastating rays.
Each ray can be found in 1 of 4 quadrants. These
quadrants are front, left, right, and behind in relation to how
the beholder is facing. Every quadrant extends to 100 feet
from the beholder and represents where the eyes can look.
There is slight overlaps in quadrants leaving no blind spots
at all unless directly beneath the beholder.

24
Social Observations Variations
Beholders can be described in 1 word socially, xenophobic. Beholders come in many variations and vary in many ways.
They hate all other creatures and only tolerate them as Each entry bellow details the deviations from the average
dominated slaves for their purposes or designs. This extends beholder.
even to members of their own race. If you aren't them they Eye Tyrant: This is the usual beholder described as above
hate you is the bottom line. with Charm Monster, Charm Person, Death, Disintegration,
They do exist in a society of social importance. The more Flesh to Stone, Cause Grievous Wounds, Telekinesis, Sleep,
material gains the more powerful you are considered in Slow, and Fear rays adorn the 10 eye stalks. They typically
Beholder thinking. Beholders jab and boast about their carve their lairs out with disintegration rays and favor vertical
standing forming rivalries instead of friendships. Beholder pathways due to their unique ability to fly. They will usually
communities do exist but community in a loose sense more reach in 10 feet diameter.
like hated neighbors who'd kill a common threat. Elder Orb: These are stronger versions of Eye Tyrants that
There are social gatherings of beholders that they hold in are around 15 feet in diameter. They are rare but somehow
their lairs. They show off their best and most expensive even more dangerous.
ornaments (which may include slaves and victims of their Eye of the Deep: These are the aquatic variants of
flesh to stone rays) to everyone boasting of their power and Beholders that instead have only 2 eye stalks (Disintegrate
presence. The other beholders go in sense of superiority that and Death) they also have 2 arms ending with crab like
turns into haughty over bearing narcissistic verbal sparring. pincers extending in-front of them. They are typically 8 feet in
These are typically held by one member or another almost diameter and a dark blue or green hue.
monthly as gloating and showing off seems to be a Beholder's Beholder Mage: These are Eye Tyrants that have plunged
greatest joy. out their central eye to learn a higher level of spell casting. On
When another beholder dies the community then races to top of their eye stalk rays they possess the powers of any well
the deceased's lair to loot and pilfer what they can. They only trained wizard. Their lairs are treasure troves of knowledge in
take a few items but almost always go for the best items. They the arts of magic more so and extravagant libraries.
can only carry so much with their telekinesis eyes. Most Death Tyrant: Ever wonder what happens to a beholder
beholders pay homage or worship the Great Mother and who embraces undeath as a Lich? You get a Death Tyrant.
think themselves' her perfect creation. There are Beholders These are the gigantic skull floating magically with red
who instead recognize Gzemind and consider themselves a floating orbs for each of the 11 eyes. They are full capable as
higher being then even the Great Mother. they are in life but their rays are all dealing with undeath and
necromancy. Their gaze no longer dispels but instead raises
Intra-Species Observations the dead.
Beholders are not openly aggressive at first usually when Death Kiss: Beholders afflicted by vampirism are
encountering other beings. They prefer subterfuge and dramatically changed. The eyes stalks become hideous
subtlety to outright aggression. Typically a beholder will only lamprey like appendages that suck blood and they lose their
reveal themselves as part of a scheme and let their minions antimagic ray and lose their mouths entirely. They now also
do the bidding. They are very adept as the puppet master or emit a dangerous electrical aura around them, a side effect
wizard behind the screen. yet unexplained.
All other creatures are playthings or ornaments to a Eyeball: Small and weird beholders only measure a few
Beholder. Many times I have debated which is a more alien inches in diameter. They only have 4 eyestalks (charm
and off-putting interaction when speaking with a Beholder or person, Charm Monsters, Sleep, and telekinesis) and are
an Illithid. Both hold an alien way of reason are far more self- popular with some humanoids as very intelligent familiars
absorbed then seems even possible and are seemingly on the that may have some of their own agendas.
precipice of murder with each passing moment. Typically a Gauth: These Beholders are strange as they feed on magic
Beholder likes to gloat and show off how great they are and for sustenance. The central eye is fused shut by an
exact immediate and harsh punishment on interruption. overgrowing plate over the eye and thus blocks the antimagic
Then when they've spoken their agenda they kill, capture or cone the eye emits. They only have 6 eyestalks and have
mentally enslave their audience. Disintegrate, Telekinesis, Death, Drain Magic, Polymorph
Usually a beholder has as many as 15 to 20 humanoid and Flesh to Stone. They then have 4 feeding tentacles.
dominated slaves tending to their every whim. On top of that Gouger: These Beholders are cannibalistic predators. They
they keep every creature they've turned to stone as garish mostly prey on other Beholders using their antimagic central
decorations around their homes. If there were any way to eye and immunity to other beholder's spells to suppress and
revert the process many individuals would be saved in one then devour their prey. Their eyestalks are used only for sight
cavern. and are magically useless. They do not float but crawl on 4
Beholders create a network of spies and contacts out of legs and can jump with great speed and to great distance.
their more cunning and useful slaves. This has been observed Their tongues are long and hard ending in a sharp point.
to corrupt whole cities with the beholder being the crime They will shoot their tongue gouging their prey and reeling
boss savoring every moment. them in for a meal. They are large almost 25 feet across and
despite their brutish tactics are just as smart. Be wary they
prefer Beholder but will eat anything if needed.

25
Spectator: These Beholders don't vary much except in
outlook and personality. They value knowledge above all and
are usually neutral in wheel unlike their evil kin. They have
been known to from friendships with humanoids for mutual
benefit. They are smaller in size usually around 6 to 7 feet in
diameter.
Director: These are beholders that prefer to dominate
animals instead of humanoids. They only have 6 eyestalks
(charm animal, telekinesis, Disintegrate, Death, Sleep, Flesh
to Stone) and 4 clawed appendages. They usually ride giant
rats or weasels hooking on with their claws. They're normally
only found in larger Beholder communities.
Caco Beholder: A fairly new discovery and a dangerous one
indeed. Just as evil but have drifted into chaos, close to ideals
and mentality of the Great Mother. Murderous and
uncooperative to any being they dwell in the layers of the
abyss. They are 10 feet across and instead of eyestalks they
are adorned with curved upwards facing horns. Their central
eyes are green and seem to pulsate with electricity. They hurl
lightning balls from their mouths and will viciously tear apart
enemies with their teeth. They are red in hue and float with
twice the speed of their kin.
Hive Mother: The second most dangerous beholder kin.
They are much larger, as much as 30 ft. diameter and have
the same eye rays as an eye tyrant. They are far more bloated
looking and have the ability to substitute any of their rays for
powerful rays of dominance. They instead of enslaving
humanoids or animals they enslave and build whole
communities of beholders. They are theorized to be the direct
spawn of the Great Mother after she purged her first children.
Overseer: The most dangerous of all the beholder and are
an immediate threat to any creature they plot against. They
are gigantic 50 ft. trees of flesh with 3 mouths on the trunk
and eyes for leaves. They have an eye ray for each leaf which
can be thousands. They also have considerable psychic
powers and have been heard of crushing creatures simply
with their telekinesis. It's thought that Gzemind became the
first Overseer and has since taught others worthy enough the
transformation.

DM's Toolbox
As a DM beholders are a fun villain. They are
powerful beings on their own but more powerful in
their lair and surrounded by their allies. Beholders
are also very intelligent and political and can make
for a good amount of fun and intrigue. There's
many ways to use them, heck why not an evil
campaign run as thugs for a Beholder boss?

26
Blight Behavioral Observations
"Observant, are you? Pardon, my laugh, but you're not the Blights will form parties with different blights filling different
first to make that claim. Tell you what, leave a hundred gold roles. However, their strategies are not reactive; they do not
here and walk a half mile into that dead forest. If you come have the intellect to adjust tactics in response to their
back, I'll double your hundred; if not, well... I haven't had to opponents. So while they may have a sound overall strategy, if
double anyone's stake yet." it is not wholly successful, the blights will fail because of their
-- Gevian Snarklehood, gnomish tinker at the edge of the limited tactical abilities. Blights have no sense of self
Wastewood. preservation, and they are spiteful, evil creatures completely
dedicated to the suffering and death of other sentient
creatures. If the choice is inflict damage and die, or survive,
Introduction blights choose to die while inflicting damage.
Evil plants with a taste for blood. Blights are a versatile Destroying the Gulthias tree frees the spawned blights
monster that is often overlooked. They are created by an evil from its influence, and destroys the hive mind, sending the
that infests a plant (referred to as a Gulthias tree). Legend is blights on a near mindless rampage almost like mindless
that the first Gulthias tree was the byproduct of killing a undead.
powerful vampire.
Inter-Species Observations
Physiological Observations Blights will interact in a cooperative way with other blights. A
Blights are plants that have been tainted with evil. They have creature that deliberately creates a Gulthias tree exerts
the form of the plant they are corrupted from, but a dead influence over the blights centered on that tree, but that
version of that plant. So twig blights look like a small, drying influence has limits. A controller might be able to dissuade
stick; needle blights look like a dead bush; vine blights look the blights from overrunning and consuming a village in its
like a span of decaying vines. path for a short time, but ultimately the blights are going to
When motionless, they appear as dying plants and are succumb to their compulsion and destroy the village even if it
generally unperceivable as different from a mundane version is under the protection of their master. Beyond those
of that plant, but when closely inspected, they have features influences, blights attempt to destroy any life they encounter
that are reminiscent of humanoid faces, although most lack with no negotiations possible. There is nothing they value
speech. Most are bipedal with legs formed by a split trunk. other than death and destruction to form a basis of exchange
Their color always resembles an unhealthy plant, and is and negotiate with, not even their own existence.
usually brownish, although very occasionally, one will retain
green spotting.
DM's Toolkit
Social Observations Blights as listed in the Monster Manual come in
Blights community (infestations) are centered on their three forms (CRs 1/8, 1/4, and ). This CR range
respective Gulthias tree. This may be a remnant of the restricts them to lower level minions protecting a
original Gulthias tree spawned by the ancient vampire, or a stronger central evil force. The Gulthias tree, can be
tree converted by a new and different evil. Sometimes the presented as an uber-trap type encounter
conversion is deliberate, but sometimes it occurs as a surrounded by blights as minions.
byproduct of a particular event - a powerful evil creature's While PCs quickly outgrow blights, the needle
blight is particularly suitable for advancement. It
demise, a powerful evil creature establishing a lair, a breech has no traits that inherently affect CR, so advancing
to one of the lower planes, etc. it is merely a matter of adjusting AC, hps, to hit and
The blights spawned will be directed by the central damage to coincide with the listing on Dungeon's
Gulthias tree which always has the nefarious goal of Masters Guide p.274, and probably adding 1-3
corrupting all creation and converting it to an expanse of Legendary Resistances to make it more survivable.
blight infested jungle with it as the primary plant. The blights So need a CR 10 minion of a BBEG: AC17 (natural
will cooperate and achieve a rudimentary hive mind that armor), HPs 198 (36d8+36), to hit +7, Dmg 63
yields coordination beyond what their Intelligence would (18d6), Legendary Resistance (1/day)
suggest is possible.
Their culture is dedicated exclusively to their vampiric
inclinations. They literally live to kill creatures and drink their
blood. They have a very rudimentary individual intelligence,
and the few that are capable of speech revel in crude humor
associated with killing other sentient creatures and draining
their blood that appears to be appreciated by the entirety of
the blight population as indicated by the rustling of limbs that
implies laughter at the end of the profane jokes.

27
Bugbear Social Observations
The easiest way to find a bugbear, is to let it find you. Most scholars would laugh at the very notion of bugbear
--Hobgoblin proverb society; in some academic circles, they're considered less
organized and civilized than orcs. And indeed, the goal in life
for the average bugbear is quite simple: To survive, to eat well
Introduction every day, to acquire themselves a hoard of treasure, and to
Among the goblinoid races, bugbears are often thought to be satiate their bloodthirsty love for hunting and fighting.
the least civilized. These massive, hulking yet incredibly Naturally, those goals are all attainable through the bugbear
stealthy brutes prowl the countryside on the borders of lifestyle of raiding, hunting and pillaging any and all weaker
civilization, mercilessly killing and eating anyone weaker than than themselves.
themselves. Despite their brutal nature, however, bugbears Bugbears feel no real connection to family or kin. They
are quite intelligent and cunning. Completely carnivorous and rarely form tribes, and are just as likely to kill each other as to
borderline cannibalistic, bugbears are feared even among join forces. Bugbears care very little for other bugbears, or
other goblinoids, as they have no qualms with eating their indeed, other creatures than themselves, but since they can
smaller cousins. Sharing not the hobgoblin love for open see the value of working together, they are not beyond
battle and conquest, bugbears concern themselves primarily teaming up with other goblinoids. Groups of bugbears form
with their own survival, and rarely wage open war against small hunting parties not unlike wolf packs, and several of
other creatures, preferring to ambush travelers or raid these groups often fight other groups over territory or
defenseless farms, disappearing as quickly and silently as treasure. Gender means very little to a bugbears role in the
they came. Bugbears are egoistic creatures and are as often group: Regardless of gender, the fiercest bugbear, the chief,
encountered alone as in company of other goblinoids. leads the pack, eats first and takes the largest part of the
treasure, and the remaining ones fight over the scraps left
Physiological Observations behind. If lone bugbears encounter goblins, they will usually
rise to leader positions through brute force and enslave their
How boogiebears 're made? Y'see, when a very ugly bear and smaller brethren. Bugbears often serve as mercenaries in
a very ugly hobgobbin love each other very much... hobgoblin armies, provided they are paid well in coin, food
Borden, human peasant and 'boogiebear expert' and drink.
Bugbears are almost universally incredibly tall and A bugbear's ultimate allegiance is to itself, however, and
muscular, the smallest of them being the size of an average they do not entertain any desire to die in combat. As such,
human, and the largest being 6 or 7 feet tall. In some ways, when its life is on the line, a bugbear will usually flee a battle,
they simply resemble bigger hobgoblins: They stand upright, gladly abandoning its allies for its own sake. When a bugbear
they have sharp, triangular ears, and have rather big teeth as is encountered alone, this is usually what happened.
well. However, they also sport numerous bearlike features, The only beings that bugbears show a nugget of deeply felt
such as claw-like nails (Who aren't quite large enough to respect are their deities, mostly Hruggek. Though bugbears
effectively be used in combat), a bear-like nose and a coat of have a small pantheon of deities, all of whom are lesser gods
shaggy fur covering most of the body, barring the face. The or demigods from the lower planes, Hruggek is by far the
fur is thickest and darkest around the face, and the color of most popular and the mightiest, bossing the other gods
the fur usually matches the creatures' skin colour, ranging around. He appears as a humongous bugbear of 12 feet, with
from pale yellow (for bugbears living underground or in cold an equally humongous two-handed Morningstar. It is said that
regions) to dark orange (For those living in warmer, more he prowls the lower planes, killing and eating anything in his
sunny climates). Despite their rather large size, bugbears are path, be it demon, devil or otherwise. His home is said to be
very agile and above all, incredibly stealthy. The perfect in the plane of Acheron (Some sources suggest the plane of
combination of brawn and subtlety, bugbears are capable of Pandemonium), where he allegedly lives in a great cave filled
one moment sneaking silently up on an unsuspecting foe, and with talking, dismembered heads, called Hruggekolohk.
crushing them to pulp in the next. Unsurprisingly, bugbears Sometimes the other bugbear gods hunt with (or rather
are incredibly talented hunters. under) Hruggek, but it does not happen often as they
Bugbears typically wear sparse (or no) clothing stolen from generally try to stay out of his way. Hruggek represents all
smaller humanoids, which they do not tend to wash. They do, that a bugbear wishes to become:
however, make sure to keep their fur relatively clean by A powerful and strong hunter and warrior, feared by all the
bathing in rivers or lakes occasionally, but not more than other beings in the region, eating what or who he wants,
practically necessary. As such, bugbears tend to smell a lot, taking what he wants and dominating his neighbors. Hruggek
their clothes even more so. Bugbears tend to care little for is usually invoked when bugbears battle against others of
looks and appearance, but some of them do occasionally their own kin or other humanoids, whether over territory or
groom the mane of fur surrounding their faces, giving the for other reasons.
illusion of bugbears having hair and beards. In reality, the two
are one big mane. Both genders have the same amount of
facial hair, and there is little difference between male and
female bugbears, though the females tend to be slightly
larger. As such, other humanoids (including other goblins)
usually have a hard time discerning a bugbear's gender.

28
Another very venerated bugbear god is Grankhul, the god of Some civilized humanoids have spitefully likened bugbears
hunting, senses and surprise, and the second-most powerful. to lowly predators with humanlike intelligence, which might
While Hruggek is seen as the symbol of the bugbears' actually be quite true. However, bugbears do not take insult at
physical strength and fortitude, it is said that Grankhul was this. They are carnivorous creatures and natural hunters, and
the one who taught them to be stealthy and agile, and to they live according to what their instincts and impulses tell
ambush their prey rather than giving them a fair fight. them. As such, assuming you could get into a philosophical
Bugbears see hunting and stalking as a ritual act to Grankhul, debate with a bugbear (which it is capable of if it feels like it,
and whether the goal is hunting for food or raiding for which it rarely does), it would argue that its lifestyle is only
treasure, Bugbears view and refer to both as a Hunt and natural, and liken itself to an apex predator, the civilized
invoke Grankhul for success. world being its prey. A bugbear sees no distinction between
Skiggaret, the bugbear demigod of Fear and messenger of hunting a deer for food or burning down a village for
Hruggek, and Stalker, the vengeful bugbear god of death, also treasure, weapons and armor (and eating the inhabitants).
receive moderate veneration among the bugbears. They are Morality, a bugbear would argue, is an abstract and frankly
also believed to have a god of fertility. unnatural concept. To bugbears, there is no Good or Evil:
Bugbear clerics (Usually called Godspeakers or There is only prey, predators and the Hunt.
Warshamans) are rare, as bugbear religion is far from Bugbears generally do not craft much (Aside from
organized and bugbears tend to be uncharismatic creatures primitive, wooden weapons such as bows), as they believe
unwilling to study or work. However, occasionally one of the that just as their prey provides them with food, they are also
gods finds a worthy champion with a silver tongue and a supposed to provide them with weapons and armor if the
strong spirit, and such a creature can usually attract a very bugbear is strong enough to take it. They generally feel that
large group of followers with its powerful magic and inspire hard work is for lesser creatures than themselves (such as
great religious fervor. As such, whenever great hordes of goblins and hobgoblins). They are capable of making a
bugbears assemble and go to war, usually a cabal of Bugbear number of basic traps, primarily through using rope to make
clerics uniting under a common cause leads them. net traps, but prefer to stalk and kill their prey personally.
Generally, the goal of a bugbear is to enjoy life to the fullest,
Behavioral Observations which usually involves making it miserable for all other
Aside from their love of carnage and treasure, bugbears enjoy creatures it encounters.
the simple pleasures of life, such as eating, sleeping, mating Inter-Species Observations
and hunting, and they view themselves and other intelligent
beings as natural parts of the food chain, of which they Since bugbears have a tendency to kill everything they meet,
usually consider themselves on top. Just like bears, bugbears rather than negotiate, they rarely ally with other creatures
get the urge to mate annually, in spring and summer. This will unless they serve a more valuable purpose than food. Even
cause the males in the group to fight amongst themselves to when they are not in the killing mood, the egoistic and
impress the females, after which the winner must fight and mistrusting nature of the bugbears tends to make relations
defeat the female in order to earn the right to mate. with other creatures sour at best. They sometimes find hire in
Sometimes it's the other way around, with the females civilized societies as bodyguards or mercenaries, which they
fighting over the males. Oftentimes, when many bugbears are excel at as long as they are paid handsomely in food and coin,
gathered at the same place in the mating season, what but their loyalty is shallow; a higher bidder or the threat of
appears as a great battle between rival groups may just be a death will cause a bugbear to change sides on a whim for its
mating ritual. own good. When bugbears do work together with creatures
Bugbears are pregnant for about as long as a human, and other than themselves, it is usually with other goblinoids.
carry one child at a time. Children stay with their mothers, Goblins: Individual bugbears find great delight in
learning to hunt and fight, until reaching adulthood at about oppressing their smaller brethren into their service. Goblins
12 years of age, after which they strike out on their own, the subjected to the rule of a bugbear work tirelessly to delight
mother no longer wanting anything to do with them. their new chief, or the latter might choose to eat them.
Bugbears seem to have lifespans slightly shorter than Bugbears find goblins useful for providing them with
humans, but despite their desire for survival, few die of old armaments and for assisting it in hunts and raids, but does
age. The average lifespan for a bugbear is around 20 to 30 not care in the slightest for its underlings. Bugbears treat
years, but if it isn't killed, it is assumed it could live up to goblins like dirt, bullying them mercilessly into submission
around 70 years. and killing any who shows signs of rebellion.
Hobgoblins: Bugbears see hobgoblins as weak, and inferior
to themselves, but are quite aware that their organization and
tactical skill makes them formidable foes. Bugbears find that
assisting their lesser kin in waging their many wars can make
them a decent living, but they demand a great amount of loot
and food in exchange, and do not take orders well, preferring
to be in charge themselves if possible. Bugbears serve as
scouts and shock troops for hobgoblins, often being on the
front lines ready to break the enemy line apart. However, just
as with any other creatures, a bugbear will likely abandon its
smaller employers if it gets into a potentially life-threatening
situation.

29
Barghests: Bugbears do not take well to the dominating
nature of these creatures, yet they fear them due to their
considerable power. Nonetheless, bugbears will rarely find And remember, bugbears always try to escape with
themselves subject to the leadership of a barghest, believing their lives. If the party manages to overpower the
it to be a demon sent by the gods of the lesser goblinoids to bugbears, they will in nearly all cases flee and come
bully them, and encountering one means bad luck and ill back another time for revenge, possibly with the
fortune. As such, the more pious of bugbears will likely attack aid of goblins. If bugbears have goblins under their
a barghest on sight. service, they will likely send them in to serve as
distractions and meatshields, wearing the PC's
Orcs: Bugbears respect orcs for their great physical down and chipping away at their HP before the
prowess, but only in the same way as the lion respects the bugbears finally close in for the kill, leaping from
tiger. Orcs are enemies and competitors, and the two species the shadows where they've been waiting the whole
rarely, if ever, get along at all. Orcs and bugbears are almost time.
never encountered close to one another for longer periods of The best way to use bugbears is when the PC's
time, as one side will eventually annihilate the other. Others: are not expecting them, and as such, they should
Unless the creatures unfortunate enough to have bugbears as be used sparingly. Do not send the PC's out to
their neighbors are strong in numbers and have enough gold clear out a lair of bugbears, in fact, don't even
and food to hire the bugbears for their armies, the bugbears mention their existence at all; send them to clear
will attack them indiscriminately. Unlike goblins, they find out a lair of some other monsters and, out of the
that humans and dwarves make poor underlings, and that blue, let the bugbears ambush them on the road or
elves and orcs rarely wish to pay them as much as hobgoblins in the forest to catch them completely with their
will (Or more commonly that they outright refuse to work pants down. If the PC's are investigating a goblin
with them at all). The usual bugbear response to an camp led by a bugbear and the bugbear hears them
coming, he won't openly challenge them and
encounter with any non-goblinoids is to steal, stalk and slay. mindlessly hit at them until he dies or they die;
he'll hide, wait and judge his potential for winning.
If the PC's seem to be overpowering his goblins
DM's Toolkit and are too much of a match for him, he likely
Didn't see that one coming did you? won't even try to fight them and flee, never letting
Laughing, sadistic DM playing bugbears right. the PC's know he was there at all, or he might try to
Bugbears are the perfect creatures for catch one of them alone or ambush them later in
ambushing the players with brute force when their travels.
they're the least prepared for it. Incredibly strong In any case, bugbears are -not- just another type
and incredibly stealthy, a team of bugbears of rank-and-file dumb monster that charges at the
ambushing the PC's dead at night while they're PCs and hits until it dies. Bugbears are survivors,
sleeping without their armor on is sure to scare the hunters and extremely tactical creatures, who will
living hell out of them if done right, and likely always try to flee and come back for vengeance,
cause them to flee without most of their better prepared.
belongings. The fact that these creatures usually Bugbears generally shouldn't be used often
hunt in packs and that one of them is likely (unless they're actually part of an organized army),
stronger than the others makes them even more but only once in a while to scare the shit out of
terrifying. your players and let them feel how it is to be
A bugbear sneaks like a cat, takes hits like a tank hunted, rather than being the hunter.
and gives hits like a truck. With both its Brute and
Surprise Attack abilities, a Morningstar hit from an
ambushing bugbear is going to hurt. A lot. A
Morningstar hit from five ambushing bugbears and
one ambushing bugbear chief is going to cause a
world of pain. And after the ambush, the bugbears
will still be able to hold their ground very well in
open melee against a weakened and terrified party.
Simply using bugbears as stand-in big brutes like
ogres or orcs is doing these monsters a huge
disservice, for the true and terrifying strength of
the bugbears lie in their ability to deliver really
hard-hitting ambush blows, giving them a rather
big edge in the following melee combat where they
continue to hit hard.

30
Life Cycle
Bulette Bulettes live a mostly solitary life, and have been observed to
Mayor Hillbottom's stroll through the fairgrounds was being roam a 'territory' up to 30 miles wide. They feed on meat of
rudely interrupted. nearly any sort and seem to have a particular taste for the
"Mister Mayor, you have to call it off!" flesh of halflings and horses, and a particular distaste for
The Mayor turned, sighing, "Not again..." dwarves and elves.
"Fanny Stoutman had two cows go missing just yesterday." The underground nature of their life cycle makes their
"She should keep better track of her livestock - we all know exact lifespan impossible to calculate. However, in the well-
that." documented case of the village of Brantenburg, the same
"But Mister Mayor - the sinkholes, the upturned trees!" Bulette was observed for a dozen years before the entire
The Mayor patted Garth on the shoulder. surviving population opted to relocate, at which point contact
"Garth, you're worried about a little hubbub miles away. with the creature was lost.
The County Fair is not a place where such things happen, Long term observation of several Bulette territories also
and I'm not shutting it down. It is a tradition. A time-honored suggests they spend at least four months in some sort of
tradition of feasting, games, dancing..." inactive state far below ground - perhaps hibernating or
"No! No dancing! That would -" reproducing - before returning to their more typical hunting
Thocka-thocka-thock-thock. A dozen clog-shod children patterns.
cavorted on the main stage. Garth went white. We classify the Bulette as an apex predator: the only thing
"Well, it's a bit late for that. Try to enjoy yourself." The that routinely kills a Bulette is another Bulette. Where one
Mayor gently moved the wide-eyed halfling off to one side to Bulette is a silent hunter, two engaged in mating rituals is
continue his stroll. apocalyptic. In a flurry of slashing claws and snapping jaws,
Thocka-thocka-thock-thock. the male Bulette proves his worth to the female through
Poor Garth, the Mayor thought. That's what comes of a intense combat that leaves a swath of destruction across
halfling going on too many adventures. Monsters on the miles of countryside or - in some unfortunate cases - nearby
brain. Thocka-thocka-thock-thock. villages. Once the female is sufficiently impressed, she
Then the earth split, and Mayor Hillbottom screamed. engages the male in mating after which her overwhelming
feeding instincts once again take over and she invariably
Introduction consumes the wounded and exhausted male.
The Bulette, or 'land shark', is a ravenous, solitary, burrowing Tactics and Habits
predator that sows sudden carnage wherever it roams. While The unrelenting viciousness of Bulettes created a problem
their reputation for destruction is well known, a detailed for researchers hoping to observe them in the wild. We were
study of the creatures has for centuries been stymied by one able to overcome this obstacle through careful use of scrying,
simple aspect of their nature: Only a fraction of a Bulette's life Scholar Vincini's heated-air balloons and mundane flight
- a few horrible and bloody moments of feeding every few magics and conducted a number of lengthy observations of
days - occurs above ground. In recent years however, our Bulettes on the hunt.
organization has undertaken a coordinated effort to develop Intelligence is one of the Bulette's few weaknesses, and as
the most comprehensive report to date on this legendary a result their hunting strategies are limited to pursuing and
beast. Our findings and methodology follow, but while there then brutally consuming prey. That said, even the most
is much to say about the Bulette, an initial summary requires cunning foe has found the Bulette's natural hunting instincts
only three words: Dangerous, underground, and hungry. to be sufficiently deadly and many a trophy hunter has met
their end seeking to 'outwit' a Bulette. When hungry (which is
Physical Form almost always) the Bulette will roam underground close to
The adult Bulette measures up to 20 feet long and weighs the surface. A finely tuned tremorsense allows the Bulette to
several tons - reports have been recorded of singular Bulettes detect movement on the surface and close in on its prey,
surpassing even these terrifying proportions. Under a thick, erupting from belowground with jaws wide. If the initial
bony carapace and equally thick leathery hide lie reams of attack proves insufficient to kill or consume the target, the
pure muscle that seem designed for unceasing burrowing Bulette is capable of relentless aboveground pursuit - making
and feeding. The Bulette sports massive jaws wide enough to powerful leaps of ten yards or more to crush, slash and tear
consume cattle and horses in a single bite, and four three- their victim to pieces upon landing.
toed feet ending in scooped claws that excel at digging. Like Typically, a Bulette focuses on a single, lone victim at a
many other terrestrial creatures they must breathe clean air - time. After making a kill, it circles underground to track the
but by sporting an incredible lung capacity, they are able to remaining prey and choose its next target, repeating the kill
spend the bulk of their time burrowing beneath the ground, process until all prey has been consumed or its hunger is
surfacing only briefly every day or so to take a single breath sated. Though many stories recount what could be
through a nostril hidden behind the plates at the top of their considered malign intelligence (e.g. eating a caravan's horses
back. Though the Bulette is reptilian in appearance, first and circling the disabled wagons for hours before finally
posthumous dissection by our scholars [Ed: With much killing the passengers) in practice this behavior was only
gratitude to multiple adventuring parties for the donation of observed infrequently.
the remains] point to a warm-blooded nature (much like the
common Armadillo) and to the birthing of live offspring
rather than egg lying.

31
Mysteries Remain
Above ground, Bulettes are capable of surprising quickness
and mighty leaps enabled by their powerful and well-muscled DM Toolkit
legs. But this cannot explain their truly incredible speed There is so much we could say about the Bulette. It
while burrowing underground. In fact, it is estimated that is a D&D original: One of the first monsters
Bulettes can burrow even faster than they can run! This fact, created specifically for the game way back in 1st
in conjunction with observation, leads us to one of two edition alongside the likes of the Owlbear and Rust
conclusions: Either Bulettes possess some undiscovered Monster. It's been in every edition since and it
burrowing technique (perhaps swallowing and rapidly remains an awesome monster for a DM's toolkit.
passing some amount of earth?) or there is magic at work. We
have observed that natives of the Elemental Plane of Earth Tips for running a Bulette
possess the amazing ability to move through earth like water. encounter:
Could it be that the Bulette species descended from native Foreshadow! A distant rumbling, passing by
Elemental stock? Still, there is ample evidence of Bulette upturned trees and sinkholes, reports by locals - as
burrowing uprooting trees and disturbing the earth, so this Spielberg can tell you, it pays to build some tension
mode of transit is at least somewhat physical in nature. The for an Act before the beast appears.
pre-eminent theory relates to a peculiar gland found within Hit and Run. The Bulette shouldn't appear and
the Bulette's throat, which secretes a fluid that some Wizards then fight to the death. Have it head back
and Alchemists claim capable of transmuting earth to mud. underground after the initial assault and give the
This theory is supported by excavations of Bulette burrows PCs a chance to plan/worry/pee their pants before
revealing muddy underground channels and may explain it returns for another pass.
their ability to move underground as though swimming - Use the Leap! Even if it's contrived or just for
because in fact they do! show, a Bulette leaping through the air is a thing of
beauty.

Bulette Plot/Story Ideas:


Jaws/The Great White Whale - There's a singular
Bulette out there that's smarter, bigger and more
deadly than any seen before. It's preying on a
community desperate for heroes to stop it, but it
has shown the cunning to evade traps and set
ambushes of its own. It has even attracted famous
monster hunters from far and wide - who don't like
competition.
Tremors - Ever wondered where Bulettes go to
have their babies? They just decided to do it in
your village. Dune - A guerilla/terrorist force is
luring Bulettes to their enemies using magical
'thump-thumps' that attract the beasts from many
miles away. Rumor has it they may have even
tamed the beasts to ride atop them into battle!

32
Bullywugs form communities with rather simple social
Bullywug structures. There will be a single dominant bullywug that all
"Bullywugs? They are just a part of the cost of doing business other members of the community obey without question. The
around the Mire of Dead Men. The good news is, being leader is not expected to be consistent, gracious, concerned
cowardly, if you add a couple extra guards to your caravan, for the safety of the community, nor have any of the other
they will mostly leave you alone... mostly" responsibilities that other races generally place on
-- Melnom Allcare, Neverwinter shipper. leadership. The leader is free to indulge his whims and is
expected to do so. The community obeys out of fear and also
Introduction because each bullywug enjoys the fantasy that at some future
point he will capture the leadership position and be able to
Brutish frogmen who view themselves as the rulers of the enjoy the same benefits.
swamps. They have a distorted morality, code of honor, and Bullywug communities vary widely in their traditions and
etiquette. They tax (raid) the areas around the swamps they culture because of the wide variation in the leaders'
inhabit. They have no concern for developing or maintaining inclinations. Some communities have a leader who is a self-
their environment, and seek only to exploit what is easily styled prophet and develop elaborate pseudo-religious rituals.
attainable. Some have a leader who is a self-proclaimed general, and will
Bullywugs lack the ability or inclination to develop industry develop complex martial orders. Regardless, no social
or even care for equipment. Any sort of improved item structure survives the transition to a new leader, who will
(weapon, armor, etc.) that they acquire will degenerate from invariably implement a culture suited to his own whims.
improper care rapidly in the swamp environment. Bullywug communities are sometimes vassal states of
more powerful entities, but bullywugs don't make good
Physiological Observations vassals. They always require more resources to maintain
Bullywugs are amphibian humanoids resembling large discipline than they produce in return for the effort.
bipedal frogs. They have bulbous eyes and a large maw Behavioral Observations
prominently lined with teeth. Their skin is smooth and
generally mottled in various shades of green. Their skin also Bullywugs operate in two modes - either completely
is always moist giving it a slimy appearance. They almost obsequious or completely dominant. The idea of equality is
always wear deteriorating light armor and carry spears or not a part of their makeup. In every interaction, they are
other simple weapons. either the dominant participant dictating terms or the lesser
Many bullywugs will wear a totem necklace with charms of participant obeying the whims of the dominator.
anything they perceive as having any value, but which most Bullywugs will not attack unless they are confident they
observers would regard as trash. have the superior force. But if they do, they attack mercilessly.
Bullywugs have a distorted and unpredictable sense of
Social Observations value. They often fixate on a trinket of no value - a shell or
While many races have advanced in their view of male/female shiny rock - and perceive it as highly valuable. Almost never
relationships, bullywugs are wholly male dominated. Females will their senses of value align with the wider world. Very
produce eggs and care for young. Bullywugs do not engage in occasionally, a female bullywug will escape the confines of
sexual activities except for reproductive purposes, so there is the bullywug swamp and emerge to be an adventurer.
no value placed on females as prostitutes, concubines, or Bullywugs are carnivores, but their preferred diet is fish and
other traditional sex roles. Bullywug homes are just insects. Occasionally they will gorge on larger prey.
subsurface ruts, so there is no value for females as Inter-Species Observations
homemakers. And bullywug social interactions are reserved
for males only, so there is no value in females as social Bullywug interactions with other races are generally difficult.
companions. Occasionally, a female emerges with qualities Bullywugs don't have the mentality to negotiate as equal
that make her proficient in combat, but bullywugs view these partners. So outside entities must establish a clear position
females as aberrations and they are typically expelled from of superiority at which point bullywugs will comply with be
the community. completely submissive. However, this behavior will endure
Communities vary on the process males go through to only as long as the position of superiority is maintained.
transition from the role of young to adult. In some, it is Usually, the utility provided by the bullywugs is not worth the
merely a state awarded upon observation of physical maturity, cost of maintaining the dominant position. Bullywugs can
but others have complicated rituals and/or tasks that must be communicate with frogs and other swamp amphibians. They
completed to assume adult membership. will often incorporate giant frogs into their defenses, and
because of their communications with the swamp fauna, it is
very difficult to surprise bullywugs in a swamp environment.
In the particular case of lizardfolk, bullywugs are mortal
enemies. They have competed for the same territories for
generations and developed a deep, racial loathing of each
other.

33
DM's Toolkit
Historically, there was some variation in bullywugs
presented. However, 5th Ed has only a single
statblock. It is a CR 1/4, so PCs outgrow it as a
challenge fairly early. The bullywugs' aquatic nature
can make for some interesting escape/chase
underwater encounters on to level 3 or 4, but that
is the limit of bullywugs as challenges for PCs.
Advancing bullywugs is possible, since they are
humanoid. They present a decent platform for
adding expected improvements.
Bullywugs make for interesting roleplaying
encounters as the bullywug tries to figure out if it
is the dominant or submissive. And even after the
roles are established, bullywugs complete
commitment to one role or the other often makes
for an interesting social encounter for players who
are used to negotiating as presumed equals.

34
Glabrezu
Cambion The abyssal child of a glabrezu is a large, hulking figure. With
"Of course. All those mortal women swooning over gallant pit spined shoulders, furry, digitigrade legs, and occasionally an
fiends. All those golden-hearted succubi blushing as men kiss extra set of vestigial arms, these horned humanoids are light
their burning hands. My darling, let me tell you a secret: of skin, with markings similar to their demonic parent.
devils don't love." Marilith
--Lorcan, half-devil son of the succubus Invadiah, formerly
the most powerful erinyes of the Nine Hells It was once postulated that the yuan-ti were descended from
"No matter how often I asked her, my mother only spoke of humans who worshipped and pledged themselves to the
him once: lavender-skinned, alluring but marred by self- service of mariliths, eventually interbreeding with them. Such
inflicted scars, hair like fresh cut mahogany, deep orange eyes an idea was slowly proven incorrect as we learned more of
that smoldered like dying embers, with a fiery temper and the yuan-ti history, but the connection is easily made once
cruel streak to match. I am lucky a penchant for piercings one has viewed a marilith-born cambion.
was the only habit I inherited." Occasionally indistinguishable from a yuan-ti pureblood,
--Aurelian Shackleborn, tiefling paladin of Sharess they may possess many similar physical traits; serpentine
eyes, pointed teeth, and even scaly skin, though these scales
Introduction usually manifest on the lower half of the body.
That is where the similarities end, however, as their fierce,
Just as all humans are at least somewhat dissimilar, so too warlike tendencies contradict the usual function of yuan-ti
are cambions varied and unique. In truth, there is but one purebloods as spies. Though rare, some do inherit the six
criterion that binds them together as a species: they are the arms of their mother, making them nearly unmatched
spawn of a mortal and a fiend. Their infernal blood inevitably combatants.
draws them to one conclusion: they are better than us, and
want to ensure that we know it. Nalfeshnee
Whether they choose to live their lives on the Prime What grave misfortune has befallen the poor target of a
Material Plane, or leave to enter the service of some demonic nalfeshnee's desire.
lord, each cambion feels a destiny stronger than most, and The corpulent, wretched spawn of such an undoubtedly
one can be assured that whatever path these half-fiends nonconsensual union are hideous, cannibalistic gluttons
choose, the lives of many will be changed in their wake. possessed of porcine features and habits.
Often bearing tusks rather than horns, and wings even
Physiological Observations more undersized than their demonic parent's, these bloated
beings enjoy nothing more than the indiscriminate
The red-skinned, bat-winged, reptilian-tailed, horned consumption of flesh and the visceral satisfaction that comes
humanoid with which you are probably familiar with from eating a creature alive.
represents but a small subset of the greater cambion
population. Their individuality is matched only by the many Succubus/Incubus
designations of humans; certainly far more subraces of Easily the most common cambions are those born of a mortal
cambions exist than those of dwarves or elves. man and a succubus. Cambion daughters of succubi are
The expression of their genes is as complex as any species. known as "alu-fiends," or "alu-demons," but there is
A cambion may be nearly indistinguishable from other functionally no difference between them and their male
members of its mortal half, or just as likely they may appear counterparts. Children born to either sex of these demonic
to be entirely demonic. Two cambion siblings might tempters can be indistinguishable from tieflings and many
seemingly be of completely different races, their infernal are capable of passing as humans.
blood manifesting in unique ways. Invariably promiscuous, they are generally attractive, even
Generally, they can be grouped and identified according to beautiful by human standards, if not for a few demonic traits,
their fiendish forebear, not unlike tieflings before the commonly sharp, pointy teeth, diminutive, batlike wings, and
ascension of Asmodeus to godhood. less commonly cloven, hooved, unguligrade feet.
The following is a list of fiends known to be able to produce
cambion offspring: Yochlol
The only form in which yochlol can mate with a mortal is that
Tanar'ri (Demons) of a female drow. As such, a cambion birthed from this
Balor creature appears as any other drow, though they are often
Balor-spawn are the cambions told of in old stories and chosen by Lolth to become powerful priestesses and agents.
legends. Skin like a vibrant ruby, diminutive horns outlined by
obsidian hair, large, leathery wings, and a non-prehensile tail.
Shapely, well built, undeniably attractive, these cambions are
very active in the affairs of mortals, easily influencing, ruling,
and manipulating them.
More than any of their cousins, save perhaps the child of a
pit fiend, these half-tanar'ri possess an unworldly ambition. It
would be wise not to cross one.

Glabrezu
35
Baatezu (Devils) Ultroloth
Barbazu (Bearded Devil) Rarest of the yugoloth cambions, children of an ultroloth and
One of the more humanoid of the baatezu, the bearded devil a mortal have a strange, alien allure to them. They are
gifts its children light purple skin, pointed ears, powerful slender, but muscular, with skin tones ranging shades of grey,
claws, a statuesque physique, and a thick, powerful tail. blue and green-grey being the most common. Tall heads and
Tendrils grow from their lower jaw, similar, but longer than ovoid eyes are complimented by abnormally small facial
tieflings with the blood of the Lord of Nessus. features.
Not particularly bright, they make fierce warriors and
respond violently to perceived slights. Night Hag
One method of hag reproduction involves the snatching and
Kyton (Chain Devil) devouring of a human infant. Not all hags are produced this
Were it not for the occasional unnaturally coloured skin and way. Cambions born of the unholy union between a night hag
eponymous chains worn by the kyton, they would appear and a male mortal are always female. The father usually does
nearly precisely human. So too, their cambion offspring can not survive this ordeal.
be hard to identify as such. Extremely well built, such half- They appear as normal members of their father's race, save
baatezu individuals find a natural proclivity toward self- for a few subtle differences. They might have abnormally pale
mutilation, scar-tattoos, and piercings. skin, blue or black hair that seems to be made of shadow,
Kyton-spawn are cruel and sadistic, enjoying both inflicting heterodichromatic eyes of unnatural colour, or a slight
and receiving pain. Beyond these not entirely unique hypnotic effect to their voice.
behaviors, they can be indistinguishable from other mortals. Rarely raised by their mothers, night hag-spawn are often
left at the doorstep of some unsuspecting couple. Upon
Erinyes reaching puberty, the night hag may visit her daughter, and
The child of a mortal, particularly human, and an erinyes over the course of thirteen magical rituals, transform her
would be the most difficult cambion to notice, were it not for unsuspecting progeny into a spitting image of the horror that
the large, majestic wings protruding from its back. Usually gave her life. If the hag cannot locate her child, or if the
red or black, these alone are rarely enough to realize the rituals are interrupted, the cambion may continue living as
heritage of such a creature. Possessed of an otherworldly any other mortal, though her hag blood will always call to her.
beauty, the spawn of erinyes are almost always tall, fair,
shapely, and universally aloof, viewing lesser races with Rakshasa
disdain, but not caring enough to express it. The nearly The most distinguishing feature of those descended from a
vacant, seemingly lost visage of these half-fiends, silhouetted rakshasa is the inverted hands.
by beautiful, black hair, draws the eyes of most mortals with Beyond that, they appear not unlike the shifters of Eberron.
whom they interact. Their facial features may include the yellow, slit eyes of cat, a
Woe to those who fall in love the spawn of an erinyes, for cleft-palate and snout-like nose, pointed, curved feline ears,
the only thing worse than their indifference is their attention. sharp fangs, broad nose bridges, and even a thin coat of fur
across their entire body.
Pit Fiend Their feline traits are as varied as any rakshasa, usually
Similar to the progeny of a balor, a cambion born to a pit resembling a cat of the material plane, commonly a tiger, lion,
fiend exhibits many of the traits that first come to mind when panther, or cougar.
thinking of evil outsiders. Red-skinned, though not smooth
like their balor born counterparts, patches of platelike scales
often appear on the shoulders and legs of these normally
digitigrade, clawed humanoids. Thick, black horns, sharp,
powerful fangs, and bright, glowing red eyes adorn the
strong-jawed head of these half-fiends.
Some inherit powerful, leathery wings capable of wrapping
around their entire body, and a long, prehensile tail.
Yugoloths
Arcanaloth
Cambion children of the arcanaloth are unusual, but not
unheard of. They often possess a more bestial form than
other half-fiends, with back and shoulder fur, long, bushy tails,
powerful canine teeth, hound's feet, long faces, and bright,
yellow eyes being among the most common expressions of
their outsider parentage.
Nycaloth
These cambions are some of the most similar to their
fiendish heritage. Nycaloth spawn tend to be large, green-
skinned, and brutish. Often fat, but unmistakably strong, their
arms and shoulders may be adorned with spines. Rarely, they
exhibit an extra set of arms.
Ultroloth
36
Social Observations Interspecies Observations
Cambions are as socially varied as any other individual Cambions almost universally view themselves as above other
mortal. How they view each other is equally as unique. races, especially that of their mortal half. This does not mean
Generally, they recognize the power of another cambion, but that they necessarily discriminate or exhibit behavior in this
are always wary. Rarely are cambions found to be in league manner, but they are prejudiced and hold this belief to be
with one another. true.
They might feel a twisted sense of kinship with siblings or Good-aligned half-fiends may experience a dilettante effect,
other cambions of the same infernal lineage, or they might as finding it easier to get along, at least on the surface, with any
equally likely dread and hate them, seeing each other as race more easily than most, depending on just how demonic
competition for favor in the eyes of their evil lords, their appearance is. Their natural emotional isolation makes
competition that needs to be eliminated. them highly effective at forming quick, loose bonds with those
Loners at heart, they never truly have a home on either the they meet, and easily rise to positions of leadership among
prime material or outer planes, and are never fully accepted strangers.
by either group. They are not dissimilar from tieflings in this manner, as
Cambions do not form societies with each other and do not most other species are unable to differentiate between them.
have any sort of culture to unite them. They are usually found
trying to subjugate and rule whichever settlement into which
they are born, often succeeding.
Rarely will they accept any form of mortal vassalship.
Those who choose to leave the material plane usually seek
out their progenitor and enter its service, often becoming key
agents in the fiend's machinations. Cambions are of
particular value as they have a much easier time of navigating
planar travel than outsiders, and are immune to banishment,
being natives of the material plane.
They acquire influence more easily than full-blooded
fiends, and tend to be favored by their infernal parent over
other subjects.
In particular, the demon lord Graz'zt has many of his
children in his employ. They generally look similar, inheriting
their father's beauty, grace, ebony skin, cloven hooves, and
six-fingered hands.
One notable exception is his daughter, Thraxxia, who,
despite being born to the demon prince of sin and a human
woman, appears as an alu-fiend.
Behavioral Observations
There is truly but one unifying behavioral trait present in all
cambions: a desire to rule. No matter from which fiend it
claims its infernal blood, the ambition of a cambion can only
be matched by humans and outsiders. Small wonder that
most of them are born to a human parent.
Their innate abilities put them leagues ahead of their
contemporaries from an early age. Those who are raised
among mortals exhibit wickedness, cruelty, ruthlessness, and
perversion. They instantly establish a favorable power
dynamic between them and their peers, often leading gangs
of miscreants as children, growing up to lead gangs of thugs
or full on uprisings and revolts as adults.
Those raised in the outer planes grow up knowing only
power, as that is the path to survival in those dark, twisted
lands.
Cambions are not devoid of feeling, however, and several
align themselves with the ideals of goodness. Those raised by
good-aligned mortals are naturally the most likely to reject
their fiendish nature.
Being so devoid of acceptance, they approach their tasks
with maximum effort in an attempt to prove that they are
worthy of the ego they possess.

37
DM's Toolkit
Cambions should be as fleshed out and complex as
your player characters. They've had a rough go of it,
they deserve something.
They can fit into any sort of campaign, whether
as a minor villain, an agent to an important NPC,
even as a quest-giver. When inserting a cambion
into your world, ask yourself the same questions
your players should know about their characters.
Where did they come from? How did they get
here?
What are my cambion's goals, and how do they
plan to achieve them?
Who was their mortal parent?
Who was their fiendish parent?
Are either alive?
What role does the fiend play in your world?
Are they important and/or central to the plot?
Choose a specific race of fiend and let that guide
you in creating the cambion's appearance.
How active are fiends in your setting?
Subsequently, how rare does that make
cambions?
Are there enough to encourage you to open
them up as a player race, using modified tiefling
rules or something of your own design? More than
just a combat encounter or obstacle for the players
to overcome, create a living, breathing entity in
your world; cambions can easily be movers and
shakers.

Some ideas for cambion driven story


arcs:
A political uprising is orchestrated by a cambion
from behind the scenes, weakening a ruler who
supports the temple of one of the cambion's lord's
enemies.
The party is sent to retrieve a scroll containing
the true name of a decoy BBEG demon, the
cambion uses this knowledge for personal gain and
becomes the real BBEG.
A cambion has assassinated a high-ranking
member of the church of one of the party
members. They must track this creature down to
capture or kill it. (Thank you Sepulchrave)
A neutral or good-aligned cambion is the key to
defeating his demonic father who threatens the
realm. He wants no part of it.
A cambion quest giver misleads the party into
freeing a devil bound by holy means. Get creative
with your cambion's background.

38
Carrion Crawler Social Observations
Most'a yah's stroll on up in here, complainin' bout sneak Carrion Crawlers can be called many things. Social is not one
creatures an' talkin' bout how you's would rather die starin' a of them. They attempt to paralyze and consume any and all
damn monster in the eyes than stabbed in the back. Know living things they encounter, including members of their own
what that tells me 'bout you lot? Yah never found yourselves species, whom they will eagerly attack if no other source of
face to face with a carrion crawler, cause if there's one thing I meat is readily detectable in the immediate vicinity. However
know fer sure, it's that the only thing worse'n getting caught it is important to note that they do seem to prefer the flesh of
an' eaten by one from the rear, would be havin' to stare at the other species', therefore it is not recommended to try to lure
creature's face an' know there ain't a damn thing ya can do two of them against each other in the hopes of distracting
about it. them and escaping.
-- Sir Irwin, Knight of the Norfort Council, speaking at the Because of this innate hostility, it is unknown whether
annual Fighter's Guild Assembly. carrion crawlers are even consciously aware of their breeding
processes. Some researchers believe that when a male
carrion crawler attacks a female, his body will switch its
Introduction usual paralyzing venom with an inseminating agent, much
A characteristic of the best adventurers is that they do not the same way a humanoid male's body directs urine or sperm
fear death; indeed, they throw themselves eagerly into danger. out of the genitals. Then, due to the lack of its main combat
The valiant ones are content in knowing they will die saving tactic, and faced with the female's superior size and strength,
innocents, a noble exit from this life, and the smarter ones the male dies in the ensuing fight. His corpse is then
know that death is not necessarily the ultimate end people consumed.
make it out to be. After a successful kill, carrion crawlers emit a particular
But it is not the concept of dying to a carrion crawler that pheromone only detectable by members of their own species.
puts fear into would-be champions of the world. Fear of this While the purpose of this seems to be to assert dominance
monstrosity comes from knowing what will happen to the over an area or prey, it has the unfortunate side-effect of
body after, and not knowing how long the potential victim will attracting all other carrion crawlers in a one mile radius to
have to stand witness, paralyzed, as their body is continuously the location it is emanating from. This also happens upon
molested by the corrupted touch of the carrion crawler's death, and as such, adventurers should be cautioned to act
tentacles, and their body slowly fed into the creature's quickly as soon as there is any kind of casualty in a fight with
terrifying maw... a carrion crawler, lest they be rapidly overwhelmed.
Physiological Observations Behavioral Observations
Carrion Crawlers could be described to children as that thing They are not intelligent. They are not cunning. They are
you're afraid is hiding in the dark, and half of those children simply driven.
would envision a semi-accurate depiction of the creature. Carrion Crawlers have one thing, and one thing only, on
The stuff of the nightmares, carrion crawlers resemble their minds at any given time: eating. The only time they can
giant slugs with many legs, all of which end in spikes which be considered relatively less dangerous than usual is when
allow it to crawl vertically along surfaces to get the drop on they are in the process of eating a fresh kill
wayward prey. The carrion crawler's eyes protrude from the (Whether it's their own or if they simply killed whatever
top of its head, a trait which allows more opening room for its was there first is inconsequential). In these circumstances,
mouth to devour any kind of dead flesh it manages to come they are wholly concentrated on their meals. That being said,
into possession of. they should still be given a wide berth, as they will
Perhaps the most iconic, and deadly, physical trait of the immediately lash out at anything that disturbs them during
creature, though, is the many tentacles coming from under its their meal, and it should be noted that they do not have to be
jaws, all of which secrete an extremely powerful paralytic looking directly at a potential victim for their paralyzing
agent which it uses to immobilize any living creatures foolish tentacles to score a hit.
enough to come within its reach before consuming them. They are instinctively drawn to any kind of dead meat,
Most accounts describe the creatures as primarily green, sometimes detecting it from miles around. Though they
though some witness have claimed different colour variations generally prefer to stay underground, where it is easier for
in carrion crawlers depending on environment. It seems that them to catch prey, sufficient amounts of dead bodies have
some have adapted to blend into their background more, been known to coax large numbers of carrion crawlers to the
allowing more ease in getting prey within their tentacle's surface. Examples of this phenomenon include the aftermath
reach. of large battles between kingdoms and the ritual group
Females have been observed to be significantly larger than suicides of some fringe religious cults.
males, even having more paralyzing tentacles. It is theorized
that this is because the mothers must immediately fend off
attacks from their young upon birth, as their natural instincts
take seconds to develop and they all instantly begin
assaulting the nearest potential food sources

39
Childbirth is an interesting process for carrion crawlers.
While still largely a mystery, researchers believe that future
mothers are largely unaware of their pregnancy until shortly
before its end, about 3 months after conception. At this point,
it is believed that the mother-to-be is overcome with a
powerful maternal instinct and immediately seeks out any
kind of dead flesh with more desperation than usual, within
the remains of which she will give birth to roughly 60 carrion
crawler larvae at a time. If nobody can be found, the brood is
simply born wherever the mother happens to be. It is
interesting to note that immediately after childbirth is the
only circumstance any carrion crawler has been observed to
leave behind a potential meal of any kind, as they will usually
fight over food to their dying breath. The larvae quickly
consume whatever flesh they are born into, or their mother
(should they be born near her with no dead bodies to
immediately get their attention), and then immediately turn
on each other. Of the original 60 newborns, only 5 will
survive, on average.
Inter-Species Observation
Asking a carrion crawler to differentiate between species
would be like presenting a starving dwarf with a leg of
mutton, a pork chop, and a T-bone steak and asking him
which he would rather hold a conversation with. Everything
is food. Every living species is food. There are no exceptions.

DM's Toolbox
Carrion Crawler's don't have the cunning to be the
main foes of any situation, nor are they common
enough to be randomly encountered while strolling
from point A to point B. They are, however, useful
for creating those Oh Fuck This Just Went From
Bad To SO Much Worse situations. For example:
A fortified city has been under siege, which the
PC's have just broken. But now carrion crawlers
have showed up, attracted by the bodies. Even
worse: pregnant ones. The city is now under
another, more accidental siege, as no other nation
wants to wade into the birthing slaughterfields of
the crawlers.
Upon retrieving the magical McGuffin from the
deep underground lair of Badguy McEvil, they
emerge from the boss' chamber to find a carrion
crawler feasting on one of the minions they killed
on the way in. A nature check will reveal that by
now, the pheromones have been released. More
carrion crawlers are on their way, and this one is
still blocking their way out.
They also make for good pit creatures. Does your
evil wizard have a trap door to drop your PC's in?
Throw in a carrion crawler! Hell, throw in two!

40
These Herds are ruled over by democratic councils, with
Centaur an elected head to make final decisions. Centaurs believe in
Swift-Stride of Starkbacks galloped up to the top of the hill discussion and debate, and will hold councils to decide on
where the forest broke out to open farmland. Smoke rose actions to be taken for any group. The young naturally rebel
from the clutch of houses, the filthy two legs just stirring from against this, but they are more often than not brought into
their dens. They had been here for generations now, cutting line by sense of duty to the herd, or by stern punishment from
at the trees, cutting away at his home. the strongest stallions in the tribe.
Grand Broodmare Sunmane of Dryadspeak spoke of They worship a variety of gods, once again dependant on
solitude, of remaining far away from the business of these axe where they are. All their gods will have strong ties to the
wielders, these tree burners, these filthy savages! Swift-Stride earth, natural forces, and wildness. They have no set
clopped forward, fully coming out of the treeline, with teams alignment. Above all Centaurs are a diverse people.
from twenty Harras' of their land. He raised his bow, a gift
passed down and blessed anew by the forest, a flint tipped Behavioral Observations
arrow glinting in the new dawns light. Centaurs will engage in long conversation and debate for the
It will be a red one, and the blood will flow thick before this sheer enjoyment of it. Alongside martial prowess, the ability
warpath is ended, he thought, as he let the arrow fly. to debate and philosophize are greatly prized. They will
usually eat and drink as a whole herd, another way in which
Introduction they socialize, debate, and tell grand tales and legends. They
Centaurs are a noble and ancient race, coming into creation are swift to anger over certain things, but are usually calm on
some say even before the elves. They were there when the most topics. Both females and males will hunt and gather,
first Dryads danced through the groves, at the stirring of the fight and talk. They will either live under the stars, on in
first Treants. They are allies of the forests, and those who homes sung with magic from the land around them, such as
seek to protect them, their home. They will defend them trees, or caves. They migratory, usually travelling their lands
fiercely, and hate all those who would seek to take their in yearly cycles, returning to well-known and long used sites
ancient lands from them, whether this be open rolling of their herd. They have main religious or ancestral days and
grasslands, or ancient dark forests. Some have forgotten this nights of remembrance and celebration.
proud people, but they are not one to be taken lightly.
Inter-Species Observations
Physiological Observations Centaurs can be allies or enemies to anyone. As long as you
Centaurs can simply be seen as horses with the torsos head do not insult them, threaten their way of life or land, and have
and arms of a humanoid, replacing their head and neck. This a similar alignment or god, they will be friendly to you. The
is quite a crude observation, and one should never compare a young will often be standoffish or insultive, but this usually
centaur to a horse. It will not end well. passes with age and wisdom.
Depending on their land and heritage they may appear to They sometimes regularly trade with nearby settlements,
have the top halfs of elves, men, even dwarves. Some say though this will usually be done in a neutral location. You'll
even darker variants from some of the more brutish races rarely see a centaur trotting down a cobbled street. They
exists, though this is only hearsay. They have the same variety prefer their own lands, and are naturally distrustful of such
of coats as horses do. places, such scars on the land as some Centaurs see them.
Besides armour and ceremonial trapping they rarely garb As already mentioned, they get on quite well with creatures
themselves in clothes. They will adorn their hair and bodies of the forest, elves, and other sentient beings of and from the
with jewellery which usually reflects the land they are from. land.
Some of the cultures will tattoo themselves with their deeds If a Harras goes to war it will usually end when either they
and heritage, or apply woad and war paint during times of are wiped out, or their enemies are vanquished. War is
conflict. something not chosen lightly, and centaurs rarely if ever war
amongst themselves. When it is chosen herds from far and
Social Observations wide will usually come to the aid of a Harras on the bloody
path. Despite their love of debate and negotiation, it is very
Centaurs are family creatures. They will raise their young as hard to barter for peace with centaurs when they have chosen
mating couples and will usually mate for life. Families will war.
gather into tribes and clans, known as Herds, a Stable, or a
Harras, depending on their culture. These words have been
taken by other sentient races for discussing horses, another
point of contention for these old and noble people. They
usually speak languages of the woods, with common being a
language only known by a few. It is sometimes looked down
upon to learn the languages of two legs.

41
DM's Toolkit
Centaurs can and should be used in great variety.
From the singular titans of Greek mythology, to the
roaming clans seen in more modern fiction. The
singular ones can be done by boosting the stats of
the base centaur, and can make great damsel in
distress quest bosses.
Centaurs don't have to just be man-horses. Why
not use orcs, dwarves? How about half dragon half
ogre centaurs!!!! You could use the same base stats
but with a new and interesting coat of paint.
They also offer a perfect chance to have a prickle
NPC, one given over to long flowery speeches also.
Perfect for having fun with your players. They can
also be used in adventures that don't necessarily
need a bloody ending.
What if your heroes are required to sit in on a
Centaurs debate on whether they should trade with
a town of elves?
Just remember they are smart, they are prickly,
and when riled to war they are bloodthirsty.

42
Chimera Social Observations
"It was like looking at something out of a nightmare. They tell Current research by ecologists suggest that the placement of
you stories of three headed beasts swooping down and the heads of the chimera directly affects how the chimera
stealing horses and cattle, but it just sounds like a story to interacts socially. Up until recently chimeras were believed to
scare children. But then you hear it growl...and you be solitary creatures, staking out ten mile territory as their
remember why people tell those stories in the first place..." own and defending it. It was thought that the only interaction
--Shaw Marsdon, Farmer, and survivor of a chimera attack between chimeras would occur when they mated, at which
point the male and female would then return to their own
territory. While this is true for dragon-centric and lion-centric
Introduction chimeras, it is not true for the goat-centric chimera. Chimeras
The Chimera is a creature that is steeped in legend. It is a with their goat head in the middle will actually seek out
fierce, territorial predator that prefers to toy with its prey and members of its own species, creating what is known as a
draw out the pain of others when it has the opportunity. The drove of chimera.
chimera has the pride of its lion head, the greed of its dragon These groups may have as many as ten chimeras within
head and the tenacity of its goat head, making it a deadly foe them, but rarely exceed four due to large numbers driving off
for even the bravest of adventurers. local game. Droves of chimera tend to become increasingly
bold compared to others of their kind, some even have been
Physiological Observations known to raid entire villages for their cattle and even
occasionally their citizens.
The chimera is a very large beast, standing at about ten feet Chimera hatchlings will stay with their mothers for
high at the shoulder and weighing almost 70 stones. The approximately sixteen weeks. In these first sixteen weeks the
average chimera will have the hindquarters of a goat, while color of the hatchlings scales can shift multiple times, and by
the front half of its body resembles an oversized lion. Its tail the end of their growing period their body will settle on a
is thick and scaly, sharing the same color scales as the dragon head and their breath weapon will fully develop.
dragon head, and also has thick leathery wings which the These young chimeras will then leave to either seek out
chimera uses for flight. The most noteworthy feature of the territory of their own, or find their own drove that they will be
chimera are its three heads. The standard chimera will have able to join.
the head of a dragon, a goat, and a lion, but the order of the
heads will vary from chimera to chimera. The sex of a Behavioral Observations
chimera can be easily told by looking at the lion head, which
will have a mane in male chimeras or will not if it is female. A Chimera behavior is heavily dictated by the central head.
female chimera will also have smaller horns on the goat head. While chimeras gain certain traits from all of their heads, the
Another important physical identifier for a chimera is the one in the center will control the most of the chimera's
color of its dragon scales. Like true dragons, the color of personality.
scales will dictate what type of breath weapon the chimera A dragon-centric chimera will be heavily motivated by the
can have. While red is the most common head for chimeras, same gold lust as its dragon counterpart. These chimeras
there have been reports of creatures with the scales of any of have been known to steal shiny metallic objects and horde
the chromatic dragons. There are rumors that metallic them in their caves, though they clearly lack the
dragon scales have also appeared in chimeras, but this understanding of precious metals that dragons themselves
ecologist has found no substantive evidence suggesting that possess.
this has ever occurred. A common misbelief about chimeras Lion-centric chimeras tend to be the most aggressive of the
is that only the dragon head can make use of its breath species. They are known for seeking out larger than average
weapon. This has been found to be false, all of the heads of prey, as well as viewing other monsters within their
the chimera are capable of using its breath weapon, though territories as rivals. These chimeras have been known to
only one can use it at a time. This means that a chimera can attack gorgons, hippogriffs, griffons, manticores, and in rare
theoretically use its breath weapon on anything within its cases, even young dragons. Lion-centric chimeras remember
scope of vision. The correction of this misinformation could the rivals that they fight, even after years of not fighting.
save the lives of adventuring parties that meet one of these These chimeras have been known to find enemies who have
creatures in the future. defeated them in the past and kill them to establish that they
are the alpha of their territories.
The goat-centric chimera is the most stubborn of all of the
chimeras. Even when not supported by a drove, a goat-centric
chimera will choose to fight to the death instead of run away.
They are kill or be killed and will attack with little
consideration for their own body, only stopping when their
opponent is dead. much more real.

43
All chimeras prefer to toy with their food rather than just
going for a kill. They like to swoop down on their prey,
crippling them with horns, teeth or breath weapons, then
leaving the target to bleed. In some cases chimera have been
known to let their prey limp away for hours or even days just
to savor its death. Most chimeras are also willing to flee if the
prey is too strong for them. They will leave to lick their
wounds and survive to hunt again.
Inter-Species Observations
Chimeras are cruel, dangerous hunters and in most cases
their only interactions with other species is when they try to
kill them. These beasts are capable of understanding
draconic however, and tend to defer to dragons as the alpha
predator of a territory as long as the chimera remains well
fed. Some evil wizards have actually used chimeras as
guardians by supplying them with enough food and gold to
satiate their greed.

DM's Toolkit
Chimeras are more than just monsters on a random
encounter board. They are fierce, territorial
predators who are willing to flee and regroup to let
a party think they are safe. These monsters make
for great enemies for low to mid-level campaign
when you need an encounter to really feel
dangerous. Don't forget, we have myths about this
thing for a reason. Chimeras are terrifying image
that should be steeped in contradicting legends
about its bizarre creation. It can really provide you
an opportunity to dive into some lore and help
make your campaign feel even that much more
real.

44
Chuul Social Observations:
Soveliss knelt in the gray mud of the cavern floor and Oviparous creatures, adult Chuul produce clusters of slimy
frowned. The tracks were unmistakable: four pairs of broad, yellow-green eggs from which hatchlings emerge. An adult
segmented feet, each step deeper at the toes than at the heel, Chuul can lay such egg sacs only rarely, and so would
followed by the broad wallow of the tail. viciously protect them, as would any fellow pod members. If a
"Chuul," he said softly. His eye fell on a small splatter of Chuul with hatchlings found itself in a food-poor
blood, a place where the monster's steps hesitated for a environment, it would attempt to collect humanoid prisoners
moment before continuing. Likely the creature had paused at alive and bring them to their hatchlings in the nest.
this spot to shift the villager from one claw to the other. Seemingly counterintuitive to their aforementioned protective
Ahead of him a great black lake stretched off into the care towards their young, Chuuls were known to attach their
darkness, cold and still as death itself. Water dripped egg sacs to the underside of ships, boats, and rafts in an
somewhere in the unseen reaches of the cave, a single drop attempt to increase their distribution to new lands.
every ten heartbeats. The chuul's tracks continued into the A Chuul lair consisted of circular rooms that are
icy water. interconnected by tunnels made just large enough for the
"The lake?" rumbled Tordek. The dwarf stood with his feet biggest member of the resident pod to squeeze through. One
planted wide, eyeing the water with distaste. of the aforementioned rooms would always be a trophy room,
"Yes," said Soveliss. The elf straightened and brushed the as
mud from his hands. "It went in, but it did not come out. I Chuuls were born hoarders. After making a humanoid kill,
think it knows that we followed it here." a Chuul would keep aside something from the victim as a
"Damn," said Tordek. He looked at the lake again and trophy, whether shiny armor, a piece of jewelry, or even a well-
shook his head. "I hate the water." crafted saddle. If the victim was not carrying anything of
interest, then the Chuul would settle for displaying their skull
in their trophy room.
Introduction Despite their monstrous appearance, Chuuls are actually
A horrible mix of a large lobster-like aberration, insect and more intelligent than they seem, often setting traps and
serpent the Chuul are carnivorous lurkers who partially ambushes for their prey. Although they are still far from
submerge themselves to surprise their prey. The many civilized; lacking any sort of culture, ability to make tools, or
tentacles protruding from their mouths are capable of settlements. However, they share a racial memory, which they
causing paralysis with only a single touch, thus leaving ample possess from the moment they hatch. This allowed a Chuul
opportunity for their powerful claws to strike. These to clearly recall events experienced by previous generation,
creatures are relics in that they were created during the but this became less and less vivid the further back it went.
primeval ages when aboleths ruled a vast empire spanning Chuuls tend to be rather prone to mutations, with magical
the oceans of the world. The Chuul survived the crumbling of experimentation, planar rifts, and polluted water affecting
these empires still carrying the will of their aboleth creators: and altering them far more easily than other creatures,
in collecting humanoids, gathering treasures, amassing leading to gigantic and/or poisonous individuals.
magic and consolidating power. Although they were cast However, it was only under the experimentation of aberrant
adrift with the rise of gods and the end of the aboleth rule magic-users that such mutations reached truly terrifying
these compulsions remained. proportions. Such tinkering was done with the aim of fully
unlocking the Chuuls' psychic potential and thus create
Physiological Observations: formidable minions that were not only physically powerful,
but possessed potent mental powers as well. Chuul could find
Chuul were perfectly obedient creatures created by the themselves aligned with Mind Flayers if it allowed them to
aboleths to circumvent their only weakness, being bound to consume more humanoids or further their innate drive to slay
the water. They would collect sentient creatures and magic. explorers. They are also capable of sensing magic at a
By design the Chuul were made to endure the ages of the distance thus proving themselves useful to Mind Flayers.
world, growing in size as the eons passed, commonly If a Chuul were to ever come in contact with an aboleth
reaching 650 pounds and 8ft long. Carrying on this mentality their long standing psychic bonds would immediately cause
and guarding ruins of the aboleths empire tirelessly, they still them to assume their old roles. Such Chuul would redirect
linger silently observing these old commands. their compulsions to the service of the aboleths' sinister
Chuul can be found in aquatic lairs in a variety of watery purposes.
habitats. Although they prefer swamps, jungle lakes,
temperate marshes, and underground bodies of water, some
individuals would purposely seek out sewer tunnels or
coastline shipwrecks in order to provide themselves with a
more accessible source of food. They were also known to use
rivers, and even oceans, in order to travel to new locales.
Chuuls could be found living as solitary creatures, in pairs, or
in small groups of 3-5, which were known as pods. A pod
would purposely seek out a body of still water that was large
enough to support the entire group. Some Chuul, particularly
older ones, create lairs by digging up lake bottoms and
building rudimentary structures from trees and stones.

45
DM's Toolkit:
Chuul are typically limited to their environment and
rely on their ability to impose advanced hunting
tactics to ambush their prey. You want to embrace
these tactics and show how potent these hunters
are. Typically, Chuul will be strong physical
combatants who fight by grabbing and piercing
their target with their enormous claws. After the
unfortunate victim was trapped within the strong
grip of a Chuul's pincer, it was either simply
crushed or brought towards the creature's mouth
tentacles, which grasp and exude a paralytic
secretion. A Chuul would normally try to always
have one claw free during combat, so that it could
deal with any other opponents that might try to
interfere. If facing a large number of foes, it would
drop a paralyzed or dead victim before moving
onto the next attacker.
Much like a number of other aberrant creatures,
Chuuls can have psychic abilities. However, it is
unusual for a young Chuul to have access to such
powers, instead they would gradually become able
to exude psychic static as they aged. Older and
larger creatures are able to emit a psychic moan
that weakened resistance to psychic attacks and
use a psychic lure to draw victims towards it.
Chuuls are also able to see perfectly well in the
dark, are very alert, and have an innate immunity to
poisons. They can act as sentries to a Mind Flayer
colony, guardians of ancient treasure or ruins
containing rich history, or take a more hive mind
approach under the servitude of a returning
aboleth.
Using their susceptibility to mutations, Chuuls
can also become larger foes armed with a number
of Psionic abilities under the influence of your
BBEG.

46
If you believe that you have a cloaker near you, DO NOT
Cloaker approach the suspect. Their intelligence means that they may
Dealing with Aberrations: An Adventurer's Introduction to realize you are onto them and attack you. It is recommended
Alienology to strike the suspects with a blunt weapon, preferably one
Chapter 5: Trust Nothing - A guide Cloakers with reach or range. While striking the suspect with a full
spear may be the most advantageous (keeping the creature
Introduction away from you), it can also destroy someone's cloak if you are
wrong.
The cloaker (Magical name Tenebra Complexor), is an Additional indications of a cloaker on the premises include
extremely uncommon aberration generally believed to have feelings of paranoia and fear as a result of its constant
originated in the Far Realms. Although a growing number of vocalizations (see Behavioral Observations for more) or
ecologists and alienists are beginning to suspect that cloakers apathy and lethargy.
may be related in some manner to mimics, possibly a If residents have begun to demonstrate apathy and
descended species. This seems unlikely given the life cycle of lethargy, the cloaker is preparing to attack, and it is
the cloaker (see Social Observations below for more). EXTREMELY important that you find and kill it, or at least
For more information on mimics, the author recommends remove the residents from the area.
Wolfdream's entry in this tome. What their motivations for
leaving the Far Realms was is unknown, but they currently Social Observations
reside deep underground in a unique city, organized under Note: For additional information on Cloaker Lords and
cloaker lords and other powerful subspecies. Shadowcloak Elders, see the Known and Suspected Sub-
While they usually appear to have ulterior motives known Species and Relations section below.
only to them, they do often work as mercenaries. Because of Cloakers are often organized into societies led by Cloaker
their highly reclusive nature, the majority of the observations Lords. These range from small raiding parties to at least one
about them and their nature is related to when they were massive and complex city, Rringlor Noroth in the Marching
found on a job related to spying or assassinating a humanoid, Mountains in Calimshan.
and the contents of this entry reflect that. The inhabitants of Rringlor Noroth are extremely
Like many aberrations from the Far Realms, they are aggressive to non-cloakers, and as such, there has only ever
intelligent, possibly even highly intelligent and maybe sapient. been one humanoid to enter it and be able to report on the
However, their way of thinking and communicating is experience, the sorcerer Stitchlipped. He reported that the
completely foreign to non-aberrations, and usually only city is lead by a group of 12 cloaker lords that seem to
powerful alienists and magic users are able to communicate maintain a form of control over the whole of the city. The
with them. Members of the cloaker lord and shadowcloak individuals have self control and full initiative unless directed
elder groups appear able, though reluctant, to use by one of the leaders of the city. When needing to make
undercommon. decisions the 12 join their bodies into a sphere of living
shadowstuff that he dubbed the "Conclave of Shadows". He
Physiological Observations speculates that during this phase they merge their minds to
Cloakers are named due to their resemblance to common find an amicable solution.
cloaks, a fact which they seem willing to exploit when they Cloaker Lord's are generally the rulers of cloaker societies,
are hunting, often hiding themselves among cloaks, coats, as they seem able to naturally dominate lesser cloakers (as
and blankets. This ability makes them excellent spies and well as non-sentient aberrations), in a way possibly similar to
assassins. ant queens. The comparison to ant queens may be extremely
They can be differentiated from real cloaks primarily by the apt, as the only known way for cloakers to reproduce is
mouth in the middle of their form (hereafter referred to as through a form of asexual division by cloaker lords, which
'the belly'). This mouth also has two red spots near it, which produces a cloud of 1-6 cloakers.
act as eyes. There are also a number of There is growing speculation that cloaker lords are what
"black buttons" on the opposite side of cloaker's form, cloakers become after a number of years as a number of
which are additional eyes. While it is the fashion of humans cloakers have been found in the Plane of Shadow which
of Amn to have buttons on the outside of the cloak, the seem to be somewhere in between being a cloaker and
button-eyes of the cloaker can be distinguished from real cloaker lord. The relationship between cloaker, cloaker lords,
buttons by being almond shaped. It is highly advised, however, and shadowcloak elders creates a way to understand the
to not get close enough to a suspected cloaker to distinguish cloaker life cycle: a cloaker is born through asexual
genuine buttons from the button-eyes of a cloaker. reproduction from a cloaker lord, the cloaker grows up and
Cloakers also have claws on two of the corners of their eventually matures. It finds a way to the Plane of Shadow.
form and a mace-like tail, which helps create a relative 'up' for There is speculated to be a location of some sort, perhaps an
their form. When acting as a spy or assassin they will hide armed camp or a town, that they finalize their maturity.
these appendages, so the reader should not assume they just During their time in this armed camp they develop a startling
need to look for a tail. magical power and develop their sway over the younger
members of the species.

47
How cloaker lords become shadowcloak elders is unknown, As may be expected, any contact between cloakers and
but it is speculated that it involves another trip to the Plane of beholders will tend to end with violence. However, at present,
Shadows, or perhaps the Far Realms. However the there are no records of beholders or cloakers actually seeking
transformation happens, they return immensely powerful. each other out. This relationship is not shared with
Cloaker lords have not been observed to take orders from deepspawn, who cloakers are usually seen either attempting
shadowcloak elders, or for them to interact at all. Additionally, to exterminate or enslave. Some speculate that the slave
no shadowcloak elders were seen in Rringlor Noroth. This deepspawn were captured as newborns by raiding parties.
has led to some speculation that shadowcloak elders are As far as can be told, cloakers appear to be at war with
actually an alternate adult form of a cloaker, which is also illithids. Exactly what the cloaker's goals are in attacking
able to create offspring, and leads another, hidden, cloaker illithids is unknown, since the cloakers do not actually secure
society. What kind of relationship these two societies may territory when they win battles. The illithids also do not
have is unknown. appear to have a clear cut goal in their side of the conflict,
having never made a direct attack on Rringlor Noroth, and
Behavioral Observations often ignoring nearby bands of cloakers.
Due to their appearance, cloakers are often hired to spy and Despite existing in very different parts of the food chain,
assassinate targets, doing so by blending in to any place the cloakers are known to be fierce and hated enemies of
humanoids leave clothes, coats, blankets, and cloaks. Deep Dragons.
When hunting or scavenging they are known to hide Derro seem to be treated as a sort of pest: killed only when
themselves any place dark and cramped. Numerous reports nearby, ignored otherwise. Rringlor Noroth was said to have
have had unlucky adventurers being attacked by cloakers had numerous derro living in places too open for cloakers to
found in naturally shadowed recesses of caves, high in trees, live in, but this community was slowly culled, and it is
under rocks, and the like. believed at present there are no more derro in Rringlor
Cloakers vocalize almost constantly using a low, almost Noroth.
sub-auditory sound. Exposure to this sound causes mild Their relationship with the drow and duergar are complex,
paranoia, but after longer periods of time causes the subject sometimes seeming friendly, and other times combative. This
to become numbed to the sound, and exhaust reflexes related may be tied to the alien thought processes of the cloakers, the
to self preservation. A lord of Waterdeep was exposed to the chaotic nature of the drow, or the xenophobia of all three.
effects of a cloaker's auditory attack for months, during which Regardless, they have been observed on various occasions
time he eventually stopped eating, and died of a mixture of combating mutual enemies, cohabitating, and engaging in
dehydration, malnutrition, and suffocation when he simply large scale battle against each other, and various attempts at
stopped breathing. subterfuge and assassination.
Additional levels of this vocalization induce fear, nausea In absence of other food in the Underdark, cloakers have
and weakness, and mild paralysis. been observed to prey on the native gnomes and dwarves that
It is generally reported that cloakers can manipulate stray too far from their settlements. Cloakers do not seem to
shadows, however, this author believes that that is an old be strictly antagonistic to either species, their relationship
wives tale. It is perhaps that the unusual movements of the may be seen as more similar to that of a human and a deer:
creature are the source of the myth. indifference until the human is hungry.

Inter-Species Observations Known and Suspected Sub-Species


They are often seen to be in rivalrous positions with other Cloaker Lord: The size of a cloak of a large humanoid such as
intelligent aberrations and underdark dwellers, and have an ogre. When furled out, cloaker lord's take on a bat-like
been known to be willing to work as mercenaries with appearance, but otherwise very similar in description to a
various creatures. These relationships are normally tense cloaker, having a mouth in the centrally located belly, flanked
and unpredictable, which usually involves an evil-aligned by two red eyes, and with a number of black button-eyes on
creature. Since cloakers do not have much use for money or the other side of the mouth, a club-like tail, and bone claws on
jewels, the relationship is often built upon an exchange of the corners.
services, with the other creature doing some unknown work Resplendent Cloaker: How, or if, the Resplendent Cloaker
in the cloaker city. is related to cloakers is unknown, as are many aspects of the
Exercise caution in allying yourself with cloakers though: creature. It is a symbiote which obtains nourishment from
while several individuals who have worked with cloakers have healing its host, but also has a dazzling aura. It is believed to
reported an amicable relationship, others have gone into the sense impending doom, which has led to most specimens to
cloaker city and never been seen again. be killed, preventing study. Speculated to be the cloaker
Attempting to avoid paying their debt to the cloakers has equivalent of doctors, or an atypical form of vampirism.
resulted in the Green Steel mercenary band being stalked Sea Cloaker: An aquatic aberration native to, and mainly
and systemically killed by cloakers and their slaves. inhabiting, the sunken city of Simorgya, which mean minimal
Their relationship with aboleths is tense, but both sides study has been done, but the numerous similarities between
seem content to avoid each other, since their natural homes them and cloakers has led many ecologists to speculate on a
prevent any significant contact. Although there is speculation relationship. For additional information on this species, the
that sea cloakers (see Known and Suspected Sub- author recommends Vandermar's The Deep Ones: Aquatic
Species for more) may be the result of a large scale conflict Aberrations.
between aboleths and cloakers, which the cloakers won.

48
Shadow Cloaker: A parasite, they are sometimes used by
underdark mercenaries, because their life draining effect can
be used on anyone the host touches. What the main line of
cloakers gets from this is unknown. They can be
distinguished from regular cloakers because they appear as
moving shadow, even in the light, which weakens them. All
attempts at communicating with them have failed.
Shadowcloak Elder: These individuals look less like cloaks
than massive, shadowborn flying rays. They have large
mouths full of teeth, gold claws, and red eyes. These
individuals are highly intelligent and able to coordinate the
attacks of cloakers, liking to send the cloaker followers in to
attack while they stay off to the side and use magic. They are
highly skilled in magic, able to manipulate shadow, and shift
to the plane of the shadow at will.
Undead Cloaker: An exceedingly rare, possibly extinct,
subspecies that may be the result of negative energy effects
on shadow cloakers. Like their possible source, they are
parasites, but they drain the life force of the host, or whoever
the host is touching. They appear as rotting cloaks or flesh.
The last confirmed undead cloaker was being used by the
Archmage Arklem Greeth before becoming a lich.

49
Because the magical venom evaporates so quickly, it will
Cockatrice appear in a cloud around the cockatrice's head when using
Author: Helga Halfdragon, Associate Professor of Magical magical detection. It will seem to emit in the breath, beak,
Biology, College of Cliffport in conjunction with Marigold and in eye ducts. This may be the origin of myths of a
Bucklebrandy, Adjunct Professor of Bioloigcal Alchemy, cockatrice needing to breathe on its victims to turn them to
Imperial College, Goldencourt. Special regards, Ithyrion stone, or staring at them like a basilisk. This seems to be a
Starbreeze, Redbrand Heldenhammer(late), Torbald sort of evolutionary defense to throw off magic-detecting
Gyldaderathyn(late), Reb and Jeb Dinklutz, Aeronicles the predators, making it hard for them to pinpoint the exact
Incinerator(late), Ysgrid Swiftstride(crippled). Entry: nature or origin of the cockatrice's magical ability.
Cockatrice. Date: 1176 TL, 4329 DR.
Behavioral and Social Observations
Introduction Whatever you do, if you see a cockatrice and it don't see you
Rejoice not thou, whole Palestina, because the rod of him yet, DON'T make eye contact. Naw, you ain't gonna turn into
that smote thee is broken: for out of the serpent's root shall stone, that's a basilisk. But if you let it see you, it'll attack, and
come forth a cockatrice, and his fruit shall be a fiery flying then you got trouble. Just let it go on its wee little way. Now,
serpent. - text from an unknown tome iffen you DO see a basilisk... -Ithyrion Starbreeze, elf ranger
The cockatrice is a hideous, venomous creature, standing Cockatrices, despite their monstrous appearance, leave
about waist-high to an average human or elf. It has a fairly mundane lives, hunting in underbrush and shallow
poisonous bite or peck that will, if untreated, turn the victim streams for frogs, rats, fish, and bugs, or foraging for nuts,
into stone. The cockatrice has the head of a rooster, the body berries, and seeds. If not disturbed by larger creatures they
of a lizard or serpent, and dragon-like or bat-like wings. would likely seem a very peaceful creature. However, another
The cockatrice is extremely aggressive to creatures larger trademark of the cockatrice is its bad temper and aggression.
than itself, pecking and biting in a frenzy in order to petrify it At the sight of anything larger than itself a cockatrice will fly
and make its escape. The cockatrice shares many traits with into a murderous frenzy, pecking and flapping its wings in a
other magical creatures, notably the basilisk, which indicates violent whirlwind of feathers and scales. Most larger
common evolutionary ancestry. creatures are scared off by the sudden outburst. Others are
not so easily intimidated. Rangers and trackers learn that
finding a lot of dead cockatrices typically means owlbear
Physiological Observations territory.
It was like half-lizard, half-chicken, and half bat! Cockatrice legends say they are born when a male rooster
No, it was more like half chicken-lizard, half dragon! lays an egg and it is incubated under a toad or snake. This
I'd say more of a half dragon-chicken, half bat-serpent. simply isn't true- there are male and female cockatrices with
-overheard at a tavern in Kynsdale little sexual dimorphism. When cockatrices nest the parents
The cockatrice appears to be a hybrid animal- mixing bird, will usually bring petrified toads, rats, or snakes back for the
lizard, bat, and dragon. However, the opposite is true. The chicks when the eggs hatch or are about to hatch. This may
cockatrice seems to be the modern relative of a precursor be the birth of the legend.
species that may have become a variety of magical bird, Cockatrices aren't particularly territorial but they do
serpent, or dragon-like creatures, such as the basilisk, hydra, develop a pecking order in groups. If a group of cockatrices
wyvern, non-celestial couatl, and maybe even the mighty are feeding together, the constant squawking, pecking, and
dragon (though any dragon you ask would find the theory fighting is enough to drive away most prey in the area,
preposterous). It generally appears like a diseased chicken making cockatrice gatherings fairly rare unless food is
with bat wings, with scattered patches of feathers, quills, abundant. Cockatrices prefer being active at night or in low-
scales, or bare skin. light situations.
The cockatrice's most notable feature is its ability to turn
creatures into stone. Though it helps a bit in hunting, it likely Inter-species Observations
evolved as a defense mechanism against larger creatures. It was the darndest thing, Jeb. I swear it was just standing
The cockatrice secretes a magical venom from its mouth, there, with the chickens. Didn't touch a single one. Sure
which quickly evaporates into a sticky mist that coats the messed up the duck pond though. What a mess... -Reb
beak. Contact with blood or other body fluids quickly causes Dinklutz, farmer.
a magical petrification effect, turning the victim into stone. Cockatrices are a rather dangerous pest animal. Farming
This effect varies in potency between subspecies and towns and settlements that attract rats and other prey seem
individuals, with some scratches causing near instant particularly prone to cockatrice invasions. They will begin at
petrification and others causing a very painful, stone-like scab the outskirts of a town or at the tree line of forests, coming
to form which will slowly turn the surrounding flesh into into town at night, feeding on smaller farm animals and
rock. petrifying the larger ones. Once a large animal is successfully
Since the venom is designed to evaporate quickly, it loses petrified the cockatrice will usually flee the area before it
potency quickly. Without the cockatrice's constant breathing wakes up. Some farmers have begun to create scare-
and reapplication it will soon dissipate into the air. This also cockatrices, stone statues placed onto property to fool the
makes the venom extremely difficult for alchemists to study. cockatrice into fleeing the area. It has been met with mixed
success.

50
Cockatrices seem to share some sort of bond with the The authors would also like to point out that owning a
common domesticated chicken, occasionally sneaking into cockatrice at any size, subspecies, or temperament is
farm coops to forage with the flocks. The chickens don't seem considered illegal in many countries and is widely considered
to mind their presence, largely ignoring the deadly predator a very, very, very bad idea.
among them, and the cockatrice will not attack them and
seem to defer to whoever is the head chicken of the flock. Historical and Cultural
Domesticated ducks, turkeys, geese, and other fowl are not so Significance
lucky; a cockatrice will hunt, kill, and eat them as they would
any other prey. Biologists are unsure why this is. Lord Baldwin the Bastard, his mind like a snake,
Lord Kenny of Highport, the villainous rake,
Variant species Lady Miri the Wise, who spreads both her legs,
Earl Brighton the Third, head bald as an egg,
No, it wasn't a basilisk, it was a cockatrice! A huge one, the The Council of Four, Oh! so brave and so true,
size of Nurgluz over there! Yes, I know he's a half-giant, that's A cockatrice den, and their victim is you!
why I picked him! -Rosie Mayweather, dire cockatrice --Political ballad during the Third Succession Crisis.
survivor. Their loud squawking, grotesque appearance, nocturnal
A Cockatrice's danger seems to increase with size. The activity, and magical nature make cockatrices particularly
Lesser Cockatrice is about the size of a large chicken and its good bogeymen stories, sounding much more dangerous than
venom, while painful, usually doesn't cause petrification in they might actually be. Calling something a cockatrice may be
full grown humans or stouter halflings, and will instead cause a reference to either a small thing that is more dangerous
a large bruise that is particularly rock-like. Their irate nature than it appears, such as a small snake with a very venomous
makes domestication incredibly difficult, though it's not bite, or the opposite: a large danger that sounds scarier to the
uncommon to see the occasional brave or foolish goblinoid or uniformed than it might actually be.
hedge-witch attempt to have a flock of lesser cockatrice. This double-meaning is used by bards to great degree,
The Common Cockatrice is the one we are most used to especially in contemporary political songs.
seeing, and stands about waist high to an average human or The Cockatrice occasionally appears on heraldry, its
elf. It is also the most aggressive of the varieties. They are aggression and tenacity seen as positive traits to particularly
fairly common across most climates, and their coat warlike or ambitious individuals. Lord Godwin the Tenacious
camouflage will change based on their environment, dark notably made it his house symbol, but after his embarrassing
grey for forest, sand for desert, etc. Some cockatrices in defeat at the Battle of Goblin's Hollow where he was tricked
humid jungle environments sport vibrant and colorful into attacking his own army's shadow it has since lost
plumage and quills, presumably for mating displays. This popularity. Cockatrices are also used in occasional
does not make it look prettier, and on the contrary makes Alchemical advertisements. As cockatrice venom is
them appear somehow even more gaudy and hideous. particularly difficult to harvest, it implies a certain level of
The Dire Cockatrice is thankfully rare and is truly mastery, although of course there's no guarantee that the
dangerous. Less aggressive than its smaller counterpart but particular store may actually possess it.
more intelligent and deadly. The size of a tall human or elf, it
is uncharacteristically patient and rather stealthy, stalking
large prey through thick undergrowth or foraging for fruit and DM's Toolbox - Better Than
nuts. Though there are no documented cases of a dire
cockatrice hunting humans or human like races, it is not Rats
unlikely. As one anonymous researcher put it, A cockatrice makes a decent low-level encounter,
There may be no documented cases because all the ones the obvious challenge being the two Con saves
documenting them were eaten. against petrification. Being petrified sucks, and
You just went and MADE a new cockatrice? Probably not a maybe the only thing worse is having someone
good idea... -Chiss Kratt, human adventurer. ELSE in your party be petrified. I feel like it's a good
Because of their relative ecological abundance and the 1st level encounter, and more interesting that dire
curious innate alchemical nature of their venom, cockatrices rats or a rat swarm. It can be fun to play on the
are favorites for magical experimentation. Although both the mystery- what are the strange noises at night and
College of Cliffport magic school and Imperial what has been turning the town's animals into
College of Arcane Study strictly forbid the use of inhumane stone, albeit temporarily?
Scaling for higher levels is pretty easy too. More
magical experimentation for ethical reasons, throughout HP, harder DC on the Con save, larger size
history and among less civilized circles the cockatrice has description, and you're in business. Making them
been a frequent test-subject. As such, there are a variety of more intelligent and less predictable makes a
subspecies that are, to a certain extent, magically engineered. bigger challenge. You could have pack hunting
Stronger venom, flame breath, multiple heads... the cockatrices, fire-breathing genetically modified
cockatrice seems to take well to a variety of magical ones, or truly monstrous dinosaur sized ones.
tampering. Add this to the fact that the
Cockatrice is a very old species with a lot of genetic
variation and it becomes difficult to determine which species
are natural and which have been tampered with, whether by
mortal, god, or extra-planar entity.

51
As mentioned above, couatls are genderless. However, via
Couatl their magical nature, a pair is still required to produce
"Never have I seen such a creature as that which pounced on offspring. They seek to reproduce only when a couatl senses
my quarry that day, nor do I believe I shall ever see it's like its own death approaching, of which they are aware up to a
again. It felt like its gaze pierced my very soul, and I knew it century before it occurs (though the exact circumstances
meant no ill will towards me. Indeed, it seemed almost remain hidden from them). If a couatl has not achieved its
apologetic to be taking my prey, and it left me this feather, I original purpose set out at its creation or birth, it will seek
guess by way of payment" another couatl with which to mate.
-- Quirious, Ranger from Baldurs Gate, on his travels in The mating ritual is a spectacularly elaborate dance of
Maztica magic and light, and can take many hours. The result is a
gem-like egg, from which hatches a new couatl some weeks
Introduction later. This offspring is then raised by the parent who sought
to mate, and instructed to take up the parent's duties, so that
Couatls are benevolent beings, celestial in origin. Exceedingly the parent's task can be completed after it dies.
rare, they are creatures of great good that were created as Couatls tend to reside close to the location where their
guardians and caretakers by a god, forgotten by all except the mandate states they must watch over. They make use of a
couatls themselves, since the dawn of time. small hunting ground, where they hunt similar prey to
Most of these mandates are long since fulfilled or failed, mundane snakes - small mammals and birds form the bulk of
but a few couatls remain, watching over ancient power or their diet. They will also consume the remains of a fallen foe
safeguarding the descendants of creatures they once helped if the mood strikes them. Couatls possess a reverence for all
guide and protect. living things, so they endeavour to make their hunts as swift
and painless, whether for unintelligent animals or their
Physiological Observations enemies.
Those lucky enough to have witnessed a couatl in it's true A couatl will rarely resort to violence, doing so only when
form find it hard to put their experience to words, for their provoked or threatened. Even then, they will most often
form is undeniably beautiful and striking - a great serpent, 12 attempt to incapacitate their foe, rather than kill, and make a
feet in length, covered in iridescent blue-green feathers, with quick getaway. Their bite is poisonous, and induces a
a pair of vast rainbow coloured wings (up to 15 feet span) and euphoric and lethargic state that is fairly easily reversed by
piercing, intelligent eyes. They possess a keen intellect, and healing magic.
radiate a glory and purpose which comes from the gods Inter-Species Observations
themselves. They can speak any language via telepathy with
any intelligent being. Following their mandates, couatls do occasionally come into
Though they are truly wondrous creatures, few have ever contact with individuals of other species. They have been
laid eyes upon one, for they prefer to hide themselves unless known to "adopt" developing societies, attempting to steer
truly necessary - most are able to keep themselves invisible them along a path of benevolence and righteousness.
with magic. The eldest among them can change their form, This can result in the particular couatl being worshipped
appearing to travelers or pilgrims as beautiful humanoids of as a god, bringing knowledge and guidance, and although the
indeterminate gender (as couatls themselves are genderless), couatl might find this veneration deeply embarrassing, it will
clad in loose, bright clothing. often maintain the pretence in order to more effectively shape
No almanac nor bestiary can truly claim to have details of the civilization for the generations to come.
their lifespan and are generally thought to be immortal, as Although they are servants and messengers of the gods,
individual couatls have been repeatedly appearing to couatls themselves are not particularly religious, as they have
secluded societies for many centuries. They can go without often seen firsthand that such devotion can be mislead.
food or even air for prolonged periods of time, but in truth Instead, they view their patrons as distant friends, and their
they still succumb to the passage of time, disease and hunger. service as a working relationship.
Couatls tend to favour warm forests or even jungles, though Given their reputation as servitors of benevolent deities,
they are known to travel and will visit any area where their when a couatl does deem it necessary to come into contact
presence is required. with a more developed society, their arrival is often
associated with bad tidings and as such they are treated as a
Social and Behavioral Observations mixed blessing. Often, their disposition is then treated as
Given the rarity of these beings, seeing two together is almost arrogance, as their paternal desire to lift up other races can
unheard of. They meet only at times of great significance: to appear patronizing. As such, many established societies shun
discuss matters of extreme importance, to mourn the death them all together.
of one of their own or an individual close to them, to produce Variant: Imperial Couatl
offspring, or to face up to a particularly grim or difficult
challenge. Vastly bigger than the average couatl, this mythical beast is a
powerful force of good, setting itself directly against some of
the foulest evils in the known world. It is unconcerned with
the comings and goings of humanoid creatures, and seeks
only to eradicate evil the world over. It particularly relishes
taking on Chromatic Dragons, and remains one of the few
creatures that can challenge such a beast in the air.

52
DM's Toolkit
In most cases, couatls are not in the foreground of
a particular setting. They make good occasional
patrons for characters, and even at times allies
against particularly powerful evil foes. They are
incredibly rigid in their lawfulness, and although
they will not often come into conflict with good
parties, they may disagree with their motivations or
actions if they are not in line with the couatl's
mandate.
In lower level games, couatls can be used as
quest goals - rumours of winged snakes prompt an
investigation in order to utilize their knowledge
and wisdom, and possibly then resulting in the
couatl taking the party under its wing (pun
intended) and sending them off on quests to aid its
own conflict with evil forces. At higher levels,
coatls can be treated more as equals to the player
characters, and can be used as a powerful NPC in
particularly difficult encounters.
A couatl will flat out refuse to aid a party with
evil or reckless characters, even going so far as to
recruit a force of defenders for itself and even
engaging them directly.
As noted above, it is very rare to come across
more than a single couatl - a gathering is sure to
foreshadow a terrible event, or that the forces of
evil are particularly concentrated in that area.
Treasure wise, the gift of a feather by a couatl
can be used to contact and even summon the
individual from which was taken, though only if it
was freely given. Feathers otherwise taken are
worth a small fortune anyway, but have no
remarkable properties. Couatls don't tend to horde
any other items, as they view the accumulation of
wealth as a path to corruption.

53
Remember, though, that the crawling claw is not simply a
Crawling Claw construct, but an undead construct - If enough of its actual
Valthias looked down at his apprentice. Then to the... flesh and bone is removed, destroyed, or replaced with
Thing... inorganic matter, the claw's body will no longer be able to
That writhed on the floor. Four spindly fingers danced contain its vital essence, and it will fall apart. This is the
spasmodically around a withered husk of a palm, jerking in primary way by which crawling claws are destroyed, as they
every direction. The index finger, he thought, must have possess no central weak point, and physical attacks that do
gotten lost somewhere in the process. Vecna preserve us if not remove their original biological matter will damage them
the cat got to it. much less than attacks that do. This durability only applies, of
Running one hand through his thinning grey hair, he course, to crawling claws animated with the original and
hesitantly laid the other on the boy's shoulder. more lengthy ritual which imbues the entire Claw with life
"Everyone's gotta start somewhere, kid." energies. More expedient measures, like inscribing runes on
-- From The Charitable Necromancer by Valthias Caspase, the palm or injecting the veins with magical fluids are much
Archmage of the Final Circle Introduction easier and quicker, but are also far more easily destroyed by
cuts and bashes.
Introduction Incapable of direct reproduction, withered or degrading
crawling claws can nevertheless be ground up into a powder
Crawling claws are hands that have been taken from the dead and fed to animals or humans of the same species as the
(or the unfortunate living) and infused with necrotic energies original claw. This powder acts as like a disease, slowly
to animate them with unnatural life. Totally devoted to their poisoning the victim, whose body largely begins to shrivel and
creators, crawling claws make excellent maids, butlers, atrophy while their hands grow to enormous size and
servants and -in a pinch- men-at-arms. Often chosen as the strength. Though the effect is not very strong, if the individual
first project for aspiring necromancers for their ease of is killed during its effective time period of between two and
creation and the assistance they can provide towards the three days, their hands will tear themselves off the corpse
fulfillment of more ambitious goals. and report to their necromancer for further orders.
Physiological Observations Behavioral Observations
The appearance and physique of crawling claws vary greatly Though generally only intelligent enough to receive, process,
from individual to individual based on the skill of the creator and carry out simple orders such as "Fetch that liver for me",
and the nature of the source material. Necromancers have "Guard the unconscious man", and "Tear out his eyeballs if he
managed to animate everything from minute crab pincers to tries to get out of the ice bath", Crawling claws can be gifted
colossal dragon claws, and though more powerful hands with greater intelligence, or even sentience, at the cost of
make better servants, they also take more skill to create and great material and magical expense. In such cases where this
control. happens, the claw is usually also given a crude mouth with
Disturbingly nimble, crawling claws make almost no sound which to speak or other physical enhancements to make it a
as they skitter around haunted mansions, corrupted more useful servant and justify the magical investment.
graveyards, and ancestral tombs. Not having eyes, they rely Rarely will a sentient Claw break away from its master.
on a sort of spiritual vision that gives them a panoramic, night Despite sentient claws hanging on to a shred of their original
vision sight that prevents sneak attacks and makes them person or individual's personality, they will remain the most
perfect as scouts and lookouts. Their light weight and steadfast of servants and are even more difficult to Turn by
unnaturally enhanced musculature gives crawling claws the paladins and clerics than the non-sentient ones. Some believe
ability to leap great distances and stay in the air for longer that this is a form of Stockholm syndrome, that claws long
periods of time, an effect which is often mistaken for flight or pressed into the service of a necromancer will have their
levitation by the superstitious. consciousness altered to believe that there is no true way of
Though generally able to produce only as much force as life besides service to their creator. Others theorize that the
the original hand would be able to in life, crawling claws are process of creating a claw shatters the original personality of
often imbued with enchantment to make them tougher, the original being, instilling the source-material's feelings of
stronger, and faster. In addition to magical enhancement, the loyalty and subservience while sucking away their free will
constructed nature of the crawling claw makes it is quite easy and pride. This second theory is supported by case studies
for the necromancer to dissect it, replacing nails with steel where more powerful and prideful Crawling claws - those of
talons, tendons with springs, and skin with studded leather. White Dragons, High Elves, Storm Giants, and the like - are
The experienced wizard will sneak a few of these improved far less likely to follow orders when made sentient than
hands into a swarm of crawling claws, presenting a dumber, and less-wise races - such as Kobolds, Ankhegs, or
formidable surprise to adventurers who will find themselves Cyclopes.
suddenly held down by an iron grip as the weaker claws rip
and tear at their flesh.

54
Social Observations Variants
While they are essentially willing slaves to their creators and Bigby's Nightmare
thus have no real society of their own, crawling claws Crawling claws taken from giants and enchanted with
nevertheless play an important role in many cultures where extreme durability and gifted with the power of flight, Bigby's
necromancy is more or less acceptable. Being such a basic Nightmares are massive constructs able to replicate the
construct and the first ones that many necromancers effects of any of the "Bigby's Hand" - series of spells.
animate, they are often regarded as something akin to mobile Useful as front line fighters, siege engines, and
teddy bears or dolls in some societies. Necromancer parents bodyguards, Bigby's Nightmares can be terrifying implements
may assign sentient Crawling Claws to act as of destruction that bring a whole new meaning to the phrase
"nannies" for their children to simultaneously keep them "Finger of Death".
safe and instill in them a fondness for death from a young
age. In such societies, some old crawling claws are preserved Degloved One
with enchantment and careful maintenance for decades and Taking aspects of wraiths, mimics, and crawling claws and
centuries, caring for one generation of archmages after combining them into a single abomination, Degloved Ones
another. are crawling claws that are hollowed out and tanned, taking
In other societies, crawling claws are seen more like status on roughly the same appearance as regular gloves.
symbols that double as slaves and are cared for in a very However, if put on by one other than their master, they
different way. "The hands of the great are legion" or some immediately latch on to the wearer's skin, sucking their blood
variant of that saying is generally a common sentiment in through the vulnerable veins and arteries of the hand and
such cultures. Rich necromancers might flaunt their wealth forearm. More powerful versions of these might be able to
and power with elaborately enchanted claws: Hollow ones fuse themselves to the victim's skin, making them near
that can be worn like gloves, massive ones that guard their impossible to take off without ripping off your own skin in the
dungeons, jewel studded ones that can cast spells, and process. Even stronger ones can take control of the arms of
amalgamate stacks, sown on top of each other, that serve as weaker willed adventurers, making them hit themselves over
mobile serving platters. The upper class of these societies and over again. It is at this point that the necromancer is
prize the claws of rare and dangerous monsters such as advised to exclaim "Stop hitting yourself, stop hitting
Giants, Dragons, Sirrush, and Phoenixes to make their yourself," while dunking the poor character into a latrine
servants and fill their collections. headfirst or painfully pulling their underwear from behind.
Most cultures, even those where necromancy is acceptable,
do not take it this far with crawling claws in particular
though. In those, crawling claws can act as familiars, pets, or DM's Toolkit
manual laborers, but they are not given some special place in
society to be admired or desired. While mildly creepy and certainly quick, the single
basic crawling claw should pose little threat to
even a level one adventurer. Sending a half dozen
Intra-Species Observations so at a time against a beginner party might be the
Crawling claws generally do not act on each other unless undead equivalent of the goblin raiding party. For
given sentience or ordered to, but in the event that a non higher level adventurers, variant claws or hordes of
sentient one is ordered to carry a non-verbal message, they hundreds of basic claws using swarm rules might
might pass it on along a chain of hands like a sort of Manual- provide a more suitably terrifying challenge.
Courier Express, each hand inscribing the message onto the Adventurers should see crawling claws as a sign
next or passing it along through a tapped code hardwired into that necromancy already has its talons set into a
place, and that the source of the creature will be
their memory by their creator. In this way, they can act as somewhere in the region. Not far behind the
secure and encrypted means of passing information from the crawling claw scouts will be the more durable
necromancer to others. variants, as well as the skeletons, zombies, ghouls,
Sentient claws often act much like their original species etc. that usually make up the bulk of a
does, and, holding onto shattered recollections and broken necromancer's minions.
pieces of the original's personality, might re-enact the
behaviors of their intact predecessors. Crawling claws from
Giants sometimes attack Draconic ones, Animated Illithid
claws might favor attacking the brains of their enemies, and
sentient kobold claws will often prostrate themselves before
Dragon claws. Entire microcosms of society might exist in
the crawling ecosystem of the Necromancer's lair, with
complex social webs being spun and caste systems generated
by the minds of these otherwise detached beings.

55
Cyclops Social Observations
"We had to duck behind an outcropping at the foot of the hill. Cyclopes tend to prefer isolation, but often live near enough
The rocks weren't actually that accurate, I guess only having to their own kind that they can trade goods and rely on each
one eye comes with its disadvantages, but we weren't able to other for mutual defense in the rare instances that a threat
break cover without risking getting pulped. Fortunately, appears which cannot be solved with their own great
Regith had found a little cleft and put an arrow right into the strength. Most cyclops keep animals, maintaining sizable
side of its neck, which distracted it long enough for us to herds of sheep, goats, or cattle, from which they draw the
close the distance. Damn was that a mistake. It smashed majority of their sustenance through meat and milk. In one
Kegan with its club, then grabbed Flint and dashed his head curious case I witnessed a heavily scarred cyclops tending to
against a crag. We only got out of there alive because Alamar a small group of owlbears and referring to them as screechy
put some sort of spell on it and calmed it down enough that stab-goats. Cyclopes most often make their homes in caves,
Regith could line one up and put it in its eye." among ruins, or in lean-tos constructed from whole trees. In
--Folan Latimer, Captain of the Fourth Company of Scouts rare scenarios some may be found building crude structures
"Cyclopes? They're idiots. Once I convinced one I was the from huge stones, the sheer scale of which can be quite
god of fire using nothing but a pot of oil, six torches, stilts, impressive to those unfamiliar with their handiwork, even if
and a long cloak." the craftsmanship leaves much to be desired.
--Kell Toddle, Halfling Rogue Cyclopes do not follow any religion and, indeed, scarcely
regard the existence of the gods. Their own fantastic strength
and impressive self-sufficiency have caused them to become
Introduction assured of their own independence of the divine.
The cyclops is a massive and fearsome humanoid, found In those rare cases where cyclops are forced to interact
primarily in remote locations. Although clearly intelligent, directly with gods or divine magic, they tend to be cowed into
cyclops are exceedingly dim-witted, knowing little more than submission only through shows of force, rather than any
is necessary to sustain themselves and having no interest in sense of respect or deference. They typically chafe under
learning further. They are absolute strangers to innovation such pressure and seek to assert their independence as soon
and can be easily deceived, although the consequences of as possible.
failure in that department can be severe. Cyclops will often When a male cyclops feels a particular urge to mate, he will
know enough Common or Giant to converse, but practically typically travel to the lair of a female of his species and
none can read or write. They tend to scratch a living out of present her with an assortment of gifts. These are usually
harsh lands through herding, but are not averse to practical in nature, consisting of cheese, mutton, crude tools,
supplementing their diets with any other sources of meat, and animals from the male's herd. If the female considers the
regardless of intelligence, that stray too near their lairs. offer sufficient, she will agree to mate with the male. Most
scholars believe that this sort of unidirectional gift-giving has
Physiological Observations arisen due to male cyclops' propensity for returning to their
own homes soon after copulation, leaving the mother with
Cyclopes resemble massive humans, sometimes reaching as the resource-expensive task of raising any potential offspring.
much as twenty feet tall, with broad shoulders and powerful Only rarely do cyclops form family groups for extended
musculature. Their most notable feature is, of course, the periods of time. Young mature quickly and are considered fit
single eye located in the middle of their forehead. to fend for themselves sometime around six years of age.
The reason for this curious deviation from the basic When this is achieved, the mother will provide her offspring
humanoid facial type is unknown, but it has been suggested with a small flock from which to build its own herd and send
that the poor depth perception arising from their monocular it off to find a suitable home.
vision is meant to be a physical analogue to their lack of
wisdom and foresight. This, of course, assumes an active
divine hand in the race's origin, which I suspect although
have been unable to prove. Consultation with the priests of
several prominent gods has so far been fruitless, although
one cleric of Poseidon returned from an attempted
communion with his god rather red in the face, a lead which I
will endeavor to pursue in the future.

56
Inter-species Relations
Due to their natural propensity for isolation, cyclops are not DM's Toolkit
typically a threat to civilized societies. They are, however, an
absolute terror for travelers who wander too near their lairs. Cyclopes' tendency towards isolation means that,
Cyclopes have no compunctions about eating intelligent in the absence of some external force, they should
beings and, in fact, seem to consider them something of a rarely be an issue for settled communities. They
delicacy. Unwary humanoids have often been known to come can, however, be used to great effect on travelling
across a cyclops' herd and assume that the owner is of a parties, where capture by a cyclops can be a nicely
peaceable disposition, only to be eaten whole when the self contained, albeit clichd, session, or as signals
that something has upset a previously existing
cyclops returns. Cyclopes are also known to trap their victims balance.
in caves or similar prisons to be consumed later. An adolescent cyclops was sighted moving
Cyclopes do not use currency and have little need for most across the countryside in the direction of a sizable
finished goods, although there are instances of cyclops town. The party must find a way to stop it before it
engaging in trade. This typically takes the form of barter cuts a bloody swathe through the outlying farms
between cyclops, but in rare occasions can involve smaller and threatens hundreds of lives.
humanoids as well. Cyclopes enjoy shiny objects and often Several fully grown cyclops have come down out
collect jewelry from travelers they have eaten. They have been of some forested hills and claimed a fertile valley as
known to offer these items in exchange, most often for wine, their own lands, despite it being currently inhabited
which is the one commodity they desire above all others. by several human communities. When questioned,
Cyclopes are not sufficiently skilled to grow and ferment they say that something has been killing their
grapes on their own, but if they have had the fortune to come sheep and is too stealthy for them to catch.
across wine from a victim or trade, they have often been The party stumbles across the lair of a cyclops,
known to develop a particular taste for it. In several cases, which proceeds to politely offer them cheese. He
asks with all courtesy whether they would be so
cyclops have demanded dozens of barrels in regular tribute kind as to deal with the bandits which have been
from towns located near their lairs. plaguing the town from which he imports his wine,
An adolescent cyclops can present a serious threat to small as he cannot afford to leave his herd for so long.
towns and farmsteads as it strikes out on its own, searching
for a suitable area to raise its own herds. Possessed of the
same great strength as their parents but far greater
wanderlust, young cyclops have been known to eat whole
families of shepherds before tearing down the walls and
occupying their homes for a time. It is fortunate that cyclops'
low birth rate ensures that such instances are few and far
between, as it takes a sizable show of force to dislodge a
cyclops from its claimed territory.
Although superficially similar to giants in many respects,
cyclops are not included in the Ordning, the complex system
of giant hierarchy. As even ogres have a place in the ranking,
this indicates that giants consider cyclops to be of an entirely
different class of being. As they often inhabit similar locales,
cyclops and hill giants clash occasionally, with cyclops
emerging the victors in these struggles more often than not.
If confronted by giants of most other varieties, cyclops will
back down due to the former's greater size and organization.
Elder Cyclops
All descriptions so far have concerned themselves with those
cyclops found on the Material Plane. There are some reports
of cyclops inhabiting divine realms which are, in many ways,
nearly perfect opposites to those of our world. These cyclops
are skilled craftsmen, reputed to be among the greatest
smiths in the universe. Their great strength and simple
wisdom make them respected figures, responsible for the
creation of powerful divine weaponry.

57
Darkmantle Physiological Observations
"I was just a lad when an adventurer, much like yourself, Although it resembles a common and far less deadly squid, in
asked me to lead him to a cave. He said the cave contained basic shape if not overall form, there is a thick membrane
untold wealth, that there was some dragon or other living between each tentacle. This membrane, when combined with
there or something. I was just a boy so with a single silver the slender tentacles, is what you will feel wrapping around
piece he got me to take him there. The locals knew this cave your head as you suddenly find yourself in total darkness. It
only as a dangerous place the children were much warned also gives the creature Eyes near the top of the creatures
against it. If there was a dragon there the man never made it head face in every direction so that no matter where prey
that far, this strange creature looking like some squid that comes from it can be seen. Inside the membrane is several
escaped from the nine hells saw to that. Be wary of the rows of teeth as sharp as a blade, where the creature stores
Darkmantle boy, it lurks above" Below the tale is a drawing, the food it consumes I have yet to discover as it eats far more
looking much like a field journal some scientist sketched, than its relatively small stature would allow and cutting them
though the attributation is currently unknown. It is the open upon death has yet to reveal a long term stomach, or
Darkmantle. any digestive organs at all. I believe they directly absorb the
--Excerpt from the popular "The Great and Terrible Beasts nutrients they eat at a maximum efficiency, which would also
of Our Time" on sale wherever popular tomes are sold." explain a distinct lack of bones found in many of the caves
they inhabit. It has no known subspecies however its relation
to beasts such as the extinct Lurker Above should bear out
Introduction further research in due time. Their young are quite
A rather interesting predator, the Darkmantle waits most fascinating as well. Dr. Lemontwig of the Elfen Research
often in caves, or other dark places, where its natural Institute spent fifty years tracking one from egg to adult
camouflage does it the most good. The natural colour of the hood and I will share some of his findings.
beast mimics that of the cave it finds itself in, and should it
move to a new home it can change to suit it. The creature Life Cycle
attaches to the tops of caves with a suction power near its The Darkmantle breeds much like a fish. The females, on the
tentacles and waits patiently for the next fool chasing gold to exterior entirely identical to the males, will lay an incredibly
come walking through unprepared. large clutch of eggs and which release some sort of noise that
Should they find themselves outside their chameleon calls to the darkmantle via its echolocation, though even the
reflexes will do them far less good as their ability to change sensitive ears of an Elf cannot pick up on it. Many eggs will
colour suits more the variety of greys one finds in caves more be inseminated by any males nearby, some even journeying
than the browns and greens of a forest. It is theorized to have from other caves if their own does not contain a female,
first found its home in the Underdark with the Drow and the suggesting to me at least that females of the species are rare.
other unsavory denizens of that abominable place, but how Following this it will take approximately one year for the
much of this is speculation and how much of it is just hatred mantles to hatch. In this time no protection is offered to the
of the creatures from below the earth is unknown at this time. eggs nor is there any care for their well being. The creature
There were also some that believed it to be an outsider of emerges in much of a larval stage, it is soft and lacks the
some description though none have ever been reported in any carapace its parents use to disguise themselves as stones and
of the outer plains where outsiders make their homes. Much so, in quite a shock to myself, must scurry around in the dark
of the information that will follow is based on mine, and my and hope to avoid dying. This, I believe, is why they lay so
colleges, direct observations of this creature, the Tenebris many eggs as relatively few will ever make it to adulthood. As
Pallium as we have come to call it, according to one of our mentioned elsewhere they feast on whatever scraps the
associates in the language department it is ancient Dwarf for adults leave and, should they survive at least, this process will
Darkmantle. last around four years before their shell hardens and they
reach a stature that will allow them to take on small prey of
their own. These young have sometimes been found in the
cellars of taverns or sewers hunting rats and other small
creatures. to fully grow it will take another 15 years,
combined with shedding their carapace several times as they
grow which leaves them vulnerable and camouflaged for
about a day until the new one grows in. At around 20 years of
age they are adults, but while growing slowly Dr. Lemontwig
noted that they never seem to stop. However after the 50
years the subject was killed attempting to target some
industrious goblins and so we are as of yet unaware of their
full lifespan.
Dr. Lemontwig has decided to keep one in captivity in his
lab and begin anew. Though I will likely not live to see the
outcome, being merely human myself and already getting on
in years, I hope future generations will take great interest in
his research.

58
Social Observations
It gets along well enough with its own species, they are DM's Toolkit
seldom seen fighting over territory or food, but often prefers
to be alone or in small groups, though there are some that These would be creatures to fear for peasants and
grow to a good number, as long as there is food in steady low level NPCs but an adequately leveled party
supply their population seems to grow and they stay where should have little difficulty unless it is a swarm.
they were born. Not a pack animal by any means but has an With very little in the way of special abilities their
observable intelligence similar to that of many basic animal main use is in surprise attacks or ambushes where
companions. I have personally witnessed almost a score of the creatures the party is fighting have trained
them. Fighting goblins when suddenly darkmantles
the beasts descend onto a battle with some Orcs and only the show up could be a terrifying proposition for many
party that I was travelling with was attacked, suggesting to a party.
me that these beasts could be tamed. If not well enough to As it can attack no one else but its victim once
handle direct commands they can very well be taught what to attached they are best thrown at the party either in
eat and who to leave alone. There are even records of the small groups or with other creatures nearby,
creature working in tandem with several of its brethren to though one could be a good surprise to catch the
take down larger and more dangerous prey. Anywhere you party unaware.
see larger clutch of the beast beware, there could be even Obviously their specialty is surprise attacks,
larger creatures waiting nearby. most often their darkness spell is used just before
grabbing onto a prey leaving them even more
Behavioral Observations unaware of what just happened to them but it
could easily be used for other reasons if the need
They are fully and entirely a predatory animal, concerned arises. It has its limits though, as Darkness can only
with nothing more than their own safety and securing food. be cast once a day and is only a 15ft radius but, as
They lack compassion for their young, often laying eggs and with all supernatural darkness, darkvision is useless
then leaving the cave themselves in search of a new home against it which could leave party members
when food may be scarce, though many times they will simply groping in the dark trying to help their party
reside nearby. In some cases the adult has let the child starve member.
to death as they got to the food last and there was none It is a very versatile predatory animal excellent in
remaining. They seem to only be able to attack from above, anywhere dark, making effective use of the
when lifted from a host or missing their attack they often darkmantle should be simple for any DM, they
appear in numbers anywhere from solo up to 15-
scurry away to climb back up to try again, seemingly entirely 20 commonly so feasibly they could pose a threat
unaware of even the limitation on the darkness they create to to even a midlevel party in large enough numbers.
conceal their first attack. Especially if you have them work together. As
When they work together and fell a larger beast you can suggested in this post you could easily have one
often see the entire caves worth of them feasting on the body grab a head and the others latch onto other places
together until not even the bones remain, as was the case on the body and attack in tandem (as of 5e they
when I saw them devouring a relatively young dragon. gain advantage when attacking people they are on)
At this time they will climb back up to their perches and leading to a deadly combination.
rest until they feel the hunger again. It is at times like this Use them sparingly however as if you put them
that you are most likely to see their young scurry down in an in every cave the novelty of the surprise will wear
attempt to feast on whatever scraps remain. off quickly and the party will begin to expect them
Until they grow large enough to take prey of their own this to be everywhere.
is how they will survive.
Intra-Species Observations
As any predator the dark mantle sees other species more in
terms of "food" or "not food" rather than any companionship.
Even their own young only escape their feasting due largely
to it being difficult to attack something from above when you
are on the same level as it. They seem to be trainable by more
intelligent species and I once met a ranger who claimed to
have one as his animal companion, though he was drunk at
the time and was not around when I left in the morning so I
do not know if he was telling the truth. Even those in the wild
can be scared off if they are hurt enough, they will often flee
deciding that the meal is not worth the risk, so they do have
some self preservation instincts.

59
Death Knight will always serve themselves seeing that
Death Knight promises, like mortality, are a farce.
Even the most righteous men can fall into darkness. I couldn't
believe it was him, not Miltiades. For so long he was a pillar Behavioral Observations
of goodness, but in the end hate overtook him. Even as I write Death Knights are consumed by the hatred that drives them,
this his eyes, seething orbs hate, peer into my very soul this leads them to be thoughtful and deliberate, regardless of
chilling me to the bone. He must have some honor left, their personalities in life. They carry their very souls in their
otherwise he would've killed me by now. bony hands to serve as a reminder that their bargain cannot
-- A note found on a skeletal warrior outside of the Ruins of be undone. Death Knights have given up any thoughts of joy
Raudor. or contentment for the power to accomplish their goals, a
thought that weighs upon them every moment in their
Introduction immortality.
Death Knights are those that have been cursed forever to Those that turned to death for power were, most often than
roam the earth in undeath, hate perpetually driving them to not, frustrated in life. Death being preferable to defeat, Death
enact vengeance on those that have wronged them. Although Knights have forsaken their very lives in the pursuit of power.
rare, Death Knights are said to have been paladins that have As the Death Knight continues to be defeated the more forces
been cursed by their god for a treachery they have committed and power it gathers. Once a Death Knight is victorious in its
or great warriors that have partaken in an unholy ritual to rid goal, its joy is fleeting, for it is faced with an eternity of
themselves of their mortal weakness. endless struggle.

Physiological Observations Inter-Species Observations


The most notable aspect of a Death Knight are the eyes. Death Knights generally work alone, amassing an undead
Glowing red from the hate that now consumes them. Their army to further their cause. Due to their undead nature Death
eyes illuminate their skull, having shed their skin, blood, and Knights very rarely have any living companions. Death
muscle to become the ultimate beacon of undead strength. Knights see mortality as a weakness, and weakness in
Although Death Knights have no skin or bone they retain intolerable. The one creature that a Death Knight will make a
whatever strength and vigor they had in life. Although the long term commitment to is its favored mount. Death Knights
Death Knight lacks a phylactery, they will continue to come ride into battle on the backs of evil beasts such as
back to life until their soul has sought forgiveness. Nightmares or other undead mounts. The teamwork required
As such, they are granted divine powers by that which between mount a rider is often the Death Knights only lasting
keeps them undead, although they may never use those source of pleasure.
powers to heal. Death Knights will sometimes ally themselves to other,
It is said that a warrior who was transformed channeled more powerful creatures such as Liches, Vampires, or other
their very soul into their weapon, bringing death to others Death Knights. These commitments will never last, however,
with the very essence of their being. When transformed an as the Death Knight grows in power the more obsessed it
unnatural green flame envelopes the body and erases all becomes in its own personal agenda.
aspects of life by burning away the living tissue. The brain, no Death Knights have also been known to transform other
longer needed, is replaced by the soul infused weapon. great living warriors into Death Knights in order to form an
elite society of undead. If this is the case the other Death
Social Observations Knights will always follow the oldest, most powerful among
them, generally the one that transformed them.
Death Knights are dark and brooding, their minds lost to the
hate that consumes them. Death Knights are not welcome
among the living so they often surround themselves with DM's Toolkit
undead that are capable of complex thought. Skeleton
warriors, wraiths, and wights often make up the retinue of During conception Death Knights drew a lot of
inspiration of J.R.R. Tolkien's Ring Wraiths. As a
the Death Knight. potential plot hook you might be able to say that a
As they gather forces Death Knights are forced to remain group of Death Knights were created by a supreme
on the move, otherwise an army of the living would be dark lord in order to fulfill a dark brand of justice.
brought upon them and ruin their quest for vengeance. A Another option is to use a historical leader such
Death Knight might take command of a ruined castle, or it as Genghis Khan. The Death Knight could be the
might claim a fortress from its inhabitants. If conquest is leader of an undead army that is sweeping the
what drives the Death Knight, captured lands might turn into world converting the dead into undead or even
the beginnings of the Death Knight's empire. great warriors of the land joining forces with the
The majority of Death Knights work alone as great leaders, Death Knight as a better chance of survival.
although sometimes they will join forces with a greater entity.
Death Knights who transformed unwillingly will most
certainly attach themselves to someone with great power and
initiative. This person of power can be a Lich, a vampire, or
even a mortal that holds great sway over the undead. A Death
Knight will hold true to its commitments for years, centuries
even, but as time progresses a

60
Behavioral Observations
Demilich Against strongly influenced by the reasons for its creation.
I just remember so many skulls. A vast wall. And nothing but Demilichs created from accident and deals-gone-bad are
hideous laughter all around. Then Strex's blood started going to hate life. Their resting places will become lures for
leaving his body through every pore. It pooled at the base fool hearty adventurers, ignorant grave robbers, and zealots
then began crawling up the wall into the mouth of a skull set seeking to impress their gods. Demilichs have no problems
at the highest level. quickly eliminating these intruders.
Accidental demilichs might not have any external defenses
Introduction set up. They may, overtime, have created a small army of
It is a misnomer that a demilich is a lich that that has undead and encouraged a large monster to take up residence
forgotten to nourish itself. The notion is ridiculous. Only the in their old tower. Demilichs who were seeking lich-hood or
most powerful wizards and necromancers attempt lich-hood, had it promised to them might be at the center of a vast
so it's hardly believable they would forget a simple thing like underground labyrinth dedicated to them as they had time to
feeding their source of power. prepare.
Far more likely is that demilichs are the products of failed However, demilichs created for rule might be placed in a
transformations. This mis-fire almost always occurs at the vastly elaborate ossa built for worship, council, sacrifice, and
moment of creation of the phylactery and the bonding of the display. These places will be not only guarded by the lich's
soul to it. What is left is the intact phylactery, the skull, a pile own defenses but a host of dedicated guards.
of ash, and an angry, thwarted evil soul that usually proceeds
to kill any living thing 1 mile around. Then they simmer in Intra-Species Observations
hatred until the next victims stumble along. Again, a demilich will tolerate those who it can rule and those
Equally as likely is that demilichs are the products of a deal who it sees as intelligent. However, failure is little tolerated,
with Orcus. Individuals are promised immortality in death is swift, and punishment can be multi-generational
exchange for their horrid cooperation. However, the demon after all, the undead see time very differently.
lord of the undead is known for taking delight in watching
mortals realize the moment of the double cross before they
are nothing but a skull.
Another surprising reason for a demilich is out of
reverence or for future council. In some societies, powerful
and successful rulers are preserved to ensure eternal
prosperity and domestic stability. The irrationally moral
might find this abhorrent, however the rationally pragmatic
see it as a way to prevent endless succession wars which
drain a land of resources and sow only strife.
Physiological Observations
A demilich's physical appearance can vary greatly from the
mundane to the fantastical depending on the ritual used to
create the lich and if there are purposeful attempts to hide it.
These designs could be part of a protection system to prevent
the skull from being taken or jewels could be augmented to
feed the lich's phylactery, increase its surveillance capability,
or bolster offensive power.
The skull could be also resting in a pile of ash or
ceremoniously mounted in the wall or in an obelisk. This
again is dependent on why the lich was created. If by
accident, the skull could be in the corner of a cluttered study
or under a soiled cot. If by purpose, the skill might be
mounted in a very elaborate mural depicting the lich's history
in a bas relief surrounding a sacrificial alter.
Social Observations
A demilich is not a social creature in the traditional sense. If
the lich was created by accident or crooked deal, they most
likely will be very hostile toward any living thing that crosses
their path. They will take enjoyment out of causing pain,
suffering, and extinguishing the light of life. A demilich
created to run a cult, guild of thieves/assassins, or a kingdom
will be mostly concerned only with those it knows are a part
of its society and order. This can manifest itself and a sort of
xenophobia.
Behavioral Observations
61
DM's Toolkit
Below is a table for the quick generation of
demilich for your campaign. I think the most
exciting idea that the demilich is a part of a council
used by a powerful guild to maintain its standing.
The guild could be at the heart of a city have many
twists and turns.
Lich
1d10 Skull Creation Tomb
1-2 Human Tricked by Orcus Center of a death
cult
3-4 Slaad Lost in the Astral Center of
Plane criminal
organization
5-6 Yuan-Ti Craved Eternal Powerful family
Power crypt
7-8 Fiend Lichdom thwarted Abandoned site
by hero of former power
9-10 Dragon To serve Center of a maze
guild/cult/kingdom

Other points:
A demilich might make a good puzzle monster. In that the lich
will be very protected since it is immobile. A good campaign
might be just piecing together the lich's deeds in life and
death to figure out how to beat it.
A group of demilichs are like a hard drive. They are created
to store very important information. A magic society could
have created them as an eternal storage place for all 9-level
(and beyond) spells. Only those rising high in the organization
can access them without harm.
Maybe on that same note, what if there is an apocalyptic
situation where PCs have to uncover a demilich in order to
restart society. As the lich is fed souls it remembers items and
enemies the players need to obtain and defeat.
However, the as the lich powers up its starts its own
schemes.

62
Demons Physiological Observations
I see from your journal that you have studied us extensively, But curiosity is the downfall of all creatures, even eternal
wizard. Most think all we 'demons' to be savage, brutish ones. Eventually, these immortals began to experiment with
creatures. But you... you have peered behind the veil. I even their own immortality. They discovered that because they
see that you have heard the name Tanar'ri... a name that were unable to die and their bodies could recover from any
stretches back uncountable aeons. No, don't even bother injury, it was possible to make surgical changes to their
struggling. Those straps are tightly secured. Do you really bodies that were previously unimaginable. If one of them
think you're the first wizard I've harvested? wanted to be able to see in the dark, all they had to do was
You ARE the first to have discovered as much of our history remove their own eyes and replace them with the eyes of a
as you did, that I do grant you. It has been long since I cat, then let their body incorporate the foreign parts as it
conversed with an intellectual such as yourself, and we have swiftly healed. If they wanted to fly, they simply needed to
plenty of time before I am done harvesting you. remove wings from another large species and attach it to
You wish to know about the so-called 'Blood War?' Very their shoulders. This was seen as liberation from their own
well, I will be kind enough to satisfy your curiosity and tell you physical limitations, and at first their society rejoiced in their
about our struggle for freedom. The knowledge I am about to newfound senses, as they harvested all manner of creatures
share with you has not been shared with mortals in millennia. to live vicariously through those creatures abilities and
Try not to scream too loud as I recount it. You wouldn't want powers.
to miss anything. Eventually, discontent started to grow among the
immortals. There was a limited number of body parts to
harvest, and they noticed that all the best pieces and
Introduction experiences were going to those immortals that were
This is a story about the demons behind the Blood War, also wealthiest or had the strongest connections to those in the
known as the "True Tanar'ri." Is it a true story? None can say. upper ranks of their government. 'Promotions' to a better
In the infinite depths of the abyss, even truth itself becomes body were given out at the discretion of those in power. This
warped and mangled beyond recognition. seemed like an injustice. As their cultural aesthetics changed
Perhaps it is best to say that it is one potential truth, and and adapting one's body became an essential part of their
leave it at that. culture, the poor could not afford good body parts, and had to
The story is a tragedy, and the tragedy is time. In time, all live with whatever patchwork bodies they could make for
things change and evolve. It is said by some that humans are themselves, while their elite - the ba'atezu - harvested the best
descended from apes, just as kobolds are descended from bodies money could buy.
lizards and merfolk are descended from fish. If that is the So the poor struck back, in the most savage way they could.
case, and we have truly evolved so much, think about what They attacked the other immortals, and harvested them. And
our species might look like a billion years from now. And thus began the Blood War - a war of ideology between those
think about what other creatures might have looked like a 'devils' who believed that new forms should be granted by the
billion years before now... government, and the 'demons' who felt that they were entitled
A billion years ago, or so the story goes, there was a society to any body parts that they had the strength to take. This is
of creatures very much like our own. They were masters of why there is so little physical variation between devils,
magic and technology, particularly as relates to the whereas demons vary so widely, even between members of
connection between the body and the soul. At their society the same type or species. Devil's bodies are created by
advanced, both magically and scientifically, they discovered a standardized processes, whereas every demon is self-made -
way to defeat death itself, by anchoring their souls into their and the greatest demons, the demon lords, consider
own bodies. Imagine a society spanning multiple dimensions themselves to be artists, with their bodies as a kind of canvas.
- a society where nobody could truly die unless they chose to
do so. For a time, it was a utopia - at least for them.

63
Social Observations
The "True Tanar'ri" - what mortals call demon lords - are an DM's Toolkit
immortal species of anarchists obsessed with personal
freedom at any cost. They are obsessed with bringing down Demons are creatures of dread, and any adventure
the devils that oppressed them, and see no value in mortals involving them should have elements of horror in
other than as cannon fodder, "entertainment", or spare parts it. I took a different approach to the horror aspect
to incorporate into their own bodies. by making demons more relatable. In this re-
Initially, the anarchists thought that laws were not needed envisioning of demons, they began as freedom
to allow them to live in harmony - that freedom itself and fighters who were willing to do whatever it took to
achieve their version of 'freedom' - and lost their
mutual respect would allow all true tanar'ri to cooperate. humanity in the process. This can make them a
This dream died quickly. Billions of years of warfare and great allegory for PCs that have similar goals. For
torture have given these creatures contempt for all other example, a group of PCs using guerrilla warfare to
immortals, even those on their own side. A demon lord will fight an evil government might use increasingly
cheerfully harvest another of their own kind the second it has brutal tactics to combat their adversary,
the opportunity. Behavioral Observations rationalizing that "the ends justify the means".
To understand the psychology of the demon lords, one Meeting a true tanar'ri, they might see the logical
must understand the reasoning and motivations behind the end result of such an approach.
Blood War. When the first immortal anarchists rebelled, the The 'harvesting' angle also gives certain logic to
government could not defeat them through conventional demonic behavior - they consider themselves
means -after all, they were immortal. No demon or devil could 'artists' and mortals are their paint. The film
be permanently slain, unless they chose to be. "Jeepers Creepers" gives an example of how this
Some might think that this would make the war pointless, may be used, as it depicts a demon that goes on a
but on the contrary, it only made it more brutal. A ba'atezu killing spree to create the perfect body for itself.
general named Asmodeus realized that if death was
voluntary, then the only way to truly defeat the other side was
to make them want to die. Aeons of torture, imprisonment
and psychological assault became standard tools of the Blood
War. The goal was to cause so much suffering to the other
side that they willingly relinquished their immortality.
And it worked. Over time, the gentler demons and devils
chose to die, their spirits broken by the eternal conflict where
no rules existed, and anything was allowed. The Blood War
has gone on for billions of years now, and the only original
survivors left are those who were almost unbreakable - the
most vicious, determined, and psychopathic members of both
sides.
Inter-Species Observations
In this way, the immortals numbers gradually eroded, and at
first it looked like the war would slowly wind down. Then,
millions of years ago, the humanoid races were created - and
the simmering conflict flared up more brightly than ever. For
you see, humanoids were one of the few races with souls
powerful and resilient enough that they could be changed into
immortals themselves.
And so it came to pass. The "true" tanar'ri, ensconced in
the Abyss from which they launched guerilla attacks against
the ba'atezu and each other, created soul magnets to attract
those humanoid souls most like themselves. And the ba'atezu
did likewise.
Be frightened of the demons that live in the Abyss. But fear
them not only for what they can do to you, but also because
they are what we may someday become.

64
The internal structure of the beasts is different for every
Devils sub-species. Because of the lack of remains to examine I can't
be sure about what organs resides in the creatures. However
Introduction I'm fairly certain they have a heart: In ancient dark magic
"So mortals, you've reached my lair. Did you enjoy your trip? rituals there are several references to using a devil's heart to
No? Didn't think so. Since I'm in a generous mood and you've transmute souls into necrotic energy. This also leads me to
impressed me by making it here alive, well more or less alive, believe that fiends use the souls collected in their dealings to
I'll offer you a deal. Anyone who kills another member of your fuel their magic or even to sustain themselves. They have
troop will be allowed to beg for their life. And because I am intestines according to the paladin, Falco Odyss, who ripped
so benevolent I'll only take your soul before I throw you out. its guts out. I find this statement to be insufficient proof and
Now, mortals dance for my entertainment... Show me your would need further evidence before making conclusions. I
pained expressions ... Gut your friends ... keep your miserable know for sure that the hell spawn has the ability to consume
existence ... Fight! ... Slaughter! ... Beg!" food. This doesn't mean that they need food - or can even use
--Tale told by a broken ex-adventurer, Nuva Lidon, about it - to sustain themselves.
their venture into the lower planes and their hunt of the pit Devils are to a certain extent immortal. When they are
fiend Merlach. killed on the Prime Material Plane their carcass melts away
while releasing volcanic gasses and necrotic energy. This
Physiological Observations necrotic energy transports the body back to the Lower
Planes where it will start reforming at full strength. I have
Physiological observation is a nigh-impossible feat; reason to believe that this process requires souls as a magical
Carcasses evaporate upon death, capture is extremely catalyst. A soul is the purest form of life force therefore I
difficult, and their form shifts with the passing of their will. In think the fiends use it to rebind their consciousness to their
my research I've come across many theories. One stands out, form. Of course this is - well-grounded as it may be - a theory
the tale of the Blood Wars, as it is mentioned in a variety of and would need further experimentation to prove. The
ways in the mythos of every early civilization. I personally simplest way to dispatch a devil permanently would be to kill
refuse to believe this to be the truth. According to the Blood it in the Nine Hells. When killed in the Lower Planes the
Wars theory devils and demons both were originally a reforming process doesn't commence.
humanoid race of mortals corrupted by their pursuit of
immortality. Mind you that this is a very abbreviated and Social Observations
incomplete description of the theory. It is simply absurd to
believe that they were like us once, or worse that we could You've had your time with my gift, musician, now it's time to
become like them. I felt it was important to mention because pay the prize. So why don't you tell your guard dogs to lower
maybe the tale holds some merit. their weapons before they hurt themselves. ... Listen carefully
After all my research - reading forgotten texts, looking into mortals. While I don't mind crushing you like insects, it is bad
the dark arts and talking to priests, keepers, paladins, fiend for business. Besides even if you did manage to kill me it
hunters and clerics - I've concluded that devils hyper-evolve. wouldn't get you out of your contract. What? Why the
Hyper-evolution causes the strongest of mind and body to surprised look? You think you're the first to try and weasel
make leaps in the evolutionary process while leaving the your way out of a deal? Human arrogance never seizes to
others behind in a comparably pitiful state. Of course it is no amaze me.
surprise that there is a clear physiological hierarchy caused -Telling by a group of mercenaries about their encounter
by this huge discrepancy in power. Much like among animals with a devil.
or savage tribes the strong rule over the weak. Devils have a very strict social hierarchy headed by
Hyper-evolution causes one more peculiarity: All of the Asmodeus. Every fiend heeds his call, be it directly or
evolutionary data from these leaps are stored within the indirectly, there is no escaping his rule. His absolute rule is
individual fiend. The fiend can unleash this data on a lower caused by his ability to reshape any fiend's form at will. Each
devil to forcibly rewrite its genetics, causing excruciating pain layer of the Nine Hells other than the ninth is ruled by an
- both physically and mentally - as every segment of their archdevil, creatures whose existence is an even larger
being is ripped apart and reassembled. During this process mystery than other fiends. The Layers and their current
the fiend places a safeguard in the genetic code of the lower rulers are as follows: Avernus ruled by Zariel,
creature. The safeguard allows the fiend to reduce it back to Dis ruled by Dispater, Minauros ruled by Mammon,
its original state should the lower creature ever get out of Phlegethos ruled by Belial and Fierna, Stygia rule by
line. Levistus, Malbolge ruled by Glasya, Maladomini ruled by
Baalzebul, Cania ruled by Mephistolpheles and finally Nessus
ruled by Asmodeus. There is mention of other archdevils
however they don't seem to currently be in power.
Even though it isn't in their nature the creatures all adhere
to the hierarchy. The foremost reason being that the benefits
far outweigh the discomfort suffered. Superiors and
underlings can always count on each other's support.

65
Through my research I know of at least one 'arrangement'
where the hierarchy empowers their vile species: If a devil is
destroyed that still holds contracts, the ownership of the DMs toolkit
contracts is transferred to their superior. I imagine that there
are many similar structures are in place. Serving their master Full disclosure: I absolutely love devils. I love
as well as they can is exceedingly propitious since their roleplaying them. I love offering tempting deals to
master holds the power to enhance their form. my party. I love how sly they are. They are amazing.
A note of warning for all the mortal races: We would be Think evil salesperson that is really good at his job.
wise to fear the fiends. If they ever find a way out of the Before I say anything else I need you to know
that my researcher was wrong about one thing:
Lower Planes their armies will annihilate us. Their absolute Devils do not mostly keep to themselves. They love
chain of command combined with their immortality allows screwing with people: corrupting, misleading,
for a ruthless efficiency when it comes to waging war. causing pain and so on.
In combat they are ruthless and give seasoned
Intra-Species Observations parties a run for their gold if you use their cunning
Devils mostly keep to themselves but they need to interact yet ruthless nature. Remember they would go for
the kill unless they think they can take captives to
with other species so they can gather souls for their vile torture into giving up their soul. I'll go into
practices. They interact with the mortal humanoid races specifics for each of them in the individual posts.
because our souls carry a large amount of life force and it is But more important is the roleplaying aspect:
in our ability to agree to their dark deals and voluntarily sell You can have them approach the party when
our souls. things are looking very bad, offering a way out for a
They gather souls in different ways. Primarily they make price. Usually this price would be a soul but I've
deals in which mortals sell their souls to gain something they used smaller things like specific favours
desire. These deals take place under different circumstances: (desecrating a church for example). The devil
In 142 of the 173 cases I've studied the subject summoned would offer these smaller deals to gain trust as part
the devil to attain their desires, In 27 of the cases the subject of their long con. It's important to remember that
was approached in a moment of utmost despair, In the last 4 devils are very patient, after all they're immortal.
cases the subject was offered an ultimatum. The ultimatums You could have a devil (of appropriate level)
are by far the worst way because they are things like: Forfeit ruling a kingdom through a proxy king trapped by a
your soul this instant and I'll save your daughter from certain deal. This should create a rather large quest line
since devils are schemers and wouldn't be found
death. Through my research I came in contact with a out easily. So be wary if you add this to your world
situation where devils were harvesting souls. Further be prepared to be stuck with it for some time.
investigation revealed that the band of monsters were seizing If you want a more straight-forward way of
people at random and hauling them off to their impromptu incorporating devils into your campaign you can
lair to torture them until they willingly gave up their soul. use a roving band of devils that are abducting and
In the rare case that a demon and a devil would cross torturing people. Still they would be stealthy about
paths, the creatures will act hostile to one another. They both it so reports should just be missing persons and
have a deep-rooted love for violence, corruption, torture and strange screams coming from a certain place
other despicable acts but they have completely different modi (being the lair).
operandi. Devils are ultimately methodical and follow the I just want you to use them. Discover the joy of
rules of their civilization while demons are chaotic and follow being a cunning sadistic horror. Just do it!
no rules at all. This colossal difference in deprived ideals
causes encounters between them to almost always end up in
violence.

66
Depending on the nature and importance of an Erinyes's
Devil: Erinyes mission, she may be given additional magical equipment to
"I can't stay long. She's tracked me to the end of a dozen assist in her pursuit. This may include artifacts that enable
worlds already, and she'll chase me through a dozen more if I cross-planar travel, divination implements suitable for
have anything to say about it." observing her quarry, and magical weapons and armour. Even
-- Carver Dean, fugitive of the Nine Hells, during his last without such implements, headhunter Erinyes often know
known visit to Sigil. shortcuts and gateways from one plane to another, making
them quite capable of hounding a target across one world
Introduction after another. An Erinyes might even teach mortals a few
such pathways if they go out of their way to assist her in her
Erinyes, sometimes called Furies, are among the most hunt. Of course, she might also reward such mortals by only
fearsome warriors in all the Nine Hells. Faces streaked in torturing them slightly.
blood, these fiends form the core of infernal armies, diving Most importantly, however, one should never confuse an
into battle in the wake of hordes of lesser fiends to deal the Erinyes with a Succubus. Should you make this mistake, she
death blow to angel and demon alike. Erinyes are versatile, will specifically dedicate several hours to showing you the
however, and often undertake independent operations that wide variety of sensations a Fury can elicit from mortal flesh.
take them across the planes in pursuit of those who seek to No one ever makes the same mistake a second time.
escape Hell's judgment.
Physiological Observations DM's Toolkit
Erinyes resemble angelic women with black-feathered wings, Erinyes are some of the most badass monsters in
although their presence tends to evoke terror rather than mythology. But their presentation in the Monster
awe. Their humanoid features are as varied and diverse as Manual is honestly a little... bland. They boil down
humans, elves or dwarves. While a Fury has no natural to Flying lady with poison weapons. And maybe a
shapechanging ability, a Pit Fiend will often mould one into a rope. No flashy powers, no spells. So if you want to
new form before dispatching her on a mission, giving her a make Erinyes memorable, the first thing you need
shape recognizable to her quarry, and restoring her true form to do is paint them right. Probably the best known
depiction of the Furies in mythology is Eumenides
only when she returns victorious. Folklore tells several tales by Aeschylus. It's said that when the play was first
of wretched spirits harried across the planes by visions of performed, the depiction of the Furies was so
women they wronged in life. terrifying that pregnant women had miscarriages.
While Erinyes are normally regal and imposing, when That wasn't an idle line I just threw in there for
angered they are known to weep tears of blood, and their nothing. I've always seen them as weeping tears of
piercing shriek is terrible indeed. There are hazy reports of blood. Can't remember where I picked up that
some Erinyes manifesting strange new powers in such a detail, but I love it, and it adds that little extra
state. Sometimes, foes are merely frightened away, others see horrific element that pushes things beyond, Lady
the screaming faces of every person they have wronged with a bow and sword to Holy crap, we do not want
hissing and spitting at them, and still other stories speak of to mess with this chick.
terror physically withering the flesh of onlookers. In If you want to give an Erinyes a little more
particular, there are several stories of pregnant women supernatural edge, try giving them some kind of
having miscarriages after gazing upon an enraged Erinyes. fear-based power, especially one that torments the
target with guilt. It fits well with their role as
pursuing tormentors.
Social & Behavioral Observations The line about Erinyes being reshaped by Pit
Erinyes are proud devils, and generally regard themselves as Fiends was my own invention, but also in keeping
second only to Pit Fiends. Certainly, they are among the most with the general theme. Nothing says scary like
romanticized fiends, serving as field commanders and elite being chased across the planes by a girl you
soldiers in Hell's armies. This suits the Gelugon just fine, as murdered, weeping blood and screaming your guilt
the Ice Devils prefer to direct the armies of Hell from the for all the worlds to hear. If you take DMing cues
from the school of Dungeon World, feel free to ask
safety and obscurity of their infernal fortresses. On the your players a question along those lines: What
battlefield, a single Erinyes may serve as the commanding woman from your past fills your character with the
officer for legions of lesser devils, or strike in trios against the greatest sense of dread or guilt? Just file that away
enemy's strongest champions. When the skies over a for a few sessions, and then drop an Erinyes on
battlefield are contested, Erinyes are generally accompanied them wearing the face of their bitter ex. It'll go over
by dozens of Spined Devils, and possibly a handful of great, I promise.
Cornugon serving as lieutenants.
Even outside the Nine Hells, Erinyes command respect.
Even angels are careful to give a roving Fury her due,
knowing that she pursues her quarry with a single-minded
focus, and thus it is often better for everyone involved to
simply speed her on her way. For mere mortals it is best to
avoid such encounters altogether, as Erinyes are not patient
creatures, and often skip directly to torture when questioning
bystanders about her target's whereabouts.

67
A surprising tactic for Allosaur is that they have incredible
Dinosaur: Allosaurus jumping capabilities that more than make up for their vertical
Wolves!? Heh! I WISH it was wolves taking my livestock! No reach. Allosaurs will pounce on prey as a surprise attack and
no no no ... I can hear them! Now shut up and get out there prefer to do so from hiding. The pack will wait sometimes for
and do what I'm paying you to! the best opportunity to pounce sometimes hours. Younger
-- Halfling Farmer addressing hired mercenaries on his ones can get impatient and simply charge ahead but this
livestock issues. behavior is usually reigned in quickly by adults.
Allosaurs are reliant on their speed and use of their
Introduction powerful legs and never attack with them. The risk of injury
is too high. They will always reposition themselves so that
Allosaurus or plural Allosaurs are large bipedal dinosaurs they can keep an eye on all attacks. If flanked they will
that are cunning and dangerous. They hunt in packs much attempt escape and reposition themselves as to keep their
like wolves and terrorize the livestock of any civilization that legs safe. If surrounded on all sides they will attempt to jump
dares be near its hunting grounds. While not overly over the safest option. It has also been observed that they will
dangerous on their own you can almost never bet that they become very defensive if they're legs are in danger and they
are alone for long. cannot escape. They will let out higher pitch almost pleading
They are often mistaken for smaller Tyrannosaurs but this "barks" indicating to the rest of the pack they are in trouble.
is a woefully inaccurate assumption. Allosaurs are not just It's also noted that Allosaur are excellent swimmers and are
fast but also cunning tactical predators. It's also assumed that all adept fishers in rivers.
Allosaurs are far from intelligent when just like wolves they Allosaurs seem to be found in any climate. While most
will surprise you if you under-estimate them. abundant in warmer and temperate climates some have been
found in more polar regions. They are warm blooded but with
Physiological Observations little protecting from cold in warmer areas but as the region
Allosaurs are large animals sometimes reaching 12 feet tall. is colder a small "coat" of feathers can be found on them. In
They have long bodies measuring upwards of 30 feet at Polar Regions they almost seem like giant birds stalking the
times. Bipedal with strong powerful legs make them quick tundra. They almost always prefer highly vegetated areas for
and agile hunters. Their heads are larger in proportion to cover and ambush sites. If a territory includes open areas
many animals as their preferred method of attack is biting sometimes they will patrol those areas but almost never find
with their massive jaws. The arms while short are used and prey there as they are spotted too quickly.
incredibly strong. They can be used to hold prey while eating Social Observations
or even help in taking down larger prey or holding on. The
Allosaurus body is almost always perpendicular to the mostly Allosaurs are usually in packs of 4 to 6 members. These are
vertical legs. The head and neck are attached to the torso typically families of parents and children. They do not
lower than that of a T-rex indicating snapping at the ground constantly stick together as they will roam the territory in
while running is a favorite tactic. It has been noted that they search for prey separately. If a danger or threat is found they
can snap their head downward at incredible speeds. Although will call for their pack with a deafening roar. If it is a prey is
they can be tall they can't reach but a mere 2 more feet above spotted and believed to be able to taken down on their own
themselves as a result of this body structure. Most of the body they will set up an opportunity to pounce. Just before a
length, about half, is consisted of the large muscular tail. The pounce they will make the call for the pack with a quick but
tail is used for balance while running and also as a social loud bark and then leap. This usually is quick enough that
indicator. even the most alert prey is pounced before they realize the
The teeth are the most common weapon of Allosaurs noise or where it came from.
which can measure up to 3 inches in length. Once an When not roaming the territory they will feed and sleep or
Allosaurs has you in its mouth it will try and pin prey on the simply play in the central nesting area the remainder of the
ground using either its arms or feet. It will then kill the prey day. They do not need to eat every day and can survive up to 2
either by eating it alive or if a prey is particularly dangerous weeks without food but will hunt every day.
disemboweling and tearing at the flesh until it relents. Nesting sites are typically indicated by the bones of victims
Sometimes if it feels there's still opportunity for injury while strewn about a secluded area. Those knowledgeable and
pinning a prey, like stegosaurs' tails, they will disembowel the unlucky enough to find a nest can indicate from scraping by
prey and back off at a safe distance and wait until it the teeth on the bones that it's an Allosaurus nest.
succumbs to the injuries. Allosaurs seem to communicate through barks and tail
The arms are only a few feet in length with 3 claws that indicators. A tail that is curled up is interacting in a peaceful
they have no qualms using as weapons. It's been observed manner or excited. When young are at play the tails are
that they'll hold onto smaller prey and slam them onto the curled up as they chase and nip at each other. When
ground to daze them. Allosaurs are not kind killers and will aggressive, their tails are straight and stiff to be ready for any
employ all of their tools for the safest kill possible. sudden movements by aggressors or if they decide to strike.
Tails curled down seem to indicate unsureness. This is
usually seen when Allosaurs spot creatures they wouldn't
consider prey or are particularly stressed.

68
The barks are usually excited greetings of family members or Lone Allosaurs don't make social calls and instead just
almost cheering for taking down prey. The short barks pounce on prey or threats and fight ferociously. If
mentioned before are high pitched but controlled. A more overmatched or unable to win they will flee and return later
prolonged and unaggressive roar has been observed when a instead. They will keep eyes on threats and try and attack
member leaves the family usually for a mate. The most while they are otherwise distracted, usually asleep.
unsettling noise aside from the deafening roars of
intimidation is the pleading barks they tend to do when in a Intra-Species Observations
dangerous situation. These are by far the most urgent noise Allosaurs are a clever bunch and are always dangerous to
Allosaurs make. Once observed by a survivor of a hunting almost any creature in the right situation. To an Allosaurus
band that once they had cornered an Allosaur and it gave that each creature is put on the same spectrum of interaction.
bark all the other Allosaur immediately disengaged from They either consider you prey, a threat, inconsequential, or
other fights and focused on a single area for the other to dangerous.
escape. The trapped Allosaur pleaded and rapidly snapped its Prey - usually anything living and smaller than an Allosaurs
head up and down at member of the group. All of the or larger animals that they have experience in taking down.
Allosaurs attacked the poor hunter and ripped him to shreds. Allosaurs are adapted to bringing down larger sauropod
They then left as a group and struck from the shadows at a dinosaurs but only in groups. Humanoids that do not carry
later point. weapons fit in this category. It seems they've had enough run-
Calls seemed to be always heeded by every member of the ins that they are cautious of weapons. Prey are treated with
family. Even extremely younger and smaller Allosaurs rush to respect for injury at all times. They will not press an attack if
a call (no matter the call). This would seem counter intuitive prey is able to injure them, they will harm prey and wait for
for a border dispute with another pack but showing the the next opportunity. They are known to stalk a kill in
amount of young seems to play into the intimidation. Borders progress for several days if needed. Allosaurs prefer quick
are almost never fought over only intimidating roars and kills and if a fight with food goes to long it will come back
advancement to drive intruders away. If it does come to blows later. Unlike Tyrannosaurs they do not eat carrion; they
it's typically done by the 2 leading males. If the loser male always kill their prey and thus are hard to be baited.
survives the pack then moves to another area. If the loser is Inconsequential - animals too small or too dangerous and
killed, which can happen, the rest of the family assimilates unaggressive are ignored. They have no qualms showing
into the winner's pack. Usually rare but this can make a pack themselves and ignoring such creatures. They will if hungry
of close to 10 to 12 members at times. and other food sources are unavailable go after this group.
The nest is defended very aggressively but not to the point Ankylosaurs are typically in this category as they are too
of injury. Typically they will try and intimidate intruders, dangerous to safely deal with. If threatened by an
preferring to not fight alone. If they are together intruders are inconsequential, they will respond in kind, but avoid fighting
likely to be killed and eaten. unless they are starving. It is noted that if something
Allosaurs live for 40 years or so and usually raise between becomes a potential target that was previously too dangerous
4 and 8 children in their lifetime. They lay 4 eggs at a time they will not attack until the whole group is present.
though normally only 2 survive the first 6 months after Threat - This is a very dangerous category for any being to
hatching, if all 4 hatch. It's most common for 2 young to be an Allosaurus. Humanoids with weapons are typically in this
with the family. Once young reach 2 years they are full grown category. Allosaurs are more cautious with this group but far
and able to hunt for themselves. Allosaurs will not lay another from less deadly. Instead of pouncing from the brush they will
batch of eggs until the current young have left. Finding a study a threat until found or they decide to reveal themselves.
mate seems to occur around the 5 to 7 year mark of an Observations indicate that parties seeing an Allosaur
Allosaurus life. At this time females emit a pheromone that watching from the shadows are a very bad omen. They watch
unmated males are attracted to. If a female is intrigued by a with patience for when to strike making a horrifying
suitor she will excitedly bob her head up and down at the experience for all. This is also how other Allosaur packs or
male's direction. The male then mimics this action and both larger predators are treated. The typical tactic that they either
give out a long loud higher pitched roar. This seems to reveal themselves or when found let out the intimidating roar.
indicate that they're off to start a new family. The families If the "threat" doesn't leave it watches from a safe distance,
then respond in kind and seem to go about business as usual. roaring again if any progress is made towards the creature.
Males leave on their own accord around the same time to go This is a stalling tactic meant to intimidate and confuse. The
searching for a mate. They tend for safety to stick to smaller straight tail will flick from side to side eventually when it
prey as they wonder outside of the family's territory. They recognizes the family has arrived. They then surround the
seem to linger at the border for a few days but then eventually threat and if unseen pounce otherwise they go in for a
give out their departing roar and leave to find a mate. coordinated attack. As with prey if the fight goes on for more
If the lead female or male is killed the other parent will than a few minutes they retreat. They will then stalk the
raise the children on their own. It seems that they have range threats striking at times when they deem threats vulnerable.
of emotion although not far developed as they will guard a It would seem to some that attacking during this initial phase
mate's carcass from scavengers and hang around it for days before the family shows up is optimum but it is probably the
not eating. It seems to understand its mate is dead as it never worst decision. The Allosaur will retreat and refuse to engage
tries to awake them as it might do in each morning. Once a and if chased will let out the distress cry while running. The
few days have passed it then seems to move on and resume worst part is that they only run as fast as their intruders
life as it would have. They never look for another mate or letting the family catch up. This has caused the death of some
accept a new one and once the last children leave simply large solitary predators.
keeps to itself.

69
Danger - This category is reserved for creatures that have
bested Allosaurs in battle or truly intimidating creatures.
Typically hydra and dragon fit in this category to an Allosaur. DM's Toolbox
Dragons easily unsettled Allosaur as they seem susceptible to
their fear aura. Hydra seemed too dangerous to even attempt Allosaurs despite being CR 2 in 5e could pose a
with so many heads. Sometimes if a party ends up killing a challenge to any level of group. Their reliance on
member of the family the pack will treat the party as such. the pack makes them cunning like wolves and they
They keep an eye on a danger from a far distance but do not can admit defeat. Here are some possible scenarios
engage. They will simply run if pursued. If cornered they'll As the quote farmers losing live stalk to an Allosaur
pack, eradicate the dangerous predators before
fight but distress barking the whole time. This has ended they start to find more reason to jump out of the
some creature's lives but not often, as the whole pack will wood.
fight to save 1. A journey through Allosaurus territory that could
change based on how the encounter goes
Variant Species A lone Allosaur simply trying to avoid a kill crazy
Allosaurs all variations act as above aside from costal party
A frustrating fight for a high level party where
Allosaurs. The differences are explained below. they keep getting surprised and attacked but
Tropical Allosaurs - these Allosaurs are brightly colored without the ability to retaliate effectively.
with no feathers at all. The lush vegetation of the tropics is
cover enough and the bright reds and yellows they appear
could be mistaken for fruits in between the leaves.
Temperate Allosaurs - these Allosaurs are typically greens
with brown feathers living in a temperate climate. With
season changes they grow thin feather coats of brown
feathers or lose the coats all together. It seems that this is a
camouflage technique to blend in with the changing forests.
Polar Allosaurs - These Allosaurs have thick white feather
coats year round. They have trouble hiding when not snowing
so they tend to be more aggressive to catch prey. It is also
noted that these Allosaurs typically are found sleeping most
of the time huddled together and are only active during the
warmest parts of the days. They also prefer cave dwellings for
nests but sometimes in deep forest thickets.
Coastal Allosaurs - These are truly fascinating beings. They
are far more docile then other variations and skin with
brilliant teal and blue tops and while bottoms. This seems to
be similar to sharks to confuse fish for camouflage. These
Allosaurs regard most other creatures as inconsequential and
treat fish and sharks as prey. They wade into the ocean
shallows staying very still. Then with incredible speed when
fish become complacent and swim nearby snap there head
down grabbing prey and sometimes with their arms. They
make their nests on the beaches and protect them but not too
aggressively. They'll warn creatures getting near the nest but
otherwise ignore humanoids and other creatures. All
Allosaur can fish but only coastal ones do it exclusively.

70
As for intelligence they are lacking in comparison to other
Dinosaur: Ankylosaur animals. They are stubborn and stuck in their ways by the
BAH! Take your stinking war hogs and horses and go time of adulthood. If a new creature or situation is presented
elsewhere! Ol' Rooter is sticken' with me! an Ankylosaur is wary and even at times aggressive if it finds
-- Dwarven Cavalryman when questioned for his... something dangerous. They mostly run on instincts although
unconventional mount Ankylosaur riders would argue that there's more intelligence
than most give them credit for. It has been noted that
Introduction "domesticated" ankylosaur will have an understanding and
bond with a rider after much training but this seems to be the
Ankylosaur are a large and rather docile herbivore. They only complex relationship observed.
unfortunately are not very bright. They have only a few goals Ankylosaurs are not particularly vocal animals. They have
in life and that's eat, stay alive, and eat. They will mate if it grunts and calls but it only seems for rudimentary
suits them but unlike most animals they are not social by a lot communication. It will call at an attacker with a low grating
of means. They do take a liking to routine which makes them roar when on the offensive. It happily grunts when eating or
able to be trained as long as food is involved, otherwise they content but no other noises have been heard.
lose interest. Young Ankylosaurs are hatched with their shells and are
At first glance they seem to be very plodding and slow just as sturdy. Although they start small they are fully capable
creatures much like turtles, but unlike turtles they can make upon hatching from their eggs. They immediately start
for a trusty mount. Stubborn and sometimes moody it takes a searching for food once hatched. They grow up over a period
certain kind of rider with the right care to make it effective. of 10 years and live to be about 70.
Ankylosaur prefer the softer vegetation on forest floors and
Physiological Observations jungles and thus stick to those kinds of environments. They
At first glance it seems that an Ankylosaur is just a giant are not normally found in colder regions although given
more lizard like turtle. This is not quite true as Ankylosaurs proper care as mounts can traverse such regions.
are not attached to their "Shell" and can move quickly when Ankylosaur riders do have to keep their mounts warm just
they care to, fair warning this is not often. as much as themselves in these environments and they are
They stand about 5 feet tall and can be up to 20 feet long. just as susceptible to freeze to death as any humanoids.
They have short squat wide heads that taper off in 2 small Social Observations
backwards facing horns. On their back is the large "shell"
that extends all the way to the end of their tail. Ankylosaur are inherently non-social animals. Even among
This is not like a turtle shell as it is a hard bony plated area their own kind they treat each other with indifference. They
that extends a few inches off the sides of its body. Think of it prefer a solitary life rooting around the jungle eating as they
like a cobra's hood all the way down that's made of bony go. a life of simple eat, sleep and find more food seems to be
plates. The bones in these plates are hard yet spongier the way of life from the onset.
making them lighter than expected. The Ankylosaur shells Although normally alone socially other animals nearby
make for good shields if forged correctly by skilled craftsmen. normally don't agitate them. They've been found grazing with
The end of the tail ends in a dangerous bulbous club of sorts. herds of other dinosaurs if the food is good enough. In rare
This is made of solid hard bone with no nerves as they do not occasions a group of ankylosaur can be found together but
hesitate to use it even on castle walls if it desires. Some this is almost always coincidental. It may be multiple males
variations have been seen with spikes of horn like material on finding a female in mating season but it seems to be a first
the end of their tail also. come first serve situation. When it comes to mating season
Their mouth is wide with a beak and flat teeth for eating the female will give off a pheromone and eventually a male
and chewing soft vegetation. It seems that they are will head the call.
particularly fond of fruit but since it is rare on the forest Nests are fairly well hidden with dirt and vegetation by a
floors they tend to stick to softer plants for their primary diet. mother. She will lay between 10 and 12 eggs and lightly cover
They have an excellent sense of smell and hearing making them for hiding. Her responsibility as a parent ends there.
them alert to many dangers before many other animals. They She will then wonder off back to a life of solitude. Young
do not rely heavily on sight as they seem to not be very sight when hatching move off in the direction they see food. They
driven in actions. They can see but it seems to treat hearing are not competitive and mostly ignore each other.
and smell as humans would sight for their primary way of
navigating the world around them.
Their legs are very unlike that of turtles in that the legs are
upright and not out of the sides like a turtle. This can account
for Ankylosaur despite awkwardly wobbly from side to side
when running are deceptively quick for their pudgy looking
nature. Ankylosaur can run up to 20 miles an hour and
maintain a speed of 10 easily for longer traveling. While not
nearly as effective as a horse for traveling it's certainly good
at defending itself.

71
Intra-Species Observations Domesticated Ankylosaur - These ankylosaur are good at
protecting herds or live stalk from would be predators. While
Ankylosaurs are indifferent to most other creatures. They they don't actively care for the livestock they are very
continue to feed walk or do whatever they were doing aggressive towards would be predators and keep the
regardless. They aren't easily startled either which leads herd/flock safe. These are virtually identical to Forest
some to believe they are oblivious to their presence. The truth Ankylosaur aside from usually being bred for more
is that an Ankylosaur normally is well aware of what's around dangerous tail clubs or even spikes.
it thanks to scent and hearing. They simply most of the time
don't care.
When dangerous predators are near they are a little more DM's Toolbox
cautious. Anything considered an enemy should be wary of an
angry Ankylosaur. They face their enemies calling with low Ankylosaur are a good creature for mounts if done
grumbling roars. The slant there bodies front down exposing correctly as they can create some interesting
moments for their stubbornness. Here are some
mostly their shelled back and waive their tail menacingly in possible scenarios:
the air. Larger predators typically are the only thing that Confrontation where a mounted Ankylosaur
immediately causes this behavior. It's unfortunate that the won't back down from a fight with an over
Ankylosaur doesn't handle multiple enemies well as it's matched foe like a dragon?
exposed to anything behind it. This can be its down fall in Aggressive old Ankylosaur that doesn't like
many of confrontations. If the Ankylosaur is approached people as it learned the hard way not to trust
while angry it will put the club to swift use. humanoids
The club is hard enough to snap a Tyrannosaur leg in 2 or Maybe RPing the budding relationship between
crush the skulls of raptors. They will swipe at enemies behind rider and mount
them but ultimately face the largest threat. A downfall aside hunting a population for good armors and
from the inability to effectively react to multiple foes is also materials made out of the durable back plates.
that they rarely run. They will stand their ground no matter
the adversary. This can be useful to riders or cause serious
issues, especially in groups.
While their interactions with humanoids in the wild have
been far from interactions it is possible to train an ankylosaur
as a mount. The ankylosaur needs to be raised from hatching
or very soon after by the intended rider. This takes a great
deal of patience by the rider and a lot of work. They will learn
much as any other animal using food as an indication of good
behavior. Due to their thick hide unlike horses they are
unable to be spurred or physically indicated for behavior. All
commands need to be verbal and by the rider. They are only
attached to 1 being making them not usable by others. They
will bear strangers as riders but will only obey the trainer. It
has been noted that it is NEVER advised to use physical
punishment on an Ankylosaur. Regardless of who or what it
is, attacking an Ankylosaur will result in injury or death. They
will fight and most of the time they will win.
Riding an ankylosaur is far from a comfortable one with
their backs being wide and hard. Saddles can be strapped to
the animal. The movement jostles the rider side to side and
the hard shell shifts left to right. Dwarves seem to be the only
races that enjoy such a ride as other races are more akin to
the grace of horses or such. It is helpful that an Ankylosaur is
just as dangerous as its rider to would be aggressors.
Variant Species
Below are variant species of Ankylosaur:
Forest Ankylosaur - These are the most common and what
the variant the article speaks of
Mountain Ankylosaur - These Ankylosaur are smaller than
their forested cousins with longer legs. They are excellent
climbers and feed off of vegetation most others won't reach
high on a mountain. They have the unique ability to curl up in
a ball to safely fall if they slip. It has also been observed with
will bowl down an aggressor if it has the high ground by
rolling into them.

72
Dinosaur: Deinonychus Inter-Species Observations
"These beasts are unlike any creature I've seen. They are Deinonychus are almost unrivaled in their jungle domains.
swift as a deer but strong as a lion. When I look into their They consider any creature smaller potential prey, and
eyes, I see them thinking...reasoning." anything larger a potential threat. A lone adult can easily
-- M'ul Doon, Jungle Huntsman match more common predators like panthers and jaguars. A
full pack can bring down much larger prey.
Deinonychus holds no particular regard for humanoids.
Introduction They respect numbers though, so large enough groups will
Dinosaurs are fearsome beasts that come in all shapes and simply be avoided. They speak no language and while
sizes. Deinonychus is one such creature. Among the smartest cunning, and not sapient creatures.
of its kind Deinonychus is a deadly pack hunter, relying on its It has long been theorized that much like wolves, by using
speed, strength, and coordination to bring down large prey. their pack instinct and hierarchal behavior, one could train or
even domesticate Deinonychus. Few have tried, as capture
Physiological Observations proves a daunting enough task. Tales of jungle dwelling
druids riding Deinonychus mounts have been heard in exotic
Deinonychus is a medium sized dinosaur, growing upwards ports.
of 11ft from nose to tail, and weighing roughly 220lbs. They
possess scaly bodies ranging from green to brown to dull
greys. There is also a light concentration of feathers around DM's Toolkit
the limbs and head.
Deinonychus is most famed for its sickle like claw on its Dinosaurs as a whole provide "exotic" flavor to a
foot. Used to rend prey this weapon is a natural compliment region. They are good for creating a brave new
to its impressive leaping abilities. The creature's skull is world type setting or making a landmass feel truly
narrow and triangular, lined with rows of small razor sharp wild.
teeth. Deinonychus are good encounters for mid level
Despite being clearly a reptile, Deinonychus is warm parties traveling the jungle. They attack fast and
without warning, have large bonuses to spot and
blooded. Their hearts are four chambered and they display a hide, and are not mindless. They ambush and
level of activeness not seen in other cold blooded creatures. retreat, call for reinforcement and attempt to flank
They are still limited to tropical climates given their lack of are target weak individuals. Played smartly they can
body hair or thick fat deposits though. bring fear to an ill prepared teams.
There are no official stat blocks for Deinonychus
Social Observations in 5e as of yet, but several homebrew alternatively.
In older versions they are usually included in the
Deinonychus is a pack hunter, similar to wolves or lions. They Monster Manual. Adults are medium, hatchlings are
operate in groups usually numbering 3-6 adults and a nest's small, and an Alpha can be scaled up to large to
worth of adolescents or hatchlings. pose greater threat.
Packs are ruled by a single dominant member, the Alpha,
who may be either sex. The pack will adopt matriarchal or
patriarchal hierarchy depending on the leader. Rivals
challenge the Alpha in single combat and losers are exiled.
Those Deinonychus in exile tend to die from wounds, but
are known to survive and usurp other packs or reclaim their
own.
Behavioral Observations
Deinonychus calls home to primarily jungle environments.
Thick vegetation helps camouflage their members as they
stalk prey, and their impressive agility gives them mobility in
the dense undergrowth. Packs will occasionally live within
savanna like regions, so long as there is sufficient tall grass
or other such cover to obscure their movements.
Deinonychus packs control large territories, and scout the
outskirts of their realm for potential threats. A series of calls
and vocalizations are used to alert the rest of the pack to the
severity of threats.
Breeding rites belong solely to the Alpha, with egg clutches
of usurped claimants being destroyed and hatchlings
cannibalized. Eggs are guarded collectively by young females
and hatchlings are quick to learn lest they be abandoned by
their pack.

73
After most the day in the water, Plesiosaurs return to the
Dinosaur: Plesiosaur beaches to sleep. They crawl up onto dry sand with flippers
"It was never the sharks or the pirates that scared me in my and lay their heads down falling asleep. They are dangerous
sea faring career. It was the disappearances. One day one of to many animals in the area so many do not bother to go near
my boys was just leaning on the rail looking at the water, and them. If awoken before they intend they instinctually lunge at
then he was gone". the source of the disturbance. This seems to be why they
-- Ex-Captain of a pirate hunting vessel. seem to sleep out of reach of each other. A few incidents have
been observed of accidental attacking but rarely are the
Introduction wounds serious or result in retaliation.
While primarily fish eaters Plesiosaurs will grab anything
Plesiosaurs are marine reptiles that have no discrimination they can. They've been seen snatching birds from the sky and
on food. They are very dangerous when hungry and crew off of ships. Their ability to be quiet makes them very
sometimes due to their size they'll always be hungry. They are hard to notice when they are close. Observers who have seen
powerful swimmers and surprisingly quiet ones. They are crew member be taken from ships report a snake like head
extremely dangerous to humanoids that are unfamiliar with emerging from the water with no sound. The plesiosaur will
the sea and are the cause of many sea voyages returning with peak its head over the railing looking for food. They are not
fewer crew. aggressive about it but snatch anyone close enough. It is
It is very likely that these were once land creatures as they noted that they prefer to eat things whole so gnomes and
are able to "walk" on the beaches. They are slower and less halflings seem to be favored over larger humanoids but they
fierce on land probably resting for the night. That doesn't will grab something up to 10 feet tall. If they meet resistance
make them easy prey or targets as many have been observed as in attackers striking them they'll leave for a time. They
suffering grim fates thinking a plesiosaur was beached and then will check back after some time and prioritize
helpless like a whale. individuals they deemed as threats and throw them from the
ship.
Physiological Observations If prey is too large to swallow they will grab a victim and
Plesiosaurs are a varied group of animals. They share a lot of swim a few feet below the surface. This is usually the case
the same traits aside from their heads and necks. Each when grabbing larger birds or pteradons. They bite with their
species is easily identified by the differences and is further needle like teeth grasping prey and attempting to rip the prey
detailed in the variants. apart. They bite off chunks eating them whole as they go. It
All plesiosaur have 4 flippers and a tail. The tail is usually seems that they are not able to chew.
small and seemingly vestigial aside from the wide jaw variety They are not particularly fond of confrontations or fights
that use their massive tails for propulsion. Their bodies are but they do have means in which to fight. Typically this is
made of a coat of smooth and sleek scales giving them the seen when on land as they are too slow to simply run and risk
sleekness needed for speed in the water. Most varieties have injury. They lunge like a snake with their heads almost
a long neck that ends in a tooth filled head that's to be opening to 150 degree angles. They will bite and grasp
avoided. Without their flippers their bodies resemble large enemies attempting to trip or throw them. Most humanoids
long tear drops. The front of the chest and back where most unfortunate enough are tossed into the water where the
of the organs are contained is much larger than the small tail Plesiosaur has the advantage and they will then slide off into
and hind quarters. the water to end the fight with their superior water
The flippers are very close to a paddle from a boat. They maneuverability.
swim but rowing through the water with each paddle Social Observations
independent from the other. This movement is very fast and
fluid making them very quiet swimmers. This makes them Plesiosaurs live in pods of 4 to 10 members. They all hunt
extremely effective hunters as they can surprise a school of independently but close by. They are not entirely coordinated
fish and if they still are found out can out swim and maneuver when attacking prey or ships. They will follow the first
any of them. Turning is quick and sharp with every paddle member to notice in hopes to also find food. This is not to be
independently moving. said they don't interact. They will stick close together and
A clue that they were once land dwellers is that they are air when larger prey is involved they do take bites and leave for
breathers. Observations record plesiosaurs holding their other members to take a bite. Even if prey is killed they will
breath up to an hour at a time. Breathing seems to be still just take a bite and leave. This seems to allow the whole
controlled exclusively through the nose holes facing upwards pod to feed without fighting over food.
just in-front of the eyes. They seem to stay near the surface of They are not patient hunters so the first pop member to
the coastal regions they inhabit with their heads up in the air notice a meal usually immediately leaves for the target. The
scanning for prey. When they find prey the quietly slip under others will then follow but keep distance of at least 10 feet
the surface and dive. They'll dive out of sight of the fish and from each other as to not cause collisions. When fighting
then strike from below. They will then chase after the underwater or as a group this behavior is also followed. They
remaining fish eating until they're full. seem to be a group of individuals biting from various angles.
This is very deadly to most aggressors although without any
coordination smarter foes usually know to dispatch of
Plesiosaur one by one.

74
In a pod there are a mix of males and females. Mating occurs When sharks are spotted, plesiosaurs forgo stealth for
frequently and often between feedings. There is no aggression. Smaller sharks are wholly overmatched for an
preference of partners. It seems that they are not very fertile enraged pod and are torn to shreds quickly. Fights with
and only produce young once or twice every 5 years despite megalodon and great whites take longer but most of the time
mating all year round. Even when a female has a calf mating the pod is victorious as the sharks are not actively hunted by
is accepted and occurs very often. Pregnancy seems to not most anything and don't react quick enough. Whale sharks
burden a female in any way. She will not accept mating at this are not attacked as they are considered whales to a
time and will simply swim away from male advances. They Plesiosaur.
seem to round out their shape a bit more towards the end of
their body. At later stages of pregnancy the tear drop shape Variant Species
becomes more and more oval shaped with a tail. Luckily Below are the variants for Plesiosaurs.
pregnancy is not long only a matter of 5 or so months. Long Necks: these are the most common and mostly
Females give live birth underwater usually mid-day. The described above. They are typically 30 to 40 feet long with a
young just like their parents are predators and while third to half of that length being their neck. This allows them
disoriented at first quickly learn the ropes of swimming. They to superior reach with their weapons or teeth as we call
keep close to the mother all the way until adults. They simply them. They favor warm coastal regions. They are usually teal,
just follow the mother and either eat scraps or learn to fish blue or green.
along-side her. Once full grown they stay part of the pod but Wide Jaws: These are terrifying variants that are thankfully
act independently. usually solitary. Growing up to 80 feet long with wide
Plesiosaurs seem to live around 20 to 30 years and stay in crocodilian like heads full of sharp teeth. Some have been
the same hunting grounds most of their life. Prey may be called mosasaurs, they are quite similar to behavior as their
abundant of one kind or another but since they are not picky long neck cousins aside from usually being solitaire. Mating
eaters as long as there is anything edible it will stay in an occurs on every meeting of a male and female but they
area. Pods will move in roaming for more food on the water continue on their own ways afterwards. These have been the
and can move over time great distances. This can cause pods cause of capsizing ships as they favor larger prey like whales
to intersect sometimes. Pods will then just merge as they and mistake ships for whales. They also are entirely water
seem to favor safety in numbers. dwelling as beaching is a much more fatal endeavor to them.
Larger pods occur but not often. They act no differently but They will sleep floating on the surface using special air sacs.
since food is consumed at a higher rate availability becomes They also hold their breath for up to 3 hours. Their tails are
more of an issue. Larger groups run the risk of members large and paddled to help propel them in the water unlike
starving. Pod members still act individually and if starving other Plesiosaurs. They are more often in open seas away
members continue to miss food opportunities they do from coasts and in warmer climates. These are normally light
eventually die. Larger pods normally don't stay large for many blue in color with white bottoms.
years as member start to die off. Polar Plesiosaurs: these are very similar to long necks but
Intra-Species Observations always have dark black skin to absorb as much heat as
possible. They have a specialized chemical that super heats a
Smaller animals, including humanoids, are prey to water jet they can spray at prey and attackers. They usually
Plesiosaur. They seem to recognize ships as sources of prey use this to drill breathing holes in the ice. They still beach
and know to look on deck for easy to grab members. themselves to sleep and do not have the snapping instinct.
Observers will see a pod of plesiosaur in the distance with They huddle together for warmth. They are still wet so a thin
necks out of the water one second and then nothing the next. coat of ice covers them but they can breathe by the warm air
Experienced captains and sailors know to either go below coming from their nostrils close to the super-heated spray
deck or get your weapons ready. Of course that's when crew vent on top of their head. It's been noted this super-heated
is lucky enough to spot them first. chemical is close to that of a polar worm or remorhaz. They
In some areas more often traveled plesiosaur will start to are less familiar with ships as the climate normally doesn't
become more of an issue. Sailors will sometimes mark allow for ships and avoid them if around.
locations on maps indicating plesiosaurs there. Sometimes
stories are exaggerated coming up with great serpents that
crash ships. Sometimes as described below this is not far off.
Larger creatures are typically ignored as since they think
as individuals they do not expect to win a fight despite
numbers.
Typically if a fight or larger prey is being killed a lot of
blood will permeate the water around them. This brings on
their most hated enemies, sharks. They are familiar with
sharks and compete with them for food often. Most
plesiosaur will attack sharks on site, even if they are
outmatched. This has led to survivors of plesiosaur attacks
describing violent battles between hated enemies that
allowed them to escape a previously hopeless situation.
Larger sharks like megalodon who are simply massive are
even attacked.

75
DM's Toolbox
Plesiosaurs are something fun for a water or costal
adventure to mix up a campaign. Dinosaurs are
typically seen as a setting on their own but they can
be integrated into any campaign. Here's a few
sample encounters below to jog your imagination:
Long sea voyage, lookout on the crow's nest
spots weird poles in the distance that disappear.
Then suddenly, the cabin boy disappears moments
later.
Deadly encounter in the water with a wide jaw
that's mistakenly capsized your ship
A fun tip toe through the beach and a pod of
sleeping long necks
Polar adventure with a weird frozen breathing
mass of black creatures.

76
On land they stand on all 4 legs and lift their necks
Dinosaur: Pteranodon upwards. Their head will then be at a 45 degree angle to their
"The town council didn't pay heed to the druids who warned bodies as they walk on their hands and feet. This stance is
us about the reduced amount of seagulls. They advised we similar in posture to that of a giraffe. Their crest is usually
double up on crossbowmen on the walls because of less pointing up and their beaks slightly down. This is the normal
seagulls! We were glad that there were less of those pests head position in flight also. They are slow on land as their
around!" wings are very large and awkward to walk on while their back
-- Mayor of Seaside Town legs are very short. They are dangerous while on land using
their powerful wings as weapons and their beaks as usual to
Introduction tear attackers apart.
Their wings are made of the tough leathery tissue that runs
Pteranodon is a general term for many flying dinosaurs. They from the tip of their last finger and connecting each finger to
are characterized for their enormous beaks, leather almost the side of the body. The wings end at the angle of their back
bat-like wings, and their interesting head crests. Each type of leg running down the whole length (or height) from shoulder
Pteranodon is a veracious carnivore patrolling for food. They to feet. The wing span can be up to 4 times as wide as the
are more than just pests to communities they are dangers to height of Pteranodon. For instance if a specimen is 4 feet
the inhabitants. Druids have troubles finding balance when from legs extended to shoulder, it's likely to have a 16 foot
such a dominant carnivore takes roost in the area. wing span.
It's theorized they are the first fliers to exist. While they Master leather workers can make leather goods from
have mastered and rule the skies they inhabit they are not as Pteranodon wing membranes. The leather is very thick and
agile in flight as many birds but then again birds are normally useful for many things such as armor. It helps that as it is
not as dangerous as a Pteranodon to every-thing around thick it is flexible for use in flight. This makes the leather
them. They are powerful fliers able to take off from a standing highly valued for its rarity and strength.
position and carry prey considerably heavier than themselves Take-off from ground is a feat of impressive strength to
they are not agile. Grace is left to the birds as some experts those familiar with flight. While lots of fliers take a running
say. head start a Pteranodon will take off from where they stand.
They will launch themselves using all 4 legs to jump straight
Physiological Observations up in the air and then spread their wings and flap to lift
Pteranodon are bird like reptiles. With large heavily muscled themselves higher and higher. This is usually at a more
forearms with spans of leathery skin in-between fingers and forward angle with their back's facing the wind as to expend
joints forming wings. Their back legs are small and they all less energy.
have a long tail. Their necks are fairly long and end in Males and Females are slightly different with male's being
seemingly oversized heads. A Pteranodon beak can be up to slightly larger and more colorful as to attract mates. Each
half of its body length (or height when standing). The beak is species is further detailed in coloration in the variants
long, straight, and narrow. Extending from the back of their section.
head is a crest that varies depending on the specie. Pteranodon are found all over the world even in colder
Pteranodon hunt by flying over prey and grabbing with regions but usually during summer months. Most species
their long beaks and returning into the air. They have large migrate like many birds to favorable weather.
eyes with rotating cornea that can zoom in on prey. They can Social Observations
either grab prey with their beak or will pick up larger prey
with their back legs and fly into the air. Observations have Pteranodon are mated pairs across all species. They nest
indicated that larger species can pick up children with ease with both male and female hunting until a clutch of eggs are
and even some adult humanoids. They are daily hunters laid. They mate for life producing up to 10 clutches of 4 to 8
eating only 1 meal a day but will likely hunt 2 to 3 times as to eggs every year. They will do this for their whole adult life
bring food home to squawking young. even into an older age, which they can live to be up to 20
Pteranodon have low sounding rolling calls. This is similar years old. Reaching adult hood like most birds only takes 1
to how some humans roll their tongues to speak. They can be season or year.
very loud with their rolling squawks. They normally call out They are not solitary pairs and they live in communities or
to inform others of the community of a large amount of food flocks. They will be massive in size of community with dozens
sources if found. Other times it just seems they want to startle of pairs sometimes reaching well into 100 or so. This can
prey just before they swoop in, making them easier to catch vary from specie but the most common Pterodactyl are
from not moving. coastal fishers with large amounts of food can support huge
Flight is a very slow and almost clumsy looking affair for flocks.
Pteranodon. They flap their large wings with great power Although it seems like they will have increasing population
until they reach their desired flying height. They will then very quickly typically only 1 or 2 young survive the first
glide on currents conserving energy. They are amazingly season. It is extremely competitive between young in the nest
strong and can carry seemingly impossible weights while as the mother and father let the young sort out amongst
flying. They are unable to do complicated maneuvers such as themselves who gets the food brought to them. Most of the
rolls or spins like many birds. Fighting in air is almost time a single dominant chick will survive, other times 2 will
impossible for a Pteranodon. Their tails usually long and survive although will compete until leaving the nest and
ending in an almost symmetrical leaf like shape are used as hunting for their own.
rudders to helping steering while flying.

77
Once they reach adult hood they go looking for a mate in the Rhodaran - These are much smaller variations that live in
flock for a suitable match. The males show off their bright forests. They are only 1 feet tall or less with average 4 foot
crests and colors to the females in hopes to impress them. If wingspans. They primarily glide from tree to tree snatching
a female accepts they will stay together until death. The male insects out of the air with their pointed teeth.
displays by landing in front of a ground female and shaking Their favorite prey seem to be dragon flies so they are
his head vigorously to display the prominent crest and colors. especially fond of forests with bodies of water concealed in
A female will accept by returning the display after waiting for their midst. Being insectivores they are rarely concerned with
time to decide or simply reject by flying away. Occasionally it humanoids and only attack if bothered. They do migrate in
will take time mates to be found and singles will build their colder regions to warmer areas during the summer months
own nests on the outskirts of the flock until a mate is found. If but not as large of a migration as pterodactyl. Flocks will have
a mate is killed or dies they start the mating process all over 200 pairs at most and little as 100. Rhodaran males are
again although it's harder for older males to attract females darker green in coloration, with females being a light brown.
as their colors start to dim with age. The crests are similar to a pterodactyl but curled up and the
Other flocks if ran into are simply ignored as Pteranodon end, almost hook like. Male crests are a brilliant lime green
are normally only concerned for food and if there's not with yellow markings.
enough to go around a flock will simply leave. Quetzalcoatlus - These are very dangerous and enormous
variations. They are anywhere between 16 and 20 feet tall
Intra- Species Observations when on ground and can have wingspans stretching up to 70
Pteranodon are not very aggressive creatures only attacking feet with a slightly smaller wingspan ratio. This makes them
what they could consider prey or something disturbing their quite the opposing figure as they can be as tall as a giraffe on
nests. They are a menace to sea towns they decide to take all 4 legs. They are usually not in a flock instead they are
roost near as they will pick up children and smaller adults as more solitary with 1 pair. They live on mountain tops and
food. Eventually if enough are killed they will leave a nearby consider their territory for up to 50 miles. They have been
town alone fearing injury or death. Although they will try seen picking up livestock, deer, or other animals and carrying
again next season and have to re-learn their lesson. them away. Roc's are in direct confrontation with these
They are at odds with many types of birds. Seagulls of the massive Pteranodon. Quetzalcoatlus will usually swoop down
coasts, and other birds where ever they live. They from great heights and carry off prey to be eaten at the nest.
unfortunately take up the same niche in the environment and They are dangerous as they can consider many things food
end up driving out competitors simply by numbers. They due to their size. Quetzalcoatlus are dangerous fighters that
normally don't have direct confrontations unless competition will land on their enemies and tear at their skin with their
decides to make that move themselves. beaks. If this fails they will bludgeon foes with their wings
While they normally don't fight larger animals they will if much like a duck will. Roc and Quetzalcoatlus fights are
their nests are in danger. They do this by landing on the usually initiated by Quetzalcoatlus by diving onto a roc's back.
attackers and pecking at them with their sharp beaks. Larger Rocs are superior fliers if they survive the first assault they
specimen have been observed driving off bears from their can recover and win a fight but often do not survive the initial
nests by landing on their backs and pecking until the bear assault. Males are usually bright colors of reds and yellows
was injured enough to leave. If something is small enough to with females being a duller brick red or dark orange. Both
be picked up they will do so and then drop them from great males and females have lighter colored chests as to obscure
heights. their presence to land dwellers. The crests are large wedges
If a larger scale assault occurs and too many nests have like that a Mohawk. The male's crests are slightly larger and
been destroyed, for example humanoid communities brilliant blue with yellow and red marks.
eradicating them, they will move on to other safer locations.
Their memory is not long as they have been known to return
to the same abandoned site if they chose next season despite DM's Toolbox
the losses. This guide assumes an integrated world of
dinosaurs and regular monsters. In this case
Variant Species Pteranodon are a far rarer occurrence than that of
what would usually inhabit their habitats. Below are
Described below are the various kinds of Pteranodon that some ideas for using Pteranodon in your campaign.
can be found: A large flock of Pterodactyl has taken over the
Pterodactyl - This is the kind mostly described above. They cliffs near a town driving the seagull population
live in coastal regions preferring fish as prey. They are up to 6 away. Children have started to go missing
feet (tall) with 24 foot wingspans. They will try and eat Rhodaran are fleeing the forests inciting stories
humanoids small enough although they still prefer fish. The of clouds devilish bats to nearby villages. What
males are teals and blacks, while the females are duller blue could be driving them off?
and browns. The male's crests and heads are bright reds and A dwarven kingdom under the mountain has
blacks. Crests are like a knobbed horn extending from the stopped trading for fear of confronting the new
back of the head straight out for half of the beak length, for mountain residents the Quetzalcoatlus.
A craftsmen looking to make better leather
both males and females. Flocks will typically be between 50 employs adventurers to harvest Pteranodon leather,
and 80 pairs. none have returned thus far.

78
When threatened adults will roar and bellow to alert the
Dinosaur: Triceratops rest of the herd and to intimidate potential threats, rearing up
"Hornbeast are strong, stronger than horse, stronger than and pawing the ground to signal their intent to charge. Adults
elephant, stronger than enemy!" may mock charge if the aggressor creature is much smaller
-- Warchief Ghazgul on his Triceratops riders than the triceratops. In the event of a significant threat such
as a Tyrannosaurus or a Dragon the herd will form a
Introduction defensive ring around their young, using a wall of horns to
give their opponent no opportunity to attack. If this ring is
Dinosaurs are an ancient race of creatures native to the broken the animals tend to panic and break formation,
Material Plane. They are as diverse as they are ancient, leaving the attacked to their fate while the herd retreats to
coming in all shapes and sizes from as small as a chicken to regroup.
as large as a dragon. Triceratops is among the larger
dinosaurs, a peaceful grazing herbivore, but a deadly Inter-Species Observations
combatant when provoked. Triceratops and humanoids generally share an uneasy
coexistence. The animals tend to only live in savannas and
Physiological Observations grasslands, or other suitable tropical climates, and they have
Triceratops are among the most physically impressive little interaction with major civilizations. They are
dinosaurs. Adults reaching an average of 20 feet long and exceptionally difficult to tame and domesticate, making them
weighing as much as ten tons. This pushes them far beyond less appealing than elephants for beasts of burden. However,
the size of other large animals such as Elephants and even it is not unheard of, and very brave or very foolish individuals
Mammoths. Size is only one important feature though. The have been able to tame and even ride these animals. Their
Triceratops is famed for its three large facial horns, which natural armor and weapons combined with their great size
grow with age but are prone to breaking off in battle. Its makes them truly formidable on the battlefield, as does the
massive skull tapers into a boney crest that protects the ability to provoke them into a charge.
animal's neck from attacks. The creature's tail is also Triceratops have few natural predators, and their young are
considered very dangerous, and although not designed as a only vulnerable to creatures such as lions and hyenas for the
weapon it can strike hard enough to break bones and easily first year or so of life. By the time they reach adolescence a
knock humanoids off their feet. Thick powerful legs and wide triceratops is usually the dominant animal in the region.
squat feet support a triceratop's great weight, but also give it However, their great size does make them appealing targets
the strength and speed needed to make deadly charges. to the highest class of predators. Tyrannosaurs is an age old
There is very little about the Triceratops that does not invoke rival, preying on the old and sick, but is a manageable foe.
power and strength. Rocs and Dragons however are a danger these creatures have
little ability to counter. Both strike from the skies and are
Social Observations massive enough to carry off even some adults, and Dragons
Triceratops are herding animals, as are the majority of four are particularly dangerous given their breath weapons.
legged dinosaurs. They live in familial units that can be
anywhere from five to fifty individuals depending on the
region and the availability of food. Both male and female DM's Toolkit
sexes will exist within a herd, although males will compete Triceratops are fun monsters, being a good way to
for status and dominance amongst each other. Males become introduce a more "wild" region. They can make for
extremely aggressive during mating season, going into a supreme mounts for players at high levels, and
rutting phase. During this time they become much more overall are a fun creature to replace animals like war
solitary, only rejoining the herd to attempt to breed or secure elephants when the setting calls for it. Overall it's
breeding rights. Mating rites consist of lengthy battles hard not to place Triceratops into any tropical
between rivals, locking horns in contests of strength to prove setting, but they hold little place in more
dominance. Females lay clusters of 6-8 eggs that take northernly climates.
upwards of half a year to fully develop. Herds will migrate to
nesting areas where pregnant females will construct nest
clusters in protected regions near ample food and water. The
Herd will experience little mobility during this time and
males to seek other herds if food begins to become scarce.
Behavioral Observations
When the God's made this creature they invoked some small
mercy upon the rest of us. The triceratops is an herbivore,
content to spend its days grazing on low growing shrubs and
other vegetation. And indeed it does, spending over 12 hours
a day simply feeding in order to sustain its great size. Water
is also of great concern, and herds will not wander more than
a few days travel from reliable sources of water.

79
A T-Rex is a violent carnivore that eats large chunks or
Dinosaur: Tyrannosaurus whole creatures. They can bite and swallow a human sized
creature with relative ease. Any larger creatures they pin with
Rex one leg and pull large portions of meat off with their clamping
"The great ones! All who believe themselves powerful need jaws. The site is gruesome to behold. Reports of starving T-
only to gaze upon them and know folly. For no creature aside Rex subsisting off of carrion exist but it seems they are more
from dragons can match their strength, speed, and cunning!" than capable of hunting and only doing so in desperation. Any
-- Lizard Folk shaman referring to the revered amounts of bone or materials too hard to be digested are
Tyrannosaurus regurgitated much like an owl pellet hours later. Well-fed T-
Rex territories are marked by occasional piles of bones teeth
Introduction and even weapons and armors.
When hunting they sniff out prey and follow the tracks to
Tyrannosaurus Rex or T-Rex for short is a massive bipedal their intended target. Often good enough they can trot until
lizard like animal. They are ferocious carnivores and their destination is revealed. Once prey is spotted they work
dangerous to all creatures, even dragons if caught unaware. hard to get as close as possible without alerting to their
These gargantuan predators roam their territories protecting presence. They hunch down on their bellies and softly crawl
their claim and devouring food when it pleases them. King of on all 4 until they explode into a leap running full speed at
lizards is an apt name. their target. If discovered they will also explode into a run at
Their enormous size and power give many ecologists pause their prey. Usually they can outrun their prey and easily catch
when considering the similarities to dragons. The groups of them but the least amount of energy spent possible the better.
lizards, known as dinosaurs, have always been classified as They need to eat a lot to satisfy their hunger but they only
distinctly different from dragons. Now that seems to be an need to eat 1 time a week. They will eat up to 2 tons of food if
incorrect observation when looking upon a T-rex. It is they can manage thus preferring larger prey. They can subsist
possible that in the early times Dinosaurs were the off of smaller prey but it requires more work and more often.
predecessors to the Dragon kind and even Hydra as all seem They mostly inhabit hilly moderately warm climates with
to be familiar in sorts. It is uncertain and no dragon would open spaces for running down prey. They tend to nest in
admit such a base claim in their eyes. copses of trees in the open rolling hills for cover. A territory of
a T-Rex is usually in a 20 mile radius giving a lot of room for
Physiological Observations prey to live with never seeing their domain's king. This not
A T-Rex stands on two long legs at center of mass to their only allows for an ample amount of food for a T-Rex but also
large 40 foot long bodies. They have massive heads doesn't inspire every living creature to run from a new T-Rex
resembling a hornless dragon and rows of sharp very large territory either.
teeth. They stand with their heads and bodies parallel to the T-Rex while are clever in decision making during battle are
ground at around 18 feet tall. They are powerfully strong not overly intelligent creatures. They are as intelligent as any
monstrosities with thick muscled jaws, powerful necks, lion or other large beast and can be outsmarted given the
strong fast legs, and powerful thick and dangerous tails. preparation. They have few tactics outside of ambush and
The large head of a T-Rex has forward facing eyes that slight herding into favorable terrains when chasing a target.
while look small in proportion to the head are excellent for They pursue with abandon and fight to the death.
depth perception. They are very perceptive when it comes to Unfortunately for most inexperienced humanoids to the
sight and smell. Able to see somewhere between that of an elf death is usually in favor of the Tyrannosaurus.
or a human and ability in smell can rival that of a hound.
Their massive jaws sport up to 6 inch long teeth all made for
tearing large chunks of flesh. Their ability to smell is probably
the most impressive. They can track older than week old
trails simply by smell alone. Escape from a T-Rex seems only
temporary.
Their powerful necks give them incredible strength even
for a creature their size and able to carry multiple tons in
their mouths with ease. They have very small yet powerful
arms just past the base of the neck. While the arms seem
vestigial they are used often in grasping prey or mates. Their
hook-like claws are hard to extract and their small size makes
the arms incredibly strong and efficient at holding fast.
While very large creatures they are incredibly fast. Able to
run as fast as any horse chasing down prey or enemies with
surprising speed is well within their capabilities. Their tails
are mostly used as a counter balance and while flexible
extend straight outwards from the hind quarters and only
drooping down at the very end. When not used for balance
they can make a devastating swipe able to level buildings.
Both legs and tail are incredibly strong making a T-Rex
dangerous from all directions not just in the reach of their
maw.

80
Social Observations As more than capable fighters of larger creatures they favor
bludgeoning with their tales to knock foes off balance and go
Tyrannosaurus is usually a solitary hunter. They are not in for a devastating kill by tearing out huge swaths of flesh.
need of allies or protection often being the top carnivore in Cocky unaware dragons have been decapitated
their territory. They hold their territories for many miles and underestimating a hungry Rex. When fighting smaller
border disputes can be vicious as the instinct to keep a creatures they sweep with their tails and snatch up prone
plentiful amount of food is very great. victims in their jaws to be devoured. When they fight they are
Females are stationary in their established territories very vocal and loud. Their roars rival that of any dragons and
through adulthood unless supplanted by a rival or they will do so with every opportunity. This seems to be a
catastrophe. They prowl in search of food and to protect their defense mechanism to make as much noise as possible in an
borders. Overlapping can occur but only by coincidence as attempt to intimidate an attacker into running. If they run a T-
the territories are so large that rivals may not encounter each Rex will catch them.
other for a very long time. When attacked or fighting for reasons outside of food they
Males are nomadic by nature in comparison. They hunt on still eat their foe probably as sign of dominance. They will not
the go and sleep where they can. Smaller than females but totally devour the opponent but will eat things like the head
not by much and more brightly colored, especially their arms and legs stripping weapons and other perceived valued
heads, indicate them as male to any potential mate. Males appendages away. Odd behavior for creatures with little
roam the lands looking for females to procreate with. If a intelligence outside of battle.
female is receptive she will allow a male's advances into her
territory if not she'll chase him off with a frightening display Variants
of aggression. There are different kinds of Tyrannosaurs roaming the lands
Males gingerly approach a receptive female emitting low and each is dangerous and to be avoided.
grating hums and growls. Receptive is a kind word to a Tyrannosaurus Majorus - This is the T-Rex described
female for if unbothered will simply accept his presence above. They range from dark greens and browns to soft
almost ignoring him. He will then mate with her when she yellows in color. They typically look much like the main color
crouches down and he's close enough. of vegetation in the fields for better sneaking up on prey. They
During a span of many months the male will benefit from prefer plains and hills with small outlooks of trees. The
the territory as they continue to mate until eggs are produced. male's heads will appear a softer blue in contrast to the rest
He will then hunt the territory and share spoils with the of the body.
female as she guards the eggs. Once the eggs hatch the male Tyrannosaurus Sauronious - This is a dangerous variant of
simply leaves to find another territory. T-Rex that inhabit more tropical regions of the world. They
A clutch of T-rex can be between 2 and 4 eggs usually only are never docile as they never cease in hunger. They roam the
2 viable eggs are produced. Young are raised to adulthood in tropics stripping prey as they go. These variants typically run
a short 3 years by their mother. At this time she chases them in mated pairs as both sexes are always on the hunt for food.
away from her territory and she resumes life as if nothing had They are bright yellows with purple or green accents and can
occurred. During the time of raising them they will hunt roar so profoundly it will concuss foe and prey to the ground.
together and herd prey into each other. Mother will usually be The males are still slightly smaller but bear no significant
waiting for an ambush while the younger playful children markers. Their roars are far more powerful and have been
chase prey with abandon to their mother's position. known to cause physical harm although not much
T-Rex can live up to 30 years and producing children every information has been gathered as survivors are non-existent.
5 or so. It's unfortunate that of a clutch usually only 1 will Tyrannosaurus Diabolis - This is arguable the most bizarre
survive to adulthood and it's not a guarantee. Without the full variant of T-Rex. They are red and black in color and have
strength they enjoy as an adult prey are not as easily obtained outright immunity to fire. They live and thrive in extreme heat
and they are less able to fight dangers. T-Rex populations and volcanoes. They enjoy meat but sustain mostly on rocks
rarely explode and naturally keep at a constant rate in a and lava. They seem to regurgitate fire in wads of flaming
habitat for these reasons. They are susceptible to decline pitch at prey preferring charred meat. They occasionally run
more than other apex predators of an environment across Sauronious and devastating battles occur. They live
unfortunately. together in closer colonies of up to 10 members sustaining
Intra-Species Observations their numbers with young. They only live in areas around or
in volcanic activity.
T-Rex are simple predators that eat when hungry and ignore Tyrannosaurus Freezanis - This Tyrannosaurus type is by
animals when not. They like to make themselves ever present far the most rare. They've developed their scales into thick
to herds of animals just on the horizon making animals lull down like feather coats keeping them warm in polar climates.
into complacency in their presence. They regard most living Other than their black skin and white coats of fur they are
creatures when hungry as food, even larger then themselves. closest to Majoris in lifestyle aside from the climate. In the
If they are not hungry and not being provoked they are as summer they do shed their feathers to reveal their shining
docile as a contented house cat. T-Rex are unused to being obsidian scales but as those days of slight heat are short they
challenged for dominance by other creatures and treat them soon sprout new coats of ivory feathers.
all the same, food when hungry and background when not.

81
DM's Toolbox
Tyrannosaurs are an iconic dinosaur. This
interpretation uses the mostly real world creature
for the behaviors that are believed to be true
according to more recent studies. You as the DM
have discretion to make them opportunistic
predators that normally feed off of carrion as
catching prey is harder as is the previous accepted
theory.
Here are a few scenarios to use a T-rex.
Ambush predator of extreme danger
stalked by dangerous predator stuck on an island
time forgot
A dragon thought to have been living nearby
found with it mutilated and mostly eaten what
creature could do such a thing?

82
Juelay 26, 887 NE - Another of our crew has died. Around
Displacer Beast midnight last night, Guardsman Dale, on duty, was killed by
The following excerpts are from the journal of Jason the same beast which took Jueg's life. We only discovered his
Canderman, of the eight-man Canderman-Dodder body this morning. Just as with Jueg, his throat was horribly
Expedition, which was documenting the newly-discovered wounded, and his chest had been eaten on, with the heart
ruins of an ancient Hithan pyramid. This journal was found gone. We are surely being stalked by a predator of such
by a group of nine explorers (three of whom met their fate ferocity as we have before witnessed. For the rest of our
later by the same creatures described within). Based on the expedition, both guardsmen will remain awake through the
following excerpts, we recommend bringing a full regimen of night, along with either myself, Malis, or Jenar. Finley will stay
prepared soldiers before the next expedition is attempted. with the pack animals through the night, to make sure they
Juelay 18, 887 NE - On the ninth day since our expedition are not terrified so much that they break their restraints.
began, We have finally entered the Ssizeraal valley. The Juelay 27, 887 NE - We are down another crew, this time
temperature is sweltering, and has been becoming so for the Jenar, whom I have known for well over twenty years. Though
last three days. Ahead of us is the massive Ssizeraal Jungle, we were not close, and over the years had vehement
and beyond, new discoveries. We have seen no sign of any disagreements on our various scientific pursuits, his death
locals, either intelligent or not. was a tragic blow to me and our expedition. We are now
Juelay 21, 887 NE - The travel through the jungle for the fearful of our lives, though we have a bit more information
last three days has been difficult to say the least. The air is now as to what fell beast plagues us. Jenar was awake while
oppressive and thick with humidity. Very little light makes it attacked and was able to let loose one scream, which
through the canopy above us. The bugs are terrible. Malik is Guardsmen Chat and Vic heard. They both spotted a large
sure that we are being swarmed by new species of gnats that black beast, extremely fast, and both attacked, but were
are far more aggressive than those of our more temperate unable to wound it. They retrieved Jenar, who was still alive,
farmlands. Finley has warned us that the pack mule and and brought him back to camp. After waking the rest of us,
spare horses all seem nervous, and I hear them whinnying far Jenar eventually died in my arms. Even now, his blood is still
more than they did on the open paths leading to the jungle. on me, as I struggle to put pen to paper.
We hope to soon find the ancient road we were told about. Juelay 29, 887 NE - Eighteen days after our expedition
Juelay 22, 887 NE - Just before sunset, we found the started, and after the deaths of three of our comrades, we
ancient, overgrown road that once connected two great have arrived at the ruins. Though our hearts are weary and
Hithan cities of the past. We decided to set up camp in the souls are heavy, we rejoice at the beauty before us. Three
slightly-clearer area. I saw with my own eyes the uneasiness pyramids, mostly claimed by the vines of the jungle, but still
of the pack animals - they seemed especially fearful of the old obvious in their majesty, stand before us in a large clearing.
road itself. My initial notes before we set up camp:
Juelay 23, 887 NE - Traveling on the road, overgrown as it The pyramids appear to be aligned with the stars of
is, has provided far swifter travel than the first several days Gozdare the Bard - specifically his lute. The smallest is to the
through the jungle. Though the canopy is still thick, light is northeast of the clearing, and appears to be no more than a
able to reach the jungle floor, which seems to have a positive hundred feet tall. The next-smallest is on the southwest of the
effect on both the humidity and the bugs. We are still several clearing, and is much larger, possibly close to three hundred
days out of the ruins we seek, but are optimistic. Guardsman feet tall. It clears the tallest trees around us. The central-most
Chaz mentioned he thought he heard a loud roar earlier in pyramid however is the largest, possibly over five hundred
the day, such as that of a predatory animal, but no one else feet tall. If our estimates are true, this will be the largest
heard it. Hithan pyramid found so far, though we will need to take
Juelay 24, 887 NE - I am sad to write that tragedy has more accurate measurements to be sure. This central
struck us today. Guardsman Jueg, youngest of our crew, has pyramid has also best-withstood the ravages of time - being
perished to an unknown beast. At just past noon today, Jueg furthest from the trees, there are no vines pulling at the
left the path for personal reasons. As the minutes passed, we stones, and no roots to disrupt the ground. It is quite
became worried. Finally, after nearly thirty minutes, and no beautiful.
response to our calling his named, Guardsmen Chaz and Stairs climb the center, and each of the four sides of the
Dale entered the forest. Scant minutes later, they returned, base are adorned with animals, some known, some not.
carrying the body of Jueg. The back of his neck had been There are griffons and rocs on the south face, salamanders
mauled by a maw of significant size, with piercings from and large bug-like creatures on the eastern face, frogs and
teeth penetrating to the front of his throat. This had caused octopi on the western face, and on the northern face, which is
his death, and also his inability to scream. However, much the side that greeted our arrival into the clearing, are gorillas
more terrible and obvious, was the gaping wound on his and some sort of feline creature. Though the statues are
chest. His heart had been viciously removed, leaving a large, mostly-eroded, these feline creatures are of a variety never
bloody cavity. None of us had experience with any sort of before seen, with large spikes protruding from their shoulder
predator that did this, and so sadly, the cause of death will blades. All-in-all, they are quite menacing looking, and the
forever remain a mystery. pack animals seem wary of the statues. Multiple times in the
We buried Jueg off the path, speaking a few words to evening, as we were setting up camp, I also caught Chaz
Shand, Patron of Safe Travels, and gathered his items to gazing upon the feline creature statues.
return to his family. We will sleep uneasy tonight.

83
Juelay 30, 887 NE - On the eve of Agaus, we have been Meanwhile, Vic and Chaz were able to fend off the third,
attacked again. Luckily no one was wounded tonight, and for but not before Chaz was critically wounded. Malik perished
the first time, beneath the nearly-full moon of Juelay's final soon after the creatures were chased off, and Chaz may not
night, we all finally caught glimpse of the beast which has be long for this world - he is missing an eye, which was
been stalking us. It is a large black feline creature, which is bloodily removed from his head by one strike of the beast's
likely what the northern-face statues are modeled after, but tentacles. He also has a terrible bite wound on his hip. Vic,
instead of spikes on its shoulder blades, long writhing Finley, and I sit huddled together, with four fires around us,
tentacles protrude. It is, quite simply, the most horrific and the animals to our back. Chaz babbles incoherently about
creature I have ever seen in my life, and it is quite menacing. invisible teeth. We could not even risk burying Malik. His
Chaz and Vic were able to fend off the beast. Chaz even body is covered and rotting just outside the fires. May the
swears he struck the beast clear in the neck, but his sword gods have mercy on me for saying this, but if the beasts come
went straight through as though it wasn't even there! We are back, hopefully they will be distracted by his flesh and will
very much on edge, but now that we know more of the best, leave us be. We leave tomorrow.
we feel more confident. Our fires burn bright throughout the Agaus 6, 887 NE - The last two days were a nightmare. As
night. we began travelling north to leave this place, we realized
We have studied the ruins even more, and based on some almost immediately we were being hunted. Multiple times
hieroglyphics we have been able to find around the base of throughout yesterday, we could see the slinking forms of
the central pyramid, we are quite certain that these ancient black felines in the jungle to our right and left. The first attack
Hithans likely worshipped - or at least revered - the animals killed several of our horses, including the one which carried
to which they built totems. This is astounding to us, as all our Chaz's limp form. To our shame, we fled further up the path,
previous knowledge of the Hithans has led us to believe they leaving him on the ground. Our only comfort as we ran from
were actually worshippers of The Fold. his limp form on the ground was that, in his delirium, he
I and Malik climbed the stairs of the central pyramid today. likely would not realize what was happening to him. We
Again, we have not made concise measurements, but based stumbled along the ancient roadway for almost an hour
on the five hundred fourteen steps, each of which are almost when, to our horror, we saw several of the beasts awaiting us
a feet steep, we are quite certain our first guesses about the on the path before us. They just stood there as we scrambled
size of the pyramid were very close to correct. to a stop, trying to hold the horses steady. They watched us as
Atop the pyramid is what appears to be an altar, and it is we backed away from them, and then began slowly moving
stained with what can be nothing other than blood. Beside down the path toward us.
the altar, on each side, is a smaller statue of several of the We saw them leave the path behind us eventually and tried
animals that surround the base of the pyramid - the feline to turn around north again to escape the jungle. No sooner
creature faces the altar's south side, the frog its west, the roc had we turned the horses around than five of the horrible
its south, and the bug-like creatures its east. Though beasts appeared on the path to our north, blocking passage.
obviously a sacrificial altar, there appear to be no knicks in They moved toward us again and we fled back south, the
the stone to suggest that blades were used in the ceremonies. direction from which we had just come. They were herding
Agaus 2, 887 NE - Again we have been attacked by the us! We passed the remains of Chaz and two horses without
strange beast, and our knowledge of it increases and looking, seeing only a bloody mess. It took us two hours to
becomes harder to understand at the same time. Malik, who reach the pyramids again, and we quickly set up camp with
has had some study of the Arts, was able to loose a spread of our backs to the base, not knowing what to do. I am certain I
magical bolts upon the beast. He swears they hit, and that in will not sleep tonight.
fact, those magical bolts are incapable of missing, but I Agaus 7, 887 NE - This is my last will and testimony. If one
clearly saw the bolts strike thin air two feet to the right of the should eventually find this journal, please read the words
beast as it approached the camp. Either way, it screamed in within carefully, and leave this ungodly place. Throughout the
pain and retreated, but I was sure I saw it look back with such day today, we have been attacked multiple times, but never
a look of menace that no natural animal can attain - this was lethally, save for one instance. At noon, Finley, in terror, took
the look of a thinking, rational creature, and it struck me with to horse and galloped toward the jungle's edge. Three of the
such fear that it is now four hours later and I cannot sleep. beasts caught him and his screams still resonate in my ears.
In the study of the pyramids, our work has been cut short These creatures, now attacking us in broad daylight, are
both of the last two days, as powerful thunderstorms have herding us up the pyramid, though we know not why. Vic and
swept through the region. Several of our horses broke free I now sit halfway up the stairs of the pyramid, between the
and we had to chase them down, all while being fearful of base and that fearful altar, and watch the cat-like creatures
being attacked by the stalking beast. prowling below us. There are almost a dozen of them now, an
Agaus 4, 887 NE - We are leaving this wretched place. obvious pack, and we can see features now we could not
Tonight, just after the final darkness of night had settled upon before - such as their six legs, and that the tentacles seem to
us, we were attacked. This time not one, not two, but three of have teeth on them, and that though they are the color of
the terrifying creatures attacked us from three sides, as panthers, they are closer in size to full-grown tigers. Vic has
though they were organizing a three-front attack. Malik was fired arrows at them over the course of the day, and I can now
able to let loose another burst of magical power which swear that the arrows are hitting the creatures as I see them,
wounded one of the beasts, causing it to flee, but was quickly yet still moving straight through them, as though they are not
mauled from behind by a second. truly there. They keep slowly coming higher up the steps, and
we keep retreating. It will not be long before we are at the
altar. I have sharpened my knife - if I must die, I will die
cleanly.

84
Introduction As kittens, displacer beasts have no tentacles - rather, they
have two bony protrusions on their shoulder blades. Over the
Displacer beasts are a magical monstrosity from the Feywild. course of the first three years of the displacer beasts' life, the
It is said that at one time, they preyed only in the fey courts, spikes will elongate and grow outward, with skin covering
but as many an explorer and adventurer have learned (to their them. The protrusions will soften and become more flexible
own detriment, usually), these monsters are alive and active over time, and by the third year, when the beast is in
in the prime material plane. While many regard them as adolescence (and about half the size it will eventually grow
simply animals (thus "neutral" in alignment), the truth is, to), the protrusions will resemble rudimentary tentacles - they
most harbor an intelligence and maliciousness not available will often be just a few feet long, and not very flexible yet. By
to natural beasts of the world. the fifth year, pads have formed at the end of the tentacles,
They are a truly deadly predator, not to be taken lightly. which are now up to six feet long, and spikes are just
beginning to grow from them. By the seventh year, most
Physiological Observations displacer beasts are fully grown, tentacles and all.
Physically, displacer beasts have an almost uncanny Displacer beasts lifespan on the prime material plane is
resemblance to panthers. However, the appearance is mostly around thirty years. In the Feywild, they can live for hundreds
superficial, and their more alien features are quickly apparent of years.
to even the most casual observer.
Feline in structure, the beast can grow up to eleven feet in Social & Behavioral Observations
length, rivaling the largest tigers in size. Unlike tigers, they Displacer beasts are extremely aggressive predators, and
are much sleeker, tending to weigh at the most up to 650 similar to most cats, they seem to enjoy toying with their prey.
pounds. They have dark black fur, much like the panther they Some reports have indicated people being stalked for
resemble, but their fur has a gloss to it not found in natural multiple days in a row, often with the displacer beast making
wildlife. It is thought that this is a leftover from their heritage an appearance just at the edge of the potential victim's vision.
as a fey-related creature, as it typically would not help with It is said that once a displacer beast chooses a victim, it will
camouflage at night to have a sheen to one's fur. Finally, their not stop stalking until either the victim or the monster is
heads can be up to two feet wide, with a maw that contains dead.
two-inch-long incisors. The creature's jaws are so powerful Displacer beasts have several typical manners of attack.
that they have been known to crush their victim's skulls in The first method the monsters use in combat is usually
one bite. striking at their opponents with the reach of their tentacles,
From here, the displacer beast's unnatural heritage takes thus staying out of the range of most weapons. The tentacles
over. The most obvious aspect of the monster are the two can strike with extreme precision, with the jagged spines
tentacles that protrude from the shoulder blades. These leaving devastating, often fatal wounds. If this does not finish
tentacles can grow up to seven feet long on a full-grown adult, off the prey, then the creatures will often next move in and
and end it a pad covered with spiky growths resembling attack with their massive claws.
sharp, pointed teeth. The tentacles are able to be moved and Much like other large feline predators, they will often jump
maneuvered by the displacer beast as though they are fully- onto the back of the victim, raking with their back claws while
functioning limbs. holding on with the front. Unlike those other feline predators,
Instead of four legs, the displacer beast has an extra pair of and to the misfortune of their victims, the displacer beasts
legs immediately behind the front, giving the creature a total have that extra pair of front legs, giving it even more attacks
of six legs. Scholars are unsure of the evolutionary purpose of to incapacitate their prey.
these legs, unless simply to make the beasts even more Finally, often as a final death blow, the beasts have been
deadly than they already would have been otherwise. known to bite the victim's chest with their massive jaws. As
Finally, the creature's claim to fame and namesake, is its though they are aware of where the prey's lifeblood comes
ability to appear anywhere from several inches to several feet from, they will eat the heart of their victim, sometimes in one
from where it actually stands. Observers have reported fell bite.3 Dead bodies which have not been completely
seeing someone striking the monster dead in the eyes, only to consumed will often be found with their heart, and most
then be swatted and attacked seemingly by something surrounding organs, missing, having been eaten by the
invisible to the side. The nature of this natural displacement creature.
is unknown, though it is likely to be a remnant from the Very few who have seen a displacer beast have lived to tell,
mystical nature of the Feywild. This ability is in constant but those who have all seem to agree that the monsters
effect - it does not disappear if the animal is asleep or display almost no sign of fear. They also seem to display
unconscious, though if it is killed, the effect ends. Many a malice at their victims, especially those who evade them.
hunter or warrior has been awfully disconcerted to finally Survivors often awaken terrified in the night, screaming of
slay the stalking beast, only to have its corpse transport to a seeing those feline, malevolent eyes staring them down. More
few feet to the right or left. hardy folk, such as adventurers and explorers, confirm this -
Displacer beasts can run extraordinarily fast, far outpacing most who have survived tell the same story that as the beast
cats of similar size (other than the cheetah), as well as other fled to safety, it would often look back and stare at its would-
animals with more than four legs. They can also jump be prey, as though calculating.
amazing distances - up to twenty feet horizontally, and over
ten feet straight up from a standing still position - several feet
more in either direction if they have a running start.

85
In regards to their associations with other species, what little Ecological Observations
is known is shared here.
Firstly, displacer beasts and blink dogs have such an Within the prime material plane, though displacer beasts can
incorrigible and known hatred for each other that they will be found in almost any region and climate, they favor humid
attack each other on site with no regard to their safety.4 forest areas, such as jungles and rainforests. These
Pound for pound, displacer beasts are much stronger and biospheres are likely the most attractive simply due to the
more terrifying that blink dogs, but blink dogs are a bit prey within, but it could also be they still retain deep, past
smarter, and will often attack with its full pack, giving it the links to their jaguar and leopard "cousins." However, they may
upper hand. Scholars debate where this hatred comes from - appear anywhere in the world, and have been known to adapt
it does not likely extend from the typical dog vs cat mentality, to different biospheres - brown and tan displacer beasts
since by nature, cats and dogs do not actually hate each other (colored like a lion) have been spotted in the desert (though
(despite what many a pet owner says otherwise). The most rarely), and there are even rumors of white displacer beasts in
prevalent theory is that the two creatures' abilities (blink and arctic regions.
displacement) are so similar in their mystical nature, that Displacer beasts need to eat anywhere from ten to twelve
their auras upset the other. Both species can sense when the pounds of food per day, though like other hunting cats, they
other is around, even when outside the range of hearing or can go for a week or so without eating, then gorge themselves
smelling (and even when hearing and smelling are magically on a meal of anywhere from a 100 to 125 pounds.
blocked). Their preferred prey in their natural habitat are any large
They have similar (though not as ferocious) disposition animals such as boars, large deer, and other large mammals.
toward other magical animals as well, such as pegasi, However, they are just as happy to prey on humanoids,
unicorns, and winter wolves. None of them inspire the smaller mammals, and even certain larger lizards and
displacer beast's fury like the blink dog, but the beast will go reptiles that have enough mass to sustain them. Once a
out of its way to specifically target those other species. displacer beast has killed its prey, it will usually start its meal
Toward most other animals, and even humanoids, with the heart, and then move onto the head, and other
displacer beasts display a predatory air mostly, though again, internal organs.
if they are bested by their prey, that nature starts turning to
hatred and fury. With one exception, displacer beasts are not Intra-Species Observations
scared of humanoids - they consider an elf, human, or gnome Displacer beasts are more often than not pack animals.7
just as much fair play as they do boar, buffalo, or elk. They roam, hunt, sleep, and live in small packs, with
Rakshasas are something different. This is possibly the one anywhere from five to eight adults. If there is not a pack lord
creature in the multiverse that displacers not only show (see Variants), then usually the strongest male in the pack will
respect for, but possibly fear. No matter how large a pack, no become an alpha.
scholars have seen, or even heard of, displacer beasts Displacer beasts tend to be fiercely loyal to their pack, but
attacking Rakshasas, and some myths and legends even are highly competitive of territory if they come across other
place the beasts in the company of the tiger-men, often as beasts not in their own pack. Two displacer beasts from
pets or guardians. different packs (or two solo beasts) will size each other up
Some other species have been known to capture displacer and likely fight if one encroaches on the others' territory.
beasts to use as guardians, though the beast will spend all its The mating ritual between a female and male displacer
days in captivity planning its escape and eventual evisceration beast could be confused by the outside observer as an intense
of its captors. It is very rare that a pack of displacer beasts fight. Often, two or three males will approach a female in
can be caught by surprise by any amount of hunters, but solo heat. Those males will strike each other with their tentacles,
beasts have been overcome by large groups of hunters. In leaving gaping wounds on each other. It is not uncommon for
particular, lizardfolk seem to like capturing the creatures, one of the creatures to succumb to the wounds and die
possibly simply due to their close proximity in jungle and during the process. Eventually, only one male will be left
rainforest ecosystems. Large bands and tribes of orcs, standing - the others having either perished or fled to lick
hobgoblins, and other powerful goblinkind have been recuperate. This one will then approach the female. The two
reported to have captive displacer beasts, but these situations will circle each other with their tentacles flailing wildly. After
are much more rare. as little as several minutes, or as long as a few hours, the two
Finally, they seem to have no specific ill will toward other will launch themselves at each other, wrestling viciously.
large predatory cats, and are not known to hunt them. This Their tentacles will strike at each other, but during this part
could be that the predatory cat's natural instincts are too of the ritual, rarely is blood drawn. Rather, for the only time in
refined for the displacer beast to stalk, so it is not worth the a displacer beast's adult life, the spikes on the tentacles will
trouble, or it may even be some sort of lingering byproduct of withdraw slightly. The two will eventually entangle their
the species' evolutionary history. tentacles around each other and the male will mount the
female.
During pregnancy, the male often stay close by the female,
and will guard her ferociously. Other males in the pack will
be protective of a pregnant female, but the male mate will
attack literally anything that comes close to the female,
including other displacer beasts.

86
Pregnancy lasts around a hundred days, and then the female
will give birth to three to six kittens. At this time, the male
mate will often leave the pack permanently, though the rest of DM's Toolkit
the males will continue protecting the mother during the first
few months. The kittens grow rapidly, and the mother will be Displacer beasts should be used carefully. They are
training them to hunt on their own by their sixth month. a very dangerous creature, and even though they
are not very high CR, their nature, and the
mysteries of their origin, can make them a great
Historical and Cultural opponent for PCs. They can make for a very unique
Significance encounter.
There are many primitive cultures across the world that First and foremost, they are not likely to be the
worship displacer beasts, and other similar magical final boss in an adventure. Though they are much
more intelligent than regular cats, they are not
monstrosities. Some prehistoric cultures (those dating back smart enough to plan strategies and create long-
to before writing) even have legends that the displacer beasts term menaces. At the end of the day, they are just
came from the sky 5 - these cultures look upon the beasts as extraordinarily intelligent and ferocious hunting
a form of totem, and praise (and fear) them in equal animals, and should be used as such. Encountering
measures. More intelligent displacer beasts may use these one (or a pack) in the wild is a completely suitable
cultures for a time, as they will provide plenty of fresh meat way of using them.
for the beasts, but they will soon become weary of being given To make things more interesting though, having
food - after all, they would much prefer to hunt. displacer beasts be the pet or guardian of more
More modern legends have displacer beasts in them as the rational NPCs would make for a more memorable
guardians of evil deities - it is said that Bhaal has a pet encounter. A lizardfolk shaman that releases the
displacer beast named Fade, whom he sends out to do his displacer beast on the PCs while attacking with
bidding when needed. magic from the back could be a deadly and unique
It is also likely that displacer beasts are the actual start of encounter.
many rumors and ghost stories across the world that involve For strategy, displacer beasts will almost always
attack with reach first, using their tentacles. On any
spectral panthers. creature that can actually fight back (such as PCs,
other displacer beasts, or stronger NPCs), it will
Variants attempt to use its tentacles as long as possible,
Occasionally, due to a fluke in the dark magicks that sustain a wearing down the victim. When it must resort to
displacer beast's life, a beast will grow much larger and its claws and jaws, it will be at a point where it is
going all in. If the beast thinks it doesn't have much
stronger than the typical specimen. These Displacer Beast of a chance, it will likely flee (though it will stalk
Pack Lords can reach a full twenty feet in length (with the victim afterward, looking for a weakness).
tentacles over fifteen feet), and are always the undisputed Though it is unusual for a single displacer beast
ruler of any packs that form around them. to attack a group of armed combatants, if they are
Though there would be no change to their stats, arctic and particularly hungry, or feeling the combatants may
desert variants exist. The arctic displacer beast has a bluish- be in a weakened state, they may do so. A pack of
white coat, and its tentacles look less like long whips, and displacer beasts has no qualms about attacking
more line multi-segmented bones. The desert displacer beast, multiple potential victims.
varying between brown and tan, looks like a large puma, with Displacer beasts have powerful claw and bite
tentacles that look like thick, knotted ropes. attacks, however these were left out of the
Monster Manual. Using slightly modified tiger stats
(to account for the displacer beast's higher
strength), here are some attack options using claws
and bite:
Bite Melee Weapon Attack: +6 to hit, reach 5 ft,
one target. Hit: 9 (1d10 + 4) piercing damage.
Claw Melee Weapon Attack: +6 to hit, reach 5
ft, one target. Hit: 8 (1d8 + 4) slashing damage.

87
But if that was the case, why could not any mimic simply
Doppleganger create an internal bone structure for itself, I wondered? It
"The questions I began with were not about doppelganger seems that the resinous structures a mimic creates are
society. I simply wanted to find a way to make my pet mimics temporary in nature. It was not until I thought to cast the
more intelligent, you see. But it was the answers I found that Animate Dead spell that I realized the horrible truth - that the
led to me being hunted across the breadth of creation by skeleton of a Doppelganger was that of a dead humanoid. A
those assassins. You see, my friend... my friend... Sven, this doppelganger in effect is born as a parasite - a creature that
drink tastes funny. I... Sven, you aren't... no! Nooooo" starts as a human, but with a mimic living inside of it.
--Last words of the sorcerer Leeren Bannes Gradually the mimic grows, replacing the host's body and
even its mind, taking on its thoughts as it gradually shifts its
Introduction nucleus inside the skull and devours the host from the inside
out. By the time the body is done with puberty, there is
I wish to categorically retract and apologize for all of the wild nothing left of the host but its skeletal structure.
tales I published in my most recent work 'Doppelgangers: the How does the doppelganger impregnate the host, however?
Threat Within Us'. At the time I was suffering from a case of Mimics breed through parthenogenesis, so doppelgangers
anxiety and I regret that this in combination with the should not be able to interbreed with any other creature. At
unorthodox nature of my work was enough to trigger a first the question baffled me, but the answer was elusively
mental breakdown. Naturally, a full refund will be issued to simple. Doppelgangers are only born when a doppelganger
anybody returning a copy which they have purchased, and a breeds with a female that is already pregnant. Using its
free version of my book will be made available to those understanding of humanoid pheromones and subconscious
people, once it has undergone suitable revision and academic body language - an understanding so deep as to often be
fact-checking. --Leeren Bannes, two months later mistaken for telepathy - the doppelganger senses the
pregnancy most likely even before its "mate" does. It is then a
Physiological Observations simple matter for it to assume the guise of a target's lover to
At first glance, the doppleganger seems like a humanoid of mate with her again, splitting off a little bit of itself which
whatever species and type it has chosen to impersonate. wriggles into the womb. This baby mimic bonds with the
Upon cutting the doppleganger, its nature is hinted at to the fetus during development, becoming a parasite which
keen-eyed observer - its blood is a sap slightly thicker than eventually takes over the host entirely sometime during
blood, and similar to the internal fluids of its evolutionary puberty.
predecessor, the mimic. The only difference is the coloration, It was then that I realized the true ramifications of the
which varies depending upon what species the doppleganger discovery I had made. For if a mimic could establish such a
has chosen to impersonate. parasitic relationship with a humanoid, who was to say that it
Typically a doppelganger will alter the color of its internal could not have done the same with another creature - a
fluids to resemble the blood of whatever creature it is centaur, ogre, or even a dragon? I later confirmed that this
impersonating. A deeper examination reveals that the was indeed not just possible, but common. The only
doppelganger has no internal organs. It absorbs food just as a limitation to the forms that a doppelganger can take is the
mimic does, breaking it down with acidic secretions inside underlying skeletal structure of the host that the parasitic
the doppelganger's own body. Of course, such examinations mimic bonded with. This is one of the many reasons for the
would kill a normal human, so they are hardly a foolproof way secrecy that doppelgangers typically demonstrate. If the
to detect doppelgangers in one's midst. world at large knew that every doppelganger can only be born
It was upon cracking the skull that I made the discovery through the death of an infant, the species would doubtless
that would secure my place in history - the discovery not of a be persecuted far more than they already are."
brain, but a nucleus similar to that of a mimic. I say similar... It was shortly after that discovery that I learned I was being
but not identical. With the added support offered to the hunted. --Excerpt from the secret notes of Leeren Bannes
nucleus by a solid bone structure, the nucleus took on a Social Observations
pattern of variegated folds and creases similar to that of a
human brain. It was a mimic, you see - a highly advanced I was able to infiltrate doppelganger society through the use
mimic that had exchanged a broader range of shapeshifting of the Alter Self and Polymorph spells, in conjunction with
for something much more dangerous - enhanced intelligence. the metamagic abilities of my sorcerous blood, which I used
With its nucleus separated from the shifting tides of its body, to cast my transformation spells through thought alone,
the mimic could maintain the shape of the nucleus - its without any verbal or somatic components. I also cast an
mental library, if you will - and store more data, thus retaining illusion spell to mask my slight body mannerisms, for
a higher intelligence with each shift. doppelgangers are so attuned to the nuances of body
language that it can often seem like they are reading minds.
The species as a whole is inherently mistrustful - until they
can be assured beyond a reasonable doubt that somebody
else is one of their kind, the only information you will get from
them is lies.

88
While masquerading as one of these creatures - an infiltrator Inter-Species Observations
hiding among a species of infiltrators - I learned that the
society of doppelgangers exerted far more control than Doppelgangers blend in with all societies. They have the
anybody has ever suspected. the natural structure of ability to read body language, control their own pheromones,
doppelganger society is the cell - a group of infiltrators with and perform a role so convincingly that even a victim's loved
one singular purpose, control over a society - with the ones may not know that person has been replaced.
ultimate purpose being that society's destruction. Each cell is This is only a role, however - doppelgangers do not feel any
led by a handler. true emotions in the humanoid sense of the word. There is
The handler is the only doppelganger with connections to only a cool, thoughtful calculation. They work together very
other cells. This way, if an individual doppelganger is well, out of a sense of mutual benefit - doppelgangers are the
captured and interrogated - either through torture or magic - only creatures that other doppelgangers can trust, and it
the amount of information that he is able to disclose about makes sense to work together in order to help each other
other doppelganger operations is limited. The handler of a eliminate targets and gain power. Unusually, a cell of
cell is itself part of a larger cell, composed only of handlers. doppelgangers that works together for a long time will often
The leader of a cell of handlers is known as a director, and fixate on the same "enemy targets" to eliminate. This is not so
the director is the only doppelganger to make contact with much a sign of empathy as a sign of how much of a
other handler cells. What level exists above a director? Sadly, doppelganger's personality is nothing more than ancient
I never got the chance to find out. programming by their creator. It is ironic that the race of
The meetings of a doppelganger cell are unlike those of creatures which may someday end mankind started out as
other secret societies. During my time with the cell, we had nothing more than furniture.
one meeting in a stable, (where our forms were three Other than fellow cellmates, Doppelgangers often
stablehands and two horses), one in an hobgoblin tent cooperate with hunter mimics in a symbiotic relationship -
(where we were two hobgoblins, a bugbear, and two worgs), the mimic assumes the shape of the clothing, armor, or
and one in a castle, where we were a duke, the crown baggage that the doppelganger is wearing, so that when the
princess, a bodyguard, and two trained griffins. --Excerpt from doppelganger changes shape, their equipment and clothing
the secret notes of Leeren Bannes changes also to match their new form. And when the
doppelganger moves to assassinate their victim, the mimic
Behavioral Observations will assist them as well. I speculate that these tame mimics
In my earlier studies of mimics, I had previously categorized are the result of doppelganger parthenogenesis when they
them into two breeds - the relatively docile house mimics, are unable to implant a tiny mimic into a developing fetus. --
created as peaceful furniture, and the aggressive hunter Excerpt from "Doppelgangers: the Threat Within Us" by
mimics, bred for war. Initially I had thought that Leeren Bannes
doppelganger society would follow a similar cultural divide.
However, I fear that in almost every aspect of their behavior,
doppelgangers seem to have the aggressive mentality of
hunter mimics. I suspect that only mimics programmed with
this level of aggression were motivated enough to attempt to
procreate with humans in order to get closer to their targets.
The personality of Doppelgangers also corresponds to
hunter mimics - they have the mentality of spies who are at
war. If outed, they attempt to assassinate witnesses. If
captured, they refuse to cooperate - and their lack of a
nervous system makes them very resistant to torture. A
doppelganger who speaks under torture is almost certainly
lying. Effectively, a doppelganger has the same goals as a
hunter mimic - to identify and neutralize "enemy" targets -
and a complete lack of understanding that the war they were
created to fight ended a long time ago. Even worse, they have
a more sophisticated set of tools by which to eliminate targets
- such as gaining power in other species societies and
manipulating them to fight each other. You will never see a
doppelganger living a contented life as a simple farmer - every
persona which they take on is meant to either get them closer
to their next target, or gain more power to use against their
target. They are the ultimate assassins that mimics were
once meant to be, and while they each may have slight
personality quirks and preferences, in the end they have no
goals or ambition beyond the lethal programming that their
ancestors were given centuries ago. --Excerpt from
"Doppelgangers: the Threat Within Us" by Leeren Bannes

89
DM's Toolkit
If you enjoy conspiracies and intrigue, then the
Doppelganger is the monster for you. These
creatures manipulate their pawns from behind the
scenes, and pack a solid punch for low-level
characters that finally uncover their machinations,
especially when each doppelganger is
accompanied by a mimic or two.
Of course, there is no need to limit
doppelgangers to low level adventures. As parasitic
organisms, a doppleganger could be anywhere. A
cloud giant supervising a team of fire giants might
actually be just a huge doppelganger.
One plot hook in a campaign could be
uncovering whom the doppelgangers report to.
Each cell reports to a handler, but only the handler
knows the bigger picture - and the handler is part
of a cell of handlers, whom in turn report to
somebody else. Who is at the top of the
doppelganger hierarchy? And what are their
ultimate plans?
Another plot hook is the question of how
doppelgangers were first created. It is easy for
doppelgangers to reproduce themselves, but if
they are truly descended from mimics, that means
that somewhere, centuries ago, there was a mimic
smart enough and skilled enough at shapeshifting
to impersonate a humanoid in order to "mate" with
it and create the first doppelgangers. Mimics never
die naturally, they only grow older and larger.
Where is the Doppelganger Creator? And what
does it look like after all these years? Perhaps it is
the size of a castle by now. Perhaps it IS the castle.
And do the doppelgangers that it has created
report to it?

90
Social interactions with Dragons can either go really bad
Dragons or really right depending on your personality and the
I've heard tale of red beasts who rule as tyrants. I've heard personality of the Dragon. Evil, subservient people can find
songs of gold majesties who rule over kingdoms with aloof solace with a Red Dragon, while kind bards can find friends
care, protecting and only visiting for occasional tributes. I've with Copper Dragons. They are a very complex creature that
read books of dragons fighting in wars for the greater good. I are often unpredictable.
have no idea where these stories come from. The only dragon The only other thing that can be said for sure of Dragons is
I ever met wanted to talk. Dragons are weird. that they speak draconic and typically several other
languages that allow them to communicate with their
Introduction servants or their friends. Draconic is a language that is very
complicated and learned only by the eldest of elves and sages
Like Humanoids, Dragons are wholly complicated and in capital cities.
mysterious creatures. Some say they were created by pure
magical energy by the gods they worship. Others say they just Behavioral Observations
came to be. Few dragons have ever tackled the idea, thinking Being in isolation, it can be hard to figure out much about
they are individuals incapable of being quantified by some Dragon behavior. There are few facts set in stone, but they
science or another. are important to their character. Dragons love hoarding
There are dragons that rule, there are anti-social dragons, treasure. Whether it's literal piles of gold, old warships, the
there are war-faring dragons, and there are as many remains of elder kings, intelligent creatures, gems or ancient
personalities amongst the True Dragons as there are people tombs. All Dragons hoard as an instinctual part of their
on the earth. The only main difference is that Dragons are nature, almost like a compulsion. Typically, evil Dragons like
much bigger and much fewer in numbers. They are legendary to steal their hoards from other dragons or kings and they
and they are to be respected above all else. have their minions and servants collect gold and gems for
them. Good aligned Dragons will barter for priceless objects
Physiological Observations and collect their gold from fallen enemies or as payment for
Dragons have long lifespans similar to that of Elves, aiding a kingdom at war. All Dragons have at least one lair
developing through several age categories. The most where they keep their treasure. Every type of Dragon enjoys
important ones are wyrmling, where the Dragon is born and different weather and environments where they will search
taught the magical pulse of the area it was born in. Then for or build their own lair for them to live in and spend most
young, where a Dragon goes out and finds its own lair, of their days. A lair is extremely personal, very much like a
separating itself from its parents. home is to humanoids, though Dragons don't tend to raise
After that the Dragon begins to develop and grow into its their wyrmlings in their own lair. They will find a place out in
large head, gaining the shape it would carry with it as it the wild where the baby Dragons can learn to hunt.
continues to grow into adulthood. In adulthood a Dragon Dragons like the feeling of isolation, whether it's because
grows stronger and wiser, breaking the cusp of human they are paranoid (sometimes rightfully so) or just because
capabilities and reaching a power that is unmatched by most they are introverted is not known. Some say the best of
creatures. The last stage of a Dragon's life is Ancient. These Dragons are never seen by a humanoid eye, because of their
are creatures that have lairs that they've filled for most of well hidden lair and their aloof nature. Then again, other
their life with their horde. These are monsters that are humanoids spend their whole lives under the thumb of an
legendary in nature and possess the power to destroy cities ancient Dragon which bullies their ruler into giving away
or rule them. These are what the songs sing about. These are most of their riches. Like Humanoids, Dragons are wildly
what the villagers fear and worship. varied in their likes and dislikes and without further delving
Besides being reptilian in appearance, with their resistant into each personal Dragon's life, not much else can be said
scales and large claws, they are very feline, with cat-like eyes for sure of their behavior.
and a sleuthing walk that mirrors the majestic and proud
thoughts that fill their minds. Their eyes are superior like a Intra-Special Observations
hawks, spying things from hundreds and hundreds of feet True Dragons believe they are the top of every food chain.
away even in the pitch black of night. Even the good aligned ones who make friends with
Most have horns that grow in various directions and styles humanoids find themselves superior. Depending on each
which, along with their respective color and tint, help distinct individual Dragon, they may or may not aid and ally other
them from other Dragon types. Their wings continue to grow creatures, though they typically don't help fellow Dragons. It's
until the day they die, their wingspans reaching up to 80ft, hard to have two people who think they are the best work
their bodies stretching to be 85ft, standing 16ft tall, weighing together.
as much as 160,000lbs.
Social Observations DM's Toolkit: Use Dragons!
If there is one thing that can be said of all Dragons is that
they enjoy isolation. Typically they only come out of their lairs Use your own personal Dragon.
If you have some ideas for a Dragon, write it up.
to mate and raise wyrmlings in a new spot where their Use them.
children will live long enough for them to leave it on its own. Use Dragons.
Though there are certain Dragons that tend to stay in cities
and kingdoms and are quite social.

91
Chromatic Dragons
The only reason Chromatic Dragons are not on top of the
food chain is because of their lack of numbers among their
ranks. In fact, the main argument for them keeping
humanoids around, or alive for that matter, is the same
reason we keep cows and chickens locked in cages. They look
upon us as if we are just subjects to their whims.
This arrogance might seem like a part of their beliefs, like
Tiamat herself preaches these things, but it's more simple
than that; it's a fact. It's an integral part of their psychology
and the cornerstone of their personality.
Dragon's are more powerful and intelligent, more worthy of
all the Earth and wealth, than any other creatures living or
dead.
One thing of note though, Dragon's are not so arrogant that
they can't recognize the capabilities of certain individuals or
powerful organizations and cultures. They can put their pride
aside to acquire things that deadly enemies have or to
negotiate with a creature that has something to offer.
That's one thing to keep in mind. If players think they can
talk to a Chromatic Dragon, they need to have land, wealth,
power and the ability to let the Dragon take the Authority
position.
This sort of psychology follows through to communication
with other Dragons. Chromatics find themselves superior to
all non-chromatics as well that their variety is superior to all
other chromatic varieties. Most times it even goes so far that
each individual of a certain chromatic variety finds
themselves superior to all others of that variety.
Even with all of these definitives in their basic psychology,
how they represent themselves is quite varied. See, some
honestly believe the world revolves around them, some work
together only to be the leader of other dragons, while other
see humanoids as poor, defenseless children that needed
protecting and herding.
To DM for a dragon all it takes is the right combination of
vanity, narcissism, power, pride and a uniqueness that they
believe puts them well above the other Dragons.
Unlike humanoids, Dragons do not seek comfort or
companionship. They are long-distance hunters, willing to fly
for miles and miles from home for just one meal. Dragons do
not feel a safety in numbers, but more so they feel that same
sort of safety in isolation.
I think the best way to think about it, or at least to
comprehend it, is that a Dragon's psychology is similar to how
a human with a mental disorder might act or behave.
Humans might view Dragons as sociopaths even going so far
as to being a psychopath.
Now, of course, they don't have any mental disorders, it's
just a little DM shortcut you can use. Have a Dragon that's
OCD about their gold, sociopathic with its social life and a
psychopath with its manipulation. I believe this is the secret
to understanding a Dragons behavior.
If you look hard enough you can find these in all
chromatics. It's these things that put them apart from
metallics and other creatures in general.

92
Metallic Dragons Physiological Observations
I've seen many things in my years of life. I have seen armies Physiologically, it would appear that Dragons have similar
clash, where more blood and death surrounds you than you attributes to a variety of common animals. Akin to birds of
thought was possible to be in one place. I have seen the sun prey, females tend to be slightly larger and stronger than
break over the mountains in the spine of the world, with such males, although there seem to be more exceptions with
pristine beauty that you wonder why mankind would ever dragons than with avian species. Their movement on the
want to mar its surface with their passage. I have dined with ground is quite feline in nature - lithe and ready to pounce at
Queens and Emperors, and laughed with Ambassadors from a moment's notice. Like sharks, they can regrow lost teeth.
faraway lands. This remarkable amalgamation of traits from across the
But none of these things prepared me for being the guest of various animal kingdoms sometimes brings up more
a Dragon. Aye, 'twas a great Wyrm she was, and a fine questions than answers.
amicable host she made. Plenty of food - if you liked rare Despite the fact that there are a number of examples in
oxen - and she regaled us with stories of ages past. She was recorded history of dragons being slain, no complete body
attentive to our own stories, though they were far less has ever been recovered for dissection. Parts have been
interesting than her own. For three days straight, she hosted harvested to be converted into magical items of various types
us in her lair, only to find umbrage in a passing remark made by intrepid adventurers, but never an entire body for scientific
by a companion of mine. She proceeded to bury the poor man study.
up to his neck and leave him in the middle of nowhere to A Metallic Dragon's eyes are particularly fascinating. At a
starve to death. The last time I saw him was his head poking Dragon's hatching, their eyes resemble that of most any other
out of the ground as I was carried away in the claws of the creature with walks upon or flies above the lands of Faern.
Wyrm herself. As they age, however, their pupils, irises, and all normal
Upon returning to her lair, she gave me a King's ransom in structure of the eye is lost as they take on the appearance of a
treasure, thanked me for the companionship, and told me she molten metal to match their scales. Some scholars posit that
hoped I would visit her again in the future - perhaps with a the metallic sheen is a covering over the eye, much like the
more respectful guest next time. second set of eyelids which crocodiles and other reptiles,
Aye, I'm certain of only one thing when it comes to which allows the Dragon to see through it. Others claim it
dragons: nothing is certain. must be magical in nature. Ultimately, it is unknown how a
--Excerpt from the memoirs of Geirafhel the Warrior Prince Dragon is able to keep such keen eyesight without any visible
structures of the eye, but their keen sight cannot be doubted.
Indeed, it would seem that as a Metallic Dragon ages into the
Introduction Ancient years of its life, their eyesight improves. Some even
The study of dragons is an exhilarating and dangerous field. It claim that the oldest, largest, and most powerful of
is a testament to their power and fierce nature that they are Metallic Dragons can see straight through cover and
ubiquitous in every culture, yet so little is actually known magical illusions.
about them. The reason for that, of course, is that no dragon
to date has consented to being examined and studied. They Social Observations
are notoriously sequestered. Cloistered in their lairs for years, It is common wisdom that Metallic Dragons embody the
or even centuries, they are quite content in solitude. precepts of Good, filling the counterpart to the Chromatic
On the rare occasion that a man (or woman) of learning Dragons which embody Evil.
has the opportunity to speak with a dragon, the dragon is I would say that is mostly true, yet I would advise caution.
invariably loathe to give any insights or details into the nature Your or my definition of Good and Evil is not always
of themselves. Most tales speak of the Dragon's synonymous with a Dragon's definition. Even Metallic
Barter, a game which it seems all dragons enjoy to some Dragons have a very different perspective of morality than the
extent, in which treasures are traded. The definition of humanoid species, one which is tempered by many centuries
treasure varies, but oft times the scholar finds they somehow and even millennia of life. While Humans are oft impatient
do not receive as well as they give. An ancient work of art for with the longer lived races such as Elves and Dwarves, even
a nugget of information or a pledge of many years of work for these long lived races are seen as impetuous in the eyes of a
a scrap of detail is not unheard of. One man traded a decade Dragon.
of service to a Brass Dragon, and in return learned that Brass Thankfully for lesser races, Metallic Dragons are more
Dragons have a peculiar affinity for sunlight and sunbathing. likely than their Chromatic cousins to be involved in the
This is expounded within the chapter dedicated to Brass affairs of the Kingdoms around their lairs. Certain species,
Dragons within this series of Treatises on the Ecology of such as Brass, are quite gregarious and will at times seek an
Faern. audience to speak with (or as some would say someone to
speak to. They are known for not allowing their
conversational partner to get a word in edge wise). Others,
such as Gold, tend to be quite a bit more arrogant, demanding
obeisance and extravagant displays of deference to their
might.

93
A Metallic Dragon can make for a staunch and powerful ally,
with the older individuals able to lay waste to entire armies.
This makes their allegiance hard won, as most loathe
meddling in the affairs of the lesser races. It would behoove
those who seek to ally themselves with a Metallic Dragon not
to stoke their ire. Oft times, what a Human Kingdom may see
as a dire threat does not pique a Dragon's interest. If that
Dragon can remember a time a mere century or three ago
when the Kingdom seeking its aid did not even exist, does it
really matter if their existence is in danger now?
When the cause is great enough, however, Metallic
Dragons are known for fighting on the side of Good. There is
a reason why tales of Dragons in battle survive to become
legends of old, for it is beneath them to interfere in anything
less.
Intra-Species Observations
Metallic Dragons are much more likely than their Chromatic
cousins to engage in social behavior with other Dragons.
Each type of Dragon has its own unique mating rituals, and
some Metallic Dragons even meet for purely social reasons,
to tell tales and swap gossip. Tales are told and sagas are
sung in taverns across the land of great Dragons-moots in
days of old, where they claim a governing body of all Dragons
was held and decisions made. None know exactly what
happens in these meetings, as no non-Dragon has ever
observed one (or having done so, lived to tell the tale). Ancient
texts proclaim these may happen as often as once every
quarter millennia.

DM's Toolkit
Metallic Dragons are complex, powerful creatures.
They are great to add to a campaign as potential
allies, or perhaps potential enemies. After all, a
Dragon's unique perspective on morality may put
them in the grey area from the perspective of the
party.
Perhaps a Silver Dragon will ally himself to a
party looking to get rid of a rival White Dragon.
Perhaps a Gold Dragon has become the self-
proclaimed ruler of a town, enforcing strict laws
and harsh punishments for the greater good.

94
Creation
Dragon: Dracolich While a Dracolich is an undead creature and in being so
"We fought hard to reach that treasure room. The Kobolds could be said to have no life cycle, its creation is still a
defended the caverns fiercely and jealously. The walls process. Dragons are incredibly long lived beings, their
themselves conspired against us, riddled with poisoned darts lifespans far outstripping most humanoids. The existence of
and blades that could split a man. They were no match for a the Dracolich would suggest that even these majestic
real band of adventurers in the end. Imagine our surprise creatures still fear the ravages of time. The transformation
when we found out all those wretched lizards were process is unholy and dangerous, and therefore most
worshiping a mere corpse! No dragon, just a pile of bones commonly attempted by evil dragons that wish to stave off
splayed over treasure, like the vermin had already picked death, have struck some sort of dark pact, or simply have an
them clean. Sure, we all had a good laugh. We smiled and unquenchable thirst for ever greater power. This leads many
joked about how foolish the little lizards had been for guild scholars to believe that the chromatic dragons are the
venerating this pile of garbage. We even encouraged Rollin to most inclined to attempt the change into lichdom. Some have
pull out his lute and make a quick dirty limerick about the personalities that are too impatient to attempt this, these
pile of dust. Not one of us had time to even call his name being the Green and White Dragons who have poor
before that terrible greenish fire devoured him. He was... he dispositions for such long term goals. Others colors have
was just ashes, body and soul. Gods, how could we have greater disposition towards the cost of achieving lichdom,
known it was listening?" such as the power hungry Red Dragons, the cruel and selfish
-- Lorent of Raging Blood, 10 years after retirement Black Dragons, or the ever plotting Blue Dragons.
The transformation is a closely guarded secret, but there
Introduction are many theories and hypotheses about surviving in undeath
and preserving the consciousness. It is said that each
Dragons (or the Draco Draconis) have always been a particular ritual is tailored to the individual performing it, but
fascination of scholars, especially those among the magical all are painful and incredibly dangerous. Failure results not
guilds. They are beautiful and terrible creatures with qualities only in death, but damage to the soul (should it survive at all).
that make them as diverse as humans themselves. The All methods agree that there must be a receptacle for the
secrets of dragons are closely and fiercely guarded by any released soul known as a phylactery. This usually takes the
who know them, and some are darker than others. form of a very well crafted and suitably powerful gem. These
One such secret is the abomination known the Dracolich. gems are always of the highest quality, as flaws and
These foul monstrosities are dragons who shed their mortal blemishes upon the object would make them unable to
coils for a form of immortality that leaves their bodies as contain the necromantic magics required. These phylacteries
decomposing corpses. The Dracolich preserves its soul are guarded jealously and under the most powerful minions,
through the creation of a phylactery, and in doing so is no magics, and traps that the Dracolich can summon, for its
longer dependent on its body for survival. It is said the immortality is assured as long as the artifact remains
process is only attempted by the deepest of evils, as the undamaged and unsanctified.
sundering and repairing of souls is best left to the powers of The ritual itself varies by Dracolich and theory. The
the divine. process is a long ritual of great concentration and
Few creatures are able to achieve lichdom, and the preparation, some theories claiming that it may take weeks to
Dracolich has sparked many a debate among scholars as to complete. Circles of power must be drawn, potions must be
the implications of its existence. The core of these debates brewed, and artifacts collected. When all preparations are
often focuses on whether humans introduced the process to made, the Dragon must find a secluded place to perform the
dragons, either through force or by choice, or whether ritual where they will not be interrupted for an extended
dragons imparted the knowledge to humans. Almost all agree period of time. Often this takes place far and away from
that no matter which side is correct, the results are never civilization where wayward humans might stumble upon
good. them. The ritual involves a carefully planned suicide of the
body, at which time the soul is drawn forth and magic is used
to redirect it from any seeking divine power that would guide
it to an afterlife. The purpose of the ritual suicide to slow the
process of death so that Dragon may continue to weave the
necessary magics even while dying and in incredible pain.
Only the most disciplined of minds would have a chance at
completing this task.
Some scholars insist that the process is not one that can be
performed by the Dragon alone, and that it must be assisted
by a powerful magic user who is willing to provide magical
aid in directing the soul and balancing the flow of magical
energies. The implications of this method would also suggest
that a sufficiently powerful wizard may be able to force the
transformation on a helpless Dragon. If any true evidence of
this exists, then it has been wisely destroyed or forever
hidden.

95
An opposing school of thought insists that the process is The Dracolich has no need to eat, breath, sleep, or even
done alone through the brewing of a very potent extraction, move unless it so desires. This makes its lair options quite
which the Dragon imbibes in order to destroy itself. This varied, and allows it to choose according to its purpose.
theory has been the source of great research into Mountain caves, old labyrinths, ancient forests, even the
necromantic brews that mimic the effects of death, from the bottom of the ocean if it serves the beast's needs.
rotting appearance of a corpse to the unholy resistances that A truly fascinating aspect of the Dracolich is the presence
undead beings have. The mixture would require a massive of the Dragon's Breath, despite the creature's lack of inherent
amount of necromantic power and negative energy infused in lungs, throat, or indeed even the need to breath at all. I
it, and could take years to brew a single draught. A single believe that this is a kind of sentimental attachment to the
mistake could result in failure... or worse. existence of its living counterpart and the deep seated
It is worth noting that a small school of scholars propose a connection to its being and type. A Dracolich is quite capable
more divine method through the evil Dragon god known as of emitting terrible and powerful energies from its jaws,
Tiamat. Humans have poor understanding of this deity, usually in the form of ghostly fire or necrotic black energy.
however, and so very little has come of such speculation. However, some Dracoliches do not seem bound to this
particular breath, as the Dracolich Saphira is said to have
Physiological Observations emitted jets of acid during the Wars of Myth in the Second
Physiological observations of the Dracolich are in direly short Age. I am told that Daganth the Eclipse does not have this
supply. Thankfully few of these creatures have existed. I was, capability. This would suggest that the magical nature of the
through diplomatic request, able to gain temporary access to beast makes them capable of learning to augment this breath
the only known Dracolich to have been taken alive: Daganth to suit their needs if they are sufficiently powerful and
the Eclipse, held in highest restraints within the Elven inclined to learn.
temples of the Western Empire. The beast was terrifying even The body of a Dracolich is far from indestructible, though it
in captivity and his consciousness subdued. It took me several is indeed incredibly resilient due to the powers that move it.
attempts before I was capable of remaining in the room for Should the body be destroyed, the bones cracked and
more than a few seconds without fleeing in fear. scattered to the point that the spirit of the creature can no
The physical body of a Dracolich can be an indicator of its longer maintain the form, it crumbles to dust. This is not the
power and age, with new Dracoliches still having flesh yet to end of the beast, however, as long as the phylactery remains
rot. Once the soul has been removed from the body, the body intact. In time, the soul crafts a new body to inhabit near the
is most certainly dead. As such, without proper physical care phylactery so that the beast may continue its unlife. Human
and magics (both are required as mundane means only go so variations of liches can take over a week to reform a physical
far) the body begins to rot and decompose. While there are manifestation. It stands to reason that the body of such a
the incredibly rare reports of Dracoliches who have massive creature would take longer, possibly even months,
maintained their body carefully throughout the ages, the before it is capable of being inhabited once more. During this
overwhelming consensus seems to be that with great age time, the essence and soul of the Dracolich is bound to its
comes little motivation to do so. Thus, most Dracoliches phylactery, unable to act upon the world. This is when the
allow their body to rot until they are little more than great creature is most vulnerable. As a result, the phylactery of
skeletal figures. such a creature is always well hidden and guarded.
The decomposition process is what makes determining the The physical weaknesses of the Dracolich are few and far
original scale color of the Dragon difficult. One must work between. Being once Dragons, their bones are incredibly
from clues based on skeletal shape, size, and wear. This can sturdy and difficult to destroy, and they retain the powerful
be terribly misleading, however, as time and personal habit energies that cause spells to falter in their presence. The
can lead to odd markings and alterations. While conceivably addition of the... I reluctantly say benefits... of undeath make
a Dracolich may be of any age at the time of conversion, the them even more resilient. The Dracolich does not have any of
experienced required undergoing the transformation means the valuable organs, the small breaks in the scaly hide, or the
that most are skeletons of great size and age, the wyrms of dependency on sensory organs that adventurers have used in
their kind. This makes most of the beasts quite large, the size the past to assail Dragons. The beast does not fear the lucky
of several buildings in length and height, though obviously axe blade nicking an artery, or the well placed dagger piercing
without much of the weight from organs and tissue. It the eye. The necromanticaly infused bones will shrug off all
maintains the great claws of the Dragon species, as well as but the most grievous of injuries and the lack of pain means
the mighty teeth. that even these will not cause the beast to falter. The one true
Though the beast has no eyes, it appears to have no trouble weakness these abominations seem to fear is the power of
seeing. In fact, it seems capable of discerning friend and foe the Divine, and the life giving positive energies it brings. Even
in the pitch black with ominous green light that emanates this is a difficult weapon to wield, as the beast is capable of
from the sockets. For all accounts and purposes this is attempting to stifle these energies to prevent them from
completely cosmetic in that the creature has no need of the affecting it. Daganth himself emits a horrible aura, and his
light. It is, however, incredibly unnerving. They are also lair was desecrated to slow the advance of the Elven Clerics
capable of hearing, despite their lack of ears. Speech is that assaulted him.
possible through the use of magic. Mundane means no longer
serve as the throat has long since turned to dust.

96
The Un-Life Cycle One feared speculation among scholars is that the
As stated above, the Dracolich could be said to have no true Dracolich may be capable of a particular transformation into
life cycle. Upon completing the creation process, Dracoliches an iteration seen in humanoid liches known as the Demilich.
may suffer damage to their psyche. This can lead to varying In humanoids, the extended deterioration leaves behind only
degrees of memory loss for the creature. As with human the skull (which remains forever pristine) and little more than
liches, this is of little consequence to a being that now holds a shadow of the original intelligence or essence. The result is
eternity. The unlife of such a beast is never over until its an unintelligent but incredibly powerful and dangerous skull
phylactery is utterly destroyed, and the remains sanctified by that is capable only of a basic animalistic instinct... usually to
divine power in order to purge the necromantic energies that devour the soul of any adventurer foolish enough to destroy it.
fuel it. While there are no documented cases of a Demi-Dracolich,
There is one particular ability that sets the Dracolich apart this has not stopped the speculation that such a creature may
from its humanoid cousin in necromancy. When the body is be possible. More frightening, there are cases of Awakened
destroyed, a Dracolich soul is capable of forcing itself into Demiliches who retain their intelligence and have even
and taking control of the corpse of another slain Dragonkind. greater power than before after eons of spiritual travel.
This need not be the same type of Dragon, or even another Should an Awakened Demi-Dracolich skull exist, it would be
Dragon at all. In fact, the power seems only limited to being a an artifact of such terrifying power and malice that one
sufficiently reptilian physiology. Documents of Dracoliches trembles at the possible horrors it could inflict upon the
surviving assaults in such a way describe a marked change in world.
the Dracolich, and it would appear that the process alters the
souls according to the body it chooses to assume control of. Behavioral Observations
In some cases, it could be considered an entirely new Each Dracolich is unique in its behavior, as it is an intelligent
Dracolich due to the process. This also means that this individual. This is greatly influenced by its personality and
particular form of preservation is a last resort for the preferences in life. It is known that certain Dragons have
creature. particular personality dispositions, and this can carry over
Ironically, even these beings who have sacrificed everything into the creature's unlife. Dracoliches that were once Red
to gain immortality are unexpectedly subject to the ravages of Dragons tend to be greatly domineering and obsessed with
time. Much of the following is based on documents, some power. Former Blue Dragons tend to be greatly contemplative
speculation regarding humanoid liches, and the journals of and far scheming. Each may have its own habits or ticks that
such beings that have been found. It stands to reason, it has developed over the eons. However, a very common
however, that the Dracolich would follow much of the same theme is isolation and secrecy, as when their presence
procedure: becomes known there is great panic and attempts are made
With the dislocation of the soul from the body, it is made to eradicate them. A Dracolich may influence an area
free to wander without it at times. The soul can explore inhabited by lesser creatures for decades or even centuries
planes that no mortal coil could ever enter. During this time, before anyone ever discovers the beast itself.
the body is unattended and inanimate. It merely wastes away The typical Dracolich has no actual necessity to move, and
further, dissolving into dust until the soul returns to restore it therefore can appear as nothing more than a pile of draconic
over a slow process of regeneration. In humans, this great bones. At the same time, the mind of the beast may be
time takes a toll upon the psyche, and may eventually result contemplating any number of things during internal
in psychological damage. The soul may also find that the processes, giving no sign of such machinations.
body rejects its return, and it must reassert its control, A creature that lives forever generally has two options that
possibly unsuccessfully. The mental erosion can turn the overtake their behavior: Increased obsession with some goal
bodiless lich into nothing more than an unstable essence that or knowledge, or the eventual drifting into listless
eventually fades to oblivion. This is the slow, but ultimately disconnection from the physical world. Being born from
inevitable fate of liches that are not destroyed. It is uncertain beasts of Dominance and power, the Dracolich tends to favor
whether the effects of time are as detrimental to a creature the former over the latter. This means that a Dracolich will
whose mind and body were built to withstand much greater spend countless years seeing some sort of goal come to
passage than that of a humanoid. Thus, the Dracolich may be fruition (simple with no concept of time anymore), or continue
capable of this spiritual disconnection for much longer than to actively seek some fascination it held in life. A Dracolich,
any humanoid counterpart before detriment to the mind or its therefore, is an incredibly talented creature concerning the
ability to control the physical manifestation. skills it may learn, the magical prowess it has pursued in
arcane studies, or the procurement of truly astounding and
unique artifacts for its treasure horde (another quality they
retain from life). This makes each and every one truly unique.

97
When threatened, the Dracolich is a deadly foe. They are When the Dracolich does enthrall or subjugate lesser
cunning and planning, often not engaging until the opportune creatures, they often tend to do so with purpose and reason.
moment and having servants and thralls soften the defenses A Dracolich is more than capable of furthering its own goals
of the enemy first. When pressed into combat themselves, through manipulation of the political landscape of lesser
they prove more dangerous than any creature at their creatures, and as stated above this manipulation can last
command. Ghostly fire or life devouring energies may spring many years through the quiet use of puppets and envoys
from the bony jaws and consume a foolish adventurer. Their before the true mastermind is revealed. There is commonly a
claws and teeth can crush and maul any melee combatant, desire to accumulate some form of wealth, which satisfies the
piercing through the hardiest of armors and magical beast's desire to be dominant over others.
protections, making quick work of the enemy. Most fearful of Should a Dracolich seek an equal partnership with another
all, however, are the powerful magical energies that the creature, the power of that individual must be something to
creature has at its command. Centuries or even millennia of be reckoned with. In all likelihood, the Dracolich
arcane knowledge and artifacts may be at the Dracolich's begrudgingly admires the creature, as in any other case it
command, along with the tactical experience necessary for would most likely subjugate the competition. Usually any
deadly efficiency with tooth, claw, and magic. No one wishing alliance is short lived (relatively speaking), and serves some
to slay this beast should make the attempt without a great purpose or desire of the Dracolich, be it power, artifact, or
deal of planning and adequate provisions. Even then, the personal gain.
chances of success are slim.
Social Observations
Dracoliches are, beyond thankfully, magnificently rare
creatures. Much like the Dragons they once were,
Dracoliches are solitary creatures. Though after their change,
they are no longer driven to even interact with their own kind
in order to breed, making them more reclusive than before.
Their personalities are as varied as their living counterparts,
though they tend to be more malicious and cruel due to the
evil nature their unnatural life requires of them. It is possible
that a Dracolich may interact with others of its kind. Dragons
tend to be as intelligent (and often far more so) than humans,
and a Dracolich retains this quality. They are capable of
forming bonds with each other, but are greatly uninclined to
do so. They retain the predatory predilections of Dragon kind
as well, both in speech and body language. Considering the
power and investment their creation requires, it is safe to
assume that most of the Dracoliches would be intellectual in
disposition, though how that manifests can vary dramatically.
Inter-Species Interaction
Most Dracoliches are unrepentantly evil, and as such, treat
other creatures with great maliciousness and cruelty. Being
intelligent, they are driven by their own desires and wants,
and therefore are not usually interested in interacting with
what they consider sub-races or sub-creatures unless there is
something particularly useful or noteworthy about the subject
that the Dracolich fancies. This means that most creatures
that come in contact with a Dracolich are either killed or
subjugated. The reasoning is almost always selfish. A
Dracolich's intelligence means that they are also capable of
handling and keeping lesser creatures as minions, usually to
guard their bodies and dissuade any intruders to the lair so
that the creature need not bother itself with such trivial
matters. All variety of creatures may be found, from mindless
undead drawn to the necromantic energies, to animals
following carrion or cohabiting the environment, to even
thralls or hired mercenaries from sentient races. Any
preferences in slaves tend to match the Dracolich's
personality from life. There are reports of a kind of reptilian
affinity for those Dracoliches that keep living creatures as
some strange form of pet.

98
DM's Toolkit The biggest weakness of this kind of villain is its
Story pride. A good way to flavor the personality of this
Grand and deadly, the Dracolich is a great mid to particular monster is to remember that it believes
late game challenge for any party. The typical first itself invulnerable and superior to any challenger (a
reaction is to have such a powerful and frightening very Draconic trait). Who doesn't love a little bit of
creature serve as the BBEG (Big Bad Evil Guy, for clichd This cannot beeeee! as the warrior sunders
those who don't know) in the campaign. However, the phylactery of this mighty foe? The greatest
I find that they tend to work best not as the final strength is the Dracolich's versatility, and as such
evil creature pulling the strings, but as a very they serve best as a controlling type monster on
competent Second-in-Command. While they are the battlefield, buffing melee thralls and delivering
indeed frightening and dangerous enemies, they devastating pain in the background. They are easily
are rather alien in their thinking and can be difficult augmented, and capable of taking class levels as
to connect with as a villain. wizards, sorcerers, or warlocks. They also gain the
It can be very effective to have the true villain in use of feats both monstrous and humanoid.
control of such a beast, either by force or by Metamagics can serve fantastically for a Dracolich
agreement. The arrival can be quite dramatic when who wishes to ambush the party with silent spells
the end of the BBEG looms, and this foul monster and maximized damage. Feats for multiattack and
comes to his aid with the force of dark wings. The increased melee damage can give the monster a fall
Dracolich can also serve as a wonderful back for when the party closes the distance either
complication in the assault on the BBEG, with the in the air or on the ground. You can also justify
party knowing that the villain has this creature in having the negative energy breath weapon drain
his bag of tricks and having to concoct a plan to levels, just like a number of undead creatures. It
deal with the creature and its master in one fell makes for quite a scene when the party has its
swoop. Of course, this is always open to any paladin and barbarian driving off the hordes of
interpretation, as they can just as easily make for a Dragon Cultists in brutal melee while the wizard
terrible, monstrous driving force behind evil deeds and priest are deflecting blasts of necrotic energy
in any campaign. and hurling thunderstorms at the Skeletal Dragon.
Due to their intelligence and cunning, any After the big finale, the Dracolich is an incredibly
encounter with a Dracolich should be a very big rewarding victory. It is sure to have a great deal of
event and planned. The Dracolich is not the typical treasure and loot to pour through, and a veritable
random enemies a party faces, but a dark and mountain of gold. This is another reason why the
brooding force. It plans and plots in its dark lair, Dracolich serves as a very good second-in-
furthering some evil desire that drives it in unlife. It command to the BBEG, as the players will get a
does not reveal itself too early, being far too true boost in the character value and equipment
cunning for such a thing. It studies the party, just after defeating the beast. This might give them
learning about its enemy, focusing on discovering that big McGuffin they require, or just give them
crippling weaknesses both in combat and out. A the opportunity to buy themselves a brand new toy
Dracolich has no qualms about holding innocents and actually have a chance to use it in the final
hostage or forcing the party to turn on itself due to battle that looms just ahead.
creed, purpose, or magical domination. Then it
plans for the proper time and place to destroy such
adventurers.
Have this creature serve as a master of others, a
cunning plotter steeped in the political intrigue of
both the mortals around it, and the cosmic forces
above. Outsiders and natives alike will tremble in
fear before such power.

Combat
A Dracolich is rarely surprised by the foolhardy
attacks of a short lived and mortal being, having
eons of experience on its side. They create a
daunting task. Should the party bring the fight to
the beast themselves, they should expect a
dangerous lair filled with defenses and traps
tailored to their intrusion, as well as a variety of
intelligent and unintelligent creatures that the
Dracolich has collected and subjugated to serve
him. They should also expect a very fatiguing
battle, as the entire lair gives them no chance of
resting and little chance of healing.

99
In daylight, shadow dragons in their true form are blinded,
Dragon: Shadow and it can be noticed that their eyes are almost entirely pupil,
Every night, more of the king's family disappeared. The with very little sclera visible. Their inability to dilate the pupil
bodies were torn to bits, savagely mutilated. The villagers prevents them from controlling the amount of light that
blamed ghouls, or vampires. Eolyn was no amateur, however. enters their eyes. Metallic dragons who have mastered the
Ghouls couldn't slip into the keep unnoticed, especially after ability to change their shape are not affected by this limitation
the wards she had prepared. And in the woods, she had seen while in humanoid shape, and most spend their daylight
the footprints of a man gradually become larger and morph hours in this form, posing as humanoids. This combination -
into claws. A shapechanger. the ability to fly and be nearly invisible at night, while posing
Tonight, she was ready. Her familiar had observed the as humanoids in the day - makes shadow dragons excellent
comings and goings of the townsfolk, and she was ready to spies and assassins, and this is generally their favorite
lay an ambush for the monster that was targeting this town. methodology for resolving conflict. Shadow dragons are
After dark, she and her companions lay in wait outside the almost never seen in their true forms unless they are about to
smith's hut, and when she heard the door creak open she make a kill.
summoned her silver pact blade. When dealing with Shadow dragons generally have two breath weapons: the
lycanthropes, it was important to strike fast and true, and that non-damaging breath weapon of their metallic ancestry and
is why she did not give any warning but instead struck right another that stems from their connection to the Shadowfell.
for the neck when the blacksmith stepped out. The elemental breath weapon of a shadow dragon is replaced
"Ow!" the blacksmith exclaimed, gingerly touching the by a white mist that appears to hurt the victim's shadow in the
shallow cut where the sword had bounced off his neck. way that the original breath weapon normally would. For
"That... that really smarts. What impelled you to do example, a silver dragon normally has an icy breath, so a
something so stupid?" He sighed. "I had really hoped that I silver shadow dragon would breathe out a mist that appears
could set up a more reasonable government here without to freeze their opponent's shadow. A gold dragon normally
claiming any souls, but I can't just let a human take a swing at has fiery breath, so a gold shadow dragon would breathe out
me and walk away. I'd be a laughingstock, you know." The a mist that appears to set their opponent's shadows on fire.
man's features began to shift, and his body grew in the Regardless of the visual effect, all shadow dragons elemental
manner that Eolyn was accustomed to. Then he KEPT on breath weapons deal necrotic damage. If the victim is killed
growing. "Nothing personal," he growled. by this effect, their shadows separate from their body after a
As the ash-colored dragon looked down upon her, Eolyn few moments, rising as undead shadows that are under the
started to reconsider the value of giving fair warning before complete control of the dragon.
an attack.
Behavioral Observations
Introduction Shadow dragons tend to have the same general personality of
Shadow dragons are metallic dragons tinted a dusky grey by their dragon type. For example, brass dragons are talkative,
the Shadowfell. Due to their manipulative and often vicious bronze dragons oppose tyranny, and copper dragons have a
behavior, it is a common misconception that Shadow dragons good sense of humor. However, the Shadowfell alters the
are descended from the bloodlines of chromatic dragons. personality of every shadow dragon, causing significant
This is actually far from the case. Though chromatic dragons mental instability. Every shadow dragon is consumed by one
can become shadow dragons as well, metallic dragons are far of the traditional seven deadly sins. A shadow dragon
more susceptible to this transformation, as the dark powers consumed by pride might set itself up as the ruler of a society.
that exist in the Shadowfell seem to enjoy corrupting good- A shadow dragon consumed by greed or envy might be a
hearted souls more. merchant king. A dragon consumed by gluttony is a rapacious
predator. And a dragon consumed by lust is... well, best not to
think about.
Physiological Observations
Shadow dragons are easily distinguishable from other dragon
types due to their coloration, which gradually fades from their
original color to a charcoal hue that can range from grey to
black. They maintain the physical features of their original
dragon subtype; for example, a gold shadow dragon will have
sail-like wings and long flexible spines dangling from either
side of its face. Viewed from very close, the inside of a
shadow dragon's scales retains the dragon's original
coloration, occasionally shining through where the edges of
the scales rub against each other. Of course, shadow dragons
are rarely seen unless they choose to be. In darkness, a
shadow dragon's body becomes transparent and can be seen
through, as though it were composed of dark smoke. Blades,
weapons, and even most spells barely affect this incorporeal
form. Of course, the shadow dragon can choose to make
certain parts of its body briefly corporeal - generally, its claws
and teeth.

100
Regardless of which vice they succumb to, all shadow Inter-Species Observations
dragons become homicidally dangerous when their ability to
indulge in their innate vice is threatened. For example, the Chromatic dragons tend to be terrified of shadow dragons,
aforementioned pride dragon that rules a kingdom might although they would never openly admit it. Since most
generally be a fair and just ruler - it prides itself on having the shadow dragons consider themselves to be metallic dragons,
respect of its subjects. However, if one of those subjects does they are inherently hostile to chromatics. However, their
not show it enough deference, the dragon will unhesitatingly transformation makes them vicious and lacking in any ethical
roast them alive. Or perhaps a neighboring kingdom doesn't restrictions. The very first opening move in a conflict with
show enough respect to the dragon. Where a mortal king another dragon is to send an army of shadows out to hunt
might simply ignore an accidental slight to his ego, the down and kill the other dragon's eggs.
dragon monarch would declare war. To a shadow dragon, Metallic dragons are not particularly well inclined towards
their innate vice eclipses everything. Thus, even the most shadow dragons either. In situations where the shadow
virtuous of shadow dragons are dangerous creatures which dragon was once a metallic that was gradually tainted by the
need to be interacted with cautiously. To make matters worse, Shadowfell, they generally have friendships or alliances with
shadow dragons do not know what their vice is, or even that other metallic dragons, and these relationships may survive
they have one - from their perspective, their vice is perfectly their transformation. However, at the very least the shadow
rational and it is the rest of the world which is illogical. In this dragon will be considered by other metallic dragons to be
way, the Shadowfell corrupts even the most pure-hearted mentally ill, and even their former friends will treat them with
metallic dragons. caution.
Shadow dragons have a very dangerous view of humanoids
Social Observations - they consider every humanoid to be a potential pawn or
Generally speaking, shadow dragons gradually become puppet. Their stealthy nature and shapeshifting ability makes
neutral or evil in alignment. They start with good goals, but it easy for shadow dragons to gather blackmail on people of
are absolutely ruthless in how they choose to pursue those influence, and if a person is not susceptible to this form of
goals, and when this is combined with an uncontrollable urge compulsion, a simple breath is enough to turn them into an
to indulge in some sort of vice, the combination can be quite undead shadow willing to obey the shadow dragon's every
unpleasant. Most shadow dragons consider themselves to be command. Humanoids who interact with shadow dragons
good, but a more pragmatic good than their naive cousins. must be aware that at the back of the dragon's mind is a
They have a ruthless the means justifies the end mentality constant calculus of Is this creature more valuable to me
that can often be quite horrific in its application. For example, alive or dead? and conduct their interactions accordingly.
a silver dragon might try to improve a human society by
educating and guiding it. A silver shadow dragon, on the
other hand, might try to improve that society through
eugenics, gradually eliminating unworthy bloodlines.
Shadow dragons tend to be urban creatures, and often
make lairs in a city, storing their treasure in vast underground
basements that are guarded by their servants - both living and
undead. Despite their terrifying abilities, shadow dragons
prefer to rule from the shadows rather than openly seizing
power. In a city controlled by a shadow dragon, most of the
residents will not even be aware of the dragon's existence -
they will simply learn over time that the night is something to
be feared. Residents who oppose the dragon's goals will
simply disappear one evening, walking into a patch of white
mist and never being seen alive again. Shadows lurk
everywhere, spying on conversations which they whisper
back to their dark master. Even the rulers of the city may not
be aware of the true nature of the creature they serve - all
they know is that this person knows more secrets than they
have a right to, and controls a veritable army of undead. A
group of adventurers unfamiliar with shadow dragons may
easily leap to the wrong conclusion and assume that the
nobles are being manipulated by vampires or lycanthropes.

101
DM's Toolkit
For a shadow dragon, creating an army of minions
is literally as easy as breathing. As such, they make
ideal BBEGs for your campaign. Their abilities and
personality makes them best suited for hit-and-run
tactics. During the daytime, a shapeshifted shadow
dragon might pretend to be a peddler and
accompany the PCs to a town, learning about their
strengths and weaknesses the entire time. Then it
transforms, takes wing, and breathes on the town,
turning them all into shadows to attack the PCs.
After PC warriors have been weakened by the
shadows Strength-draining attacks, the shadow
dragon will move in for the kill.
Shadow dragons who are spellcasters favor
spells that provide darkness or obscurement, such
as Darkness or Stinking Cloud. This allows them to
skew battles in their favor (since they have
blindsight, they can see perfectly well under such
circumstances) while also providing them with
protection from the sun if they have to fight in
daylight. A shadow dragon that is forced to fight in
bright light (especially daylight) will choose to flee
if these protections are dispelled.
It is important to remember that due to their
Living Shadow feature, a shadow dragon that fights
in the dark effectively has twice as many hit points
as another dragon of the same age. Like all dragons,
shadow dragons are highly intelligent creatures and
will use this to their advantage. When applying the
shadow dragon template to a normal dragon,
increase the CR by 3 to reflect this.
In many campaigns, BBEGs are not encountered
until the very end of the game, due to PC
tendencies to kill any enemy they meet. Shadow
Dragons are a refreshing change of pace because
their unfair hit-and-run tactics mean that PCs who
are attacked by them in the dark will be heavily on
the defensive and will probably need to find a way
to retreat or escape, while a shadow dragon
attacked in the daytime (or with their darkness
spells dispelled) will probably retreat, even if it
normally might outclass them. Having multiple
encounters with an enemy that can be far stronger
than them in certain circumstances adds a personal
element to the rivalry with the BBEG. Killing the
shadow dragon will require a lot of cunning as the
PCs need to come up with a plan to get the dragon
in a well-lit area where they have the advantage,
while at the same time cornering it in such a way
that the dragon cannot simply escape and come
back for revenge later.

102
A Black dragon's scales are always black but where they
Dragon: Black can differ is accents in color. Typically the wing, frill
"I had slain every kind of dragon except the Black. Mighty membrane and horns will share the same hue. Typically is a
reds, Cunning Blues, Dangerous Greens, and Primal whites muddy grey color but more exotic specimen have been
all pale to the horrors that I found in that lair. At first it observed with yellow and greens for accenting colors. These
seemed like any other of the foul beasts lairs but then I colors usually match up with the murky swamp waters they
stumbled upon, nah smelled the feeding chamber. I turned inhabit. More exotic marshes that have green or yellow
back and never took another Black contract again." waters give these black dragons their unique colors.
-- Radiald Dragon Hunter As with any dragon a dangerous breath weapon can be
used to decimate foes. While a Black prefers to torture
Introduction enemies they rarely hesitate to use their breath to fell foes.
They can spew a long line of acid that is so dangerous it melts
Many dragons are feared and worshiped; hardly any Black any organic material it comes in contact with. This causes a
Dragons would be in the latter category. Most would say that slow debilitating but excruciating death that they more than
the great reds are the worst to come upon but some would enjoy watching.
argue that's true of Black Dragons more so. Black The most overlooked yet hideously vile part of the dragon
Dragons are evil and sadistic like many chromatic dragons, is the tail barb. It stores a totally different kind of acid or even
but they revel in the anguish of victims. Tales of heroes venom in the tail. It seems to have a necrotic and extremely
overcoming a dragon often come from dragons of other painful effect on the area stung. It's very thick which seems to
colors, as Blacks don't make that mistake. They have pride prevent travel through the body like most other venom. It puts
just like any dragon but they take pride in their art of torture this to great use as discussed further when feeding.
and revel in their victims fear. To be caught by any dragon Black dragons are probably the most patient hunters. They
means death but to be caught by a Black Dragon means a prefer to wait in the mud for a hapless victim to get close
very slow and a very painful death. enough and then snap much like a crocodile would. If the
Black Dragons are the cruelest of the cruel and take their initial attack doesn't work they either finish off prey with their
time. They are patient, cunning and dangerous. Woe to those teeth and claws or on rare occasions when prey is larger or
who find themselves in a Black Dragon's lair as you are tougher to kill it will use the horrible breath weapon to end
unlikely to escape. They are powerful creatures that could the fight.
destroy many creatures in a fair fight that never fight fair. Before I write on feeding I must speak on the evil nature of
a Black Dragon. It's very well known that chromatic dragons
Physiological Observations are entirely evil but no other dragon is as sadistic and cruel as
Black Dragons are similar in frame to other dragons. Long a Black Dragon. They plot and scheme the torture and misery
serpentine necks and reptilian heads, with tall cat like bodies of any creature near it and revel in their pain. A Black's
and long tails make them intimidating already. Like other favorite thing to watch is a society crumble and die, especially
dragons they can become immense and seemingly never stop by their own claws. They love finding ancient submerged or
growing. They differ in many ways from other dragons water logged civilizations often making their home in or near
especially considering they're quite amphibious. them if suitable enough.
Black dragons' feet are webbed both in front and back and Feeding is by far the most common enjoyment a Black
they have a tall frill extending from their spines from the base Dragon enjoys. While their diet of unthinking marine animals
of the skull all the way to the end of their tail. They can consists of the day to day diet they enjoy other prey in a very
breathe air or water and seem to enjoy just lying in the water different way. Humanoids are the favorite prey of Blacks and
waiting for prey. almost anything intelligent. They don't just gobble up
A Black's skull and head are the defining features. First of humanoids like they do with fish they make sport of capturing
all the large segmented horns that come of the sides of their and torturing prey for long times. The mentioned tail barb is
heads and point forward are the most clear markings. These put to use to disable creatures legs and then they are dropped
horns have incredible durability so don't count on cutting into the feeding chamber. Once stabbed the venom kill the
though them. Their faces are unique in that their eyes are appendage over time. Paired with being constantly
sunken in and continue to appear so with age. Their noses submerged in the water causing water rot the appendage
are nothing but 2 sunken in nostrils upwards pointing at the becomes forever useless and dead. This is when they feed.
end of their snout. With age the skin on their head and face They chomp off the rotting "pickled" meat and enjoy the
gets thinner and thinner, sometimes exposing bone. This prey's horror and disgust endured over and over again when
appearance gives them their apt nickname of skull dragons. all they have left to give is their life. Pickling as they call the
Their wings like any other dragon are large and powerful process is practiced on many beings and most often
although given the terrain of swamps and fetid lakes they humanoids. They enjoy watching from the shadows or secret
prefer swimming to flying. While swimming typically the compartments, their prey futilely trying to escape. Most may
wings are folded tightly to their sides and back but can be survive the initial dragon attack but few ever are relieved by
opened up to help push for powerful rushes forward. They are that fact.
able with this process to go from completely submerged to
flight.

103
There are very few if any accounts of survivors of feeding All dragons live a long time and Black Dragons are no
chamber victims. I did manage to track one individual down exception living for millennia. But as most they are not
who gave a fairly detailed explanation of how the room was. immortal and will eventually die. They continue to become
The room is very large and submerged in shallow fetid water stronger and more powerful up until the last few months of
full of rot and disease. There were 4 live victims with the their lives where they wither and die quickly. Almost all
remains and parts of many more making the rotting smell dragons seek a way to avoid death in many means. The most
entirely engulfing. The survivor was able to escape after typical way for a Black Dragon is that of lichdom. They are
losing an arm to the pickling process. He managed to climb especially talented at this form of immortality as they can
the slimy wall using broken bones as picks he stabbed into maintain their sanity for a long time given their sensibilities
the muddy walls and climbing out of the ceiling chamber. The are very close to that of a lich to begin with. They may lose
dragon was waiting for him in the tunnels and congratulated over time their love for torture and instead go for a quick kill
him on his efforts and let him go. Well done human! The but that will take thousands of years to even start to occur.
dragon had told him and bade him on his way while the Black Dragons from the time of birth hang around the
dragon climbed down the shaft to feed off of another victim. father's territory building their own 1 or 2 chamber homes
He didn't question his fortune and hurried to town to tend to until they reach a young adult stage. They will then depart
the rotting stump the dragon left of his arm. This is where I usually after directly visiting their father for advice on a
met with the man who unfortunately succumbed to the location and then build their own lair over the next few years.
disease festering in him from the wound only a few days after While building they are usually more concerned with the act
I spoke with him. His last words to me were that of paranoid and only hunt for food. Once a lair is established and finished
thoughts of the dragon following, even haunting him out of though life carries on as usual. The older a dragon gets the
the corner of his eye. It wouldn't surprise me that the dragon more comfortable they are with leaving their territory for
let him go knowing his wound mortal and enjoying the short periods of time. They usually go on an annual treasure
psychological damage done. hunt to specifically build up their horde. Males will normally
Black Dragons make their lairs complicated networks of inform children they are actively guarding at the time and not
chambers in the mud and dirt of any swamp, lake or flooded travel more than 100 miles.
forest. There are typically at least 5 chambers in every Lair,
Bedding area, Visiting or Entertainment chamber, Social Observations
Treasure chamber, Feeding Chamber, and Observatory Like many chromatic dragons Black Dragons are primarily
(typically into the feeding chamber). Dragons like to make solitary. They live most of their lives aware of but not near
their lairs complex for weaker creatures to navigate. For other Dragons. Being very large and dangerous predators the
instance they usually drop down into a chamber from an environment may not suit even 2 fully grown Dragons. The
angled slope somewhere on the ceiling. They typically will not most likely time to see multiple Black Dragons are when
do this for the visiting chamber as they like the surprise to mating has come into play.
outsiders to be complete. They typically tunnel down under Black Dragons treat other Black Dragons with general
the water and allow the air to keep the water at bay, or not, mistrust and even as a potential threat. They will very rarely
simply allowing it to spill. They will always keep their cooperate considering any conflict achievable by they
treasure room up higher to avoid water damage to any themselves. Black Dragons like most other dragons are
precious goods they may have or soon obtain. Their lairs and prideful to a fault and will be stubborn and independent to
the areas around them are usually "spoiled" with fetid water their end, with one exception discussed further. That pride
and rotting smells. Lairs will always have at least 2 unlike other dragons doesn't cause them to overestimate a
entrances/exits. Typically the main entrance they can fly out humanoid as they always have killing them in the back of
of for escape but is usually concealed. The 2nd is almost their mind.
always underwater. Most animal males fight for a female to impress them but
Black Dragons are particularly fond of coins as treasure for Black Dragons it goes the other way around. When a
making them easier to bribe with gold than most others. female is ready to mate she will travel far from her den if
While they hold coin in high regard they most value ancient needed to find a male. She must display her worth and will
artifacts of lost civilizations. They are eager to obtain such typically show this by completing tasks set by a male. This
things and not against bargaining for them. A typical Black may include fighting other females if multiple suitors arrive at
horde will have mostly coin and occasionally some magic once for 1 male. Once she was proved her worth she will then
items. On rare occasions very powerful ancient items are mate with the male to create eggs. She will carry the eggs for
found in their lair as they constantly keep an ear or eye out around 3 weeks before giving birth to them in the male's
for such treasures to add to their collections. They are also territory. At this time the maternal instinct has come to an
fond of dominating and toying with sentient magical items. end and she returns home usually cursing herself for leaving
Typically older dragons will get their claws on at least 1 such her hoard unguarded.
item and use it regularly for entertainment when not Black Dragon males from the time of egg lying are tasked
sleeping. with guarding the eggs in his territory. He will protect them
from predators but usually keeps a distance from them.
Males will watch over hatchlings for many years until they fly
away looking for their own territories. This is usually at the
time of early adulthood, about 40 years.

104
Males give their young protection from potential threats and When a Black Dragon is outmatched or in danger they
even guidance from time to time. This interaction between have no qualms in leaving to fight another day, as they will fly
father and child is seen by humanoids as cold at best. The away. Per their personality normally they will remember
paternal instinct in a Black Dragon is very strong and those foes and plot a subtle and excruciating death for all
conflicts with their sadistic and evil natures resulting in a involved later on down the road. Letting a Black Dragon live
"tuff love". Most Blacks would never admit it but they have a is sometimes more dangerous than finishing a close fight.
soft spot for their children. The children also often idolize They are crafty and creative in their revenge and exact it
their fathers. This may be why females fight over males as completely.
father figures may influence that decision. It's important to
note that when attacking young Black Dragons you're likely to Various Forms
face an adult male. Although the connection is lose at best As with most creatures Black Dragons can be found in many
between father and child when the child leaves they still hold forms. You could consider the various colors of dragon
a fondness for them the rest of their lives. This is probably variants of the Chromatic Dragon specie as they share many
the only chink in any emotional armor to a Black Dragon. aspects and features. This is more of different forms of a
Intra-Species Observations Black Dragon as they all can be one or more of these at one
point in their lives, except for gender changes (usually, magic
Black Dragons are notoriously sadistic and evil and due to can do some strange things).
this they do not get along with many creatures. Most Females - It's important to distinguish the difference of
humanoids are destroyed and eaten when entering their females and males in particular. Females are far more
territory. As watching civilization crumble is their most solitary in nature only possibly keeping in contact with their
favorite thing in all of their existence any towns nearby are fathers. Usually a dragon is never far from their lair but with
likely to have a Black Dragon invade local politics through females this is possible and they are far more likely to employ
bribery and manipulation. Nothing pleases them more than trusted slaves, servants, allies or pets to guard treasure while
when riots break out and the town destroys itself. gone. Females never mate with their fathers; this is openly
Sometimes lizardfolk and bullywugs are found as slaves or admitting a fondness or weakness.
worshipers of Black Dragons as they share a swamp like Males - Males are just as evil and sadistic but this behavior
territory. Black Dragons are particularly fond of bullywugs as clashes with their love for their children, although
their society is disastrous at best and will entertain them to begrudgingly. They normally don't leave their area and are
no end. They normally do not allow other races to stay long as slightly distressed in leaving their territory incase young need
they will usually start filling up their feeding chamber when guidance and of course their treasure. Males are more prone
bored of any other race. They will keep a society of lizardfolk to bartering and conversation being less traveled than
or bullywugs close for centuries as guards if needed. females but still enjoy a fun pickling as any other.
Lizardfolk are desired as being very capable and obedient Dracoliches - The Black Dragon Dracoliches are different
guards. in that they retain a majority of their personality for many
Black Dragons are born fighters and killers so when pitted more years than that of other Dracoliches. Males still harbor
against formidable opponents they like to fight, and know love for their children as the paternal instinct is very strong
how, but always fight dirty. When against other dragons they and often the last aspect to go.
will immediately go for the eyes with their breath weapon or Humanoid masqueraders - This is one possibility when a
attack from the shadows if possible. They will then wade in Black Dragon takes a vacation. This is normally when they
with a frenzy of bites, claws, goring with their horns and start to sow the seeds of discord in a community. They play
stinging and bludgeoning with their tails. They also like to the part of the politician usually and seek to destroy the unity
particularly target other dragon's wings as they want the flight and rock the boat as some humans might say. They typically
advantage if things get too dangerous for them. appear as raven haired member of the dominant race and
With humanoids and other smaller foes they like to start enjoy solitary quarters. They will stay this way for a few
with a tail whip and knocking as many enemies as they can months or as long as they feel needed to start fires and leave
down. Once unable to move they will douse targets in their to watch the show. As they normally are an outsider they will
breath weapon and move in to finish them off with their teeth, try and quickly gain the trust of a leader and influence or even
wings and claws. There's nothing easy about fighting with a force them to certain positions.
Black Dragon. They also prefer to keep at least a few Treasure Hunters - This is the other possibility of a
survivors for pickling. vacation. This is when a Black Dragon is roaming and
Many tales of heroes biding time with a dragon playing looking to increase their horde. Usually they will travel within
against its pride have led many to believe this is a viable a 500 mile radius and pick a location to plunder. They favor
strategy in dealing with Black Dragons. When in truth most ancient ruins hoping to find treasures and take pleasure in
dragons and especially Black Dragons are smart enough to learning the fall of the society. They normally are never gone
see past such ploys and only entertain themselves by playing more than 2 months but longer journeys they'll stretch to 3.
with their food as they call it. A Black Dragon likes to position They normally do not attack communities outright. They will
themselves in a way when facing a humanoid that at least employ or force laborers to transport treasure back to their
part of them is obscured to surprise sting with their tail. They horde, and usually add them to their pickling room when
will entertain conversations for long times if the topic is finished.
interesting and sometimes will spare a creature if it feels the
relationship could be beneficial, for a time at least.

105
Good Black Dragons - It's not unheard of for a Black Dragon
to succumb to good as good folk succumb to evil. As males
battle with their sadistic nature and their love for their
children some take to the love side of their personality.
Females are far less likely to occur as even among males this
is an extremely rare occasion. The dragon acts more as a
protector of their swamp than a great danger to outsiders.
Given other conflictions even a good dragon may consider
humanoids food but torture while always a desire is withheld
in these individuals.

DM's Toolbox
Black Dragons are a powerful adversary like any
dragon and they fit the bill for a great villain who's
calculating and ruthless. Here are some ideas on
how to use a Black Dragon.
Your standard run of the mill, kill the dragon get
the treasure
A trade caravan has to go through a known
Black's swamp and needs protection
A city is dealing with a rather disruptive
individual politically that seems to be swaying the
town politically into a downward spiral.
An important NPC or team member has been
captured and is in danger of or being pickled.
A father Black Dragon as last resort looks for
help in aiding a child from a dangerous situation or
rival such as another dragon. (Very tricky RP
situation as a dragon as an ally)
Run in with a treasure hunting dragon wanting
your campaign's mcguffin.
A curious encounter with a good Black Dragon.

106
Territorial Observations
Dragon: Blue It's well-known that Blue Dragons prefer coastal lairs, but
"Truly, it was the oddest thing. I'd heard talk of a mighty Blue why? In my research, I was finally able to find out the reason.
lording itself over a town, so I decided to solve their problem After speaking to the Blue Dragon Terrorcloud, he (or she -
for them; only to get there, and be turned away! As it turns it's difficult to tell without a violation of the dragon's pride)
out, the Dragon was their mayor - their mayor! As it turns out, had the following comment; It's not just the coast, and it
there was a relationship the townspeople were calling definitely isn't the fish - it takes far too many to make a decent
mutually beneficial. The dragon gets livestock, and gets to meal. Sure, the salt baths are great for cleaning the scales,
bask in a sense of power and superiority, while the but a handful of thralls can replace that easily. It's the storms,
townspeople get the protection of a Dragon - hell, he even why my kin and I prefer the coast. There's a simple
paid them!" exhilaration in flying out into its winds, roaring your
-- Sven Silverblade, Monster Hunter. challenge against its thunder and pitting your strength
against its winds. It's the ultimate challenge of a Blue Dragon
Introduction - the metaphorical force of nature against the literal one.
Aside from that, however, blues are some of the most
Blue Dragons - occasionally referred to as Storm Dragons - versatile in their territorial habits - for pretty much any area
are some of the most amicable of the Chromatics, sometimes will receive storms from time to time. This, combined with
living as peaceful neighbors, employers, or even leaders of their fierce territorial claims (after conversations with the
humanoid communities. By the same stroke, however, aforementioned Terrorcloud, I have concluded this ties in to
Blues will engage enemies in combat over even the their innate pride and sense of superiority) leads Blues into
smallest territorial infractions, or occasionally just to prove frequent conflict with many that may intrude upon their
their power. All this culminates to the one thing Blues live for territory - humanoid civilizations, mighty underground
- to prove their power and superiority over others. denizens, and - not infrequently - other members of
dragonkind.
Physiological Observations The actual specifics of the lair seem not to matter much -
Blue Dragons share their overall physical form with their Blues like lairs with easy access to the water, and are
cousins - a large, reptilian body with powerful limbs and indifferent about access via land. They have a strong aesthetic
wings, as well as thick scales and a long, muscular neck. Blue sense about their hordes, primarily taking in visually pleasing
Dragons are unique in several aspects besides coloration of treasures, with a preference for those blue in color. This leads
their scales. Blues to more frequently having gorgeous works of art in
Blue Dragons have a specially developed brow ridge that their hordes, alongside the more traditional treasures. In fact,
works to funnel rainwater out of their eyes, thus serving to it's even been witnessed that Blues will disdain treasure that
give them exceptional vision even in the heaviest of storms. they find displeasing to the eye, upon fear that it will ruin the
Blues also have some of the most flexible wing joints of any beautiful tableau of their lairs.
dragons, their flying resembling nothing more so than a bat.
Though this flexibility does trade off a fair amount of impact Social Observations
durability to the wing joint, Blues can fly in hurricane winds Blues, as mentioned above, are among the most social of
with ease, catching blasts of air like a sailboat would catch a dragons, and certainly the most agreeable. As long as one
small gust. maintains the superiority and impressive power of the Blue, a
Also unique about the Storm Dragon is its massive, heavily visitor can frequently survive the conversation unscathed. It's
plated tail. The tail, aside from being lethal in combat, serves also not uncommon for a Blue to claim peaceful dominion
as a counterbalance in inclement weather, preventing the over a settlement, or have amicably hired workers in its
Dragon from being blasted around by shifts in the winds. employ - as all these only add to the sense of power and self-
Blues also have unusually reflective scales - while not quite to importance that a Storm Dragon has.
the point where it could be used as a mirror, the scales can However, due to this need to feel powerful, Blues will only
allow a Blue to become all but invisible in clear skies or at very rarely get along with other members of Dragonkind, even
nighttime. other Blues. The only time Blue Dragons will mate is during
Blues prefer to eat infrequent, large meals over many massive tropical storms, wherein all Storm
smaller ones, and have no special proclivities towards Dragons in the area will challenge the winds and attempt
hunting the sapient for food - in fact, while they may hunt to find a mate. The couple will then separate, the mother
humanoids to prove their might, they show preference for taking the clutch back to her lair to nest.
food that doesn't fight back.
No matter how many autopsies I've performed on blues -
three, with special thanks to Sven Silverblade and Tommik
Stoneaxe - I cannot seem to find any physiological power
behind the Storm Dragon's powerful lightning breath, leading
me and my fellow researchers to believe the power's source is
instead of magical origin, perhaps some remnant of the
powers of Tiamat.

107
Lifecycle Most tales of the hunting styles of the Blues match
Silverblade's account above. Harassment, followed by
A Blue Dragon will incubate for about 20 months, the first vanishing into clear skies, attacking irregularly, keeping their
five happening inside their mother. The average clutch falls prey guessing, and usually long-term, hit-and-run
between 2 and 4 eggs, with failures to hatch being incredibly engagements. However, not always. Tommik Stoneaxe speaks
uncommon. After hatching, the wyrmlings take about 7 years a different story, of the one Blue he's slain.
to develop into a young dragon, at which point the mother will It was our third day of travel, and we were nearing the
drive them from the nest. cliffside that supposedly held the lair of the beast. I say
Young Blues will typically be considered adults after living supposedly, because we never got to find out - Stormwing
about 160 years, growing to about 31 feet in length, with a 36 found us first.
foot wingspan. However, like all Dragons, this does not signal The six of us were walking along the beach, and had just
the end of their growth. Chromatic Dragons grow throughout passed a sand dune, just like any other - so we thought. Turns
their entire life, and have been recorded being as long as 85 out, the white sand was covering blue scales - the damn thing
feet and weighing in at over 80 tons. burst forth like Asmodeus from the Abyss, taking out our
A Blue Dragon is generally considered an Elder after living back two in seconds, and hitting the rest of us with a blast of
for a millennium, and an Ancient after living for 1,800 years. lightning. Fortunately, we managed to drive the beast into the
The oldest lifespan recorded for a Blue Dragon was nearby forest, and take it out there, but it was a near thing -
approximately 2,300 years, from the record of it being only two of us lived to tell the tale.
hatched by a clan of Dragonborn, to the record of its death at This sheds light on a more uncommon aspect of a Blue's
the hands of a Dwarven empire more than two millennia hunting style, a type of burrow-and-ambush tactic.
later.
In Legend DM's Toolkit
Storm Dragons have an illustrious place in legend, beaten out Hunt down and kill because dragon
only by their Red and Black cousins. Dwarven tales claim of Storms are hitting all along the coast. The storms
mighty blues following powerful storms, adding their aren't any harsher than usual, but for some reason
destruction to it's, while Elven tales claim that the storms all the villages hit seem to lose contact...
were, in fact, following the Blues. Blue Dragons have inspired Rumors spread of a town under the dominion of
many works of art and song, as well - the concept of a mighty a Blue Dragon. However, the townspeople don't
beast, roaring its challenge to the storms, has captured the seem to mind that much. (Moral Dilemma).
minds of romantics for millennia. A Blue dragon is clashing with a White over
Some tales speak of the mightiest Blue Dragons, the first territory, causing deadly weather patterns and mass
destruction.
to arise from Tiamat's sundered head, having the power to A Blue is looking for some new works of art to
control the storms, whipping them into existence with gales add to its lair. While its own methods aren't the
of wind from their powerful wings. While few sources have nicest, it could be persuaded to let the party do the
any true evidence behind them, few stories of the Blues of old looking.
lack that particular detail. A group of dragonborn are trying to hatch and
raise a Blue Dragon in the middle of a fishing town.
In Combat How long can they keep that under wraps?
Thanks in no small part to the efforts of Monster Hunter
Sven Silverblade and Dragon Slayer Tommik Stoneaxe, the
knowledge of the fighting styles of Blues can be fortified with
firsthand accounts, rather than old wives' tales and legends.
Silverblade, on the hunting of his first Blue, had the following
to say; We'd been hunting it for weeks. We knew the location
of its lair, we knew where it fed, hell, we even knew where the
damn thing dropped its waste, but we still couldn't find it - it
found us. Dropped out of clear skies like teleportation, and
blasted us with lightning. Killed a quarter of my men in that
first pass alone. And while some Dragons will stand and fight,
engage you on the ground to prove their strength, the Blues
aren't like that. No, to the Blues, fighting is a long-term
commitment, sometimes even lasting a week or more, and
this one - Deathwind - was no different. After that first attack,
he came irregularly - sometimes not coming at all in a day,
sometimes twice or even three times a day. We knew we were
buttered when the fifth day rolled around - there were only 8
of us left, and a storm was rolling in.
That's when we stopped hunting it, and forced it to come to
us - we took over its lair, and its horde. Nothing a dragon
loves more. Forced it to come after us in the confines of its
cave, where the damn beast couldn't fly away.

108
The appearance of a brass dragon changes very obviously
Dragon: Brass with time. A wyrmlings' scales are a dull mottled brown,
I followed the setting sun as the winds blasted me with sand; shining more and more as it matures. Their frills begin as a
I tightened the fabrics on my face. My camel moved pale green but darken with age. The most notable change is
stubbornly over the dune, knowing full well that if we slowed the eyes. The pupils become fainter and fainter with time
we would be consumed by the sandstorm brewing a mile until they just resemble a pair of molten metal orbs. This is a
behind us. If we were caught we'd be buried alive or ripped to common trait among all metallic dragons.
shreds by the sands. We reached the peak of the dune just as The loss of eyesight was initially confusing for me. After all,
the storm was upon us, then as though a switch was pulled, in such an expansive environment wouldn't eyesight be a vital
my camel charged at full speed down the dune. tool for survival? I was soon proven wrong upon meeting my
Its legs seemingly spinning and bending impossibly as it first adult dragon. Their senses of smell and hearing is far
shot down to our destination. I could hear the roar of the more extensive than previously thought, capable of detecting
winds in my ears, despite my protective clothing it felt as me miles before I reached them. On top of that, (like the blind
though glass was being scraped across my skin at a thousand bandit monks) they are capable of detecting the subtlest of
different points at once. Still I struck my camel with the flat of vibrations through sand, water and air. Giving them an
my sword and screamed,hut hut hut hut! my mouth filling incredible sense of perception of their surroundings. As
with sand. It charged even faster, the sky darkened above us previously indicated, Brass dragons live in desert
as we reached the base. Then it was gone, or rather it could environments. Unlike most dragons, they will build their lairs
no longer reach us. We travelled down a worn path in the in any structures they can find in the desert such as oases,
sand as we had countless times before. Before dusk we ruins, canyons or caves rather than go for one in particular
reached an oasis, the bright blues and greens like jewels (e.g. whites and mountains). However, they will always have
against the barren wastelands. abundant access to sunlight, even if they have to tear holes in
I got off my camel allowing it to wander and rest; I walked the roofs of their lair to do so.
by the largest pool and placed my swords carefully by the Their affinity for sunlight is something of a mystery. Like
bank. The water began to bubble as a gargantuan Brass large reptiles they enjoy bathing in light and often seem much
Dragon rose from its depths; I could make out my reflection more energetic after doing so. As they rarely go hunting
in its blank eyes. I bowed my head Peace upon you, oh great regardless of their lifestyle, it is my professional opinion that
serpent of the desert, it drew back its lips revealing rows of they are capable of harnessing sunlight and convert it into
giant teeth that glowed in the twilight, and peace upon you fuel. In fact, I theories that the purpose of the head shield and
Salah, what have you brought me this time? their neck frill is to optimize the amount of sunlight they can
--Exert from Travel among the nine seas of sand By Salah catch or, at least one of its primary functions.
Al Tin-neen
Abilities:
Introduction: Like all metallic dragons, Brass dragons have the ability to
transform into other humanoid creatures at will. While I have
The Brass dragon is often overlooked in many cultures, being never encountered one personally. I must note that several
less impressive than the other metallic dragons of gold, silver, prominent members of history who seemingly just appeared
bronze and copper as well as far more isolated in nature. As from the desert have very.....dragon punny names. Such as the
such, it is my goal to change this and shed some light on founder of the great high magics academy Tin-neen Al-Karim
these mysterious creatures. The following is an accumulation which literally means the generous dragon not to mention the
of my own interactions with Brass dragons as well as stories great Queen Gamila Al Muta-wazin which depending on your
and documented encounters I have gathered through my dialect either means Gamila the well balanced or The
research across the lands. beautiful scaled one. These people have always possessed
high magical ability, are noted for being incredibly
Physiological Observations: extroverted and often have massive events of history revolve
Like all dragons the brass dragon has a serpentine neck, four around them.
legs, large talons and two powerful wings. The structures of Brass dragons are also capable of two breath attacks, a
the head, however, are very different. Brass dragons have a powerful sleep breath, which can knock out a camel at nearly
broad protective plate that expands from its forehead and a 100 yards. And a much more powerful fire breath attack.
spike that protrudes from its chin. While the exact purpose of While nowhere near as powerful as the fire dragons' breath
these structures are unknown they are thought to either be attack, it is noticeably more persistent. The yellow flames
used to attract mates or for focusing their magic. lasting hours rather than minutes.
While by no means the fastest among dragons, Brass
dragons are the ones best designed for long flights. They have
the largest wingspan of all the dragons and a frill that runs
the length of their neck. These two features allow them to
cover great distances while expending very little effort. An
important adaptation for living in an environment where
everything is separated by miles of sand.

109
Brass dragons also exert a surprisingly fine level of regional (Much like humanoids) When a Brass dragon couple has
control. Capable of creating hulking illusions to patrol and mated, whichever has the smaller domain moves into the
scare away any uninvited guests in their domain. The domain larger one leaving their hoard unattended but with indicators
of a Brass dragon varies as it grows. From a mile radius as a that they shall return (typically an illusion that will inform any
wyrmling to a thousands of miles. Ancient Brass dragons who enter the domain) The two will then raise they
consider entire deserts as part of their domain. They have a hatchlings together, teaching them ancient tales and secrets
truly amazing ability to know the exact location of any passed on from parent to child since the dawn of dragons.
creature that goes within 30 feet of any source of water When the scales of the hatchlings begin to shine they will be
within one mile of its lair. It should be noted however, that the "encouraged" to set off on their own. Once they have all
most common regional ability used is the creation of paths in moved out of the nest, the parents will split ways, but not
the desert terrain. These typically lead uninvited guests in before the dragon who did not have to move out will gift its
circles, away from its lair, or it leads weary travelers to nearby most valued treasure to its former partner as compensation. I
sources of water and shelter where the dragon may or may was informed by a Brass dragon that to not do so is
not be staying. considered "bad form" and brings extensive shame to both
them and their brood.
Social Observations:
To describe Brass dragons as gregarious would be akin to Species relations:
calling a fire elemental warm. They love all forms of company Brass dragons get along very well with most humanoid races.
and conversation. They accumulate as much knowledge and To the nomad tribes of the desert, Brass dragons are revered
information that they can whenever they have an opportunity. as guardians and great deities of the sands. Often leaving
And are more than willing to share that wisdom in exchange gifts and offerings to the dragon in hopes for safe travels. Any
for gifts of knowledge or valued items. If an intelligent kingdom would do well to remain in a local Brass dragons'
creature attempts to leave its domain without talking to it good graces or else find that all the roads leading out of the
first, the dragon will pounce on them kingdom always bring them back into it.
(much like a house cat) and force them to make As brass dragons are typically very trusting in nature it is
conversation. A fact that, to many of my colleagues, makes not uncommon for people to try and manipulate/trick them.
them more terrifying than Tiamat herself. Any creature that Historically, however, this has rarely panned out as originally
then tries to leave by force will have greatly offended the intended. As, if a Brass dragon finds out it is being tricked or
dragon, as such it will typically knock you out and you will manipulated, it will try to do the same to whoever is tricking
awake; pinned beneath its claws, buried up to your head in it. They will see it as a giant game of who can be tricked and
sand or in one case, tied upside down to a palm tree, until have centuries of experience. Many a trickster has tried to
you're willing to cooperate and make small talk. swindle a Brass dragon only end with them being left
The most treasured things to a Brass dragon are penniless in the middle of the desert with the sounds of
knowledge and magical items. It is not uncommon for a brass draconic laughter echoing through the sky.
dragon to gift a hoard of gold to someone they deem Brass dragons and Blue dragons hate one another. There is
interesting. Items such as a living weapons and djinn in no other way to describe their relationship. If two know of
bottles are among their most beloved items in their hoard. one another they will try to defeat each other in any way
Much to the ire of djinn. They rarely have one giant hoard of possible. Subverting any plans they make, stealing any
treasure but rather prefer to have many smaller hoards treasures they can and destroying each others' lairs whenever
scattered across their domain. possible. The only thing preventing them from attacking one
The mating ritual of Brass dragons is essentially any given another outright from the moment they can, is the fact that it
winter/fast festival at a university, work or town. A large is likely that both would end up dead in the ensuing battle.
number of Brass dragons meet up at some predetermined That does not stop Blue dragons from sending its thralls to
location each bringing fine foods, drinks and possibly kill the Brass dragon, or the Brass dragon trading secrets of
musicians. Followed by an entire night of social interaction as lost treasure with kings and assassins willing to kill a Blue.
they share and trade knowledge and wisdom accumulated Djinn are not fond of Brass dragons, as most do not like
through the ages. Mates regale one another with tales of gods being trapped within a bottle and as such dislike being stuck
long forgotten or heroes in lands long lost and stories so inside a bottle inside a hoard of gold within a chest inside a
amazing that most writers would give their hands for the cavern beneath an oasis guarded by a dragon.
opportunity to tell it themselves. Eventually they pair off and Even though most djinn rarely care for one another, if a
fly away to mate at one of their lairs rarely leaving any single. Brass dragon has one whom is regarded as a friend or has
been sealed with salt, it is said that 1001 djinn will work to
free their imprisoned comrade. For similar reasons, Genasi
often try and achieve the same.

110
DM tool kit:
Lost in desert, can't find food or water. Brass
dragon comes to the rescue
Party takes a seemingly abandoned treasure
chest at an oasis, much to the anger of the brass
dragon
Attend a brass dragon party as musicians
(perfect for bard heavy teams)
Help settle a long dispute between a blue and
brass dragon
Come to a brass dragon for help defeating an
ancient blue
A Djinn/ Genasi wants help freeing a djinn in a
bottle in a brass dragon hoard
Need to find ancient knowledge pertaining to
quest or ancient item in a dragon hoard, players
need to trade their own knowledge and use their
charisma to get it from the dragon.
A Brass dragon feels somewhat snubbed by their
partner's choice of compensation and will pay
handsomely for some revenge

111
Dragon: Bronze Social and Behavioral Observations
"We watched in awe as the seemingly young woman cut Bronze Dragons are a somewhat social species of dragon but
down Orc after Orc. Her bronze eyes gleaming with joy, her rarely reveal their form immediately. Often they will watch
green tipped bronze hair flowing around her. When the various creatures and ships of interest, take the form of a
enemy brought their wyverns upon us, she turned towards us, friendly sea creature and follow after whatever catches their
handle the rest, I'll take the wyverns. In a flash of brilliant interest. Occasionally, a Bronze Dragon will take the form of
light her body grew, the mighty form of a bronze dragon a smaller creature, such as a rat or bird, and sneak on board a
standing tall before us. She took flight into the swarm of ship to check for treasure. A Bronze Dragon will attempt to
wyverns, the very embodiment of battle. " barter with the ship captain to gain ownership of an item that
--Unknown Soldier piques their interest.
They have a strong sense of righteousness and believe in
working towards a just cause, that being said Bronze
Introduction Dragons also have a love for combat. Should any sort of war
The good aligned aquatic dragons that inhabit coastal and or fight take part within their territories, the Bronze Dragons
underwater lairs, Bronze Dragons are an interesting species eagerly watch. They will often determine if a side is working
to study. Despite their fierce appearance and the hints of toward a just cause and then make their way towards that
green upon their bodies they are some of the most just and group to offer up their services during the war. When it takes
honorable dragons. Their penchant for partaking in war a pledge to assist an army it will often do so for a fee in the
makes them common allies for the forces of good in the form of gold, a ceremonial item or any kinds of books that
constant battle against the evils that threaten our world. deal with military history or that tell tales of great wars and
combat. Occasionally the Bronze Dragon may lay claim to the
Physiological Observations treasure of the defeated enemies should he deem the
treasure to be dangerous in the hands of humanoids.
Despite having the long, sinuous, winged body of all dragons, Bronze dragons usually have their lairs in coastal or
the bronze dragon is unique amongst its metallic brethren underwater caves. They are able to control the weather
due to its aquatic nature. Their heads are defined by the around their lair and all underwater plants within 6 miles
pointed beak and the ribbed and fluted crest that adorns it. taken a range of colourful hues. They are also able to create
Curved horns protrude from the crest, as well as from the fog clouds and thunderclaps within their lairs should they
lower jaw and chin. To assist their swimming they have require to defend themselves from attack. Within you would
webbed feet, webbing between their forelegs and body and find a collection of the usual treasures within a dragon lair
smooth scales. There are also two sails along their spine. (gems, gold, jewellery, magical items and weapons, quite
One that runs from the top of the head to the base of the wing often found from various shipwrecks or ancient sunken cities)
joints, and another that runs from the bottom of the wing as well as books detailing military history. You will also find a
membrane towards the tip of the tail. large assortment colourful coral and pearls from the reefs
Bronze Dragons can be immediately identified by their and seabeds.
unique colouration amongst all dragons. Born yellow, their
colouration darkens to the bronze as they mature. Intra-Species Observations
Interestingly enough the far end of their wing membrane,
their wing tips, the webbing between their feet and claws, and Bronze dragons are able to get along with various other
their sails are all coloured green. Upon approaching one you creatures as long as they show themselves to be just and
will also notice that their eyes are a softly glowing green and honorable. In particular a Bronze Dragon has a penchant for
that there are even small green patterns across the scales of maintaining friendships with those few individuals they deem
these wondrous dragons. Of course do not be confused, this worthy whom have fought alongside the Bronze in the
green colouration does not mean the Bronze Dragons have a various wars it have taken part in. They are also known to be
penchant for evil, they are as much champions for good as quite fond of the bartering they perform with ship captains
their Golden brethren. they have met, and rarely leave a bartering session unhappy,
As all metallic dragons the Bronze Dragons have access to even if they didn't manage to gain the item they wished for.
two different types of breath weapon. The first is a lightning They have also been known to assist humanoids who have
breath similar to that of the chromatic Blue Dragons. Their found themselves shipwrecked, or in some other trouble at
lightning breath fires in a straight line with the range and sea. Never requesting a reward for what help they provide.
power of its breath increasing as the dragon grows older. Apart from the normal animosity towards chromatic
Bronze Dragons often use this in the midst of combat, except dragons that all metallic dragons share, Bronze Dragons have
when they do not wish to slay the opponent they face. Their a particular hatred for the Blue Dragons. This occurs due to
second breath weapon is a blast of highly repulsive miasma. the propensity of Blue Dragons to occasionally establish
This is often used in combat to place some distance between coastal lairs. The altercations between Blue and Bronze
a Bronze Dragon and it's opponent, or opponents to great Dragons are known to be some of the most violent, with
effect. As with all dragons, the breath weapons are highly combat lasting until one of the dragons is severally injured
exhausting and are difficult for dragons to use consecutively and retreats. Then after the dragons have rested they will
begin anew fighting for dominance. This can last centuries,
ending only when one of the dragons finally slays the other
and claims victory over land and hoard.

112
Variant
Tyrannical Bronze: In extremely rare circumstances a Bronze
Dragons sense of righteousness will go to such extremes that
they will determine that the only way to maintain order and
the greater good is for the Bronze Dragon to rule over the
people. Such Bronze Dragons will take over a city or country
and become quite tyrannical in their rule.

DM's Toolkit
Bronze Dragons can appear in a number of
circumstances acting as wither as friend antagonist
for the party. Such circumstances include:
The party finds itself shipwrecked at sea. The
Bronze Dragon spots them and assists them in
reaching the nearest island.
The Bronze Dragon notices a particularly
interesting magical item on the ship the party is
currently on. The Dragon attempts to barter with
the party for the item.
A tyrannical Bronze has taken over a coastal city,
the party can choose to try and kill it or try to
convince it to change its ways.
The party needs to seek out a nearby Bronze
Dragon to ask for its assistance them in a war
against a great evil.
A Bronze Dragon is assisting an army that it
believes is just, and the party is pitted against it
despite being mostly good aligned.

113
Despite this, Copper Dragons are extremely fond of guests
Dragon: Copper as a rule, particularly those that they find fascinating or
"Lad, if a Copper Dragon were to ask you Do you know why a charming, and to this end they will often make the general
raven is like a writing desk? would you know the answer?" location of their lair well known (although the entrance to
"Because some dead poet wrote on both?" their treasure hoard is always a closely guarded secret).
THWACK Likewise, Copper Dragons enjoy one another's company
"No, it's because a Copper Dragon tells you they are" and will make regular visits to each other to recount newly
--Archmage Ragno, tutoring a student. acquired jokes and tales. For Copper Dragons this also
"Odd, I didn't take you for fools" doubles as the courtship ritual during times of mating, thus it
--Porath the Ancient, to a group of adventurers who failed always pays for a Copper Dragon to maintain exciting
to laugh at his joke. company to help increase their chances of mating success.

Introduction Ecological Observations


To the uninitiated, Copper Dragons, with their well known Copper dragons are fond of hills and rocky uplands,
miserly streak and penchant for misleading adventurers, particularly those with twisting ravines and canyons, as it
might seem closer to their fell cousins the chromatic dragons allows them to take advantage of their nimble flying ability.
than their helpful metallic brethren. This, however, would be Due to their desire for company Copper Dragons will also
an egregious insult to Copper Dragons everywhere, who are tend to reside close to at least one major settlement, and are
far more aptly described as playful and sociable tricksters. especially partial to lairing in abandoned castles or cities dug
A good life for a Copper Dragon is one full of laughter and into mountainsides.
mirth. Though they do not seek to actively root out evil in the While it has been reported that intelligent beings living
same manner as Bronze or Gold Dragons, invariably Copper near a Copper Dragon seemingly fall into fits of giggling for
Dragons will challenge evil entities in their domain as a no apparent reason, this is often an over exaggeration.
threat to their local entertainment. Instead it would be more accurate to say that people near a
Copper Dragon are happier as a rule and also prone to being
mischievous and mirthful in nature. Indeed, any bouts of
Physiological Observations giggling likely have a very apparent cause to the prankster but
Physiologically the body of a Copper Dragon, with its athletic perhaps not to their victim.
muscularity, is not dissimilar to that of a Red or Silver
Dragon's; having the profile many consider (quite incorrectly) Inter-Species Observations
to be archetypal of all dragons. Copper Dragons enjoy the company of most species provided
Where a Copper Dragon differs from other dragons is that they can maintain an interesting conversation. When
through the thick brow plates that jut over its eyes and extend dealing with any creature the Copper Dragon often
along the top of its skull before connecting to its segmented inadvertently shields its keen intelligence behind its trickster
horns. This incredibly dense layer of bone affords nature, leading many creatures to believe that they can be
Copper Dragons remarkable protection and they have been easily fooled or manipulated. This is of course patently
even known to use it offensively (particularly against other untrue, but the Copper Dragon will usually only reveal such a
dragons) to cave in the skulls of their opponents with a fact at a time it finds most entertaining.
vicious head-butt. Incidentally, this also gives rise to the
expression 'as hard-headed as a Copper Dragon'.
Rumour suggests that the copper scales of an Ancient
Copper dragon can be (when combined with high quality tin)
used to create a miraculous form of bronze called chalkos
that has the ability to change shape with its wearer. While
I cannot confirm the veracity of this, it has been suggested
that because Copper Dragons grow into their polymorphic
abilities later than other species of dragons their whole body
becomes hyper-morphic so as to make up for this lost time.
Social and Behavioral Observations
Copper Dragons see themselves as fun and intelligent beings.
Indeed, Copper Dragons regard themselves as excellent
hosts, capable of providing endless entertainment through a
long standing collection of jokes, riddles, pranks, and stories.
Such mental collections, much like their treasure hoards,
are painstakingly built from a very young age and are a
source of great pride for each Copper Dragon. Invariably
though, this pride leads them to become quickly annoyed
with those guests that do not appreciate the wit and humour
on display within such collections.

114
DM's Toolkit
The temperament of Copper Dragons draws its
inspiration from many sources, in particular though
the parallels to the trickster gods and beings of
ancient mythology (such as the satyrs and Loki) are
particularly apt.
Copper Dragons, along with their cousins the
Silver Dragons, are perhaps the most recognizably
human in nature. Indeed, Copper Dragons, while
they are good entities, are quite hedonistic and
enjoy life in very grounded ways, telling stories and
jokes, playing pranks, and so on. The thing to
remember of course is that this mirthful attitude is
still tied to an extremely intelligent and deadly
being.
For this reason Copper Dragons are perfect
additions to most campaigns, able to serve as an
ally, an antagonist, or an obstacle with equal
measure. They also allow the DM a great
opportunity to role-play and inject some
characterful flavour into a session or campaign.
Here are some sample encounters with a Copper
Dragon:
A local baron urges the party to rescue his court
bard from the clutches of a terrible and wicked
dragon. The bard is of course an honoured 'guest'
of a Copper Dragon, and the dragon is unwilling to
part with his company.
The party encounters a wizened old woman
travelling alone along the road near night fall. The
woman is making camp for the night and asks the
party to stay and pass the time with stories. In the
morning the party sees the woman transform into a
Copper Dragon, and, if the party's stories were
pleasing, the dragon provides them with useful
information or items.
A Copper Dragon has been rampaging along the
frontiers of a kingdom or empire renowned for its
order and civility, the Dragon sees this cultural
change as threatening to the 'happiness' of the
people within his realm.
A Copper Dragon has an item the party requires
(or blocks the path of the party etc). The dragon
challenges the party to a riddle contest to resolve
the issue.
A druid has heard of the mythical properties of
chalkos bronze and commissions the party to
acquire scales from an ancient Copper Dragon to
allow him to create a set of armour that can be
worn while using wild form.

115
With the ability to see into the future, Gold Dragons may
Dragon: Gold spend a lot of time in meditation. Searching through all of the
"I have finally caught up to you Vepinir..." The sun glinted off possible threads until they find someone, who is bound to
the golden scales as the majestic beast swooped down next to commit an evil act. The next step is to learn more about that
the Rakshasa. The Rakshasa looked up to see the Dragon creature. They can accomplish this, by turning into a
looming over him. "Congratulations, Kiera. I knew that it was humanoid form, and getting close to the person in question.
inevitable that you'd catch me, and send me back to that Once they know with a surety that the creature will perform
dreary place, but I have accomplished much in this lifetime. If an evil action, they strike them down before evil can come to
you kill me, I'll simply come back, and be able to continue my pass. Gold's follow a philosophy of "stop evil before it has the
plans uninterrupted. You have won for now, but I will come chance to spread".
back." The Dragon snorted in disgust, but then continued Gold Dragons however have a special hate for Rakshasas.
"Unfortunately for you, coming back is not an option." As the These tiger like creatures are the absolute bane of existence,
dragon's claw lifted up to strike the Rakshasa, the last thing and must be wiped out. Gold Dragons search unceasingly for
he saw was the glistening pearl in the dragon's hand. any trace of a Rakshasa and will do all in their power to
destroy these devils. Rakshasa know this, and often try to
Introduction execute plans, that will culminate in the death of a Gold
Dragon. Thus a cycle is born where Gold's try to seek out the
Gold Dragons are some of the most powerful creatures in identity of a Rakshasa, while Rakshasa's try to kill the Gold
existence. It is truly a great blessing that they are on our side. Dragon.
Many often say that they are the kings of the Metallic
Dragons. This title is rightly earned, as a Gold Dragons Ecological Observations
strength rivals that of a Chromatic Red. With this great Gold Dragons like to live in terrain with lots of hills. This
strength comes great responsibility, and many Gold Dragons gives it the opportunity to survey it's area in detail, and spot
have dedicated themselves to a life of vanquishing evil. With any threat long before it becomes a threat. If a Gold Dragon
the ability to see into the future, and the strength to fight decides to stay in any one area for a long period of time, it will
many evils, no other creature is as suited to the job as the start to construct a beautiful lair that resembles humanities
Gold Dragon. greatest feats of architecture. It is believed that we may have
stolen their designs. Gold Dragons who have laired, are also
Physiological Observations capable of producing a pearly mist in a six mile radius around
The Gold Dragon is unique in comparison to other species of the lair. This pearly mist will contort into haunting forms if
dragon, in that it has whiskers coming off of the face. These evil ever sets it's foot within the mist, immediately warning
whiskers are rumored to contain its ability to see into the the dragon, and any humanoids in the area, that evil is near.
future, and are a valuable component in many alchemical Many people often associate these pearly mists with good
mixtures. The Gold Dragons head also has 2 large horns that fortune, and will try to make a village within these mists.
go just above the Dragon's eyes. Larger horns are typical on Humanoids who live in the mists have often been caught
male species of the dragon, and females prefer dragons with worshipping the Gold Dragon. The Gold Dragon does not
larger horns and whiskers. Other features of the dragon mind this, and often encourages it, as it has the potential to
include the wings which start at the shoulder, but travel along bring champions of good, in the name of the Dragon.
the side of the body until it reaches the end of the tail. A gold
dragon is also much more slender than other dragons, giving Inter-Species Observations
it a kind of serpentine look. Gold Dragons are very solitary creatures, and often do not
It is truly a spectacle to see a Gold Dragon in flight. The associate with other Gold Dragons for long periods of time. If
way the wings ripple make it look more like it is swimming a Gold crosses path with another Gold they may stay and
through a vast ocean. The wings should not be able to chat for a little, ask one another for small favors, and then be
provide enough lift for a Dragon on its own, so we can only off on their way. Every once in a while, maybe every 100
speculate that magic is what keeps it flying. But that does not years, a Gold Dragon will get the urge to mate. When this
make this a less majestic flight. happens all Gold Dragons will travel to a special place
Social and Behavioral Observations designated as the mating grounds. This place is often a place
of water, and may have great waterfalls, or be a large lake.
Gold Dragons see themselves as the ultimate destroyer of After mating has commenced they will decide on a new
evil. Their might and strength is matched by none other, and location to go to in a 100 years, and then separate, with
so it is only fitting that they should go out and protect mothers raising the new clutch of eggs in their lair.
innocent people. Gold Dragons often see themselves as
superior to humanoid creatures, and see themselves as the
protectors of these insignificant mortals. Unconcerned with
the daily tribulations of a small group of humanoids, they are
more focused on what is important. Destroying evil before it
begins.

116
DM's Toolkit
Gold Dragons origins come from the dragons in
Chinese myths, and legends. With ancient Chinese
myths, the Tiger is seen as the arch-nemesis of the
dragon, and they are often depicted in an eternal
struggle with each other. In D&D we have the
Rakshasa which is the perfect counterpoint to a
Gold Dragon. With their scheming and blatant evil,
contrasting the Gold Dragon and it's undying effort
to destroy evil.
Gold Dragons are often seen as the paladins of
dragons. This combined with their eastern origins,
ability to see the future, and their mists, can make
for interesting encounters. Gold Dragons are best
suited as strong allies to the party, or potential
obstacles. Here are some sample encounters with a
Gold Dragon.
Locals are concerned with mists spreading into
their hometown. These pearly mists often contort
into haunting shapes, especially right before
someone in the village dies.
A Gold Dragon is convinced that the mayor of
the city is evil, and has revealed it's true form. The
mayor is in hiding, and the Dragon is growing
impatient with the people of the village.
A Gold Dragon is convinced that a player will
commit an evil act, and wishes to destroy the
player.
A Gold Dragon is searching for a great pearl, as
big as a man's head. This pearl is rumored to be
able to vanquish evil, and the Dragon needs it.
A Gold Dragon in humanoid form asks the
adventurers for assistance in taking down a
Rakshasa that is terrorizing the local town.
A pearl is the only thing that can permanently
end the life cycle of a Rakshasa. Obtaining one
from the ancient tomb of a Gold Dragon will be
difficult.
A threat presents itself, be it a Rakshasa, or a Red
Dragon. The Gold Dragon then asks the party to
stand down, as they are incapable of fighting such
evil.
A small village has lost the mists that helped to
warn them of danger. With them having grown
complacent, it is easy for monsters to attack their
village.

117
Green dragons have a spinal sail. Every third vertebra has
Dragon: Green an elongated spike and is connected by a leathery membrane.
"Despite the rumors of Green dragons being horribly evil our This sails starts between the eyes on top of their head and
encounter was, pleasant to start with. Our party was seated rises dramatically at the end of the head and base of the neck
in a lavish room served wonderful meats and vegetables and to a peak and tapers off to the end of the hips and base of the
entertained with lively discussion. We played games of whit tail. This sail can be up to 10 feet at the peak depending on
and debate and we all seemed to enjoy the company of the size of the dragon making it a very prominent feature.
Pyrillis the Green dragon of Fell Forest. As one member Green dragons' wings are very large and powerful like most
discovered her riddle a flash of annoyance came across her dragons. They are connected above and just behind the front
eyes that it seems only I perceived. That fact is what probably legs and each of the wings are longer than that of the
saved my life. I then started to pay attention more to words dragon's total body length. Green dragons love to patrol their
she used and began to worry, as she seemed to have an territories from the skies and will often fly at least once a day
agenda in store that didn't sit well with me being a hundredth to oversee their area of residence.
of her size. I tried to quietly inform my companions but they A Green's breath weapon is akin to a chlorine gas. They
were in disbelief. Then the conversations started to die with themselves are immune to its effects but to any other animal
nothing more to tell of our adventures the true nature came it's a stinging choking gas that can be very potent even when
to light. Before any one of us could react she sprayed her vile spread out in open air. This breath weapon does not affect
breath in the enclosed yet large room. The green smoke plant life even though it does hurt animals on contact. A
burned and chocked but I ran for the exit. I only made it out Green feeling particularly annoyed by a creature they may
as I cut the vines closing up seemingly on their own and ran force them into an enclosed space and enjoy gassing a foe as
without looking back. I deeply regret leaving my friends but I one would enjoy a play. Green dragons usually do not use
also knew that we'd all be dead if I had tried to help." their breath weapon on animals they intend to eat as it
-- Survivor of Pyrillis Green Dragon doesn't taste good.
A Green's diet consists of primarily meat. They usually
Introduction hunt for larger forest animals such as bears or owlbears but
will even eat smaller game if needed. They usually only eat
While dragons are imposing figures of great power, Green once every other day as they don't have too much of a
dragons like to subvert that stereotype by being warm and metabolism. Their territories can be rather large so game is
welcoming. They invite you into their home, feed you, make usually plentiful but if it isn't they can eat shrubs and other
sure you are comfortable and make conversation. They plants as sustenance but by far prefer meat. Their favorite
subvert their reputation for evil ruthless creatures to any who food is elves as they find them particularly delectable, though
listen, and confirm that reputation on those who don't. Green they are good at hiding that fact from elves.
dragons are masters of deceit and desire control above all Green dragons start life as a very dark green color, almost
else. black looking. As they age they become lighter and lighter
Green dragons are intense dangers to anyone who manage with adults being lime green and older ancient dragons a
to be in their evil gaze. While they seem to be kind and light olive green. I theorize this is for camouflage in their
courteous to those who speak to them they are undoubtedly typically forested or jungle homes. There have been rumors
evil and deceptive. They enjoy trickery and deceit and plot of stark white dragons who patrol ancient jungles and forests
your death with every move. It's a game of chess that the who may be old enough they've lost all color.
dragon started 3 turns before you and considering 20 moves As mentioned before Green dragons prefer areas full of
after you. plant life for their home. Forests, jungles, or even swamps
can be suitable for a Green. Confrontation on territory is not
Physiological Observations uncommon with Black dragons when a green decides to
Green dragons like most are built much more feline in body make a swamp their home. Green dragons seem to have an
structure than most realize. They are extremely reptilian at affinity for plant life as they either seem to control them or at
first glance with their crocodile like heads, great bat-like least communicate with plants to give them orders.
wings and long tails. Their scales are extremely tough and Green dragon lairs are usually dug out from the ground or
resistant to many forms of harm. Like any dragon they have a in caves. They are lined with vines and ivy all around. Some
devastating breath that can fell most creatures with a single lairs even have trees in them or other larger plants as
puff. decorations and may be warped into furniture. The lair
Green dragons in contrast to other dragons are very tall usually only consists of 4 large chambers, Bedding area,
and more slender. They have longer front legs and shorter Treasure Hoard, Dining Hall, and Audience Room. Some
back legs giving their body an upward slope. This gives them dragons have a 5th room used as a gas chamber, it may be
the body angle much like that of a giraffe. Their tails and that they all do and they are just well hidden as few ever leave
necks are long and slender although both are very strong. a Green dragons den alive or are very concerned to explore it
Green dragon's heads resemble a crocodile with a perpetual more than the treasure hoard.
crooked grin. Telling facial expressions on dragons are hard
enough but Green's seem to particularly be difficult to discern
as they always seem to be smiling.

118
A Green dragon's treasure hoard is usually filled with a lot of During this time of raising children of their first brood it's
currency but they value green gems the most. Emeralds are not unheard of for parents to mate again and produce a
very popular amongst Green dragons and there always seems second clutch of eggs. These eggs are laid away from their
to be plenty of them in a dragon's hoard. Green dragons also territory and totally ignored as the burden of more children to
usually have art objects usually made of wood in their hoards a parent is just too much for them to care. It is very rare for
as decorations. Unlike most dragons all of treasure is neatly the eggs to survive long unprotected from predators as they
stacked or piled and organized. They do not seem to slumber are exposed and just lying on the ground. If one does survive
in their treasure room and sometimes even have a ledger on they usually can make it on their own gaining full sentience
their wealth. Green dragons actively seek out objects of only hours after birth. These individuals have no sense of
intelligence and seem to enjoy the challenge or simply community with other Greens or any other dragon. They are
dominating them and bending them to their will. still lies and deceivers but not as adept at it as young who
All dragons in one form or another seek immortality. Green were raised by parents. They are more easily read by others
dragons are no exception as they spend a lot of time in and seem to be far more aggressive as their view on the
research on this mystery. Green dragons seem to somehow world is constant hostility from all angles. Sometimes these
gain immortality by becoming ethereal in nature or in clutches form their own council and start lives in a whole new
layman's terms a ghost. How this achieved is a mystery but area untouched previously by Green dragons.
they start the process late in life after the end of their many Green dragons that live near each other usually form yearly
millennia. They start to flicker in and out of corporeal form or longer time spanning councils. They meet at an appointed
and once fully achieved stay in a state of constant existence in location each year and discuss, or brutishly yell current
both planes. Ghostly greens seem to haunt their territories issues and how to resolve them. Sometimes this is outsider
with their new powers as a ghost but ultimately keep to their dragons, particularly troublesome settlements or anything
same way of life. Other methods of immortality are not they don't like. This is also where mating arrangements are
usually seen but it's not unheard of to see a Green become a made. Each dragon vies for power over each other giving no
Dracolich. clear leader. Typically after hours of discord and undermining
a discussion leader is agreed upon for the meeting out of
Social Observations annoyance and frustration.
Green dragons are usually in contact with many other Green Intra-Species Observations
dragons at a time. Their territories seem to be planed as
usually a male and female will overlap to a small degree. Green dragons are deceptively nice to intelligent creatures.
Green dragons know about other dragons nearby, not just They offer help and information when they come across any
other Greens, but seem to only know of their location and intelligent creature in their territory. They try and suggest
color. that they stay and speak with them in their lair and will walk
The only way to see the true evil nature of a Green dragon them there. If a creature or group of creatures refuses they
is to observe it in interactions with other Green dragons. usually insist but do not press too hard as a Green doesn't
They are brash, rude, insulting, belittling, and crass to each need a lair to get information. A Green dragon wants
other. Green dragons will roar and carry on so loud that it information, they have a desire to be in complete control of
would shake the bravest warriors and so offensively the worst their territory and outside influences can upset that so they
sailors would blush. Despite this seemingly unproductive pry for such information. They also seek information on
communication they seem to communicate effectively as they anything that would be of interest to adding to their horde
form many schemes together. and are fond of adventurers telling tales and rumors of
One such scheme is children. Procreation seems to be a treasure and will usually seek those out of they believe them
business deal that neither party enjoy but understand the enough.
necessity to further the race. This is usually why a male and The Green will be kind and courteous during the
female would overlap territories as they wouldn't have to conversation but once it believes it will get all the information
leave their homes far behind to bother themselves with it can or will it will then start to pose a riddle or game. They
mating. It seems this process is planned far ahead of genuinely enjoy such games with any creature.
children. Typically the parents will mate and then leave the Unfortunately Green dragons are not a desirable foe as
eggs by themselves in the overlapping area. A clutch of eggs they are sore losers, and can turn from friendly to a mortal
are usually 2 to 4, anymore will probably be smashed by the enemy in a blink of an eye. If refused when they offer riddles
parents as 5 would be too annoying. They watch over the or contests of whit they will be polite for a few moments as
eggs and protect them from afar. Once hatching they then they consider how dispatch of their new prey. Green dragons
step in and raise the children together. They teach their are very volatile.
children their ways of deception and how the world works. If a Green dragons becomes bored at any point or feels that
While they are very diligent parents, children are an anyone has discovered it's intensions it will attack
obligation to them and hold no feelings for them other than immediately. As they are masters at hiding their true feelings
that of their invested time. Children move on to make their and thoughts they are masters at discerning others' and
own territories once they are old enough to survive on their rarely make mistakes in intentions of others. Green dragons
own. prefer to lead with their breath weapon if the foes are too
dangerous otherwise they sweep with their tails if they can
eat their foes.

119
The kind and courteous behavior extends to other dragons as Ghostly Dragon - A Green who as learned the secrets of
well (except other Greens). They will usually employ the same prolonging life without end. This secret is jealously guarded
tactics although be more careful about asking a dragon's within a community of Greens but eagerly shared among
hoard location as that's alarming to any dragon and they them. They haunt and patrol their homes looking for more
know that. A Green if it decides to kill the other dragon will wealth to swindle and no longer needing sustenance. These
drop the facade before asking about where their hoard is and dragons are more prone to play tricks and ask riddles of a
will then make it clear that they will know the location by more ominous and dark nature and only reveal themselves as
force. Green dragons prefer to not fight with creatures. They attacking.
prefer to keep things civil until they can strike in a false sense
of security with no recourse. Having to fight creatures that
fight back is considered a failure of deception and they do not DM's Toolbox
enjoy that.
Although Green dragons are not fond of fighting, they have An important part of D&D has always been and will
always be dragons. Dragons may be the
a deadly enough arsenal at their disposal that they can quintessential monster but they should be used
certainly hold their own. When fighting humanoids or smaller with though and purpose. Green dragons make for
beings they usually sweep with their tails hoping to fell a great RP experience. As a DM it is of course up to
creatures quickly and by surprise. They will then wade in your discretion on how each dragon acts as indeed
with their claws and wings. They almost never bite smaller each one is an individual. A Green dragon in
beings as lowering one's head is considered bowing to a general can be described as a calculating serial
Green dragon and they are only bowed to. killer that wants all the information they can get
When fighting dragons they are usually taller when before having fun.
comparable in age and douse their enemy in their breath Here are some possible scenarios to use a
weapon from the top down starting at the head. They hold no Green.
qualms about biting another dragon as it is their most Unknown sources of rumors are inciting war. A
effective weapon and easily crushes through any other Green is actively marking its territory and
dragon's hide. Green dragons have the strongest bit power there's not enough room near this forest for a
and grip of any dragon and have been observed severing town and a dragon, let alone 2.
another dragons head with a single bite.
Green dragons like to pepper in double speak when A curious encounter with a seemingly friendly
speaking to humanoids. They'll speak in a manner that if Green dragon despite all conventional
noticed hints at their intentions of usually eating humanoids. knowledge that they are evil dragons.
They are good at word play and hiding their intentions A smaller green dragon approaches the party
though. They will particularly do this more so about elves as curious of what's in your wagon.
they are the best meal a Green can have. Green dragons
when establishing a territory like to eradicate nearby
settlements near their new home. They prefer to do this from
the background than outright attacking any village, town or
city. They will often aggravate relations between group by
spreading rumors or even attacking villagers and leaving
their remains at a settlements doorstep aiming to spark wars.
Often times Green dragons like to help directly side
themselves against elves as it gives them protection in a
coming battle and an opportunity to eat as many elves as they
desire.
Various Forms
Green dragons while could be considered a variation on
Chromatic dragons have various aspects of their lives that
can vastly different given their age or situation.
Young Student - These dragons are typically traveling and
much younger. They are given tasks by their parents raising
them to hone their skills in deception. Such tasks include
starting a political uproar in a village or even swindling
another dragon's hoard if they are found to be particularly
talented.
Abandoned - These dragons are at any age. They usually
act independently or in league only with their siblings. They
are far more prone to violence as their skills in deception are
not as well honed. They also are more likely to seek other
means of immortality as the secrets of becoming a ghost are
kept within a community once discovered.

120
Dragon: Red Physiological Observations
"Hear me now, you insignificant speck. I have annihilated Red dragons share the extended serpentine necks, reptilian
your armies, and your pathetic champions warm my stomach. heads, and feline style bodies covered in immensely tough
Do not insult me further by attempting to run... Did you scales of all dragons. They distinguish themselves by being
actually dare to believe that you could so much as scuff my somewhat bulkier than their cousins, having the longest
scales? Have I been withdrawn so long that the universe wingspan of any chromatic dragon, and carrying themselves
forgets the respect I am due? Do you not recognize oblivion in a consistently proud/disdainful manner even when they do
when you look upon its face? Make no mistake, foolish not think anyone can see them. The scales of a red dragon
morsel: I am a dragon, I am death. wyrmling are a bright glossy scarlet that become a dull,
I hold favor with Tiamat herself. Civilizations rise and fall deeper red as they thicken and become as strong as metal as
at the twitch of my tail. I have lived so long that stars and gods they reach adulthood. At which point the features which most
wink into and out of existence in the time it takes for my people know them for will have fully developed: the beaked
flames to extinguish themselves. I am that ancient power snout which constantly vents smoke, the golden orbs for eyes
which all creation fears... And you have roused my ire. which dance with flame when enraged, the blue-black tint
No, I am not going to kill you, impotent mite, though it along the wings which resembles burnt metal, and the swept-
would take no effort at all. In your ignorant attempts to harm back horns and spinal frill which define their silhouette. Red
me you have done me a favor. You made me aware that the dragons lair in high mountains or hills, dwelling in caverns
world has forgotten who is its master, and for that I shall under snow-capped peaks or within the deep halls of
honor you as my thrall and herald. You shall bear witness to abandoned mines and Dwarven strongholds. Caves with
my glory as I reduce all that your kind has wrought to ash, volcanic or geothermal activity are most highly prized by red
and from the soot establish my dominion once again. Go, sing dragons, as they then have even more hazards which hinder
my song of fire and blood. Remind the world that you, all of intruders and allow searing heat to wash over the dragon as it
you, are beneath me. I am the King of Red Dragons." sleeps. It should be noted that due to the high level of
--Etrigan the Eternal to Daniyel Albright, last Emperor of confidence in the protection of their treasure hoard Reds
the Seven Kingdoms of Sunstep. spend as much time outside the mountain as in it.
There is a reason peoples of the Material Plane are hard-
wired to notice the color red even against other shades of
Introduction itself... I suspect it has nothing to do with berries.
All dragons are characterized by their power, cunning, pride, -Amber Ironfist, Dwarven Chief of Overground Security
and the compulsion to hoard. These traits are embodied by
reds to the extreme. Please note this report does not intend Social Observations
to belittle the abilities of any other dragons nor marginalize Red dragons, like all dragons, live mostly in isolation and are
the accomplishments of any who manage to best a dragon (in fiercely territorial, preferring only their own opinions on lair
whatever fashion), for every dragon is a significant danger aesthetics, treasure priorities, etc. Reds are aware of where
and challenge which should NOT be taken lightly (as any who other dragons are located, but are only truly interested in
do so will quickly find themselves in the afterlife). The aim of their status and accomplishments compared to other Reds.
this report is to better understand and deal with Reds, who Unlike most dragons however, Reds are actually willing to
display such enormous amounts of greed and arrogance actively seek out their elder Reds and other-colored cousins if
(even compared to other dragons) that they have come to be there is a significant problem they cannot solve by
viewed as the archetypical evil dragon by many cultures. themselves, using their authority as "Tiamat's chosen" or
bribes from their horde to enlist their "servitude". When
mating, Reds display a rare level of respect for each other
compared to the rest of Chromatics. The female seeks a
male's lair when she is in heat, then each courts the other
through a sculpting competition where the duration, control,
and intensity of flame is compared in addition to aesthetic
creativity of the sculpture. The winner of this competition
receives the honor of "hosting" the eggs and hatchlings. Due
to their extreme ego both parents help raise the wyrmlings,
as each believes them self to be the best and most
knowledgeable parent and will unload all of their collective
knowledge on their children at only the slightest prompting.
As soon as they deem a child old enough, usually the first
time it speaks out against either parent, they kick it out.
Confident that they have done the most absolutely perfect job
in child-rearing.
I must note that an unforeseen aspect of Chromatic dragon
culture has been recently discovered, at great personal
sacrifice by two colleagues and dear friends of mine, the half-
elf Varis Tanner and Dragonborn Kepeshkmolik Ghesh.

121
It would seem that once a century all Chromatic dragons are Interspecies Observations
compelled by a mysterious force (I suspect Tiamat) to gather
in one place, an island which only dragons are able to find Like most dragons, Reds are carnivorous. Dragons being at
naturally. Ghesh and Varis were able to follow a the top of the food chain for the earth and sky, and Reds being
Red they had been hunting to this island and reported it to at the top of the Chromatic hierarchy, they are not picky about
be similar to a Kings Moot. Apparently this is the one what they eat so long as it is meat. This often means that
instance when dragons break their characteristic isolationist most sentient creatures are classified as "food". However, as
nature to share knowledge (including strategies used by they see themselves as the rulers of the world, Reds are
adventurers who attempted to harm them), compare actually the most likely Chromatic dragon to entertain non-
accomplishments, and select a "King" (a tradition which lethal options when dealing with intelligent species. In
began during the Giant war I'm sure, though I must consult a addition to kobolds, who so frequently worship and work for
Brass dragon to determine if Metallics conduct a similar Chromatic dragons, Reds have been known to allow
"Dragons' Moot"). It seems that their hoards are in minimal adventurers leave their lair alive, so long as their treasure
danger while they are away, as the collective magic from a hoard doesn't seem to be in danger. Add to this the
large number of dragons in close proximity with each other competitive nature amongst Reds and it is not surprising that
creates a field or "bubble" of magical time distortion and each they enjoy conquering and ruling tribes or even cities of
dragon is aware of the date of gathering as it approaches thus "lesser" creatures, often counting these as an extension of
making extra precautions to their respective lairs. According their hoards and the accomplishments of "their loyal citizens"
to my calculations, it seems that within this magic field one as something to lord over other Reds. This brings up a point
experiences a year in the span of a single day, as when one of which has long been slightly misunderstood. Reds seek
my fellows would exit to safely relay their report to me the wealth for their hoard, not only because of their greedy nature
other would tell them they had been missing for several but because red dragons desire recognition of their power
weeks, even months at a time. The phrase "might is right" above all. The power they have due to their possessions is
appears to be fact among dragons as Reds, being the determined by the value others place on it, so by extension
strongest physically, are the only contenders for royal title they understand the worth of each slave in servitude to them
although the other colors devise various tests which in relation to the rest, and each brick in a building. In addition
determine which Red is worthy of "wearing the crown" for to material wealth, they are able to estimate the value of a
the next hundred years (whether this is a physical crown or year's worth of labor from each individual according to only a
not is unknown as my compatriots were unable to get very day's observations. However, no dragon will allow a giant or
close). their descendants to live as its servant, due to the blood feud
For example, it seems the Greens present a series of between them.
difficult riddles and complex puzzles to determine the The one other silver lining for adventurers who encounter
"strongest" mind, whereas the Blues demand various physical a red dragon is that they are the most likely to allow their
tests (a trial by combat section forced my friends to leave the vanity to be used against them. Flattery, though not effective
field for several minutes). The Whites demanded a series of as a long term stalling tactic, has saved many a hero's life,
hunting challenges, the word "dangerous" apparently was and Reds are the most likely to underestimate the cunning of
used to the merriment of all dragons in attendance. All non-dragons in comparison to themselves. Legend has it that
dragons seek immortality, and apparently this is the most the most frequent method of successfully slaying a Red has
viable route for Reds, as any consort of Tiamat receives been through manipulation of its ego in order to get it to leave
boons, and one can only imagine what favors await a Red that its lair. While allowing them room to fly does seem unwise,
distinguishes itself among the rest in her eyes. All this was dragons' weakest spots are their eyes and wings. Remember:
communicated to me through scrolls in a Secret Chest spell a downed dragon is a dead dragon... Occasionally. Red
of which we each share a replica... Unfortunately this is as dragons are absolutely ferocious combatants, and will fight
much as I know, as I have not heard from them in a month, all the harder to avoid the slight to their pride should they
and must assume they were discovered and killed. need assistance.
When dealing with dragons it is best to understand their
history. We don't know exactly how the war between the
Giants and Dragons ended, but only one side was forsaken by
their god... And last I checked Tiamat was still accepting
dragon consorts.
-Birel Ilphelkiir, Head Librarian of the High Elf Museum of
Natural Science

122
DM's Toolbox
Reds fulfill all of the classic tropes associated with
dragons (at least in Western Cultures), so it's the
perfect chance for you to try portraying a
megalomaniac, have fun with it. Some ideas for
incorporating them into a campaign include:
Slaying or stealing from the dragon that
threatens/possesses your MacGuffin, obvious but
always enjoyable.
If your PCs start to die off it may offer the one or
two survivors the chance to live as slaves, which
could lead to a "heroes turned villain by necessity"
campaign.
The Red rules a city/empire and your PCs are
hired by/leading the resistance.
The Red can be convinced to give your PCs
information if it has something to gain from it. It
may even employ them to collect treasure or
information on the accomplishments of other
Reds. Even steal from other dragons if your PCs can
display they won't die or give up their employer.
There are often evil sentient items that can only
be destroyed by magic fire; an ancient red dragon
serves as the perfect twist on the "Mount Doom"
trope.
Food is becoming scarce because of red dragons
raising their young nearby.
A multi-dragon encounter. Perhaps even Dragon
wars.
Make smart dragons! If a tactic worked too well
for your PCs in the past, allow the next one to have
heard the story & counter their strategy.

123
Despite their grace and beauty Silver Dragons are deadly
Dragon: Silver creatures that are more than capable in battle. They can use
"My knees went weak as she walked into the gates. It had their strong tails agilely and with great effect in bludgeoning
been over 40 years since we had tearfully departed on that foes. Their claws on each of their 4 legs are dangerous and
cold night. A love long lost had returned as youthful and sharp, able to slash open the hides of even other dragons.
beautiful as ever. Here I am a withered and old man. I both Their teeth and jaws are strong and easily can be used to
feared and hoped she'd recognize me. Then she looked me in bite. Most of all they can breathe 2 different breath weapons
the eyes with those soul piercing turquoises and approached depending on the situation. They primarily use the element of
smiling. 40 years isn't long I felt myself thinking. " cold in a wide cone that can freeze enemies and the like. The
-- Baron Thadius McKardly's diary. second is a cone of paralyzing gasses that not many creatures
can withstand. They freely use both in battle.
Introduction Battle for a Silver Dragon usually is done by fly by breath
attacks first ice then paralytic in nature. Those remaining can
When the dragons first discovered humanoids many expect sudden onslaughts of claws, teeth, and mostly
disregarded them as ants or playthings to be used. Yu'llandar whipping tail upon the ground until their ready to lose their
the powerful Silver Dragon instead looked at them with breath again. They favor using their tail and keeping a
curiosity. He watched over a small group of elves carve their distance but can fight up close to devastating effect. Since
start in a forest and grew fond of their lust for life and beauty. they are raised to learn to fight by their parents some can be
He watched from afar with a love that was pure and chaste. extremely tactically adept and dangerous fighters.
Silver Dragons like most dragons consider themselves the Generations of Silvers hardened by fierce combat are
ultimate beings. They do so not with superiority or pride but common.
just a calm sureness that only ever comes across as polite They are carnivores like most dragons and with the sharp
confidence. Silver Dragons are kind and value matters of the brilliant white teeth to prove it. They do prefer their meat cold
heart. If any dragon were to be encountered by the goodly or even frozen. They usually just gently blow on a deer or
folk it would be dangerous but only if it were Silver would it another animal to freeze it and then eat the meat after a
be a blessing. sufficient cooling. They will eat fallen enemies too as long as
they are not fellow dragons.
Physiological Observations Flight for them is just as easy as any other dragon. They
With shinning silvering metallic scales, vibrant cobalt eyes need space to take off and land or some advantageous terrain
and highlights, Silver Dragons are among the most beautiful like a cliff to properly take off. Once they are able to get going
creatures. They have regal sails standing tall starting at the flight becomes easier and flapping to gain height seems
head and ending at the end of their tail. effortless to them. They glide as much as possible to conserve
Their eyes sparkle with wonderment, sincerity and energy but normally they're not flying for long. Silver Dragons
kindness. When in battle they seem more at play then can shapeshift into humanoids forms and prefer to live most
aggressive as they move around with a grace and confidence of their lives among the lesser beings. Usually taking shape of
that seems unflappable. a kind and helpful person like a sage or strange wanderer
They are most easily recognized by the head with their tall they keep their distance and just enjoy the lives of the
sails and stunning eyes. Their 2 horns are sharp and sturdy humanoids. They can be noticed by the perceptive for always
but almost useless as they extend from the back of the skull having silvery hair (often mistaken for grey hair) and bright
and gently slope downward, almost as if slicked back hair. youthful and blue eyes regardless of apparent age.
Blue to Purple their eyes shine with curiosity and Their treasures are mostly of lost civilizations with relics
intelligence. Their faces are gently sloped down to the jaw and artifacts of the particular race they've become fascinated
giving them a shorter face then most dragons but fittingly with. Most Silver dragons value humans for their ambition
seem to only accentuate their regal frill and beautiful horns. and lust for life with such a shorter lifespan.
They also have 2 chin frills staring at the chin jutting forward The least likely is that of the traditional and stoic dwarves.
and down and going all the way back to the end of the jaw. They regularly visit their homes in high up caves or alcoves
These chin frills resemble a well-groomed dwarvish beard at in the mountains to ensure their treasures are still in order
times. Females typically have smaller chin frills. but do not stay for long. Silvers tend to only visit their homes
The silvering shining scales make most creatures wonder monthly and only for a few days. They open their homes and
at their beauty. Then at ends of the sails, wing membranes even their identity to their most trusted friends if they make
and ears they turn to turquoise, purple or blue (the same as many among the people they watch.
their eyes) in hue giving them a splash of color. Their homes are typically in colder regions of the worlds
Most dragons of other colors consider themselves the but can be in warmer regions of the mountains reach high
epitome of what a dragon should look like but do admit that enough.
Silvers are second.
In body structure they resemble lithe and graceful cats like
most dragons. Despite their great size they seem to move
with ease and grace. The Silver Dragons keep their wings
always upwards when folded unlike other dragons who fold
their wings against their bodies when at rest. Their long tails
move about with ease behind them and are usually kept off of
the ground unless at rest.

124
Social Observations Intra Species Observations
Silver Dragon culture is very different to many dragons. They It had been only a few years since I left my little hamlet on the
are parts of clans that consist of many families making for hill. I couldn't resist no matter how I tried, I wanted to see
large networks of Silver Dragons. They can number as many how Thadius had fared over the few winters. I had heard of
as 50 in a clan making for a terrifying force to draw ire from. an orc raid and hoped he still lived among the people. When I
These clans despite the loyalty of members are disjointed and did return it became obvious a few years is a lot to a human
non-active in human standards only meeting twice a decade. as I looked into his soft eyes. I immediately recognized him
Silver Dragons don't spend their time like most dragons is and decided this time I wouldn't hold back. Even if I had only
why this lack of urgency to meet. but a blink of an eye with him it would be worth it. I'm sorry
Silver Dragons spend most of their time as the mortals that it took too long to realize that. - Lady Thamia when
they watch as they live among them and learning from them. returning after only 40 years.
When they do meet they generally socialize and sometimes Silver Dragons take more interest than most other dragons
find bonds among close friends catching up. These meetings in creatures below them. As with most dragons they consider
last for many a ten day in order to properly catch up and themselves the ultimate beings. They are not above
socialize with fellow dragons. These meetings most of the interacting with lesser creatures though and find the goodly
time are purely for casual purposes but sometimes in need ones fascinating. They study and watch civilizations under
for pressing issues. Meetings of urgency are typically held their territories with more than passing interest. They don't
outside of the regular schedules and are facilitated by any normally like to make themselves known not desiring to
member if the need is dire. The most common reason is the interfere with the day to day lives and instead watch from
looming threat to the safety of a member and that's usually outside or inside under disguise. Sometimes they make
only if multiple enemy dragons are involved. themselves known to a city or town and publicly show their
Silvers have a unique way of bonding in mating for allegiance if the town is a positive enough force.
dragons, there usually in their own affairs and estranged but They listen to stories and tales with great amusement.
they do have marriages. These are typically arranged and They are particularly interested in lost civilizations or tales of
appointed within the clan or sometimes in rare occasions as such and sometimes may venture for those very places to see
acts of good will between clans. These marriages are lose by for themselves. A Silver Dragon in an area is likely to know
most interpretations as they rarely live together and will only the complete and extensive history of a settlement near to
meet 1 or 2 times outside of meetings for mating purposes them as they make it their business. Many adventurers have
and to raise children. Of course there are exceptions to those found useful information in seeking out the wisdom of a
norms that do live together and usually dwell among the resident Silver Dragon.
lesser beings in the guises of husband and wife. As with other goodly dragons Silvers have no qualms
Clans are usually not concerned with problems of the land destroying villages of orcs and goblins they find in their
as a whole seeing lesser beings' troubles as insignificant. territories. However, unlike other goodly dragons they'll not
Very rarely is a clan roused to action on behest of an outsider actively seek these settlements out and so only do so if they
unless large scale issues are present that could directly feel like brushing on their fighting skills. It's not uncommon
threaten members. If a clan is unified in action they can be for evil communities to exist near a Silver's territory if they
very powerful as a flight of Silver dragons could decimate any are benign.
army. Although Silvers are largely fascinated by a settlement but
Silver Dragon young are produced every 5 to 6 centuries. can be very self-centered. They care not of taking a few
The parents are very loving and take great care in raising livestock here and there as long as they're not risking the
their children as any humanoid of goodly wheel would. lives of the lesser beings. Often times when things are lean
Typically 3 to 6 eggs are produced and hatched after 10 for a settlement they may rebalance the livestock in the area
months in cooler moist temperatures. In parent they are to be more equal. They consider themselves for the most part
typically strict but fair. The children are taught everything not intervening even if they do from time to time.
from basic life skills, social decadence, fighting, and master Sometimes they'll become close friends with members of a
of flight and mastery of their breath weapons. community and will often help those friends in need. It's not
In around half a century the young children will be old uncommon for a dragon to have many friends and friendly
enough to find homes of their own typically with the help of a faces known to them in a town. In fact they quite enjoy having
clan member that will scout a suitable location for them in such company. They rarely stay so open to the public for too
relative safety. After fully grown they do keep in contact with long preferring a distance emotionally if they wish to keep
their parents though mostly only through the bi-decade their identities secret.
meetings. Usually if they feel they've become too close they'll leave
If anything were to happen to the parents during the time and distract themselves with other matters and return after
of raising young, the clan will assign surrogate parents for the 50 years or so. Sometimes this distance is not achieved and
young. Thankfully rare occasions but dire none the less. while not bad it's a more dangerous prospect for a Silver.
Many are taught this distance from experience as they'll have
to endure several lifespans of even the long lived elves and
keeping that distance keeps things more guarded
emotionally. Such close bonds are not looked down upon by
other dragons but always advised by caution.

125
One such practice that is indeed taboo is the mingling of
dragon and mortal romantically. These are rare occurrences
as they are highly advised against and heavily chastised DM's Toolbox
actions among the clans. Even though they are taboo these
relationships do exist. The dragon typically will adopt the For Silver Dragons just like any other dragon it's
customs of such a practice by the race of their chosen very important to remember that all dragons are
partner. Children produced of such a union are often taken individuals just like any PC. These are just
care of by the dragon parent in their cave as to avoid the templates upon Silver dragon culture. Silver
suspicions or simply troubles a half dragon may bare in such dragons can be a good way to show how power
and beauty can intersect into a friendly and deadly
a community. encounter. If you have a good party they can be
In the clan the half dragons are accepted typically, although powerful friend or source of information. Evil
more xenophobic clans may reject such children. The parties can have a real threat looming over their
networks of allied Silver dragons make for half silver dragons head if they step too far out of line.
the most likely of a half dragon to succeed in life and often
they thrive. Not much is done or can be done once this taboo
is committed other than moral support when things
inevitably end.
In the presence of other dragon kind Silver Dragons are
often kind and talkative. They've been known to form lose
friendships with other goodly dragons. When in the presence
of evil dragons they give extreme caution and suspicion but
are not quick to immediately expect a fight. Often times when
negotiations of dragons of evil and good take place a Silver
will represent the side of good.
Variants
Silver Dragons are technically a variant of their own from the
group of Metallic Dragons but they can be in different
categories based on heritage and their chosen interests.
Hardy Silvers - These silver Dragons are usually fascinated
with dwarves or barbarian tribes. They are Patient even for
dragon standards. They are usually very adept fighters and
regularly practice on the many goblin, orc and even giant
tribes that plague dwarven lands.
Versatile Silvers - Typically found in more diverse or
humanoid lands they are the most knowledgeable clans of
Silvers. It's not uncommon for them to have great libraries
and great hordes of powerful artifacts and devises. They have
a thirst for knowledge and will gladly trade in such goods.
Graceful Silvers - Typically closer to elves and enjoy the
lust for life that most elves have. They are very companionate
and are the most prone to having maybe too close of ties to
their chosen interests in mortal beings. These silvers are also
more likely to be in wedded pairs as they enjoy being close to
another.
Sharp Silvers - Found closer to gnomish and Halfling areas
they love witty banter and comradery among folk. They also
are more likely to be in wedded pairs as marriage is a big part
of Halfling culture in some areas. They admire the smaller
races for their ability to thrive in a world seemingly meant for
people twice their size.

126
White Dragons prefer to live in cold regions and build their
Dragon: White lairs within the largest mountain they can find. They excavate
"Twas a battle for the ages, there in this huge lair carved out incredibly complex tunnel systems out of the ice and stone.
of the ice and stone sat the dragon. The walls were The lair of the dragon seems to shift as the dragon ages, the
comprised of a fine ice clearer than glass, within sparkled older and larger the dragon the deeper their current lairs can
jewels of all colour like a rainbow trapped in time. be found.
Surrounding the center were giant sculptures of ice, they A White Dragons size seems to be directly linked to the
depicted giants frozen in battle and flight. Upon a closer size of their cavern or lair. I have personally seen a White
inspection I saw that these were no sculptures but the poor Dragon within the hollowed out base of a mighty mountain
inhabitants of the mountain before this Dragon arrived. Some that was easily over a mile long and Gods know how tall
had been cracked in two, exposing their rotting entrails not to . It seemed that the dragon was in some sort of state of
feed on, but to simply remind any who dare enter this lair of hibernation a fact that is not in any known White Dragon
their ultimate fate. I must admit that despite my own violent account. The monks protecting the cavern would not allow
past, I felt a shiver of fear down to my tail just thinking about me to investigate the depth of the behemoths' slumber nor
it. Then in the very centre, upon a mound of ice and diamond, would they permit me to investigate the density of its skull
I saw him. Shining in the spectral lights of the cavern, scales with my sword. But did allow me close enough to see that its
as white as the moon and eyes like the night sky, he opened breathing was slowed to, on average, less than once per day.
his might maw and let loose a blizzard of terrible force." Like all dragons, the White Dragon has a dangerous breath
--Zahra, a hunter. attack that allows it to unleash a torrent of frost and ice at its
opponents. Investigations of old lairs show those who were
Introduction unfortunate enough to receive the blast full on. These
individuals were frozen solid, perfectly preserved in their final
Arguably one of the rarest of the dragons in the known world. moments; one can only hope that death was instantaneous.
Due to their rarity there is little known about the White Furthermore, White Dragons are capable of some level of
Dragons compared to the ferocious Reds or the Sadistic weather control, able to stir up great blizzards with their
Blacks. The following is a combination of my own research in mighty wings. Although, I believe that this is somewhat
the field and deductions from tales of Hunters seeking limited to their environment, I have yet to hear of a White
wealth, heroes seeking glory and those who were merely Dragon in a desert so this is unverified.
unfortunate. I have attempted my best to remove any possible White Dragons typically use their blizzard abilities for
exaggerations that may have been used to embellish these hunting. Upon locating suitable prey (a pack of mammoths,
accounts, however when dealing with such a terrifying giants, hunters, Frost Orcs etc), they whip up a mighty
creature what seems too incredible for fiction may in-fact be tempest to surround them. The White Dragon will encircle
the cruelty of our reality. the prey from high above, increasing the ferocity of the
blizzard with every lap, cutting off any retreat and allowing
Physiological Observations the prey to wear itself out as they are subjugated to the
As can be expected, white dragons share the same overall unrelenting frosts. The White Dragon will then cut off the
build of their cousins. Reptilian body, long serpentine neck, weakest from the pack and devour it in a mighty swoop and
scales. Other than their colour, the main difference is the continue to pick them off one by one until only whatever it
structure and size of their legs. Unlike most other types of deems the strongest remains. Then they usually allow the ice
dragon, the White dragon has enlarged powerful legs storm to end and appear before the enfeebled leader before
connected to spade like feet which in turn have large dealing the final blow.
retractable claws. This allows them to dig through solid rock While all dragons can survive many millennia and are to
with frightening speed; and, according to various accounts of many extents immortal, most seek ways to avoid death
giants I asked, with surprising silence. entirely typically via Lichdom or some other dark magic or
A White Dragons head is serpentine in structure, but closer bargain. White Dragons show no such inclination. Instead
inspection of the skull reveal that they possess pits next to upon reaching a certain age they will begin a rampage or
their nostrils which allow them to detect even the smallest feeding frenzy which is usually marked in history as a Frost
amount of heat in a raging blizzard. They also have an Age which typically lasts about a dozen years. During which
incredibly large ear structure built in, meaning they are vast amounts of land will be buried beneath tonnes of snow
probably capable of vision only using their sense of hearing. and entire countries will be reaped of all life. Following this
This highly developed skull structure may mean that White event, the White Dragon will completely disappear. It is my
Dragon heads are weaker than other kinds, however no personal theory that this is when they enter a state of
credible account of slaying one shows this as of yet. Their hibernation. I do not know what they are waiting for nor what
eyes are typically black in colour, though reports of blue eyed they do when they awake, however I theorize that the
dragons exist and will be addressed later in this report. awakening of such dragons can be linked to the vast amounts
White dragon wings are incredibly powerful, and are of Mortal history dubbed Ice Ages.
capable of folding inward to allow the dragon to better tunnel
through stone and ice. Their wings are typically white with a
blue tint, meaning they can be near undetectable with the
naked eye at night.

127
Social Observations Species relations as previously mentioned, White Dragon
will often trick members of a given civilization it is tormenting
White Dragons have no code of ethics when it comes to non into working for it. Upon its victory, the White Dragon will go
White Dragons. To them, words are just sounds and actions back on its word and simply force them into serving it until
are all that matter. Never trust the word of a White Dragon. they die of old age or it gets bored. As such, they rarely have
If a White Dragon builds its home in an inhabited more than a dozen or so serving it at any given time. From
mountain. It will take its time to create to create its lair. experience, many are too afraid or traumatized to turn on
Instead focusing on tormenting the indigenous population by their master even when presented with an opportunity for
attacking stealthily from the shadows or through a series of escape. Even upon the White Dragons death, many choose to
guerrilla like tactics where it will suddenly appear among a wander to their deaths in the unforgiving colds than return to
vast amount of them, unleash its frost breath upon as many freedom.
as it can before disappearing back into the Earth. Historically, Due to their preferred habitat, White Dragons are rarely
Dwarfish civilizations are the most successful at repelling seen with those of other kinds. I heard reports of a White and
such attacks, however if a Dwarven city suddenly ceases all Red quarreling over terrain (mountains and sleeping
contact after an especially harsh winter, it is probably due to a volcanoes being so similar). The following maelstrom of fire
White Dragon attack. and ice are said to affect countries for decades after the
When the indigenous population is reduced to its battles have ended. Accounts show that in direct combat, the
satisfaction, it will proposition certain members with an Reds are far more deadly than the Whites. However, the
opportunity for survival. Claiming it will allow them to flee if Whites typically use a combination of ingenuity and cunning
they attack their fellows. To my own personal dismay, I have to defeat the Red. Accounts that show a White winning over a
yet to encounter any who have rejected this offer. These Red will often leave them barely alive. Only to leave the area
accursed individuals will more often than not instead find entirely as Whites have no real interest in living in volcanoes
themselves trapped in eternal bondage to the dragon instead but seem to only fight due to their own immense pride.
of free. Much to their horror and the dragons delight.
Combined with their curious hunting habits, it seems that Legends
what a White Dragon enjoys most of all is domination. The There are very ancient legends of Blue Eyed White Dragons
feeling of toying with lesser beings and breaking them down who brought their awesome might to villages and towns well
mentally and physically while they stand strong and powerful. far from their mountain lairs. These great beasts would
They seem to prefer living in mountains which house thriving freeze entire cities in ice or burrow and cause it to literally
civilizations more than any. collapse on itself as thousands cry out in horror. I found only
As can be expected, White Dragons are very fond of jewels. five accounts of these terrible creatures throughout the entire
While diamonds seem the obvious choice, they typically use world. While the first three disappeared as quickly as they
them to make beds for themselves, preferring the more appeared, the fourth was slain by a nameless King and his
coloured variety to decorate their lairs by embedding them army of wizards. The Fifth is known as the Ultimate Dragon,
within the ice. A completed lair glows like the northern lights the first born of Tiamat herself, the Three Headed White
as moonlight cascades through the jewels and ice through a Dragon. Destroying more than the sum of the other four
very sophisticated series of ice lenses. Evidently White combined. Like the others it disappeared as quickly as it
Dragons are a great fan of beauty and art. appeared. Beyond carvings of ancient conjurers, I have yet to
White Dragons typically mate a couple centuries into their find anything explaining their origins.
lives. When a White Dragon is prepared to mate, it creates a
mighty blizzard extending for many miles. Any interested
mates will create their own blizzard and the two storms will
approach one another with amazing speed. The union of the DM Tool kit
two storms masks the exact specifics of their airborne Classic Kill Dragon because dragon and get rich
mating. However I have observed that it involved a lot of A dwarven city is under siege of a mysterious
biting, roaring, talons and (somewhat comically) they do not monster. Players will have to hunt down a dragon
know their partner's gender until they meet and they rarely while simultaneously watching out for the dragon's
care. servants.
If a male and female union takes place, the Mother will go Terrible storms ravage countries of the North;
to the Fathers' lair where he will bring her many offerings of players are stuck and are forced to race to kill the
various large creatures until she gives birth to half a clutch dragon before they freeze to death in the
(~4) of eggs. After this, the Mother will leave to her own lair unforgiving wastes.
where she will lay the rest. A Red Dragon wishes for vengeance against a
I have yet to see any real difference in the outcome of the White that humiliated it and is willing to pay very
handsomely.
young dragons despite different parents raising them. Both A dragon rampaging dragon leading to a
parents will allow the dragons to create their own smaller hibernation, is it worth hunting it down if it'll sleep
dens within its mountain and bring them along for hunts until for the next few centuries?
they are large enough to do so themselves. The children will A cult attempts to awaken a terrible hibernating
then leave of their own fruition before their first century. dragon beneath a mountain.
An over ambitious wizard attempts to locate and
control a legendary Blue Eyed White Dragon.**

128
Mating and Spawning
Dragon Turtle Dragon turtle mating is a very private affair, but a few things
Whether or not your princess is alive is of little consequence. are known. Dragon turtles follow a seasonal mating pattern.
You would be better to find a new mate, and find a new ruler. For a year or two, the oceans become empty while dragon
Her dynasty... your civilization... it will not last forever. Already turtles migrate to spawning grounds. Little is known about
it reaches the end of a cycle, the tree may fall but new ones the mysterious spawning season, but speculation says that it
will grow. Hmm. Nonetheless, if you are determined to know lasts for years, perhaps decades, and that there is a long time,
her fate, I am not one to choose for you how to spend your perhaps hundreds or thousands of years, between spawnings.
short life. Your bauble is shiny enough, and the determined People are unsure where the dragon turtles go, whether the
will of an individual cannot change the tide but can swim deep ocean or uninhabited lands where they can have space
against it... Very well. I will help you. and privacy. The prevailing theory is that they make their way
Gargantuan, solitary, and incredibly ancient, dragon turtles to the elemental plane of water for their spawning, but how
are the apex predators of the oceans, the dragons of the they get there no one is sure.
undersea world. Dragon turtles have incredibly long Though dragon turtle spawnings happen once in a great
lifespans, far surpassing those of humans, elves, and even while, dragon turtle eggs presumably hatch in staggered
dragons. Legends speak of dragon turtles that live for waves, lying dormant for years until the conditions are right
millennia, and of turtles who hibernate so long they become for the particular turtle. As a result, there is a steady stream
living islands. Myth says that dragon turtles have the gift of of new dragon turtle babies each year. Dragon turtle infants
prophecy, and that they see time differently than other mortal are comparatively tiny, about the size of a loaf of bread. They
beings, though it may be that their incredibly long lifespans rise in staggering numbers, hundreds of thousands each year.
simply give them a unique perspective that is difficult for Very few survive to adolescence, and fewer still to mature
shorter-lived beings to comprehend. dragon turtles. Maybe one in every four-hundred thousand
will survive long enough to mate.
Physiological Observations
Intelligence
A dragon turtle resembles a massive turtle with a head Dragon turtle intelligence rises as they grow; gaining
resembling a large snapping turtle or dragon. Dragon turtles sentience once they reach adolescence after a few hundred
breathe superheated steam which they use for hunting for years and have survived long enough to become the size of a
food and treasure. There have been reports of dragon turtles small whale. Then they will be brash and animalistic, ruled
with elemental breath weapons resembling dragons, such as more by instinct than cognizance. As they mature, their
corrosive, fire, or ice breath, though they are not confirmed. A mental capacity grows, matching and then perhaps
dragon turtle is truly massive, ranging from the size of a surpassing mortal minds. Telepaths talk of fully-grown
small whale at adolescent to the size of a merchant vessel as dragon turtles minds as dark and vast like the wide open
an adult. It's not clear when or if a dragon turtle stops ocean, full of depth and mystery.
growing, and there are legends of dragon turtles growing to
the size of islands with their own ecosystems growing on Inter-species Interactions
their backs while they hibernate the centuries away.
Slow and Solitary
Behavioral and Social Observations Dragon turtles are mostly private. They crave seclusion and
solitude, even from their own kind. They are capable of
Underwater Treasure Hoarders conversation, though at they are at best uncaring of the affairs
Dragon turtles, like their flying cousins the Dragons, crave of shorter-lived creatures. They can occasionally be coaxed
treasure at an instinctual level. They hoard it in great up for conversation if treasure is involved, and some younger
undersea caverns and defend their lairs jealously. Like dragon turtles have been known to join undersea armies or
dragons, an individual dragon turtle's lair and horde varies coastal navies as a way to build a quick hoard.
based on the personality of the individual, though pearls, jade,
precious stones and stone sculpture and metalwork seem to Strange Perspective
be common favorites. Talking with a dragon turtle is difficult. They don't seem to
have the same way of thinking as a mortal does. They don't
Feeding form attachments to individuals or countries as much as
Dragon turtles can eat nearly anything. They crunch on coral geographical land masses. A dragon turtle may sink every
beds, forage through kelp forests, and hunt both whales and ship in a given bay because a primitive tribesman threw a
entire shoals of tiny fish. As young turtles they are insatiable, spear at it when it was younger there, or may always defend a
but as they grow older their metabolism slows. Mature port city from invading ships despite who is actually in
dragon turtles can go months without eating, and even longer, control of it. The timeframe of their thought process is so
years or centuries, when hibernating. slow it's almost geologic; the empires of elves, man, and
dwarf are just blinks in time, the slow crawl of the continents
something a dragon turtle can watch with interest.

129
Connections to the Plane of Elemental Elder
Water An Elder Dragon Turtle is one of the oldest creatures in
It is clear that dragon turtles have some connection to the existence, and may have been one of the first sentient beings
elemental plane of water, whether it is their original origin or on the planet. They are prone to long periods of hibernation,
their post or pre-mortal plane of existence it is unsure. and may grow to truly colossal sizes. It may be more legend
Certainly the other creatures of the elemental plane are more than reality.
used to seeing them and are able to engage them in
conversation somewhat easier. Some people believe dragon
turtles routinely pass in and out of the elemental plane to DM's Toolbox
other planes of existence, swimming through all the oceans
of all the worlds for eternity. Theme: Time keeps on slipping...
Dragon turtles are OLD, and can be the main
theme to drive home. Dragons are typically
Historical and Cultural dynamic enough to get involved in the affairs of
Significance mortals, but dragon turtles while the centuries
away with their hoards at a much slower pace.
Dragon turtles are sacred to some island societies. Some When roused they can be impressive as they use
societies hold origin legends of dragon turtles as their their massive bulk to smash your PC's vessel with
guardian spirits, or as wise benefactors sharing their wisdom the slow, uncaring indifference one would use lazily
in times of crisis. The dragon turtle symbol is a sign of swatting a fly.
longevity, strength, and wisdom. The God of Time is said to
be a dragon turtle of cyclical age, never-ending and being in As an Encounter
both past and future simultaneously. Adolescent turtles will be the most likely monster a
PC would run into, while a dragon turtle elder
Variants / Age groups would be more of an NPC. At CR 17 a dragon turtle
isn't something you would want to carelessly jump
Infant into combat with. A dragon turtle attack should feel
Infant, adolescent, adult, and elder dragon turtles vary in size like a force of nature, a tsunami or an earthquake,
and temperament enough that it may be useful to think of venting and belching scalding steam like an
them as separate species. The infant turtle acts much like a undersea volcano.
regular sea turtle, and doesn't even really have a breath
weapon for hunting. It kills and is killed enough to be a As an NPC
normal part of the food chain, albeit as it gets older it gets Good dragon turtles and evil dragon turtles exist;
much larger. you can make benevolent, wise seers or enigmatic
undersea tyrants. When roleplaying a dragon turtle
Adolescent give it a deep and mysterious, alien air. They see as
An adolescent dragon turtle is beginning to gain sentience. It your PC's as very short-lived and largely
is about the size of a whale, and now is one of the largest insignificant, but are aware that powerful
animals in the ocean. Its main motivations will be for food individuals are capable of creating lasting change.
and for treasure. It is wise enough have conversations, and to Dragon turtles are said to have a gift of prophecy,
be bribed or convinced by other creatures, and is full of but they may simply have the benefit of thousands
of years of experience watching events unfold
youthful energy and curiosity. It does still have the usual around them.
dragon turtle aloofness, and may be prone to long periods of
deep thought as its mind begins to open up to the rest of the
universe.
Adult
An adult dragon turtle is massive, larger than most whales
and the same size of many ships. Dragon turtles at this stage
begin to withdraw into their own minds and into the deep
contemplations of mature dragon turtles. They may retain
relationships with people and dynasties from their youth, but
few kingdoms last as long as the dragon turtle. Those that do
develop elaborate rituals so the dragon turtle has a sense of
familiarity that one would develop with individuals; using the
same rote language, ceremonial clothing and appearance. It
gives the turtle something lasting to connect to.

130
Drider Physiological Observations
"Once my last torch had burned out, I knew I was finished. I During its horrible transformation, the legs of the cursed
had no idea I'd have to wait so long. dark elf are replaced with the posterior portion of the
The thing had been stalking me for days. Ever since, I cephalothorax, abdomen, and legs of an enormous spider.
climbed deeper into the Bottomless Maw to avoid the goblins The cursed dark elf retains its head, arms, and upper torso.
in the upper tunnels. The tunnel was utterly black. I couldn't Two changes in its face are noticeable. The color in the eyes
see my own nose, much less what was following me. of the cursed elf fades to pale, milky pools. The elf's upper
My light had been out only a few minutes when I stumbled canine teeth extend into long fangs. The details of the inner
on the rough stone floor. The thing crawled toward me. The workings of the anatomy of this beast are difficult to discern.
sound of its feet, clicking and clacking on the stone was Upon death, the innards rapidly decay to a goo that ranges in
directly over my head. I don't know what happened next. color from pale green to black. It is known that a drider eats
When I awoke, I was hanging upside-down. Gravity made with its elf-like mouths and is capable of spinning webs with a
the pounding in my head that much worse. I struggled spinneret on its spider-like abdomen.
against my sticky bonds to find I was swaying, suspended The black haemolymph-like substance that circulates
from the cave ceiling by a thread of webbing. I don't know through a drider's veins is a deathly poison. The toxin can be
how long I waited, minutes, hours...it could have been days. delivered to foes bitten by the drider's fangs. The toxin is a
All that time, I'd hear the occasional skittering across stone. valuable commodity, sought after by poisonmakers, but the
Sometimes across the floor, but more often across the ceiling. location of the gland that produces it has remained elusive. It
Once, the thing brought someone else into the cave. She is thought that the toxin is not produced by an organ at all
was screaming the whole time, and then silence. I tried to and that it may be a by-product of the dangerous magic that
listen for her breathing when the thing left again though I produces these monstrosities. I find this hypothesis weak in
heard nothing. Only the occasionally soft clacking of its feet evidence though difficult to disprove.
on the stone. A stronger hypothesis is that the drider is a ritualistic
The time stretched on like the darkness, there was an end wedding of organisms so different from one another that the
to it somewhere, but I could not see it. I was thirsty and toxin is a specialized product from somewhere in the spider
hungry, I felt so weak, and my head was throbbing. When my portion of the drider that undergoes a terrible combinatorial
captor finally came to drain the blood from me, death was a selection process during the transformation ritual itself or
blessing." shortly thereafter. As the dark elf transforms, the toxins are
--the ghost of the adventurer Japhy Grint reflecting on the "tested" throughout its body in rapid succession and in short
events leading up to his death, recorded by Egarford bursts until a combination that does not kill the creature is
Bittwistle, gnomish dungeon ecologist, during exploration of found. This combination is still likely to cause excruciating
the Blackwilde Caverns pain, but less so than one of the other combinations. In
support of this hypothesis, there is some alchemical evidence
that the haemolymph of each individual contains a unique
Introduction combination of toxic substances. This evidence is still thin,
Driders are terrible monstrosities; a twisted, ruined soul of a but provides a testable hypothesis as more data is gathered.
dark elf cursed for failing the Spider Goddess's trials, a drider The constant pain from toxin in its own veins may be what
is driven by madness and hunger. Driders live out their lives drives a drider to madness. Driders feed on the blood and
in solitude in the deep places of the world. Adventurers who fluids of other creatures. I suspect that some abatement of
happen upon a drider's hunting grounds will likely die. the pain derived from the toxin occurs after feeding.
The word drider is a portmanteau of the words drow and Reinforcing the almost constant hunting and feeding
spider. Some ecologists prefer the term arachnotaur. I had behaviors observed in these creatures.
once thought to seek out and survey several driders regarding The initial transformation ritual can be completed in a
their individual preferences in this and other matters. matter of hours, but the exact timeline of development of
However, it is not easy to find a drider without becoming food, toxin, web-spinning, fang-growth, and change in eye-color are
and once found many are not interested in chatting, even in unknown. In over three hundred documented
the name of knowledge. transformations, the creature scuttled off to avoid observation
The ritual of transformation is a closely guarded secret. for at least several months. Whether driders succumb to old
Dark elf high priestesses claim that the Spider Goddess age or if they can lurk in the dark for eternity is not known.
herself is the only one who can perform it. Outsiders
postulate that an inner circle of the highest ranking priestess Social Observations
possess the requisite formulae and incantations. Attempts to Most driders are solitary hunters. Most keep no company,
uncover any further information regarding this have resulted save a food source kept until later. At various times in the
in nothing on which I have reason to believe the priestesses past, splinter sects of the Spider Goddess's faithful have
will make good. Two prominent scholars who were taken to both worshiping and enslaving driders.
investigating these fascinating creatures disappeared under Worship of driders often ends in blood and death for either
suspicious circumstances. the drider or the dark elves, as madness and hunger subsume
any rational thought. Manipulating the behavior of an
enslaved drider depends on keeping it well-fed. If unleashed
as a weapon of war, there is danger in that a drider that is too
well-fed will lose some of its viciousness.

131
Though capable of speech, driders rarely speak. Even in the The notable exception to this is the drider's affinity for
instances of cultists following a drider, the creature often spiders, a curious behavior pattern to say the least. I have
gives silent commands, pointing and nodding approval or seen drider lairs, both active and abandoned completely filled
viciously attacking to express disapproval. To call a drider an with spiders. From tiny specimens to spiders the size of large
anti-social creature would not be incorrect though I believe dogs, these beasts are at home with the drider. I, and several
such labels do a disservice to attempts to understand them. other notable ecologists, suspect drider lairs present
abundant food and ideal breeding grounds for spiders with
Behavioral Observations ample maggots and flies to eat, webs that catch other small
Drider often lair in dark web-filled holes deep beneath the prey, and a lack of larger predators. Superstitious underfolk
earth. I have only entered these lairs after the creature was believe that the spiders follow a drider and congregate
destroyed. Evidence suggests that the drider returns to its lair around it because the drider is a manifestation of the Spider
only to rest and to feed, but it spends most of its time hunting. Goddess. She whispers to the spiders through its milky.
These monsters have been known to stalk prey for days An old story among the elves speaks of the first drider. This
through dark tunnels, waiting for an opportunity to strike. It story is rarely spoken as it challenges other assumptions
is thought that they are very selective in choosing prey. I have regarding the origins of the dark elves themselves. The tale
been hunted myself before. However, their malign presence speaks of a primitive elf shaman called Cyrelia the
always ceases the pursuit when I reach a place of greater Blackflame. Cyrelia was tasked with destroying a demon that
light or denser population. had infiltrated Cyrelia's village and begun demanding tribute
Some driders prefer to set sticky web traps instead of from her people turning them to madness and death. Cyrelia
stalking prey. I find this behavior curious, and suspect this faced the demon and succeeded in subduing it. In the
may correlate to variability in the intelligence of the process, however, she absorbed its essence and was
creatures. The behavior may be something that driders of transformed into a terrifying monster with eight legs,
differing ages engage in-if driders age at all. One might think venomous fangs, and a desire to feed. She returned to her
that older driders set web traps as their capacity for speed village and demanded that the people follow her. A handful
and stealth fail them, or that younger driders set web traps as did, and she led them below ground to a deep place touched
their need to feed is greater. My notes on this are a scattered by a demonic presence. In this desperate colony, the elves
mess as drider ages are as yet impossible to discern fully. I sheltered against the forces of the dark protected by their
can say with certainty that there is no geographical pattern to dark half-spider mistress. Twisted by the dark, over the years,
stalking hunters versus trap-setting hunters. the elves and their children were changed, for Cyrelia's colony
No matter the style of hunting, driders of both ilk are was the birthplace of the sinister drow race.
known to carry prey to their lairs to save for feeding at
another time. My suspicion is that this behavior has more to
do with a cunning for maintaining a supply of food when prey DM's Toolkit
is scarce. A colleague of mine insists that the drider is simply Driders tend to be isolated, stealthy predators.
cruel and enjoys tormenting its prey. Try as I have to capture Encountering a drider in a dark tunnel should be a
a specimen alive for interview, I have failed at every turn. harrowing experience for PCs. The drider will use
Some driders wield blades and cast spells as they may have darkness and its ability to scale walls to avoid being
in former days as elves. Others fight with fang and web, must seen. But it will also use these to aid its escape. A
like a spider with exceptional cunning. I have had the good drider works well in a series of twisting, branching,
fortune to survive encounters with both, and for this, I am and intersecting passages with sheer drops and
indebted to my brave companions, one of whom was not so openings in the ceilings. The drider can easily move
between levels while the PCs have to slow down to
fortunate. climb if they are to pursue or to flee from the
monster. Whenever the PCs encounter a drider, it
Inter-Species Observations should be in tunnels that the drider knows well, but
Except for prey, a drider abhors the presence of other the PCs have only recently entered.
sentient species in its lair. It incapacitates its prey, wraps it in For higher-level drider encounters, the difficulty
of navigating the tunnels should increase. I would
webbing, and carries it into its lair to drain of blood at its also add more web hazards. Both sticky webs that
leisure. Most driders drain prey completely in a single large hinder movement and tricky webs that hide
feeding. collapsed tunnels and chasms. The drider will rarely
Within its lair a drider may tolerate the presence of turn to fight when pursued, but it might try to lead
maggots, oozes, and other non-intelligent creatures that will the PCs to a place where they must. The drider is
feed on the corpses and leavings. A drider will not abide aggressive in attacking, but it's not foolish enough
another predator in its lair or the immediate territory around to allow itself to be killed when it is outmatched.
it. Generally avoiding confrontations, the drider will often
abandon its lair and move to other tunnels. Leaving a cave
filled with web and bones.

132
The majority of intelligent races/cultures that would care to
Dryad study fey in their homes have discovered that dryads do not
"When I was a child I used to go out into the forest behind eat or drink. Instead, they return at least once per day to
our farm if I was sad or just frustrated with my parents. I absorb energy and nutrients through the roots of their ebwyn.
never knew why but I always felt like I had a friend there. It is widely believed that this plays factor in dryad
Like someone was comforting me." appearances being influenced by their surroundings.
--Aylana Foxheart, Innkeeper at The Ebwyn Some examples of this influence would be the dryads in
the arctic climates of the north being heavily covered in a
Introduction light gray moss that many of the trees in that climate grow.
Dryads are fey creatures with immensely close connections Social/Behavioral Observations
to nature, and more specifically, with trees. Any geographical Dryads can be categorized as one of two particular
location with naturally occurring tree growth is likely to have archetypes. The first, endearingly shy and high spirited.
at least a few dryads that live there. These dryads are giggly and playful, being easily entertained
While most experts are still at a loss for an explanation as by displays of skill or culture that they are not normally
to how or why dryads came to exist in this world, a popular exposed to. The second being stoic, watchful and almost
theory is that the deities of nature created them as paranoid. It has been hypothesized that the less familiar a
companions and caretakers for the forests that had become dryad is with the world outside its habitat, the more it tends
all but abandoned millennia ago. to be the shy and playful type. Those who have seen the
Others argue that if that were the case dryads wouldn't chaotic and cruel way the world can be tend to be more
exist in forests that are densely populated and that it is more careful.
likely that these tree spirits are exiles who hid in the forests Through various rituals or other powerful magics it is
taking on the form of humanoids they saw being the most possible for a dryad to live for extended periods of time away
protected or treasured by human and elven culture. from its ebwyn. However, this is extremely rare as all dryads
strongly prefer the comfort of their homes over traveling and
Physiological Observations experiencing other environments.
A dryad's appearance can vary depending on the When dryads have been encountered away from their
environmental factors at play near their ebwyn, or birth tree, homes the stories told afterwards are almost always unique.
but a few features are always the same. dryads are solely Depending on the species of dryad, these are either tales of
female in gender, and they do have a gender, sexually merriment or tales of woe, but always interesting
speaking. It is not uncommon for handsome/attractive men to nevertheless.
go missing from towns or paths located inside of or along the While in their homes, however, many dryad species are
edges of a dryad inhabited forest. Dryads charm these men known to welcome company. Their voices are melodic and
(magic not always being involved) into being their mates and soft. Many a traveler has lost track of time while sharing an
protectors. All dryads also exhibit physical features one could evening with a dryad, ending up back on their original course
best describe as a combination of plants and human or elven days or weeks later.
women. There is often a fair share of skin visible near the It is not uncommon to find small groups of dryads living
neck and thighs specifically. The rest of the body varies together in somewhat of a commune. While each is tied
depending on the type of dryad. Most, if not all, dryads also individually to their own ebwyn, they enjoy the company of
have a substantial amount of lichen on the parts of their their own kind and feel at home near one another's ebwyn.
bodies that are not bare skin. However, if a hierarchy or social order of any sort exists
Another thing all dryads have in common physically is that among dryads, it is yet to be discovered.
their appearance changes along with the seasons. During the Most dryads are naturally benign and, while they will
summer their hair, leaves and bark are lively and vibrant. In certainly make efforts to ward off danger from their homes,
the fall and winter these features turn darker, fall off or tend to avoid conflicts unless something would endanger
shrivel up. When spring comes around their bodies begin their natural habitats.
regenerating. Their hair grows, their bark (if they have it)
strengthens their leaves or flowers bloom. Intra-Species Observations
Every known species of dryad originated from, and is Dryads of the first social archetype we discussed tend to get
bound to through its life force, an ebwyn or birth tree. It is not along with just about any race that isn't inherently evil as long
currently known what attributes are necessary in a tree to as they do not endanger the dryad's habitat or openly despise
allow for the creation of a dryad, or if the dryads are truly nature in general. They enjoy storytellers and actors
created within the tree in the first place. Some theorize that especially as they do not often leave their homes. They also,
dryads are the spirits of trees incarnate. for some unknown reason, have a soft spot for gnomes and
What is known for sure is that the death or destruction of a have been known to break into giggle fits at the sight of one.
dryad's ebwyn is always closely followed (within 48 hours) by
the death of the dryad and vice versa. Because of this, it has
been observed that a dryad will become uncharacteristically
enraged when its ebwyn is endangered.

133
Dryads of the second social archetype get along with their
own kind well enough. They also tolerate other fey who
would also put forth efforts to protect nature. Beyond that, it DM's Toolkit
is unlikely that these dryads will even show themselves in the
presence of other races unless it is to protect their home. 1.While the PCs are passing through a logging
Rare exceptions have been made for the occasional village, they notice that the village is mostly
wandering druid who passes through seeking guidance or women. While resting in the tavern for the night
refuge and seems genuinely respectful. they are approached by some of the women in the
village whose husbands have recently gone
missing. They ask the PCs to investigate. The PCs
Variant Species search the nearby woods where the husbands
Let's talk about a few of the different known species of dryad. would have been working and find them
There are several and each is specific to an environmental worshipping a beautiful Yelmyb who is reveling in
setting. While all dryads may have been the same at the time their adoration.
of their arrival on this plane, years of dwelling in various 2.The party has settled down for the night in a
climates seems to have forced evolution upon them. cave with a fire to escape the cold of the alpine
mountains they've been traversing all day. Just
outside stand hundreds of pine trees that the PCs
Azwai swear they hear faint giggling from while they eat
The Azwai are the dryads typically found in arid areas of the their suppers and lay out their bed rolls. As each
world. They are the only species known to have cacti as their watch begins, the PC on watch makes a wisdom
ebwyn. As such, their physical appearance has been known to saving throw to see if it is charmed by the Freymir
frighten at first sight. who is watching over the camp. If they fail their
Their heads, shoulders, stomachs and thighs are soft skin save, they do not waken their comrades and
like that of a human or elf. It ranges in color from a lime instead wander out into the night to play with their
green to a tan gold depending on whether their ebwyn is new friend(s).
lively and surrounded by other desert foliage, or stands alone 3.A wizard has fallen in love with a beautiful
amidst a sea of sand and cracked earth. spirit of the forest and has decided that she must
Azwai that are linked to a cactus also tend to have small join him in his home. He is researching ways to
spines protruding from their elven/humanesque skin. They separate her from her ebwyn when the PCs find
are the only type of dryad that is frequently bald. Their arms him. The party helps him at first but comes to find
that what he is planning to do will likely endanger
and legs (from the knee down) slowly form into soft vertical the forest itself and all of its denizens. However,
ridges. when they approach the wizard with these
concerns he has become crazed, obsessed with the
Yelmyb idea of freeing his beloved.
The Yelmyb are the most common and well known species of 4.The party has been traveling for days across
dryad. These beings live in lush green forests. Their ebwyn the treacherous desert and are dangerously low on
are most commonly oak and ash trees. Their physical supplies. As the sun begins to set they see a figure
appearance is often described as quite pleasing or soothing. in the distance. It is bald and strangely feminine. Its
They are the most humanoid of all dryads. In fact, from a head seems to tilt slightly as if it is eyeing them
distance, it can be hard to tell that Yelmyb are dryads at all curiously before it vanishes. Nearby a bed of cacti
rather than some poor lost soul who can't seem to find her begins to glow a pale green and they hear a soft
clothes. From head to toe Yelmyb appear to be human or chuckle. They try to ignore it and move on, worried
elven women with long, straight hair and very soft features. that it may be a fight they cannot afford at the
Their skin resembles the texture and physical appearance of moment. As they stop for the night and attempt to
take one last drink from their waterskins, they are
the wood underneath a tree's bark and is typically a light amazed to find them full of a sweet, cool liquid that
shade of brown while their hair is a mossy or leaf green. was not previously there.
Freymir
Freymir, like their favored pine, spruce and fir trees, are the
most common dryads in boreal and frozen areas of the world.
Unlike other dryads the Freymir communicate entirely
through telepathy. As far as anyone has been able to tell, they
do not have mouths. Instead, a thick white bark grows along
their jawline and grows as high as just below their noses.
This bark glows faintly when they speak.
Unlike their brethren, the Freymir have almost no exposed
humanoid skin. Where others would have bare skin, the
Freymir have a particularly thick type of lichen. Initial studies
have indicated that this particular type of lichen, when
observed and studied independently, is capable of vegetative
reproduction. In theory, this would mean that the Freymir
also have this capability.

134
Duergar Social and Behavioral Observations
"No being ever loved gold more than the Great Dragon. Most Duergar live in small, highly mobile social units. These
However, the Duergar were second, and not for lack of trying." units are called Warbands. These Warbands vary in size,
--from "Demons and Dwarves, the Hidden History of the from several thousand to only a few hundreds. Each Warband
Duergar" by Flavia Septimus is a self contained society, containing everything it needs to
-From the Writings of Flavia Septimus, official historian of be self sufficient and mobile. Duergar must constantly remain
the Antarin Empress, Aguinala von Slaydo, peace be upon on the move, as other Dwarves and other Duergar will attack
her.- them, trying to steal their supplies or kill them. Other good-
aligned races tend to be hostile to them as well, since
Duergar have a habit of kidnapping their countrymen as
Introduction slaves or plundering their home's wealth. Since Duergar are
Duergar are a long removed sub-race of Dwarf, possessing almost always constantly on the move, they find themselves
dark complexions, grey eyes, and black hearts. They were constantly short of supplies, from food to steel. As such, they
long ago expelled from Dwarfkind for their insatiable greed raid the surrounding area or attempt to seize the means to
and disregard for the concepts of brotherhood, honor and produce whatever they need. However, unlike other raiders,
mercy. Banished from the lands of Dwarf, the Duergar were Duergar collect treasure not just for bragging rights. Duergar
forced into the harsh extremes of the wilderness, to fight for will usually attempt to purchase what they need, so they can
survival as the Dwarves of old did. Sadly, Duergar proved as keep their enemies far away from their areas of resupply.
resilient as their former kin, and the However, such dealings must be kept secret, for any
Duergar were left to eke out an existence in the blistering government that helps Duergar and there is a Dwarven state
deserts, freezing wastes, or the deepest caves and caverns. nearby will be threatened with war if they do not help to
There they forged a new culture, and new bonds of hatred for apprehend the Duergar. Certain races are always willing to
their old kin. deal with Duergar, such as Goblins, Kobolds, Giants, Drow
and Devils. However, usually for the convenience of both
Physiological Observations sides, such dealings are kept secret.
When other options have been exhausted, Duergar will
Duergar have adapted to the savage places where they live. attempt to seize areas of great wealth. They favor forests for
They are a solely nocturnal race, sheltering in caves or lumber, cities for slaves, mines for ore, and bridges and
fortresses when the hated sun looms overhead. The sunlight straits for tolls. This is a Warband at its most dangerous. A
causes their sensitive hides to blister and their eyes to seal mobile Warband will flee if they are badly outmatched. But a
partially shut. But at night their dark hides enable them to Warband that has seized a vital resource will dig in and fight
vanish and reappear with impressive dexterity. Their eyes are until they are pushed out. In cases like these, the Warband
silver or gold, with a rare few having pupils that resemble must be expelled quickly, for they will invariably attract other
rubies or topaz. Their eyes pierce even the darkest of Duergar bands. And while Duergar view each other as rivals,
shadows, and their hearing is so good that they can hear a they have no shortage of common enemies. These Warbands
heartbeat behind an inch of wood. Duergar possess huge, may form a temporary alliance, or they may coexist for years.
bulging jaws which are full of closely packed, pointed teeth. If this occurs, they leaders of the Warbands may agree to
They use this to eat things other races wouldn't even consider surrender their authority to a single competent commander.
food, such as roots, raw meat, bark, and supposedly, slaves As an example, allow me to site the Cirrenholm mining
that are too weak or injured to work. town. A Duergar Warband of 2,000 strong called the
As stated earlier, Duergar are a sub-race of Dwarf which Daughters of Augustus seized the town, enslaving all of its
refused to obey the Gods we all hold most dear, preferring the inhabitants. The Dwarven members of the populace were
worship of hideous creatures that slither beyond the stars butchered, and the humans put to work. But when the local
and the vile, mad gods of the Underdark. For this, they were Human Count dallied in going to drive them off, he found
expelled from their place and forever scorned. Due to the himself besieged by another enemy Warband, the Company of
limited number of partners, many Duergar exhibit unique the Bleeding Eye.
hair, eyes, and diseases due to inbreeding. Some scholars When dealing with races willing to sell them goods, the
have stated that these conditions are actually due to the Duergar are known for their cheerless, gloomy demeanor.
Duergar's obsession with drawing power from blasphemous They are also known for their impeccable honor and martial
pantheons. Sages are prone to such idle speculation, and no pride. Duergar hold debts of honor firmly in their minds, and
firm evidence of this was ever found. For instance, some if a group has helped them in the past, they will rush to that
Sages also say that Duergar's incredible stealth abilities are group's aid. Duergar do not trust most races. Certain ones
because they can turn invisible! Other wild speculation on the they hold in open contempt, such as Dwarves. Any group not
behalf of these so called Sages point to tales of Duergar known for its honesty will be kept at arm's length and not
breathing fire, scaling walls like spiders, turning into or trusted. Usually, a Duergar will keep their word, but they
controlling wolves, and even manipulating other Dwarves expect you to break yours.
into joining them, before using magic to transform other
Dwarves into Duergar as fact. The shrewd Dwarf will
disregard such tales as what they are, mere common
superstition.

135
In Combat: A mobile Warband will attempt to lure attackers
away while sending back word. These forward scouts will try
to defuse a violent situation, usually by bargaining or bribing Alternate Versions:
the other party. Forest Duergar are taller and leaner then their
If a Warband is attacking or defending a valuable location cousins, and have a struck bargains with the
or useful plunder, half of them will enlarge, the other half will inscrutable gods of the virgin wilderness. These
turn invisible. Duergar are often accompanied by Quaggoths or
Duergar always try to use the battlefield to their advantage, Mantaragons, and occasionally the spirits of
and fight only at times and places of their choosing. territorial fey. These Duergar cannot grow in size,
but can often control or transform into animals.
Intra-species Observations These Duergar are the most reclusive, preferring to
never leave their claimed territory unless absolutely
A Duergar warband may look very united, but in actuality it is necessary.
only the threat of a multitude of enemies that keeps them Desert Duergar have paler hides and often have
together. The leaders of each Warband scheme against each growths on their shoulders and foreheads. Desert
other. Warbands have a very fluid command structure, as Duergar are camouflaged to blend in with the sand
certain warriors can rise or fall rapidly after a particular stone of their preferred hiding places. Some are
success or failure. Duergar are a hard people, with no trace known to breathe fire or be able to transform into
of mercy in their hearts. They are not cruel, but they are not swirling clouds of sand. These Deserts are terrible
stupid. Duergar too old or too feeble to fight are abandoned marauders, attacking in a whirlwind of fire and
and left to die, or killed. It is the responsibility of all members steel.
Frost Duergar possess topaz eyes and snow
of a band old enough to receive martial training to fight in its white hair in much larger quantities, due to the
defense. And while the warriors are honor bound to always inbreeding that takes place in such small
defend their band, in the worst case scenario all but the communities. Frost Duergar are the most willing to
youngest children and the pregnant females will gather their set aside debts of honor or gold in the pursuit of
arms to make war on the Warband's foes. survival. They are said to possess near
invulnerability to cold, and a kinship with the
savage predators of the blasted wastes, but also
DM's toolkit. with undead. Frost Duergar often have retinues of
corpses to serve them, and intelligent undead that
Duergar are criminally underused. They are normally despise them find them tolerable, if just
Dwarven Drow, and yet the latter is incredibly barely.
common while the former is not. And despite this,
they are quite similar. They both have grey skin, Plot Hooks:
weird magic power, and dwell in caves. A cult of Toroq, Lord of Torture, has arisen in a
So change that. Let the Duergar take their human city. The cult has seized the city, and the
rightful place as one of the most common local Lords are readying an army to go liberate it.
monsters, as they are rife with possibilities. However, unknown to everyone, a Duergar
Duergar possess great flexibility, as they will rarely Warband who follows the same Black Lord is
attack on sight. however, Duergar loathe Dwarves, coming to reinforce the cult.
and are much more likely to try to attack if an A Human military commander in charge of a
adventuring party includes a Dwarf. This can make frontier fort is secretly selling his extra supplies to
for some tense decision making, as everyone has a a Duergar Warband. The Duergar are using these
knife, but no one wants to attack first. extra supplies to raid the nearby Dwarven state.
Here are a few ideas to stir up your think pans. The Human King dispatches the party to go
investigate and prevent a conflict with their
neighbors.
A Duergar who has been abandoned by his band
waits by the side of the road. He possesses a
maimed leg, a blind eye, a grievous wound and a
small magic sword. However, halfway through the
conversation, a patrol of Duergar arrive, realizing
that they left the dying Duergar with a valuable
heirloom that they feel belongs to them.

136
Summoning Process
Elemental Summoning an Elemental is a two part process. The first
"Elementals are a conjurer's best friend, boy. Imagine part involves the use of a Gate Spell. The most common ones
summoning a creature of pure fire out of a gate. Imagine are the Timed Gate and the Soul Gate. The Timed Gate
summoning waves of water that swirl and vortex to fight for allows for smaller Elementals to be drawn while a Soul Gate
you. A moving hill at your command. The very wind itself is usually best for larger Elementals. The soul used acts as
battling for you. The elements at your command. Though, I part of the trade for summoning the larger monster.
suppose it's a little too early for you to even dream about In addition to the gate, a material component of the
summoning them. " element is required. For Water Elementals this component is
-- Tigrim, Founder of the Dwarven School of Magics. at least a small pool of water approximately 15 gallons in size
at minimum. Fire Elementals require a bonfire at least 10
Introduction feet high. Earth Elementals require at least 100 pounds of
dirt or mud. Air Elementals, are the easiest as they simply
Elementals are constructs of raw elemental power. They are require air, although for larger ones, steam is preferable.
found, primarily, in four different forms: Air, Water, Fire, and Finally, the verbal component is:
Earth. Each has a specific shape and can perform specific M...rg r s'an, fj...gur jir bjuggu ' stt . En, breyttist allt
duties. However, in essence, they are the same. egar eldur j rist.
In their own planes, Elementals are simply living energy. This process should obviously NOT be attempted in areas
They don't have form in their homes or any desire. It is only where fey or wild magic is predominant.
through the conjuration that Elementals gain form.
Behavioral and Social Observations
Physiological Observations
Elementals resent being bound to the material plane or any
Elementals in their own worlds do not have any physiology. plane other than their own. They do not enjoy enslavement
They are simply bodiless constructs of living energy. However, and are constantly looking to escape this enslavement. They
when a spellcaster summons the Elementals to their home attempt to sabotage the master in every way. Because of this,
world, the Elementals gain a form. Depending on the power every instruction given to an Elemental must be very specific
of the magic and the trade enacted for the magic, the so that they do not turn against you. They follow orders very
Elemental can differ in size. The smallest are approximately willingly, and are not emotional. Their goal is to fulfill the
16 ft. tall while the largest are closer to 40 ft. tall. Elementals required task in order to return to their own plane.
can be bound to certain forms as well.
For example, Invisible Stalkers are simply Air Elementals Interspecies Observations
that were bound. The same thing applies for Water Weirds as
well. Some elementals can be bound to strong materials such Elementals do not particularly have any interactions. The
as stone or iron to create golems; however the magic needed only notable interaction is that Fire Elementals do not like
to do so is much higher. Water Elementals and Water Elementals enjoy killing Fire
Air Elementals generally resemble moving clouds and Elementals. Elementals will not work together unless
prefer to fly low to the ground picking up dirt and debris. ordered. Even if ordered, Fire and Water Elementals will
However, when angered they can quickly become cyclones never work together.
that batter the foe while throwing them.
Earth Elementals resemble moving hills. They are
immensely strong and capable of withstanding blows easily.
Earth Elementals can move through the Earth as if they were
a liquid, flowing from place to place easily. Creatures that are
earthbound should be wary because the close ties to the
element allow this monster to precisely pinpoint any quarry
that touches the ground.
Fire Elementals are furious burning humanoid creatures
which only exist for one purpose: carnage and chaos. They
burn everything in their path and leave nothing behind.
However, like any other fire, they are weak to water and water
causes them to retreat hissing and smoking in pain.
Water Elementals appear as waves that move rising and
falling. Just as easily, the water can become a swirling
devastating vortex that batters. They prefer to surround and
drown the opponent filling their lungs and mouth and nose.
Because of their nature as living energy, Elementals
require neither rest nor sleep. They are not affected by
exhaustion, grappling, paralysis, petrification, or loss of
consciousness. They cannot be restrained. They cannot be
injured by nonmagical weapons. This makes them incredibly
challenging enemies.

137
DM's Toolkit
Honestly, I think this is one of the monsters you
throw at a party to make them a little scared and I
think they work best against a party in which only
one or two people have any magic and are low
level. This is because it serves as a great tool for
forcing players to look at alternatives besides
fighting and makes the party realize how powerful
their enemies can be.
Another use, that I've recently really enjoyed, is
having elementals trapped in chests (imagine a 16
ft. creature being smushed inside a 3 ft box) and
having it explode out, furiously, when the chest is
opened. A great trap for unsuspecting parties.
Of course, they also make great guards for
treasure as well, which is the classic. A powerful
construct of living energy that's made of one of the
4 elements. Always a scary enemy.
My favorite one is definitely the Earth one for
encounters. The ability to move as liquid to any
given area and suddenly attack makes players have
to consider new strategy and tactics especially
when surprise attacks cannot work if the players
are touching the ground.

138
Elves: Drow Social Observations
"Station is the paradox of the world of my people, the Drow are introverted creatures. They do not particularly
limitation of our power within the hunger for power. It is enjoy the company of other species. This behavior is largely
gained through treachery and invites treachery against those driven by the attitude the drow have that they are superior to
who gain it. Those most powerful in Menzoberranzan spend every other creature in the Under-dark and that they are
their days watching over their shoulders, defending against ordained by Lolth to rule this new home. Thus, the largest
the daggers that would find their backs. Their deaths usually interactions of the drow with other creatures tend to be
come from the front." subjugating them. They often lead raids against these
--Drizzt Do'Urden creatures intent on enslaving them. Often, the subterranean
dwarves and gnomes keep some kind of spies among the
drow to prepare for such raids. They drow avoid, mostly, any
Introduction relationship with the mind flayers, recognizing their prowess.
Centuries ago, there existed only one faction of elves. They do not choose fights against these abominations
However, a rift developed in the elves due to a difference in without much prior preparation.
moral principles between two factions. One faction, who
today are the elves we know of, believed that the highest Behavioral Observations
moral value should justice and fairness. The other faction, Drow are a cruel, sadistic race. They are expected to conduct
however, believed that might was the key factor in society. As themselves confidently and are expected to torture those who
these differences developed, the two factions began to form disobey any rules. However, this trait does not require any
tension and eventually this tension led to war. The war was reinforcement since the drow love being in positions of power
brutal and raged for nearly two decades but the elves were and the screams of those who are weaker than them. The
able to diminish the Drow forces, which were then forced to drow love being able to boast themselves especially when
retreat into the Under-dark, the cavernous world under the they can boast as to the favor they have curried from Lolth.
surface. The Drow, initially forced to the Under-dark, began
planning for vengeance. But, over time, they grew to love their
new home. They adapted to it and began to view themselves Intra-species Observations
as the rightful rulers of the Under-dark. They also became The drow have a very complex intra-species structure. On the
faithful followers of the chaotic goddess, Lolth (Lloth in the surface, all drow are expected to work together. However,
Drow language). The Drow are famed for their cruelty, their their entire culture is built on a hierarchy and the only way to
martial prowess, and most for the chaotic and manipulative advance in position tends to be through deceit and
society they live in. backstabbing. The primary relationship that drives the drow
structure is their inter-gender relationship. In the drow
Physiological observations society, women hold the most power. They are much more
The drow are very similar in stature to the elves. They stand physically fit than their male counterparts.
just a little shorter than most humans. Their skin is dark, They also hold positions of power among individual
often completely black, is believed by elves to have developed families and tend to have better positions of power. They are
among the drow as a result of a curse cast on them by trained to be clerics to Lolth, which is considered the best
Corellon as punishment for their lack of justice and their position any drow can obtain. The men tend to be placed into
obedience to the evil Lolth. The white hair of the drow lower positions acting as wizards or simple fighters.
developed due to a lack of melanin, an adaption to the dark The next system that holds the drow culture is their
work they live in. Both sexes in the drow species are fairly familial structure. The largest families hold the most
athletic which lends to their martial prowess, making them strength. They tend to be the ones with the most soldiers and
agile warriors. In addition to their white hair, life in the the most slaves. The top 8 families in the drow culture form a
darkness of the lower world forced another adaption among council at the peak of the drow society. These families make
the drow, their eyes. Their eyes over time turned red and are all of the major decisions for the Drow and act to convey the
now able to see in the darkest of places. This ability will of Lolth. They are also said to have the most favor from
developed fairly quickly as a result of Lolth's blessings to her the dark goddess.
favorite people. Besides the adaption to light, the eyes of the There are ways for the families to advance. The most
drow developed another strange trait. If one were to examine common way for these families to advance is for one of the
a drow's heat signature, they would notice that the eyes of the higher ranking families to disappear. Many times, this
drow glow incredibly bright, appearing above the normal heat disappearance is a result of a secretive attack from one family
signature of the torso as almost miniature fires. Though there against another. As long as there is no proof, the family that
is no proper explanation, many scholars attribute this to the advanced cannot be held responsible.
drive the drow have for revenge against the surface dwelling
people. The drow also have a natural resistance to magics, a
trait that developed as a result of a blessing granted by Lolth.
However, their time in the Under-dark means that they have
developed a sensitivity to light making them detest the dark
sun.

139
DM's Toolkit
Personally, I find that Drow make wonderful villains
in a campaign. They're dark, evil, sadistic, and best
of all cunning. They've got great magical potential
and good physical prowess which means that
players would be in for a fight. They also have no
qualms against stabbing someone in the back. They
also make great decoys from a real villain since
players are less likely to trust a drow, especially if
they've been stabbed in the back before.

140
Largely, the Empyreans have no age. They are immortal
Empyrean beings and do not change. They never age, though it is
"We'd heard loud sobbing coming from the Dresden Fields to possible to kill them. Immortal is quite different than
the west. Something so loud that it was heard even in the invincible. However, because they never age and cannot die
capitol of Rendiza, almost 4 days away. The Abbot of the local peacefully, few Empyreans are willing to stop in battle, often
Church asked us to investigate the strange noises. So, the 7 fighting even when they are almost near death. Additionally,
of us jumped on our horses. We were sure we could handle Empyreans have naturally hardened skin that is fairly
whatever it was. We were young and heroic then. Imagine our resistant to most weapons. Additionally, they've been born
surprise when we got to Dresden Fields, the most gorgeous with a resistance to magic as well as an innate ability for
meadow on this continent only to find every flower shriveled. spellcasting from their divine ancestors. All of their weapons
The whole place was gray. Not a color left. And in the center are magical, a gift from their parents. This inborn ability and
of the Blight sat a wailing Empyrean. Mind you, it didn't stay centuries of experience makes them almost impossible to
sad long. As if by magic, or maybe the divine erratic blood combat.
seeping through its veins, it exploded at us in a burst of
uncontrolled rage. Lucky for us Zatara was there. Took the Social Observations
whole impact and shielded us. But, we were knocked out Empyreans are incredibly well versed at interactions with
cold. When we came to, the Titan was gone." other groups of people especially due to their large
-- Memoirs of Tigrim, Dean of the Dwizard College intelligence and charisma which almost matches their
strength. Empyreans' magical blood often flows into their
Introduction interactions with society. When Empyreans are happy, their
Empyreans, or celestial Titans (Titan caelestis), are some of mood flows into the society. Around them, in this mood, many
the most beautiful creatures that mortals could possibly see. wild animals and birds crawl around and run around the
These creatures are the divine offspring of the Gods residing Empyrean happily and the moods of people improve
in the Upper Planes and retain much of the celestial prowess drastically. Many times, furious Empyreans that venture near
of their parents. They are gorgeous, intelligent, self assured, dormant or even extinct volcanoes cause sudden unexpected
and resilient. Empyreans' godly blood often impacts the eruptions slaughtering many. Other times, the radiating joy of
material planes or any planes that they choose to live on an Empyrean can suddenly cause leaves to grow, flowers to
profoundly. bloom, and plants to bear fruit during the harshest of winters.
Because the Empyreans are children of the gods that In many villages, folklore attributes natural disasters to the
reside on the Upper Planes, they tend to be more good than unhappiness of Empyreans and in some villages; ritual
evil. By our survey, around 3/4ths of the Titan caelestis are celebrations take place to ensure that the Empyreans remain
good in nature though the race is chaotic, with one or two pleased so that their wrath or sadness doesn't bring
exceptions. These good Titans reside primarily in the misfortune. Some people even believe that the positive
Olympian Glades of Arborea in the Upper Planes. feelings of an Empyrean can heal the gravest of wounds and
The evil ones become evil due to a curse placed upon them illness, anything short of death.
or as a result of their ventures into the lower planes and The few Empyreans that are evil often use this to their
becoming corrupted. These cannot survive long in the Upper advantage to gain control/dominion over kingdoms of
Planes, lest they be killed. Instead, they run to the mortal mortals. These evil Empyreans quickly become indomitable
planes, usually becoming tyrant rulers of mortal kingdoms. tyrants over mortals thanks to their large charisma.
Many of the abnormalities of the world are results of the The good Empyreans tend to have largely beneficial effects
powerful emotion of this species. This concept is further and are largely helpful to those that are good. However, they
described in the "Social Observations" section. spend much time away from the world of mortals, preferring
to reside on the Upper Planes with their parents.
Good Empyreans that fall in battle are often recreated by
Physiological Observations their godly parents. Evil ones that have displeased their
Titans resemble the word in every sense and it would appear parents will usually never be revived, which is one of the risks
that the word in the language of common is derived from of becoming evil.
these creatures. The average height of this species is Empyreans remain detached from the mortal realms.
approximately 25 feet. They weigh, on average, 14,000 However, sometimes, Kings or other similar leaders send
pounds. The species is incredibly statuesque and many messengers to ask advice of the Empyreans due to their large
master sculptors often sculpt marble carvings of titans, life spans. The evil Empyreans tend to be against the general
honoring the children of the gods. Their stone like skin only ideals represented by the rest of their race. They only talk to
serves to further the nature of their statuesque appearance. mortals to dominate them or to manipulate them in some
way.

141
Behavioral Observations
Most Empyreans enjoy goodness. They enjoy helping people
and making things better. However, they prefer freedom, due
to the chaotic nature of their blood. Because of this chaotic
blood, they do not spend much time amongst mortals who
often constrain themselves with laws. Instead they prefer to
worry about their own happiness and despite their best
intensions occasionally hurt others attempting to do what
they feel are right. Empyreans enjoy serenity in all things.
They love spending their time in the glade fields of the Upper
Planes.
The Evil Empyreans are similar. They enjoy power and
control and view themselves as vastly above mortals. Because
they cannot live in the Upper Planes without the gods
destroying them, they descend below the Upper Planes and
choose to take over the material planes. Here they conquer
and become tyrants that rule almost for millennia till some
band of heroes replaces them.
Intra-species observations
Empyreans enjoy the company of other Empyreans holding
feasts in their homes. However, they dislike evil and prefer a
more chaotic environment. The few evil empyreans that
attempt to remain in the Upper Planes are quickly killed.
DM's Toolkit Empyreans can make for incredible high level
enemies and friends alike. Specifically, they serve the role of
BBEGs for campaigns that can involve freeing entire nations
from the grasp of a tyrant. Something this heroic that would
place your PCs in a textbook! Other times, the Empyrean
could be used as the end of a long expedition searching for
celestial advice for dealing with a BBEG or an ally against an
enemy that your PCs may not be able to handle. Don't tell
your PCs that Empyreans can be revived and have one as
their ally die. Revive him later for an awesome uplifting
moment. (Keeping in mind you have to build a bond between
the PCs and the Empyrean).
Because of the belief that Empyreans can heal with
happiness, maybe the PCs are tasked with taking a sick
person and gifts to the Empyrean.
Outside of story, Empyreans are strong enemies that have
high AC and incredible resistance. Their strength makes
them a threat to party members that are weak to direct
attacks and their innate spellcasting skills makes them a
threat to the party members weak against magic. They are a
great well rounded threat. Toss in a few underlings and the
fights become incredibly difficult to win. The best part is they
can be used in both normal campaigns as well as in evil
campaigns.

142
When the sun finally dared to peek above the horizon, the
Erinyes eviscerated corpse of the man lay dead on the earth. The
Three beautiful winged figures land on the steps of a three angles looked at each other, exhilarated, their
resplendent structure of gold, silver, and marble. It is an pearlescent wings stained crimson by blood. There was no
Areiopagos, a place of celestial justice. The trio storm up the remorse in their eyes, no hint of guilt, but no satisfaction
stairs and barge through the gigantic double doors startling a either. The hatred, a feeling nigh alien to them for centuries,
group of celestials chatting inside. Continuing inward the still lurked in their hearts, muted but unremitting. One by one
three figures ignore the bystanders as they approach the they took wing, returning home only to speak of this night in
center of the building. There, sitting high on opulent thrones hushed whispers. But, as they ascended, gravity pulled back.
flanked by marble columns are nine magnificent archons. Despite their efforts they were pulled earthward, slowly at
Arbiters, judges, philosophers, beings that seek to uphold law first, but soon they were in free fall. Bracing for a crash the
in its magnificence. With a quick bow the leader of the trio three hurdled through the ground, continuing ever downward.
speaks with the strength of a thousand guardsmen. When they opened their eyes the three found themselves in
"Forgive me for our intrusion. There is another human a realm of fire and brimstone. Horrific screams could be
actively evading those hunting him down for his crimes. I heard in the distance and untold monstrosities lurked in the
request permission to stop him." shadows. They knew they should be afraid, they should clutch
One of the archons with a head of a regal hawk looks down their weapons and steel themselves for battle, but something
upon the three with stern eyes. Its voice, as firm as stone, deep within told them this was no longer hostile territory.
carries the beauty of a harp. "His retribution will come. With eyes that now burned with hellfire they examined each
Mortals are short lived and their sins swiftly catch them." other and their new home. It was in that moment that they
"But what if he finds a way out? What if he makes a deal? He understood who they truly were. The feeling inside of them,
has committed horrible acts and needs to pay!" Her the feeling that drove them wasn't mere anger or hatred. It
passionate intonation rapidly grows louder as she speaks. was fury.
The archon responds, his tone measured. "You believe he -From *The Legend of the Erinyes"
deserves justice?" Littering the skies of Baator, Erinyes, also known as furies,
"I believe he deserves punishment!" She shouts, words are a common sight to any planar traveler. All are descended
echoing off the silent columns. "I wish to..." from three angels who fell from Arcadia eons ago and all still
The hawk headed archon silences her with a hand and bear their likeness to this day. Erinyes are said to be beings of
leans back in its throne. "And that is why you will not receive vengeance, but in the eons since the species was first born
authorization to leave. Punishment is not an end but a means they have grown into much more.
to enact justice; and justice" The archon pauses, glaring at
her like a disapproving father "is clearly not your aim. Speak Physiological Observations
not of this again." While almost all devils are twisted, horrific monstrosities,
The leader of the three throws her hands up in disgust and Erinyes appear to be beautiful men and women. They tend to
gestures to her siblings to leave. As they storm back out the be of an average height of 6ft with well-toned bodies. Almost
door and take flight, the three fume with frustration, with angelic in a sense, the dark coloration of their wings and their
anger never experienced before. The siblings look at each fierce red eyes belie their true nature. The youngest Erinyes
other, knowing that each shares the same conviction. One by have wings of blood red that gradually darken to black as they
one they dive through the magnificent skies of Arcadia and age. Once an Erinyes ages beyond a certain point, their wings
plunge into the material plane where their quarry hides. begin to gradually shed feathers until only bone remains.
The three swiftly catch the man cowering under a tree, These Erinyes are by far the oldest, most dangerous, and
hiding from his pursuers. Like the sword of the great warrior most sadistic of their kind.
Damocles, the angels descend upon him. First, the eldest Erinyes tend to be outfitted in a manner that gives them a
strikes, delivering a wicked blow that brings the man to his more intimidating visage. Spiky plate mail and helmets
knees. The middle strikes next, knocking him to the ground. adorned with horns are incredibly common along with their
Finally, the youngest attacks, hammering the man's face into flashy weapons. Erinyes typically use wicked serrated blades
the earth. Standing over this beaten man bleeding in the dirt, and longbows with barbed arrows. Often, Erinyes carry ropes
the trio of angels look at each other. woven from their own hair that are able to act autonomously
Their rage had not been abated; in fact it seemed to have in a manner not dissimilar to a serpent. Erinyes have
grown. Below that feeling was something else, something developed numerous ways to utilize these ropes in combat.
primal and powerful. Joy, sadistic pleasure derived from their
gleeful torture, giving him what they believed he deserved.
As the night progressed, the angels grew ever more brutal
with their attacks. They built off one another's progressively
more brutal assaults. The first fashioned a rope from her hair,
using it to lash and restrain their target.
The second employed healing magic to allow for ever more
brutal assaults. The third turned their weapons into the
cruelest implements of torture.

143
Most devils come into existence from the forsaken souls of Societal Observations
the dammed. Erinyes however, are born in a manner most
mortals would consider natural. An Erinyes' parent can be Erinyes exist in a strange place within the fiendish caste
another Erinyes or one of the greater devils who tend to be system. While most devils are born at the very bottom and
fond of them. In a world full of bleak scenes and revolting constantly attempt to claw their way up the ranks, Erinyes are
creatures, an Erinyes' beauty provides welcome respite. born about halfway up the ladder but have almost no hope of
There is much philosophical debate over whether or not promotion. This strange placement coupled with their sense
Erinyes are born innately evil. There is a common belief of honor makes them favored agents of greater devils, as
among many extraplanar scholars that Erinyes are born Erinyes are powerful enough to be quite useful but are not a
walking the line of good and evil. Their immediate parentage threat to one's status. Thus, many
points them towards ill but their ancestry towards Erinyes are privy to information or powers that their
righteousness. Regardless of whether or not this is the case, masters would usually keep to themselves. Some leverage
any semblance of benevolence is swiftly and mercilessly this to gain more influence within the infernal hierarchy or
beaten out of young Erinyes by their parents. preferred appointments.
Erinyes mature at about the same rate as humans, but their The one chance an Erinyes has for promotion is to become
childhood is one of suffering and rigid order. When their a pleasure devil. These greater devils occupy some of the
parents and devilish society at large aren't literally beating highest levels of Baator and almost exclusively spend their
their worldview into them, young Erinyes spend their time time corrupting virtuous mortals. Only Erinyes that operate
learning and training. By the age of 10 years (as measured on on the material plane (known as Alecto) are eligible to be
the material plane) Erinyes are formidable warriors and promoted. Many actively resist promotion as it precludes
possess a working knowledge of magic and the planes. It is at them from engaging in the activities they revel in such as
this point that these young Erinyes enter the forces of Baator combat, command, and torture. These Erinyes get much
proper to begin their eternity of service. There have been more satisfaction out of their current lot than they would
attempts by various good natured individuals to rescue from promotion. However, those that truly excel at
Erinyes before they reach this point hoping to usher them to condemning the souls of mortals, strive for a chance to
good. Unfortunately, these good intentioned missions are become something greater.
almost always deadly failures.
Erinyes Specialties
Behavioral Observations Erinyes can be roughly divided into three main disciplines
There are many different types of Erinyes with a diverse within the Nine Hells. The first are the Alecto who work on
spectrum of personalities and worldviews. That said there is the mortal plane. These individuals engage in many activities,
one key principle that unites these vile creatures: the desire almost all of which involve collecting souls for their masters.
to punish wrongdoers. To some, it is a passing fancy, They have been known to hunt down wrongdoers on the path
something not to be pursued with zeal but enjoyed as it to atonement to slowly and mercilessly cut their journey short
comes. To others it is an obsession chased at every assuring their soul makes its way to the Shelves of Despond.
opportunity. While this may sound borderline virtuous, even a The Alecto are also the Erinyes who coerce individuals to
cursory examination of their methods and motivations the lure of evil. Whether it is taking the form of an individual
reveals them to be as malicious as any denizen of the Nine so alluring one is willing to sell their soul for a night with
Hells. them or taking a position as a trusted advisor coaxing a
True good comes from justice and penance, not leader down a darker path. However, it is rather uncommon
punishment. Those of a pure heart do not seek to make for an Erinyes to have the patience for such slow subversive
wrongdoers suffer but rather to restore a karmic balance and methods as most prefer to act more decisively. The few
(hopefully) to reform the wrongdoer into someone worthy of devious Erinyes who revel in this work are the select few who
redemption. Punishment is often the means with which this are able to ascend to the rank of pleasure devil.
end is reached. To an Erinyes however, punishment is the end. The job many Alecto take the most pleasure in carrying out
The thrill of vengeance, the joy of making others suffer is is the execution of Faustian pacts, particularly those that
drives them. The twisted sense of justice is but a thin involve vengeance, punishment, or the dreaded "Curse of the
justification for their wicked hearts. These seemingly Erinyes". Taking after their progenitors, Erinyes are adept at
conflicting ideals are a carryover from their angelic heritage exacting vengeance and punishment. They delight in creative
twisted by the cruelty of Baator. A criminal who repents for and gruesome ways to cause agony to extract every last bit of
his sins and has a true change of heart will receive no mercy suffering from an individual before sending them below to
from an Erinyes. begin the process anew. Often, a jilted lover or irked business
Erinyes are also bound to a deep sense of honor reinforced partner will call an Erinyes down only to be horrified at the
by both the strict hierarchy of hell and their ancestry. They sheer depraved lengths Erinyes are willing to go when
make soldiers that are brutally efficient and, most exacting said revenge.
importantly, loyal to the end. It is exceedingly rare for an
Erinyes to engage in an act of deception, they prefer to act
frankly and decisively. This is one of the man distinguishers
from succubi.

144
Megaera is the second class of Erinyes. Their vocation is If an Erinyes is successful in their endeavor, they will
coveted by the vast majority of Erinyes. Megaera are always collect both the souls of both he who called down the curse
selected from members of the other two groups who prove and he who it was called upon. The Erinyes often makes sure
themselves to be particularly adept at torture. These the two individuals meet upon their arrival to the river Styx. It
individuals spend their time tormenting the souls of a select is possible to remove the curse of the Erinyes, but it is a task
group of the dammed. Megaera have a particular talent for only completed by the cursed. Unlike many other curses, the
inflicting what they call "justice" upon those who commit Erinyes must be warded off for it will not relent. One must
particularly barbaric crimes. Slowly, and for as long as first complete a right of purification and, if a patron of good
possible, Megaera sadistically torment these souls driving answers the call, a grand task of atonement must be
them slowly mad. Megaera are by far the most dangerous and undertaken to ward off the tormentor. The few who
cruel Erinyes to encounter. Fortunately, unless your soul has successfully ward off the curse may gain the favor of their
been condemned it is extremely unlikely to meet one. patron to champion the cause of good.
Tisiphone is the final designation of Erinyes. They are the
guardians, the vanguards, and the soldiers. Tisiphone are the Variants
Erinyes one sees patrolling the skies of the nine hells, leading White Winged- These Erinyes do not inherit the tarnished
contingents of lesser devils on the fields of war, called to the wings of their parents. Their wings retain the milky hue of
side of greater devils in combat, and even serving as infernal angels making them natural deceivers. From a young age
lawyers in the Diabolical Courts of Abriymoch. Tisiphone are these Erinyes are pressured into using their appearance to
the most numerous of Erinyes as they serve a relatively take advantage of those foolish enough to trust them. These
unique niche within Baator. individuals are arguably the most dangerous of all Erinyes as
As only a select group of Alecto are even eligible for their skills of manipulation and subterfuge become incredibly
advancement within the hierarchy, greater devils place much potent over the eons.
trust in the Tisiphone, using them for special tasks and Redeemed- Every now and then an Erinyes will reject their
important duties. Tisiphone are, in turn, more loyal and parentage and seek to redeem themselves in the eyes of good.
reliable than any other devil. While the most exceptional of These individuals steal away from the deep reaches of Baator
Tisiphone do not get promoted, they are assigned to the most and seek forgiveness. The denizens of the upper planes are
coveted of positions, such as high level commanders or not fools however and it may take thousands of years to gain
interdictors. their trust. Redeemed are most often encountered on the
The Curse of the Erinyes neutral or material planes where they prove their worth
through selfless acts.
One of the greatest horrors a mortal can call down upon Wings of Hades - The most powerful and dangerous of all
another is the Curse of the Erinyes. Unlike the majority of Erinyes. Wings of Hades are ancient creatures having
curses, the Curse of the Erinyes can only be invoked through survived and grown through thousands of years in the lower
a direct pact with an Erinyes. Once the agreement has been planes. These beings surpass the caste system of the Nine
reached the invoker's soul is forfeit and the Erinyes who Hells to exclusively hunt the denizens of the upper planes.
made the pact will descend upon its target. The process is Wings of Hades have all but lost the beauty of their brethren.
slow, horrific, and almost undetectable as only a minor Their feathers have fallen from their wings, their skin has
tracking curse can be identified by even the greatest clerics. hardened into a wrinkled carapace, and hair has grown long
First the Erinyes bring misfortune upon their quarry. Slowly, and bedraggled. Their hair now attempts to grab and drain
their trust in their friends, family, society, and even reality the life out of anything that gets too close. Those who have
itself is eroded. made allegiances within the upper planes must be wary; the
Second, an unnatural hunger sets in coupled with revulsion Wings of Hades are one of their greatest threats.
for food. No amount of consumption will sate this hunger and
often, food only exacerbates the suffering.
Third, sickness finds its way into the target's life. It doesn't
always descend upon the target of the curse however, those
they care about could instead be struck deathly ill.
Fourth, madness descends upon the target. The process is
slow and surreptitious as Erinyes take great care to
personalize the creeping onset of madness, consuming even
the strongest of will. Unlike magical insanity, this madness is
not easily reversed for the process is insidious in its
mundanity.
Finally, death comes for the target. It is not swift, it is not
peaceful, and it is not merciful. Death is usually the most
torturous part of the endeavor. Truly a fate no soul with an
iota of a conscious would honestly wish upon another. The
entire process can take months if not years, turning the very
world into the subject's own living hell.

145
DM's Toolkit
Erinyes are interesting creatures. While they're
unilaterally described as attractive to humans and
the like, they are not usually described as seducers.
Furthermore, their origin in Greek mythology has
nothing to do with seduction or temptation. These
are beings of punishment and vengeance. If you
need a sexy demonic seducer, the succubus and
incubus fill the role perfectly. It is a disservice to
Erinyes everywhere to just treat them like
succubae.
The Curse of the Erinyes can make for an
interesting plot development. It places the target
on a timer to complete whatever task set before
them and it should make them loathe whoever
placed the curse upon them. If a player sets you up
to place it upon them, it can be a great way to
guide the party in a particular direction.
It is very likely any extraplanar travelers will
encounter an Erinyes at some point. They are often
used as couriers, scouts, soldiers, and guards. Of all
the devils, Erinyes are some of the most combative
and will likely treat the party with disdain at best.
Erinyes on the material plane tend to be less
subtle than most other devil agents. While a more
cunning devil will be the grand vizier manipulating
the king into allowing horrible individuals to
influence his kingdom, an Erinyes may be the king's
head general yelling "THIS MEANS WAR!"
Make good use of the ropes Erinyes carry with
them in combat. Having a tool constantly
attempting to ensnare, trip, and hinder attackers
can turn the tide of a fight.

146
Leaping ettercaps range from green to yellow hues and live
Ettercap in foothills and grassy plains. Blending in with their
"The Webbed Woods? Now why would you want to go there? environment and smaller than other ettercaps, their primary
No spider alive or dead should spin webs of that size and attributes are patience and stealth. Without any sort of
strength. Hells, ain't nobody seen a spider in those woods for webbing, their lithe, thin bodies are built to hunt. With
centuries, and yet those webs remain." oversized legs and smaller arms, leaping ettercaps are not
--Crazy Gregory well suited to fighting or chasing. The venom of the leaping
"Rutger still tells stories of what he seen in there, hunched, ettercap acts as a sedative, and once its prey has been bitten,
fat, purple-skinned men with spiders for heads and fangs for the ettercap will allow it to flee, tracking the victim until it
fingers, spittin' web and riding giant spiders up and down the passes into slumber. Once it has re-captured its prey, the
trees. Don't pay him no heed; ol' Greg's never been quite the sleeping creature is dragged back to its den, in which it never
same since his wife passed, not that he made much sense awakens.
before." The hunter ettercap can be any of several shades of brown.
--Carroway Saddlebaum, farmer The only ettercap to possess fur, the hunter has particularly
powerful forearms that allow it to sprint, not unlike an ape.
Introduction The most energetic of their brethren, slowly creeping to their
target before sprinting at great speeds to catch prey off guard.
The ettercap. Believed by some to be descended from a cult Their primary offensive tactic seems to be crushing prey
of arachnid worshipping druids, these humanoid aberrations against their enormous girth. Paralytic venom and powerful
possess a low, primal intelligence and hunt prey instinctually. hooks ensure that once ensnared, its meal cannot escape.
Some have argued that, very rarely, an abnormally intelligent There have been sightings of ettercaps adapted to
ettercap is born which can learn to communicate, and even swimming; a frill jutting from and following the spine,
study magic. A true scholar cannot rely on such an webbed toes, and in place of the usual scythelike claws are
abnormality to be replicated, so, for now, this can be regarded three-pronged, webbed, chitinous spears. The habitat of these
as conjecture. horrendous creatures has not been located; all we know of
them is from half-drunk accounts of frightened fishermen.
Physiological Observations
Ettercaps stand as tall as a man and weigh as much. Their Social Observations
lifecycle mimics that of a human, perhaps lending weight to Ettercaps are solitary, cowardly creatures who only socialize
the aforementioned idea of their origin. That, however, is to mate. The females tend to be more intelligent than the
where the similarities end. males, and usually dominate them in mating rituals. Not
The most commonly known is the forest ettercap. Their uncommonly, the male is killed during the act, to be eaten by
thin, lean, digitigrade legs support a bulbous, distended, the mother, or cocooned and saved for her offspring.
oversized abdomen, from which they project their webbing. A The only companions an ettercap possesses are the natural
hideous, fanged, spider-like face protrudes from its hunched, spiders with which it shares its lair, tending to them as a
hulking upper body, with long, muscular arms that finish in shepherd to his flock. Occasionally, ettercaps will keep giant
large, black claws. Their skin maintains a greyish-purple hue, spiders as pets in a twisted mimicry of the relationship
with a light, ivory chest and underbelly. These ettercaps between a hound and its master.
possess a necrotic venom, which rapidly rots infected flesh. More cautious than aggressive, multiple ettercaps may take
Desert ettercaps dig burrows deep underground from up residence within another's territory as long as there is
which they launch lightning strikes at unsuspecting enough prey for both of them. When short on food, ettercaps
passersby. These monstrosities forego the mauve skin of their are not above resorting to cannibalism, especially the hunter
woodland cousins for a sleek, shiny, jet black tone, making an variety.
all ready terrifying creature more sinister. Rather than
bulbous and soft, desert ettercaps have a chitinous, shell-like Behavioural Observations
hide and a much more muscular physique, as they require Ettercaps hunt much as spiders do, laying traps and weaving
less of their bodymass devoted to web production. mazes of webs, patiently stalking its prey from afar. Cowardly,
Instead of building elaborate traps and snares, their use of ettercaps will flee if its intended prey proves to be too much
webbing amounts to what we would see as bedding and of a threat, content to let the thing wander until a better
security. Their sandy burrows are lined with their silk for opportunity to strike presents itself. Those who seem to
ease of movement, while the area surrounding its den is a evade the traps of the ettercap may find themselves the victim
complicated sequence of trip wires, allowing the ettercap to of a web garrote or venomous bite, both methods attempting
pinpoint the location of its victim beyond its tremorsense. to subdue its prey without great risk to itself.
Neurotoxic venom paralyses prey, allowing for their oversized The digestive system of the ettercap is much more complex
fangs to tear the body apart for later consumption. than our own. With the exception of the hunter ettercap,
digestion occurs outside of the body. Thus, the hunter is the
only ettercap at risk of parasites or food poisoning. Once prey
has been successfully subdued, the ettercap returns to its
nest where it weaves a cauldron-like cocoon for its meal.
Digestive enzymes are then vomited into this cocoon where
the victim is dissolved into a drinkable soup which is then
drunk by the ettercap.

147
Interspecies Observations
Ettercaps view nearly all other species as the same: food. The
only exception to this is the fey, for which ettercaps possess a
particular enmity and singular hunger. They enjoy nothing
more than devouring a captured pixie or sprite, even going so
far as smothering a dryad's tree completely with web, in some
misguided attempt to catch and eat it.
The only species with which ettercaps seem to have a
positive relationship are spiders. It is unknown for what
purpose ettercaps seem to domesticate both the common and
giant spider, as their intelligence is unlikely to be able to allow
for any sort of husbandry. It is possible they feel some primal
kinship with arachnids. It is unknown how ettercaps would
react to a servant of Lolth. Perhaps we are lucky that no
drider has subverted a number of ettercaps to its worship.
Such an organization would surely be a blight on whichever
land it existed.

DM's Toolkit
The ettercap makes for an interesting encounter.
Perhaps some children of a nearby town have
disappeared after wandering too close to an
ettercap's territory, there is a very limited window
of opportunity to rescue them and provide an anti-
venom or magical healing before they are killed and
eaten. Perhaps the PCs are forced to travel through
ettercap infested land in order to reach their
destination, being stalked from the shadows as
they travel.
Perhaps they are caught unaware as they wander
over the den of a burrower hidden in the sand.
Mechanically, a battle with and ettercap allows
the DM to combine elements of deadly traps,
mazes, and combat all in one encounter. Cowardly
as they are, be sure to only reveal the ettercap
when it is convinced the fight will be in its favor.
Play with the predatory nature of it in its habitat.
Tell the players they see hulking shadows scurrying
up the trees and behind cocoons of web. Let them
get deeper into the web labyrinth before they
realize they are lost. Describe the bones and
equipment strung between the trees. Entice them
with magical items that are theirs for the taking if
they can only pry them free of the web.
Play with some variants on the standard ettercap.
Maybe the venom grants the restrained condition
on a failed save, instead of bonus damage. I spent a
lot of time researching real-world spiders for
inspiration. (GOODBYE SLEEP) Many spiders have
unique hunting and trapping methods. Maybe your
ettercaps forego webbing entirely. Maybe they
possess powerful legs for leaping strikes. There is
one thing all spiders have in common, though:
patience. The longer the ettercap waits to strike,
the more terrifying it becomes.

148
They live in many regions of the world like orcs or humans
Ettin with no real preferred climate or habitat. They seem to prefer
"They're a funny and stupid sort. Don't worry about MekTar a solitary cave, glade or anything really away from other
he'll be no trouble for us to get around* sentient beings. They are not overly territorial and share their
-- last words of Radial the Human Mage home with animals sometimes taking kindly to them as pets
but often the bickering keeps most animals away. Ettin do not
Introduction value good or treasures like many sentient races do, or even
community like most. Above all they value privacy. They do
Ettin are a strange creature that's hard to pinpoint a like a more comfortable living and will strike deals for their
classification. They resemble orc, giants, and ogres in some considerable strength to gain wealth but never for any
strange compilation where an extra head was forgotten by extended amount of time. Dealing with constant harassments
the gods. Large lumbering giants standing around 15 feet tall and annoyances they are quick to anger and violence. Their
make for a menacing sight for any adventurer. They smell are unbridled rage is almost uncontainable and makes them
dirty and seemingly lazy. Ettin are not afraid to bully smaller extremely dangerous to those in their path. They are good for
creatures for mundane tasks but seem to be solitary most of brutes or guards to potential employers and do their jobs very
the time. well but can be unpredictable enough that this is rare. Ettins
In short they're not pretty and not pretty smelling. Ettin are will live between 60 and 70 years until they can no longer
solitary for their awful demeanor and even more awful hunt for themselves or force others to do so. Ettin names are
manners. There are not many creatures who can stand to be self-given and typically central to the head. UrukDahk is an
around them even their own kind it seems. Yet there seems Ettin comprised of the individuals UruK and his sibling Dahk
that there should be more to them than mindless brutes, is one example.
hence my investigation. The findings were surprising to say
the least. Social Observations
Ettin are extremely solitary to other members of their race
Physiological Observations unless they are somehow in debt to or in league with a
Ettin as mentioned before giants standing at 15 feet tall with greater force or for mating. They are possibly even fouler in
many orc features and two distinct heads. They have the pig behavior to other members of their kind than themselves
like noses and greenish to light brown skin coloring much making for an unpleasant sight for anyone or anything to
like orcs but long flowing wild thick hair like that of an ogre. behold.
They normally don't wear much than a loin cloth in Mating seems to only occur out of sheer reluctance of
comfortable temperatures made of hides and skins seemingly nature's call. The female's being the more dominant sex
hastily stitched together. always seek out a male for bearing children and bully them or
The two headedness of Ettin is their most striking feature physically force them into the act. During pregnancy and
and it seems greatest disadvantage. They are unique in early childhood the female relaxes and makes the male tend
features for each head like that of the uniqueness between to her every need. Food, drink are demanded and then the
any face. It seems that they are always the same sex with no male is sent off from her sight until needed again.
reported male and female heads reported. In that they are Children are seen as a necessary burden of their existence
separate with unique personalities and preferences. The and once only a few years old are sent off into the wilds to
unfortunate part is that they share the same body from the deal with life as it comes. Not many children would describe
necks down. Each head controls their respective sides of themselves as loved or even cared for in their early years by
their bodies and it seems to make them uncoordinated and their parents just given the means to survive. No discipline
clumsy creatures indeed. They can fight well enough when guidance or care is offered before the family departs to go to
they do fight seemingly coordinated actions. When they work their solitary existences.
in unison the Ettin can be a powerful enemy to any creature. Ettin children often do survive on their own given their
While not engaged in a singular goal the ettin are combative considerable strength and size being almost 2 feet tall at
with each other. They sneer and make backwards comments birth. Once they are only 2 to 3 years old and capable they
and harsh jokes at each other in open contempt. They take off hunting and foraging on their own in search for a
constantly argue and mutter with each other. Having grown suitable cave or similar secluded area to call their own. This
up together it would be thought that they'd learn to live with is a forced departure when the mother sends the father and
another but only seem to grow up in contempt for only being child away to be on her own once again.
half in control of their body. The profanity and slurs that they Ettin fathers are far from caring to their children and
speak to each other in are enough to make a denizen of the openly contempt them for being the reason of their forced
lower planes blush at times. labors. They long to be rid of the responsibilities and depart
Most Ettin are unbathed and poorly dressed slobs. They as quickly as possible, usually after the first year. The mother
reek of past meals spilled on themselves and gory matted then will indenture the child to do her bidding, once the
hair and clothes from past battles. They hardly care to clean father escapes.
up for any reason or even get up unless to find food or
necessity demands so. They are foul in personality and
presence making them ugly creatures in and out.

149
Intra-species Observations Having no other subjects to base this on but it seems that
Ettin who are raised with a healthy upbringing are more akin
Ettins seems to be aggressive with almost any other sentient to an orc. While crude and violent they are not necessarily
creature in attitude but don't attack on site. They more evil and they seem to relish battle. RabThom enjoyed how
consider the options of food and who gets what part. They are when focused on a singular goal such as battle he felt the best
not picky eaters and eat almost anything they can when given and was a very apt forest guardian. Rab informed me that he
the opportunity. They do parley for food or wealth and do so controlled the left side while Thom controlled the right, yet in
only when bested or they believe themselves in danger. battle both could at will move any part needed and rarely did
Ettin are excellent fighters as mentioned as they seem to they disagree in such a situation. They trusted their limbs to
come to a clarity and coordination in battle. It seems to come their respective brother while they focused on another aspect
naturally to them when the stakes are a bit higher. They move of the fight. RabThom had his disagreements but more akin
in coordination and attack with an uncanny efficiency given to that of siblings who care for another and who are very
the ability to process information in battle twice as much as a close then that of hated enemies. RabThom also was a very
single individual. It's not uncommon for Ettin to be using a well dressed and bathed creature in comparison to most
weapon in each hand with great efficiency. humans which may have been a personality trait or
They are often taken advantage of other creatures who something garnered from the elves.
know how to play each head against each other making the
argument more of the focus than the common task or enemy Variants
the Ettin shares. Tales of adventurers escaping the dinner As with many creatures in the world Ettin come in a few
table using this tactic are not unheard of and in-fact a variants depending on some differences
children favorite for some human communities. Abused Ettin - As described for the most part of ettin up-
The Ettin's Dilemma bringing and society. They live all around and are aggressive
harsh and violent thinking beings more concerned with
I have observed another side to Ettins and their ways that themselves then most anything else.
may go against all previous conventional wisdom. As Adjusted Ettin - As described above for RabThom they are
previously described Ettin seem to live very solitary and far more agreeable mild mannered and thankfully well
miserable lives with only desiring to be left alone. They are hygiene minded individuals. They seem to still enjoy battle
harsh angry and aggressive to most beings including their instinctually but not so much so to attack anything and
attached siblings wanting no contact with any other creatures anyone without good reason.
and over indulging in self pleasures when possible. Having Tri-headed Ettin - A very rare occurrence that seemed to be
studied many beings across the realms this seems as an odd an even better killing machine with a head controlling each
state of being so I looked to other creatures of similar arm and the other controlling the legs. But with more arguing
behaviors and my results were astonishing. it seemed as a downside outside of their common goal.
It seems that Ettin are products in demeanor of harsh
mental and physical abuse. This behavior can be seen in
almost all sentient races who have suffered as such from an DM's Toolbox
early age. I do not know the cause of such an upbringing only
to theorize that parents seem to conduct themselves as their Ettin are a good fantastical creature to use and
parents did. This perpetuation that plagues most Ettins is work well as a tougher challenge when paired with
deep and long running that further perpetuates in each orcs or goblin kin. Ettin are typically depicted as a
dumb smelly brute but as a DM you can adjust that
generation. This explains the harsh and solitary behaviors to anything you need in your campaign. Keep in
and even the bad hygiene in a self loathing that's been mind that an Ettin is actually 2 individuals (or 3) in
instilled from an early age that seems to be lashed out the same body and using that can make for an
uncontrollably at any and all directions including their sibling. interesting encounter both in and out of combat.
I came to this question as I had found a fully functioning
Ettin who was not abused but cared for by a surrogate elven
community from childhood. I do not know what drove the
Elves to put aside the preconceptions and accept an Ettin into
their community when they rarely do so for other races such
as dwarves or humans but the differences were astonishing.
Further investigation is needed on this matter but
interviewing the typical Ettin is far from easy and talking
about such personal endeavors seems far from their interest.
For now I only know of RabThom the goodly Elvish raised
Ettin, there must be more out there.

150
Faerie Dragon Behavioral Observations
" . . heehee . ." There it was again! Borgog snapped his head While their larger cousins prefer to amount expansive hoards
around looking for the source of the sound but the giant of treasure and magical items, Faerie Dragons seem to lack
could see nothing but gravel and shrubs. Puzzled, he turned the attention span for material objects. A traveler that offers
his attention back to the large fruit cake sitting on the up a shiny ring in exchange for information may well find the
pathway. Suspicion winked in the back of his mind but ring discarded in the bushes only days later. They value
Borgog's hunger brushed it aside. He was glad to finally catch precious stones and children's sweets with equal regard,
a break after his run of bad luck. There had been the leg of temporary playthings who's only worth is their novelty.
lamb a few days ago that had somehow turned to stone in his The true hoard of a Faerie Dragon contains of riddles,
mouth, shattering his canines. Then the dead Halfling he'd jokes, and gossip. They have a lasting memory for such
stumbled upon yesterday that had the taste and texture of information. Wizards take note, while their obvious
night soil. And all the while, that constant giggling noise. intelligence and inherent magics makes them seem like ideal
familiars, take heed. They lack the patience for higher
learning, and their loyalty is directly linked to the amount of
Introduction attention they are given.
Faerie Dragons (Draco Lascivus) are curious creatures that
straddle the Material realm and the Feywild. While generally Intra-species Observations
possessing a playful and generous nature, if threatened they Extremely talkative, Faerie Dragons are never found far from
doggedly stalk and torment their victims with a variety of intelligent creatures. They are particularly drawn toward
malicious illusions. peaceable societies appearing to favor Halflings and Gnomes.
Faerie Dragons rarely stay in one area for any length of
Physiological Observations time. They grow bored with the slow rate of change of most
Diminutive and agile, Faerie Dragons can live almost a societies, but will make a habit of visiting a town every few
century. Born with a pinkish hue to their scales, they change years. The creatures seem especially drawn to adventuring
in color as the creature ages. The color of the scales moves parties as they have similarly short attention spans. They may
through the color spectrum while the creature matures, not always make their presence known to the party, simply
settling on a vivid violet around the half-century mark. following them curiously and occasionally pranking them
The anatomy of the Faerie Dragon go some way toward with tricky illusions.
proving that the creature is Draconic in nature, rather than
Fey. They possess all the identifying features of the Draco Variant Species
family; interleaving scales, leathery wings extending from A small colony of Faerie Dragons in the Tolgey region have
above the shoulder, and most tellingly a shriveled breath been observed to have taken on a permanent state of
gland. The gland expends a gas known to induce hysterics in invisibility. The high number of strange and dangerous beasts
humanoids. The numbing and euphoric properties of the gas in the region is believed to have driven this adaptation. These
make it extremely appealing to narcotic aficionados, but Faerie dragons can only be spotted by their grinning teeth
healers have also been known to pay rich bounties for floating in mid-air.
samples of it. Like everything else in the region, they are suspicious of
The creature's magic is organic in nature and grows as the humanoids and their default reaction is typically malicious.
creature ages similar to the greater Dragons. Perhaps due to
its small stature, the creature relies on illusory magic to
evade and confuse predators.
Faerie Dragons can turn invisible at will, but this feature is
not reliant on magic. The creature's scales seem to possess a
chameleonic quality, folding and reflecting light in such a way
that it appears to pass clean through the creature.
Social Observations
When conversing with a Faerie Dragon, be wary of the
creature's playful nature. They are unable to resist the
opportunity for mischief, and will invariably give a misleading
answer rather than be helpful. An adventurer willing to
decode their riddles and misnomers will be able to extricate a
large quantity of information from them, whereas impatience
and literal translations will only lead to frustration.

151
DM's Toolkit
Faerie Dragons have very low HP, and extremely
limited ability to deal damage. Where they do excel
is through the wide variety of spells they possess,
as well as their euphoria breath.
They can turn a mundane encounter into a
chaotic one by directing their illusions at both the
players and the monsters, giggling all the while.
Scaling the Faerie Dragon for different level
parties is pretty much done perfectly in the
Monster Manual. Just move along the Rainbow a
few steps, and maybe add a handful of HP. Don't
underestimate the power of Polymorph, it scales to
fit any CR level.
Roleplay encounters are where these creatures
really shine. Illusory pranks, riddles, and trading
songs for information can all make great interludes
from the overbearing presence of gritty reality.

Further Inspiration
I like to portray Faerie Dragons as mischievous and
playful; the fun side of Chaotic Good. If you worry
about this being a little too light for your campaign,
malice intentions and survival instincts can be
amplified. The list
below is not comprehensive; it is merely a
sample of characters displaying a different aspect
of the trickster personality that you may like to use
for inspiration.
Bugs Bunny
Jerry (Tom and Jerry)
Scooby Doo
Puck (A Midsummer's Night Dream)
Jack Sparrow (Pirates of the Caribbean)
The Riddler (Batman)

152
A Flameskull may only be permanently killed by immersion
Flameskull in holy water, or a spell that dispels magic or curses. If
"My old master sent me a request: he was having trouble otherwise killed, no matter how shattered, a Flameskull will
dealing with worrisome occurrences in a village near his reform in as little as an hour.
tower. Crop blights, dead livestock, villagers going missing -
all signs of potential dark magic. I arrived within the Creation
fortnight, and found the door to his tower ajar. I entered and The ritual to create a Flameskull is an inherent act of evil.
was hit by a profane stench. It was familiar at first: his old While not requiring the soul of the subject, it does require
tomes, miscellaneous reagents, strange taxonomies. But it their head and magical powers. This usually means death,
smelt burnt... I can still smell it. My master's voice called out but in the case of a multi-headed sorcerer, or perhaps a
to me, and I came running up the stairs to his study. When I particularly well-prepared wizard, this may not spell death for
entered, a bright, green, light roared in front of me. And then the subject.
the laughing started." First, the creator must acquire the head of a powerful
-- Dalerion the Adept, speaking to an Archmage's Tribunal magic-user, usually by decapitation of some sort. Then,
specific runes found only in long-forgotten tomes must be
Introduction inscribed, in the blood of the caster, both in the flesh and on
an alabaster slab four paces by four paces large. The creator
The Flameskull is an undead mystical creation, the result of a must then find a flame that has burned continuously for one
profane ritual involving the head of a magically-attuned hundred and eleven days - no less, no more. Using the fires of
individual. It is a simplistic and rigid, yet effective, guardian this flame, the creator must melt down the hair, eyes, teeth,
that is bound to the commands it is given at its creation. It is and brains of the subject into an inkwell. With this ink, still
a skull, leafed in powerful flames that stalks silently and hot, the creator must write down their commands. Before the
imitates voice with frightening accuracy. It never rests and ink cools, the parchment it was written on must be shoved
follows its orders with maniacal efficiency, taking advantage into the mouth of the head and then the head must be set
of the memories and magical prowess of its previous form. It alight by the same flame used to melt down the ink.
follows its commands to the letter, often producing intended After uttering profane words of binding, the flames will
consequences for its creator. turn a deep color and the remaining flesh (if there is any) will
Make no mistake; however, the Flameskull is not even a melt off, and the Flameskull will begin to scream. It will not
shadow of its former self. It only borders on sanity, and woe stop for four days and four nights. It then follows the
be to any ill-prepared adventurer who falls in its path. The commands it was given - they cannot be changed or modified
mage that once was is gone - and since the head is required, in any way.
they're usually dead. There are a variety of points at which a ramshackle mad
wizard may go wrong: the ink may not have a proper binding
Physiological Observations agent (gum arabic is recommended,) causing it to run and
The Flameskull, being a mystical creation, can be quite sully the commands; the head may not have had the eyes
different aesthetically but the general anatomy and function is removed fully; or the runes used could be an age-old secret
near ubiquitous. The Flameskull is defined by its very name; for the transmutation of beets.
it is a levitating flaming skull. The form of the skull depends Social Observations
upon the race, age, and sex of the mage the skull was created
from but otherwise is completely bone. No flesh, muscle, or Flameskulls, in general, do not work well or cooperate with
other viscera remain. The Flameskull is continually wrapped one another. Often two or more Flameskulls will be set to the
in a bright (usually green) flame that burns violently hot and same task, and begin to bicker and beguile one another - each
can be controlled by the Flameskull. It levitates above the one perceiving that the other is compromising their goals.
ground, and is animate by magical means. It has keen hearing They inherently do not trust one another, perhaps because
and sight, although rumors of a sense of taste remain yet each understand the insanity lurking underneath them.
unverified. Multiple Flameskulls set to similar but different goals are
They are as intelligent as their former selves, though even worse, as they begin to be caught up in an internal-
usually only speaking the languages of their creators. They bureaucracy tied to usually one hastily scrawled sentence.
only faintly remember personal members, but otherwise have Flameskulls whose tasks do not interact with one another
accurate historical recollection. whatsoever are a rare encounter, but in those cases it goes
Flameskulls move quickly, silently, and their flames can be swimmingly. They revel in their tasks, complement each
dulled to an infinitesimal glow (although never intentionally other's flames, and discuss the nuances of their commands.
extinguished.) Their skulls, no matter how old, remain Often, those still bound by them will scheme with one
extremely strong; infused with the magical bindings that another on how to deceive and rid themselves of their chains.
created it. The Flameskull does not eat, drink, sleep, or Flameskulls of opposing goals fight to the death, with no
breath - it spends its existence executing it's given orders and exceptions.
discerning how best to do so. It is lost otherwise. Flameskulls do not, otherwise, interact. They don't mate,
The primary form of defense and combat used by form social structures, or otherwise propagate a future.
Flameskulls is their ability to use the magic of their former Different Flameskulls feel differently about their tasks:
self. They also inherently may focus rays of fire from their eye some are frustrated, others eager to serve, others eager to
sockets, and have been known to also bite. have the opportunity to kill their creator and roam free.

153
Flameskulls often talk of "Freedom." Freedom from their Rarely, Flameskulls are viewed as an alternative to
commands, freedom from their creators, even freedom from Lichdom. Their commands are usually something akin to
sanity. "Live free and well." The resulting Flameskull often has
existential crises, and go insane within the first few days of
Behavioral Observations activity. Flameskulls may be used as guards by secluded
Flameskulls are apt communicators because of their ability mages and communities of evil creatures (though they must
to recall historical events quite well along with near-perfect be well-supplied and magically adept.)
voice imitation. They usually simply use the voice of their
previous self, unless attempting to deceive an intruder or
mock something. DM's Toolkit
However, Flameskulls do not communicate often, unless Flameskulls are good for a wide range of
they have gone insane. The key to dealing and encounters - from goofy to gritty. Combat wise,
communicating with a Flameskull is to discern, as quickly they are suited for an early to mid level party but
and accurately as possible, if it is insane. may easily have their difficulty scaled up by adding
Sane Flameskulls will be reasonably suspicious of all who other spells to their abilities.
approach it, but will be eager to offer as much information as Their talkativeness, voice imitation, and odd
they can about their master and how someone might kill their appearance allow a DM to capitalize on using and
creator or free them from their commands. honing their aural and visual imagery. Their
rejuvenation and spell-casting provide a variety of
However, this conversation is usually impossible as most ways a DM may use backstory, time-constraints,
Flameskulls are given strict commands to kill all who come and roleplay in order to make what may seem like a
near whatever they are guarding. (Absolutes, such as "kill all" one-off encounter have lasting repercussions. The
are quite dangerous terms to use for commands - as an fact they are bound by commands and may have a
unwary creator has often learned.) However, insane semblance of their old selves can introduce
Flameskulls, those released from their bonds or having failed interesting moral dilemmas for player characters.
to guard whatever it is they were guarding, are another I've included an example ritual of creation for
matter entirely. No longer bound to the very essence of their inspiration, utility in evil campaigns, and insight.
creation, insane Flameskulls lash out with the remaining I've also included a short example list of encounter
fragments of their former life and tormenting contract. Their and plot hooks based around Flameskulls.
ability for voice imitation is used to their fullest as they A wizard of great renown has asked the party to
terrorize all who come near them, without regard for life or check up on his old colleague, whose last letter
morality. Most take sick pleasure in luring people into traps described a recent crop blight in a small holdfast
with the voices of hurt innocents before incinerating them near him.
The familiar of an ancient Druid approaches the
with their gaze. Some use riddles with no right answer party, and leads them to an old and abandoned
(unless death by fire is an acceptable one,) others simply use tower in the forest. Beautiful and soft singing can
their former self's ability for Illusion magic to force people be heard from inside.
through twisting labyrinths with no end. Rumors of a voice making prisoners go insane in
There is no limit to the extent of both the malice and the castle dungeons are confirmed when the party
ingenuity of an insane Flameskull - they are utterly and is sent there by a corrupt and sinister new lord.
wholly lost to any chains that once bound them. A sane The party encounters a Flameskull frustratingly
Flameskull can be just as devious, though often more knitting together a small sweater with telekinesis. It
restrained. While they crave freedom, they are still absolutely bemoans its fate to eternally "Knit for the Great
evil. Dread Lord Nercomarth." Apparently, Nercomarth
wasn't the greatest speller.
The party happens upon a strange altar with
Inter-Species Observations runes written in blood, a hastily written note on the
All races are equal in the sight of a Flameskull, in that they altar says "Don't trust the voices - especially the
usually hate them all. Sometimes especial prejudices remain dog." The party then hears the cries of a wounded
from their past selves, but otherwise a Flameskull will view dog further in the distance.
anyone not sanctioned in their commands to be a possible An erratic Flameskull stands before two doors,
threat and never let down their guard. and offers a simplistic riddle to the correct door.
Due to their usually secluded nature, guarding areas or Both doors open to solid rock and the Flameskull
people of great and evil power, common folk do not usually has no intention of letting the party exit with their
lives.
interact with Flameskulls and the more dramatic nature of
the Lich often causes it to overshadow the Flameskull.
Many encounters with Flameskulls throughout history
often simply become more exaggerated until it becomes the
story of a powerful Lich.

154
When in battle they use their tentacles to club attackers
Flumph close to them. They will start by spraying a target with a foul
"In my time spent in the underdark I was constantly in fear smelling liquid that is quite poisonous to other creatures.
for my life and stalked by horrors in the dark. Until I met the They can only do this once a day so it's used sparingly. They
strange Flumph. Since then I've never met such a friendly prefer to hit a target and disengage and let another flumph
and kind creature and I owe my life to them and happily call move in for an attack. Because of this many attackers simply
them friends." gave up.
-- Underdark Survivor Flumph are considered very dangerous to psionic beings
as they feed off of psionic energy as a food source. Feeding
Introduction was never "observed" as they seem to just constantly do so
with ought any physical indication. They usually do this at a
The flumph (used as both singular and plural) are creatures safe distance and without notice from the beings they feed off
that few find but almost always come back to tell the tale. of. Illithid are the most common food source but in some
Flumph are known to be very kind and helpful to other cases Aboleth and other psionic beings are found. Many of
creatures of good alignment and are a welcome sight to most the creatures they feed off of do not suffer any ill affects but
in the underdark. They look physically weak but are highly when too many feed off of them or feed too much they can
intelligent and extremely powerful psionically. Psionics become weakened and even die as a result. This is dangerous
regard flumphs as powerful beings. for the Flumph as they could be discovered if a community
Their origins are unknown as no other creature seems to becomes suspicious. It's hard for psionics to detect a flumph
be related in any way to a flumph, some theorizing they are of as they are always protected by a shroud of psionic energy.
another plane. Despite this otherworldly nature they are very It's well known to Illithid that flumph are to be dealt with
adapted to their lives in the underdark and seldom find their physically, most of the time by slaves. Flumph are also found
selves in a dangerous situation that can't be handled. outside of drow cities but in smaller cloisters as psionics are
Flumph will avoid any danger or simply just hide from any less common in the race.
potential threats. If they need to fight they employ hit and run As a result of feeding they can see into the mind of the
tactics and work as a team. victim and since they usually end up feeding on evil creatures
they end up seeing many evil and base acts. Being good
Physiological Observations creatures they do not enjoy seeing such things and eventually
Flumph appear to be floating jellyfish at first sight. A dome if built up enough can weigh on them heavily. They usually
like body with tentacles hanging down sort of drifts through "vent" to members of the community to relieve the stress but
the air. Where they differ is large eye stalks that sprout from those who can't vent can turn into a Dark Flumph.
the dome and a large toothless mouth between the stalks Flumph can feed off of non-psionic creatures thoughts as
used only for breathing. They also glow soft inviting hues long as there is some amount of intelligence. Doing so is not
belaying their emotions. considered desirable as it can be excruciating to the victim
It has been observed that they normally are glowing soft and is poor feeding. This is avoided most of the time but if
pinks as they are content and happy working throughout the desperate they can do so.
day. Other colors have been observed, Green seemed to show Social Observations
curiosity, Blue was an indicator of sadness, Red was anger,
Yellow fear, Orange has been observed as a mix of fear and Flumph live in groups called cloisters. They are composed of
anger usually observed in battle. It was also noted the more usually 4 to 6 pairs of adults and there can be up to 1 child
brilliant the color the more intense the emotion. per pair. This depends heavily on the availability of a food
The gentle drifting in the air is controlled by several air jets source and can range upwards of 15 pairs. The pairs are
attached at the bottom of the dome structure. They float mated individuals that stay together for life usually raising 2
using the air to varying degree. They gulp in air and expel it to 4 children over a life time. It seems that breeding numbers
through the jets. There's a larger central air jet for fast were calculated as they would only replace members in lower
sudden movement that gives them their namesake for the food source regions and build up in abundance. A flumph
"Flumph" sound it makes. It's also noted that they do not lives around 50 to 60 years and once it finds a mate stays
appreciate being called as such. It was noted that if they with them for life. If a mate dies a Flumph will only last a few
happen to land eyestalks down they have trouble up righting hours as the profound depression can affect them so
themselves. This was especially true for younger members of completely that they'll die as a result. In a cloister other
the cloister. It's common practice for young to flip each other members console the remaining mate as much as possible
and race to upright as it was called. but ultimately know their fate. The cloister has no reverence
When in danger they prefer to hide and disguise for the dead bodies and simply moves them to a location
themselves as the glowing mushrooms commonly found in where scavengers won't be attracted to the cloister.
their environment. A flumph will "sit" their tentacles on the
ground bunching them together to appear as a stalk of a
mushroom and retract the eye stalks and close their mouths.
It takes practice for a flumph as younger ones who have less
control of emotions may accidently attract intruders giving of
brilliant yellows.

155
How Flumph reproduce wasn't revealed as it was considered Intra-Species Observations
a private affair. It didn't seem to be a long affair as a pair
would float off and be back within a few hours. It was usually Flumph regard intelligent outsiders with curiosity or simply
reserved for the sleeping times of the cloister and didn't occur avoid them. Being very intelligent and psionic they attempt to
very often. Flumph are pregnant for only a few months and communicate psionically they are unable to do so verbally. If
give birth through the large central jet. The central jet was they can't communicate immediately they will very carefully
never used during pregnancy seeming to be a result of the try and probe an intruder to determine motives and react
pregnancy. This seemed to be dangerous for the female so either friendly or go on alert. They will never reveal
the mated pair was usually protected and it seemed only 1 themselves purposefully without determining if an outsider is
pair would be expecting at a time. Young are very quick to dangerous our not. If friendly they will attempt to
learn and become fully mentally capable in a few days. Motor communicate to an individual visually by showing their
skills were developed over a few weeks as newborns curiosity or green hue. They will then attempt to carefully
instinctively crawl up onto the mother's dome. Newborns work their way into the outsider's thoughts to communicate.
immediately instinctively feed on the nearby food sources. Once communication is established they greet and welcome
Children reach adulthood in a matter of 3 years. Once they good outsiders offering safety and information or any help
are newly adults they usually leave the cloister to find a they can. Neutral individuals they are cautious of but if asked
suitable mate which is referred to as the departure. The they are willing to help.
cloister revered this leaving with fear for the child and was If introduced to the cloister the Flumph will introduce
very supportive. Typically children did not stay as a cloister themselves as individuals. They don't have a name for the
too large would be discovered. It was observed that this was a species as a whole and only address individuals in naming.
very dangerous time for a flumph as they did not have any It's been noted that when first called Flumph they found it
member to "vent" to until they find a mate. The flumph emits very rude to be named after their locomotion. They refer to
a psionic signal that indicates it is looking. When 2 potential cloisters by family ties or if no tie exists by a few individuals
mates meet up they immediately vent. They seemed to then and their location. Flumph are especially eager to warn and
search for a suitable food source away from their cloisters help adventurers with either avoiding or safely confronting
although visiting from time to time socially. Eventually pairs their food source. They are cautious to reveal locations for
searching find other pairs and form their own cloisters. fear of individuals' lives. Although they hold no love for a food
Cloisters can sometimes not be far apart only a half mile or source as with their usual evil nature, they will not in any way
so as food can be extremely abundant since a cloister can help individuals kill it. They do not stop such actions and
usually feed off of only 1 or 2 psionic creatures. The more avoid violence even in this situation but they will deceive to
powerful the creature, the better the food source. protect a food source.
Creatures like Aboleth can by themselves support a cloister It's not uncommon for them to befriend good individuals
of 15 and still not feel any affects. and treat them warmly as a trusted friend. They are always
The community usually is concerned aside from feeding kind and pleasant and will provide ample hospitality for any
with safety. All members of a cloister seem to immediately friend. They even go as far to attempt to gather physical food
accept a role and play its part to the key. There are teachers and water for a friend. Venting to a friend is considered a high
or children watchers that guide young in groups to learn honor and usually only reserved for a mate as it is a done only
about their world and explain things. There are alert sentries with extremely trusted individuals. Venting has the potential
for dangerous predators that are far from susceptible to to harm an intelligent creature of any non-evil alignment. This
psionic defenses. Then there are cleaners that simply keep is an attack against ones will (or wisdom) that forms a bond
the area they live in clean. There seems to be at least one with an individual. This bond cannot be broken to the Flumph
individual that is concerned with relations with other beings. and they will stay with that individual for life. Venting can be
They will regularly communicate with other cloisters or be done to multiple creatures but causes complexities with more
the spokesperson to outsiders. There are also sometimes in and more individuals as it is usually reserved for parents and
larger communities scouts to guide young in a safer direction mates exclusively. If an individual who has been vented to
during the departure. Scouts would go long distances and dies they Flumph regards this as a great sadness much like a
aside from the young themselves are most susceptible to trusted friend or relative dying. It seems that only the mate
becoming Dark. dying affects it so profoundly to death but that may be due to
the mate being vented to the most.

156
Variant Species
There are 2 variants of Flumph:
Dark Flumph - These individuals have not vented long
enough that evil thoughts have built up and caused them to
mentally deteriorate. They gain a psionic blast that can be
lethal to even lower intelligence creatures as they are trying
to vent to anything it can. Typically Dark Flumphs don't live
very long as they'll disregard safety for the need to vent on
any creature. They are easily indicated by quickly flashing
between emotions almost rainbow like flashing and always
brilliantly.
Aquatic Flumph - These flumphs are found underwater in
the pools and lakes of the underdark or even rivers. They tend
to favor Aboleth as prey but will find any source suitable for
food. Instead of air jets they have water jets and breath
through gills, thus the mouth is replaced with gill slits.

DM's Toolbox
Flumph are considered a silly creature in D&D's
history but they can be used as a joke or as a
believable part of any world. Many scenarios can be
used with flumphs.
Gather information on the surrounding or an evil
city they are feeding off of
Players can Help Flumph move to a new food
source
DM's can use Flumph cloisters as a morality
issue to chose between letting a city of evil thrive
so the Flumph can survive or just wipe the city and
let the Flumph figure it all out.
A role-play scenario of trying to communicate
for the first time with a seemingly alien race
A quest to help a young adult find a mate
A deadly encounter with a Dark Flumph
Help protect a cloister from a dangerous
creature

157
Females can measure between 3.90 (13-17') and weight in
Fomorian at 300kgs (700lbs). They possess a grey-white skin tone,
The following is an extract from the preliminary notes and explained by the generations born below the surface. It has
works of Dr. Edmund van Richten during his study of the been observed that they possess superior senses to that of a
Underdark. Dr. Van Richten still has not returned from his normal inhabitant of the Underdark. It is posited that the
last excursion and has been deemed M.I.A. by the Academy. A malformation of the sense organs on the face/head is of some
group has been dispatched to locate him/his remains. benefit to them. (It should be noted that the above
information was gathered by a dissection of a male and
Introduction female adult Fomorian, obtained by the purchased services of
a party of wandering mercenaries.)
I have been studying the Fomorians for several weeks now,
both up close and from excerpts of recorded history from the Social Interactions
Eladrin. The findings in the physiological and socio-societal From multiple observations of interactions, several
areas are conclusive, but the historical aspects need further inferences regarding Fomorian social hierarchy can be noted.
probing. They have proved an interesting specimen to begin One key aspect is that all Fomorians appear to possess a
with, both from a historical and biological standpoint. Let us superiority complex in regards to other races, even after the
begin shall we? Subjects are Fomorians, a race of sentient debilitating curse they now possess. They retain slaves of
creatures that currently reside in the Underdark. They are of what they deem to be lesser beings. The primary
Giant-kin, though whether the pureblood lines were originally characteristics they deem important among themselves
a product of the Othea is unknown however. The name appear to be fear and intimidation. They seem loyal only to
bestowed upon them comes from the Eladrin/Elven those that they fear. One observation showed what appeared
civilizations of the olden ages. to be an Alpha hunter and his group attack a pack of Hook
Previous name has been lost in history. The etymology of Horrors. The Alpha was severely injured. Once his back was
the given name is believed to have originated from an ancient turned, what can only assumed to be the Beta, jumped it from
dialect of Elvish that has long since died in the spoken word. behind and bludgeoned it to death. It seems like if you are not
The 1st part fo means 'under', 'below' or a member of their species and/or fearsome/intimidating in
'nether'. The 2nd is debated to either mor meaning 'big' some fashion, you are considered fodder in Fomorian eyes. It
(which is plausible given the giant-kin relationship) or from also appears that they possess a hierarchal system of
mare, which relates to infernal origins, giving the meaning leadership, as an enhanced interrogation session with the
under-demons. Both are perfectly plausible roots from the hired party's wizard and a male Fomorian Alpha described.
name. Exact details could not be gleamed at this time but the
subject noted that slaves are of high interest to the
Physiological Observations Fomorians.
The physiological characteristics of the Fomorians are
difficult to pin down in writing. This is mainly due to the Behavioural Traits
malformed nature of each individual Fomorian. The source of Fomorians appear to be highly aggressive and territorial. As
the deformities in the Fomorian race can be historically noted before, they possess an almost psychopathic
traced by the elves. They state the Fomorians were a once superiority complex with a tendency towards megalomania.
proud race, magically inclined and very handsome (which, Fomorians are known to keep slaves of Cyclops, dwarves,
given elven standards, lends some definite truth to the claim). Svirfneblin, drow and any other beings that run across them.
However, they were also described as apathetic to the Accounts by escaped slaves have detailed that once a slave
suffering of others and very despotic in their gathering of has outlived its usefulness, they are slain and used either for
magical knowledge. Once they attempted to overthrow the food or used as quote decoration. The tunnels and cavern
Feywild and enslave it, they were struck with a curse that entrances that lead to the domains of these beings are
began to physically deform their very bodies. The origin of littered with the desecrated corpses of their prey and former
this curse is currently unknown. The physical manifestations slaves. Shrines of poorly stitched body parts mocking the
of the curse on the body are random. Limbs can be uneven in races they're composed of. This is how they mark their
size, shape and/or position on the body. Facial features are territory. Previous accounts also give the impression that, due
distorted, as if the face has literally melted. This, however, has to their abnormal shapes, Fomorians do not create clothing
bestowed some unintended benefits (see below). The defects themselves anymore but rather drape the tattered armour
have affected the race's strength levels, as an atypical Giant- and clothes of slain adventures, explorers and miners across
kin can lift tremendous weight (Do not underestimate them, their bodies when they even bother (again, direct quote). One
however. These beings are still much stronger than any slave noted that a group leader, the Queen as the tribe's
standard humanoid creature). They do share some hunters termed her, kept poets, singers and dancers for her
characteristics. Males stand at an average height of 4.10m own amusement. It is unknown if Fomorians have any artistic
(16-25'), depending on age and weight around 450kgs desires beyond this or if this is an outlier. This particular
(1000lbs). account was of interest as many previous observations of
Fomorian behaviour towards members of the female sex tend
to distain and patriarchal.

158
Inter-species Interactions
Fomorians are known for their intense loathing of any other
races, particularly elves/eladrin. This distaste can be subdued
if the Fomorian in question desires something they believe
you can help them obtain. This fact was observed during a
meeting with a pack of local lycanthropes that had previously
agreed arrangement with the Fomorians (exact details
unknown).
Further Information
Fomorians still seem to possess some magical abilities. For
many years, it was believed that the magical essence of their
powers was the cause of their altered state. However, they
seem to still retain some level of power which they can inflict
on other beings. This power has been termed the Evil Eye
locally and seems to be some form of psychic attack. A
further effect has been observed in some that have been hit
with this power. The target seems to slowly deform in a
similar manner to the Fomorians. This effect is temporary for
a period of time, depending on the individual in question.

DM's Toolkit
Fomorians are an interesting case as they are
Underdark creatures and high on the level listing.
At a bare minimum, the adventuring party should
be at level 5 before encountering just one of these
vile creatures. These should be larger villains of a
trip into the Underdark, and could be modified by
the DM in some way to signify a boss style
Fomorian, the Alpha of a hunting group or tribal
leader. One should also consider other, non-
intelligent creatures for Fomorians to use as
hunting pets. Perhaps they are an indentured tribe
of Quaggoths or taken Kuo-toa as slaves. They can
also be used in an epic adventure involving an
invasion of the Feywild or an uprising of the
Underdark. The DM could also force a tenuous
alliance with a small band of Fomorians being
hunted by mindflayers or something else prowling
the Underdark. Fomorians are a key part of the
Underdark, and while they need not be included in
every adventure to it, they can be a very useful and
fearsome foe for the part to contend with.
Fomorians are as useful as the DM's imagination
allows them to be (yes that is corny and I know it).

159
Fungus: Violet Behavior
I wonder why it's called the violet fungus. They should have Generally, violet fungi that have enough food are quite docile
named it the violent fungus instead. All of my comrades were and content to stay where they are. However, if food is absent
slaughtered on our first journey into those caves because we for a long time it may begin to wander in search for a better
weren't careful enough. And me? Well, I used to be an spot. Once it detects prey it will strike out with its venomous
adventurer like you, but ever since my left arm has rotten off tentacles. These tentacles are coated with a particularly nasty
I've resorted to making my living as a scholar. And that's good venom that will cause tissue to become necrotic and rot away.
for you, foolish young explorer. Let me tell you what I know... - Many members of the species that live or hunt in an area
Durson One-Arm, human scholar and ex-adventurer. where these fungi make their home have scars on their body
due to these vicious tentacle attacks. While scholars have not
yet agreed on how the violet fungus detects its prey, most
Introduction speculate that it must sense vibrations.
Known quite well among cave-dwelling species, the violet
fungus is a small to medium sized plant creature. They Inter-species Observations
resemble giant mushrooms, ranging from light pink to deep Many sentient cave-dwelling species have tried to use the
purple in color. Their most distinctive, and dangerous feature fungus to their advantage by cultivating them at key locations
is their venomous tentacles that cause the rotting of almost in their domain together with shrieker fungi for extra security.
any tissue they come in contact with. They are known to have They often take care to feed the fungi enough so that they do
a symbiotic relationship with shrieker fungi. not start wandering away from their positions. This
combination has proven to be a crude but good first security
Physiological Observations measure if well-maintained, but has also proven to be a
The typical violet fungus is between 3 and 5 feet tall, and complete disaster when not maintained properly due to violet
weighs 40 to 65 pounds. The mushroom has a surprisingly fungi wandering around. Although some have questioned the
resilient outer skin, somewhat wood-like in consistency, and fungus' intelligence due to its ability to move around, this is
many adventurers have been surprised at its toughness. At all a form of instinct, and should not be seen as any sign of
first glance a violet fungus seems to be an extremely intelligence.
overgrown, pretty purple-colored mushroom, but closer
inspection will reveal up to 6 large tentacles attached to the Trivia
foot of the mushroom that it uses to kill prey. If destroyed, The venom that coats the violet fungus' tentacles is very
these large tentacles will often regrow within a couple of potent, but loses effectiveness when a tentacle is severed. The
days. The foot itself is a large muscled organ, used for venom may be harvested (a dangerous job indeed!) and
soaking up nutrients and is capable of movement. This preserved by a skilled alchemist, although this does decrease
movement, while not particularly fast, is often enough to the effectiveness quite a bit. Many of the species that use
surprise and overwhelm unsuspecting creatures or violet fungi as security have devised methods of obtaining and
adventurers. Aside from the larger tentacles, it has a host of preserving the venom.
smaller tentacles around the foot that are most likely used for
soaking up the nearby nutrients.
Life Cycle
Once a violet fungus has reached maturity and found a
suitable feeding ground, it will try to catch some extra prey in
preparation for releasing its spores. Once extra prey has been
caught it will release its spores on the surrounding area.
Within a couple of weeks new violet fungus mushrooms will
grow from the rotting mound of sustenance. Often, this
results in too many violet fungi in one particular area, and
consequently many of the fungi will migrate to another area
to form new colonies. It has been reported that sometimes,
scavengers or hungry predators become desperate and
manage to steal a fresh corpse from near a colony of violet
fungi. Rarely, spores have been released just before this
happens and the remains of the stolen meal sometimes
manage to produce a new colony of violet fungi.

160
DM's Toolkit
So, how would you use the violet fungus to
surprise or possible decimate your clueless
adventurers? Some ideas are mentioned below. Be
aware that their effectiveness and damage type
depends on the edition you are playing.
For an extremely low level party, either a pair or
small colony of violet fungi would do, somewhere
in a cave system. Maybe they are curious and don't
know the dangers of these mushrooms yet and
therefore come too close to these hungry and
dangerous mushrooms. Perhaps there's something
shiny in the pile of rotten stuff on the floor near
the fungi that attracts their attention. It could be
that they have to retrieve this shiny thing for a
quest if you so choose. This is perfect for
acquainting them with the dangers of caves and/or
the Underdark. You could even have them receive a
quest from an alchemist/wizard who wants a violet
fungus specimen or its spores for breeding or
study.
For an extra kick, combine some violet fungi
with a few shrieker fungi. The shrieker fungi will
attract the adventurer's attention when it senses
light or movement, and depending on the
subspecies/variant might even be a real nuisance in
combat. If they don't want to fight with the blaring
sound of the shriekers they will have to fight
against the violet fungi in complete darkness,
leaving those without darkvision in serious trouble.
The wailing of these shrieker fungi can then call in
the local security (for example, troglodytes or
goblins) might be equipped with a couple of violet
fungus venom vials, or wandering predators that
have learned that the shrieking sounds means fresh
prey (so many predators to choose from!).
Random nonsensical suggestion: An awakened
violet fungus requires the party's help in fleeing
from its evil druid master who wants it to guard a
grove of mushrooms or a mushroom forest.

161
Fungus: Shrieker Trivia
There was only one way to survive at that point. Either eat Shrieker meat is actually edible as long as you remember to
the first thing I could find or starve to death. Oh, I ate alright, remove the spores beforehand. It's quite unpalatable for most
dont ye doubt! But me ears werent the same for a couple o species but it'll keep you filled. Some specialty shops sell
days after that." Thorgan Gemsniffer, dwarven miner. shrieker spores held in a thick mixture of wheat paste and
vermiculite in a small stone container. These can be planted
in a dark and moist place to eventually grow into a shrieker
Introduction colony. According to some rumors this paste also shrieks
Often found near the deadly violet fungus, the shrieker is a when there's light or movement, but this is absolutely not
type of underground mushroom that reacts strongly to light true, seeing as how the sound is only made by mushrooms
and movement. While not really deadly on their own, the and not the spores. When a shrieker fungus shrieks, talking is
sounds they make are horrible and can attract predators. usually near-impossible due to the overwhelming noise.
Physiological Observations Variants
A dull gray to milky white mushroom. It is usually about 3 The Mindstab Shrieker Fungus. It shrieks just like a normal
feet tall and weighs about 35 pounds once fully grown. It has shrieker, but is also capable of emitting a mental blast to
a stalk rooted into the cavern floor and exploratory tissue on anyone nearby. Creatures that are unable to resist are
the surrounding detritus. The cap has small holes in its top stunned.
that are covered by some kind of oily and stinky membrane. The Singing Shrieker. Instead of making a horrible noise,
These holes contain soft tissue not unlike vocal chords, and these shriekers sing a captivating melody. Those who fail in
are used to produce the shrieker's typical sounds. It also resisting their lure are tempted to walk towards the shrieker
seems to be immune to the venom that coats violet fungi in the most direct manner possible.
tentacles.
Life Cycle DM Tools
Once the spores have found a favorable environment, a layer To be honest, these aren't the most exciting of
of nutrient-absorbing tissue is quickly formed on this suitable enemies. I suggest using them in conjunction with
spot. From here, a shrieker mushroom will start growing. violet fungi or as outermost security for a base of
During growth, the stalk will secrete acids to anchor itself some kind used for alerting the guards. Be aware
into the stone. Its spores are spread by either bombarding that depending on preference and edition, their
them away strongly enough and hoping that they land far shriek effect may vary from being unable to hear
away, or due to spores hitching a ride on migrating violet anything else happening nearby or sonic damage to
fungi and thereby moving somewhere else. status conditions like being deafened.
When this violet fungus dies, the shrieker fungus spores Random nonsensical suggestion: An awakened
will often have a chance to start growing. shrieker fungus has learned how to sing beautifully
and challenges the bard to a music contest.
Behavior
When something comes close, the mushroom starts
shrieking. Depending on how close the creature is, and its
disposition, it will either move away or come to investigate. In
any case, nearby predators will likely kill the creature as it
moves away. If the shrieker is located near a violet fungus
colony those will kill the prey if it comes near. Aside from all
this shrieking the shrieker fungus doesn't really do much.
Inter-species Observations
The shrieker and violet fungus enjoy a symbiotic relationship.
Aside from that, the shrieker is cultivated alongside the violet
fungus for protection. Some underground creatures like
shrieker 'meat' and eat it gladly.

162
Infection
Fungus: Gas Spore Once a creature has been infected with seeds, either through
"I told them we should have left it alone! But noooo, let's not injection or by breathing in a few seeds after a gas spore
listen to the only person who has common sense. And what explosion, the seeds will begin growing on the inside of this
did we get for it? A bunch of infected people!" unlucky victim. The process may take hours to more than a
-- Bilybar, gnome wizard. day, depending on the size and fortitude of the victim. In any
case, fighting off these seeds without some outside help is
Introduction nigh-impossible once infected. Most commonly magical help
must be sought out to cleanse the body of this infection,
An odd floating orb with several "arms" and a patch that although an alchemical solution may be available as well. If
looks like a large eye. This fungus resembles a beholder and the victim cannot be helped in time, several new gas spores
is known as a Gas Spore. They seek out light and are emerge from the victim, their number dependent on victim
harmless as long as you stay away. They are extremely size and severity of initial infection. These gas spores are still
sensitive to damage, and will explode if damaged. This very small, but otherwise fully formed and will go on their
explosion is actually a method of reproduction, infecting way to find light and plant matter to consume.
living creatures to grow new gas spores.
Inter-species Observations
Physiological Observations
Generally, gas spores don't interact with anyone or anything
A round, brown floating orb coming in at 180-200 in any way, except for hunting down warm-blooded organisms
centimeters in diameter when fully mature. It has several to reproduce. They may congregate in certain spots, however.
small tentacles (usually ten) that it uses for movement, For example, a place in the caves where there's abundant
feeding and reproduction. It also has the fungal equivalent of light and plants may attract several gas spores. In such
an eye. This eye is sensitive to light and heat and is used for situations, gas spores don't interact with each other at all.
navigation, feeding and reproduction. The inside contains a Most sentient species also tend to avoid gas spores, seeing as
large amount of gas in which seeds float around. The gas how they can be quite dangerous.
spore seems to be naturally buoyant in air, although it
remains unclear whether this is due to the gas on the inside
or some sort of natural levitation ability. Due to its shape it DM's Toolkit
has been mistaken for a beholder by many adventurers.
A gas spore is one of those creatures that can be
Life Cycle & Behavioral deadly if you don't know it, but trivial if you know
what to do about it. Once you know its trick, it's
Observations over. If none of your players have ever encountered
A full-grown gas spore will float around in caves or above the it before, you'll have most fun with this creature.
surface in search food and light. In caves this means that they Seeing as how they eat plants and need light, they
will seek out any source of light they can find, like can be located nearly anywhere for a random
phosphorescent mushrooms or areas filled with magical light encounter, and can be quite deadly if there's no
or even torches. Above ground they are content to stay in any magical healing nearby.
spot that has enough light for their needs. Aside from needing
light, they need food. Specifically, they feed on other plants of
all kinds. This ranges from molds, lichens, small mushrooms
and moss to small plants and leaves from trees. As such they
are found in many different areas. They use their tentacles to
help themselves move along all sorts of surfaces. They can be
found in unexpected places due to their ability to levitate. If
they cannot find food or light for a long period of time, a gas
spore will hibernate and float around aimlessly, for centuries
if need be, until it reacts to the presence of light.
If they sense a warm-blooded creature of at least gnomish
size they move towards it. If they manage to reach this
creature, the gas spore will try to hit it with one of their
tentacles and inject seeds into this creature and flee
afterwards. Sometimes, the intended victim fights back, but
this rarely improves the situation for the victim. The gas
spore's hide is quite fragile, and so even a small amount of
damage will pierce it. The gas inside of the creature will react
to the outside air and cause a powerful explosion, shooting
seeds in every direction. This suicidal trait is actually a
manner of reproduction as well, since any creatures nearby
will be showered in seeds and it is likely they will breathe in a
few of these seeds.

163
The Galeb Duhr as stated above understand vibration and
Galeb Duhr can create, use, and manipulate it to communicate in many
"Aye, the Talking Stone set us a task! A bloody impossible ways; speech, song, and mimicry are the most common, but
one! Only once the full Codex of the Titans was read aloud to they can produce vibrations above and below the hearing
it would it grant us access into the lost diggings. The War range of most humanoids and monsters, and its believed that
Chief said that would take roughly 2,300 years! Never trust a they use these frequencies to communicate to one another
Galeb Duhr!" and power the amazing abilities that they have been observed
--Bittern Coldrock, Dwarven scout. using. The songs of the Galeb Duhr are haunting and
generally slow as a lament, and they raise sympathetic
Introduction vibrations in nearby mineral and ore veins, causing the
surrounding terrain to literally join in the song. Explorers
The race of creatures known collectively as the Galeb Duhr have reported hearing a singing cavern from miles off before
were first discovered by dwarven miners in the Age of Mists coming across the full vibrato of it and being awestruck with
and those early diggers called them, literally, Talking Stones. the eerie orchestration of the singing stone.
The creature can create vibrations that can mimic language Speaking to a Galeb Duhr is an exercise in patience. It's
as well as music and natural sounds, and have proven able to such a psychological trial that the dwarven clans have created
learn basic Dwarvish, but most communication is done a special Study of Galeb Duhr in the teachings of the
through a pidgin called Minish, a natural result of thousands explorers of the species. This Study conditions the dwarf to
of years of friendly interaction between the species. The adopt a mindset closer to mineral than dwarf. To slow the
Galeb Duhr are guardian spirits who have chosen stones and mind and become attuned to the special perception of stone.
minerals as their chosen vessel in this world. They are able to This allows the speaker to endure the trial of communication
animate this body through force manipulation and can use that awaits.
vibration in astonishing ways. Not all of the Galeb Duhr are When you speak to a Galeb Duhr the vibration that your
alike, each is unique, and each pursues their own goals, and words create take 1 minute per word to travel through the
treating with them can be unpredictable. rock's structure to the spirit within. It then takes the same
number of minutes for the Duhr to process what you've said
Physiological Observations into something it can understand, and then when it speaks
The Galeb Duhr can inhabit any chunk of stone or mineral back to you; it does so at the rate of 1 word per minute. As
that can move freely and roll around, none have ever been you can see, this is excruciating for the quickened mind, and
observed possessing large stony formations, like mountains interrupting the Duhr with some rash impatient statement
or cliffsides, but much of the world is unexplored, and who will derail the entire conversation as the Duhr are incredibly
can say what lies beyond our knowledge? In any case, the polite (mostly) and will stop what they were saying to address
Galeb Duhr have been seen in boulders up to 30' long as well the social awkwardness, which can lead to further
as small stones a mere 2' long. The average seems to be 8 to misunderstanding and there have been many reports of
12 feet, however. Galeb Duhr becoming slowly enraged and attacking the ones
The size does not seem to matter, but most Galeb Duhr are it perceives as mocking the sober dignity of the rock
seen in larger boulders, most likely as this allows them to guardian.
fulfill their goal as guardians against very determined There are dwarven tales of dedicated Stonecallers who
enemies. There have been reports of pure mineral Duhr, cast off their blood and culture and engaged a Galeb Duhr in
made of silver, gold, tin or copper, and as large as a barn door. conversation that lasted for centuries, the dwarven hermit
These Duhr are vulnerable to fire and actively avoid areas of becoming a Galeb Duhr himself after X amount of years
volcanic heat. spent in philosophical debate with the Talking Stones. Faerie
The weight of the stone a Galeb Duhr inhabits varies tales also mention the folly of "speaking to stone, who
according to size, and they are subject to the same natural obsessys over forme". Caution should precede any attempts at
forces and hazards as regular stone is, and their speed varies engaging these creatures in conversation.
with size as well. Small Duhr can roll twice as fast as a man Social Observations
(60') and at that speed can knock down an armored man or
mounted rider with ease and doing considerable damage in The Galeb Duhr are, primarily, guardians of minerals veins
the process. The largest Duhr are slower (20') but their and they steward the natural wonders found underground
weight gives them a reason to be feared as they can crush (grottos, flowstone caverns, waterfalls, etc...). They will attack
and pin multiple enemies at once, but their real power comes and kill any who attempt to mine or destroy the natural
from the Galeb Duhr's innate ability to Meld with Earth, and resources that they have taken under their protection. They
allows them to Dash at will while earthmoving. They can feel are extremely dangerous enemies, being able to command
vibration and will use ambush tactics against any determined arcane abilities to move, animate, and shape earth and rock
enemies, thrusting out of floors, ceilings and walls to crush at will.
and rend intruders.

164
The dwarven clans have strict rituals that they undertake Galeb Duhr have never been observed fighting one another,
when seeking new areas to exploit for mineral wealth. A nor do they seem to form pair-bonds or family units. They are
ritual of Greeting must be performed every day for 30 days by loners, seeking solitude in places of natural beauty, whether
a sanctioned Stonecaller (and this beautifully diplomatic above ground or below, it does not seem to matter. The only
entreaty takes 3 hours to sing). If no Galeb Duhr gives time they come together in numbers is if one or more of them
challenge in that time, the dwarves move in to claim the area are threatened, and there are nearby Duhr who can assist, or
secure in the knowledge that their proscribed ritual is now if a mineral Duhr is in the area, which will call all of the local
permanently archived in stone, the vibrations captured in the Duhr to serve its needs.
lattice of mineral and able to be retrieved by any who know
where to look and how to listen. Intra-Species Observations
The Mineral Duhr, the rock-and-ore creatures that shine Galeb Duhr get along with a large number of species, most
with gold, silver, tin, copper, mithral and other valuable notably dwarves and Duergar, who pay them the proper
minerals are rare creatures. They are dedicated guardians of respect. They have affinity with all the earth elemental
the type of mineral that they are created from and have been species and can even communicate with Golems if the need
known to wage war on those to steal mineral wealth from arises. Any race of creatures who takes the time to treat with
their protected territory with a zeal that borders on them with respect and kindness and does not fight the Galeb
unstoppable. They seem comprised entirely of rage and angry Duhr and steals resources will find the Talking Stones to be
thoughts, rarely speaking and attacking any and all with no wise, polite and willing to help an ally in need if it is within
mercy. The stone Duhr regard them with awe and a little fear. their power to do so.
They are seen as superheroes to the general Duhr population Their enemies are largely the reverse - anyone who steals
- they are fascinating and a little terrifying, and there is material wealth from the earth is an enemy. This sets them at
something about that that draws stone Duhr to the mineral odds with any race that digs for wealth as well as Dragons in
Duhr in sometimes great numbers (30 or more). general, whose minions like to tear up the ground looking for
These groups serve the mineral Duhr without question, ore. Despoilers of the earth's treasures can often call many
and there are many records in many creatures' histories of Duhr to the area, as vibration can travel a very long distance,
armies of vengeful Duhr come to punish those who delved and the Duhr recognize the alarms of mineral that is under
too deep and grew too greedy. The Great Gold Duhr and his attack.
army of hundreds of large boulder Duhr sacked with success
four of the larger trade cities in the Drow Empire some
thousand years ago and their bards still whisper the terrors
of trusting stone into the ears of the young ones. DM's Toolkit
Some Duhr have formed friendships or at least mutual Obviously I have taken a lot of liberties on this
assistance agreements with surface races on numerous creature, as per the brief when this project was
occasions. The Druid circles have been reported of having announced.
Galeb Duhr block passageways to sacred or secret places, There is a TON of chatter and lore out there
where the Mysteries are close to the waking world, and their about the Galeb Duhr, so if this Ecology doesn't
intertwined culture with dwarves is well documented - Duhr tickle your fancy, there are lots of alternatives out
sometimes serve as Living Doors in dwarven communities, there.
or as hidden defenders, or installed in mountaintop temples The Galeb Duhr don't seem like a typical D&D
preaching wisdom to wide-eyed seekers of truth to acolyte monster at first glance. Their first instinct is to flee
Stonecallers. any confrontation and communicating with them is
an exercise in patience.
However, once roused to anger, they are
Behavioral Observations formidable. Since you can have any size rock be
Most Galeb Duhr are peaceful. They will actively avoid inhabited by the Galeb Duhr spirit, I have used
confrontation if possible, by simply melding with the earth them in small, baseball-sized stones that acted as
and disappearing. swarming foes, all the way up to house-sized
If attacked, they are fearsome foes, using their powerful dolmens that are worshipped as a God. The Galeb
Duhr is best used as an obstacle, not something to
earth abilities to aid them in anyone who seeks to cause them fight. Treating with them takes a long time, and
harm. Earthquake, Stone Shape, Wall of Stone and other some long puzzles could be keyed around
earth-related spells are available for use by any interacting with them.
Galeb Duhr, regardless of size or age. In any case, they can be weakened or
They will treat fairly and kindly with anyone who seeks to strengthened as you see fit, like any monster, and
treat them the same. therefore can serve as a challenge for any level of
The Duhr are able to create one (and only one) "offspring" party.
each. Some mechanism we don't understand allows the
transference of energy to a new stone and when this happens
a new Galeb Duhr is "born". The new creature is fully
cognizant and has full command of its abilities.

165
Since gargoyles don't engage in sexual activity there are no
Gargoyle mating rituals. Gargoyles will live until they are killed. Many
"Flying rocks. No! Not thrown rocks; flying rocks; big $%&# are thousands of years old. And one would think that over a
rocks that fly around and try to kill you. Look just like stone lifetime that long some degree of civilization would develop,
statues. Crazy? Well if you are planning on going in there, you but gargoyles appear to be incapable of that sort of
are the crazy one. " development. Gargoyles have no culture; no architecture; no
-- Garg; "professional" tomb raider. organized states. The only artistic contributions they make
are the statues they carve to blend in with.
Introduction Behavioral Observations
Gargoyles are creatures of elemental earth (rocks) that take Gargoyles have no physical needs to survive. And they have
(essentially) humanoid form. They are indistinguishable from no use for wealth. They literally live simply to survive and
a statue until they move (usually to attack). Gargoyles need occasionally punctuate their existence with the sadistic glee
nothing to survive and no use for treasure; their only they take in killing. Curiously gargoyles make excellent
enjoyment appears to come from killing, so they are inclined guardians for evil masters. If a creature can convince a
towards violence as killing is the only thing that brings gargoyle that it is more powerful, and acting as an agent will
pleasure to their unlimited lives. give rise to opportunities to kill sentient beings, gargoyles
become willing servants. Because of their unlimited lifespan,
Physiological Observations time means almost nothing to gargoyles. A gargoyle usually
Technically, a gargoyle can be of any shape, but (by far) most cannot relate if they have been serving a master for several
have a humanoid form with unusual heads. Less frequent are days or several centuries. When there is no activity, the
gargoyles that look like beasts. Either because of evolution or gargoyle assumes a motionless position, and is just another
design the vast majority are also medium sized and are thus statue.
less noticeable as statues. Many have wings, but that is a If a gargoyle is assigned to guard a location where there
decorative feature, as their flight ability is a supernatural are no statues present, it will carve its own statues from
effect, and while those with wings will flutter them while whatever stone is available. And over the centuries, some
flying, the aerodynamics of an earth elemental using wings to gargoyles incidentally become quite good sculptors.
fly are pretty absurd. Unlike most elementals, when a gargoyle is killed outside
There is no inherent size restriction, and gargoyles exist the plane of earth, they do not return to that plane. They are
from sizes of tiny all the way to gargantuan, but the vast killed wherever they are slain on the cosmos.
majority are medium sized. Technically, gargoyles have no In combat, gargoyles will coordinate their attacks. They
sex, but they often resemble a male or female anatomically. almost always start in a situation where they are camouflaged
Gargoyles are not born or hatched. They are created by a among a group of statues. They are not particularly cunning,
process. Their form is carved from stone and then imbued but they do recognize obvious things - like hey, that guy is
with life. The first gargoyles to emerge from this process healing the others and hey that guy looks like a wizard. And
were created by Ogremoch, the evil Prince of Elemental they have a great deal of mobility to get to vulnerable
Earth. But other gargoyles have been created by other evil opponents.
powers.
Occasionally, a gargoyle becomes a parent by carving a Inter-Species Observations
form and then sharing its life essence with the form. When Gargoyles often serve evil masters. And sometimes they serve
done, the parent shows a significant downgrade in its powers. them long after they are no longer alive. A fairly common
Social Observations situation is for a master to set a gargoyle to a task - guard this
treasure chamber from intruders - and then the gargoyle will
Gargoyles only socialize with other gargoyles. And within do that almost forever. They will assume statue form and just
their groups, the strongest will dominate. Their social wait - there appears to be no limit to how long a gargoyle will
structure is hierarchal with the alpha commanding wait without abandoning their watch.
obedience, and taking first spoils. The entire group will be Gargoyles' interactions with other species will almost
ranked, and it is only through physical challenges or finding a always begin with the gargoyles observing the creature while
different group that a gargoyle can change its station. disguised as a statue to evaluate it. If the creature appears to
Gargoyles spend the vast majority of their time motionless, be weak enough that the gargoyle can kill it, the gargoyle will
usually blending into a crowd of statues, so there isn't a lot of do so. If the creature appears too powerful for the gargoyle to
socialization going on. The only time socialization occurs is kill, then if it appears to be an evil creature, the gargoyle will
when there are spoils of some kind to be divided. At these almost always offer service; if not, the gargoyle will simple try
times the socialization is very straight forward. The stronger to avoid contact with the creature.
members of the group exert their position in the selection
process, and occasionally there will be a challenge to the
existing position, resulting in violence.

166
DM's Toolkit
Gargoyles generally are going to be a combat
encounter. There is some room for PCs to deceive
gargoyles into believing the PCs are powerful
forces for evil, but usually gargoyles will have
discerned the nature of the PCs by observing them
as statues.
Since they have unlimited lifespans, and infinite
patience gargoyles are excellent choices to be
guarding something that has been long forgotten.
The single gargoyle entry in the Monster Manual
is a CR2, but the gargoyle is a pretty good platform
for Modifying a Monster (DMG p.273). Here are
examples of gargoyles with CR0 through CR20, but
a DM may choose a different advancement.

167
Marid are the weird denizens of the Plane of Water. Of all
Genie the genie subspecies, Marids claim the most diverse
Your wish is my command. morphologies. In the shallowest shoals of the Plane of Water,
--Ancient Djinni saying the Marid appear as pools of water that have taken on a
humanoid shape. With this amebic form, they can take on any
Introduction surface features they so desire and change it at a whim.
Contrast these shape-shifters to their cousins that make the
The Elemental Planes offer some of the strangest and most deepest trenches into their home. These deep-sea
powerful folk in the Multiverse. A traveler of the planes may Marid are ancient and fishlike like the timeless monsters
meet such outsiders as elementals, salamanders, azer, that swim in the Far Realm. They are covered head to foot in
mephits, xorn, and much more. The greatest of these shimmering scales, serrated fins, poisonous spines, and
outsiders are the genies. queer antennae with eerie glowing nodules. Like the
Awareness of genies is widespread. Even in the most Djinni, they are perfectly suited to their environment, and
mundane places of the Prime, unread peasants have heard are the fastest swimmers of all the genie subspecies.
the tales of otherworldly spirits trapped inside foreign oil The Dao are made of living clay, stone, and silt. Where the
lamps or magic rings. These spirits are said to be accursed- other genies look like they are made of gems, a Dao may
magically bound to their unassuming prisons to serve the literally have gems embedded into their earthy flesh. Their
whims of daring thieves, great heroes, and devious wizards. hair is comprised of soil and sand that sits exactly as the Dao
Against their will, genies are said to grant three magic desires. Despite the shape they take on, Dao are as sturdy as
Wishes to the man or woman who possesses the container. a marble monument, and strong as the tumbling boulder.
This all makes for a fascinating story, but scholars of the Solid stone is to them as Air is to the Djinni.
magic and the weird, like you and I, know otherwise. In Last, but not least, are the Efreeti. Efreeti are the hot-
circles of extraplanar travelers, students of the cosmos will headed rulers of the Plane of Fire. They present themselves
quickly discover that there's much more to know about genies with infernal horns, hellish crimson skin, and fierce,
than simple wish fulfillment and magic lamps. The truth... is muscular bodies. At first glance, they may look similar to a
far grander. red ogre, an extraplanar oni, or an irritable giant. That is a
misconception best kept to oneself. An Efreeti's hefty
Physiological Observations musculature is never just for show.
If one thing can be said about genies, it is that there is no No matter their age or background, a genie is capable of
such thing as an average genie. Genies run the gamut of great and powerful magic. With this innate magical power,
appearances, and no two look alike (as they'll be sure to even the weakest genie is a fair match for the pinnacle of
remind you). human achievement. The greatest genies become lords
The shortest of genies is five feet tall (1.5 meters, for you among their people. At the time that a genie is named a lord,
folk from Mechanus), and the tallest is nearly twenty (roughly they innately gain the ability to grant a single wish to another
6 meters). Their body structure varies similarly. Some genies creature, once per year, at no cost to themselves. When a lord
are tall and slim as the feyfolk, and others are as wide and is named a sultan, it can then cast three per year.
squat as the dwarves. Some are bound with the muscles of an Wish fulfillment is a natural and curious part of genie
athlete, and others allow themselves to become soft and physiology. A genie's ability to grant wishes is directly related
flabby. They can be hairless as a monk, or as hairy as a yeti. to their social group. Researchers have attempted to
On the surface, genies appear to have two distinct genders, investigate the extents, limitations, and causes of genie wish
male and female. Upon closer inspection, one will find a wide granting, but their efforts have been fruitless. Furthermore,
range of inbetweens. 'Both' and 'Neither' are as common as the genie people as a whole refrain from commenting on the
'Male' and 'Female' in the wide spectrum of genie society. subject.
Some extraplanar researchers suggest that a genie's Birth and death is another rarely-spoken concept amongst
appearance is governed by the traits that the genie wants in genie. While genies are known to successfully bear children
itself. A djinn may have a big, round belly and a jolly chortle with other species, there are no known records of pure-genie
as a way to show to others that he's a genie of good nature. children. From an outsider's point of view, it may seem as
Conversely, an Efreeti may take on an fiendish visage and an though new members of a genie clan appear out of thin air!
intimidating size to present that he is not a genie to be taken The prevailing theory is that young genies spawn from lost
lightly. souls that fall into the elemental chaos. Of all the wretched
Of all the physical traits of a genie, there is only one that things that fall into the chaos, only the strongest crawl out of
they have no say in. Each genie belongs to a specific the roaring elements as genie. The rest are annihilated. Upon
elemental subspecies. their death, a genie instantly returns to their element in the
Djinni are the cerulean-skinned lords of the Plane of Air. form a warm breeze; a splash of water and sea foam; a flash
Their hair is seemingly made of sapphire or onyx pulled into of fire and a puff of smoke; or pile of crystalline dust.
soft wires. Their eyes shine red like rubies on a bed of jasper.
Naturally, Djinni command the winds at their will. They can
guide the spring zephyr to fly to the east, and demand that the
raging typhoon retreat to the south. As masters of the Air,
djinni ride warm air currents and prove themselves as the
fastest fliers of all genie.

168
Social Observations Djinni spirits in the Sirocco Straits roam about the clouds
listlessly, as if they were caught in the deepest of daydreams.
Genie society is comprised of three 'orders of debts'. These Someday, each one of those nameless souls will be ushered
debts are recognized in order of importance. The first along by a warm mistral. The soul will travel over the clouds
supersedes the second, and the second supersedes the third. until it lands on the island that it will call its home. For Djinn,
First and foremost is the debt of the Sultan. this is a time of great festivity! It is a time for drinking, eating,
Every great city of genie is ruled by a Sultan. In their eyes, and sharing stories with their new relative. Most of all, it is at
the Sultan is the king amongst kings. A Sultan is the wisest, this time that the newly awoken Djinn has its first laugh.
most powerful, and most decorated of all the genie in the According to Djinni tradition, the genie to give the newcomer
land. Every phrase the Sultan says is as a proverb, and every their first laugh will have three years of good luck.
word is as law. To receive summons from the Sultan is a sign Marids form in the unknown depths of the Sea of Worlds.
of great importance, and to receive an order or request from It is said that the Marids are molded by the impossible
the Sultan is never to be taken lightly. The rewards of pressures that exist at the very bottom of that great sea. From
following through with the the abyssal trenches, the Marids rise and grow until they
Sultan's request are very great. The only thing greater than reach their desired depth-zone, circled by their clan. They are
the rewards are the punishments for failure. whisked away by their folk in wreaths of bubbles and taken to
A genie is in debt to the Sultans the most because the their coral palaces beneath the waves where festivities await.
decadence of all genie society is preserved and protected by As the family eats, the newborn tells their first story, a fish-
the might and power of the Sultans. tale from one of their previous lives. A little known fact about
The second debt is to the Family. Marids is that they retain more of their memories from their
When a genie crawls out of the Elemental Chaos, the first past lives than other genie subspecies, presumably for the
sight they see is that of their adoptive family. From that sole purpose of hyperbolizing them.
moment on, the genie is showered with wealth and power. Dao emerge from the stony cliffs of the Plane of Earth.
The adoptive brothers and sisters will teach them the When they fall from the rock walls, they awaken to no family
nuances of trade, craftsmanship, and combat. It is with these or likely anyone else for hundreds of miles. The Dao fashions
skills that a genie will bring more wealth and great honor to its own weapons and clothes, and walks on foot to their
their family. home, as if driven by animal instincts. As the single Dao
As caretakers, trainers, and benefactors, the genie owes an makes its adolescent exodus home, it will often fall in with
insurmountable debt to her family. Dao bandits, mercenaries, or trade caravans. By time they
The third and final order is the debt to oneself. When the reach their destination, a Dao has often already made decent
genie is ready, it will leave its ancestral palace and have one business person of itself and can join in the family business
built for itself. Independently from its family, the genie will immediately without prior training. Of all subspecies of genie,
strive to be successful. It may start a trading empire, or build Dao are the least friendly with their family, but the most
a treasure hoard, start a business, or even loan its powers to connected to the greater
wizards that beckon for their aid. Dao community.
For all its own hard work, a genie is entitled to live in
luxury. All genies own slave workers, and are encouraged to Behavioral Observations
become connoisseurs of food, drink, tobacco, love-making, To mere mortals, Genie are strange and otherworldly
and other such splendors. creatures with unusual, hyperbolic personalities. While
Be careful what you wish for genies are all unique in their own way, each subspecies
Ancient Efreeti saying carries certain connotations or patterns in their people's
On Genie Birthing Traditions personalities.
Djinni, especially when compared to the hot-headed Efreeti
Genies are as much family-folk as they are entrepreneurs. or the cold-hearted Dao, are a jolly, welcoming sort. Of all the
From the moment the soul stands to survive the chaos of the genie types, the Djinni is the most likely to be a good host for
Elemental Planes, their family is alerted to its presence by a tea party or a meal. They are a proud and respectable lot.
some ancient instinct. On the day of their second Always accept an invitation to dinner or a drink with a Djinni,
'birth' into the cosmos, their family descents on to the spot to do otherwise would be an insult. Djinni do not take insults
where they are expected to appear, ready to robe them in the well.
finest silks the family has and ready to feed them their first Marid are as reclusive, solitary, haughty, and egotistical as
meal in what very well could be centuries. The festivities Wizards. In fact, Marid are so full of themselves that all Marid
differ from subspecies to subspecies. are genie lords. Of those, five percent of the population
Efreeti crawl onto the shores of the City of Brass from the names itself as a sultan. Marid respond very well to flattery
burning waves of the Sea of Fire. As they break the silky and bribery. All it takes to get a Marid's help is chest of
smooth pahoehoe and heave themselves out of the frothy a, treasure and a slew of cheap compliments.
they meet their family for the first time beneath the cool
shadows of the sultan's palace. There on the brimstone
shores, they are handed their own scimitar before anything
else. That scimitar is the Efreeti's dearest possession, the one
object that they will care for until they return to the flames
once more. Training begins immediately, without fanfare.

169
These behaviors would be damning for the other three It isn't uncommon to see a Djinn's slave treated as part of
subspecies. If they attempted such a stunt, their entire race the family.
would surely be victimized by evil wizards, and their souls Genie are waited on hand-and-foot by their slaves, and do
would become trapped in any piece of chinaware or clamshell not serve others except by order of their family or the Sultan.
off of the beach that the devious spellcaster could find! The However, that does not make them unhelpful. Powerful
Marid's saving grace is their obnoxious persona. If it weren't wizards often consort with genies and summon them into
for their greater-than-thou aura and endless storytelling, they their towers. Genies make excellent magical tutors,
would be victimized to extinction. researchers, and guards. This great power comes at a great
Efreeti are egotistical and cruel. They are deceptive, price, however. The bribes required to take on a genie helper
cunning, ruthless backstabbers. Plane-travelling adventurers are immense. To force a genie to help takes magic powers
are advised: Never cross a Efreeti. Despite all of these things, that are beyond what most wizards will ever be capable of.
Efreeti are very well connected and very honorable (in some The alchemical reagents needed to cast such a powerful
circles). While very few Efreeti can really grant wishes, any charm are often as expensive as the genie's wages, besides. A
Efreeti that is very grateful will do everything in its power to wizard that becomes friendly with a genie may find that they
fulfill their debtor's request. Through their connections, they are given a discount for the genie's time. It is not unheard of
can have people killed, connect an adventurer to high society, for an Archmage to freely consort with a genie at no charge.
and even obtain ancient artifacts. Of all the subraces, Efreeti This sort of friendship only occurs after many, many years of
are the only genies to have a standing army. Thanks to this working together.
military, the City of Brass is effectively impenetrable. It is said Some dark and evil magicians avoid both of these issues by
that if the Efreeti were to ever get Imperialistic, the using clever spell combinations to summon a genie and
multiverse would genuflect to the Brass Sultan in just three capture it inside of a magic container, such as a ring or oil
days. lamp. Genies that are bound inside these objects are forced
The Dao are greedy and malicious folk. They hide to be loyal to their owner. This forced loyalty comes with
themselves behind sparkling gems, otherworldly silks, and great loathing. Enslaved genie often try to subvert their
gaudy gold jewelry. They are impossible to deal with, unless master and try to find ways to escape their prison. Beware;
they see something to gain in the transaction. They are so an escaped genie is a wrathful genie. Genie
infatuated with their wealth that they often eat it by crushing Lords and Sultans that are bound inside of these prisons
it and powdering it over their meals and drinks. Growing a can only be held until their yearly allotment of wishes are
fortune from nothing is considered a part of growing up for granted three times. Genie lords can grant a single wish per
the Dao. As such, they do not care about those who year. Genie sultans can grant three.
experience misfortune or poverty. Charity is as foreign a When asking for wishes for such a genie, always be aware
concept to a Dao as being born from a cliffside is to a mortal. of what type of genie you are wishing upon. A Djinn will often
grant the wish close to the original intent, but with a benign,
Inter-Species Observations mischievous twist. Marid purposely misinterpret wishes or
First and foremost, all genies have slaves. If you are an fail to hear their master's wish entirely. The cold and
adventurer, do not attempt to argue with them about malicious Dao, like the Djinn, will grant a wish close to their
abolishing slavery or emancipating their slaves. The best that master's intent, but the wish will come with a malicious twist
can come from that argument is total ignoration from the instead. Efreeti grant the wish as well, but never how it is
genie. The worst... is unpleasant to write about. To genies, expected. Usually, an Efreeti's wish will end with their
slaves are property with an expiration date. It is in their best master's demise.
interest to make the best use of their living assets before they For an example, a person wishes upon a genie for one-
shake free of the mortal coil. thousand gold pieces. A djinn might make all of the gold
Each of the genie subspecies has a different view on pieces counterfeit, which could get the master in some
slavery. Marids treat their slaves with indifference. They form trouble down the road. A marid will misinterpret the wish as
complicated class and work structures within their palaces so one-thousand cold nieces and summon all of the young
that they only have to deal with one or two slaves ever. More women from a nearby town to the master's vicinity. A dao will
often than not, this grand hierarchy goes to waste, as the transport one thousand gold pieces to the master from a
Marid asks little work to be done around its palace. All others nearby dragon's hoard, and leave behind clues to lead the
defer to the slave that supervises them. Dao do not just own dragon to finding the 'thieves'. The Efreeti will create the gold
slaves, they actively capture more. To the Dao, being a slaver pieces, but send the heap to a location a thousand feet in the
is a legitimate career choice, and a popular one at that. Dao air above the master. By time he realizes where his treasure
rarely leave the Plane of Earth in search of slaves. When they is, he will have been squashed by the weight of his own greed.
do, it is to search one of the other four Elemental Planes for
slaves to sell to the local genie. Efreeti are wicked slavers.
They punish and work their slaves harder than the other
three subraces, and have a higher turnover of slaves as a
result. They view any non-genie as a potential slave.
Travellers to the City of Brass are often warned to be wary
of their surroundings, lest they be coerced into Efreeti
slavery. Djinni find that slavery is a sad matter of fate.
Sympathetic to their slaves, they treat them nicely.

170
DM's Toolkit
For a campaign starter, have all of your players as
slaves to an entrepreneurial Djinn who's looking to
start an Adventurers for Hire business. Although
the genie owns the players, this could turn out to
be a very happy and trusting relationship between
the master and the PC's. By time they reach level
10, they might have already gotten to a point
where the Djinn sets them free and continues to
act as their friend, advisor, and quest giver. For
higher level characters, or evil ones, a boss who's a
greedy Dao or Efreeti might be more appropriate. A
group of casters might work for a Marid.
Genie cities are cities of adventure. The City of
Brass, for instance, is as wide and diverse as Sigil,
the City of Doors. An entire campaign could be set
in one of these places! If not, they make for a great
place to visit.
Players who are new to the idea of the Great
Wheel Cosmology may find a genie city as a good
entryway before getting into the complex politics
of the Sigil or the weirder aspects of the Outer
Ring.
As I said in the first part, the basic genie (in the
Monster Manual) should be considered a
commoner amongst genie. Genie Wizards,
Fighters, and Rogues should exist in these cities
with class levels. In addition, Genie Lords and
Sultans should be upgraded into top-notch foes
with Legendary Actions. The greatest Sultans, like
the Sultan of the City of Brass, should be Challenge
Rating 30 when you're done.
An enslaved genie can be the source of some
very interesting plot hooks! Each one of those
examples that I gave for a subverted wish could be
a plot hook, especially if the genie's master is an
NPC. A rich man is paying for things with coins
made of fool's gold! All of the young women in the
land need to be led back to their towns after some
strange magic teleported them in front of this one
guy's house! A red dragon is sending hit men after
the party, but they don't know how they could have
possibly made it mad! A man locked inside his
study dies from a chest of gold falling on his head!
It's a murder mystery!
If you're ever looking for some inspiration for
your own genie, check out Disney's Aladdin (for a
jolly Djinn), the Wishmaster series (for a devious
Efreeti), The Arabian Nights (for examples of
genies who live as normal genie-people with
normal genie-lives), and the X-Files episode Je
Souhaite (for great examples of wish-subversions).

171
A ghast's claws radiate necrotic energy. While a ghoul's
Ghouls claws are black and covered in ooze, a ghast's claws appear to
Tuesday, 16th of January: We had come to a small town in the be heavy, almost darker than black (this must be seen to be
northern parts to investigate cases of cannibalism. When we understood). This is not the same kind of necrotic energy like
found the remaining people they were all huddled in the local that of a wraith's life drain which causes necrosis in the
temple praying. The local cleric had cast detect good and evil victim. The necrotic energy of a ghast's claws is subtler.
after the first few killings and detected some sort of evil in the Similar to the poison of the ghoul's, this necrotic energy
forest. According to the villagers some of the town guard stuns the nervous system when the claws cut through a living
ventured into the forest never to return. My lay partner and I being's tissue. This necrotic energy lingers in the victims'
decided to check the forest. About a mile from the village in a bodies and will sometimes cause them to become a ghoul.
clearing we discovered the mutilated, have eaten bodies of When someone is slashed with a ghast's claw and survives
the town guard. We were about to return to the village when the encounter, sometimes the victim starts to become a ghoul.
we heard an ear piercing screeching. My partner and I turned Victims possessed of a hearty constitution typically have
just in time to see an emaciated, corpse like creature more of a chance of surviving and recovering. It is important
resembling an elf charging at us. We dispatched it easily and to note that due to the divine immunity granted them, elves
we identified it as being ghoul. Just then we heard more are fully immune to this process. The first sign of the
screeching and we both looked around. The edges of the transformation is necrosis in the wound. Necrosis typically
clearing were full of these ghouls. We were surrounded. - appears twelve to twenty four hours after the wound is
Eddard Tallstag, inquisitor of a religious order of undead received and will continue to grow over the next forty eight
hunters. hours. Wounds from a ghast's claw never get infected as the
necrotic energy kills any kind of disease that might be on the
Introduction wound. About three days after infection the victim will start
feeling unusually hungry. This marks when the necrotic
Of all the creatures of undeath, ghouls are one of the most energy has spread to the stomach. At about five days the
fearful. Even necromancers are wary of them. Ghouls first victim will almost surely start binge eating, particularly meat
walked the earth when an elven necromancer named and other animal products. The victim will also start looking
Doresain began to eat the flesh of other elves for Orcus, the pale, start losing hair, and will start complaining of pain in the
king of undeath. As a twisted reward, the undeathly king jaw and teeth. Their hunger will grow until it becomes
turned Doresain into the first ghoul. Doresain turned other uncontrollable and the victim loses all sanity. This means the
servants of Orcus into ghouls. Orcus gave a few of them extra necrotic energy has eaten away at the brain. After another
power, turning them into ghasts. Ghouls were a scourge upon week most higher brain function and become a crazed, flesh-
the world until the gnoll king, jealous of Orcus, robbed eating creature that only listens to ghasts. And thus a new
Doresain of his power and slew many of them. Having been ghoul is created.
abandoned by Orcus, Doresain appealed to the elven deities. Ghouls and ghasts do not have stomach acid. Instead their
They had mercy on him and saved him. Since then all elven stomachs are full of a necrotic soup that decays and destroys
races have found themselves immune to the paralytic claws anything introduced into the stomachs. This is an extremely
of the ghouls and the evil infections of the ghast. This inefficient way of absorbing nutrients as most of the nutrients
immunity became known as Doresain's salvation in elven the ghoul consumes are destroyed. As a result, a ghoul
folklore. Ghouls still roam the world and constantly hungers and consumes an amount of meat on a
Orcus creates new ones. daily basis that would make an ordinary humanoid morbidly
obese yet they maintain a skin and bones appearance.
Physiological Observations However, ghouls are like most undead in the sense that they
A ghoul resembles an emaciated elf with a notably protruding are animated and draw the energy their bodies need from
jaw. A ghoul's skin is possessed of a deathly white pallor often necrotic energy. This means that a ghoul needn't use
covered in blotches. Most people describe ghouls as being nutrients from eating to function. A ghoul also does not need
skin and bones with abnormally long arms that end in hands to maintain homeostasis as it appears to matter little what its
with long spindly fingers and claw like fingernails. These internal temperature is as long as its blood isn't freezing or
fingernails drip with a black ooze which acts as a poison that boiling. Thus the majority of the nutrients a ghoul consumes
causes paralysis. Ghouls have no body hair and their teeth are used for regeneration of wounds which is why ghouls
more closely resemble canine teeth then they do that of an have impressive regenerative capabilities. In fact, a ghoul or
elf's with massively exaggerated canines and incisors. A ghast can survive for decades or even centuries without
ghoul's skull actually has a longer mandible and a maximalla eating. It is not entirely known what happens to excess
that protrudes more than normal. As a result, a ghoul's skull nutrients as the ghoul's body does not convert nutrients into
vaguely resembles that of a dog or wolf yet maintaining its fat. Most undead experts theorize that excess nutrients are
humanoid appearance. When their skulls are cut open, converted into more of the negative energy that fills the
ghoul's brains appear shriveled up. This is likely due to decay ghoul's stomach.
caused by all the necrotic energy that they are exposed to
during their transformation.
A ghast is very similar to a ghoul with a few exceptions.
The most notable of which is that its skin varies in color. A
ghast's limbs are also slightly longer than a ghouls. A ghast's
brain also resembles that of an elf or human.

172
As a ghoul eats more and more food, the negative energy in For necromancers, ghouls can be a very tricky thing. Many
its stomach grows. As the energy grows, it moves towards the a novice necromancer has sought out ghouls for minions only
limbs and making the ghoul stronger and faster. Once it to be eaten alive or be turned into a ghast themselves. As a
moves to the claws causing them to glow with necrotic general rule, ghouls make bad undead servants.
energy and moves towards the brain, reforming it, a ghoul is However, for a diabolically enterprising necromancer,
considered to have progressed into a ghast. Like ghouls, ghouls can be used as attack dogs. Indeed, many vampire
ghasts draw their animation from the necrotic energy from counts have pens of ghouls in their castles that they will
their stomach. Because of this, the best way to kill a ghoul or release into the forest to kill any vampire hunters foolish
ghast is to either decapitate it (which is effective for most enough to make themselves known.
undead) or to disembowel it.
Behavioral Observations
Ghouls and ghasts are almost always looking for their next
meal unless they're under the control of some necromancer.
Ghouls and ghasts either hunt alone, in packs, or rarely
hordes. A pack of ghouls refers to four to ten ghouls led by a
ghast. Ghasts communicate orders to ghouls via a language
resembling a more rudimentary version of common with
moans, snarls, and grunts replacing most of the vowels.
When a ghoul in a pack progresses to a ghast, the new ghast
and the established leader of the pack will equally divide the
pack of ghouls and go their separate ways. Sometimes the
two packs will join up together to take down a large group of
prey or for safety in the event that they are being targeted by
an undead hunter. Sometimes several packs will join up into
a horde.
Ghouls and ghasts typically roam forests, old crypts, and
other out of the way places. Some ghouls have been observed
hunting city streets and sewers. Once they have been realized
to be ghouls they are hunted down and slaughtered but the
city guard almost immediately. Ghasts, being slightly more
intelligent, can sometimes hunt an immense metropolis for
weeks or even months by spacing out the time of their kills.
Generally in cases such as these city guard attribute the
cannibalistic murders to serial killers. A captain of a city
guard must not discount the chance that a serial killer might
actually be a ghast when cannibalism is involved.
Ghoul hordes are the stuff of nightmares. A horde contains
anywhere from twenty to even eighty ghoul foot soldiers and
five to twenty ghasts leading them. The ghasts command
their horde towards a common goal. Generally hordes
wander rural areas on the edges of civilization attacking
towns and razing villages. Hordes tend to disperse after only
a few raids as they quickly attract the attention of local
garrisons. Naturally occurring hordes are a rare thing though
skilled necromancers have been able to organize them to
terrifying effect.
Interspecies Observations
Ghouls and ghasts are very territorial. Rarely do they get
along with fellow undead and generally see them as
competing predators. Sometimes when ghouls and other
undead are sealed in a crypt together the ghouls will often
attack the other undead. Often times the ghouls will claim
rooms in the crypts for themselves but there are cases of
virtual wars being fought within crypts between the resident
ghouls and other undead. Sometimes if the only other
occupants are zombies or skeletons then the ghouls might be
successful in killing or driving away the other undead.
However, more often the ghouls will either be wiped out or
sealed in one specific part of a crypt by more powerful
undead.

173
DM's Toolkit Days 5-7: At this point your victim player will start
Ghouls and ghasts are very versatile in my opinion. compulsively binge eating (Day 5 - DC 5 will save
They can be make good encounters for all levels for not to binge eat. Day 6 - DC 10 will save not to
an ingenious DM. Granted this can be said for any binge eat. Day 7 - DC 15 will save not to binge eat).
monster (Tucker's kobolds anyone?), but ghouls During this time their skin will turn pale. Their jaw
are a favorite monster of mine. A pack of ghouls will grow to look like that of a ghoul's and their
chasing low level PCs through a forest can make a ears will start to look like an elf's, causing the
good encounter for low level adventurers. player much pain in the process. Hair will also start
Alternatively, a lone ghast can stalk them to fall out. If your player manages to fail all their
through a forest. Personally I like to have ghouls saves by day seven their brains will have
attack unexpectedly deteriorated and their stomachs become that of a
at night as a way of introducing a BBEG ghouls. Effectively they become a ghoul.
necromancer. I once had my players sleeping on If you don't want to kill your player you can give
the first floor of a house only to have a ghoul break the player some sort of magical artifact to make
through their window at around midnight. Ghoul them maintain their sanity. At this point you have a
hordes can make a good encounter for high level human ghoul. Every once in awhile they need to
adventurers. Especially if your players are the type make a save or feel hunger intense enough to want
to set up defenses in a town and teach the villagers to eat NPCs and even party members (personally I
how to fight. leave off that last part). In this state the player does
Implementing the ghast claw infection rule can gain paralysis for unarmed attacks and the ability to
give ghasts an extra scary feeling when the players understand ghoul communication. You can also
know that one slash can kill them days later. give the player the ability to make a charisma save
However, I would not recommend this for a group to command ghouls.
that likes to keep lethality low.

Rules for Ghast Transformation


(Feel free to alter these)
Day 0: When a player is hit during an encounter,
have them make two constitution saves: One for
paralysis and one for infection. On a successful
save your player isn't infected and can go on like
nothing happened. Depending on the lethality level
of your campaign, the DC level of the save could be
5, 10, or 15 (personally I like to use a DC of 10). If
they fail they are infected.
Days 1-2: Both days at morning have the player
make a constitution save. The DC can be the same
as the one you used to calculate infection.
Alternatively, the DC could scale as the infection
progresses (ie: Days 1-2: DC 5, Days 3-5: DC 10,
Days 5-7: DC 15). If they succeed one save they
overcome the infection if you like to keep things
easy. If you are a mean DM you can require the
player to succeed three separate saves or become a
ghoul. On a failed save on these days they notice
necrosis in their wound.
Days 3-5: At this point the player starts to feel
unusually hungry. As they near five days the hunger
will grow and grow. Their fingernails will also start
growing faster and become claw like. From day 3
on the player will rapidly start to lose weight until
they appear emaciated on day 7.

174
Ghosts have a dominating emotion that usually rules their
Ghost existence. Even the most intelligent and aware ghosts are
"I know what I saw! She was right there then she vanished! ruled by a major emotion. This doesn't mean that ghosts can't
Oh my Valinda what happened?!" exude for feel other emotions just that as we may have a
-- Marko WindStep Human Soldier default of peace they may have one of anger or sadness.
Positive emotions are virtually unheard of as usually such
Introduction emotions do not come with a task undone. This emotion is
determined upon their primary feelings at the time of their
Of all of my research I've not found a more tragic and sad demise. A ghost who died of or during profound sadness will
creature as the ghost. I gathered this research at behest of a exude this very feeling from themselves. Creatures can
small town who regularly found a woman standing on a succumb to this same feeling if not careful or prepared. Most
guard's post looking outward. Fearing a security breach many often violent ghosts come from violent intent upon death.
times this creature was spotted but never for long and when Weather this is outright anger or hatred, or the profound and
spotted simply vanished. I also gathered information from dangerous sadness of suicide.
over 30 different cases along my travels and only now I feel I These undead shadows live in 2 planes of existence and
can make a concise investigation on these creatures. shift between them at will. They live on both the Material and
Ghosts are the echo or spiritual remains of a creature that Ethereal Planes. When in one plane they are completely gone
has since shed its mortal frame. Any creature it seems can be from the other. This explains how they can simply vanish to
a ghost aside from other undead. They must have possessed a the eyes of others. One could travel to the other plane and
spirit or soul. They often are benign but sometimes are just as find them.
dangerous or violent as a ghoul. The few ghosts that do act violently do have a few ways in
If there seems to be any indicator on how a ghost comes to which to attack others. First is that by mere touch they can
be it's a factor of 2 things. First is an immense will power and wither a corporeal creature. Their touch is necrotic in nature
second is a specific goal or task left undone. It would seem although they seem to be able to choose upon contact to
that both conditions need to be met for a ghost to manifest. enact this ability or not. Some of these ghosts also have the
ability to either change their own appearance to a horrifying
Physiological Observations visage or change how others perceive them to look.
Ghosts often look as the creature did in life, but insubstantial Sometimes, especially in the more violent deaths enacting
like a soft glowing fog taking the creature's visage. the state, the mask of their own death is constant and always
Sometimes depending on the situation the ghost can be a frightening sight. Lastly and most dangerous is their ability
deformed or look as they did in the moment of death instead to possess a creature. Often times this ability can be applied
of as life. These deformed ghosts are more often not of the to any individual creature. Only those with a strong sense of
friendly persuasion. self have deterred such attacks, even then it's not guaranteed.
Ghosts by nature are nothing more than a visible fog. These abilities are present in all ghosts though only the
Unless an item or creature is magical they will never be able violent ones employ them often. Possession in less violent
to touch a ghost unless the ghost wishes it. They use this beings often is very specific to race and gender of a host body.
ability to their advantage often and maneuver through solid The possession will often show something to someone or
walls, doors, and floors at will. Some will even hover above bring something to one's attention, in accordance with the
the ground as if walking on an unseen floor. ghost's unfinished agenda.
Ghosts always dwell in a single location and do not move When a ghost's quest has been fulfilled they are always
from their home. Often times it is where they had lived or granted full clarity of their existence and become at peace.
died. This location is often called haunted. Strange They then move on into the next stage of life never to be
occurrences mark a haunting. Furniture or objects misplace, bothered again. Often times they will thank those who aided
moved, or rearranged, eerie noises or unnatural silence, them and in some rare cases bestow gifts of material or
unexplained feelings of dread, sadness, fear or even anger all magical means upon their allies. Most often it is simply kind
are markings of a haunting in an area. Often times these words and as much insight they can give. A ghost can never
areas are relatively small such as a single building or part of be deceived that its goal is achieved. They are inexorably tied
one. In open the open air often a specific landmark like a to the event by the fates or some guiding factor. Goals exist in
water fall or tree or even a bed of flowers can be haunted. which they need to better understand a situation and
persuasion or proof is required but never does the goal
remain undone.
If they are killed by conventional means they will simply
return to the Ethereal Plane. Although there is one way to rid
an area of a ghost without their unresolved business
achieved. If they are exercised by a priest, even if they are of
good alignment, or exposed to a weakness tied to their
existence they will dissipate. Ghosts have a truth or object
which often opposes their goals greatly. They always have one
even if it is small. One such ghost that by all means was
helpful to a city was banished by this method. He had been a
human paladin in life and sought to protect his town forever,
and he did so. He was loved and cherished and often helped
the townsfolk.

175
Unfortunately he was banished when during the investigation Ghost of Vengeance - These ghosts want to some creature
it was found that he had during his life broke the vow of dead, either slain by them or who slew someone dear to
celibacy of his order 1 time. The shame of his act caused him them. They will not rest until their quarry has died. They will
to depart there and then when he was asked about this very attack those who resemble their target and sometimes that
act. Since he's not been seen and it is assumed that he simply can be as broad as a whole gender or even humanoid or not.
moved on. Lucidity is key to a ghost of vengeance because without it
they may attack any and all thinking them their true foe.
Social Observations Ghost of Great Dishonor - These ghosts exist until some
A ghost is not always solitary but it is rare to find them in act they had caused or caused to them has been corrected.
groups. Ghosts have no need outside of their agenda to This ghost is not too uncommon with races who value a
interact with another. There are a few occasions in which proper burial and it was not conducted.
ghosts are numerous but in all situations they seem to not Ghost of Something Unsaid - this ghost can manifest when
acknowledge another's presence unless somehow they have a someone dies before they can say something important; often
common or related agenda. a personal message to someone. Lovers who never spoke the
Some ghosts who are in groups do directly interact, word, vital information to research, or sometimes words to
especially when they are fully aware and have the same goals. right the course of a life.
Often times these ghosts died together or in the same Ghost of Something Undone - This is a ghost who left an
manner. They will acknowledge and even talk among act of great importance undone. Often times these are tasks
themselves depending on the situation. In one such occasion of great importance to the individual. They can range from a
I directly spoke to a group of 3 adventurers who had personal quest to find a missing person to a goal not achieved
important information for a former companion to complete for the whole of a kingdom. These ghosts are friendly to allies
their journey. I learned that not all 3 had died at the same but deadly to anything or anyone directly in their way. Often
time but all were bound to a place of great importance in that times they need proxies to achieve this goal as they can't
quest they had been before. leave the immediate area of their death.
Lost Soul - These ghosts are often unaware of many
individuals and their goal is often unclear to them. They can
Interactions with Other Creatures have small moments of clarity usually at a specific time
Ghosts are complex in their interactions with those few that during the day or sometimes more complicated a certain day
they do so with. They range from one way conversations to of the year. When lost or unresponsive they are often seen
complex and deep conversations. This all depends on a doing something important or enjoying to them during life.
ghost's goals, how aware they are and their demeanor or Ghost of Despair - Most likely the hardest goals to achieve
ruling emotion. as the ghost themselves feel unable to do so. These ghosts
The range at which a Ghost can be lucid is very wide. From are mainly ruled by sadness and in some cases took their
unresponsive and completely aloof to as aware and lucid as own life. They have been heard of possessing others and
any living being can be found among ghosts. The level at continually carrying out their last acts in a futile attempt to
which they are aware is often directly tied to their resolve in alleviate their troubles.
life. The individuals who were weak willed but just enough to Ghost of Hidden Truths - These ghosts want a secret to be
remain for some reason often are trapped in the known and spread. These ghosts are active participants in a
unacceptance of death and linger. These ghosts are often mystery to solve their dilemma or get someone to prove it.
called echoes and repeat an action over and over. They are not far from something unsaid but often are not
Those who were driven and focused on a goal unerringly simply a message but a truth obscured.
often are themselves completely. Ghost of Catastrophe - These ghosts are often unaware
Ghosts always interact in the means to further the they are dead or will not accept the truth. They often simply
completion of their agenda. They ignore any and all need to accept death. Often times they are killed in mass by a
interactions unrelated. Violence or hostility to them or their natural event or death instantaneous and unexpected. There
agenda is usually taken as a threat and can push even some have been whole cities of lost ghosts milling about in their
benign ghosts into attacking. If spotted by creatures they are daily live as before completely unaware of their demise. They
disinterested in they normally leave unless they are actively often are in large groups but do not interact.
working on their agenda. They are elusive because they can
simply wish not to be seen and shift to the other plane.
DM's Tips
Variations Ghosts are there for a variety of useful reasons.
Ghosts all share common traits and act according to their They can bring light to mystery, help with
agenda. There are many kinds of ghosts from many races. information, be a challenge or aid in a quest.
Listed here is but a few of the varieties of ghosts I've Ghosts are also very useful for a great RP
encountered or heard tale of. experience and can make for interesting
interactions that players need to decipher. Try
using a ghost to start a quest instead of a jail it
might be fun.

176
The major difference between Hill Giants and their cousins
Giant: Hill is that Hill Giants are too dimwitted to actually be aware of
"Hill Giants? We've had no trouble with those beasts for the Ordning; they obey other Giants not because of their
months now." The adventurer looked up from his notebook, caste system, but because of their size. For Hill Giants size
surprise written plainly on his face. "How'd ya manage that!? means everything, leaders are appointed not by aptitude or
Them things are massive, they are!" The farmer smiled. "We ability but by the volume of their bellies. If a thing is larger
built ourselves a scarecrow. A really big scarecrow." than the Hill Giant is, it is to be obeyed and feared with
-- overheard from a conversation in Grabiel. unquestioning loyalty. This has turned the Hill Giants into the
black sheep of the Giants, who are usually quite respectful to
Introduction one another. A Hill Giant tribe rarely reaches more than 7-8
individuals, as the chaos caused by these creatures is prone
There are plenty of things that can make your day miserable to attract adventurers and Giant hunters to the scene,
out in farmer country, but Hill Giants are by far the worst you effectively culling the herd.
can encounter. They eat anything they can get their massive Hill Giants are commonly used by other Giants at war time
hands on, livestock, buildings, people, it makes no difference as cannon fodder and front-line berserkers. A wave of raging,
to them. They have the mental acuity of a toddler, unable to massive piles of wobbling flesh rushing at whatever target
hear reason and prone to throwing tantrums, destroying has been pointed out for them, they will not stop killing,
anything and anyone around them. Thankfully, they're also eating and destroying said target until the fall dead or a Giant
quite possibly the dumbest creatures under the sun. A far of higher Ordning rank than they tells them to stop.
throw indeed from the legendary rulers of old you hear These creatures may share blood with some of the world's
stories about. most impressive races, but make no mistake; they are beasts,
brutes and bullies.
Physiological Observations
A Hill Giant grows to be around 16 feet tall; they commonly Intra-species Observations
have tan skin and immense bellies. It is rare for a Hill Giant Hill Giants have but two ways of interacting with other races.
to bother with clothing as they are rarely ever cold and have Eat it or Obey it. What the Hill Giant decides to do depends
no use at all for manners. On the rare occasions they choose almost entirely on the creature's size. One of the first lessons
to adorn themselves however, the clothing usually consists of a Farmer learns when they live in an area with Hill Giants is
pelts, skin or bones from their most recent kills, be it human, how to avoid destruction at their hands. Several methods
beast or whatever else they've come across. They use small have been invented, including massive scarecrows, painting
trees or large boulders as weapons, usually just picking them buildings green to camouflage them and leaving trails of food
up whenever they need it. If no tree or boulder can be found leading away from close villages.
close by when it wants one, anything heavy will suffice. They
have been known to pick up horses and use them to bash
humans to death. They have been seen ripping barn-doors off DM's Toolkit
their hinges in order to throw it like a discus into a group of
people or buildings. As long as it's heavy, a Hill Giant will The adventurers are hired to protect a village, Hill
Giant tracks have been recently spotted only a few
likely use it to kill things with. miles from the small hamlet. Give the Players a
Hill Giants are one of the few creatures who can truly deadline of a few days to build defenses and see
claim an existence free from hardships. They suffer no lack of what they come up with!
sustenance as they can eat just about everything, be it rotten A large plume of smoke can be seen on the
or fresh, old or young, they simply don't care. horizon, traveling there reveals a medium to large
As long as the food available is not overtly poisonous, a Hill sized city demolished. The walls have been
Giant will eat it until he throws up, and will then likely try to knocked and pushed down and there are signs
eat whatever came out of him. everywhere point towards Hill Giants. But why
Due to this incredible hardiness the Hill Giants have never would Hill Giants attack a fortified city when they
needed to develop past the mental state of toddlers. They can get easier food in the forests?
take what they need with their considerable muscle and if There has been a report of a large gathering of
they ever encounter a problem that said strength cannot take Hill Giants, easily over 50 of the beasts. The scout
care of, they throw tantrums and then give up and move on to spoke about how they all gathered in a circle
something easier. They are the quintessential bully, only they around the fattest Hill Giant he had ever seen. The
strangest thing however was what that Giant was
want to eat you as well as beat you up. wearing; it had a massive talisman tied around its
neck. The scout swears he saw it draw battle-plans
Social and Behavioral Observations in the dirt, but obviously that's ridiculous.
Hill Giants are on the lowest rung of the Ordning the Giants The adventurers, for some reason, need to
caste system. Every type of Giant is part of this hierarchy, assault a large castle/hold/fort etc but it's walls and
each individual Giant are placed in the Ordning based on type position make it nearly impossible to attack. A tribe
of Hill Giants have been spotted nearby; maybe
and a set of skills or attributes decided by said type. No two they could be fooled into assisting? Note for the
Giants are ever equal. DM: Coercion would likely not work; Hill Giants are
about as open to reason as a newborn.

177
Talking about a Stone Giant's physical attributes without
Giant: Stone focusing on their purpose is a fool's errand. Stone Giants
"On that day, we dug deeper than we ever had before. We value beauty and grace above else, not like the Cloud Giants
were so sure we'd hit the jackpot, after all those years we felt who wear diamonds and pearls to be the object of jealousy,
it in our bones. We broke ourselves upon the stone until it not like the Dragons who simply wish to wallow in their own
gave way. We broke through, but what greeted us was neither splendor. No, the beauty a Stone Giant seeks goes far beyond
gold nor diamonds. What we saw was so, so much greater such things. The beauty of a Stone Giants work is a gateway
than anything we could have dreamt of. Carvings. Carvings in to the gods themselves.
the stone. Carvings telling stories that would make each and
every one of you weep. Carvings of such beauty, such grace... Social and Behavioral Observations
on that day our purses were left empty, but our hearts grew Like all Giants, Stone Giants are part of the Ordning. A caste
richer than I could have ever imagined possible." system that ranks all Giants based on type and special
--Joseph Valeran, recounting his mining efforts in the attributes and skills, no two Giants are ever equal. Stone
Darkmist Mountains. Giants stand on the second lowest rung of the
Ordning, just above the Hill Giants. Even the lowest ranked
Introduction Stone Giant stand above a Hill Giant chieftain.
Deep below the mountains live the Stone Giants. They care Each type of Giant has ways of appointing their leaders; the
not for the world above, that fickle world below the sky. Stone Giants decide the most worthy among them by skill in
Underground channels make their waterways, huge caverns Stone Carving. They believe that when a skilled Stone Carver
their settlements and long, winding tunnels their highways. works, their god speaks to them through the artist's hands.
Stone Giants are tranquil beings; they keep to themselves at When you look at the carving such a Giant can produce, it is
all times. They are artists, beauty and grace their sole easy to see why. They are true masterpieces. The massive
purpose in life. chambers used for such carving are their cathedrals, their
This is not what a common tale of Stone Giants will reveal temples. They are considered holy by all Stone Giants.
however. No, tales of Stone Giants are tales of rage, of bone Stone Carving is not the only way of gaining a high
crunching beneath stone, of blood and gore and death. The standing in Stone Giant society however. They also value skill
few who have survived meeting a Stone Giant will tell you in throwing and catching large boulders with poise. That's a
about the mountain that suddenly started moving, how it recurring theme in Stone Giants, everything is to be done
shouted in a language older than the rocks themselves and gracefully, and every movement is an art.
how it came down upon them like a grey avalanche of fury. The only thing that would make a Stone Giant willingly
leave their homes is the order of a Giant higher than it in the
Ordning. They will travel far and wide to follow their
Physiological Observations superiors command, be it to do battle, to do observe an
The body of a Stone Giant is a marvel to behold. 18 feet of important event or to carve them a masterpiece to hang upon
finely sculpted muscle, every inch of it crafted for a purpose. their walls. Cloud Giants in particular are prone to ask Stone
It's face usually carry gaunt features and sunken, dark eyes. Giants to construct their mansions for them. In a war waged
It's skin ranges in colour from the lightest of Granite to the by Giants, the Stone Giants would make up the ranged
darkest of Basalt but usually take after the tone of the covering squad. Their prowess at throwing boulders is hard
mountain they dwell in. Their hair is unanimously dark grey. to match even for most other Giants.
A Stone Giant will rarely be clothed while in their
subterranean dwelling. On the rare occasion they travel to the Intra-species Observations
outside they will wear treated animal pelts (usually of cave Giants that don't show adequate skill in carving, throwing or
bears or mountain goats) to keep warm. Their weapon of other art forms, are appointed to be gatherers and protectors.
choice is the mountain itself. They will throw boulders, create They live on the outskirts of Stone Giant settlements and they
rockslides, break the stone upon which their enemies stand carry out their jobs with extreme prejudice, for there is
and knock them off of their mountain ledges into the nothing that Stone Giants hate more than being disturbed.
darkness of the deepest ravine available. Be warned, the They do not trust anyone or anything coming from the world
mountains is the domain of the Stone Giant, engaging one in outside. The world they call 'The dreaming world under the
combat on its own terms is equal to suicide. Some Stone sky'.
Giants have been known to carry exquisitely carved stone A Stone Giant treat the outside world like a dream in more
cudgels, the size of small trees, though the Giants carrying than just name, they're not entirely sure that place is even
these rarely seem happy about using them for such dirty real. A promise made there need not be kept, no
work. responsibility applies to actions taken there, and no creature
When it comes to sustenance a Stone Giant can live for living there can be trusted. Because of this Stone Giants are
eons on nothing but the minerals provided by the mountain very careful about letting anyone not of their own kind close
and the water from underground channels. They can and will to them. They would rather let death rain down upon
however eat plants and even meat if they have recently been travelers than risk one of them setting foot on an entrance to
engaged in extended periods of physical stress. Stone Giant tunnels. This is where the stories come from;
this is why the Stone Giants carry such foul reputations.

178
Giants and Dragons have a special relationship; the Dragons
were but wyrmlings when the first steps of a Giant shook the
world beneath their feet. The history of war between the two
species is as long as it is brutal. While Stone
Giants certainly have fought and won battles against
Dragons before; it is rare to see it happen nowadays. Dragons
have much easier targets to prey upon in the mortal races.
Not to mention that the art of a Stone Giant is not often the
type of treasure a Dragon seeks. That said there have been
altercations where a Dragon has found one of the Stone
Giants finely carved caves an excellent place for a lair. As
stated above, the Stone Giants are at their most dangerous
when able to use the mountain itself as a weapon, most
Dragons will know better than to take one of the Giants holy
places for lair.

DM's Toolkit
While Stone Giants are ferocious warriors and hate
being disturbed, they are not stupid like their Hill
Giant cousins. Nor are they inherently evil. A very
clever party may find ways of appeasing a Stone
Giant to let them use its tunnels as a shortcut.
Stone Giants make excellent plot devices for
Lost Civilization stories. A dwarven archeological
team has gone missing after their last reports of
We've found something amazing down here.
Stone Giants can be used as an environmental
hazard. A party who knows that Stone Giants dwell
in this mountain may lead its pursuers straight into
the belly of the beast. Just hope they have a plan in
place to spare themselves the hell that is about
come upon their enemies.
A clever villain has led the party down a cave
system leading to Stone Giant territory, and
blocked the way out.
The party comes across a town working on hard
on seemingly preparing themselves for battle. Their
survival depends on their mining efforts in the
nearby mountain but a Stone Giant has been
making it impossible for them. They're gearing up
to fight it, not realizing that where one Stone Giant
is, there is an entire settlement of them.
A Cloud Giant wants a new piece of art for its
wall, but simply asking for it is far too simplistic. It
hires the party to brave a Stone Giant dwelling to
steal the piece. The Cloud Giant has of course
placed bets on whether party will survive or not.

179
The prevalent theory is that the Mouther's nervous system
Gibbering Mouther is decentralized, meaning no brain tissue as we would
"HEY! Hey meatbag! HEY FILTH! Filth! Yeah, YOU! C'mere recognize it, but there is a vocal minority who claims to hold
you delicious crunchy bag of meat! FILTH! WHERE YOU evidence that the Mouther's brain is found in one central
GOING? Hey! HEY! YOU DIRTY FUCKER! YEAH YOU location, much like humanoids.
BETTER RUN! Hey FILTH! Come BACK!" Mouthers have been observed "giving birth" - when enough
--A gibbering mouther on a good day. victims have been devoured, the Mouther splits itself into two
smaller creatures, much like Oozes and Puddings. The two
Introduction new creatures each have around half of the size of parent
form, and immediately seek to distance themselves from one
Madness personified. Nightmare-made-flesh. A creature of another. Nothing is known about lifecycles, or even if the
amorphous flesh, eyes, and mouths, the Gibbering Mouther is Mouthers have one. Perhaps their size is merely a reflection
a an aberration unlike any other known monster. Many of how much prey it has consumed?
theories have been put forth about the Mouther's place-of-
origin, striving to find some sort of framework to explain its Social Observations
nature. Most believe that Limbo is the only place that could Mouthers are not naturally friendly. They do not socialize. If
spawn such a horror, but many others argue that the Void is you aren't a Mouther, you are food. If you are, you are to be
infinite, and there are multitudes of Planes that we cannot avoided. Mouthers do not wage war on one another. When
even imagine where perhaps these types of lifeforms are two meet, they determine who should leave on some level
normal. Others will say that they have no Plane, and spring that we cannot comprehend, and age or size does not seem to
forth from the minds of sleeping Elder Gods, and some even make a difference. There is some speculation that if two
claim that they arise from the energies arising from the Mouthers were forced into the same area and could not leave,
trauma of many conscious minds, much like Feyr do. that they would merge into a larger version rather than fight,
and this could explain the observations of witnesses, but does
Physiological Observations seem less practical on a biological level.
Whatever its beginnings, there can be no doubt that the
Mouther is a terrifying predator. It moves with an alien grace, Behavioral Observations
almost flowing like liquid. It is a huge amorphous blob The creature appears to have no real intelligence, most agree
covered in eyes and fanged mouths that it stretches out with it only rates a 1 on the Moldvay Scale. It exists only to devour,
pseudopods in any direction to grab and devour prey. and while it can survive on vegetable and mineral resources,
Some have been reported being slightly larger than man- it's real hunger is for flesh. Animals, humanoids, monsters,
sized, and one asylum patient claimed she observed a whatever it can catch.
Mouther that was the size of a house (her claims that it The Mouther appears to be completely insane. It howls and
destroyed her entire village was later proved true). The gibbers in dozens, sometimes hundreds of voices, depending
creature propels itself in two main ways; by oozing along the on size, and any creature who hears this cacophony is usually
ground, in a peristaltic wave, (and it is decidedly faster when driven from the area in sheer terror. Only the very stoic can
traveling over mud, snow, or water), or pulling itself over walls face a Mouther in battle.
and ceilings by means of extended pseudopods - the mouths Mouthers have two incredible abilities. One appears to be
of the Mouther actually bite and grip the surface of whatever biological, the other, some force of the Unknown. The
its climbing across. biological ability is a spitting of ammonium iodide from any
If still, they resemble a wet pile of earth or stone. There is a one of its mouths. When this spittle strikes a hard surface, it
miasma of stink around them that cannot be ignored. causes a bright, dazzling flash, and is often used to blind prey.
Ammonia and feces seems to be the two that are reported the Some arcane force little understood also gives the Mouther
most, but Mouthers smelling of sulfur, formaldehyde and even the ability to soften rock and stone to the consistency of loose
turpentine have been observed. quicksand in an area around the Mouther beyond its physical
The eyes and mouths covering a Mouther are said to come body. This gives the Mouther an indisputable advantage when
from the prey it devours, however many new research papers hunting and Mouthers are actually faster in watery terrain.
have postulated that new eyes and mouths appear at random, That being said, their almost non-existent intelligence
and the multitudinous babble that pours from it are not the usually results in a Mouther's own death by simple greed.
memories of its prey, but more often just a muddle of Most Mouthers die of starvation, not battle. If they become
nonsense. Heated retorts have been declared in public and trapped in an area for only a few days without any source of
the debate continues. What it does illustrate is how little we food, they die and their corpses aspirate away through some
really know of these aberrations. planar transfer we do not understand yet. In short, we have
Because they are covered in living eyes, Mouthers can see never been able to dissect or study a dead Mouther. They do
in all directions simultaneously, and can never be surprised. not seem to hoard treasure, and have not been observed
Mouthers have never been observed at sleep and most agree using magic items.
they do not need sleep, but can relax and close its eyes and
mouths when in ambush.
Some have speculated that Mouthers can breathe through
anaerobic respiration and are unable to be suffocated. This
has never been tested.

180
Inter-Species Observations
These insane abominations are incapable of understanding Mouther Variants
what cooperation means, so they are unable to form Undead Mouther - Give those bites some necrotic
attachments for mutual benefit, but they are capable of being gravy. Make them unturnable, too, for funzies.
dominated by creatures with formidable will and power. Ghost Mouther. Phasing in and out of the Prime
Mouthers have been used as shock troops in wars across Material Plane should make this version even more
the Planes, and they are most often found in the company of pants-wettingly awesome.
Demons, who find them hilarious. Agents of Chaos will often Masonry Mouther. These are stationary and
have dominated Mouthers that serve as assassins and cannot move. Walls, floors, ceilings - now with
"biological weapons". Powerful sorcerers often keep them more Mouther. Or entirely Mouther. Dungeons will
as "pets". Mouthers can be found serving nearly any powerful, thank you for it.
intelligent creature. Aquatic Mouther. Sure the regular ones can
swim. But are they see-through, bioluminous, and
paralytic? With shark mouths?
Singing Mouther. Only hungry for song. 40 at a
DM's Toolkit time. Will Gregorian Chant for food. Lawful Good
These things are really scary. They are fast, multi- (if such things exist for you). A real aberration.
attackers with terrain-modifying powers and a nifty
flash (without the bang). Oh and the Fear from the
gibbering, always handy. They lay in wait, just a pile
of dirt, some prey happens by, they shift the
ground to a nice sloppy mire, and then turn on the
Gibbering Machine. If they had any intelligence
they'd probably think that was hilarious. The jump
scare followed by a dunk and a crunchy ending.
Mouthers as ambushers is my preferred method.
Their physiology practically demands it. But having
one roll up on you in a dark alley, glad as hell to see
you? They are just plain scary all around.
I like to give Mouthers the same origins as Feyr.
That they appear in areas where fear and stress and
trauma in the local populace is high. They sort of
coalesce from the bad air and roll around, scaring
and eating folk until the sun comes up and they
vanish like mist, only to return the following night
for more shenanigans. This might go on for weeks
or until a bunch of adventurers show up to deal
with the problem. On the flip side, I like to have
one of these act the same way around the PCs. The
Mouthers appears out of nowhere, taunts them
with craziness and follows them until dawn, where
it vanishes and comes back again, and again, and
again, and...Until they find a way to deal with it,
through combat or magic, or some other method
that doesn't include trying to negotiate with the
gorram thing.
They are great minions and can really change the
tide of a battle if dropped in from the ceiling or
waiting in ambush near its master. They make great
Solo challenges if increased in size and given the
right terrain and features to work with.

181
The Githyanki reproduce by laying eggs that hatch and
Gith fertilize in secret clutches on the Prime Material plane, while
"Me, sister, mother, father; not-human, just mind-bended. the Githzerai are even more secretive - leading some to
Mother, father; killed by Voor. Me, Sister; Slaves, but more. believe they give either live birth or some other form of
So much more. She Gith. She speaks and minds come reproduction. Both the races live about two times as long as
straight. We think. We think free. She speaks truth, we are the typical human, producing on average two to three
one. We are Gith, we are strong. So we win. Long, brutal; offspring in their life time. Both reproduce on the Prime
memories of Pharagos and visions of dead gods haunt my Material plane as aging does not happen regularly or
dreams. Gith say we have not won. Must kill all mind- standard enough in the Astral plane.
benders; all creation. After years of Illithid control, the gith have developed
Is this Gith, or Illithid? I say no. More follow. Sister, strong psionic ability - mostly defensive.
Brother. No longer slaves. Only war. Sister, Brother. Gith, no Githyanki have adapted to extraplanar travel in the form of
more. resistances to planar-splicing and other various malfunctions.
I know this, I know her pain. She sells her soul for war. Common accidents like a mid-transition portal failure often
Sister, Brother. Foul Baator. She was Gith, but I am are more humorous then deadly, with Githyanki walking
Zerthimon." around without an upper torso and severed heads cracking
--Zerthimon, Hero of the Githzerai. jokes while the raiding party's artificer and doctor
reassembles them. They have also slowly adapted to long-
Introduction periods of dragon-riding, coming from a deal struck long ago
by their ruler Vlaakith with Tiamat. Most Red Dragons are at
The gith are a race of semi-Astral beings, whose forerunners the very least respectful of the Githyanki, a great many are
were shaped by Illithid experimentation and long exposure to ridden by them as war mounts - not necessarily as
the Ethereal, Astral, and Outer Planes. Vaguely human, they companions.
are sentient race with strong temperaments and affinity for Githzerai, meanwhile, have thoroughly trained their minds
planar travel. The two subspecies, Githyanki and Githzerai to further develop their psionic capabilities and this allow
despise one another due to a bitter civil war between the gith them to control their native habitat of the plane of Limbo. By
race that occurred after they were liberated. The gith are so mentally enforcing stable structures, Githzerai develop small
named for their liberator, Gith, a slave like them who arose to free-floating habitats of stability in the infinite chaos.
topple their Illithid masters. The name of the original species, Slavemasters. They are hypocrites, devious raiders who
the forerunners, remains lost in time. want nothing but their own bloodlust satiated. I would find it
The divide among the gith occurred after the successful almost admirable if I wasn't enslaved to them for many
toppling of their Mind-Flayer masters. Their leader, Gith, centuries. Many foolish riders. Some killed in... accidents.
instituted a strict military hierarchy and set forward to ravage Some I outright incinerated. They were shocked when I killed
the planes in search of all Illithids in an attempt to the lot of them, but you don't bind a dragon, you don't chain a
exterminate them. A war hero, Zerthimon, objected and god.
formed a strong following of gith seeking to retreat into Harrelhorn the Scarred, Ancient Red Dragon
meditation and martial training - to prepare for an Illithid
counterattack. Zerthimon also objected to the rigid military Social Observations
hierarchy of Gith, which he argued was no better than being Imperious and free-willed in both cases, the gith have
an Illithid slave. As tensions boiled over, civil war ravaged the fragmented over time from their ideological empires. They
home planet of the gith and thrust them into extraplanar still despise their counterparts, but Githyanki and Githzerai
battlegrounds. The races divided in creed and lifestyle until no longer form planar empires, instead consigning
the two races, Githyanki following Gith and Githzerai themselves to raiding parties and small monastic groups
following Zerthimon emerged. mostly.
The whole lot are savages, plain and simple - if you'll The Gith language is shared between the two, and the
excuse the pun. Illithids did all this, really. Broke them and written script is unique to the gith. Written in circular runes,
put them back together - the ultimate slaves, save for the fact words and idea-phrases are written clockwise in arcs and
they were exceptionally good at rebellion. circles. Verb structures arc between noun-circles with objects
What they were before? Oh, don't bother asking. They tangentially relating in a mass of intertwining patterns
already did. indecipherable to the untrained eye.
Eq'Torst, Arcanaloth The last bastions of strong civilization for the Githyanki
reside on the floating astral husks of dead gods - the capital
Physiology city residing on a long-lost one from the eons of creation.
Gith are the results of extraplanar exposure and Illithid Here, Vlaakith CLVII the immortal Lich-Queen rules with an
experimentation, optimized for burden and martial prowess. iron fist and subjugates most all Githyanki. While many do
They are bipedal and stand at just over six-feet, with tawny not report directly to her or her command, she wields mighty
brown skin and thick russet hair. Their limbs are elongated, power as she is the bearer of their contract with the Red
and their heads more ellipsoidal and narrow. They posses Dragons. It is also here young
piercing eyes the color of a nebula, and their skin is Githyanki who have grown in the Prime Material plane
commonly covered with either scars in Githyanki or martial come to pass the ritual of adolescence, hunting and killing an
tattoos among the Githzerai. Illithid, and train in Dragon-riding.

182
Githyanki raiding parties usually have small crews of fighters, Gith otherwise may have chaotic and impure, or highly
a Sword Stalker, an artificer/healer, and a pilot. A Sword restrained temperaments - with the same variations any other
Stalker is usually captain of the astral ship and representative sentient race. A common theme, however, is a certain
of the larger Githyanki hierarchy. Sword arrogant xenophobia. Partially because of an imprinted fear
Stalkers are part of the solemn Silvered Order, which of racial subjugation and partly because of their history of
protects the mighty Silver Swords created by the Githyanki in struggle, most sentient races are looked down upon by the
order to slay their foes. Formed from ancestor worship, the gith. While the occasional raiding party may have a human
firestone of a Red Dragon, a masterful smith, and the mercenary, or a half-elf may study under a Githzerai
guidance of Gith these blades wreck havoc upon foes, able to monastery, the vast planar differences often led the gith to
sever the astral connections of travelers to the plane. Some associating only with elemental and planar beings.
raiding parties act as either Gith-alatto or Rrakkma raiders, Slaadi are a tense acquaintance of the Githzerai, often
Githzerai and Illithid hunters respectively. being given Githyanki prisoners for spawning in exchange for
Githzerai monasteries are secluded and interspersed peace. Conversely, Githyanki despise slaadi. Above anything,
throughout the planes, but the primary capital, the Floating the gith despise the Illithids - they are to be killed on sight, no
City, resides in Limbo. Limbo is the central location for most matter the circumstance, by any member of the race. The
Githzerai, allowing them free control over their settlements, race after the Illithids are the opposing subspecies, although
save for the occasional slaadi intrusion. Their deeply rarely tense alliance or peaces may exist for a short time if
meditative and rigorous hierarchy is mostly based on merit motivated by a combined threat.
and ancestor worship. The most skilled among the monks are Some enterprising gith scoff at the traditions of their
given the title of Zerth, and are able to shift between planes brethren, co-mingling as Githzerai and Githyanki in the
nearly at-will. ultimate pursuit - duplicitous capitalism and free enterprise.
Both of the gith have strong traditions of rejecting deities, a Gith trading companies are known for their speed, skill, and
pursuit of freedom, and astral navigation. Some gith feel at relative safety of cargo. However, dealing with extraplanar
home only on their Astral-ships, flitting between the planes travel always has potential drawbacks, which are usually
either raiding or spreading the word of pushed onto the traders and not the gith middlemen. A
Zerthimon. As a rule, the gith primarily avoid the personal shipment of fine china may come back as animated objects if
realms of major deities; respecting their distance. Githyanki the caravan stops too long in Mechanus, for example. Other
have specifically been forbidden by Vlaakith to enter Baator, companies, offering planar travel to nobles and royalty make
who says the contract of the Red Dragons will be a fortune off of rushed trips through the elemental and upper
compromised otherwise. However, past that, the gith have planes. Their services have also been contracted by
been known to profit off the curiosity of the more sedentary adventurers, fiends seeking advantages in the Blood Wars,
and exchange passage for information about their rivals and and minor spirits and celestials looking for safe passage.
Illithids, or payment. Githyanki specifically also have a
tradition of dragon-riding, and are more likely to use their
mounts instead of Astral ships when conducting large scale
warfare where the unstable guerrilla abilities of astral ships
become compromised.
I know evil. I am evil. We were made evil, and entered into a
deal with evil. Our slave-brothers are not evil. They not know
evil. They focus. On pity. Mercy. Weakness.
When mind-bender comes, they will not know. They will
die. When evil comes, kills all, only evil will remain. Only evil
will be free. We are evil, we are not slaves.
Rosstiun qa'Vlaakith, honorable Silver Sword of the Ever-
Rrakkma, Githyanki.
Behavioral and Inter-Species
Observations
The gith are not bound necessarily by honor, but rather a
strong tradition of freedom, that is paradoxically tempered by
Githyanki military and Githzerai monasticism. This, in part,
is the leading cause of the gith's planar diaspora. It is the
opinion of this researcher that there may come a time when,
motivated by a universal struggle, the gith will reunite and
abandon the hierarchies of their predecessors as the original
gith did the bonds of slavery.

183
DM's Toolkit The party is faced with a red dragon far beyond
Planar pirates, planar travel agents, planar monks, their capability. Prepared to meet their fate (or
planar freedom-fighters, planar Lich-Queen caught up in moronic loot-lust savagely trying to
worshipping red-dragon riding plane-shifting beat the dragon's insane AC with a wooden sword,)
martial silver-sworded Astral badasses - yes please, the fight is interrupted by a Githyanki ship blasting
the gith are any Spelljammer / Planescape through the magma blaring [insert favorite rock
aficionado's bread and butter. They've got a rich, song.] They quickly begin wrapping metal bonds
very interesting history with Liches, Dragons, around the Red Dragon, who violently fights back.
Fiends, Illithids, and Humans all intertwined. Here's
a basic interpretation/rundown. Here you go here From here you've got a few options, either
we go, adventure/encounter hooks: The ship is smashed by the dragon into the side
The party finds the freshly blasted ruins of a of a large outcropping of rock and the surviving
Githzerai monastery, on a successful Arcana check Githyanki enlist the party's help in killing, or
or Planes check the players find a planar rift leading hopefully subduing, the dragon.
onto a Githyanki raiding ship.
After clearing an Illithid dungeon, the party finds The dragon is violently plane-shifted away,
in the darkest depths a secret time-experiment. leaving behind an exposed cave that reveals a
Apparently the Illithids were experimenting with scared dragon wyrmling.
reversing the Gith rebellion, the party must go back
in time, witness the rebellion, and undo their Githzerai come, noticing the disturbance in the
experiments to avoid the creation of a devastating force Astral plane and everything just becomes
time-warp. a clusterfuck.
The party is approached in a buzzing metropolis
by gith traders looking for guards. They're pretty The party is trying to interrogate a hermit Illithid
secretive about where they're traveling to. Just after for information when a gith Rrakkma bursts
the point of no-return they admit the destination is through the doors (or anywhere, really)
the Abyss, in search of [insert swaggin' treasure demanding the Mind-Flayer's head. They are not
here.] likely to interpret the situation well.
A Githyanki challenges the party's biggest The party uncovers a Githyanki clutch of eggs
jackass to a duel, and if successful a larger force that their Kenku guide was secretly searching
will come and impress the entire party into service for. As he begins looting the eggs, a brood
in their raiding ship - War of 1812 style. matron arrives.
The party must get from Plot-Device-Town #34B
to the Lost Island of McGuffins. A wizened
Githzerai approaches the party with an offer; if they
will help him get revenge on raiders who killed his
family, he will planeshift them to the Lost Island.

184
Striped Gnolls do not have a firm hierarchy. Leadership is
Gnoll ad hoc, chosen every time two or more pairs comes together
in cooperation. The display of trophies taken in previous
Introduction: raids and hunts is very important in determining who will
It is technically incorrect to say that Gnolls are inherently lead. Females and males are equally as likely to lead the
cruel creatures. This suggests that they take delight in family pack. If displaying of trophies and bragging stories is
causing pain. They are predators and no more naturally cruel not enough to determine a clear leader then a fight may break
than a wolf among sheep. That being said, the majority of out. These fights tend to be over quickly and with few injuries
gnolls are worshipers of Yeenoghu and do engage in - the family remains close and it is a bad idea to weaken the
deliberate acts of cruelty in his name. pack.
Gnolls grow quickly. A two-year old Gnoll is fully grown and
Physiological Observations: deadly. The average lifespan of a Gnoll is thirty years, and
they will remain in the prime of health until the final few
The predominant species of Gnoll is the Striped Gnoll. There weeks before their death. As soon as a Gnoll begins to feel
is nearly no sexual dimorphism among them, giving rise to the effects of age or disease they will become the most deadly
the common belief that gnolls can swap genders. Short of warriors, seeking out dangerous enemies of the pack. Gnolls
them being pregnant, nursing, or naked, there is no reliable believe that death in battle or on the hunt is the only
way of telling which striped gnolls are female. They are appropriate way to die and the more dangerous the foe, the
bipedal with a generally humanoid form. Their arms are better. Dying of disease is deeply shameful. A Striped Gnoll
longer than their legs and they are short in the torso. Their who has lost their mate and has no pups to care for may
grey and brown fur tapers lengthens into a mane that goes similarly become a berserker in their grief.
from their brow to nearly their tails. The high sagittal crest of All Gnolls will ritually consume their dead.
the skull, in addition to making them look dull-witted and
thuggish, gives them jaws strong enough to splinter a horse's Behavioral Observations:
leg. Striped Gnolls stand about seven feet high and weigh
300 pounds on average. They are almost completely Taking trophies is an important part of gnollish culture. They
nocturnal. do very little crafting of their own so trophy taking is how they
Gnolls of any species can digest meat, bone, hide, and acquire most weapons, clothing, and armor. Such items will
hooves. They can and will eat scavenged and decomposing be patched and torn as necessary to fit a
corpses if that is what they find. However, when they hunt Gnoll. Other trophies are mementos of great hunts and
they will not always wait until the creature is completely dead battles. These tokens are used as personal decorations and
before they start feeding. This is often misattributed to their also used to display the might of the Gnoll who took them.
having a cruel nature. They have an aversion to vulture and The trophies are not necessarily valuable in the monetary
Aarakocra flesh, but won't starve if that's the only option. sense.
Although they are primarily carnivores, Gnolls consider natural tunnels and caverns to be sacred
Striped Gnolls will eat just about anything that isn't spaces. Early theories associated this with the worship of
poisonous. All species of Gnolls will eat anything they can kill, Yeenoghu - that the Gnolls were trying to emulate his infernal
whether humanoid or not - this is unrelated to the deity they realm. However this behavior also shows up in packs that do
worship. not worship Yeenoghu. It may be an instinctual behavior
Striped Gnoll cubs are born toothless and with their eyes stemming from the warrens the pups live in.
closed. There are, on average, two pups per litter. Both 85% of Striped Gnoll packs worship Yeenoghu. Those that
parents dote on the children, keeping them safe in a den dug do take pride in inducing and maintaining a state of terror in
into the earth. The young grow quickly, becoming half their their victims. The most depraved are the Slavers. Slavers are
fully grown size within a year and capable of hunting with the Gnolls who specialize in physical and psychological torture,
adults. Striped Gnolls may give birth at any point during the completely breaking the will of their victims so they will serve
year. and fight for the Gnoll pack. The victims of Slavers are
broken to the point that they will happily participate in the
Sociological Observations: torture of further victims. The pinnacle of the most skilled
Slavers' art is getting a paladin to renounce their deity and
Striped Gnolls mate for life and are monogamous. A mated deconsecrate themselves. Any pack of more than 20 adults
pair is the primary social unit. A territory is occupied by a will have a Slaver. The Slaver will have 1d4 slaves with at
close-knit extended family of Gnolls. They will join together least one of them being a fighter.
for raids, hunting, defense, and worship. They are very hostile Only slightly less repellent are the Priests of Yeenoghu.
towards groups that are outside the family. Families are Priests are in charge of the act of sacrificing creatures to
traced through matrilineal lines and they are matrilocal (a Yeenoghu deep in the sacred caverns. The altars of Yeenoghu
mated pair will stay within the territory of the female and her are unworked stones, with chains for securing the sacrificial
family). A pack will have at least ten members, but there will victims. Sacrifices can take days to die if the Priests are in
be no more than 100 in a territory. As the family ties become mind to make it last that long. Priests also gather the sacred,
more tenuous it is more likely that the pack will split in two hallucinogenic herbs that are mixed with the blood that in
with each going to a separate territory. They are unlikely to consumed by the worshippers.
remain on friendly terms.
Gnolls do not make inquiries, they make demands. They
are very abrupt and do not have a concept of diplomacy.

185
Gnolls whipped into a religious frenzy and under the To control a larger group of Gnolls it is best to promise
influence of the sacred herb will berserk and attack with them good hunting and the opportunity to kill in the name of
suicidal furor anything that they can reach in the night. The Yeenoghu (if applicable).
Priest wears robes that have never been cleaned and wields a
dagger that has likewise never been cleaned. There is a Variant Species:
chance that a creature struck with the dagger will be Much rarer than the Striped Gnoll is the Spotted Gnoll. They
poisoned and suffer from sepsis as a result. If the sepsis is are generally similar unless otherwise listed. Spotted Gnolls
left untreated it will turn into gangrene in 1d4 days. are bigger than Striped Gnolls. An average Spotted Gnoll is
Flinds are stockier, shorter, and smarter than the average about 7'6* and 350 pounds. Females are about fifteen
Gnoll. In the past they have been considered a sub-species of percent larger than the males, but it is even hard to be
Gnoll, perhaps runts. A newly emerging theory is that a Flind assured of gender than with Striped Gnolls. Females have a
may be a hybridization of humans and Gnolls. pseudo-penis and pseudo-scrotum, making it difficult to
It is not uncommon to find them in packs of twenty or determine gender even if the Gnoll is nude.
more. They will almost always have a leadership position Spotted Gnolls have some very distinct sociological
either as a fighter or a cleric. differences. They are intensely matriarchal and hierarchal.
Intra-Species Observations: The highest ranked male is still lower than the lowest ranked
female (although an exceptionally fierce and strong male may
A lone Gnoll seeks a pack and is fairly egalitarian when it be considered female if he proves himself worthy). There are
comes to what species they will consider part of that pack. It about twice as many females as males. They eat from a kill in
is not an easy thing to earn the friendship of a Gnoll but once order of rank, with the Matriarch and her youngest pups
it is given, not even a dwarf is a more loyal companion. getting first pick. To take food out of order is seen as a
A Gnoll pack does not take kindly to any trespasser into the challenge to rank. Most politics among Spotted Gnolls are
territory. Bringing gifts and food is one way to keep a pack worked out over communal meals.
appeased enough to bargain with, but there's no guarantee of They are not monogamous and do not pair for life. A
a positive outcome. If the Gnoll pack approves of the bargain female will mate with any male who is not related to her that
they will provide gifts of their own (that they perceive as catches her nose while she is in heat. Only females of a
valuable), but they also may demand further gifts of the certain rank are permitted to bear pups. The Matriarch will
adventurers gear. kill any pups from mothers of too low rank.
Although they are not terribly intelligent, Gnolls are canny Spotted Gnolls are born in litters of four, too many for the
killers and patient hunters who make efficient use of their mother to nourish. They are born with their eyes open and a
ability to imitate voices and noises. Even a small pack can full set of teeth. Spotted Gnoll pups dig their own warrens
take out a human settlement if they are sufficiently motivated. out instinctively, only emerging to eat. In the pup warrens
One captured Gnoll had this to say: they fight and the weakest will die. After about three months
Start with the young and it is easy. Lure them into the they are generally too big for the pup tunnels. It is only after
woods and make them die. Eat the first few so that nothing is they finally emerge from the tunnels the last time that a pup
left. Young go missing from houses and it is tragedy that is considered to be alive. Spotted Gnolls are guaranteed not
happens all the time. After the first three or so the people in to worship Yeenoghu. The idea of being ruled over by a male,
houses start getting suspicious. Then you leave some gnawed even a deity, is both abhorrent and hysterical. Despite this, it
bones. They blame wolves and send out the hunters. You use is possible that Spotted Gnolls were among the final
the voices of the children to call the hunters and make them worshipers of Gorelick before his death. They value strength
disappear. of arms and will above all other virtues. Spotted Gnolls do
After the hunters disappear they send the fighters. Use the not have any Priests or Clerics among them, but there may be
children's voices, the hunters' voices. Separate them and kill a Shaman who will help them commune with spirits and
them and eat them. Not all of them. Leave the remains where ancestors for guidance. They are very in tune with natural
they will be found. Drive those in the houses into a frenzy so surroundings, and will defend their territory from anything
they send all their weapons and shields and armor out on the that would upset the ecosystem.
backs of fighters. Fighters are dumb and cowardly and will Spotted Gnolls are hostile towards those outside the pack,
not stay where they can protect the houses. but a Matriarch may be interested in making a deal if a
Then we have the weapons and the armor and the shields. suitable number of gifts are provided. She will distribute
And all that is left in the town is the soft parts. Like the belly these gifts among her followers. The alignment of
of a fawn. The old and the young and the sick. The perfect Spotted Gnolls will follow that of their leader and they are
prey. Call to them with the voices of the dead and many will not inherently given towards Evil (they are most inclined to a
come out, wanting to believe that their mates have returned. Chaotic Neutral alignment). Remember, however, that these
But it is the pack, and we are hungry, and we will feed until creatures are still primarily predators and regard most
there is nothing left to gorge on. It is all joy. humanoids as part of the spectrum of prey creatures.
Some have found ways to control Gnolls. The easiest way
to gain control of a small group of Gnolls is to threaten a
member of the family. This is holding a rakshasa by the tail
though because the instant the threat is no longer
enforceable it will bring the full wrath of the family down.

186
They are more nomadic than the Striped Gnolls and can be
convinced to move on to where hunting is better.
Spotted Gnolls revile their Striped Cousins because of
their worship of Yeenoghu. They see it as borrowed strength
and that is contemptible. They do not take slaves and they do
not torture or make sacrifices. It is very important to Spotted
Gnolls that they die in battle. They believe that it is necessary
in order to take their strength with them into the afterlife.
Inquiries into the nature of the afterlife is usually met with a
wave of the hand and the statement that is tomorrow's stag.
Let us hunt today's.

DM's Toolkit:
TL;DR Striped Gnolls have a family life that would
be familiar to most adventurers, almost downright
endearing. However they indulge in unspeakable
cruelty to appease their evil god. Spotted Gnolls
have a social life that many would consider
abhorrently cruel, but they are most amenable to
dealing with outsiders and are not likely to be evil.
Here are some ideas beyond the group ambush
tactics that Gnolls are so justifiably known for:
A Striped Gnoll comes to the adventurers at
dawn - he returned home to find his mate
murdered and his pups missing. If they can find his
missing pups before nightfall, when Yeenoghu can
look upon the land, then the Gnoll will convince his
tribe to not attack a nearby village. He may even be
telling the truth.
A lone Spotted Gnoll Matriarch has been
blocking the bridge to a nearby village, slaughtering
any who approach. When the party approaches she
demands they face her in combat. This Gnoll is
ghostly with the power of Frightful Moan in place
of Butcher's Lure. She can be hurt with mundane
weapons. The Gnoll cannot be bloodied. When
reduced to zero hit points she will thank the party
for finally providing a worthy challenge. She will tell
them where to find a treasure. Under the bridge is
Gnoll corpse with a broken neck (she fell off the
bridge and broke her neck). The body will have her
weapons and armor, some jewelry, and a map to a
treasure. What a Gnoll considers treasure may be
surprising.
A desperate Spotted Gnoll ambushes the party
and shoves three squalling, biting pups into their
arms. Seconds later a pack of Gnolls strikes from
hiding and kills the desperate Gnoll. The most
battle-scarred individual - the Matriarch - demands
the pups and makes it very clear she will kill them
in the name of maintaining the natural balance of
the ecosystem. She is amenable to diplomacy (and
gifts) if the party has a solution, otherwise she will
attempt to kill them to get to the pups.

187
Gnomes: Deep Behavioral Observations
Deep Gnomes tend to be sullen and hard working, using their
(Svirfneblin) intense focus to perfectly achieve the task at hand. It is this
"We ran into the labyrinth, knowing that on our tails were the stoicism that led to the Svirfnelbin to be highly successful in
most fearsome creatures the Underdark had ever seen. I felt the dangerous environment of the
hopeless as we wandered for days and days, until finally we Underdark. Learning how to survive, the Deep Gnomes
found them. The Svirfneblin of Blingdenstone." found that any sound at all can attract attention and lead to
--Journal of Aoth Uuthrakt the deaths of thousands, thus it is typical that Svirfnelbin
cities are deep within caverns with only one entrance and
Introduction plenty of sound dampening along the way.
Stark stoicism and the intense survival instinct melts away
The Deep Gnomes, or Svirfnelbin, are the Underdark when faced with the precious gems of the earth, particularly
equivalent of their surface gnome cousins. The Svirfnelbin rubies. Svirfnelbin are fascinated with gems and jewels that
are guarded and suspicious of others, but when they find a come from the earth, and most males dedicate their lives to
trustworthy companion, they are as kind-hearted and loyal as becoming master craftsmen of different ores and gems.
their surface kin.
Inter-Species Observations
Physiological Observations Svirfnelbin are highly distrustful of others, even other
Svirfnelbin seem to be creatures of stone rather than flesh. Svirfnelbin. When dealing with others it is common that the
Their skin is leathery and is colored in gray, brown, or other Deep Gnomes keep the other party at arm's length and under
earthy hue's that act as a natural camouflage with the rocks a suspicious eye. However, if one is persistent in their
around them. Their bodies are incredibly dense, often attempts to befriend a Svirfnelbin they can find that they are
weighing close to 120 pounds but only standing 3 feet tall. the most loyal and dedicated friend one can have.
This density makes the Svirfnelbin bodies hard from muscle Deep Gnomes have a high distrust and hatred for the
are gnarled with fat. Drow. They are highly outmatched when it comes to battle
Male and female Svirfnelbin are easy to distinguish. Males but they will hide and make sure the demon-worshipping-
are typically bald from childhood while females have long pointy-ears will never find their settlements. Some
stringy hair. Since male Svirfnelbin don't grow hair on the Svirfnelbin will have transactions with the Drow, but always
tops of their heads, some have taken it upon themselves to in a safe environment and in the Deep Gnomes favor.
grow stiff beards or elaborate mustaches. Female Svirfnelbin Creatures of Elemental Earth are quite commonly found in
usually tie up their long stringy hair so that it doesn't get in the company of Svirfnelbin. Elemental Earth creatures such
the way as they work. as the Xorn have a high reliability to the Deep Gnomes and
Deep Gnomes also have an innate ability to cast magic. will from fast friendships with them. Xorn are often tasked
Much like the Drow, Svirfnelbin have been born to be natural with guarding a Svirfnelbin enclave with the promise that
spell casters. Spells that focus on defense aid the Svirfnelbin they will be fed the precious jewels that are mined from the
while in the extremely hostile environment of the Underdark. earth.
Social Observations
Being that most Svirfnelbin are slow to trust, there are very
little interactions between them and other races, especially
those from the surface. However, sometimes Svirfnelbin see
the need to establish relationships with other races and will
venture outside of their enclave. Such individuals tend to
become merchants that deal with the other Underdark races
or scouts and spies that go out for a certain mission.
Svirfnelbin have established gender roles within their
society. Males will work the mines and patrol the perimeter,
while females will run the enclave and see to the day to day
operations within the city. Mining for gemstones is a top
priority to the Svirfnelbin enclave, especially when it comes
to rubies.

188
DM's Toolkit
Deep Gnomes are a fairly niche creature, seeing as
how they are mostly found in the Underdark.
However, once in the Underdark the Svirfnelbin can
be used in a variety of different ways.
A Deep Gnome illusionist wizard that has made
a great home for itself in the Underdark. Using
flavorful illusion spells for a Svirfnelbin would make
a great encounter for any party.
Another encounter with Svirfnelbin would be a
classic merchant. Distrustful with incredible wares
that the party would want. This merchant could
also promise more exotic items in exchange for
different materials and gems found in different
places in the Underdark.
Or one of my favorites, war. The Deep Gnomes
have been entangled in a war with the Drow and
the Svirfnelbin enclave has sent out scouts to find
help defeating their enemies. This would be a great
way to show off the Underdark as well as its many
inhabitants.
The most important thing to remember about
the Svirfnelbin is their ability to hide in the rocks of
the Underdark. So always make sure the Deep
Gnomes are sneaky and come out of nowhere.

189
Goblin Physiological Observations
"It's no small wonder the whole of the world hasn't been How one desires a goblin to look upon creation is not always
destroyed, consumed, and shat out of a goblin's wretched ass." how they come together during the ritual. Nevertheless they
"Every once in a while when they aren't getting incinerated often resemble best what they're designed to do: Cause
in lava, crushed under rock slides, or devoured by dragons, mayhem and kill things. Such as it is they more often than
goblins experience moments of unmitigated glory in battle." not are small gnarled humanoids in form with comically large
"Finding themselves in a new and unexplored world, they heads, long arms, short legs, sharp claws on all appendages,
immediately set it on fire." and blotchy skin in a wide range of hues between black and
"Don't let them lead the soldiers, but by all means let them pale blue-white. Their teeth are tiny and pin-like and number
lead the way." in the hundreds. They are not especially muscular although
"I like goblins. They make funny popping sounds when they some are created or come by a larger physique, but usually
die." only alpha goblins known by a wide range of names which
There are few things you could do that are worse than include such clever ones as "Big",
creating goblins. Goblins are dumb, excitable, cowardly, and "Fat", and "Boss". Their large eyes are alive with avarice
dangerous beings with very little instinct for self preservation and curiosity and their ears are very sensitive and range from
and no regard for any creature other than themselves. Not tiny holes in the side of their noggins to large batlike attene
even other goblins. They are a gross overmeasure that is at on top (mostly) of their heads.
best aimed at an enemy and at worse immediately brings ruin Second generation and newer true-bred goblins have
upon you in a myriad of painful and horrific ways. What you muted colors that eventually fall somewhere between
can do with the leftovers is limited only by your imagination charcoal and pale green. They also might be larger or more
and their predisposition for escaping and propagating lithe depending on what wretches made such fruitful pairings
uncontrollably. and what environment they now terrorize and quickly spoil.
Few blights upon the world have as many teeth, knives, and
explosives. Social Observations
Society isn't a concept many goblins can grasp, and those
The Ritual and Purpose who can choose not to. Goblins are herd animals monsters
The first to summon a batch of goblins up from...wherever and follow the pack in all things. A lone goblin is either a
they come from REALLY didn't do the world any favors. And problem, or a bigger problem, an alpha goblin. Both are
the ones that have performed the ritual since are idiots. I rushed to be killed or beaten and if this assault fails then you
mean, really. Who looks at a world now teeming with these know which kind of goblin you've got on your hands. Alphas
little shits and thinks, "Naw, I want a fresh litter"? are smarter (relative) and possess a modicum of the focus it
Anyways, if you're looking to create your own special brand takes to keep a pack of raving lunatics from blowing everyone
of terrorizing, cruel, lunatic saboteurs then have at it. You can up. And if all else fails, or really it doesn't matter, they have
find the dark knowledge needed to summon these elemental the muscle and the will to cave in every last skull that doesn't
spirits of destruction to your location in any evil library or get with the program.
sunken temple to a black god of chaos. It'll usually be written Male and female sexes are both created in the batches of
in blood and the reagents and materials are quite cheap. little horrors that crawl out of the soup they're magically
Except that elven baby. That'll cost you for sure. imbued with life in. It is unknown why both reproductive
Once you finalize the casting with the initial demand (no requirements would be created in a creature brought to life
guarantees, broh) your little monsters will be clawing their by magic. I can only guess that the cruel dark god or fiend
way out of that primeval soup carrying various fel implements that first shared the secret of this doom with a mortal mage
of torture and murder. If you performed that extra step in the purposefully lied about the "perfect soldiers" it would create
ritual they'll each hop out with a very sensitive grenade hung and instead unleashed a chaotic nuisance upon the
around their necks and clutched in their grimy claws. I multiverse.
recommend the upgrade, honestly. Those that don't blow Regardless, soon after the completion (maybe) of the initial
themselves up will do a hells of a lot more damage to your mission of their purposeful summoning to life the goblins will
target. begin to procreate and fill whatever holes or ruins they can
Within an hour they'll be full sized and ready to destroy escape to with a horde of slathering craven duplicates. They
your enemies. Or you. Or the world. will multiply and the land that hosts them will quickly
deteriorate as they draw an ever growing intake of resources
while polluting what's left with excrement and carrion.
Eventually females will be regulated to breeders and matrons
deep in protected warrens churning out an endless supply of
little green monsters. The gestation for a goblin is quick, at
around a month. And they can be natural born in litters of 2
to 20 depending on the age and strength of the foul mother.
These "slugs" lack any ability to care for themselves so are
looked over in large groups by a matron, a haggard beast of a
goblin who has outlived her reproductive organs.

190
They care for these goblins until they are a few months old Goblins for their part can actually prove competent and
and can move and hunt for bugs on their own at which point loyal servants. If you're a dragon, or some other mind
they are thrown into what are little more than large holding numbingly powerful entity who is a god in their minds.
pens to grow strong and "play" such games as Anyone else who is boss boss probably has a timer running
"kill the weakling" and "What's this do?". Young goblin before some brighter than most goblin alpha thinks stabbin 'n
mortality is VERY high but this weeds out the inferior grabbin is a better plan for the den. Smart overseers will
specimens. immediately identify alpha goblins and either elevate them to
king gob and spend resources training and controlling them,
Behavioral Observations or killing them outright. In the end you sacrifice a little order
After a year or so a goblin reaches adulthood and is a fully and coordination for a little bit more time to sow destruction.
fledged terror in its own right. It will steal, kill, or starve. It Though goblins are very much nature over nurture, and
will amass a degree of avarice that rivals a dragon and a their nurture just reinforces their nature mostly, sometimes
hatred of anything that isn't itself. It will exert dominance over you can come across a goblin that passes for something
anything weaker than it and kill anything it doesn't find useful likeable and well-meaning. These are never the first
or entertaining. generation of primordial chaos, but their spawn. If taken from
Speaking of entertaining, nothing captures the gnat birth and raised in a temple of well mannered and disciplined
strength of their attention spans like fire and explosions. Any monks or what have you, the worst you'll get is a green kid
first generation goblins still alive will have been making who sometimes eats a bird or breaks some clay pottery for
explosives for some time now and these will be cherished fun. At best you'll have a green kid who sometimes eats birds,
armaments by all goblins that go out into the world. They will breaks pottery, but does his chores. Goblins that survive and
happily detonate these or themselves on any enemies they mature inside a warren of their own design rarely display any
come across. Sometimes they will accidentally blow decent behaviour but some craven individuals develop quirks
themselves up at inopportune times. Goblins are clumsy and that allow them to live.
stupid things and are prone to all manner of accidents. Now
add in a crude and faulty grenade...
DM's Toolkit
Intra-Species Observations Goblins are a staple of any D&D game as they are a
low CR creature that can adapt and stay a threat
Goblins make ideal lackeys and even better cannon fodder. probably up until mid range levels. They can be
Their nature also makes them easy to lure into alliances or deployed alone or in groups of a handful to a
slavery. hordeful with jobs varying from scouts, workers,
"Here's an old boot. You like old boots, don't you? Now and thieves to marauders, assassins, and shamans. I
you're mine. Sweep this floor. Don't steal anything and I'll especially like goblins because I can flood a combat
give you more boots! Idiot." with them, give each a single hit point, and roll
This being the case most evil humanoids are eager to have attacks in groups so the PCs are drowning in teeth
a den of goblins on their side. They are mad, suicidal and knives but there is often very little danger of a
combatants and prone to accidents so there's never a large death to my adventurers and it doesn't slow
number of them to feed or try to corral for too long once the combat down as much because I treat them as
war is on. And with those dens packed with brood-bearing swarms.
factories your ranks will be replenished swiftly. This makes Goblins make great information droppers,
trickster guides, and lying cheating assholes due to
goblins highly sought after if your plans involve a high death their nature to survive seemingly impossible
rate, a nigh impossible attack vector, you need a prolonged situations and to screw over anyone they can. One
distraction, general mayhem, or you literally want to fire them moment the party's prisoner goblin is leading them
out of cannons of varying reliability. to an ancient underground temple that borders the
Hobgoblins and bugbears, though of no actual direct goblin den, and the next the PCs find themselves
relation to goblins are most often in control (they like to IN the goblin warren in very grave danger. These
think) of some good number of these goblins and use them as goblins can also be tragic NPCs because even
scouts and slaves. Like a small dog there to wake the big though your dwarf probably hates them with a
dangerous dog in case of danger. Though in this example the passion, the human PLAYING the dwarf wants to
chihuahua has a knife and a handful of other ankle-biters. believe there's something within worth saving. And
Other humanoid races that can find the goblins useful and you can play that for and against the party pretty
have the stomach to maintain a modicum of control are much whenever you want. These are flawed beings,
gnolls, orcs, and ogres. But a goblin will align itself when the meant for a single purpose and getting them to do
going gets tough to ANY creature it views as dangerous or anything else is a hassle.
In closing,
powerful enough. They're cheap.
They're easy.
They remain dangerous.
Happy hunting. And stealing. And maiming. And
overpopulating. And devouring. And...

191
Golem Inter-Species Observations
As they peered down the chamber, towards the ancient vault, Golems being bound by their creator's orders tend to be very
they saw what appeared to be a giant statue in their way. But good at following the instructions of their masters.
as they approached, it seemed to move. It was too late to back However, golems are incapable of comprehending or
down. interacting beyond those facilitated as part of a command
from their master, and as such, almost never interact with
others except as part of their duties.
Introduction
Golems are the spirit of beings from the Elemental Plane of
Earth bound into a constructed body that is usually made of DM's Toolkit
clay, flesh and bones, iron or stone that serve as protectors or Golems are a good foe for all sorts of characters, as
guardians, and to serve their creators. different kinds of golems have different challenge
Golems are also sometimes created with items that allow ratings from 5 all the way to 16. It should be noted
those who are not the creator to control them. that golems have resistances to magical effects, so
they are a bigger challenge to magic focuses
Physiological Observations groups. Additionally, they can be used and
constructed by players with a Manual of Golems,
Barring flesh golems, whose size usually compares to that of which can help make a fun side quest and boost
humanoids, as it is made from their remains; golems tend to the power of a party.
be hulking in both size and strength in addition to resilience. They are very good to use as guards for ancient
Additionally, being constructed, they do not have any needs dungeons, as their doesn't need to be much work
and also don't have problems with staying active for very long put into explaining why it's their other than to
times, even eternity. As such, they make great guardians for guard it.
places like vaults and fortresses, so much so that even long As such, I hope you enjoy golems and use them
after the death of their creators, such places are still in your games, as they add a good amount of
protected. content to games.
Bonus Fact: The golems of Dungeons and
Social Observations Dragons are inspired by stories like "The Golem of
Prague", from Jewish Folklore, a mass of clay
Golems are usually only friendly towards their creator. They brought to life by a Rabbi by rituals and
don't tend to gather up unless many are created for a single incantations, which can be used as a great excuse
task. Even if observed or argued with, golems will simply try to allow divine spellcasters to use golems too.
to execute their task. As such, trying to persuade a golem is According to such folklore, The Golem of Prague,
impossible. who was named "Josef", could turn itself invisible
and summon spirits of the dead.
Modifying golems by giving them names or
Behavioral Observations giving them powers such as the ability to summon
Golems have little intelligence, and have problems with spirits or turn invisible, like "The Golem of Prague"
understanding. However, they are also able to understand a can add flavor or make them extra challenging
command or instruction from their creator. But, if it cannot enemies.
finish its task, it might do nothing, become violent, or
something else might happen, due to their inability to think
about what to do. Golems, in fact, cannot think for
themselves, or act for themselves. Even if their creator told
them to jump off a bridge, they would be bound to do so.
Despite all this, golems are great for performing assigned
tasks. Because they can understand commands, they can be
used to guard areas by commanding them to do such,
allowing the protection of areas by the golem. This is perfect
and meets the skill set of a golem, with their knack for
resilience and strength, allowing them to prevent unwanted
creatures from entering an area.
Golems are rarely killed, but when they are, it is usually by
very powerful opponents, far more powerful than a
commoner or a plain old soldier. However, if a golem is
damaged, its elemental spirit contained within it might try to
escape, wrecking havoc rather than following orders, unless
something is done to repair or destroy it.

192
Gorgon Social Observations
"Long have I quested to prepare for this day. I came armed Gorgons behave much like other large herbivorous four-
with a golden sword, a magical helm of darkness, flying legged beasts, in that they graze on prairie or valley grasses,
sandals lent by a god, and a shield mirror-polished. To fulfill slowly migrate from well-grazed to fresh growth pastures,
an oath have I come, yet now I see that I shall fail. Not a vile and raise and protect young, all as part of a herd.
snake-haired woman, but a herd of bizarre metallic bovines Gorgon herds are protected and guided by strong, powerful
live in this isolated valley. It would seem that something was bulls and occasionally cows without a calf. Most cows are in
lost in the translation with the wood elves. It appears that one some state of raising offspring: pregnant, birthing, or nursing
of the creatures approaches, perhaps they are...." one to two calves. While each mother provides primary care
--from the lost journal of Perceus of Ellada of their own calf, the whole herd shows concern over the
calves and help protect them.
Bull Gorgons have been observed sparring with their
Introduction horns, but this seems to be more about learning and
The Gorgon, as it is known to the Wood Elves of Ellada, is developing defensive skills, rather than the displays of
called Khalkotauroi by the wary dwarves that live in the dominance that bovine and ovine males are known for. They
mountains above the creatures' breeding ground. The beast is rarely harm one another, and unlike cattle no clear winner is
oft confused in conversation with the humanoid determined.
Medusa, and mistaken for a construct by ignorant travelers.
Yet the proud and mighty Gorgon has its own story to tell, told Behaviourial Observations
largely by verdant pasture land dotted with beautifully Aside from relatively familiar herd-like behaviour in grazing
accurate stone sculptures. and protecting their young, Gorgons have a few bizarre
behaviours that are not easily explained. As mentioned
Physiological Observations earlier, it is posited that the shining scales developed to
Once the naturalist or zoological hobbyist has overcome the protect against undead predators. This is critical since
immediate danger of petrification, the details of close Gorgons seem strongly attracted to graveyards, battlegrounds
observation wash away the misconceptions generated from and other areas teeming with death magic. Thus they
distant viewing. Overall, the Gorgon does indeed resemble encounter greater quantities of skeletons, wights, ghouls and
cattle in overall proportions and composure. While males and ghasts than most beasts. One wizard suggested that without
females both have horns, males tend to have larger horns and the elusive Gorgon herds, our world might be overrun by
broader shoulders. hoards of undead.
The Gorgon's distinctive visual characteristic is their Rarely, but often enough to have been recorded numerous
metallic, shining scales. These lead to myths about the times, a single Gorgon bull will wander into a large village or
creatures being mechanical constructs or being dragonkin. city. With seeming clear intent on confronting everyone and
Neither of these could be further from the truth. These everything near its path, the bull will run and charge into the
Magical Beasts are certainly made of flesh and blood, and midst of crowds, storm into china shops or smithies. These
show absolutely no other physiological or behavioural signs events are obviously very dangerous as even people not
of dragon blood. turned to stone by the Gorgon's petrifying breath end up
In fact, the scales appear to be keratinized fur that hardens gored or trampled. Inevitably, the Gorgon dies from the sheer
into the Gorgon's armor. Due to the striation of the hair fibers number of arrows and swords brought to bear against the
and the oiliness of the beasts' skin, a bright white metallic or intruder.
yellow metallic sheen develops in the adults. Newborns are Gorgons loath blackbirds. Aside from the thousands of
born quite fuzzy, and calves have dull, developing scales. It is blackbird stone statues found in their grazing pastures,
believed that this is an adaptation to protect against the claws observers noted that Gorgons of all ages will charge, gore,
of undead creatures, the Gorgon's only 'natural' predators petrify and even bite any blackbird within reach. This is
that are not affected by the Gorgon's petrifying breath. particularly odd since songbirds and birds of prey are left
It is still not understood how the Gorgon's petrifying breath alone. There is even a StirgeEater that is often found
works, as the gas is not stored in the body and so not perching on the backs of the southern Gorgon herds, keeping
retrievable via autopsy of a Gorgon corpse. While a few the beasts safe from the flying parasites. Due to this strange
Gnommish alchemists are certain that the Gorgon creates behaviour, getting a high quality blackbird statue from your
the gas from materials it consumes, all attempts to synthesize local stone mason is fairly inexpensive.
it have failed. And this is why the High Wizard Subcommittee
for the Classification of Magical Beasts includes the Gorgon
among their count of Magical Beasts. Rumors that the
petrifying gas can be nullified with anti-magic zones have not
been confirmed. There are magical items that protect the
user from turning to stone, tested extensively during the
investigations that provide the facts for this treatise.

193
Inter-Species Observations
Gorgons are not beasts of even moderate intelligence, and so DM's Toolkit
they do not interact with other species (aside from the
blackbird) unless the herd or young are threatened. After the Due to the petrification ability and lack of
first week of observation, our scientists were able to relax significant treasure, players and DMs alike are not
their vigil somewhat, as the beasts became accustomed to easily drawn to the Gorgon. I certainly have never
our presence and did not immediately charge and breathe used one before. However, after this Ecology write-
their petrifying breath upon us. Indeed one brave half-elf up, I see that they can provide several interesting
druid of the company went out among the grazing herd with opportunities for the DM.
The first I allude to in the quote and that is the
nothing more than a makeshift set of twig horns for opportunity to pull a bait-and-switch on the
protection. players. While being turned to stone is still the
result of a failed encounter, players that spend
much time preparing for encounter with a gaze-
attacking Medusa will find their mirrors useless
against the noxious breath of bos petris.
The next use for these creatures is a non-
geological barrier. A simple two day trek through
prairie land becomes a deadly game of sneak and
hide if the grasses are occupied by a large herd of
Gorgons. This forces players to think creatively
stop and observe, and exhaust spells of protection
and/or flying.
With the addition of the irrational city-raid, I've
given our DMs an opportunity to let the players
come to a town's desperate rescue by stopping the
stampeding statue-maker. Whether it is used to
redeem the PCs of their murderhobo habits, bring
them to the attention of the city government, or as
a hook as to what is out in the wilds that would
drive even a Gorgon into town; it utilizes a nearly-
forgotten mythical beast to keep the PCs on their
toes, and out of range of the green cloud. (On that
note, the ONLY reference to the breath being
green I found was describing the 3rd edition
illustrations and later.
Be very careful forcing your players into directly
interacting with even a small herd of Gorgons.
Petrification is a fate almost worse than death,
since the corpse now weighs 3-5 times as much as
normal, and finding a reversal could turn a minor
side adventure into the beginning of an entire
campaign that includes at least one player
incapable of doing anything until they are returned
to normal.
The DM providing a description of intricate
statues in places they do not belong will give smart
players a warning that something dangerous is in
the area. After using this trick once with a real
Gorgon (or Medusa, basilisk, cockatrice, etc.) then
use it again as a tension builder and a security ploy
by a reclusive stone mason/wizard who can't afford
a real guard Gorgon.

194
There do not appear to be male/female gender roles, with
Grell every member of the swarm appearing to participate in every
"Th-they c-ame" "they came out of, out of nowhere. We were activity required for survival (hunting, defense, procreation).
strung out, you know? Strung out down the tunnel, when,
when they came. Gods, I can still hear Mayeesha screaming. I Behavioral Observations
can hear all of them screaming. Whatever took...whatever ate Grell know only hunger and the drive to create more Grell.
them, they weren't anything natural. Can we, um, can we stop They have a sixth sense that appears to let them sense living
now? I don't feel like talking anymore." prey (and they especially love humanoids) and objects up to
--Ex mercenary during a session at Rafanar Asylum. 60' away.
Grell need humanoids to reproduce, much like their Illthid
Introduction progenitors, but do not require the victim to be alive. Once
Grell are terrifying predators. A huge brain with raptor's beak slain, the Grell will extrude a thin tentacle and enter the skull
and a mass of dangling, barbed tentacles, these psionic of the incubator through the ear. We are not sure what
creatures gather in colonies and rely on ambush and process takes place at this time. Some have postulated that
numbers to overwhelm their prey. the tentacle is an ovipositor, but most agree this claim has
little evidence to support it. The overriding theory is that the
tentacle transfers some sort of seed-virus into the host,
Physiological Observations allowing the Grell mutation to transform the incubator's
Grell are the result of a mutation of a psionic disease brain, but there is much dissent, stating that this would not
common to the Illithid race. A virus-like metamorphosis account for the newly-born Grell's psionic abilities. The
occurs that creates a new identity in the diseased Illithid rebuttal has been that perhaps the virus is the source of the
brain. This new identity has only two drives - to feed and to psionic attributes to being with? Debate continues.
procreate. In a shocking transformation, the final stage of the Either way, a new Grell is born from the host in just 24
disease causes the Illithid brain to swell to 20 times its size, hours.
obliterating the skull (and killing the Illithid). The brain, Grell do not fight one another for resources, each
through some psionic mechanism, is able to levitate, and rips individual contributing and taking from the collective equally.
itself free of the body. Over the next hour the brain manifests When hunting the Grell attack from ambush. They are able
a large, cruel beak on its "underside" and 10 suckered to compress their bodies into surprisingly small and shadowy
tentacles, each over 2 feet long. places, drawing their beak and tentacles in tight to their
The Grell is now fully adult and able to feed and reproduce sponge-like bodies. Grell are never found alone unless some
immediately. disaster has befallen the colony.
Their beaks are sharp and tough, able to tear through thick Grell have no fear, and have been observed attacking every
hide and strong armor with ease. Their tentacles are sticky type of living creature, from human to dragon. If they detect
and strong, 4 can grapple an armored man with ease. Their Illithid they frenzy and will focus solely on destroying them.
levitation ability does not have any recorded limit in regards
to the weight they can lift. Grell have been seen carrying off Intra-Species Observations
large cattle and deer, and they are limited by the ability to Grell have never been seen to treat with non-Grell in any way
grab prey, so many Grell often work together to carry back but as prey. Much like any mindless predator, they are not real
food. good at making friends.
They are wholly psionic creatures - able to detect psions Their sworn mortal enemies are, of course, the Illithid, who
and be detected by them. They have crude attacks and will oftentimes become obsessed to madness in eradicating
defenses, almost primitive in nature, but the sheer number of Grell nests when they find them, to the point of killing every
them often overwhelm much stronger prey. living thing in the area, just to deprive the swarm of food
Feeding appears to be chaotic. Oftentimes Grell colonies sources and incubators. The Grell, not surprisingly, feel the
will relentlessly strip an area of all living things, while other same, and will abandon all other activities to pursue the
times they will only occasionally take a few large creatures, eradication of any nearby Illithid (and any incidental Flumphs
seemingly content with the bounty until they need to hunt in the area as well).
again.
Social Observations
Grell gather in colonies, like many social animals. They do
not appear to have the traditional alpha/beta/loner structure
like wolves or other pack animals have, nor do they seem to
have a single leader, such as bees and ants.
Grell do not seem to have any leadership structure at all,
and as such, researchers have postulated the idea that they
must function in the same way that flocks of birds do, or
schools of fish (these groups do have leaders, but its more
valuable to model our observations with the premise that the
mythological "hive mind" controls the Grell, as we cannot
predict with any reasonable certainty how an abberative
species self-organizes. Indulge us, with our thanks).

195
DM's Toolkit
Obviously this is a large departure from the canon.
I don't like just rehashing the same old thing - for
me, these Ecologies are about looking at monsters
in a fresh way while keeping the basic
understandings alive.
I've modified these for my own game by
removing their lightning abilities and adding a basic
Psionic Blast - treat as a cantrip, does 1d6
force/psychic damage.
Truthfully, Grell scare the shit out of me as a
player. They are like psionic piranha to me - they
hide, they swarm, they kill everything and take it
with them to create more Grell. As a DM, what's
not to love?

196
A grick has four tentacles, spaced evenly around its beak.
Grick The tentacles have sharp, serrated hooks at the tip, and are
Coiled beneath the stones and brush, it waits. It hears voices covered on the underside by two rows of sucker. While in a
approaching - high-pitched, playful voices. Voices it state of rest, the four tentacles fold together neatly,
recognizes as younglings from the community down the river. completely hiding the beak within. In this position, the grick
It opens its beak, pointed tongue running along the edge of its looks like one, long form, thus giving way to people believing
sharp lips. It knows it is in a bad position to strike, but cannot they are worms.
risk moving now, as the voices are close now, and would hear In the center of the tentacles is a sharp, powerful beak.
the stones above it shifting. It feels excitement welling - it Similar to a squid, the beak is hooked and downward-
hasn't eaten in a week, since eating the meat off the bones of pointing, and can make gaping wounds in flesh.
a deer, and fresh man-meat is always preferable to deer. The Though the beak and tentacles area are often pointed
voices are only a few feet away now, voices filled with joy and forward, and are used in the grick's consumption of food, the
glee, unaware of what lies beneath the stones they play atop... creature does not have a head - there is no skull and there are
no eyes. Instead, we have the "tail." However, what most
Introduction people refer to as a tail, is actually nothing more than an over-
developed fifth tentacle, which houses the grick's digestive
Gricks are large, serpentine monsters that prey on animals and reproductive system.
and humanoids that are weaker than they. Most grow so large This tail is much thicker than the other four tentacles, and
that they become the dominant predator in their small range, instead of being covered on the bottom side by suckers,
easily attacking, killing, and consuming the smaller animals instead is covered by a fine, almost invisible lair of cilia.
around. Though they mostly live underground, a few live and These cilia both aid the grick in movement
prey in areas of dense foliage or other areas that provide (allowing it to climb walls and ceilings), and are also the
adequate cover for their preferred hunting method, which is primary sensory organs for the creature. The grick uses these
hiding in wait until the perfect moment to strike. cilia to smell the air around it, informing it of prey or
predators in the immediate area. They also sense
Physiology temperature, allowing the grick to move safely through its
"There's slime everywhere," came Dane's squeaky voice. Sal environment. The cilia have tiny pores on them that secrete a
entered the small cave - barely more than a depression in the benign slime to aid in the grick's movement along the ground.
hillside. It was dark inside, but he wasn't scared. He'd been in The base of the tail has two important features. The first is
darker places. He worked his way down the slight descent, a clump of very small, serrated blades, which the grick may
kicking some loose pebbles ahead of him. The ceiling was use as a weapon (though it is typically much too slow to be
very low, so low he had to crouch. very effective). The second is a small slit, running parallel
After about ten feet, it opened up into a larger space, and with the length of its body, which houses the grick's waste
Sal ran into Dane. His friend was crouched over a pile of excretion parts, as well as its reproductive organs. Grick
animal bones on the ground, which had a slick, slightly gooey males and females have distinctive reproductive differences,
look to them. He looked around - the cave was not very large. but to the outside observer, it is impossible to tell them apart.
Just a pile of rocks within arms' reach to his left, and a Overall, gricks tend toward earth tones in colorization -
depression to his right with a bunch of leaves - almost like a browns, grays, and greens being the most common. This
nest. helps them blend in to their favored hiding spots for ambush.
"What kind of animal do you think this was?" Dane asked, The underside of all five tentacles tends to be a paler shade of
dragging a stick through the clutter of bones, scattering them whatever color the grick's body is. The beak is typically
slightly. The light from the opening showed Sal that some of brighter, sometimes orange or red, or at least a reddish-
the goo was now on Dane's stick. "Think it was a deer?" Dane brown.
asked. At birth, from the egg, gricklings are very small. Coiled
"I don't know," Sal responded, then turned to his left. He within the egg and for the first several days of the grick's life,
thought he had heard the stones shift, just a low clicking it is only three to five inches long. At early stages, all five of
sound, like a rock bounding off another. He peered at the pile the tentacles are an equal size and length, though the fifth
of stone, looking concernedly at the dark spaces between the "tail" outgrows the other four very quickly. Within a year, the
larger rocks. Was something moving there? grick is two feet long, and within three years, is fully grown at
"I don't know," he repeated. "Let's just get out of here." He five to seven feet long.
turned to climb back up the path. He heard Dane shift behind Behavior and Social Interactions
him. Then he heard rocks begin to fall... It's not hard to figure
out why people think that gricks are some sort of snake or It heard the obvious sounds of animals and man-creatures
worm. Their serpentine bodies, seen from either afar, very retreating. It knew it was time to strike, or it would miss its
much resemble a thick, coiled constrictor or large worm. opportunity. It shifted its massive bulk, uncoiling, flexing its
However, as it turns out, and you will see, they are actually powerful muscles. Stones rolled off the top of it, clattering to
much more related to mollusks - in particular, cephalopods - the hard ground, and it lifted its front end, spreading its
than either reptiles or anything we understand as a "worm." tentacles wide, revealing its sharp beak.
The general (visible) shape of a grick is known for three
distinct features - the tentacles, the beak, and the "tail." Let's
start at the top.

197
One of the man-things was very close, stupidly frozen in fear. In very rare instances, gricks will have more than the four
It lifted itself up to be level with the head of the child, feeling front-facing tentacles. Some adventurers have reported up to
the warm temperature, sensing the stinky, fearful sweat that ten tentacles, though this is likely an exaggeration. The
it craved. It opened its mouth, stretching wide, and surged highest number of tentacles documented by scientists and
forward - not swiftly, but fast enough. The child was just specialists is six.
starting to scream when it felt its sharp tentacles sink into Less rare, but much more terrifying, are the monstrous
tender flesh... grick alphas, which can easily grow to fifteen feet long. These
Gricks are solitary creatures for most of their life. After monsters are almost always the apex predator in their area,
birth, the brood will be fed by the mother grick a diet of destroying any competition with ease. Many a campaigner
worms, bugs, small rodents and birds. These animals will has met his match fending off a grick alpha's five-foot long
already be dead, as the grick is too small at first to kill its own tentacles.
prey. Out of the four to six gricklings born usually only two at
most will survive. These two will eventually feed on the rest
of the gricklings that did not make it. DM's Toolkit
At around six months, gricks will leave their mother and
find their own territory. Usually, for the first year or so on Gricks make great low-level encounters, and can fit
into just about any type of wilderness or dungeon
their own, they are no more than a few miles from the mother setting. Because they will often form symbiotic
grick. In fact, they will often scavenge the mother's prey if relationships with other, speedier (and/or more
they are having a hard time finding their own. However, by intelligent) creatures, they are suitable to be used
the time they are full-grown, they are often the apex predator for several types of encounters. Here are a few
in their region, and have to find larger hunting grounds away examples:
from other gricks. A grick lays low in a small hillside cave, beneath a
Most of a grick's life is spent coiled beneath branches or copse of trees where a half dozen stirges live. The
rocks, awaiting prey. They are ambush predators most of the grick eats the remains after the stirges drain the
time, but will willingly scavenge for food if hunting is not blood of victims.
going well. For example, some gricks have been known to set A small tribe of grimlocks, knowing the
up their lairs close to quicker predators, but those which do existence of a local grick, have set up several traps
not consume flesh. For instance, it would not be uncommon to lure adventurers away from their lair and to the
at all for a grick to set up a site beneath a siphoning of stirges, grick.
knowing the stirges will simply drain the blood from their An ogre mage keeps a grick in a pit inside his lair
- he feeds disobedient minions, as well as
victims, but will leave the flesh intact for the grick to prisoners, to the grick to show who's boss.
consume. Make use of the gricks' ability to hang off walls
To capture their prey, gricks will rise up like a cobra, and ceilings. There is little more terrifying to a
distinctly "S"-shaped, and lurch forward. They will first strike group of already-frightened adventurers, deep in a
with their tentacles, using the sharp ends to flay and pierce dark cave, than something attacking them unseen
the skin. If close enough, it will attempt to wrap the tentacles from above.
around the prey and draw it within range of its powerful beak.
Gricks are not particularly fast though, so this is usually
just how it attacks if it must be seen. They much prefer to
hide beneath rocks, or on ceilings, and grab, stab, slice, and
bite their potential prey from concealment.
The grick's tail blade may be used as a weapon in certain
circumstances, but it is slow and sluggish, and mostly used
only as a last resort.
Because the grick is not particularly smart or fast, it will
often form symbiotic (or sometimes parasitic) relationships
with other creatures around, particularly creatures who do
not consume bodies quickly.
Variants
Sal led the five town guardsmen and his father back to the
cave. The guardsmen went in first, brandishing torches and
swords. His dad put his hand on Sal's shoulder and squeezed.
After a few minutes, Rane, the leader of the guards, came
back up, casting his eyes downward. He took a deep breath
then looked up at Sal's dad, and gave a slight nod. Sal felt his
lip trembling, and his father held him as he sobbed.
Their procession back into town was solem - five
guardsmen on horses, Sal riding with his father, and a
seventh horse laden with a covered shape. There had been no
sign of the monster. It must have moved on.

198
Griffon Behavioral Observations
A Griffons nest is clean and discreet, often hidden from view
Introduction either high upon a cliff face, deep in a cave or simply in some
In civilized lands, free from the tyranny of Dragons, the noble remote location with a little cover. Their hunts are organized
Griffon often holds the position of apex predator. The and graceful, all hunters could learn from watching a Griffon
common or mountain Griffon is a large, social creature with hunt even if all they learnt was to avoid provoking the beasts.
the grace of a soaring eagle and the ferocious power of the
largest jungle cat. It is fortunate indeed that they favour herd Inter-Species Observations
animals as prey, a shepherd can loose some sheep to appease Common Griffons are known to favour horse meat or that of
a pride of Griffons and a marching army can afford the loss of cattle and sheep in fact the only time a humanoid should be
a few horses if it will distract from the ones between their fearful of wild Griffons is during a famine or if they approach
legs. the nest itself. Seagriffs on the other hand are far more
unpredictable, their diet consists largely of fish but they may
Physiological Observations attack anything that gets too close. In the water they have
The Common or Mountain Griffon is a noble beast, standing even been known to hunt for sport. A Royal Griffon hunts at
six feet at the shoulder, up to ten feet long and with a will and is utterly indiscriminate though they mostly have the
wingspan of eighteen feet. The fore features resemble those common sense to avoid populated areas they will think
of a gigantic bird of prey, somewhere between an eagle and a nothing of stalking a band of adventurers or merchants
vulture and ranging in colouration from black to white caravan.
including browns and greys. The rear of a Common Griffon
resembles that of a huge cat; they are often the same or a
similar colour to the avian features but can be mottled, DM's Toolkit
spotted or even striped. So common Griffons are the rules as written,
Hidden in rocky shorelines, coastal caves and on the pack monster manual Griffons, great if you want to add
ice of colder seas live the elusive Sea Griffons or Seagriffs. some danger to a mountain pass, and something
These flightless Griffons may at first seem comical dragging impressive and scary without being invested it
themselves bodily like a massive Sealion crossed with a killing the PC's. Have the Griffons attack the party
Penguin or Auk, however any good sailor will tell you of their but focus on the horses and pack animals, once
awesome power once they are in the water. Indeed in many they make a kill they will try to escape (assuming
places communities have made a tradition of scouring the the PC's have the sense to let them go!)
shorelines to collect all the Seagriff eggs they can in an Seagriffs are a flightless variant of the standard
attempt to control the population. Griffon, great for those long sea voyages when you
The Royal Griffon is in all ways a superior creature to other are all bored of sharks they are also nice set
Griffons twice the size of a Common Griffon and intelligent decoration for a smugglers cove.
enough to be capable of speech if taught from hatching. Royal Royal Griffons need a stat and size boost, maybe
Griffons exhibit a luxurious and vibrant range of colours and give them a language. Could be a great plot hook
for a local man-eating Griffon that needs to be
patterns. Tiger stripes, peacock fans, ruffs, plooms and quills hunted down but, twist, she's just as clever as the
are all common. As such the pelt of a Royal Griffon would be hunters (Predator meets the Jungle Book)
a fine prize indeed.
As Mounts
Social Observations Everybody loves to ride a Griffon right? Well that's
Common Griffons like in small family groups called prides. A gotta be earned. Depending how harsh you want
pride consists of a dominant male, a handful of females with your world to be perhaps a mercenary band have
which the male breeds and a few hangers on such as the raised their own Griffon mounts but removed their
wings, making them easier to control?
males mother and perhaps some young males soon to depart There's also totally room for Royal Griffons
in search of their own mates. acting as mounts as a onetime favour, if you can
Seagriffs live in colonies which can range in size from just convince one that is.
a few animals to thousands, they will each year form a
partnership and raise one or two cubs after which the
partnership will end as the seasons turn and the colony
breaks apart for the summer.
Royal Griffons are solitary creatures and very territorial
only coming together to breed or to fight out territory
disputes. A mother will raise her cubs until their first hunt
then as they enjoy their first kill she will abandon them.

199
Grimlock Physical Distinction
"Blind, even more so than others of the Underdark, they Interestingly enough the Grimlock do not have a single
shuffle their way around to the surface where they pick clean physical deformity that explains their lack of sight. Some
entire settlements in a single afternoon before vanishing as have no eye sockets at all, merely skin stretched across their
quickly as they arrived. Showing no mercy, inducing only fear face lacking even so much as eyebrows, I have heard that
in whatever pitiable souls happen to survive their onslaught. many people are most disturbed by this variant, though I
They swarm, they feast, they are no better than locusts." myself find the evolution that caused it quite fascinating.
--Excerpt from: Creatures of the Underdark and you. There are others yet who still have eyes, though they take the
Surviving in a hostile world. Only sold in Ratgrowth's Tomes appearance of milky or clouded over as some humans who
and Magic's located in scenic down-town Ravenloft have lost their sight appear. There is yet a third variant
however, and these ones truly terrify me. They are the most
violent, and most intelligent. They lack eyes but the sockets
Introduction where their eyes used to be are still present, they are merely
Have you ever wondered who the creatures of the underdark empty holes. Sometimes it seems as though they are looking
focus their hatred towards when they are not attacking the right at you, and I am unsure if they are the next stage the
surface world? It is the Grimlock. As intelligent as your Grimlock will take as they continue to adapt to the
average human the Grimlock have fashioned a very simple underdark. However the most interesting, perhaps the most
society in their caves of the Underdark. Full of homes for troubling, thing about them is that despite being entirely blind
their young and protections for them, even farmland where they have forged a hierarchy in their society that correlates
they cultivate mushrooms and other edible plants native to directly to the state of their eyes.
the underground network. However things are not all well
and good for these creatures, after eons in the dark they no Social Observations
longer have eyes and must rely on their other senses. Even They have a simple society, not unlike our records from the
worse the Illithid and the Drow have taken to using them as Dwarves and Elves of early human society interestingly
slave labour, or food in some cases, and sometimes just enough, consisting mostly of warriors and women and the
destroying their homes and land for fun. After spending a young. There are a few who contend for the leader but the
year among the Grimlock, not an easy task with their caste system will be talked about shortly. They form family
echolocation and sense of smell akin to that of a dog, I units as well, and each is granted their own home, with the
learned much of these feared creatures and decided to share usually seen male female and then eventually children set up,
my knowledge with the surface world. though they don't seem to do the usual courting ahead of
time. Family units like this seem to be contracts of a sort, I
Physiological Observations was lucky enough to witness the event, a young male went to
Interestingly enough they look vaguely like the humans of the an older male and traded some spoils from a recent hunt
surface world, they have a comparable height and weight as I (several humans) and then the young female joined with the
learned examining their dead. Their skin in a very dark pallid young male in his home. This was early in the year so I was
grey, as mine has quickly become in my time away from the also lucky enough to witness some of their mating habits as
suns warm glow, theirs however is a much darker grey, not well as some of the life cycle, truly an interesting prospect.
unlike that of a simple stone. The most notable thing about
their appearance is their distinct lack of eyes. Many claim it is Caste System
a blank place where their face should have eyes but I have As mentioned above the caste system is directly tied to the
seen several notable distinctions in this aspect. I believe that physical appearance of the Grimlock in question. I am not
those that survive, hence those we hear the stories from, are certain if their behaviour is tied to what kind of eyes they have
the ones that have only encountered the more timid Grimlock or if the caste system merely forces that behaviour on them in
who each share a physical distinction I will discuss order to best survive in their designated role within the
momentarily. community. The most timid of Grimlock (relatively speaking),
the ones with flesh instead of any eye sockets, are usually the
crafters and farmers and lowest level warriors. They tend to
the mushroom fields, they craft the stone tools the Grimlock
use and they are the ones tasked with carving out new
dwellings in the rocks for new Grimlock who have earned
their place, and they also carry any spoils and loot from
another raid on the surface meant for the entire community
back to the Underdark. To earn ones place one must merely
perform admirably in their designated job, and sooner or
later the leader will have a cave carved out, alternatively
should a family die for whatever reason that hole may be
taken up by any Grimlock who can defend it from the others
doing the same.

200
The milky eyed Grimlocks are more aggressive than their Behavioral Observations
flesh faced counterparts, and they are the medium level
warriors, they carry the best tools and in some cases even They are intelligent, it is easy to tell that, their use of tools
rudimentary armour, be it looted from a town or made of and a hierarchy proves that without a doubt. But they are also
bones from other beasts of the underdark. Some of them may very aggressive, more so to outsiders than to others in their
help with the farm tasks when it is required of them but for group but they will not hesitate to attack others if they need
the most part they merely guard and scout nearby tunnels, to. To each other they seem to get along well enough so long
attempting to keep a look out (pardon my usage of the term) as no one steps out of line. Grok Noll sees to that well
for predators and nearby threats from those that wish them enough. However they lack compassion of any kind, their
harm. elderly are not taken care of and must scavenge to survive.
As mentioned before the ones with the empty eye sockets They care not for the lives of others or each other however
are by far the most aggressive, though they also appear to be they will protect each other well enough when it benefits
the most intelligent. In my time among the Grimlock they them all. Such as protecting the females. In my year here I
have by far almost spotted me the most and that was with my also have yet to see a single instance of a male attempting to
trick to hide my scent from them. They are the leaders of the mate with a female belonging to another male, it seems they
group, either the chief or the generals or even leaders of the respect those boundaries, or otherwise fear the result of
other individual castes. They offer direct instructions to breaking those boundaries. However the other species of the
others, they otherwise live in luxury. With several women and Underdark cause the Grimlock much fear and for good
many children of their own they only venture out on raids on reason.
the surface or when a battle is being fought in their
encampment. There are power struggles occasionally where Intra-Species Observations
others with empty eye sockets attempt to take the top spot The Grimlock are often attacked or mistreated by others in
but in my time here one has remained in power for the entire the Underdark and so are incredibly wary of any other
year. They seem to refer to him as Grok Noll and he has a species, this is one reason they band together. I was only able
very distinctive scar across his abdomen. to hide amongst them by using the guts of a dead
The women, children, elderly or otherwise infirm all face Grimlock to hide my scent so they could not trace me as a
the same stature in the society. They are treated mostly as different being but rather leave me in peace. This also means
property or as burdens, either killed (if they are elderly or however that Grimlock most often do not speak
inform for a certain amount of time) and eaten or taken care Undercommon, a language I have studied for many years in
of but otherwise restricted from doing much of anything. anticipation of this research. It left me entirely unaware of
Some of this may be out of necessity however as were the what they were saying, instead they seem to have their own
women to be put in danger the entire society may fall. Their language, and while I have picked up on terms here and there
very high mortality rate means that women are worth more I have yet to learn the majority of their language.
than gold. To the Grimlock settlements on the surface, those of
Humans most commonly but also Elves where they find
Life Cycle them, are little more than a pantry. When they are desperate
I will not discuss mating in great detail here as it is much the for food it causes them little worry to lead a raid on a nearby
same as it is with most humanoids and thus would be village and take most if not all of their people home for
pointless to go into great detail about. However their life cycle consumption. I have witnessed the end result of many of
is very interesting and so I feel I should discuss that. these raids and they are always fatal to all brought back. They
Once the female is pregnant, which seems to be incredibly take all humans and all of the food said humans had in order
quick as the one I observed was showing growth within to prevent starvation of their own. It seems they do this only
weeks, they are born within two months. Following this it out of a strict need to eat however there are some that enjoy
takes approximately six for them to fully grow, interestingly consuming humans more than others do.
enough though both parents were the flesh covered face The Drow Elves raid the Grimlock camps as well; they tend
types of Grimlock the child was one empty eye sockets and to destroy crops and water cisterns and then take as many as
this leads me to believe that their biology is one that is in they can hostage to use as slaves. I was unable to find out
constant flux. Perhaps there is some magic about that is exactly what they need the slave Grimlock for however as I
causing them to be this changeable. needed to finish my research. Hard labour seems most likely,
At any rate within six months the young child I took to and I suspect given their natural strength they would be well
calling Nareth was fully grown and already seeking conquests suited to such work, perhaps this would explain why the
of his own, he battled with the captain of the guard and upon Drow seem to have such opulent palaces carved out of solid
killing him took everything he had as spoils. He became the rock, but that is a research subject for another day.
leader of the town's guards; he gained that Grimlocks To the Illithids, also known as Mind Flayers, the Grimlock
possessions, home, and even his females. Nareth are seen as two things, food or slave labour. When the Illithid
immediately killed any children the former guard had, as well attack the relatively simple minded Grimlock people they
as any females he had that were currently with child, and set attack with their Psionic abilities to disrupt the Grimlock's
about creating a family of his own. It seems when a shift in natural echolocation and then capture as many as they feel
power takes place the homeless of the Grimlock feast well. they need, though sometimes they eat their minds right on the
spot, and other times they eat them on the way back to their
homes in other parts of the Underdark.

201
Aboleths are less utilitarian about how they treat the
Grimlock, seeing as the Grimlock people cannot breathe
underwater and thus would be useless as slaves to the DM's Toolkit
Aboleth they seem most often just to torment them for fun. As
alien as the Aboleth society and culture are to us from the There are several ways to use these guys
surface it seems they take joy in some of the same activities, effectively, our own Hippo suggested using them
namely hurting others or watching them hurt each other. I am as a sort of swarm, piranha style, who descend onto
certain an Aboleth would love to visit a Colosseum if it ever a town and pick the area clean before disappearing
got the chance. In cases where a Grimlock has stopped to back to the Underdark. This is quite the effective
way to use them on the surface, to attack a town
take a drink near an Aboleth the Aboleth will almost always players are in and force an encounter (or force the
torture the Grimlock to death or near death. party to flee if you prefer that way)
In the Medusa we see early formations of a Grimlock They are low level monsters best used in large
religion. As the Grimlock cannot see they believe the quantities or when the players are similarly weak
Medusa's ability to turn flesh into stone to be some sort of with the 5e rating them only at a CR of 1/4. As
divine magic and many will worship any medusa that finds its mentioned they can be used as guardians of a
way into their encampments. Some Medusa take advantage medusa they see as a god, fodder for Drow that use
of this in order to gain a loyal following of servants and will them as slaves or similar from Illithid, they can
indeed like the Drow or Illithid before them effectively even be used to warn of nearby Aboleths just by
enslave the Grimlock. In many cases forcing raids on the placing their corpses near some water or having
surface once more in order to feed the hunger of the Medusa. some behave very erratically. If you wish to stat
However some, notably the Grimlock Grok Noll, rejected a them up they can even use tools and armour and a
Medusa that came to the camp I was observing, it expected scavenged battle axe from a blacksmith they
followers and instead it became food. It seems that Grok Noll destroyed would be especially useful to make them
a bit stronger. Maybe they were even smart enough
is, based on symbols I found in his cave compared to texts to kidnap a blacksmith to make better weapons
after I returned to the surface, a follower of Shar the mistress and gear for them making them an even bigger
of the night and goddess of the darkness. I am unsure of how threat, that's not out of the realm of possibility
he came to be aware of the goddess, their xenophobia would when dealing with Grimlock.
prevent a priest of Shar from coming into the town to spread They have blind sight via echolocation and an
her message, perhaps she found another way to speak to the extremely good sense of smell and so can be
Grimlock people. rendered entirely useless by spells that cause
sound (to trick them) or other methods of making
them deaf and strong smells thrown directly at
them to confuse their nose. If they lose their sense
of hearing their blind sight becomes much shorter,
being only 10ft.
Editions vary but their INT is usually around 10,
5e lists it at 9, and they speak Undercommon in 5e
but in previous editions had their own language, so
they can be reasoned with should the party wish to
try but due to their constant mistreatment by
literally everything they encounter their distrustful
nature will make any negotiations difficult, they are
far more likely to react violently to any party that
sets foot anywhere near them than listen to what
the party mouth has to say. So they are a good
option if your party enjoys negotiating and you
want to throw some combat at them.

202
Green Hag
Hag I know not the proper name for many of these beasts; they
"They sneak through our world, gobbling up naughty spoke it in a tongue I do not comprehend, so I will merely call
children, seducing the men and wreaking havok. There is not this one a Green Hag as it describes it well. Like most of its
a single race of the material plain that can consider itself safe Hag sisters a Green Hag seems to have the ability to hide its
so long as the Hags and their cousins roam free and alive." true form and make itself look like any beautiful young lass
--Speech from Guildmaster Trex prior to his guild you might see, say for example, in a farming village as you
vanishing. ride by, recently having spent a year in the underdark
studying the beasts to be found there. One should always be
Introduction wary however of any maiden who seems overly eager to be
rid of her flower or you may find yourself in a cramped cell
An extraplanar being of uncompromising malice, I have with only a notebook for company. These beasts seem to
found myself the captive and unwilling mate of several of favour swamplands, or else very desolate forests. They seem
these beasts, I have watched them birth horribly offspring to be capable of keeping as pets creatures far more
stemming from myself. I was lucky enough, however, to have intimidating than themselves which lends credence to their
been allowed to keep my notebook. I decided that though I true powers and capabilities, I have seen several different
may die here I will record everything I can. These creatures ogres come and go from this place taking orders from these
are exclusively female, they rely on captive males such as beasts. The only tales I had heard of them say they prefer
myself for breeding purposes, though this sometimes leads to trickery when combat is unavoidable, they will mimic the
a male offspring, I shall condense my notes on them later on. sound of nearby beasts to make unwary adventurers drop
I have witnessed them eating children stolen from a nearby their guard and then attack from the shadows without
village, orks, goblins, anything they could steal away. I doubt warning.
there is any race on this plain that tolerates their existence.
Horrendously ugly there are still several varieties I have seen Sea Hag
coming and going from my prison. They speak common with Once more a name spoken in tongues I do not know, this one
no regard if I overhear them, I fear that means the worst. I however can be seen dripping with coral and seaweed. I
will piece together tales I have heard as well as things I have recognized them immediately; a dear friend lost his life
seen so I may learn what I can before my end, and hope escorting me to the underdark to one of these foul monsters.
against hope that someone finds my notes. They favour the water, seas or deep lakes he told me. Unlike
their cousins they do not hide their true forms, once more
Variable types looking like a decrepit and in this case drowned old woman
Annis Hag who time was particularly cruel to. And unlike Sirens they do
This creature seems to use magic, not to disguise itself as a not call out to men to lure them to drowning or crashing upon
maiden as some of her sisters will do but rather to make the rocks. Instead they prefer a direct attack method
herself seem more fierce. Usually a giant or ogre of some whenever possible. I have found myself losing even my ability
sort, though they always strive to make them an exceptionally to write in their presence and more than once after they have
attractive specimen of whatever race they pretend to be. glared at me the sun has moved in the sky. I know not how
Though it is hard to be exact from my tiny prison I would long I have been here, days, months, dear Pelor how long
venture a guess that these specimen are at least 8 feet in have I been here. I shudder to think how many of these
height. Though physically they will, when not in disguise, abominations my carelessness has helped create.
appear as merely some giant though particularly ugly, old
woman. Having heard tales from friends of mine who had Night Hag
gone adventuring I can tell you for certain these beasts are Wherever it is I am being held this beast seems to be the one
both physically overpowering and dreadfully clever. They use in command. Slender fingers shape into claws at the end of
tactics on the battlefield that simple minded creatures simply its hands; horns grow out of its head in a strange spiral, its
could not fathom. No doubt they have taken the life of many skin pitch black and its eyes a glowing fierce red. I have never
adventurers with such fearsome abilities. heard this one speak at all, though I see her and hear her in
my nightmares. I am never allowed to rest, they haunt even
my attempts at sleep. I fear they seek to drive me insane, I
only prey they end me before it comes to that. These
creatures seem to be the most dire of the Hags I have
otherwise seen from my hole. I have witnessed this one give
birth, steal away into the night and return with a human child,
no more than a year old, I can only imagine they traded their
young for this one. They feasted on it as though it were a
spring lamb. I closed my eyes and tried to block the noise. It
did little good.

203
Dusk Hags Intra-Species Observations
A mere tale I have heard from one of my friends long long ago With the exception of the Hagspawn and Dusk Hags their
I think, my hands are looking older, how long have I been main interactions with other species involves either tricking
here? I must keep my sense of mind, I must keep writing. them into mating with the hag or simply feeding on them.
Dusk hags are sometimes the offspring of Night Hags, rather And often times from what I have seen the Hag will feed on
than the black skin of their mothers theirs is more akin to old her mate immediately after they are finished anyway. When
paper, very yellowed with time. Tales I have heard have said their children are born they replace children from homes
these Hags are less confrontational and prefer to be left sometimes in cities miles away, I was nowhere near Ravenloft
alone, though they can seek companions and often times when I was captured and yet when I had the chance to speak
prefer the company of their sisters. Those same tales also to a child of four I found out that is where she came from.
warn of the Dusk Hag and its most insidious ability, that of Replaced by the Hags whelp no doubt to be raised by this
prophecy. Emperors have ruined their entire realm chasing girls parents in her place. I have seen Goblin children
after some misinterpreted words from a Dusk Hag, and many replaced in much the same way, I can only assume any race
lesser men have done the same. The prophecy is never with live children may face the same fate. Once they are
wrong, however it is always vague, and this is also why many ready they feast on the children they bring home. I have
bands of hags keep them around, to help them plan whatever grown numb to the dark feasts. Dusk Hags they treat as
fiendish cruelty they seek to accomplish. treasures almost with their gift of foresight and Hagspawn
Hagspawn they care not for, they will either kill it or set it into the wild
Occasionally from the mating of Hags and their male and let nature do the same. Relatively few Hagspawn live long
captives, a son is born to this all female race. The child is enough to encounter their mothers, not that either would ever
accepted neither by the Hags nor by humanity. I have heard know.
that some go out into the world seeking their fortunes or for
their own reasons not unlike the Dhampyr. A guild master I
was friends with once told me both creatures make DM's Toolkit
exceptional adventurers. Unfortunately I do not know much With such a large variety you can fit hags into
else about them, they are fierce fighters and they often pretty much any setting, and with their guards
slightly resemble the Hag breed their mothers come from. consisting of Orcs and Giants you have a lot of
variety you can toss towards what could easily be a
Social Observations boss encounter of a short quest at the right levels.
Family finds out their child was replaced and hires
The hags themselves often form small groups, known as you to go track down the Hags before their
Covey, where they exist as a trio with several dangerous midnight snack consisting of baby organs, or
creatures like ogres and giants acting as pets for all intents perhaps they captured a lot of men or an important
and purposes. The three seem to be capable of being any NPC for mating purposes and you want to save
variety of hag, the ones noted in my book here are only the them. They can also be more middle quest foes as
ones I have seen or heard tell of, there may be more. They well if the party is strong enough you can toss
exist in this trio to make best use of their powers. They are them in the path without question if at least one
fiercely intelligent creatures and often I can see them party member is male. They make for good ambush
concocting plans for the nearby town. I wish I could know foes as well given their predilection for sneaking
how many of these creatures exist among them, or how many around and ambushing, and they could easily get
the drop on party members. If you're looking for a
came from me. longer quest goal for them you could just have the
party meet and mate with a hag in disguise and
Behavioral Observations then they go off in search of his child before they
There is not much I can say about their behaviour, they feast use their profane rituals to turn their young child
on living members of other species, plot in languages I do not (at puberty) into a proper Hag like them as for all
know and breed whenever their vile wombs are empty. I am intents and purposes as children they appear to be
completely normal until such a ritual takes place
not their only captive, but I am the only one still alive after so and could pass off as human their entire lives. The
long. They have kept me here for longer than I have been able Hagspawn as well can make for a good PC class if
to keep track of, I just want it to end but they won't, when I the player is looking for something a little out of
beg for it they laugh and cackle with those raspy monstrous the ordinary.
voices and tell me I have so much more use to them. I fear
they let me live now out of cruelty, wishing me to be tortured
for as long as what little sanity remains to me stays intact.

204
Half-Dragon Social Observations
"She'll be fine." I told myself as I watched the figure ride over As with most half breeds, Migakh tend to find themselves on
the horizon. "She's got fire in her blood and her dad is a the fringes of society. Most humanoid races fear and shun
dragon." them, principally if their scales are chromatic in color. This
Known as Migakh (pronounced My-Gah) in the draconic means Migakh usually find themselves fighting whether it's
tongue, half dragons are an interesting breed. While one can for survival or as a career path. Their unique abilities tend to
come about in various ways, they are most commonly created make them superior to the average individual when it comes
simply by parentage. It is fairly well known that many to combat and many become quite well known for their
dragons have a penchant for polymorphing into humanoids talents.
and comingling with the "lesser" races. It is not unheard of Many people believe Migakh would be able to find kinship
for a dragon to sire a child with a member of the humanoid with the dragonborn, but this shows a complete lack of
races, often with powerful or interesting individuals. The understanding of dragonborn culture. While they may look
humanoid parent (who is not always the mother) is almost similar, the two races are no more alike than humans and
always saddled with their unique offspring, as most dragons drow. The majority of dragonborn see half dragons as
want nothing to do with them. abominations or agents of their hated foes. Migakh rarely
The second way Migakh come about is far more difficult to have any knowledge of dragonborn culture and society. It is
predict. Wild magic, spellplague, and "unique" encounters often far harder for them to assimilate into a dragonborn clan
with dragons have all, in rare cases, resulted in people than a human one.
gaining the benefits of draconic blood. Half pseudodragons, The one place a half dragon may inherently find
half Faerie dragons, and most non humanoid Migakh come acceptance, and in fact reverence is with Kobolds. On several
about in these ways. I met an individual who spent a few occasions, Kobolds have been found to serve under a Migakh
weeks eating nothing but the heart of a slain dragon, who fills a role somewhere between warlord and demigod.
gradually taking on its traits. She ended up becoming quite For any given Migakh, their relationship with their draconic
powerful. It should be noted these cases are the exceptions; parent varies widely. Some actively seek them out in hopes of
you are far more likely to be poisoned by the foreign blood of finding kinship or vengeance. Others have no desire to track
a dragon than you are to be strengthened by it. Consult your down their parent due either to resentment or disinterest. As
cleric before trying to transmogrify your very essence. for the dragons, each may have a different response to
meeting their half-blooded children. One may be delighted to
find their offspring wandering into their lair, while another
Physiological Observations may be disgusted by the very idea that such a lesser being
Migakh appear as one would expect humanoid dragons who should stand in its presence.
are usually a bit larger and more muscular than the race they
come from. While Migakh always have the protective scales, Behavioral Observations
claws, tails, and the deadly breath of their progenitors, it is As with any half breed the Migakh are not entirely beholden
also very common to carry a smattering of other traits to their bloodline when it comes to their morality and
relating to their parentage. A half black dragon, for example, personality. It should be noted however that there are often
will likely have horns that extend around the side of their latent traits exhibited by half dragons that relate to their
head pointing forward and webbed digits. Beyond the broad lineage. Half blue dragons are more likely to be vain and
strokes, Migakh vary quite wildly in appearance, as with most arrogant whereas half white dragons tend to more impulsive
half breeds. Some individuals inherit the elongated skull of a and quick to anger.
dragon, while others retain their humanoid structure. Most Those born as Migakh tend to have difficult childhoods.
Migakh do not possess wings, and even fewer possess wings While there blood is no direct indication of personality or
powerful enough to sustain flight. behavior, the nature of humanoid society often treats Migakh
Migakh almost always live longer than those of their parent with hatred and scorn. Leaving most as loners
race, usually living two or three full lifetimes. The largest (whether by choice or necessity), often with a
exception to this rule are those of elven parentage who may contemptuous view of humanoid society as a whole.
actually lose a century or two off the elves' near millennia of It is hard to predict exactly how one reacts to becoming
life. The prevailing theory as to why this is the case is the half dragon later in their lives. They tend to have a different
dissonance created by the conflicting magical nature of mindset depending on the circumstances of their
dragons and elves. transformation. Many in a particularly dangerous line of work
The only major physical drawback Migakh experience is see becoming a Migakh as an honor or triumph over
that they are all entirely sterile. Some are perfectly content something as powerful as a dragon. These individuals tend to
with their inability to sire offspring, while others may spend a wear their scales with pride. Others (often those who became
lifetime hunting down a way to circumvent this limitation. Migakh due to an accident), find their new appearance as a
mark of shame or a horrible curse.

205
Non-humanoid Migakh
While it is most common for humans or elves to birth
draconic children, it is not unheard of to find a myriad of
other creatures created of draconic blood. Because it is
exceedingly rare for a non-humanoid Migakh to actually have
a dragon parent, these creatures are often the results of
magical manipulation. Whether the intent is to create a living
weapon or simply an accident, the result is always something
powerful and dangerous.
The most notable examples of these creatures are the
steed of the great hero Wuuzeulan who is said to ride a
dragon-like pegasus into battle. There have also been tales of
the deadly dracolisk, an amalgamation of the feared basilisk
and a dragon. It is said they guard the abode of a great
wizard.

DM's Toolkit
-Half dragons are an interesting way to spice up
npc's. Whether they're friends or foes it adds an air
of strength to them.
-It's almost inevitable that a PC will want to be a
half dragon at some point. It should be noted that
half dragons are significantly more powerful than
the standard player races. Usually they're worth a
class level or two to make up for their innate
strengths.
-It is better (in my opinion) to have a player
become a Migakh later in their adventures as part
of the story. There are a myriad of events that could
result in a PC's transformation and it can make a
wonderful "reward" for overcoming a great foe.

206
Of course, the most well-known hallmark of the harpy is
Harpy her enchanting song. No matter how vile and hideous a
WARNING: Harpies are seriously messed up creatures. I harpy's visage is, her song is capable of entrancing an
held off writing this article for a long time because my mind individual and bending them to her will. This song can be
kept going to horrible, horrible places every time I sat down used to lure prey away from companions and into an ambush,
to write it. But there aren't a whole lot of ways around the or to leave the victim so captivated that they walk off a cliff in
implications of things like how Harpies actually reproduce. If their distraction.
the first line of this article bothers you, you might want to skip Needless to say, this song is one of the Harpy's most potent
to "Encounters and Variants" at the end. I've worked to make tools when hunting her favourite prey: men. Harpies despise
sure the stuff there is PG13. men, be they elf, dwarf, halfling or otherwise, and yet as a
single-sex species, they must rely on men to reproduce.
Introduction Harpies do not find this troubling, as they are also
cannibalistic. To the harpy, a "mate" is just another slab of
Harpies are sexual predators. When considering this meat. The fact that said meat might furnish her with a child is
statement, note that emphasis is placed firmly on the word largely incidental. Several students have assured me that this
"predators", for the harpy fulfills the evolutionary imperatives attitude is remarkably similar to ex-boyfriends they have had
of sustenance and reproduction through the same means. in the past. So far, the review board has turned down all of
This can make it difficult to properly discuss the harpy our grant requests to investigate this connection more closely.
from a strictly ecological standpoint. On the one hand, there Harpies in heat are truly vicious creatures. They will band
are individuals who do not take harpies seriously. Various together and seek out the strongest male humanoid they feel
fraternities, for example, at magical colleges and military they can reasonably overpower, and use their song to lure
academies around the world have attempted to use harpies in him away from any companions. When their prey is along,
their hazing rituals. This practice invariably ends with the they will then attempt to incapacitate him. This is generally
new pledges being eviscerated and cannibalized. This, of accomplished by working together to lift the man into the air,
course, leads to distorted rumours reaching students at a and then drop him from a height low enough that he will
college one town over in time for next year's hazing. Do not survive, but high enough that his legs break on impact.
mistake a harpy for a harmless seductress. Once their quarry is incapable of escaping, the harpies will
On the other hand, we have the genuine discomfort of compete with each other to establish dominance. This
discussing a creature that reproduces through violence and involves elaborate posturing, wafting of their wings to
force. It is not a subject to be taken lightly, but it lies at the compare stench, and occasionally in outright combat, though
core of the harpy's continued survival, and so I cannot truly the loser rarely suffers any permanent injury. This
avoid it. determines the order in which the harpies will first mount,
and then devour their victim.
Physiological observations One month after mating, a harpy will lay a clutch of two to
Harpies resemble women, generally either human or elven, four eggs, which hatch three months later. Members of the
with wings sprouting from their backs and legs that end in aerie take turns warming the eggs, allowing the mother to go
taloned feet. Typically these resemble the wings and talons of out and hunt. After hatching, baby harpies reach adolescence
a vulture, although there are a wide variety of harpy at ten years of age, and full adulthood at seventeen, often
subspecies resembling other avian species, ranging from helping to raise their younger sisters until they are old
hawks and eagles, who tend to be stronger physical enough to have children of their own.
specimens inclined to a more solitary lifestyle, to the vibrant Origin
plumage of parrots, who lack the enchanting song of their
sisters, but instead wield powerful illusory magic. All of these There are numerous stories which claim to tell the origin of
subspecies, however, are united in their basic predatory the harpy. The typically this involves something about a
nature. woman who was spurned by her lover, and whose subsequent
Harpies are not cleanly creatures, and as a rule one can bitterness changed her into the monster we know today.
gauge just how dangerous a given specimen is by the Personally, I find these stories lacking. They don't speak to
rankness of her odour. The more successful a huntress she is, the heart of the harpy's nature.
the more layers of gore cake into her feathers and the fouler No, my favourite origin story is altogether different. There
she smells. Indeed, among the more social varieties of harpy, once was a woman whose tribe venerated their Ancestors,
an individual's stench is one of the most important factors the great men who had led the tribe throughout their
determining her place in the pecking order. A harpy's den is centuries long history. She lived according to the laws and
one of the foulest places in all the world, second only to the traditions of the Ancestors, and none could match her singing
immediate vicinity outside a Harpy's den. While the remains of Ancestor's Hymn, the epic cycle of their great deeds.
of past victims will litter both inside and out, a Harpy at least And the men of the village coveted her, until one night they
has the decency not to relieve herself inside her own den. set upon her and left her bloody and weeping in the morning.
She beseeched the tribe for justice, but they refused her,
saying she had corrupted the Ancestor's Hymn, turning it to
an instrument of seduction with her voice. Then she
beseeched the Ancestors for justice, but they turned from her,
for she was no longer pure in their eyes. Then she beseeched
the demons for justice, and the demons answered.

207
And so they forged her into an instrument of terror that she As sapient but feral creatures, Harpies are prone to the
might visit upon her abusers what had been visited upon her. worship of demons and similar entities, especially ones
They twisted her beauty to foulness in the wings and talons of whose portfolios include hunting, womanhood, or nature.
a vulture, that those who lusted after her would be revolted While they do not generally have an established clergy, those
when she set upon them. They imbued her with unnatural that are blessed by their profane patrons tend to favour
strength, that she might tear a man apart with tooth and claw. druidic magic over clerical. Of course, neither of these is
Yet they preserved her voice, and made it yet more beautiful, anywhere near as common as the bardic magic which
that the Ancestor's Hymn might truly be turned into an naturally complements the harpy's inborn song.
instrument of seduction.
So it came to pass, that the tribesfolk heard the Hymn once Interspecies Observations
more, yet they had never heard such words set to its melody. It is understandably rare for harpies to have amicable
And such was its beauty that they all stood enraptured, even interactions with humanoids, although as intelligent
as the song foretold their doom, and the end of the Ancestor's creatures, they can be reasoned and bargained with,
Hymn. Then she was upon them, and the screams of the tribe especially if one has particularly gaudy pieces of jewelry to
played counterpoint to her song. And when at last she stood offer.
alone among the tents of her people, she befouled the altars Notably, harpies are not overtly hostile towards women
of the Ancestors with filth, and with the entrails of her people, unless one intrudes directly into their territory, or offers
and they were heard no more. Thus was the first harpy born. resistance in defense of one of her male companions.
Social Observations Harpies will never willingly serve a male warlord. On more
than one occasion, a band of adventurers successfully
Most harpies are social animals, banding together into tribes enlisted the aid of an aerie to overthrow their master. On the
of up to a dozen known aeries. While aeries have a loose other hand, Harpies regularly ally themselves with female
hierarchy based on stench, physical size, and other monsters and matriarchal tribes such as lamia or gnolls.
dominance cues, there is rarely a centralized leadership and Perhaps the most notable example of such collaboration
harpies demonstrate a remarkable cooperative spirit unless was the Conception of Queen Phiralee. Ancient prophecy
directly competing for a resource. Indeed, the harpies of an spoke of a champion, born in lightning, who would lead the
aerie share an almost sisterly affection towards each other, harpies into a golden age and feast upon the kings of men.
and some reports indicate that harpies occasionally engage To sire their champion, the harpies enlisted the aid of a
in romantic pair-bonding. coven of hags. In the night, hundreds of harpies assaulted the
While it is rare for an aerie to exceed sixteen individuals, lair of the Great Blue Dragon Xyroquel, pinning him to the
from time to time several aeries may unite behind a singularly floor with the weight of their numbers. The hags then
strong harpy. Such Harpy Queens tend to arise on the enacted a ritual, binding the dragon within the form of an elf.
outskirts of densely populated regions, and may exhibit The greatest warrior of all the aeries then mounted the
elements of fiendish or draconic blood. dragon, and ate of his flesh. In time she bore Phiralee, Queen
Harpies have incredibly strong maternal instincts, and of the Skies, who indeed feasted upon many a king before she
watching a Harpy mother tend to a newborn child is an oddly was vanquished, and her army dispersed.
tender experience (if one discounts feeding, which is carried
out in a manner similar to birds). So strong is this instinct
that Harpies have even been known to adopt orphaned DM Toolkit
humanoid girls, especially when the harpies themselves are
responsible for orphaning the child. There have been a Concept
surprising number of reports from adventurers, who cleared TL;DR: This section is basically a lengthy
out harpy nests only to find a gore spattered seven-year-old discussion of making harpies scary by inverting the
grieving for her lost "family". typical image of rape. If that's not cool with you, no
From time to time, it is possible to find a harpy living alone. sweat. It's fucked up stuff. Scroll down to
"Encounters and Variants". I've tried to make the
These creatures are generally stronger and more cunning ideas there useable at any table.
than their sisters, and often gravitate to urban areas. There As I said before, this article took me to some
are unconfirmed reports that in these plentiful hunting dark places, and it took me a long time to work up
grounds, urban harpies routinely seek out men who victimize the courage to write it. I just struck me as
women for their prey. Solitary harpies often adopt a more inescapable that harpies are rapist cannibals. Not
cleanly lifestyle, bathing to rid themselves of their telltale necessarily elements that you should just drop into
stench, and discretely disposing of the remains of their any game at random and if you want to gloss over
victims to better blend in with their environment. They are the rapist part and play up the cannibal, that's
also generally much more open to bargaining and totally valid, and probably a wise choice 90% of
cooperation. the time. But done right, it's an amazing concept
that really turns a lot of tropes on their heads.

208
(Side note: Ed Greenwood got around the harpy
reproduction problem in his original ecology article Parrot Harpies: I originally though these up as part
by asserting that male harpies exist. They just look of a tropical island in my homebrew setting. Swap
exactly like female harpies. I thought that was out the enchanting voice power for a few illusion
stupid. Of course, this all being related to me by spell-like abilities. Minor illusion, ghost sound, that
Elminster sitting in Ed Greenwood's kitchen eating sort of thing. A parrot harpy might confuse
cookies, so I was having a lot of trouble taking travellers into getting lost deeper and deeper in the
things seriously at that point.) jungle by creating false images of landmarks the
First off, people tend not to take "seductress" party has already seen, or deter them from certain
monsters seriously. A succubus will kill you, but pathways by sounding the roar of a lion from one
you'll have a lot of fun in the process. Let's face it; direction or another. I might make them a little less
anyone who dies at the hand of a succubus will be physically adept, and give them the power to use
the object of both ridicule and a little bit of envy colour spray instead.
forever after. I don't want that for harpies. Harpies Harpy Queen: Get a tough harpy like the Regal
should be scary seductresses. A harpy will break variant and slap a template on her. Half-fiend, half-
your legs, rape you and eat you. String up intestines dragon. Take your pick. Stack some character class
like party streamers, emphasize the mutilated abilities on there too. Have a multiattacking,
genitalia of harpy victims, make fake blood and greatsword wielding, fire breathing badass.
pour it over your face when you want to portray Now, here are a few encounter scenarios I've
harpy characters. What Dan O'Bannon wanted to been kicking around my head.
do with Alien I wanted to do with Harpies. The Harpy Mob: One nice thing about CR 1
Everything else was just predicated on, "How do harpies in 5e is that you can swarm higher level
I turn played out tropes on their head?" Spurned characters with them. Have a half dozen or so gang
love is a boring origin story, almost as played out as up on a PC they've picked out, and lift them into
"A wizard did it". I mean, if you look in the Monster the air, trying to drop them from a significant
Manual, the first harpy basically just moped herself height. They're not interested in a fair fight, so if it
into existence. Lame. So, I went with the poetic seems like the odds are even slightly turning
justice angle. My harpy rapes her rapists and then against them, they fly off.
shits on her old gods (side note, in early myths like We all know the "orc babies" dilemma. Well,
the Aeneid, Harpies don't have the whole siren here's a twist pulled from my article above. The
song ability. All they do is shit on all the stuff harpies have adopted an orphaned human girl, and
you're trying to keep clean, like your food, and then she has been raised alongside a pair of baby harpy
laugh in your face). sisters. If the PCs harm the baby harpies, or
I'd popped out the idea of powerful half-dragon separate the girl from the harpies, she begins to cry
harpies early on. Then I asked myself, "Wait, how inconsolably, and it becomes evident this girl has
would that happen?" There was the easy answer: no real conception of civilized society.
Dragons are pretty much the apex rapists of D&D. The PC's objective lies on the other side of harpy
But this article isn't about dragons. It's about territory. There's too many to just fight their way
Harpies. So I had to figure out how to make harpies through, but perhaps a persuasive female PC could
their bitch. I think my campaign setting just got a negotiate safe passage. To do so, though, she will
new Chuck Norris level badass. have to pass a test of initiation into the aerie. A test
that requires her to master a verse of the harpy
Encounters and Variants song.
Okay, let's get safe for tabletop now. Harpies can If you're a fan of the Maximum X-Crawl setting
actually be a lot of fun used right. Here are a few (you play professional wrestlers dungeon crawling
general variants, first. for fabulous prizes), I've wanted have a magical
Regal Harpies: I personally prefer to jack up the rock band encounter. Harpy on lead vocals and
CR on my harpies a bit. Pathfinder actually makes guitar, with bard/fighter levels, backed by a 3 man
them CR4, and I'll often add levels in barbarian, orc band. Pink mohawks encouraged. The harpy
sorcerer or bard on top of that. Try advancing the uses her song (subtly, roll will saves in secret), to
hit dice on your 5e harpies to create a monster that entice the PCs into a central dance floor location.
could hold her own against a low level party solo. Under the dance floor is a giant flamethrower trap.
These fit well as urban huntresses, or just the alpha Treat it as a fireball spell of appropriate will save.
bitch of a harpy aerie. They might have features Once the trap detonates, she switches over to a
more akin to hawks or eagles. bardic inspiration song, her guitar extends into a
double-headed axe, and the orcs start smashing
their instruments over the PCs heads.
She'll surrender if she gets dropped to low
enough HP, and possibly ask a particularly rugged
fighter type on a date if it'll sweeten the deal. Silly,
over the top, and absolutely in line with a typical X-
Crawl game.

209
Fire-bred Hellhounds are larger versions of their counter
Hellhound parts. These monsters stand at 5-6 ft. tall with hardened
"Stealing the Mythos gems? No problem. That's what I'd muscles. Their fur is thicker as well and is able to resist all
thought anyway. I broke into the mansion at night. It was but the most powerful of weapons and magic. Their claws are
chilly. Harvest season was almost done. I snuck past every sharper than the claws of ordinary hellhounds and their
trap and every guard in the place. It seemed almost a little too larger jaw muscles make their jaws more powerful with bites.
easy at first, but I've never been one to question luck. I got to Because they were bred for more power, their flames tend to
the room that the informant had said the gems were in. I be hotter and Fire-bred Hellhounds have the ability to create
grabbed the gems and threw them in a bag. That's when I bursts of fire directly pulled from the 8th layers of Hell, an
heard it, the low growl behind me. I turned around slowly to ability that ordinary hellhounds lack. The senses of Fire-bred
see two red eyes glaring at me from the corners of the room. Hellhounds are also sharper making them better trackers and
Then it moved forward and fire entered my sight. Even with much more fearsome foes. They boast an almost doubled
the heat of the flames, my blood froze". resistance to fire as well. Interestingly, this species has
-- Euryndas' Journal evolved to lack the susceptibility to cold that it's weaker
counterpart has. Its powerful leg muscles make it faster.
Introduction These monsters live primarily in the upper realms rather
than Baator, usually near volcanoes that house the Fire
Hellhounds are extremely intelligent creatures that possess Giants.
an evil nature from birth that is ingrained into them. Because Finally, the most terrifying of the species are the Nessian
of these traits coupled with their fierce loyalty and strength, Warhounds. These creatures are a breed that reside only in
they are a favorite pet for most evil villains especially those Nessus, the 9th layer of Hell and are the pets/servants of
affiliated with fire such as fire giants and devils. Asmodeus, the lord of Hell and the strongest of the devils.
There are three main kinds of Hellhounds. First, there are The Nessian Warhounds are the largest species of Hellhound,
the ordinary Hellhounds. These hellhounds are believed to standing easily at 7 ft. tall. Bred to inherit the strength of
have been created by Primordials when the world was still Asmodeus himself, Nessian Warhounds move the fastest of
young. The next species of Hellhound is called the hellhounds thanks to their enhanced muscles. Their bites
Fire bred hellhound. These are said to have been bred from have nearly four times the force of the ordinary hellhound
captive populations of the original hellhounds for size and and their claws can cause permanent damage to its quarry by
power by the fire giants. These hounds are loyal to their age- tearing tissue while causing severe burns to the tear. The
old masters, the fire giants. Finally, the hounds have thick hides that resist weapons as well as the
Nessian Hellhounds that reside in the ninth layer of Hell in hides of the Fire-bred Hellhounds however; the Nessian
the palace of Asmodeus. These are perhaps the most vicious Warhounds are completely immune to fire. They usually are
of the hellhounds, with an innate ability for breathing fire as also fitted with chainmail suits. They retain the weakness to
well as the ability to bite as if their teeth were flaming spears. cold that the original
Hellhounds have albeit a much smaller weakness. Nessian
Physiological Observations Warhounds are surrounded by flames from the 9th layer of
For observations of the physiology of the Hellhounds, I shall hell, the hottest of hellfires. They are able to breathe fire and
separate the species into three sections, one for each kind of their teeth bear the traits of flaming steel.
hellhound. Because of their master's prowess, the Nessian Warhounds
The first species we shall examine is the original act as the Emissaries of the lord of Hell and often forbearers
hellhound. These monsters stand approximately 4-1/2 feet of tidings of his arrival. They track down his enemies with
tall with dark skin. They are surrounded by an aura of flame ease and are used to eliminate those Asmodeus hates.
that burns any opponent who moves to close to it in battle, Asmodeus occasionally tests his enemies with these
burning them with the aura of hellfire from their home, Warhounds. Nessian Warhounds, like every other
Baator (the nine hells). These creatures boast a thick and Hellhounds, cannot speak. They are able to learn languages
hardy coat of fur which blocks many arrows and weaker and understand them, unlike the other Hellhounds which
weapons allowing the creature to withstand assault from only understand Infernal.
fierce foes. Hellhounds also possess excellent eyesight able to
see in pitch dark up to 60 ft as well as heightened senses to
track prey. Because of the hellhound resides primarily in
Baator, it has evolved a resistance to fire but cannot stand
cold temperatures. These hounds usually travel in pairs or in
groups of 9-12.

210
Behavioral Observations Intra-species Relations
Hellhounds are relentless trackers and hunters. Once Hellhounds by natures prefer to remain alone in groups of 2
assigned a mission, the hounds track their quarry to the ends or in packs similar to wolves. However, they rarely interact
of the earth and create ambushes and traps in order to take with other species. Fire-bred Hellhounds especially avoid the
down prey. Because of relative weaknesses to cold, they may other two groups due to the strange smells from Baator that
not always proceed into colder climates, bidding their time to mark them. Nessian Warhounds prefer to work in groups of 2
strike instead. but for larger missions or ones that require man power, a
The Hounds are immensely intelligent as well. They have Warhound may take over a pack of 5-12 ordinary hellhounds.
the ability to understand orders and follow them. They can
create traps and plan ambushes. They are well versed at
working together and understand the orders of hierarchy. DM's Toolkit
In addition to their intelligence, Hellhounds are fiercely
loyal to their masters, willing to die for their masters without Ordinary Hellhounds are the perfect guard dog.
They are the perfect creature to trap your PCs with
a second thought. Because of their insane loyalty, the hounds when they break into the mansion of their enemy
are always lawful. But, due to their evil nature, they refuse to and grab whatever item they wanted. With a simple
be merciful. Hellhounds disdain weakness in every way and level of 7, ordinary Hellhounds are more than a
for that reason; deformed pups are often killed instantly. This challenge for weaker parties in groups of 1 or 2
trait is most exaggerated in Nessian Warhounds due to and for your stronger parties; groups of 5-12 are
Asmodeus' hatred of mercy. common. For parties above level 10, Fire-bred
Hellhounds are creatures that make great pets, provided Hellhounds are a great tool. Their fierceness makes
you are equal or stronger than them and are evil. They enjoy them the perfect monster to fight in hotter
company and I've noted from a pet or two I've had that they settings. Most importantly, a Fire-bred hellhound
love a good belly rub or a scratch behind the ear. means that Fire Giants and Azers are nearby.
Throw them a bone from the latest annoyance you crushed Together, they make a powerful enemy. If either
or perhaps pick up a human child to give to your hound as a group were to find one of their hellhounds dead,
play thing. They love playing fetch with their masters. it'd spark an entire settlement to hunt your PCs, a
great thing to have in your bag of tricks, especially
for parties that consist of pesky murder hobos.
Social Observations Nessian Warhounds are perhaps the toughest
Hellhounds spend most of their time in the company of their monsters to have in your toolbox. They are hard to
masters. Ordinary hellhounds, created by evil Primordials hit, relentless trackers and extremely good at
spend their time roaming the nine hells, avoiding the 9th planning traps and ambushes. They can be very
layer except for the rare occasion. There they spend time patient as well striking once and then striking again
torturing the poor souls cast there by the gods for weeks later when PCs thin they're safe. To make
encounters tougher, 2 Nessian Warhounds can
punishment or serving the lords of the respective circle on easily be accompanied by 24 ordinary hellhounds
missions. or a powerful devil spawned by the blood of
Fire-bred Hellhounds are not as loyal to the inhabitants of Asmodeus. If the PCs do defeat the Warhounds,
Baator. Rather, they serve the Fire giants that bred them over there is no guarantee that more won't be sent. Even
thousands of years. They spend time with species like Azers worse, killing the pets of the Lord of the Ninth
and Fire giants acting as hunting dogs and brutes to terrorize Circle may cause Asmodeus himself to send his
weaker races that interfere with the work that their masters avatar to check on the enemy, a great way to strike
plan. (Note: This species enjoys sleeping by itself far more fear into the heart of any player (especially if you
than a belly rub or games of fetch. Don't bother them. I've lost see the stats and skills of the guy).
many foolish apprentices who decided to bother a napping
Fire-bred Hellhound).
Nessian Warhounds are only loyal to Asmodeus. They
refuse to serve any other master. The entire species seems to
have formed a pact that at least two of them should stay with
their master to eliminate anyone who dares to bother him.
Hellhounds regard any creature weaker than them prey
and enjoy devouring the flesh of the weak. This flesh fuels the
fire inside the hellhounds making them stronger and far more
fearsome.

211
Helmed Horror Social Observations
Tallien had always known that his greed was going to get him Social interaction with a helmed horror is nearly impossible
killed. Dashing around a corner, the rogue stumbled on the if you aren't a telepathic being - they can understand the
stones of the ancient dungeon as blood dripped from the language of their cantor, but can't speak. If you do so happen
wound in his side. The glowing suit of armour followed in hot to have the power of telepathy, you'll find that helmed horrors
pursuit, clanking with every movement. Putting its sword aren't the greatest conversationalists - their responses are
down, the helmed horror unsheathed its crossbow to take a automatic and repetitive. Like the majority of constructs,
shot at its quarry. helmed horrors can't be argued or bargained with. Their
loyalty to their masters is absolute.
Introduction Behavioural Observations
Helmed horrors are animated suits of armour, imbued with Helmed horrors are generally restricted to their posts, and as
sentience by powerful practitioners of magic. Unlike the bulk such are sedentary for long periods of time. Not needing
of other constructs, helmed horrors are intelligent beings that sleep, food, or drink means that horrors aren't forced to leave
are capable of nuanced judgment. their posts by hunger, thirst, or exhaustion.
When on guard, helmed horrors will remain perfectly still,
Physiological Observations only shifting when intruders approach. When in combat,
Helmed horrors are walking suits of plate armour, filled only horrors will go for either magic-users or the foes that they
by a red-purple glow. Each horror will look different based on perceive to be the weakest.
the armour that it was created with. Helmed horrors also A helmed horror exists to follow its orders to the best of its
possess blindsight, but are blind beyond a radius of 60 feet. ability. Even after its master dies, a horror will continue to
The creation ritual for a helmed horror is complex, taking follow its orders - there have been cases where the construct
up to a full day to complete. Limitations on behaviour and has been left with orders that command it to pursue and kill
freedom are given during the creation process - in order to those who were responsible for the death of the master. The
prevent the exploitation of loopholes, a helmed horror's initial very rare helmed horror that manages to gain complete
orders must be worded as delicately as a wish spell, as these independence from its creator wanders the world, feared by
orders cannot be changed once given. Once created, helmed most and a source of curiosity to many.
horrors make magnificent guards, as they are able to follow
the intent or spirit of their orders, not just slavishly carry Inter-species Observations
them out to the letter like other constructs. Helmed horrors Being silent and almost always alone, helmed horrors don't
will follow their orders even after the death of the one that tend to interact with other species very much at all. Most of
gave them, making them highly prized as guards for their actions towards foreign beings can be boiled down into
important places or objects. Their loyalty is three categories. Depending on the horror's given orders,
uncompromisable and eternal, and a group of helmed horrors they can either attack foreign beings, ignore them, or let them
can be organized into a deadly fighting band. pass. The fact that helmed horrors only understand the
Physically, helmed horrors are incredibly tough. They're language of their creators and can only be reached through
immune to undeath and poison, and the plate armour that telepathic means if you don't speak that specific language is a
constitutes a horror's body provides great protection from huge hurdle in social interaction. Otherwise, helmed horrors
blades and arrows. Most helmed horrors are given a can't be communicated with.
longsword and crossbow to fight with, but are able to fight
ably with most common weapons. Horrors also have
immunity to a small selection of spells, chosen during the
creation process. These commonly include spells that could
warp the horror's metallic body, such as fireball or heat metal.
The appearance of a helmed horror varies wildly - there are
as many different helmed horrors in existence as there are
different sorts of plate armour. Horrors can be in any
condition (from rusty to gleamingly polished), but will always
be suits of plate armour. Many who create helmed horrors do
so out of ornate and gem-encrusted armour sets in a display
of power and wealth - and also because thieves are more
likely to try to steal it, leading to an untimely and brutal
demise.

212
DM's Toolkit
A helmed horror or two is an excellent alternative
to the unthinking and unfeeling golem. Helmed
horrors are more intelligent than most other
constructs, and can act in concert with other
helmed horrors to present a well-armed and
armoured threat to a party of any level. Resistances
to bludgeoning, piercing, and slashing damage
from weapons that aren't adamantine, immunity to
force, necrotic, and poison damage as well as the
blinded, charmed, deafened, frightened, paralyzed,
petrified, poisoned, and stunned conditions makes
them extraordinarily tough opponents for martial-
and magic-focused groups alike.
Helmed horrors make good guards for ancient
tombs or dungeons, as no explanation is needed as
to why they're where they are, and the ancient suits
of armour that the horrors are made of could make
for an interesting bit of lore, or even a plot hook in
and of itself.
Helmed horrors are CR4 monsters, making for a
good challenge for low-level parties, but a group of
them can be a threat to intermediate- or high-level
groups. An AC of 20 means that a horror will make
for a tough fight.
Being the flavourful and uncommon monsters
that they are, helmed horrors will make a colourful
addition to any campaign, whether in the form of
an heavily ornate and ornamental set of armour that
springs to life when approached, an old and rusted
set of armour deep in a swamp, or a set of strange
and wonderful plate armour deep in an ancient
tomb.

213
Young and inexperienced hippogriffs are known to group
Hippogriff together into 'flights' of up to 7 hippogriffs, though flights of
Often mistaken for being a griffin from far away, hippogriffs up to 12 hippogriffs have been examined in some rare cases,
aren't in any way lesser threats that griffin themselves. With where food sources were in abundance. These flights live a
an equal lust for horseflesh, hippogriffs strike fear into the nomadic life style in which they move from region to region
common farmer when he sees one out hunting. when local food sources have been depleted. However, once a
hippogriff reaches maturity he will leave the group to find a
Introduction domain for himself.
The hippogriff, also known to scholars as Dimidium Aves Behavioural Observations
Accipitridae Equus, is a specie which is a close relative of the Due to their ability to see well in the dark, and the danger of
Griffon, also known as Dimidium Aves Accipitridae Felidae. other predators that also hunt hippogriffs, like dragons,
In comparison, the hippogriff possesses an intellect that is wyverns, drakes and other large beasts, hippogriffs tend to
inferior to that of the griffin, making them more suitable to be hunt in the dark during the early morning hours or very late
trained as mounts. This is especially true for hippogriffs in the evening. During day they will stay close to their nest or
trained from their birth. They also lack the dangerous talons, lair, during which time they will rest and groom their wings.
although this barely appears to impact their effectiveness in When out hunting, they use hunting patterns comparable
combat. The origin of the hippogriff is strongly debated, to that of eagles: turning in circles until they have located
although general consensus agrees that it most likely was a prey, after which they will dive and carry off their meal back
deliberate fusion between the horse and a hawk, most likely to their nest. Or, if the area is relatively safe, they will
through the magical applications of a wizard. consume their meal on the spot. After especially large meals
they will consume grass, grazing near their nest. If grass is
Physiological Observations not readily available, leaves are a readily available alternative.
A hippogriffs torso and hind legs are that of a horse. Its The nests behaviour varies wildly between gender, and
wings, head and front feet are that of an eagle, however. A indeed between individual hippogriffs. There is a somewhat
hippogriffs wings usually have a wingspan not short of 20 ft. common appearance between most nests, however. Males
Colorations amongst hippogriffs vary greatly. tend to build rather simple nests to rest in which are mostly
Their horse-like bodies have colours ranging from bay and made from branches and leaves. Females, however, have
brownish to grey and black tones. Their feathers typically been observed building their nests from a multitude of
have birdlike colours ranging from light to mid-tone brown, materials: leaves, branches, fur, feathers and even the hides
although white and black feathers are not a rare sight. of their prey.
A hippogriffs diet primarily consists of meat, with a strong
(and ironic) preference for horse meat. Other favoured meals Inter-Species Observations
include fish, game and livestock, the latter often bringing As noted before hippogriffs are solitary creatures, even
them into conflict with farmers. Hippogriffs often graze after amongst their own. Other species are either regarded as prey,
particularly large meals, supposedly to aid digestion. or predator from which they rather flee. However, due to their
Captive hippogriffs have shown that they are omnivores. intellect that is comparable to that of a horse hippogriffs
They have been observed being able to sustain themselves on make great (winged) mounts. Capturing and training adults
grass and plant matter for about up to a week, provided that are rather dangerous affairs, though a hippogriff raised after
small amounts of meat of up to two pounds are available each hatching is just as easily trained as a horse.
day. This also is the likely reason why they are able to thrive
in the barren hills and prairies where they typically live, as
other predators need more abundant resources to sustain
themselves. DM's Toolkit
Hippogriffs; you can somewhat envision them as
Social Observations slightly weaker (and less intelligent) variants of the
griffon. They do not quite make the social impact
Hippogriffs are predominantly solitary creatures. They are of an enslaved (or charmed) griffon and neither
very territorial and will protect their lands against intruders, have their majesty.
whether they are of their own or a different species. Unlike However, they make great mounts for players
griffons, they do not mate for life. During mating season, who want a flying horse-like companion, or for
males compete with other males to claim a female for lower level BBEG's who will likely charm a
themselves. Only after claiming a female will two hippogriffs hippogriff or have bought a hippogriff egg on the
live together as pair. black market. Or in mid-level campaigns hippogriff
During this period two hippogriffs will build a nest, usually may serve as the general mount of either a good or
in the female's territory. There the female hippogriff will lay evil army.
an egg, which will hatch after about a few weeks. The young Plot hooks related to hippogriffs may include
hippogriff is then raised for about 5 to 6 months, after which black market operations (eggs and/or young) or
it is strong enough to survive and is driven off to fend for hunting one to stop a village from getting harassed
himself. The female will then in the coming week drive away by it.
Alternatively, you can use the stats for a
the male from her territory. hippogriff as the stats for a younger griffin.

214
A hobgoblin is pretty much built for fighting. Their nails on
Hobgoblin both hands and feet are hard and tough, and their mouth is
"Hobgoblins are much more dangerous than all other filled with a row of powerful teeth. While none of these are as
goblinoids, especially when they're leading the latter." impressive as that of predatorial animals, it is said that the
--Fyril Goblincleaver, elven general of the Truesilver Woods phrase to fight with tooth and nail was coined by someone
They break before our shields fighting hobgoblins, and indeed, reports have existed of
They fall beneath our blades disarmed hobgoblins doing this with great ferocity, like
Their home is ours to conquer cornered wolves. Hobgoblins do have molars in the back of
Their children our slaves. their tooth set, and are capable of eating plant-based material,
Acheron, Acheron! Victory is ours! but most of their front teeth are intended for biting things and
--Hobgoblin war chant tearing through meat.
Like all goblinoids, hobgoblins are inherently quite
Introduction dexterous and agile, and due to their harsh warrior lifestyles
and rigorous training, the varieties encountered by
It is a common opinion of scholars, goblinologists and adventurers tend to be strong and tough to boot. Though not
generals alike that hobgoblins are the most dangerous of all reported to be as strong as orcs (Indeed, human warriors of
goblinoids, for one glaring reason: They're smart. Hobgoblins similar training have been known to go toe-to-toe with
are arguably just as intelligent, organized and even civilized hobgoblins physically) their natural dexterity and uncanny
as we humans. And by that is meant that they, as we humans, reflexes tends to give them an edge in combat even against
run the gamut from tribal goblin-mongering oligarchs of their physically equal or superior foes (Of which there are rather
lesser kin, to brilliant scholars and rulers of mighty few).
civilizations. The more civilized varieties build strongholds Indeed, their manual dexterity in combat is frightening to
and even occasionally cities; they are capable of great feats of behold; hobgoblins have excellent hand-eye coordination
architecture, sophisticated arcane and divine magic and are skills and reflexes, and are known to make superb
quite technologically advanced. bladesmen, javelin throwers and archers. These natural
How quite unfortunate for the other sentient creatures of talents play into the ability that has made hobgoblin soldiers
the world that all these talents are focused on aiding their famous throughout the eras: Hobgoblins are excellent at
war effort, for whether tribal or civilized, hobgoblins are coordinating their own attacks with those standing beside
prolific warmongers. Their malefic deity created them to be them. Hobgoblins who are well-trained learn to analyze the
the ultimate warrior race, and since the dawn of time, attacks not just of their opponents, but of their battle brothers
hobgoblins have embroiled themselves in conflict after bloody too, and immediately and decisively react. When a hobgoblin
conflict, painting the sky red with fire and blood, and strikes an enemy and forces him to parry, that creates an
drowning the earth in rivers of the latter. opening in the enemy's defenses, which the next hobgoblin in
The sons of Acheron cometh to wage war, conquer and line will immediately take advantage of. Though hobgoblins
rule, and the world trembles at their approach. need some level of training to perfect this skill, fighting
cooperatively comes naturally to them.
Physiological Observations It should be noted that this ability to effectively work and
The best way to kill a hobgoblin is to kill his friend first. The coordinate effort as a team when fighting translates into
reverse is also true. many other aspects than combat. Hobgoblins are generally
Old saying among adventurers. good at cooperating regardless of the task, and thus make for
"A hobgoblin is war made flesh and blood. They make good and efficient workers as well as warriors. Hobgoblin
fantastic specimens for undead minions." craftsmen sometimes work in pairs or even groups; one
Unknown hobgoblin legend tells of six master weaponsmiths who could
The hobgoblin is quite the physical marvel, as would befit a finish a sword six times quicker than anyone else because
race created specifically for the purpose of war. Hobgoblins they could all hammer on the metal at the same time without
stand upright, usually around at least 6 feet, or 180 interfering with each other. Though this legend is unlikely to
centimeters, which is significantly taller than the average be true, it has a nugget of truth to it. Too many hobgoblin
human. cooks might not spoil the broth after all.
Like with humans, there are many varieties of hobgoblins Regardless of its other applications, however, this
as the species has spread across the face of the earth instinctive ability to coordinate their own attacks with that of
throughout the centuries. Generally hobgoblins are deeply those beside them has made them quite frankly superb
orange-skinned, the tint of which can vary according to formation fighters; as one arena master once said, It is a
sunlight exposure, with some northern species exhibiting fairer fight for an orc to fight a hobgoblin, than for two orcs to
pale yellow skin and southern ones having almost reddish fight two hobgoblins.
skin. Male hobgoblins can sometimes have a blue or red
nose, which is a sign of virility and strength.

215
Social Observations It is a popular misconception that all hobgoblins can do
and ever do is fight. As previously mentioned, they are
Hobgoblins are incredibly social creatures. It seems like a capable at organizing projects and cooperating regardless of
contradictory statement at first, for hobgoblins are very much the task at hand. Though it is true that their society is
capable of intrigue, egoism and betrayal, and they are not thoroughly martial, hobgoblins are not purely a warrior race,
known to be fast friends. Indeed, those who align with for as any landholding knight or army commander will tell
philosophies of cosmic balance would be quick to deem them you, only a small percentage of the total population can be
evil. What they lack in friendly comeliness however, they have full-time warriors. Any war machine needs cogs to keep it
in an instinctual sense of pragmatism and loyalty. going, and warriors need food, equipment, dwellings to live in,
Hobgoblins work naturally well as a team, and thus are and they need to have time to train without being bothered
naturally driven to do so. It is both hard-wired into hobgoblin with any of the beforementioned. Hobgoblins are no
nature and reinforced by their warlike, martial, caste-driven exception to this limitation, but due to their belief that being
culture to stick together and work together when needed, and anything but a warrior excludes one from the glory of
to attempt to forget personal disputes temporarily for the Acheron, hobgoblin leaders try to overcome this limitation in
greater good of the tribe, nation or empire. The latter doesn't two ways: Either, through using other races as laborers and
always work (Hobgoblins are individuals, after all, not slaves (Usually goblins), in which case the hobgoblins will be
modrons), and given that all hobgoblins are different, not all a small and elite minority, or through imposing an incredibly
hobgoblins work well with each other. The most successful strict social hierarchy of castes where only the higher castes
hobgoblin leaders, from sergeants to generals, are those who get to be warriors, and the lower castes (hobgoblins though
can effectively avoid putting hobgoblins who hate each other they may be) are treated as lesser beings not worthy of the
to the same task. glories of the afterlife, and as workers before warriors.
Due to the above, hobgoblins very rarely leave their tribes Due to the fact that the first option requires roughly 9
and communities. They feel secure and at home around other slaves for every 1 hobgoblin, larger organizations of
hobgoblins, and the social stigma that comes with leaving a hobgoblins lean toward the latter. The most common
tribe can be quite lethal at times, as hobgoblins do not take hobgoblin organization, the Legion, is a mixture of the two. A
kindly to traitors. huge tribal band organized into a strict hierarchy, with a large
In regards to hobgoblin society and worldview, it is central amount of goblin slaves at the bottom, followed by hobgoblin
to understand their religion. Hobgoblins are a creation of one farmers or herders, workers and laborers, artisans,
of the vile and brutal lords of Acheron, the Plane of War: the craftsmen, smiths, beastmasters and finally full-time
Mighty One Maglubiyet Fiery-Eyes, all-father and High warriors, priests and magi, and commanders in that order. A
Chieftain of all goblinkind. Hobgoblins believe that they were Legion is a well-oiled war machine, and like any machine,
created in the image of their war god as the perfect warrior needs its cogs to stay more or less in place. However, Legion
species, which will one day conquer not only the material hobgoblins practice a sort of meritocracy where a priest of
world, but also the Plane of Maglubiyet judges every newborn hobgoblin child and tries to
War itself, which Maglubiyet aspires to rule unconditionally divine its path in life. Usually hobgoblins remain in the caste
as the ultimate War God. Hobgoblins believe that conquest of they are born into, but exceptions do occur. Members of lower
the material world and the subjugation of all other inferior castes may also be drafted into the warrior caste if the latter
species is their destiny. However, in the long run it is little needs reinforcements, and most hobgoblins regardless of
more than a test of their mettle before they join the spirit societal standing train in the ways of war in hope that they
army of Maglubiyet in Acheron, and the True War, as it is might one day get to fight.
called, begins. As such, hobgoblins see fighting as the only Less organized, smaller tribes of hobgoblins tend to rely a
purpose to their material existence, and they do not fear lot more on goblins to do the work for them; often a few
death in combat. Rather, they seek it out, for death in combat dozen hobgoblins will be found dominating goblin tribes of
is the only way to reach the glorious afterlife of eternal war. A hundreds or more. In such tribes, every single hobgoblin,
captured hobgoblin will often do virtually anything to escape male or female, is a born and bred elite warrior, mage or
simple execution; begging for mercy or betraying vital priest.
information to the enemy is not nearly as shameful as dying Finally, historical great hobgoblin nations, cities and
to a headsman's axe or a torturer's blade. empires with thousands or even millions of hobgoblins living
in them have been recorded as absolutely totalitarian and
hierarchical. Keeping that many hobgoblins in line doing non-
fighting related work requires immense tyranny and
discipline, and an utter conviction that only the elite will ever
reach the Iron Heaven.

216
Behavioral Observations Hobgoblins tend to employ great formations of infantry,
armed primarily with spears or other polearms, and swords
Hobgoblins have the intelligence of man, the grace of elves, or daggers as backup weapons. In these tight formations,
the spirit of dwarves, and the agenda of orcs. They are every hobgoblin warrior fights in unison with those around
civilized engines of destruction. him, bringing their deadly cooperative abilities to full use. A
Dwynn Steelnose, Dwarf veteran fighter and philosopher. wall of hobgoblin spears is a deathtrap for any unprepared
While hobgoblins build, study magic, forge their own tools, army. While infantry is the backbone of the hobgoblin army,
build shrines and statues to their gods and cities for their hobgoblins also utilize archers, battlemages and warpriests
people, it is all meant for a single purpose: War. (the former depending a little on their relative level of
Hobgoblins are justifiably perceived as cruel and merciless sophistication), not to mention large amounts of warbeasts.
creatures. However, they do possess a crude notion of honor, Beast mastery is an ancient hobgoblin tradition whose
though it varies from tribe to tribe and is more akin to a origins are utterly lost to time, but hobgoblins have a natural
warrior's pride than any inclination of paladinic justice. affinity for animals. They use horses, mules and dogs for
Moreover, hobgoblin honor only applies on a personal level, transportation and other everyday things, as well as in war.
and mostly focuses around personal duels. In warfare, almost They use trained pidgeons and ravens for communication,
everything is fair game. Though hobgoblins tend to prefer and their lairs are often guarded by savage wolves. Some
direct and glorious confrontation, they are adept at exotic hobgoblins have been reported to train everything from
subterfuge, sabotage, ambush tactics and covert ops as well lions, elephants and dinosaurs to wyverns. The most
(Usually utilizing goblins for the more dirty work). Also, most common and iconic warbeast of the hobgoblins is the Worg,
of the hobgoblin code of honor (which includes such things as however, a great and mighty wolf that serves the most elite
never fighting an unarmed foe, attacking without warning or hobgoblin cavalry in battle. Hobgoblin warworgs are living
challenge, or denying a warrior the right to die by the blade) embodiments of frenzy, and are just as dangerous (if not
does not extend to any non-hobgoblins. Hobgoblins are more) than their rider. Horse-riding cavalry has also been
nonetheless very precarious about what honor they have; as known to occur, but is generally seen as less prestigious.
previously mentioned, dying outside of combat is the ultimate
dishonor, as is surrendering to an opponent or using any form Intra-Species Observations
of poisons or trickery in a duel. Goblins: Hobgoblins consider their lesser cousins to be
The twin concepts of honor and glory define everything inferior, put there by Maglubiyet to serve their needs. Cleanly
about hobgoblin society. One's prowess in battle equals put, hobgoblins utilize goblins for everything they do not want
prestige, though prowess in battle translates both to to do. When a job is too dirty, too pathetic, too laborious or
leadership ability, tactical or strategical genius, the ability to too dishonorable to do, hobgoblins get a goblin to do it.
cast spells or mere skill at fighting. Hobgoblins value Goblins grow food, tend animals, sew clothes, wash dishes, or
leadership and magical skill just as high, if not often higher, perform sabotage missions like raiding local farmsteads or
than individual fighting prowess (Though dying in the safety poisoning water supplies. Many of the quests that young
of a commander's tent is tragic and dishonorable). This, along adventurers are sent to complete involving goblin activity is
with their exceptional formation fighting ability and really just the preparation for a larger, hobgoblin-based
humanlike intelligence, makes hobgoblins among the assault. Sometimes, a large wave of goblin raids is just an
deadliest creatures on the planet. attempt to mellow the defenders before the true storm
Whereas other monsters tend to dwell in caves and deep arrives.
jungles far from the cares of society, occasionally raiding the Bugbears: Hobgoblins have a tenuous relationship with
civilized societies in ragtag hordes, hobgoblins are a civilized bugbears. Bugbears share not the same ideology of honor,
species as well as monsters. Hobgoblin archmages, warlords, war and glory as hobgoblins do; indeed, they don't even
liches and dragonslayers all exist just as well as their more worship the same god, and hobgoblins see their larger
benign humanoid counterparts, and they are all hell-bent cousins as decadent, selfish and even cowardly at times.
upon the destruction of all non-hobgoblins. However, bugbears willingly hire themselves out as
When at war, hobgoblins fight extremely strategically and mercenaries for hobgoblin armies, provided they get paid and
tactically. They rarely declare war before having planned for fed very well, and their amazing size, dexterity and stealth can
months and scouted the enemy they plan to invade prove to be quite useful indeed for the hobgoblin cause.
extensively; indeed, many cities and nations have had Orcs: The historic enemy and rival of hobgoblins, for they,
peaceful relations with hobgoblins for years or even decades, too, was created by a Greater God of Acheron: Gruumsh One-
only to be overwhelmed by a well-executed campaign at Eye. Hobgoblins and orcs, and their respective deities, have
exactly the right time. feuded for ages uncounted against each other for the title of
ultimate warrior race, both in the material world and in their
respective spirit armies in the Plane of War. Whether in life
or in death, hobgoblins and orcs will feud. It does happen
occasionally, however, that a group of hobgoblins take control
of an orc tribe, but they rarely regard their servants with
much respect.

217
Worgs: Hobgoblins are well-known beastmasters, and they
are especially fond of worgs, and vice versa. The pact
between hobgoblins and worgs is ancient and lost to time, Hobgoblin-related quests and
and both species know almost by instinct to seek out and plot-hooks:
trust one another. One is rarely found without the other, The local goblin tribes are raiding (Again), but this
though wild worgs do exist, and tame worgs will quickly leave time in a slightly more organized manner. After the
the service of any master they find do not treat them well adventurers has slain one hundred goblins and
enough. killed their warchief, they find out that he was
Elves: Hobgoblins envy the connection to nature and merely a puppet of a larger hobgoblin force headed
mastery of beasts and natural magic that elves possess, yet straight for the party.
the reason for why hobgoblins loathe the pointy-eared wood A wounded hobgoblin scout offers to give the
folk is not well understood. One hypothesis claims that the party vital information about his Legion if only one
gods of the elves took away the ability for hobgoblins to of them will slay him in a duel before he loses too
become druids (Though this has never been proven to be much blood.
true), and stripped them of most of their powers of beast The ghost of a hobgoblin warrior wants the party
mastery, which were much more potent in ancient times. to take vengeance on a group of orcs who captured
Everyone else: To hobgoblins, there are generally two types him, executed him and desecrated his remains.
Once the orcs are defeated, the ghost animates his
of creatures: Enemies and future enemies, or in other words, dead body and asks to fight one of the party
slaves and future slaves. Future enemies or slaves refer to members.
creatures which it would be unwise to wage war with A hobgoblin nation has been founded in the
currently, either because they are too strong or because the hills/mountains/whatever, and they are sending
hobgoblins are busy fighting other creatures. Future enemies emissaries to the players' kingdom offering an
are treated much as temporary allies; as long as hobgoblins alliance against an enemy kingdom...
are not at war with someone, they may offer limited trade, The hobgoblin nomad tribes on the steppe are
mercenary services or even temporary military alliances with slowly being conquered by a powerful Khan. His
other creatures. They are exceptionally quick to scheme horde is ever-growing, and the settled societies are
against and sever any ties they have with other creatures if an beginning to worry...
opportunity for conquest presents itself. A valley occupied by orcs and hobgoblins has
been contested for almost five generations, neither
side gaining the upper hand. Either side asks the
party for help, and promises the blessing of their
DM's Toolkit respective Acheronian war god in return.
Hobgoblins are the Sauron of D&D. The militant,
totalitarian war machine that is just as organized,
numerous and civilized as the rest of the world, but
hell-bent on conquering the latter.
Hobgoblins are an excuse to have the players
fight smart and competent monsters. Hobgoblins
have mages, priests, plate armor and siege
equipment just like everyone else, and they're
terrifyingly good at everything related to war.
If you're tired of your party roflstomping stupid
orcs or weakass goblins, line up some hobgoblins
with heavy armor, pikes or halberds, pack 'em close
together so you can utilize Martial superiority, and
give them the polearm master feat and some
superiority dice, throw in a fireball-throwing war
wizard, a commander and a healer, and watch the
world burn. Oh, and traps. Don't forget traps.
The cool thing about hobgoblins is that they can
be as civilized as you want them to be. You can
have primitive hobgoblin tribes, cave-dwelling
underdark monsters, or illustrious empires of
smoke, fire and death a la Mordor. Or they could be
semi-civilized Vikings or Mongol-style steppe
nomads.
Hobgoblins are a swiss army knife of player
death. Use them well.
I can personally recommend researching a bit
about actual medieval military tactics to get some
inspiration for using them. Spoiler alert: Polearms
are your friend.

218
As a homunculus carries out the intent of its master, it will
Homunculus generally have the biases as the master. If the master hates
"At first I was just ignoring the little pecker. I mean, it was just elves, then the homunculus will, too.
a little thing slightly bigger than a bug, and with the witch and
the hobgoblin we had a full plate. Then the little bastard bit Behavioral Observations
me, and at first I thought, What the heck?, because it didn't While a homunculus has a personality that mirrors its master
feel like more than a pinprick, but then this wave of nausea when it is created, if a homunculus endures for a long time, it
came over me, and I got dizzy, and I realized that damn thing can develop divergent properties. Never will it turn against its
had poisoned me. But Erinor slapped it down with little more master, but it may develop a slightly different perspective on
than an off-handed swat and we moved on." certain things. For example, while the master may absolutely
-- Therion, the Archer. hate elves, the master's homunculus may be swayed by
repeated kindnesses it has experienced from elves and has a
Introduction slightly softer attitude towards elves. However, in the end the
Homunculi are tiny constructs. A caster of some sort creates homunculus has absolute dedication to its master to the point
the body and then infuses it with magical essence. The result of sacrificing itself in the service of its master.
is a tiny construct with a magical bond to the caster. The
creator (master) has a telepathic link that is restricted only by Inter-Species Observations
the fact that they have to be on the same plane to Like so much of a homunculus, their interactions with other
communicate. If the creator dies, so does the homunculus, as species is determined by the intent of its master. Further, if
it is the creator's magical essence that sustains the the master's attitudes towards other species change over
homunculus. A homunculus is similar to a familiar in many time, almost certainly, so will the homunculus' attitudes
respects. It follows the creator's telepathic intentions, it aids (perhaps with the aforementioned minor quirk).
the creator, and a caster can only have one homunculus at a
time. It, however, cannot deliver touch spells the way a
familiar can. Most homunculi are merely general servants
who perform mundane tasks for their creator, and, like
familiars, are generally incidental if combat ensues. However,
in combat, the homunculus can deliver a poison bite that can
have an influence. A homunculus can also carry a potion of
healing (perhaps two) that can it can administer to a downed
party member in an emergency.
Some casters are capable of creating more advanced
homunculi. There are innumerable qualities that can be
imbued in a homunculus.
Physiological Observations
Homunculi vary in appearance, and appearance is
determined by the creator. Usually the form of the
homunculus reflects the character of the creator. So a neutral
good life cleric might have a homunculus that looks like an
angelic cherub, while a neutral evil warlock might have a
homunculus that looks like an oversized bat. Some creators
deliberately create a homunculus that doesn't reflect the
master's nature as a deception, or for a special mission.
Homunculi often share a physically noticeable feature with
their master. A homunculus whose master has a nose of an
unusual shape, will often share that. Or an unusual eye color,
or thick/thin lips, etc.
Social Observations
Much about a homunculus is determined by its creator. A
creator that brings his homunculus to social events will
educate the homunculus in the ways of society even if it is
just a byproduct of exposure to social situations. But if a
homunculus is deprived of social interaction, it will be little
different than a beast.
Homunculi are mute, so communicating is difficult - except
for with its master via telepathy. Still via pantomime an
exchange of information can occur with a homunculus; they
are not unintelligent.

219
DM's Toolkit
At first glance, a homunculus is almost a throw
away monster. But if a DM spends much time, he
will see that for 10 XP, he can do some interesting
things with a homunculus. As written, the
homunculus can carry a potion of healing or two
and as a tiny creature it can take total cover in most
terrains - flying out to administer a healing potion
and then taking total cover again. Its ability to
impose the poisoned condition makes it a
challenge at any level that must command
attention for at least one attack. It can also use the
Help action in various ways.
If a DM is willing to modify the homunculus, it
can present a challenge greater than its CR0
implies by adding traits that specifically do not
increase the CR from the DMG's special traits table
(p.280-281). Specifically, flyby, and invisibility can
do nice things for a CR0 homunculus. So can
innate spellcasting, but one needs to make sure
that the spells cast do not increase damage,
effective AC, effective HP, or to hit. Further, note
that the homunculus is mute, so while innate
spellcasting often doesn't require the material
component of the actual spell, it would be a
significant variation to allow a creature to innately
cast a spell with a verbal component without using
a verbal component; so that brings the realistic list
down to the cantrips friends and minor illusion; at
3rd level there is counterspell and hypnotic
pattern, but that may be pushing the expectation of
a CR0 creature.
Something that I've done quite often, is reduce
the hit dice from 2 to 1 (giving it 2 hit points
instead of 5) and giving it immunity to other
damage types in addition to poison. The idea that it
is constructed lends it to the proposition that with
the right material, it could be immune to whatever
damage the creator chooses; I often use fire, force
(for eldritch blast and magic missile) and piercing.
There is no mechanism for a player character
creating a homunculus (in 5th edition). One could
have a spell similar to find familiar or add a Create
Homunculus Feat (if using Feats) or special magic
item (Manual of Homunculi).
Regardless, a good strategy is to allow the
construction of the base CR0 Homunculus via a
method of choice, and then allow for
improvements - different immunities, flyby,
invisibility, better ability scores, innate spellcasting,
(the list of improvements is limited only by the
imagination) Different improvements would
require different ingredients in the creation mixture
(for example, immunity to force damage might
require adamantine) and the search for those rare
ingredients are grist for encounters or entire
adventures.
Finally, the homunculus is a pretty good platform
for advancement. I've gone from a variant CR0
version to a CR20 version here.

220
Among their features the arms are most notable. Extending
Hook Horror a full 7 feet at times they have horrifying hooks for arms. The
"It starts as a slight tap, maybe a stone falling. You hear it arms seem to be structured as a cross between the clawed
again but as if two small pebbles fell. Then you hear it more leg of a beetle and a man's arm, until the elbow that is. The
clearly. The distant clacking of something knocking against claw extends 4 of the 7 feet past the elbow as a stiff straight
stone creeps closer and becomes louder. Pray you never hear single caw that turns back at the end in a wickedly sharp
a second source as doom may be upon you" hook. These claws are hard and strong, able to support many
--Ardonel Drow Scout times their weight. They have 2 main purposes for their
incredibly strong claws. First is that for battle which is the
Introduction most obvious. They can easily dismember and rend flesh with
a simple swipe. Second is for climbing. They use these hooks
This information was obtained through me via a hidden to find even the smallest jags in their tunneled environment
outpost in which I observed a clan of Hook Horrors for some and can climb just as fast as a man can move on flat ground.
time. This was constructed with the aid of a Drow city in Using their sharp foot talons to aid them they can even move
efforts to learn more of the dangerous creatures and how to at a walking speed across the rocky ceilings.
proceed with threats of a clan settling near a city. I also had Most of the creature's senses are dull and unremarkable.
traveled far from that city in efforts to find more clans, and They lack any real advantage in smell and though they can
while successful I didn't observe them for nearly as long as see well in very low light, this often doesn't aid them in their
the clan in which the observatory watched. almost completely lightless world. A Hook
The Hooked Horror is a brutal and gruesome predator. Horror's hearing is where they excel in sensing the world.
Their kills are not clean, they are not quick, they are not They can hear remarkably well and would put the most
merciful and they are not quiet. Clackers, Vulture Beetles, observant ears of an elf to shame. They mostly see in the
and Hooked Horrors are the most notable and common fashion a bat does via echolocations. This is where the name
names for them. They prey upon one and all. of clacker comes from. They tap the stones or their own hard
Despite their bestial nature they are cunning. Running into bodies in intensity equal to the distance they want to sense.
a Hooked Horror is an ordeal, but running into more than This bounces sound around them and back to them so they
that is a sliver at a chance of life. Unfortunately the latter is see through their ears. They also can see using the shrill
more common. With ambushes and surprise attacks that may horrifying almost mechanical sounding cry they emit
surprise even in the most visible conditions, they are experts sometimes. This cry is distinct as it is very high pitched, loud,
at catching prey. Never underestimate the hunters in the with clicking in the middle of a distorted vulture cry.
dark. Fortunately for most folk Hook Horrors almost exclusively
It is theorized by many, especially the Drow, that they are live in the underdark or deep cave systems. They are
descendants of the Vrock that have slipped into the extremely adverse to bright lights and have no means of heat
underdark to make their homes. This accounts for their regulation thus prefer the constant temperatures of cave
almost torturous way of killing prey and some physical systems. Drow who do live in these regions are quiet and
features they possess. I find this conclusion clumsy and cautious enough to usually avoid Clacker territory but can fall
uninformed, although I had not worded it that way to those prey to them if not careful as farmer to wolves.
who employed me. Despite their bulky brutish looks they are not stupid beasts.
They are omnivores of excellent hunting skills. While able to
Physiological Observations eat mosses and mushrooms they prefer meat. They love to
Hooked Horrors are monstrous in many ways. If one could ambush prey disguising their echolocations pings as soft
see in the lightless tunnels they roam it would strike fear into falling of a pebble every once in a while. Observant
their hearts. They are a large mix between a vulture and a individuals know pebbles falling are almost never rhythmic.
beetle that stands bipedal around 9 feet tall. They hide on walls, ceilings, over the lip of a cliff or anywhere
They have bird like featherless heads with large pale eyes, they have the advantage seeing around a blind spot. They are
large shelled bodies and stalky feet. The most notable is the hard to be spotted within their environment not only from
enormous hooked claws that serve as their arms. Despite darkness but also infra-red vision. The body temperature is
being monstrous looking the most horrifying experiences that very close to that of the stone around them making them
most have are the lead up to confrontation and that brutal almost invisible except to the most sensitive in that manner in
attack. sight. This all would be troubling if they were alone but alas
Their bodies are large beetle like shells that have sharp they usually are not. They are pack hunters.
spiked spines running down the sides and where the
backbone would be if they weren't exoskeletal creatures. They
have short wide almost vulture like feet ending in terrible
claws. Their beaks are sharp and able to easily tear flesh off
of the thickest skinned Basilisks. Despite their size, they are
remarkably light. Usually only reaching 400 or so pounds.
Being exoskeletal a majority of the weight is that outer shell
and the muscles to support them.

221
Social Observations Gatherers: usually males who organized in pairs find
lichens, mosses and mushrooms for an alternative food
Hook Horrors are surprisingly a clan based society. An source. Organized by the Matriarch though often autonomous
astonishing finding if ever I had one. They live in groups of 20 most days.
to 30 individuals ruled by a large Matriarch and to a lesser Guards: Usually females that scouted not far from the
extent a Patriarch. The females live in their communities community and organized by the Matriarch. They also were
caring for them in all aspects. The males are the hunters and mobilized to deal with larger threats and prey needing the
the Patriarch is the coordinator of hunting groups. These attention of more than a hunting team.
clans etch out hunting grounds and fiercely defend them from Teachers: usually females that over looked young in the
any and all creatures. community. It's also seems that these are the only child
What makes this society possible is that Hook Horrors bearing individuals as only teachers were observed in being
surprisingly have a language. They clack their claws or grunt mated with.
to make complex noises forming if not words at least ideas of
communication. The depth of which this language goes is a Other Species Relations
complete mystery as it was far beyond my understanding. Hook Horrors are not interested in communicating with any
They communicate seemingly with no regard to others other creatures despite our best efforts. In first attempts they
communicating. As in they say what they need and then act didn't respond to long distance mimicking of clacking of
based on other information if needed. I almost considered it a wood or bones against cavern walls. We had even tried the
hive mind but it seems that they are individuals in large claw of a deceased individual and still no response
understanding. The community is constantly clacking with despite knowing where we were based on their
communication through all hours. communications. They usually attack any individual in their
Hook Horrors all listen and obey the Matriarch without err. territory and hunted as prey if possible.
Only the patriarch commands such attention as she, but only Hook Horrors kill and eat almost any creature. They will
from the male hunters. The matriarch often is very loud and fight with a ferocity and brutality almost unmatched by any
commanding in the communication and roams the being. They are not interested in fighting to the death though
community boarders. I theorize she's the clan's primary guard and when an individual is too hurt to fight or feels
and protector which may be why she commands such outmatched they run or more often climb to safety. This is
attention. In one occasion I did see a male hunter from purely on an individual basis as other member care not to
another community approach the home of another clan only flee. Only 1 creature was observed in which they avoided and
to be summarily killed brutally and without hesitation by the that was a shadow dragon that was passing through the
matriarch. observed clan's territory.
Mating seemed to hold no reason among the individuals it As mentioned before they are excellent ambushers and love
just seemed to happen. They didn't have any courtship or to drop upon prey from the ceiling plunging their claws into
regular partners. It just seems that some females are mated victims. The attack with lunging strikes of their arms and
with at certain times of the day by various males. This attempt to knock down then finish opponents. They often
behavior for reproduction indicates to me that they are not hook legs and pull tripping or sometimes severing the
too fertile and require multiple sessions to bare children. appendage. They seem to need no other means of attack and
While Hook Horror ages are hard to tell it seems they only swipe with their claws with abandon, unrelenting in the
live within the span of 3 decades. No reports of an individual assault. They are not particularly fast in their swings but they
Hook Horror have been seen for any more than that. Young are powerful.
are cared for by many females and are hatched from clutches When faced with foes they attack with abandon. They are
of eggs. The female after only a few months of gestation lays best described as clumsy fighters and seemed to only attack
these eggs in a seemingly community incubator that was in general areas. When a creature takes the hit or blocks the
placed near a warmer area of the cavern. I suspect under a next claw comes right in. There's a hesitance if it misses its
warm draft from a natural vent below. strikes. It seems to agitate them when missing as they
Young seem more beetle like with only the vulture head scream out the grating screeches between strikes. I theorize
and feet distinguishing from their insectile nature. The arms that this is not the case though as they rely on echolocation
and legs are much as like an adult but the claws are for sight. Each hit makes a sound allowing them to see to
significantly shorter and seem to grow with age. Instead of strike again. If the opponent is quiet enough they have only
standing upright immediately, much like humanoids, they that to go on and when they miss they shriek to see again. Of
seemed to learn how to stand and walk in the earlier years of course this isn't confirmed as not many of the Drow were
life. Caretakers of the clan seemed to rotate with different age willing to fight the creatures and only sent slaves to battle
groups up until adulthood. It seemed that no biological which posed little of a fight.
parental importance was given or even known among the Their evil and cruel nature came from when they won a
community. Each member had their place and worked fight. While gruesome and it chilled me to watch I needed to
accordingly. These members were not hard to distinguish and in order to properly record what happens. If a foe is downed
were as follows: usually they are unable to finish the being quickly.
Hunters: usually male and organized by the patriarch. They
hunted for food to bring back for many hours at a time.
Teams of 3 to 6 would venture out looking for food.

222
As their strikes are more so aimed in the general direction of
the opponent they often don't hit lethal areas. This causes a
death that can take many blows that don't kill immediately. I
would surmise that this is due to their reliance on
echolocation for battle and less so out of any malice or
cruelty.
Variants
There are a few differences in types of Hook Horrors that
were discovered in my extensive research
Black Clacker: This is the main variation in which is
described above. They are usually 9 feet tall and dark grey to
Black in color.
Volcanic Clacker: These live in the hotter and more volatile
areas of the underworld with crimson shells and claws with
yellow to orange coloring elsewhere. Their shells are
perforated and blow lethally hot steam that releases excess
heat stored in their bodies.
Stag Clacker: These types live in the more brightly lit areas
of vast underground mushroom forests. They are far less
hostile seeming to mostly eat the provided fungi in their
homes only with opportunistic kills for meat. They climb the
giant stalks and hang in the underparts of the caps if easy
prey happens their way. Their communities are more lightly
guarded be more death traps for unsuspecting creatures.
They are a soft purple or blue that more or less mirrors that
of the glowing mushrooms they live amongst. They also are
smaller standing usually only 5 to 6 feet tall. They are called
stag clackers for the almost stag beetle like horn protruding
from the top of their shell up and over their head.

DM's Toolbox
Hook Horrors are a great ambush for a party. They
also can be a wonderful tension builder with a
strange clacking noise growing and growing to the
crescendo of a brutal fight. Don't be too hasty to
make them mindless brutes although they may
conduct battle as such.

223
Hydra Social Observations
More than any other creature, a Hydra is driven by an almost
Introduction crippling hunger. The regenerative qualities of the Troll
Depending on the bard, the legends of the origins of the demand constant sustenance. A Hydra will only interact with
Hydra are based in a trickster god, witch coven, or a plot of another when pursuing a common prey, or when mating.
terrible diabolism. Whatever the entity, the Hydra is believed Otherwise, all other creatures, especially other Hydras, are
to be a blend of Troll and Dragon. Most scholars contend that competition for desperately-needed food. Hydras originate in
the marrow of a Troll (that is, the source of its astounding magical or alchemical processes, but have since survived to
regenerative abilities) is somehow implanted in a Dragon's reproduce on their own. Male Hydras are one of few
egg. Due to the incredible care and dedicated protection creatures in the world that have been seen attempting
normally taken to their eggs, it must be assumed that the intercourse with a non-consenting female. As such, female
parent Dragon has either condoned the act, or was slain in Hydras sleep with at least one or two heads awake, to
guarding its young. Both prospects are quite troubling. threaten off encroaching males. On the other hand, female
Hydras will often forsake their young after laying their eggs,
Physiological Observations sometimes even eating them themselves. Male Hydras will
keep watch over any eggs they happen across, and will also
A Hydra hatches wingless with a single head, and assumes sleep with one head awake. This seemingly distorted
this is the norm, and will protect this head as much as we behaviour, of a male with a maternal instinct and a female
might our own. Either due to predators, or to artificial disinterested in her young, has been accorded to the
influence, a young Hydra will eventually lose its head awkward mingling of the Draconic and Trollish natures, the
(wizards have perplexed themselves endlessly, trying to former demanding the perpetuity of its own glory, and the
explain the sensitivity of the spinal column in these creatures, latter filling it with a short-sighted hunger and natural
but to no avail). It notices, as we do, that the injury not only propensity for violent cruelty.
heals, but heals in double the quantity of what was lost. This
is, as astonishing and influential though it may be something Behavioral Observations
of a loaded gift. A Hydra finds its ideal state to be between
three and six heads. As it begins to accrue more, the mind Hydras are either eating or looking for something to eat, and
begins to fracture, as the brain (located deep in its guts) everything in between is incidental. Even mating is relegated
struggles to adapt itself to the growing number of as an inconvenient itch needing to be scratched. Sleep is
appendages. Upon surpassing about fifteen heads, a Hydra's useful only for digestion. The beasts are defensive and ornery
mind begins to break down completely. The greatest number when eating, and hunting when not. Any animal or humanoid
of heads seen on a Hydra was sixty-one, and the creature was is open game, though larger creatures are preferred. A truly
a pathetic mess. It was put down more out of pity than any desperate Hydra will risk an attempt on more dangerous
other cause; indeed, the beast seemed to be hardly aware of prey, such as humanoids or magical beasts. If it cannot feed
what was happening around it. In other respects, a Hydra for an extended period of time, a Hydra will retreat to a cave
follows many rules similar to Dinosaurs and Dragons. or crevasse and enter a comatose state. Such creatures are
Overlapping scales form a natural armour, useful for its role likely the monstrosities of legend, with enormous bodies
as a predator of larger beasts (the rhinoceros is a favoured swelled from decades of rapacious feeding, slumbering in the
delicacy). It is a warm-blooded creature, allowing it to survive deep places of the world.
in a myriad of environments. However, particularly arctic
conditions can prove deadly, as it goes unprotected by fur. Intra-Species Observations
Heralding its Draconic heritage, Hydras have been observed Almost all animals are seen as more or less dangerous
utilizing fire and ice based breaths. The source of the power sources of food. Evil outsiders and mortal tyrants exploit this
does not lie in its chest, but in each individual head. In lieu of indifferent penchant for killing, using Hydras as terrifying
the brain, the fiery organ of Dragons is found in each skull. guard dogs. No matter how often they feed it and placate it,
Fortunately, it is less of a breath so much as a temperature- the creature will always have enough appetite to feed on
responsive mucous. The slime coating its throat is expelled, would-be heroes. Hydras can seem unpredictable, but quite
and ignited or chilled by the cranial organ. The Hydra only the contrary: few other creatures can be relied upon in such a
unleashes this power when it feels particularly threatened. cause-and-effect way.

224
DM's Toolkit
Hydras make for great oh, no, not now moments,
as additions to bosses rather than bosses
themselves. Paradoxically, Hydras are more
dangerous at higher levels, as taking 25 points of
damage at once severs a head, regenerating two for
one at the end of its turn. Fire and acid negate this
problem, just as with Trolls, but it can still quickly
grow out of hand for a melee based party. Think of
the encounter in Disney's Hercules. Also effective
is its water-breathing. If you just have one head up,
it can look like a big water serpent. You can have
two or three heads coming up at a time before the
party figures out there's more to the story beneath
the water's surface. And look at all that it is
resistant to! This sucker, as long as it has more
than one head, has advantage rolls on being
blinded, stunned, charmed, deafened, frightened,
and being knocked unconscious. Depending on the
edition you are using, a Hydra may or may not have
a breath weapon. If it does, using it as an opening
can seriously unnerve your party. If you can, spread
the usage out, so you have one head doing it at a
time. Hydras don't have that big an encounter level,
but used right, it can be a terrifying and
unexpected problem.

225
When Intellect Devourers are being created, the brain of
Intellect Devourer the thrall is injected with a serum. This serum is created
"Don't cry. We have no intention of eating your brain. In fact, from the venom of the Violet Fungus, the venom of 4 separate
your brain is going on a wonderful journey. " snakes, and Alchemist's fire. This strange serum is injected
-- Qorik El-Slurrk, Mind Flayer. into the brain as a team of mages chant long spells which
protect the brain from damage and allow the brain to absorb
Introduction the serum. This serum's absorption drastically modifies the
brain allowing it to sense any sentient creature in a 300 foot
Intellect Devourers are perhaps the foulest creatures to radius. Sometimes, not all of the serum is absorbed and
inhabit the known Universe. Generally, these vicious and evil develops into pockets. No more than 3 pockets form in a
monsters spend their time in the service of Mind Flayers in single Intellect Devourer. These pockets do not damage the
the Underdark. They are perhaps the most deadly creatures Intellect Devourer but an unfortunate adventurer may pierce
to wander these lower realms, despite being in control of or cut into this pocket causing the serum to spray and
their masters. These monsters pose the largest threat to damage or destroy his/her weapon as well as, in worst case
sentient beings because the intelligence of sentient beings is scenarios, permanently damage or kill the adventurer. 1 in 5
their food. Even the stupidest of trolls can become a feast for Intellect Devourers have the serum pockets. There is no way
these monsters. Combined with their extraordinary ability to to differentiate between those with pockets of serum or those
find and hunt prey, the Intellect Devourer's ability to control without.
the bodies of those it has consumed allows it to lure more Intellect Devourers cannot speak but do understand deep
prey. For this reason, it is most dangerous to traverse the speech. They can communicate using telepathy if the
underdark alone. creature they are attempting to contact are within 60 feet of
them.
Physiological Observations
The Intellect Devourer stands around 1-2 feet tall with the Creation Methodology
majority of its body, exactly 68% actually, being a brain In this section, I shall highlight how the Intellect Devourer is
enveloped in a crusty coating. This crusty coating is a paste created. I will be going into as much detail as I can, however, I
applied during the ritual used to create these monsters made shall leave out the specific spells as some moron may attempt
from the bones of a Mind Flayer's thrall mixed with powdered to use my research to create these aberrations, which would
iron and spells of protection. These spells preserve the brain then kill him and return to the Mind Flayers.
preventing it from deteriorating. The remaining 32% of the The first step of the creation process is obtaining and
beast are its 4 beast legs on which it walks. These legs nurturing a suitable brain. Intellect Devourers require healthy
resemble the legs of a lion or tiger. Once in my life, the legs brains that are somewhat intellectual. Generally,
were reminiscent of a dragon's. These legs have claws which children/baby brains are great because they allow the Mind
act as powerful weapons for the Intellect Devourer. Flayers to put the information they consider best in
Intellect Devourers are blind. However, they can still "see" immediately. They usually kidnap the children of sentient
thanks to their enhanced senses. These senses allow them to beings for this reason. These thrall are evaluated. 3/4ths of
"see" up to 60 feet only though. Beyond that range, they are the thrall is used for food. The other 1/4th is nurtured for two
effectively blind. years to become Intellect Devourers. They are kept far away
Intellect devourers are particularly deadly to anyone who from the food thrall to avoid the Intellect Devourers from
has ever progressed past infancy. What makes these "catching the stupid". For adults, they spend the 2 years in
monsters so strong is that they attack multiple ways at once. libraries learning. Babies have the information placed in their
They first strike with their powerful claws which breaks down minds telepathically. After the two years, these thrall are
any mental barrier their prey might attempt to erect. Then, taken to a laboratory.
they launch a powerful mental attack. If the mental attack In the laboratory, they are tied to stone tables. There are
succeeds, they devour the intelligence of the prey potentially usually 20 thrall in a single ritual. There, a slow acting poison
erasing their minds and then stealing their body. This stolen is administered to the thrall. The poison's contents are a
body acts a puppet under the Intellect Devourer's direct closely guarded secret. It has the foulest of smells. I describe
control and helps it lure more thrall. When in control of a it more in my book, My Time with the Mind Flayers. For the
thrall, the Intellect Devourer can speak any language a thrall next 5 days, the poison slowly and horrendously painfully
speaks. melts away any viruses, bacteria, and immune cells in the
Perhaps what makes the Intellect Devourer even more body of the thrall. The screams of pain caused by this poison
deadly is its incredible resilience. Thanks to the crusty often echo throughout the Underdark.
coating covering it, the monster is immune to bludgeoning of Next, a second poison is administered. This poison is made
all kinds. It cannot be pierced or slashed by any weapon that of dragon's blood, troll fat, and nightshade. It serves to
is nonmagical. It cannot be blinded or put to sleep (they don't remove all senses from the body of the thrall as well as
sleep). It's tiny size makes it hard to hit as well as makes it eliminate the ability to talk for the thrall. As it courses
fairly stealthy. It's perception makes it hard to fool as well. through the body of the thrall, spells are cast which allow the
thrall to communicate telepathically. After an hour, another
dosage is applied. This dosage strangely makes the thrall only
obedient to the Mind Flayers, the reasons for which are still
unknown.

226
Next, the thrall is commanded to kill 10 babies to make sure
it can act heartlessly. Those which fail to do so, undergo the
process from the beginning. Those who pass, continue (19
out of 20 usually pass). These are tied to the stone slab again.
Another poison of banesroot and deathcap is administered.
This poison slowly suffocates the thrall over 3 days while the
team of mages cast spells protecting the brain and nervous
system.
Once the thrall dies, it is sedated and brain and nerves are
removed. The nerves are cut away. The brain is covered in the
paste mentioned earlier and the serum is injected at this
point. Then, the brain is drenched in the blood of a baby
while a particularly cruel spell is cast. This causes the legs to
grow and finishes the process of creating the Intellect
Devourer.
Social Observations
Intellect Devourers are vicious to any sentient creature that is
not a Mind Flayer. However, they remain neutral to non-
sentient creatures and act as guard dogs for Mind Flayers.
They are incredibly loyal for the Mind Flayers and serve them
in anything that Mind Flayers ask for. They work primarily in
this relationship as hunters obtaining thrall for the Mind
Flayers.
Behavioral Observations
Intellect Devourers are vicious and intelligent. They stalk
their prey launching attacks from places that are least
expected and usually prefer attacking solitary prey. They
often separate the weakest member of any group and then
steal their bodies. Using this body, they lure more prey and
then return these thrall to the Mind Flayer cities. As masters
of stealth, surprise attacks are the favorite tactic.
Amongst the Mind Flayers, they act just like hunting dogs.
They are good guards as well.
Intra-Species Observations
These monsters usually enjoy each other's companies. They
hunt together in groups of 2-5 and act like wolves sometimes
hunting in packs of larger. The oldest Intellect Devourer is
usually the leader of these packs. They do not breed. Intellect
Devourers are particularly fond of the moment when a
creature realizes that it's loved one is brain dead and was just
used to lure them into death.

DM's Toolkit
So, how can you use the Intellect Devourer in your
campaigns? First and foremost, they serve as one
of the strongest opponents for lower level parties
especially those who do not have magical weapons.
They force the party to run and use tactics rather
than try to fight straight away. They are also great
for trap encounters when your party is careless in
caverns or attempting to break into a Mind Flayer
settlement. Against larger parties, using trusted
NPCs under Mind Flayer control to show the party
how easy it can be to be betrayed.

227
An Invisible Stalker attacks as air does. It batters brutally
Invisible Stalker tearing apart its quarry with blunt force. The Invisible Stalker
"We were supposed to protect Balthur Jorgenson, the has two methods of attacking with blunt force. The first
ambassador to the Elves during the 16 Year War. We weren't method is to surround the foe with its body before smashing
really worried seeing as we were in his office. One second he inward with condensed force crushing bones, muscle tissue,
was talking to us about how it looked like the peace and organs. This method is used when the Invisible Stalker
negotiations were about to be a great success, the war about wishes to impart a faster death to its opponent. Against foes it
to end after 3 long years. The next second, I felt a gust of particularly dislikes, the
wind and heard a scream. Balthur Jorgenson looked like he'd Invisible Stalker takes its time. It flies by the opponent
been beaten to death by a club. Never knew what hit him." twice smashing into the limbs of the prey brutally ripping the
-- Oric Smithson, General of the 7th Kingdom. enemy apart, literally. Both methods are used primarily for
assassination.
Introduction Invisible Stalkers are immortal everywhere but the Air
Plane. When killed in any other plane, the Invisible Stalker is
Invisible Stalkers are faultless trackers and merciless freed from its containment and returns to the Air Plane.
hunters primarily composed of wind from the Air Plane.
These monsters are summoned by powerful magicians to do Summoning process
their bidding. Once summoned, these invisible elementals To summon an Invisible Stalker is a strange task that is only
only obey their masters. They remain on any plane the master a little complicated. The most complicated thing about
summons them to which is outside their home, the Air Plane summoning this monster is that it requires a tremendous
as long as there is magic provided to bind them there. These amount of energy to be expended since the Invisible
monsters are often the perpetrators of crimes such as murder Stalker draws energy to remain on planes that are not the
and theft that go unsolved. Air Plane. To counter this large drain of magical energy from
one's body, it is recommended that for 2 weeks prior to
Physiological Observations summoning this monster, an object be used to store the
Invisible Stalkers are made entirely from Air. As a result, as magic in. The better the quality of the item the magic is
the name indicates, these elementals cannot be seen. They stored in, the more magic can be stored in it. The magic in
can still be heard and felt however. They do not possess any this item should be replenished as needed. The moment the
particular form either. A see invisibility spell used to detect magic leaves this item or this item is destroyed the caster's
these monsters would only show the vague outline of these hold on the Invisible Stalker is destroyed.
monsters. A spell or potion of true sight will show a roiling To summon an Invisible Stalker, first a gate must be built.
cloud. Many times, when one feels a sudden gust of wind or The best gate for this situation would be timed gate for which
hears sudden wind, it is simply an Invisible Stalker is passing. your magic storage item can act as the key or for safety, one
Because they are made of air, Invisible Stalkers do not eat, might choose something different. Once the gate is open, the
drink, sleep, or rest. They cannot be restrained able to slip proper incantation need to summon the Air Elemental is
through the smallest of holes or gaps. Invisible Stalkers do Beri mr byr. Uppfylla skir mnar. This spell also enslaves
possess size however. They are considered large creatures the Invisible Spirit to your will. Once this is done, a command
because of their size making them approximately the size of a must be given to the
golem. However, they retain the principles of gas that they do Invisible Stalker. This command must involve retrieving
not have a constrained volume and can expand or shrink something or killing someone otherwise the magic holding
provided that they do not become too compressed or too the Invisible Stalker will release and the Elemental will
expanded. The most an Invisible Stalker can expand is to 4 return to its home.
times its size and the most it can compress to is 1/4 its size. A word of caution here: The Invisible Stalker resents tasks
Because the Invisible Stalker is made of air, it cannot be of complication or length. If given such tasks that are not
knocked down. Far more importantly, the Invisible stalker is perfectly clear, it will find ways to pervert them. For example,
incredibly hard to hit or even touch by ordinary means. Only if you command this monster to hunt down the hooded dwarf
magic or magical weapons can hurt the Invisible that attacked you last week, it will kill every hooded dwarf it
Stalker. This trait combined with the Invisible Stalker's finds, leaving copious evidence that it was your fault.
invisibility makes it even more formidable as an assassin.
Even with magical weapons, the Invisible Stalker is hard to Behavioral and Social Observations
attack. Its ability to change form allows the The Invisible Stalker does not speak with anyone but its
Invisible Stalker to avoid attacks fairly well. master. It understands common but can only speak Auran.
Invisible Stalkers, as air, are resistant to poison. They The Invisible Stalker is not a social creature. They do not
cannot be paralyzed or put to sleep. They cannot be knocked work with others. They do not enjoy companionship from
unconscious. As air, they can escape their foes momentarily those of other plains other than Auran. They are merciless,
using their incredible speed to replenish health quickly and ruthless killers or retrievers who wish only for freedom and
easily from the air present in their surroundings. To to return home. They are chaotic at times and lawful at
completely heal from a totally weakened state, the Invisible others. They can serve those who are good or evil.
Stalker takes exactly 2 hours. This speed, durability, and
invisibility make the Invisible Stalker particularly strong. It
does not tire. It heals quickly. Worst of all, it hunts without
giving its opponent more than an hour or two of respite.

228
They are truly neutral much like wind is. Like the wind,
Invisible Stalkers do not forgive. They do not pity. They do not
care or love. They are primal forces of nature driven to fulfill
their task that's it. If you are ever unfortunate enough to
encounter one improperly equipped, do not waste time
attempting to reason or fight. Simply run.
In their home world, the Invisible Stalkers are simple Air
elementals which converse with others and enjoy their time
flying freely and rather happily.
Interspecies Observations
Invisible Stalkers do not work together when they are
commanded by a master. If commanded to do opposite tasks,
they will happily kill each other comfortable in the knowledge
that doing so will only return the other to freedom in the Air
Plane.

DM's Toolbox
This is probably my favorite monster to have in my
Monster tool kit. It's incredibly strong and hard to
stop. It's invisibility means that it's hard to detect.
The ability to squeeze through cracks, compress,
and expand makes it hard to predict and harder to
prevent. It makes the perfect assassin to send your
PCs running all over the place frantically especially
if they don't know what's going on.
The best way, in my humble opinion, for the
Invisible Stalker to be used is just as an assassin. It
can be used as a great plot hook. The important
and powerful citizens of a city are suddenly being
wiped out and no one is ever seen approaching
them. All that is ever discovered is an open window
and a breeze.
Another great way for your villains to antagonize
the PCs is for the PCs to be assigned to guard
multiple people in the city and then have the
Invisible Stalkers assassinate these members. If the
PCs were to be after an artifact or protecting the
artifact, if the artifact suddenly lifted into air and
flew away, then they'd probably be thrown for a
huge loop.

229
Jackalweres have only a limited sense of how to behave
Jackalwere around humans and are difficult to get along with for an
The common Jackalwere, like it's cousin the Wolfwere, bares extended period of time. Their animalistic nature leaves them
a passing resemblance to the traditional Therianthrope. with little sense of personal space and a complete lack of
However their origin is much less tragic than that of the table manners. The Jackalwere's preferred target in this form
Were-creatures. The name is an obvious compound of is thus the traveler and the outcast, particularly those who
"Jackal", a scavenging animal found normally in warm sleep rough.
climates and an archaic word for "Man", owing to their ability The hybrid form is the one in which a Jackalwere can be
to take human form. The typical diet of a Jackalwere consists recognized for what it is, and also the one to which they
of... revert under the influence of anti-shapechanger magic. The
-Septimus, Titus G. Magnus Libro Monstra Fortis: Ventura head of the Jackalwere becomes that of a Jackal, and they
Publishing, 349. grow thick fur all over their bodies along with vicious claws
and large paws. This is the form in which a Jackalwere will
Introduction prefer to fight humanoids, holding them down with their
hands and devouring them alive with their teeth.
The Jackalwere is to the common bandit or conman what a
lion is to a housecat, though they are fundamentally similar Social Observations
things one is a much more dangerous foe. A Jackalwere lives Jackalweres are not inherently prone to liking one-another,
a similar lifestyle, one of confidence trickery and bloodthirsty though some affection has been observed for litter-mates and
raiding, but the end goal is much more deadly: a square meal. partners. For the most part Jackalwares will live among their
Ravenousness characterizes the Jackalwere and most of its animal kin, using their unusual influence on them to turn
actions are dedicated to finding more ways to sate their them into a pack of deadly hunters. However in hard times or
bloodlust and hunger. during migration to new areas groups of up to ten have been
It is not uncommon for Jackalweres to be mistaken for observed to travel together, presumably for mutual safety.
Lycanthropes; however there is no evidence that the The Jackalwere mates only in its Jackal form and shows no
condition of the Jackalwere has ever had anything to do with interest whatsoever in anything not a jackal or a Jackalwere.
the curse that creates Lycanthropes and the few who have The children of two Jackalweres are always Jackalweres,
ever been interviewed have found the concept insulting. Also while those born to a Jackal and a Jackalwere have a roughly
unlike the Lycanthrope Jackalweres are unaffected by silver, 30% chance of being Jackalweres. A Jackalwere mother gives
instead finding weapons of Cold Iron to be anathema. The birth quickly, typically within 4 months; to what appear to be
Jackalwere must therefore be classed as a separate race of ordinary jackal pups. These pups grow at a similar rate to
demihuman, rather than an unfortunate afflicted by a curse. dogs and within a year can assume hybrid form, with the
The question of origin is one still under debate; various ability to transform into a human firmly established by the
scholars advance the theory of the meddling of an outside age of three when they are considered fully grown.
influence as in the case of Gnolls. Others reject the idea of Though Jackalwares usually live away from other members
outside interference and contend that the of their species they are not totally isolated, observations have
Jackalwere originates in mortal experimentation or wild shown that each Jackalwere and its pack of jackals forms just
magic merging the spirits of man and jackal into one being. one part of a complex hierarchy of respect and submission to
elders. When Jackalweres cooperate, typically under outside
Physiological Observations influence or to pull off a raid beyond the abilities of an
Long-term observations of a single Jackalwere reveals them individual, they are almost always coerced in some manner by
to have a shapechanging ability that gives them great the oldest and wisest of their number, who also commands
elusiveness and ability to physically blend in. However their the most jackals.
humanoid mannerisms are often underdeveloped and they
lack the forethought or sophisticated physiology of other Behavioral Observations
shapeshifters such as the Doppelganger. Jackalweres resemble nothing so much as a slow tide when
A Jackalwere employs three forms: a jackal, a humanoid they migrate. Disliking the idea of staying in one place forever
and a hybrid. Its jackal form is only distinguishable from the and always keen for fresh blood each individual will slowly
mundane animal by the way it acts: the common jackal follow the lead of its overarching "tribe" and move across the
becomes much more submissive in the presence of a landscape. Its pack may accompany it if it is sufficiently
Jackalwere and a pack of jackals becomes much more strong or charismatic enough to make them. A tribe of
aggressive when lead by one. Jackalweres has a hunting area of hundreds of miles due to
The Jackalwere's human form is likewise physically their dispersion and their mobile nature means that
indistinguishable from that of an ordinary human, the beast establishing an exact range for their activities is near futile.
is capable of modifying its human form at will to disguise
itself and get closer to human targets. Typically though

230
Inter-Species Observations
Other species are regarded as food by Jackalweres, who DM's Toolkit
make no real distinction between sentient and non-sentient
creatures when selecting prey. Jackalweres are ruthless The Jackalwere is a creature without a huge deal of
predators and any semblance of empathy shown for anything background, meaning that there's a good deal of
that isn't themselves is usually a lie, indeed Jackalweres are leeway for you to mess around with it. This means
consummate liars in their interactions with humanoids and that you can have them organized however you
often seem to be physically distressed by the idea of telling really want and have whatever origin you need to fit
the truth about themselves or their plans. the story, a blank slate of background lore.
The Jackalwere makes a great fakeout for
A Jackalwere tribe can be convinced to go along with a Lycanthropy. Confuse your party when the human
villainous scheme or to join an army on a temporary basis, if tracks lead AWAY from the gory crime scene and
they can be convinced that it will allow them to kill more than then turn into animal tracks, rather than the other
they would otherwise be capable of. A way around. This can also make adventurers
Jackalwere's loyalty is fleeting however, and they have little paranoid about getting bitten, when in reality the
concept of discipline. Their tendency to bring packs of Jackalwere isn't contagious at all. That plus their
scavenging jackals with them is also a drawback to any evil canid jaws makes them an excellent faux-werewolf
overlord. Altogether they make poor minions in anything but to pull the wool over a player's eyes.
dire circumstances, and are more likely to be eliminated as a Fighting the Jackalwere promises a struggle,
nuisance to a conquering force or villainous fiend than they though they are savages who love nothing more
are recruited. than killing and eating humans and demihumans
As yet unmentioned is the Jackalwere's most powerful they can be surprisingly intelligent and cunning.
weapon, its hypnotic gaze. The mechanism by which this They aren't simple beasts and will lay ambushes,
works is similar to that of most traditional enchantment set traps and gain the confidence of their food
before sending them to sleep with a look. If the
magic, however it is inborn rather than learned. In any form gaze fails then the Jackalwere usually has its pack
the to hand, who will fall in like a pack of dogs and act
Jackalwere can use this strange ability on a creature that is as a coordinated group. Picture a cross between
not hostile, which will put their target to sleep and allow for Kobolds and Gnolls.
easier feeding. Many will avoid this however if they feel there If a villain is hiring Jackalweres they will usually
is more fun to be had in the slaughter of a conscious and be destructive, ill disciplined and prone to
screaming human being. impetuous action. Unused to gathering together
for a long amount of time younger ones may fight
amongst themselves and generally they make
themselves a nuisance to all involved. However as a
blunt instrument for a larger intrigue they are
highly effective, good at causing terror and panic in
locals and generally wrecking havoc.
As a template Somethingware has some
potential, animals who transform into humans (no
curse involved) could be used for subtle purposes
such as a Snakewere or a Spiderware, or for big
bruisers such as a Tigerware, a Wolfware or an
Elephantware. However it's a bit of an odd one that
players will probably be weirded out by, apply with
caution.

231
Dissection confirms that the arm and shoulder muscles
Kenku have no apparent capacity for flight, even a vestigial one. My
A knock at the door, a low moan of pain from outside. "Let dissections were further concerned with how these creatures
me in," I hear the voice groan, slightly muffled through the are able to mimic sound so precisely. By dissecting several of
cheap, flimsy door. "Let me in," the voice says again, "please." the captured number, I have found in each of them a
I ignore it. There's work to do, information that must be resonating chamber in the throat surrounding the vocal
transcribed from memory with regrettable hastiness, and for cords. This semi-bony chamber is partially
that--those colleagues of mine who might read this sloppy compartmentalized, and I am certain that manipulation of the
draft--I apologize. vocal cords within these chambers is what allows them to
make such unconventional mimicry possible. Despite the fact
First Encounter that they can imitate spoken words and phrases, and sound
precisely like the original speaker, they seem incapable of
The squat little creature steps out from behind a crate further forming language on their own. Perhaps some kind of mental
down the alleyway, shuffling in heavy, ragged robes. A deep deficiency explains this.
hood covers its head, which it keeps bent downward into even I'd also heard stories that thieves and other miscreants had
deeper shadow. It drags its feet along the paving-stones, I used these animals to forge documents for them. Curious, I
note, because it doesn't want to risk revealing them by provided one with ink and parchment, showed him an old
walking normally. Its arm reaches out, palm turned upward map of the city from the days of its founding, and ordered him
to the sky. From the hood comes a gentle clinking sound, to replicate it. Though I'd only allowed the thing to look at the
exactly like coins jingling in a coinpurse. map for approximately two minutes, he was able to copy it
"What's this?" This dim query comes from one of the hired down to the tiniest detail. I marveled at this, noting that the
hands to my right, one of two brothers. New to town, I'd creature had even included a smudged ink blot over one of
managed to snatch them up for some work before the tongue- the western gate's watch towers, a blemish from the original
waggers could scare them off with slanderous lies. Not map.
terribly bright, but...
"What is this?" He asks again. "Where's the baby you were Social and Behavioral Observations
looking for? We came in here because you heard a baby The Kenku appear to live in small communal 'flocks,' for lack
crying..." of better term. Their area of the slums is rarely traveled, but
"There was no baby," I cut him off. "Keep your eyes open." interviews with residents nearby have led me to believe that
The hunched figure gestures its open hand at me again, this city's flock is comprised of anywhere from twenty to
more urgently this time. The sound this time is of heavy gold thirty individuals at most. Considering the size of the city and
coins hitting a wooden table-top. I smile thinly. the ample opportunity for thievery, begging, and scavenging
"No," I tell the figure. "You'll get nothing from me." that it provides, I can assume that flocks at smaller
The figure then makes another sound--that uncanny metropolitan areas would shrink accordingly.
accuracy!--and this time it's the sound ripping leather, a purse I can determine no form of government, no rigid social
torn open, and coins scattering violently on the ground. As if structure, no alpha male or female. Observations of the
this were some signal, three more hooded figures suddenly captive group in their pen shows constant infighting, sharp
slide from out of the shadows of the alley, creeping towards words and glances exchanged. The Kenku communicate with
us with knives drawn. The one in front of me rears up, one another in silence most of the time, using only brief
stronger than its originally hunched form would suggest, and gestures and exchanged glances to convey some kind of
for the first time its long, dark beak is visible in the dim light meaning to one another. Only when conversations become
of the alley, its clawed birdlike feet poking out from under its apparently heated do they use sound, stealing expressions
cloak as it shifts into an attack stance. Small round eyes flash and noises from other creatures; a dog barking while angry, a
as it, too, reaches for its blade. woman's long sigh when acquiescent.
"Leave at least two alive," I tell my hirelings as they hastily They choose the darkness and the squalor, I am certain.
draw their own weapons. "I'll need them." They shrink from my torch when I draw near to their cell,
their eyes sparkling with understandable hatred. They are
Physiology and Appearance vengeful creatures, spiteful. I had focused my one-on-one
A total of ten Kenku were captured over the course of two behavioral observations with the Kenku I'd referred to as
weeks for observation. Six currently remain. 'Mapmaker.' It was through him that I learned that their
Direct observation of the creature with clothing removed written and verbal mimicry seemed limitless, and had
reveals a fairly squat, but strong, animal. Bipedal with rewarded Mapmaker with clothes and extra food.
humanoid proportions not dissimilar from dwarves, the After two days of this, I found Mapmaker lashed to the bars
Kenku tend to stand approximately four to four and a half feet of the cell by his entrails, his broken arms spread wide. The
tall, though the creatures tend to sulk and slouch. clothes I'd given him had been torn to ribbons and draped,
Their skin is dark, with individuals of the species varying blood-soaked, over his arms. I wonder if there was some
from a light gray to a near-black charcoal color. Their arms relevance to their bird-like appearance that the method of
and legs are bare. Dark, glossy feathers begin to appear at the execution and display that they'd chosen had given the
upper thigh and shoulder areas, quickly thickening into a coat flightless Kenku the appearance of wings.
that matches any raven or crow on their chest, back, neck,
and head. Their heads are distinctly crow-like, an almost
identical engorgement of a normal bird's appearance.

232
A Brief Conclusion
"Let me in," the voice still moans as I write. Damn it all. DM's Toolkit
Pages of notes and observations back at my home. I'd been
fooled by these little beasts. The Kenku are a very flexible creature to use in your
I'd found the cage door open, the remaining subjects gone campaigns. Their mimicry, talent, and demeanor
and my experimental equipment scattered. I assumed that the allows them to run the interactive gambit from
creatures had escaped and fled. What a fool I'd been! Had I annoying, to useful, to comical, to disturbing.
not known they were vengeful? As I began cleaning up the Kenku attack in groups, always preferring
mess they'd left behind, I felt a searing pain in my side. Out of ambush.
The key tactic for luring targets in is by mimicry.
the shadows, out of nowhere, one of my Kenku had appeared On a normal basis, this could be a baby crying, a
and driven the short scalpel into my ribs, mercifully no woman screaming for help--any generic sound the
deeper than a flesh wound. But I had never seen or heard the Kenku might have heard (or caused). For Kenku
creature before it attacked me! It hissed with a cat-noise and who are stalking and following the target
slashed at my side again, opening another wound. specifically, perhaps they mimic a shout for help or
Even as I shoved the creature away and scrambled to my inviting phrase one of the party members have
feet, the others appeared out of the shadows with disturbing used.
silence. Their hands gripped short blades, bone saws--my The above can be a great psychological tactic for
own autopsy equipment. I turned and fled, slamming the door freaking out your players. The player knows that
shut behind me. I fled here, to this filthy little inn, a place you, the DM, have just called out to their character
where I would get little notice and the patrons would ask with another PC's voice and lured them
fewer questions. I staggered to the door and pounded upon it somewhere. The character has no reason to
in my disgraceful panic, calling hoarsely assume anything is amiss. There are times were
"Let me in!" I still had enough gold on my person to pay for players having OOC knowledge is in your favor for
setting the tension.
this room for a hundred nights, but I now know I won't need Kenku can be random muggers or even a facet in
nearly that long. a thieves' guild, using their talent at forgery.
"Let me in," says the voice at the door. "Let me in," says Forgery could be another tactic the Kenku use to
another, and more than two fists are trying to turn the knob, lure the party in--a fake letter from a friend, whose
trying to scratch at the door. "Let me in," says a voice outside handwriting they recognize.
the shuttered and barred window. A scraping sound from the Kenku conversations can be amazing for RP - in
roof, and I am convinced that even through the thick slats I one of my campaigns, the party gained the trust of
can hear the voice in the night-breeze whispering let me in... a Kenku in attempts to find out where kidnap
All of these voices, desperate. All of them begging. victims were being taken. The Kenku made a series
All of them, exactly like my own. of sounds that gave vague clues to what had
happened to the missing people. Stringing sounds
together, or snippets of conversations between
people, is a great excuse for having your party put
their detective cap on.
If you have the tech and the know-how on hand,
having small sound files on-hand to play could be a
fun and immersive tactic.

233
They worship some gods; especially predatory ones or gods
Kobold of hunger and pain. More likely is that they know of a local
dragon or other intelligent predatory who they worship as a
Introduction sort of divine prophet. The kobold lair will be reworked to
Damn kobolds! Dog-faced baby-snatchers. Wicked cowards accommodate such a creature.
with no sense of decency. You know one of their traps will In combat: Kobolds and troglodytes are about as smart as
more often just injure you so they can track your bleeding human thugs but more cunning. When attacking, half the
hide back to your home and family. Then the real fun begins. kobold band moves to engage with knives and short spears,
And may the gods, wicked and wonderful, deliver swift death while the others take cover and use slings or throwing
before they drag you into those holes of theirs. No wonder the spears. They will not fight to the death, but will try to greatly
Croc-kin of the Great Rill hang their bastard corpses on rocks weaken the prey, and stalk/track at night waiting for the right
or twist them into those weird totems. They want to send a time to strike. Kobold will also try to keep combat around one
message. I'd send one too if they'd not taken my legs. or more of their traps, hoping to spring it at the right
This intro is less about the monster and more about my moment. If troglodytes are present then these huge beasts
take on it. Kobolds are a great low level creature that I like will often wait for an opening then attack the largest threat.
due to its trap-oriented nature. Of all the lackies, this is one of The only time both fight to the death is in defense of clutches
the best. However, we currently have a lot of reptile of eggs.
humanoids: Kobolds, Lizardfolk, Yuan-ti, Troglodytes. Of this
list, I felt troglodytes have the weakest thumbprint so I folded Interspecies Observations
them into the kobold species. Kobolds have few friendly interactions with other creatures.
They are either in competition with like creatures such as
Physiological Observations lizardfolk, goblins, and ettercaps or they worship the predator
Kobolds are a reptilian humanoid, shorter than a man, and that could cause them great harm such as dragons, chimeras,
commonly mistaken for a different race of lizard folk- much to and manticores.
the disgust of lizardfolk who view them as humans view When near humanoid settlements, kobolds will begin by
goblins. In fact kobolds are actually related to troglodytes. trapping trails and merchant lanes. If there is little
Here is the connection one learns shortly before being interruption, they will begin moving in on shepherds and
consumed: troglodytes are huge, hungry, egg laying kobold outlying farms. As the troglodyte population grows, raid will
queens. Such prodigious egg laying requires a huge occur on moonless night with infants and young children
consumption of meat- the fresher the better. It's the reason being taken from cribs. If that goes unchecked, then the
kobolds as a whole are such good trappers and trackers- to kobolds will make a bold rush with most of the colonies
take down prey larger than they are. troglodytes to raid the town. They will keep those who resist
and drag back those unable.
Social & Behavioral Observations
Kobolds typically make lairs in natural cave and favor Variant Observations
abandoned keeps or castles built by humans. One or two Kobolds come in a wide variety of shapes and colors
bands have even been known to dig extensive tunnels matching the predominant environment they reside in. In
connecting homes in a human town raided and abandoned by temperate regions for example, kobolds are mottled green
orcs. and brown with strong claws for digging. Kobolds residing by
Goblin warrens also make a perfect habitat for kobolds large bodies of water tend to have darker dorsal colorations
with a few modifications to widen chambers for troglodyte with lighter bellies, flat alligator-like tails for swimming, and
egg laying. Interesting, kobolds will raid dwarven settlements webbed hands and feet. Jungle territories can find themselves
but find them too cavernous and spacious- harder for the infested with kobolds of vibrant colors and with long fingers
kobolds to defend. Elven settlements let in too much sun and and toes perfect for climbing and leaping the large tall trees
drow cities are too well defended or, if abandoned, filled with around them. Some scholars even report wings! Kobolds
too many predators. residing for several generations on flat planes or steppe
The day to day of a kobold is mostly spent running traps, regions are known to have incredible speed and a kick that
building traps to guard entrances to settlements, and bullying can break a horse's leg or unseat its rider.
those of lower social status into raiding bands. The bands While within a clime most kobolds vary only in size,
constantly jockey for troglodyte attention either through meat cunning, and cravenness, trogolodyte queens can be quite
or gifts. Band leaders who consistently bring for instance the different depending on their diet. Some queens consume a lot
most food, the freshest food, or the most magical food (i.e. of meat and simply grow very large, become venomous,
non-cleric magic users) rise in status. As the band leader's develop powerful muscles, and a bite strong enough to snap a
status grows, so does this kobolds size and hunger for fresh mailed-man's arm from his shoulder. Others still gain a
meat. Soon troglodyte characteristic appear, sex is altered, fondness for large chopping or bludgeoning weapons such as
and egg-laying ability arises. The ability to change axes, hammers, or orc cleavers. They might also reward
morphology makes troglodyte livers especially sought after to kobolds who come back with pieces of armor. Those
improve polymorph spells and transmogrification rituals (add troglodytes who feast on wizards, warlocks, and sorcerers are
one dice, level, or lengthen duration of the spell). stranger still because with the aid of their draconic lineage
can develop the ability to breath and manipulate fire.

234
DM's Toolbox
When encountering a kobold band outside of their
lair, DM's should assume the players have
wandered into a trapped territory the kobolds are
monitoring. 1 or 2 traps (pit trap, net, ect.) should
be present but hidden unless the PCs look for it.
Otherwise while in combat, there is a 20% chance
at least one of the party members will trip it. This
increases 10% per total party round (or per 4
players for parties of 5+) as the kobolds will
position themselves to force PCs to trip it.
Troglodytes makes up about 1/10 of the kobold
population, so hunting bands of are: 1d4 x 10
kobolds with 1 to 4 troglodytes.
Kobold
D4 Species Trait
1 Temperate strong claws for digging (1d4
dmg)
2 Water swim as crocodile
3 Jungle spider climb as giant lizard
4 Plains leap as giant frog

Troglodyte Traits (in addition to Kobold


D6 Species)
1 Large size (use Gnoll Fang stats) and will break,
snap, and tear arms on a natural 18-20.
2 Large size (use Gnoll Fang stats) but venomous
bite- CON save or victim will become
incapacitated in a number of rounds equal to
their CON bonus.
3 Large size (use Gnoll Fang stats) and
chameleon skin, gets advantage on Sneak
checks/ disadvantage to Spot.
4 Possesses a great ax, hammer, or trident
5 Possess a collection of armor (AC +3)
6 Can breathe fire and/or manipulate fire

235
Kuo-Toa Inter-species Observations
Do you want to see the dreams of mad kings come alive? Do Kuo-toa cabals are terrible. Their ecclesiastical and reality
you want to labor under the good intentions of the just? Do warping powers leak into the surrounding lands. First the
you want to live in a world where mere mortals can influence dreams of the sick and mad come alive at night or in the
creation as they feel the gods should? No? Then destroy that corners of society. Those who dream of power and wealth
spawning pool! find that they become more real, more possible, more alluring
no matter how unrealistic or dangerous. Rulers taste it and
seek it. And if they find the cabal- they will invite emissaries
Introduction back to their respective places of power. There a root of
Kuo-toa are man-size fish-ish & vaguely amphibian/reptilian sickness takes hold and a co-dependant relationship forms.
humanoids. And if bullywugs are a mockery of civilization, The rulers and kuo-toa will protect each other. Spawning
kuo-toa make a mockery of religion. Their hard to define pools will be set up and even sacrifices will be made for
nature matches their hard to define origin. Some say they blood, sport, and breeding.
were a city of sea faring people who angered old gods prone Slower the ruler will manifest divine power, the slowly lose
to curses. Other say they were the result of foolish wizards. ego, and finally transform into the avatar of kuo-toa worship.
Sages say they are the experiments of Mind Flayers, but This is what mind flayers want to study and if looked for hard
sages spend far too much time in dusty rooms with only enough some might be found. Eventually this new godling
crows and scrolls as company. Whatever their origin, Kuo-toa fails The Hight Tide, The Deep takes over, the godling is
are more a natural disaster than a recognized threat because killed and maybe the cabal driven back. The cycle starts
their proximity to civilizations cause individuals to manifest anew, but not before leaving death, destruction, and hearsay
divine and simi-divine power. Often with disastrous results. in its wake. After kuo-toa cabals are scrubbed clean, strict
rulers follow with strong laws and rigid codes.
Physiological Observations
Imagine a body roughly human with clawed webbed feet and Variant Species
legs like a frog, scales like a reptile, and the head of a deep The kou-toa are. There is no variation because the kou-toa
sea fish- that would only vaguely describe a kuo-toa. Their view themselves at a single concept and due to their power,
thick rubbery skin provides plenty of protection from a wide they are monolytic. They appear physically as they always
variety of insults and apparently prevents them from drying have. The only difference is that The High Tide or
out. The wide mouths of kuo-toa accommodate their habit of The Deep might each take on some aspect of their devoted
swallowing things whole much like a giant frog species worship. They might wear a claw on one hand. Or maybe
would. The other notable wide features are their eyes, which practice lockpicking if they worship the leader of a thieves
seem as big a dinner plates and whose tears are said to guild.
provide sight to the farest planes of existence. Despite their
hastily assembled appearance, kuo-toa are quite strong and
more physical than they appear.
Social Observations
Kuo-toa cabals are composed to two important factions: The
High Tide (majority) and The Deep (minority). Roll on the
Cabal Worship table to figure out the composition of the two
factions- they are never the same. The Deep will constantly
seek to undermine and over take The High Tide. The Deep
will use PCs to further this goal through acquisition of a
weapon or even assassination of The High Tide leader. The
High Tide on the other hand will use the PCs to kill The
Deep or further The High Tides goals in humanoid
communities.
Because the Kuo-toa exist in ecclesiastical frenzy any
grand action performed in front of them or in their presence,
then that person becomes the object of intense religious
obsession. A New Deep will form surrounding that person
(or even object). The Kuo-toa who witnessed the even or
best knew the person will become the new prophet. This New
Deep will then attempt to overtake the old Deep and
eventually The High Tide.

236
DM's Tool Box
God Makers: Given the Kou-toa's bizarre power to manifest divinity in humanoids, PCs (and NPCs) run the risk of becoming an
object of worship. Anytime a PC in the presence of the Kuo-toa:
Rolls a natural 20
Beats a DC of 20+
Deal enough damage to make someone at the table go oh, man that's a ton
The Kuo-toa will stop what they are doing and begin praying to the PC as the manifestation of a god- this is the beginning of a
new faction. The PC must make a WIS save or become enthralled with this new worship. Each day the
PC stays with the kuo-toa, a save much be made. If a week passes, the PC will lose a sense of self and start to become a godling.
Godlings: Manifest the worst traits of their class. Thieves will want to steal, fighters to battle anything, clerics to convert, wizards
to seek power ect.
In the presence of the kuo-toa, the godling is treated as 1 level higher for every 2 kuo-toa to believe are present.
Godlings powers are only limited by what the kuo-toa believe they can do or what spheres of the influence the godling is under.
If all the worshipping kuo-toa for the godling are killed, the godling must immediately make saves as if they are at 0 hp.
Roll Twice on the table below for a kuo-toa cabal's High Tide and Deep factions
D6 God Purpose Icon Consequence
1- Blibdoolpoolp The A lobster-headed Kuo-toa will attract outcasts/local to swell ranks
2 Creator goddess
3- Dagon The A large kou-toa with a Kou-toa will breed monitors and seek to kill and consume all around
4 Devourer hand full of them
humanoids
5 The Pearl The A large black pearl To destroy the area and prepare for the arrival
Destroyer
6 Local NPC NPC trait Any icon Kou-toa are looking for a savior and have taken a local nobel born as their
savior. This has created a cult of [trait] with problematic consequences.

237
Almost certainly, whatever their origin, the krakens are
Kraken fearsome and extremely developed for marine life. Massive
Away from curs'd isles of man, lies the savior, the grace. gill systems that can trap unaware divers, triple-heart
The wanderer, damned by land and sky to its wretched cardiovascular systems, and natural armors of chitin all
place. contribute to their prowess. Krakens may have only one
Anchor to the water, seabed far below. massive tentacle that can demolish a fishing-village in a
Gnawing at the foundations of the world, when the seas single strike while others may have a mass of hundreds of
rise and clouds fall there ye find the last hope curl'd round razor sharp tentacles able to obliterate schools of whales.
the roots of Yggdrasil tall. Krakens universally posses a single maw, usually in the form
Anchor to the water, seabed far below. of a toothed beak roughly the size of a mammoth. Some
krakens posses many layers of compounding chitin that are
Introduction bolstered with metals forged in hydrothermal vents while
others may have translucent skin able to camouflage their
A Kraken is a titanic monster that plagues the deep seas and massive bodies into mirages of long lost treasure hoards
coastal regions of the world. Krakens are the apex predators drawing in unwary adventurers.
of the ocean, regularly preying on Dragon Turtles and other Krakens live for many centuries, reaching maturity around
megafauna while also using their malevolent intelligence to 200 years and a state of advanced age around 3000. Past this,
control hoards of Kuo-Toa and Mer. Living for millennia, they it is unknown how long krakens may live; although it is
hatch plots that take centuries to unfold - toppling coastal rumored the oldest Elder Krakens rival even the aboleths in
empires with the ripple effects of a single event. their age.
Mariners fear the Kraken not because it is particularly
likely that they will encounter one, but because it is a serious Mandilaan
concern to encounter its minions on the seas: raiding Mer, Krakens reproduce sexually, with males able to reproduce
sacrificial Kuo-Toa cults, and vicious Sahuagins and Merrow. after two centuries and females entering reproductive fertility
Cults dedicated to Krakens, specifically Elder Krakens, can after their first millennia. Once a female becomes fecund, she
be found in coastal and semi-coastal settlements of civilized releases pheromones across the oceans for thousands of
races; often these malevolent sects seek to end all land-life, nautical miles to sexually mature males. Males who fall
but some religious groups simply treat the under the influence of the pheromones enter a state of
Krakens as temperamental Gods, seeking to please them psychosis and they immediately seek the female, with the
in order to have safe passage and good health. pheromones being powerful enough to even catch human
Krakens dominate literature, prose, and arts about the sea; males in its allure. The resulting sexual frenzy is referred to
capturing the imagination of many a city-dwelling scholar or as the Mandilaan, where the krakens cluster in a single mass,
civil mer. Their deep intelligence also makes them proficient the males tearing through one another to mate with the
in the trades and magical arts, although their detachment female at the center of the mass. This process utterly shreds
from civilization and insidious rage often makes them simply the female kraken, whose destroyed body and fragment shells
intelligent and lacking in wisdom. house the hundreds of eggs that have been fertilized by the
destructive process.
Physiology and Life Cycle After a year of incubation, the eggs hatch and the baby
Real fuckin' huge, that's how we usually describe them. Then krakens, indistinguishable from mature octopi or squids, fight
yer thinkin' - well, shit, beastie's huge, must be barnacle- over the dead bodies of the mother kraken and males who did
brained or slow as a manatee, right? Yea, if'n ye want to get not survive the Mandilaan. Only a small number of the eggs
fuckin' locked in the abyss of those jaws go on thinkin' like will be female, and they will hatch much larger than their
that. Me? Seven trenches and fourty hells I'd go through male counterparts and often feed on them before moving on
before ye make me try and go on and get a real g'lookin at a to the immediate consumption of small whales and
damned kraken. - Trenchgullet, Retired Warden of the unsuspecting Mer.
Depths, Awakened Kelp herder. Mer. The Mandilaan is viewed as a calamitous event by some
A Kraken's anatomy is variable with location, age, and and by others as well-regarded, if dangerous, erotic festival.
whoever is describing them. The murky water surrounding The mixture of viscera, essentials, ink, and other liquids from
their lairs, their lethality, and relative detachment from a Mandilaan is an extremely high-valued aphrodisiac,
civilization make them incredibly difficult to accurately study. although caution must be taken as the product of offspring
Most often a kraken is described as simply a gargantuan created under its influence may have scaly patches, vestigial
squid-like cephalopod, but a kraken may have traits found in limbs, or webbed feet. The resulting surface whirlpools above
crustaceans, gastropods, and other mollusks. This calls into Mandilaans sometimes spew gouts of this mixture, leading to
question the exact origin of the krakens - which are almost the mariner colloquialism "kraken cum and bile."
piecemeal amalgamations of the most advanced traits of sea
animals. Are they creations of celestial beings? Offspring of
magical experimentation?

238
Behavior and Intelligence Elder Krakens have reached especially advanced age and
amassed enough magickal prowess to rival entire universities
Mendekatlah dan mati bodoh fana! ... Berbicara umum? Tentu of magical study and minor gods. These are typically deified
saja. Is this better for your feeble mind, hunter? I thought so. by less advanced races and small villages of sentient races.
Now you won't die confused and alone. You'll just die alone. Elder Krakens psionic prowess and magical ability thus
Born in frenzy and combat, krakens are solitary beings that allows them to give boons to their believers, altering weather
only come together for the Mandilaan or against massive patterns and migratory patterns of fish to benefit adherents.
threats to their position at the top of the aquatic food-chain.
They often resent most lifeforms, especially sentient races of Variant Subspecies
the land. Krakens, although solitary, are not prone to Marsh Krakens inhabit massive estuaries, snaking their
psychosis or madness because of their advanced intelligence bodies along the mud to blend in indistinguishably with the
and developed resilience. Thus, rarely is a kraken a thrall for environment until it is too late for unwary adventurers.
a cult of mind flayers or aboleths, but if successfully tamed Infernal Krakens are fiendish, planar monsters inhabiting
they would make formidable beasts of burden and siege the Hells, Abyss, and Elemental Plane of Fire. They utilize
engines. Krakens inherently understand Deep Speech, and magma for respiration instead of water and are known for
by maturity have been exposed to Infernal, Celestial, and the their slow speed, rock-like hide, and abilities in conjuration.
Common Tongue. Their advanced intelligence allows them to Celestial Krakens are only found in old tales of them flitting
project telepathic fields up to 120 feet around them. between the planes and stars, primarily as benevolent guides.
Krakens' personalities vary as much as any other sentient Tiger Krakens are fast moving, predatory and boastful
race - from extremely temperamental, to measured restraint, Krakens. They are the most likely kraken to be encountered
to even goodness in an exceptionally rare few. by mariners, as they enjoy the sport of hunting ships,
The incredible intelligence of a kraken makes them aboleths, dragon turtles, and fishing copper dragons and
veritable libraries of knowledge of the workings of the seas - coastal rocs.
one benevolent Kraken, Perdambawa, was interviewed on Jrmun Krakens are snake-like, appearing closer to
the eve of his death. He could recall with complete accuracy gigantic sea serpents than a cephalopod. They are known to
the exact tidal patterns, weather occurrences, and celestial form a coiled mass indistinguishable from a seabed, lying in
events going back to thousands of years - and accurately wait while Mer form massive settlements on its hibernal body
postulated four centuries into the future the natural before awakening and feasting.
happenings of the oceans. Virgin Krakens are female krakens who have forcibly
Their raw intelligence makes krakens willing to attach prevented or somehow survived the Mandilaan. Because
themselves to civilization exceptionally capable magi and female krakens continue to grow until death, these super-
their psionic powers can be honed if allowed. massive krakens can easily be as large as entire seas and
Krakens are not necessarily religious, oftentimes too cause massive ecological consequences until eventually their
egotistical to subjugate themselves to the wills of a deity - gills become too clogged with debris to breathe. Their
preferring instead to be revered by seaside tribes. corpses provide a bounty that often bolsters the population of
Inter Species Observations previously displaced aquatic life and may hold treasures of
the past.
... It is thus, the decree of this sovereign state, that all
adventurers are hereby given imperative leave to slay the foul
beast Kapu-Rasak, in reward are the accumulated lands of
the southern coasts bounded by the Wilderton
Forests - so long as they swear by oath to not reveal that
this decree has been issued. Gods help us all.
Krakens form deep connections with the beings they do
come in contact with it - be them fierce blood feuds or a
deified status.
The single most significant enemy of the krakens are the
aboleths, who oppose everything about krakens. Considering
themselves pure and untainted, the almost mutated and
visceral nature of krakens are considered disgusting by
aboleths. While a single kraken will easily kill a single or
multiple aboleths, swarms of aboleths have been known to
ambush krakens who infringe upon their territory.
If a kraken does have a relationship with land-dwelling
species, it is usually one of control, with tribute payments
often being made to it. However, there are a few cases of
krakens willingly entering partnership with other species for
great bounty. One notable example is the kraken, Guritasai,
the gatekeeper of the Mer city of Venthelm that is secluded in
a massive trench.

239
DM's Toolkit
The fitting end to any seafaring adventure, a kraken
is an intelligent force of nature. They are very
similar to a Lich in that they are good for a high-
end hunting expedition, campaign building, and
general long-term super-plot machinations.
Roleplay wise, be sure not to overdo the insidious
and haughty nature of krakens. They are, of course,
arrogant like aboleths, but never forget a kraken is a
wild creature that often will be too concerned with
protecting itself and destroying everything to be
self-conscious about its image.
Krakens are most fun when they are completely
unexpected. Don't have the party's boat attacked
by a kraken and do the classic "Kill this tentacle to
escape." Instead, have the putrid beak of the kraken
consume the entire boat whole and go from there.
Want to go kraken-crazy? Krakens in mountain
lakes! Krakens in palace fountains! Baby krakens in
your cup of grog! Krakens everywhere! Ya-harrr!

Adventure / Encounter hooks


provided.
The party gets a message from a wizard who claims
to live in a lighthouse, seeking a cure to a "most
strange transformation curse."
The party wants to build their super-awesome
fort, but shipments of stone and building materials
have been halted by a stoppage of sea trade. Boats
vanish miles from port.
In their adventures across the planes, a mishap
occurs and the party is shunted into deep-space. A
strange passing Celestial Kraken offers its
assistance, but only if the party helps it save their
cursed brethren.
A Mer city has recently been having a variety of
workplace-related safety incidents in their hydro-
thermal vent forges.
A Mandilaan happens.
The party's adventure to a ruined Aboleth city
leads them to encounter a frantic female Kraken,
who is desperately searching for a way to prevent
the release of her pheromones... in an hour.
A sea-side village offers the party home and
hearth. Nice recreational activities, cute kids,
refreshing sea air, good inn rates, the whole deal.
They are strangely nice. Nothing particularly bad
happens, and the party passes through rather
amicably. The party diviner finds leeches on them
for the next few weeks.
A Kuo-Toa shaman approaches the party on their
journey, he is very frustrated, claiming he's been
bullied out of his position by a "big fuckin' fish-
snake."

240
Further new research suggests there may even be previous
Lamia few proto-lamias left living in isolation, who have perhaps
"Throughout my many years of research into various subjects undertaken their own repopulation efforts.
of arcane knowledge, most of which are nebulous and ever-
changing, there is only one thing of which I am sure is Physiological Observations
universally true, regardless of context: If it seems too good to (Proto-Lamia)
be true, it is. This is a rule that is as true for life as it is for Proto-lamia, or Prides, as they call themselves, were beings
dealing with lamias." with the body of a lion and the upper body of a humanoid
--Aldus Bluncan, Professor of Divination at the Arcanus female, their distribution of anatomy being similar to that of
University. centaurs. In their true form, prides possessed all of the
strength and imposing physical abilities of a lioness which
Introduction would make them formidable fighters were it not for their
Many questions plague the mind of a young adult when an tendency to be cowards in close-quarters combat.
attractive individual, whom they thought would never notice It is true that proto-lamia were all born as females but, they
them, decides to approach: Do they really like me? Are they were also all born with a complete reproductive structure,
just playing a practical joke? Are they mistaking me for meaning they could impregnate as well as be impregnated.
someone else? Are they going to strip my bones, occupy my Curiously, while this led to widely anticipated hedonist orgies
skin and use me to add to their collective hive intelligence? during designated mating seasons, it also created a taboo
If that last question strikes you as odd, rejoice! You have with regards to masturbation being deemed selfish, as their
never had to fear being the prey of a lamia. Or despair, particular circumstances of reproduction became
because you're the perfect kind of prey. increasingly tied to feelings of community and belonging.
The Flash Purge & Subsequent Revival Physiological Observations (Neo-
There is some confusion as to why, from a certain date, Lamia)
lamias in their true form went from being described as
bestial, hybrid human/lioness' to relatively new descriptions Neo-lamia, or Swarms, as they call themselves, are almost
involving intelligent swarms of beetles. The fact is, depending alien beings. A single neo-lamia is actually a swarm of
on what time period you are drawing your research from, malicious beetles with a hivemind-like intelligence which
both descriptions are accurate. forms a semblance of individuality between swarms. The
One day, it came to light that a lamias ability to alter their ability to break from their disguise into their swarm form
appearance was not a natural ability and was, in fact, simply gives them the tactical advantage of being easily able to flee
the result of a tradition to teach the change shape spell to any situation.
their offspring as part of a coming of age ritual when they Unlike prides, swarms are born sexless, a mass of perfectly
reach adulthood. This knowledge meant that disguised androgynous beetles. However, when they consume and
lamias could be more easily uncovered using detect magic, as occupy a humanoid, they can use all the capacities of their
opposed to other, natural shapeshifters. Thus began the victims, and can thus reproduce through sex. They also have
Flash Purge, an extremely systematic and secretive the ability to retain the first form they ever occupy, and can
elimination of all detectable lamias. Kingdoms, city-states and magically shape change into it at any time.
empires from all over sent wizards to almost every populated
settlement within and without their own borders in an Social Observations
unprecedented feat of cross-species political coordination. They are extremely tight-woven in their own communities.
Over the course of 10 years, virtually every single lamia was This is reflected in both of their forms: whether you are a
secretly found and tracked until the powers that be deemed member of a pride of lions, or a swarm of insects, all of your
they had located them all. On purge day, over the course of 5 actions are for the good of the group and your family. Acts
hours, every single identified target was beheaded with an that are deemed as selfish are regarded as the worst kind of
axe. crime, subject to immediate exile from the community. These
Estimates suggest over 99% of the lamia population were include assault of another member of the group, theft of
systematically eliminated. It was believed that survivors died another's possessions, and any acts for the sole purpose of
on their own, fear of being found making them less likely to self-gratification. They are always highly encouraged to aid
emerge from hiding and causing them to starve out. We now those in their community, and it is extremely uncommon to
know that a sizeable group of survivors banded together and, find them travelling alone.
in a last ditch effort to ensure the survival of their race,
performed a dark ritual that changed the very nature of their
circumstances of life. Being a race that felt closer to the
world of nature than of civilization, and recognizing the need
to repopulate quickly while maintaining their apparent
extinction as a cover, they found inspiration in the hidden
world of insects, and began taking advantage of the new
abilities their beetle form provided to reproduce, repopulate,
and take revenge.

241
Many day to day actions are also done in conjunction with Inter-Species Observation
other members of their group. All meals are prepared and
eaten collectively, child-rearing is regarded as the duty of the While they do love to hunt, consume, and kill, many lamias
greater community instead of solely the parents, and every enjoy manipulation purely for manipulation's sake. In fact,
collective decision is made by individual vote, as in a pure this is often the bulk of their interactions with other
democracy. Sometimes a figurehead will be chosen to humanoids, the optional (but encouraged) killing serving only
represent the will of all, but if they are found to be attempting as a climax to the days, weeks, or sometimes months of
to manipulate/deceive the ones who chosen, they are deception and manipulation they put their victims through.
remorselessly executed. This is because while they are Every other humanoid is usually seen as a means to an end,
extremely conniving and manipulative by nature, they deem in one way or another, though they can develop friendships.
that is only acceptable with regards to oppressing others, and Sometimes, for example, to make sure the nearby village of
to do so to your own people is to show a profound lack of their community is not exposed as being a complete cover for
respect for them, as well as yourself for placing yourself a lamia clan, one of them may develop bonds with a local
above (and therefore apart from) the community. politician in power. They may actually come to like this
individual, opting not to kill him during convenient moments
Behavioural Observations of isolation. However, if at any point it would be more useful
Interestingly, one of the biggest differences (other than to simply assume their identity rather than subtly pull their
appearance) between the two types of lamia is that while a strings, the lamia will feel no remorse in killing them and
pride will always be in their true form unless they believe they taking on their appearance for the good of the community.
are being watched, swarms generally prefer to remain in their Lamias disregard any kind of monster or unnatural
retained first humanoid form. They have no qualms with creature, and will swiftly wipe them out unless they are more
turning into their beetle form when convenient, but powerful than the combined might of however many
apparently the fact that the nature of their hivemind members of their family a single pride or swarm may
simulates a peculiar type of individuality, they find it more assemble to help them. This means they avoid the
comforting to walk the earth as a single being whenever Underdark, or the homes of giants, dragons, and other
possible. similarly powerful beings. They do however, revere animals,
Reproduction is also done differently between the two especially animals with a deep focus on any kind of
splinter races. While proto-lamia will have spontaneous, community. Wolves, lions, bees, apes, ants, and many other
designated mating seasons (decided by democratic vote species sharing similar behaviours will often be left alone if
based upon when would be collectively convenient) wherein they approach lamia territory, whereas more solitary animals
they will assume their pride forms, engage in a mass will be the ones who are actively hunted for sustenance or
communal orgy and generally double their population, neo- wiped out for convenience.
lamia do not reproduce with each other at all. When a neo- The only beings which lamias will greet with open
lamia slays a humanoid creature, it adds another beetle to its aggression and hostility are, in fact, their own racial
evergrowing swarm. When the swarm grows too large, it counterparts. Any time prides and swarms meet, it is almost
reproduces by first slaying a worthy fey creature such as a always in hostile confrontation. While the proto-lamias
powerful eladrin. Rather than consuming the body, the believe their newer cousins to be heretics who have turned
swarm then divides itself, filling the corpse with hundreds of their backs on the ideas of community with which the species
its beetles. Over time, these beetles devour the corpse and have ingrained themselves, neo-lamias view their
arise as a new lamia. This newborn swarm gains much of the predecessors as selfish whose time has passed, and whose
victim's memories and knowledge in the process, making commitment to pride over the continued survival of their
them excellent infiltrators and dangerous enemies. families marks their beliefs as outdated and insulting to the
Alternatively, if the need to reproduce quickly arises, a neo- ideals they pretend to hold dear.
lamia can simply have sex with a member of another species,
during which the second party will begin to fill very ill before
exploding into a collective of beetles equivalent to its former
mass, thus instantly giving birth to a new swarm.
What both types of lamia do have in common, though, is
their love of hunting and devouring humanoids. Lamias lure
their victims to death by assuming a pleasing humanoid guise
While proto-lamias seem to essentially limit themselves to
female forms, their counterparts have no objections with
appearing under the guise of males, and will, in fact, use the
myth that they are confined to the appearance of a single
gender to fool those who they discover may be hunting their
kind. Some lamias, driven by the need to consume other
sentient creatures, simply stalk humanoids wherever they
can find them. Others possess a twisted thirst for knowledge,
seeking to acquire arcane lore and magical power at any cost.

242
DM's Toolkit
Lamias are not creature that are often seen or even
talked about in campaigns, which makes them
perfect to pit against parties, as they can be easily
confused with other shapeshifters without
concrete evidence, and will sometimes screw with
parties just for fun, which will frustrate any
wannabe detectives trying to find a greater
purpose.
A serial killer is on the loose! Even worse, the
victims keep appearing to their loved ones after
their deaths, except no cleric in the land can
manage to banish what they are sure is a ghost or
demon, but is in fact a lamia assuming the guise of
deceased loved ones to torture individuals.
Alternatively, the victims of the mystery killer have
been spotted leaving the city, days after their
death.
A king hires the party to eliminate what eye-
witness accounts confirm is a malicious
shapeshifter wreaking havoc in his kingdom. The
party knows the creature must have a weakness,
but is it a doppelganger? A demon? A wizard using
illusion spells? And will they be prepared when it is
not one individual, but a coordinated clan of lamias
slowly taking over the city?
The party needs to explore a forgotten temple to
find a mystical artifact. The temple was once part
of a mighty empire, is massive and spans many
miles centered around a central structure where
the object is located. Many people have gotten
hopelessly lost and been forced to live in the
mega-temple, including other groups of former
adventurers, refugees from foreign kingdoms, and
other isolated bands of survivors. Little do the PC's
know this is also an ancient holy site to lamias, and
both prides and swarms are warring against each
other to claim the temple as their own, using the
lost humanoids as pawns. Do the PC's wipe out
both sides, including the survivors in case they are
disguised lamias? Or do they sympathize with
either swarms or prides, and help them claim their
religious right?

243
Because of their cataclysmic nature, most all centers of
Lich magical inquiry and study put a general ban on the study of
It was gallant, chivalrous - you could say. It started like any Lichdom past finding the best way to kill them. Even citadels
other fairy tale, although my colleagues didn't seem to think and colleges tolerant of necromancy will usually draw a line
so. My goal was justice against that which stole my wife, my at Lichdom in "civilized" society. But in magical groups that
children, and even my livelihood. That bastard, who beat me do not abhor Liches, even those that celebrate them,
down and spat on me and didn't have the courtesy to finish especially in Mortocracies, the pursuit of Lichdom is well-
me off. A few experiments, trips to shady alleys, and a few regarded. The problem is that even before
tragic encounters were all it really took. I say tragic, but they Lichdom, necromancers do not want to reveal what they
were mostly tragic for my colleagues - they were put to good know for fear of having their power or position stolen. Often
use. With every expedition people grew more worried, every lectures are shaded in conjecture and duplicity, and more
ritual seemed to make me less popular with the students. often describes the cautions one should take.
Damn the students. They were young, happy, vibrant. They The first step to Lichdom, is knowledge. A Lich craves
had their lives ahead of them. I didn't want that. What had life knowledge more than anything - a king mad to know the
given me? A wife with water in her lungs, and children born future of his legacy, a wizard lusting for the final component
dead. I wanted a second chance. I wanted to avenge them. I of his research, a druid holding fast to study the inner
wanted to be reborn like my children were. From the womb workings of an ancient forest. The ritual of Lichdom is not
of magic and might, I wanted to breathe void and speak standardized - and what rituals are useless and what are
power. I thought I wanted to prove them wrong - to right a critical steps are indistinguishable until a mage dies and
wrong. It was the moment I woke, after those days in agony, either rises again or rises nevermore.
that I truly realized what it had all been for. I didn't want to To become a Lich an ordinary mortal must look for the
beat life. I wanted to enslave death. knowledge stolen away by past Liches or held fast by ancient
patrons. Expeditions to abandoned temples or deep beneath
Introduction the sea, any lead will be pursued by a mortal running out of
time. Often a mortal mage will resort to bargaining with an
A Lich (litch) is an undead being who has escaped the mortal otherworldly being to attain Lichdom. These Liches will often
coil by ritualistic and magical means. They have imbued an be bound in submission and altered by their patron to suit
object with intense magical energies to become a phylactery their ultimate will. In canon, Liches who have subjugated
(fuh-lack-tery, phi-lack-tor-e), which holds their undying soul. themselves to another entity in exchange for their powers are
Their corporeal form, usually rotted away with the passage of known as Bound Liches.
time, is destructible but not permanently so; the phylactery Common myth holds that the secrets of Lichdom are
reintegrates this form in a matter of days. A Lich lives forever; usually spread apart across the planes, but certain
usually alone, feared by society, despised by colleagues, and repositories of grand knowledge may exist. Books such as the
abhorred by kin. The only way to permanently slay a Lich, a Necronomicon, the Black Book, and the Living Thought are
matter of much importance to many adventuring parties, is to said to exist that hold the entire secrets of Lichdom. Some
destroy the phylactery. scholars, mostly of monastic orders, purport that the pursuit
A Lich grabs hold of the imagination of the people - tales of of Lichdom is simply escaping the cycle of reincarnation by
the horrific deeds inspire both chivalry and infamy as the fate truly knowing the self.
of the world can change on the whim of a sole being. More Whatever the case, classical Lichdom has a few known
powerful sorcerers than vampires, despised more than rituals that are relatively well researched. The beginning step,
dragons, and the ultimate lords of nigh-all undead; a Lich some middle-level rituals, and the final ritual are all relatively
commands fear and awe wherever it chooses to make itself well-documented although variations do exist.
known. They may be good, they are often evil. A Lich, simply The first step to Lichdom must always begin with the
put, is terrifying. Knowing. This is the point at which a necromancer forsakes
'good' deities and embraces the total pursuit, from this step
Creation there is no going back. Usually a simple prayer to evil deities
It began, like most horrible and atrocious things, with a (which often leads to a Bound Lich) some True Liches claim
rather brilliant idea. I wasn't born a God, but I would become to have started with a ritualistic slaughter in the name of
one. themselves. In this way, a True Lich also begins the first step
The single most frequent question on Lichdom is how does on its path to Divinity. It is yet undocumented how a Good
one become a Lich. An innocent enough question on a late- Lich passes through the Knowing. Some elven communities
night filled with tales of werefolk and mermen but the pursuit speak of sagacious Baelnorns - immortal elders who have
of Lichdom is no mere undertaking, and accidents abound. sacrificed their mortality and eternity in paradise in exchange
For every Lich ever existing, hundreds of mages lie dead (or for guiding future generations.
worse) from failed or misinformed pursuits.

244
Most middle-level rituals are simple evocations or The undead body of a Lich is deceptively strong. In addition
conjurations designed to produce the materials for the final to their ability to reform, their corporeal form is extremely
ritual. This includes strengthening the phylactery, infusing strong and their viscera are very potent. Bones are as strong
reagents, etc. Often the raw magical energies required for as the strongest metals, blood is extremely toxic, and even the
this process will begin to rapidly age the proto-Lich - and touch of a Lich makes flesh necrotic. Liches can paralyze
being too consumed with the pursuit of Lichdom to maintain mere mortals with this touch, and conjure forth hordes of
appearances, this is also the stage at which it becomes easier undead minions at their will. Bound Liches are often imbued
of locating a proto-Lich. During this stage, depending on the with great powers in line with their patron also.
nature of the Lich, the environment around their laboratory A Lich retains perfect recollection of their past life, and
and ritual sites will change. Most plant life will die, water will often claim to have sharper wits and a more subdued
become poisoned, and animal life will grow sick and their disposition. Depending on the patron of a Lich and their
flesh will become necrotic. This is not to say all Liches alignment, some Bound Liches exhibit a slow decline into
produce these results. There is one instance of a Bound madness (especially among chaotic deities and fiendish
proto-Lich in service to a mighty Dao clan near a mining town patrons.) The immense timeframe that a Lich has to
that mysteriously found a massive vein of gold ore. Another in implement plans, along with the tomes of knowledge they
service to a god of Quaggoths began to cause the nearby gain on their path are counted among Liches as their
village to devolve into lustful and cannibalistic frenzies. strongest asset.
The final ritual is the most well documented because it is The magical energies of a Lich are amplified by the potent
the point at which a proto-Lich is most vulnerable and their rituals and excruciating trials one must perform to become a
presence is most observable. The central ritual is for the Lich - the sheer force of will alone; the drive and ambition of a
proto-Lich to kill itself on the night of a celestial event. The proto-Lich is a nexus for the raw magical energies of
most traditional means of this is through an Elixir of undeath. But this toll of everlife is exacted upon a Lich in the
Defilement on the night of a Full Moon. The means by which form of requiring souls to fuel their phylactery's energies.
the proto-Lich performs this ritual is also dependent on their Several subspecies of Lich exist that react differently to
patron and alignment. Most Lichdom, some notable Liches are Alhoon Liches,
Liches will create the final Elixir with the ichor of a mighty Dracoliches, Arcliches, Baelnorns, True Liches, and Bound
celestial being - most commonly devas or Unicorns - and the Liches. The Demilich is an advanced form of Lichdom; one
viscera of an ancient natural being - krakens, rocs, dragons, that has been starved of souls whose consciousness travels
etc. The rarity of the celestial event seems to influence both without regard for planar boundaries.
the strength of the Lich and their bolstered magical prowess. The specific form of phylactery is traditionally depicted as a
After killing themselves, the proto-Lich will lie dead for a metal strongbox stuffed with scrolls and parchments with
day before rising the next night as a full Lich. strange runes. It is safe to assume that most Liches choose
The entire process of Lichdom has been examined for an alternative form as adventurers take to smashing all
centuries, and it has been suggested that the process of objects and casements that look like they might have a few
Lichdom is not necromancy at all - it is the process of coppers in. A phylactery must be of strong material
ascension. Liches thus would be a corrupt and limited form construction, certain rarity, or personal importance so as to
of demi-god - and True Liches who have attained undeath by grant it magi-corporeal binding stability.
their own will are on the path to true ascension. The Lich A relatively easy to attain form is a that of an exotic gem,
Gods: Vecna, Lady Vol, and others are said to be the complete which is relatively safe from being smashed and easy to
manifestation of Lichdom. disguise as a simple magical pendant. Phylacteries may also
be imbued with magical properties beyond that of Lich-
Physiology magic, such as Contingencies, curses, and illusions. These
What did you expect, whore? A shining knight? A dashing act as a defensive mechanism to protect the phylactery if the
king? This is what you wanted! This is what I spent lifetimes series of minions and hordes of undead are swept away.
working for! Look at my flesh - I love this flesh! I have bones To continue existing in their current form, a Lich must feed
stronger than mythril; a drop of my blood can kill a kingdom. souls to its phylactery. The amount of souls required seems
Look at your weak, decrepit form. You're filth. I did this for not to vary, but has been known to increase with great
you, and you have the arrogance to call me subhuman? I am magical exertion. Many Bound Liches attest that if
not beneath you. You're dying. I... I am alive. significantly trusted, their patron will imbue the phylactery
The Lich experiences a much more enjoyable state of into their divine presence - thus rendering the Lich
undeath than most undead. Like most, they do not require completely immortal unless the bond between divinity and
sleep, food, drink, or air but they have been known to be able Lich is severed (usually in consecrated or desecrated
to enjoy them. A Lich exhibits the general status of necrosis grounds, with specific binding magics, and a powerful gem
among the whole body, with drawn flesh and viscous blood. designed to capture the unbound Lich soul upon severance)
Feathered and furred species that enter Lichdom will molt
and shed the vast majority of their outer coverings, and skin
often sloughs off in large portions. This process of
decomposition can be carefully staved off, but the motivation
to do so is usually not that present in the reclusive Lich. They
still have excellent sensory input and response however, even
though their eyes are usually among the first to be eaten by
maggots.

245
Variant Liches Inter-Species Observations
Mother never was fond of my... tendencies. A failed tadpole I simply do not understand the fears of these mortal traders.
was regarded as useless to most of the others, but I always Their lives are not at too horrible a risk. Our vampire clans
thought of death as an opportunity. No one thought much like are safely regulated in most of our provinces. Even the
me, which made me the renegade mind. That's in the past zombie hordes have somewhat accurately measured
though, long ago I... eliminated those objections. Ah, but what migratory patterns. A Lichdom is a... relatively safe
is one without their heritage. The taste wanes with every year government.
it seems, but I can never resist the desire to enjoy a fresh A Lich's quest for domination often leads it to the ultimate
mind. Old habits die hard, it seems. evil: a political career. Fueled by a sense of absolution,
The ecology of Lichdom is a controversial and vast field - infallible logic, and a keen distaste for living governments - a
for every sentient species so too are their respective Liches Lich will often assemble hordes of the undead to be governed
and sub-classes of Liches. Some races of course are simply by their will. These Lichdoms are tyrannous blood-hordes at
too aggressive or unintelligent to support more than one or best, but some rumors exist of relatively peaceful, almost
two exceptional Liches: goblins, orcs, Quaggoth, and others. utopian, societies where the dead serve the living and a
But truly advanced species often have similar rates of Lichking rules in tandem with a mortal king.
Lichdom as the common human: elves, dwarves, halflings, A sole Lich who does not pursue the creation of its own
tieflings, and others all are prone to Lichdom. state will often hole up in ancient tombs, caverns, towers,
Certain qualities of a race make them more or less cairns, etc. In these locations the Lich will extend its reach of
predisposed to Lichdom. Races the live for long or indefinite power with subjugated mortal envoys and undead servitors. A
periods of time, such as elves, gith, celestials, or fiends often Liches physical nexus of power is almost never the location of
are not drawn to infinite lifespan of a Lich. its phylactery, which is kept in much more secretive and less
Races with already inherent magical prowess also do not extravagant (though much more deadly) locations.
tend towards Lichdom. Lichdom is more prevalent among Liches are haughty in comparison to all races, especially
the ambitious races: humans, dragons, half-elves. Races mortal ones, viewing them as little more than ants. Immortal
concerned with purity such as yuan-ti, nagas, and some or long-lived races may garner some respect, but even then a
dragon sub-species are even less so inclined towards Lich will always call into question their
Lichdom. "inferior intellect." Even minor divines are often treated
The Demilich is considered by some Liches to be a lukewarmly by Liches. Trickster gods enjoy Liches as they are
degeneration of Lichdom, and by others to be the next the ultimate source of entertainment, gladly manipulating
evolution of a Lich. A Demilich has been deprived of souls for them into performing inane tasks or foiling their plans for
such an extended period of times that the magics sustaining world domination.
the body (and some would say consciousness) of the Lich can
no longer function - slowly dissolving a Lich into a sole bone
body part - usually a skull or hand. In this state, Demiliches
claim to exist as "an ethereal conscious."
Whether this is simply a constant state of divination magic
- in which the scrying matrix fuses with the psyche - or a
limited form of divine presence is still unresolved.
Dracoliches are the draconic form of Lich, who along with
inheriting the strong magics and temperament of the race
also have a unique feature among Liches. A Dracolich may
imbibe itself and soul into the body of another drake such
that it has full possessive control (not unlike fiendish
possession.)
Celestial beings are thought to be incapable of becoming
Liches, but rumors of fallen Deva and Planetars seeking
godhood through Lichdom do exist. Fiends and other
outsiders can become liches, classified as lichfiends.
Especially in the intrigue of the Hells, it is not uncommon for
a fiend to essentially steal the souls of lesser devils to prevent
a rise of power similar to their own. These beings exist solely
by the will of a superior fiend, however, and at any moment
their soul may be cast down back to the Maggot Pits of
Avernus.
It is unknown if the Lich deities were once pure or if they
ascended as Liches. Some theologians posit that the divine
essence could not be corrupted in such a way - but the matter
is often reserved for a matter of thought experiments.

246
DM's Toolkit
A Lich is iconic to the Dungeons and Dragons
experience. For every kind of NPC there is a
different kind of Lich. According to RAW, a Lich is
only suitable as the finale of an epic level-20
campaign, or the massive expedition of groups of
lower-level players. But the roleplay opportunities,
the minions the Lich sends out, and the overall
flavor they can bring to a campaign makes them a
near-mandatory aspect of any DM's career. Don't
cheapen Liches however, they should be
surrounded in mystery and taboo. Also, the quest
to become a Lich is an great downtime-consumer
for a single player - giving a DM plenty of
opportunities for inter-party politics and player
development. A Lich should be a big personality
too, with a solid backstory for each one.
No matter what, remember that a Lich isn't just
another stat sheet. Adding one to a campaign is a
conscious choice to alter your campaign almost
fundamentally. For this reason, I've included
campaign/adventure hooks instead of my usual
encounter hooks. Enjoy.
A member of the party finds a book bound in
human leather inside the robes of a dead
necromancer. Scrawled on it are the words "Do not
open" written in blood.
The party awakes to find themselves imprisoned
in a cell. A nearby prisoner tells them to
"Remember the true king" as an undead Minotaur
grabs him and leads him off to the gallows.
Screaming is heard.
A close party-mate or NPC of the party dies at
the hands of a Lich. But it offers the party a
solution: get rid of the Lich's master and their
friend will be resurrected. The catch? To get to the
master, they'll have to go through Hell.
The party arrives on a tropical shore after a long
voyage to the new world. But everything is different
in this hostile new world, where undeath is the
norm.
A vicious assassination in the capital has caused
a court noble to seize power, but recent reforms
have rumors of foul magic befalling the kingdom.
The party's adventures in the Far-EastTM have
ended, but on their way back to Totally-Not-
Medieval-Europe, they find themselves lost in a
desert. Here, pyramids shift with the sands,
massive cities live in dunebanks, and a vision of
what the party thinks is a mummy haunts their
dreams.
A Lich of the Shadowfell has decided the Prime
world is his next target, deciding to open planar
rifts throughout the world to cause an apocalyptic
merging of the two worlds.

247
Males and females are very hard to distinguish for most
Lizardfolk other races. Females are typically more slender in stature
"You would do well to tread carefully in the swamps, human. and males are slightly wider and taller. Males are typically
Not all of my kin are well fed and wouldn't find you any less also more vibrant in color much like their distant lizard
appealing a meal than you would a fat pig" relatives. This is useful to lizards for mating practices but to
-- Lizard Folk Shaman the Lizardfolk this makes hunting skittish prey more difficult
as they can stand out in the dense foliage of their
Introduction environments. For this reason Males tend to be more openly
aggressive in hunting and fighting while females with their
Lizardfolk or Rak'Ta (what they refer to themselves as) are a slightly muted colors are more apt to stealth and subversive
large seemingly primal race of reptilian humanoids. They tactics on the hunt and in battle.
have many colors and variations which can help depict Lizardfolk while fully reptilian do carry some amphibian
heritages and regions. Lizardfolk are carnivorous and like traits. They are foremost air breathers but through
dangerous to any humanoid aside from another Lizardfolk. special small gill pouches inside of their mouths they can
This does not make them evil it is simply just their way of life. filter oxygen from the water. Most Lizardfolk communities
Meat is food and you are meat is as close to an apology live in dense jungles, forests or swamps and typically near
anyone will ever hear. water as to take full advantage of variety of prey. They are
Lizardfolk are entirely alien in thinking to most races, they excellent swimmers and as much as at home in water as they
care about one aspect and that's survival. They do not seek are on land.
progress like many races and they don't seek to make more
defensible kingdoms or communities they band together Social Observations
simply to survive. This doesn't mean that they are uncaring; Lizardfolk while seemingly brutish and barbaric in
neigh they are a tight knit community. There is a lot to be appearance are far from in social form. They are primal yet
learned still about the reptilian race and the more I can relay sophisticated socially. They live in tribes of around 30 to 50
the better relations can be handled with them in the future. adults and typically between 1 and 2 children per adult
couple over the span of their lives. That equates to a lot of
Physiological Observations food and thus many members are hunters. Very few adults do
Lizard folk stand at 6 to 7 feet tall and are typically well not hunt. Those few, who do not hunt, watch the tribe's
muscled strong individuals. Resembling a mix between a children and teach them. The children are all taught together
burly barbarian and a shorter snouted monitor lizard they can the lessons in cycles of the year and how to hunt and gather.
be menacing even to the toughest Dwarves. Lizard folk are Luckily children learn quickly as they reach adulthood at only
strictly carnivores and sustain themselves on a substantial 5 years of age.
amount of meat each day. Rak'Ta are caring parents to their children but also care
Lizard folk as mentioned come in many colors but most deeply for the children of others. The family in their eyes is
commonly are that of lighter greens, blacks and forest greens. the whole tribe and while they favor their own offspring they
This usually indicates the habitats in which they live for do care for everyone's children in some way.
better camouflage. They have large yellow eyes with vertical Couples are typically joined together after their first mating
slits for pupils. Their heads on average resemble a making them bonded not unlike marriage. This typically is a
carnivorous monitor with large sharp teeth. Their teeth are budding relationship by familiarity with another and grows
typically very clean and white as their diet consists mostly of over time. It is rare for a couple to split as they are
fresh sanitary meat. monogamous but if one is unfaithful the cuckolded one
Lizardfolk while ravenous carnivores are not barbaric in typically finds another mate also. These splits are most often
their consumption and acquisition of food. They are excellent unpleasant and sometimes lead to one or more members
and intelligent hunters using well-honed tactics of brute leaving the tribe.
force, stealth and well put together traps to bring as much For growing up so quickly Lizardfolk live long lives
food to the table as possible. Rak'Ta are surprisingly warm naturally. They can reach ages of up to 60 years when not
blooded so they must consume a large amount of meat every stopped short by disease, battle, or other unnatural deaths.
day. For an average specimen standing 6 feet tall they must Childhood while short is typically very fondly remembered.
consume over 7 lbs. of meat a day for normal sustenance. They do their lessons in the mornings and by mid-day they
They can survive for 2 to 3 weeks without food but will are left to roam the areas near to the tribe's encampments to
become slower and more preservative of energy with each explore and play to their whims. This of course is supervised
day of a missed meal. They do cook and flavor their food from the teachers from afar in case of dangers but the young
typically with plants and other vegetation. It can be said are capable fighters on their own. They also tend to stick
Rak'Ta are some of the best meat cooks in the lands with together in small group of 4 to 5 younglings to play games
their technique and spices, although they are not discriminate with each other.
on the animal it comes from so it's best not to ask.

248
Among the tribes there's a structure similar to barbarians Socially males and females are not distinguished in any
with elder council and a shaman giving council to a Chief. way. There are no such qualms over sex among Lizardfolk.
The Chief seems to always listen to their advisors and make Each member of a community knows their place and does
an informed decision when needed. The elders are always their job and in that absolute practicality they rarely take time
members who have been prominent in their tribe in some to even consider such matters and focus on survival. Anyone
way. Weather battle exploits or benefited the tribe in some typically holds any position in the tribe as for the most part it
other way the council will agree amongst each other and is all based on deed.
invite a new member based on their deeds. The
Shaman and Chief are typically passed down in a family of Inter-Species Observations
the most promising offspring to fit the job. It is rare but it can Lizardfolk typically just consider most other animals as food
happen where another young is chosen to be groomed for unless they are far outmatched. As mentioned before, this
such a position if no suitable offspring are produced. commonly will be only dragons but in more remote reaches
Lizardfolk live in these tribes with strong but temporary larger dinosaurs can be included in this exclusive group. This
stitched and lashed together wooden homes. They follow the does not mean they will immediately attack intruders in their
best food sources for their areas and move when needed to territory as they understand negotiations can bring them
follow a herd or if simply nothing's left to hunt. In colder greater amounts of food then simply just killing and eating
regions and months they will line homes with skins and wear them.
skins to further keep warm. Although typically they hunt a Any amount of long term alliances or trade typically breaks
primary animal in a region they will kill and eat what they can down because of neglect by the Lizardfolk to continue talks.
since they need large amounts of food. As they are mostly self-centric in thinking of survival they
It's not unheard of for a tribe to eat 4 to 5 full grown horses don't pay heed to other matters especially social ones during
in a day. the day. This is why when speaking to Lizardfolk in any
Fighting between tribes can and does happen. If they diplomatic fashion is always favorable at the later hours of
intersect and food becomes scarcer the tribes will then the day as they are more open to ideas with their bellies full.
diplomatically try and express their wishes for the other to Lizardfolk in abundant food areas do take other animals as
leave. These talks rarely end well though and war breaks out pets or working animals for many things. Hunting dogs,
soon after. These wars are often short and decided in 1 large wildcats or even bears are not unheard of but they favor
battle. The refugees and survivors are typically forced to reptiles and seem to relate with such creatures easier. In
move and start anew in a different area with significantly regions where dinosaurs live Lizardfolk inevitably find
smaller numbers. This can cause bitter rivalries in clans that plentiful food and keep Velociraptors or Deinonychus as a
can last decades and in 1 case I've been told centuries. human would hunting dogs.
During most of the daylight Lizardfolk are determined and When fighting Lizardfolk typically carry swords and shields
actively either busy cleaning and repairing their homes, as their main weapons. The shields are made of tempered
hunting or gather. During the night they share stories and talk and treated wood making them very sturdy and not easy to
amongst each other much like the patrons of any tavern. They break. They are skilled in many weapons but more often than
eat only 1 time a day and take their meal and drinks of water not have only clubs. Most weapons are spoils of victory
all at once and need to digest so they socialize operating at a against other races. Outside of a club and they favor the
lower energy level. Digestion does take a bit more effort for sword. Although rare they can make their own weapons if the
them than most other humanoids and in this time they are tribe has a blacksmith.
more lethargic and unable to effectively fight. For this reason While blacksmithing isn't common some tribes do learn
there's typically the group of the most elite warriors that eat such ways and forge weapons. Even rarer if a tribe happens
only after the majority of the tribe have finished with their to have a magic user among them they will typically have
digestion period. These warriors are given the title of Grafta enchanted weapons and armors. Lizardfolk spell-casters
which roughly translates to a deadly poison in common, and almost always focus on Nature, Evocations and Creation
are well respected in the community. These warriors are magics. This stems from the drive to better their
typically found in a group of hunters and are can be far more communities and will for the most part use the spells to
dangerous than the average Lizardfolk. further their tribe's success.
While they primarily consume water Rak'Ta do have their When outsiders are encountered by Lizardfolk hunting
own drink they use in occasions. This drink is typically made parties they typically start peacefully recognizing other
from fermented fruit and plants and is strong as dwarven ale. sentient races. Pre-designated spokesperson will greet the
It is a despicable taste of rotting plants and stagnant water strangers with the group holding back ready to fight in an
but they seem to favor it. instant. The more stealthy females will slowly attempt to
Lizardfolk are not of an organized zeal or religion but they flank the strangers if possible to better their odds in-case of
do greatly favor and respect larger reptiles, either by giving the coming fight. They will allow travelers through in trade
them wide-birth or simply never attempting to hunt them. for food or sometimes even weapons. A common adage of
Commonly this is a dragon that they do not disturb or even in one region is Passage through the swamp requires 3 swords
some cases huge carnivores like a Tyrannosaurus. They will and a buckler.
sometimes strike deals with dragons and act as a first wave of
protectors for their lairs in exchange for food and protection
from the dragon.

249
When fighting Lizardfolk use their whole bodies when
fighting. They trip with their tales and bite when then can.
They are skilled in weapon combat but mix in their natural
weapon for surprising maneuvers or feints. The Grafta are far
more skilled and could be considered experts of their chosen
weapon in almost any land. Males will typically roar and
charge in the front while females attempt to ambush from the
sides and flank of an enemy or group. They attempt to
overwhelm with ferocity and numbers but eventually fall into
steady fighting patterns if the prey still resist.
Tactics when hunting are not very different. For more
skittish prey they will use bows from ambush but for more
sturdy prey that fight they treat them much like when fighting
a group.
Variations
Lizardfolk are a diverse group and detailed differences are
bellow.
Jungle Lizardfolk: they are lighter green and typically are
striped with blacks and red lines down their bodies.
Forest Lizardfolk: Darker green in color and have a more
mottled appearance with dark brown mottles skins that help
blend in with the forests foliage.
Swamp Lizardfolk: These Lizardfolk are typically solid
black and favor ambush from the dark murky waters.
Snow Lizardfolk: Far rarer these varieties hunt and follow
large mammoth herds or even caribou. They are smaller only
reaching 5 feet at max and are white with light blue stripes
down their spines.
Desert Lizardfolk: These light to golden brown individuals
eat smaller animals and bugs, foraging for large amounts of
them. They do however attack and eat humanoids far more
often and will attack groups on sight if they think they can
win.

DM's Toolbox
Lizardfolk are easily made into a monstrous
adversary or ward against the wilderness. As a DM
basic enemies can get boring and maybe you could
try and stop fighting between tribes that would
awaken the wrath of one of the tribe's protector
dragon. Don't be afraid to break out of the norm
and use the Lizardfolk in different ways.

250
Magmin Social Observations
"Without setting anything on fire, you will heat only the area Magmin are seldom able to create their own cultures; as
inside the furnace to the stated temperature. You will then summoned creatures, they are usually at the beck and call of
maintain the temperature of the furnace until you are ordered their summoner. However, when released from a summoner's
to stop. When you are given the order to stop, you will control after his death or for other reasons, magmin will
continue to refrain from setting anything on fire while you travel in a disorganized tribe with no discernible leader,
allow the furnace to cool and await further instructions." wandering the Material Plane until they come across a
-Acclaimed wizard Cyrus von Hardt's orders to a source of immense heat, such as a forest fire or a volcano. A
summoned magmin number of magmin will remain behind while the rest of the
tribe moves on, continuing their destructive wandering.
For this reason, volcanic eruptions are often accompanied
Introduction by magmin raids, as magmin follow the heat outside of their
One of the most valuable skills for a summoner is knowing temporary home.
which tool is suited for which job. While magmin may lack
the subtlety of other summoned creatures, they excel at Behavioral Observations
causing chaos and destruction. In fact, magmin are so The destructive habits of the magmin are not born of malice,
specialized to this purpose that it is difficult to use them for but of instinct and innocence. With faint memories of the
anything else. Elemental Plane of Fire, they associate fire with comfort
Magmin are difficult creatures for summoners to work with rather than pain and destruction, and can never be made to
- they believe that burning is the natural state of all flammable truly understand the fear of fire exhibited by other creatures.
objects, and all of their instincts drive them to burn In their ignorance of the pain fire causes to beings of flesh
everything in sight. Further, they are free-spirited and blood, magmin find the panic of a creature set aflame
troublemakers, and are ill-suited to the simple, monotonous highly comedic. If left to its own devices, magmin do not
tasks that golems excel at. actively try to attack other creatures, though they may
If not kept on a tight leash, a magmin can turn even the attempt to set them alight out of curiosity or boredom. When
simplest of missions into a chance for arson. On the other attacked, they prefer to flee rather than fight back. If forced
hand, if you want something burned to the ground there are into a corner, however, they are capable of fighting with their
few creatures more suitable for the job. superheated hands. Simply being touched by a magmin is
enough to cause severe burns. While magmin do not move
Physiological Observations particularly fast when they reach out, the heat haze that
Magmin are not naturally occurring creatures. Similar to surrounds their hands can make the attack difficult to dodge.
golems, they were originally fire elemental spirits, but the
summoning process that bound them to the Material Plane Inter-Species Observations
also trapped them in a black shell of hardened magma. Magmin are often summoned by fire giants and efreeti for
This shell is hard and thick enough to repel most weapons. use in warfare. Being immune to fire, an army of fire giants
If the shell is ever broken completely the volatile innards of can fight alongside magmin without fear of their destructive
the magmin explode outwards, raining fire and magma down habits. Attracted to all sources of extreme heat, magmin
upon everything nearby. tribes sometimes end up following red dragons, which may
The hardened shell of a magmin glows a faint red from the tolerate them if they pay it the appropriate amount of respect.
fire within, and particularly flammable materials can be set
ablaze just from the heat radiated by a magmin. This heat is
particularly concentrated around the hands, where small
holes in the palms release the flames trapped inside the DM's Toolkit
magmin's shell. Magmin can make a very good addition to combat
Magmin have a limited amount of control over the fire encounters across many levels. With resistance to
within, allowing them to force small jets of flame out through nonmagical weapons and their signature death
the cracks in their shell. This ability is normally used to burst, magmin are a large challenge to melee-
illuminate the surrounding area. Magmin can choose not to oriented classes, so they can be a good way to
stay alight, but unless specifically bound to do so by their make casters shine.
summoner they may occasionally set themselves alight as a The addition of magmin to an encounter
simple reflex. Some magmin have exhibited the ability to use drastically alters the tactical situation. Magmin
encourage the party to spread out and move
this flame as a ranged attack, but that extent of control is around constantly to avoid being caught in the
exceedingly rare. blast radius; a steady flow of magmin can be a
Magmin are usually small and compact; some researchers good way to make a fight more dynamic for a party
have theorized that a more powerful elemental could be used that tends to remain stationary.
to create a much larger magmin, but so far their studies have The predictability of the magmin can also make
failed to stabilize the elemental within a solid form. them good as a decision point. A villain might
release a group of magmin as he escapes, forcing
the party to choose between pursuing him and
letting the town burn.

251
Another response to eternal loneliness can be desperation
Medusa for company. These medusa yearn to speak to other
"A woman with snakes for hair is just the thing to get me rock creatures, and will try to keep those in their lair alive and
hard." talking for as long as possible, their voices being the first the
-Every adventurer ever at some point in a tavern. medusa has heard in years. Depending on how hostile the
medusa is, this can result in either a hunter playing with its
Introduction prey as long as possible before killing, or simply a lonely
hermit wanting its first guests to never leave. However, if this
Once mortal beings obsessed with their own vanity, medusa docile medusa senses its only guests might desert it, the
are immortal creatures forever cursed by the means they took medusa can very quickly become aggressive and act as
to achieve youth and beauty. Whether it be from dark lore malicious as the previous example.
books, favors from evil wizards, or sacrifices to demons,
these beings lived many years of bliss, having obtained what Behavioral Observations
they seeked. However, although their beauty never faded, their Even though they are almost entirely cut off from the world,
hair became a nest of vipers and no one that looked upon even medusa know that they are infamous for having lairs
their visage became able to sing praises of their aesthetic littered with statues of fallen adventurers and once loved
appearance. Cursed with immortality, the medusa locks itself ones. Aware of this, medusa are likely to use these petrified
away in its, by now, dilapidated estate or dungeon, forced to creatures in one of two ways, depending on their
live in virtual solitude, their beauty they sold their soul for temperament.
now being useless. Some medusa, after holding onto this curse for so long,
have accepted their fate and decide to lock themselves away
Physiological Observations in solitude. These creatures want to be left alone, and do not
Since any sentient humanoid race can have the vanity wish to be disturbed. Medusa of this nature leave the statues
necessary to achieve the curse of the medusa, each one can of their foes strewn about the dungeon. They do this as a
have a varied physique: from short, stocky, once-Dwarven warning, hoping to ward off most adventurers and treasure
medusa, to tall, lanky, pointed eared medusa. Through the hunters from disturbing them.
whole spectrum of shapes and sizes, men and women, some Other medusa, ones that are more malicious, have found a
traits, however, always remain constant. Regardless of age, new use for their fallen enemies. These medusa are more
they will have eternally youthful and very beautiful faces. The cunning and find hunting and killing unknowing trespassers
medusa's face will look like the epitome of beauty in the as the only joy left in their lives. These medusa do not want to
culture of its previous race (i.e. Dwarven medusa have long warn the intruders of their presence, and don't wish to scare
beards and strong jaws, Elven medusa have high cheekbones anyone away. So instead, when a new enemy is turned to
and fair skin) This being the prize they paid their souls for, a stone by them, the medusa destroys the statue, breaking it
medusa's face will never receive a blemish, wrinkle, or into hundreds of pieces. After the statue is crushed beyond
imperfection. Their eyes are rumored to be a creamy white recognition, the bits are scattered all along the floors of the
color, vacant of any pupil or iris. This is only a hypothesis, as dungeon. This works as a makeshift alarm system for the
even in death, the medusa's gaze can likely turn an onlooker medusa, seeing as the constant kicking of pebbles and stones
to stone. is very easy for its blind minions (such as grimlocks or hook
The final similarity is that the medusa's hair becomes a horrors) to detect. Now all in the dungeon is aware of the
nest of extremely poisonous snakes. Any person able to avert adventurer's presence, while he is unaware of all that awaits
their gaze long enough to approach the medusa will soon find him.
themselves on the ground, their systems shutting down as the
venom from one or more of these several dozen snakes Intra-Species Observations
courses through their blood stream. After a medusa is killed, Since anything with eyes turns to stone at the sight of a
the snakes die shortly after. After an autopsy, it was medusa, there is little to no information on the intra-species
determined that these snakes have the identical biological mingling of them. The creature does usually have minions,
systems to that of any naturally occurring viper. It is unclear either recruiting blind monstrosities such as grimlocks and
whether or not a medusa's hair transmutes into the snakes, grell, or by collecting constructs immune to its gaze, such as
or if their hair falls out and these grow in its place. golems and gargoyles. Most creatures capable of existing in
Social Observations the domain of a medusa are incapable of meaningful
company, so very little interaction is had between the medusa
Medusa are some of the most solitary beings in existence. and its subjects aside from basic commands.
Since even other medusa, including themselves, are subject
to the petrifying gaze, they do not even share company with
others of their kind. Because of this prolonged seclusion, the
longer a medusa lives with its curse, the stranger its
personality may become.
They can forget the language they spoke in life, becoming
almost entirely feral. In this case, medusa become afraid or
hostile to other life, and attempts at contact will be met with
vicious attacks and unintelligible screams and shrieks.

252
DM's Toolkit
The medusa is a great monster to use as a boss for
lower to mid-level parties. The thing that I love
about them most is how recognizable they are,
even to new players. Everyone knows about the
gorgons they are based on. What makes the
medusa even better from a DM standpoint is that
they aren't exactly like the gorgons everyone
knows. They look and act slightly different. This
means that there is just enough known about them
to cause fear in new players, but enough different
about them that knowing about gorgons doesn't
give the players a guaranteed plan of attack.
Remember that fighting a medusa is two
encounters in one: finding out how to hit
something you can't look at and once you find the
method, then killing it. Have fun with the
environment and objects around the party when
fighting the medusa. If they just look at the ground
of a square, featureless room, that just means it will
take longer to kill a creature (because they have
disadvantage) and the fight becomes a chore.
However, if the creature has minions with polished
shields that reflect their gaze, or waterfalls and
ponds with pristine, reflective waters, or other
reasons to keep the party moving their feet and
heads, the fight becomes more intricate and
memorable.

253
Merfolk will only occasionally unite under a single ruler.
Merfolk These unifications happen in order to face a common threat
She saved me laddie, she did. There I was, adrift at sea, or to complete an undersea conquest. When these events
clingin' to a piece o' driftwood and she came right up to me. happen and a unification occurs, it often leads to vast
Oh Johnny her voice, if only you'da heard her voice. She kingdoms with dynasties lasting for hundreds of years.
carried me to shore, she did. And when I was safely ashore, Vast undersea caverns and huge coral mazes are where
she left me with a kiss. Aye, what a kiss! Merfolk feel the most secure, thus those are the most natural
places for Merfolk societies to settle. However, Merfolk have
Introduction been observed living in great sunken cities. In all cases,
Merfolk societies are always within sight of the sun for these
Merfolk keep mostly to themselves, staying within the societies also depend on the sun for time keeping purposes.
protection of the waves. Only by chance would a land dweller It has also been observed that some Merfolk settlements go
meet one of the Merfolk. Although there are those starry eyed much deeper than previously thought. Sometimes going
mariners that tell of the romantic occasion on far away isles. down in a vast undersea cavern, or in a city that has sunken
The following ecology assumes Fifth Edition. so deep that not even the sun is within its sight. When
observed, these settlements are lit by other means of natural
Physiological Observations light. Bioluminescent flora and fauna, such as jellyfish, light
These aquatic humanoids have the upper body of a human these settlements with an alien aesthetic.
and the lower body that resembles a fish. Merfolk are as Behavioral Observations
varied in color, size, and culture as humans of the surface.
Some looking as though their human upper body were taken Depending on previous experience with land dwellers,
from a human itself, others with the upper body being vaguely Merfolk can be either hostile, or friendly. Merfolk memories
human, with fins and gills instead of hair, and a mixture of are also very long, so misdeeds that happened decades ago
skin and scales throughout the upper body. are still fresh in their memory and can easily start a tidal
The life span of the Merfolk also closely resembles that of wave of anger.
the land dwelling humans. They reach adult hood at around Merfolk will usually try to avoid combat, but when forced
the age of twenty one, and will live until they are about eighty, into a combat situation they will always use the ocean to their
the oldest case being one hundred and fifteen. advantage. They are incredibly fast swimmers so they will use
Sexual dimorphism is apparent within Merfolk society, hit and run and flank tactics. They will also use guerrilla
with females being slightly smaller than their male counter warfare whenever possible, sticking to the nooks and
parts. It is easy to distinguish male and female due to crannies of the coral mazes they so often call home.
significant physical differences. First being that females have Having the natural separation from most of the world,
breasts, males do not. Second being the body shape, males Merfolk also tend to be very neutral in alignment. Their
tend to be large and muscular, while females tend to be sleek priorities are always towards their homes and societies.
and their faces more angular. Merfolk are not downright evil but neither are the absolutely
Merfolk give birth in the open water to warm blooded altruistic. They do what they need to so that they may survive
offspring. They will find a secluded coral shoal in which to in peace
give birth, with their offspring able to swim minutes after
birth. Multiple births are very rare, and are looked upon with Inter-Species Observations
suspicion in most Merfolk societies. Since Merfolk are rarely seen above the surface, they don't
All Merfolk are amphibious, being able to survive both at have a real observable relationship with the land dwellers.
land and at sea. They are, however, much more equipped to When a Merfolk is spotted above the water it is usually by a
be in the water. They are natural swimmers and can swim mariner, and the sighting is seen as just a story or a
comfortable at a very fast pace. Land is a very different story. prolonging of a legend of creatures that live under the sea.
Without legs Merfolk are incredibly slow and have to use Merfolk thrive in the ocean. They are mostly hunter
their arms to trudge through land. gatherers, going out to hunt for fish and scouring the seabed
Along with their amphibious nature comes the need to for edible plants. However, there have been instances where
maintain the moisture on their skin, much like other Merfolk have been spotted as a farming community. They
amphibious creatures. If one of the Merfolk is too dry their have coral farms that they cultivate and use to grow edible
bodies stop functioning. If a death like this occurs, the body plant life such as seaweed and kelp. Along with the coral
shrivels and starts to desiccate. farms, Merfolk also herd fish, much like a farmer would herd
Social Observations cows or sheep. Farming communities are most likely found
when an undersea dynasty has been founded.
Merfolk by nature tend to be very secluded. Because they lack One thing that Merfolk depend on the land dwellers for are
the ability to forge metals, keep lore, and shape stone, metals. Specifically metals that have been forged into useful
Merfolk tend to live in small hunter-gatherer societies. Each tools. They find these metal tools, mostly weapons, in
of these societies are unique, all with different values and shipwrecks or along the beaches close to their homes.
creeds. If such metal tools are not found, they will carve what they
need from coral.

254
Merfolk do have natural predators such as sharks and
undersea dinosaurs, but the Merrow are far more dangerous
than any other threat to Merfolk life. The Merrow used to be
Merfolk themselves until they were twisted and transformed
in the darkness of the abyss. Merfolk are always on the
lookout to defend against their demonic cousins. If Merrow
are spotted, a coalition of Merfolk societies will rise up to rid
the ocean of those twisted creatures.

DM's Toolkit
One of the easiest, and most clich, ways to use
Merfolk is to make a society much like the one in
The Little Mermaid. This would be a great dynasty
that formed to accomplish a goal, like hunting
down the merrow. This is great for some rich
backstory and history that your players could learn
through role play.
Another way that I like to use Merfolk is much
like the Doctor Who episode The Curse of the
Black Spot. The players are on a ship that has been
caught in the doldrums. Then a single Merfolk,
typically female, starts dragging the crew to the
bottom of the ocean one by one. The reasons why
this happens are up to you.
Merfolk can also be changed physically
depending on how you want to portray them in
your game. You can have the stereotypical Merfolk
look with a completely human torso, or you can
make them a sort of human/fish hybrid, making the
upper half mostly humanoid, but not necessarily
human. The latter option makes the Merfolk even
more alien and separated from the land dwelling
world.

255
Mephit Behavioral Observations
"Small? Yes. Bothersome? Very. But tell me that mephits Mephits are rude little tricksters, and commonly harass other
aren't dangerous too, boy, and I will never let you live it creatures through mockery, stealing, and occasionally a
down." breath attack if they truly wish to be malicious. Mephits may
--Torgard Cragbane, scolding his squire. enjoy annoying others, but they don't stick around if things
seem dangerous. Mephits are selfish and cowardly, preferring
safety over glory in combat.
Introduction Sometimes mephits become too caught up in their
Mephits are small, imp-like beings that dwell within the mockery, getting into name-calling fights with other
elemental planes. Gathering into small groups and mobs, creatures, occasionally at their own peril. It's this blind
these capricious tricksters can go from annoyance to deadly rudeness and malice that gives mephits their biggest
foe in an instant the moment their numbers swell. weakness. Even though mephits don't usually know
Common, they convey their teasing though Terran and use
Physiological Observations hand signs and movement.
Mephits are small creatures, and at first glance resemble Intra-Species Observations
imps. Small, winged, and with lanky limbs that extend from
their hunched torso, some have even mistaken mephits for a Mephits have a great distaste for non-elemental creatures,
rare species of imp. The fastest way to distinguish a mephit and even see their fellow elementals as simply dumb, big
from an imp, however, is also its most obvious trait. Mephits cousins. Mephits have been known to be used by wizards and
originate from the Elemental Planes, and because of the sorcerers as familiars but these servants are rarely loyal and
diversity of the planes and their environments, mephits follow never imposing as guards.
the same trend. Mephits may hate other creatures, but their cowardly
Mephits come in a variety of elemental types: dust, ice, nature makes them little more than irritating to the typical
magma, mud, smoke, and steam. Each element is a creature. It's when mephits gather as mobs that solitary
combination of two of the more basic elements, with fire, creatures become more wary.
water, air, and earth mephits being ancient ancestors of the
modern mixed subspecies of mephits.
Each mephit's appearance follows their elemental origin, DM's Toolbox
with steam mephits leaving trails of hot air behind their Mephits can be described as having two distinct
twisting, amorphous bodies, and droplets of lava sticking to qualities: they have a breath weapon aligned with
the burning skin of magma mephits. Mephits always seek to their element, and they have the ability of death
live in areas that suit their elemental nature, whether it be a burst, to explode upon death and send their
swamp for a mud mephit, or a frozen cavern for an ice element flying in all directions.
mephit. This makes hordes of them potentially deadly
when a chain of magma mephit explosions create
Social Observations an explosion of immense proportions.
This also means mephits can be from virtually
Mephits congregate in large mobs, but usually only ever with any elemental origin. Lightning, acid, necrotic, and
their same elemental kin. Each type of mephit demonstrates many other types of elements are left out of the
different trends in personality, and because of this as well as typical mephits, allowing for a great deal of options
their own selfishness and distrust for others, they tend to for more unique types of mephits.
gravitate away from other mephits of differing type. Mephits are commonly familiars to more
A mephit mob can consist of up to 50 individuals, with no powerful creatures that can control them with fear
designated leader or roles. Because of this, mephits act and magical prowess, making them passable
within their mobs very independently, almost selfishly. While minions for rakshasas, efreetis, and evil
swarming a target is simple enough, mephits have no spellcasters.
hesitations when it comes to retreating and leaving their
companions to die amidst the chaos.
Even though mephits are very loose in their organization,
those that have the rare ability to summon other mephits
stand as pseudo-leaders within their mobs, and these are the
only mephits that can force another to obey. Mephits also
have no need to eat, drink, or sleep as well, making them very
self-sufficient when alone. Some academics theorize that this
is why mephits have no true chain of command or power
structure, as their needs for survival are very simple and
require no cooperation amongst others. Mephit mobs only
survive through natural protection from their environments,
and a single mephit can move through several mobs during
its existence.

256
Physiological Observations
Mind Flayer (Illithid) Illithids have a humanoid body with an octopus-like head.
Where do the illithids, whom men call the mind flayers, come They have four tentacles around a lamprey-like mouth, and
from? asked the mage in a trembling voice. require the brains of sentient creatures as part of their diet.
The githyanki's eyes narrowed. Mind flayers are not of your An illithid who snares a living creature in all four of its
world. They are not of any known world. They have been tentacles can extract and devour its living brain. Their eyes
traveling the planes for so long, not even they know where are pale white, and they can see perfectly in both darkness
they come from. From a secure base underground or from a and light. Their sense of hearing is slightly poorer than a
darkened planet they send out projections of themselves to human's; they have difficulty distinguishing between several
new prime material planes, scouting and searching for a new sounds mixed together, yet they are good at discerning from
realm to conquer and enslave. which direction sounds come. Their skin is purplish blue to
*Once a realm is discovered, it is doomed; the mind flayers gray-green and covered in mucus, and is very sensitive to
have one of their number remain projected at the new plane sunlight. They loathe sunlight because it is irritating to their
while others use their psionic powers to enter the Silver skin, drying the mucus.
Realm, that which you call the astral plane. These others Illithids are hermaphroditic creatures who each spawn a
then follow the scout's silver cord to the entry point to the mass of larvae two or three times in their life. The larvae
new plane, use psionic science to enter that plane, and begin resemble miniature illithid heads or four-tentacled tadpoles.
bringing about its downfall. Our mages believe their lost Larvae are left to develop in the pool of the Elder
home plane was anti-magical, and that they possess the same Brain. The ones that survive after 10 years are inserted
nature, for they resist magical influences so strongly that into the brain of a sapient creature. Hosts are determined in a
even the most accomplished wizards are taxed to slay them. very specific manner. Hosts generally are humanoid
I saw a githyanki warrior older than any of you here, even creatures that are between 5 feet 4 inches and 6 feet 2
you elves, charge a mind flayer - and in seconds it ruined his inches. The most desirable of races for hosts are Human,
brain with blasts of mental energy. Three times it hit him - Drow, Elves, Githzerai, Githyanki, Grimlock, Gnoll, Goblinoid,
three times! The warrior was dead before he took ten more and Orc. Upon being implanted, the larva then grows and
steps. It took five warriors more to bring the brain-eater consumes the host's brain, absorbing the host's physical form
down, and I was the only one of the five to come away with entirely and becoming a physically mature (but mentally
my brain and mind still intact.* young) Illithid. This process is called ceremorphosis. Illithids
The room was silent, and the githyanki continued. *Yes, often experiment with non-humanoid hosts, but
brain-eater. That's what I said. Illithids relish the brains of ceremorphosis involving other creatures usually fails, killing
humans and similar beings the way you eat the meat of cattle both host and larva.
and fowl. To them, eating brains is a symbolic gesture. All When an illithid undergoes ceremorphosis, it can
illithids believe that they are the master race, the true and occasionally take on some elements of the absorbed host
rightful rulers of all sentient creatures. They have no kinship creature's former mind, such as mannerisms. This typically
to humanity or any other known race. They worship no gods, manifests as a minor personality feature, such as a nervous
because they deem themselves the ones who should be habit and/or reaction (e.g., nail-biting or tapping one's foot),
worshiped. although the process that determines the type and number of
Being as intelligent as they are, endowed with psionic traits so inherited appears to be stochastic. An adult illithid
powers, and as physically weak as they are, the illithids has even been known to hum a tune that its host knew in life.
believe that the mind is everything and all-important. The Usually, when a mind flayer inherits a trait like this, it keeps it
githyanki tapped the yellowed skin of his temple with a bony a closely guarded secret, because, were its peers to learn of it,
finger. To eat the brain of another race is the ultimate symbol the illithid in question would most likely be killed. This is due
of dominion over that race. They consume that which is to an illithid legend of a being called the Adversary. The
important to them. Their tentacles have bony ridges that cut legend holds that, eventually, an illithid larva that undergoes
flesh and bone with ease, exposing the inside of the skull. ceremorphosis will take on the host's personality and
-Excerpt from Roger Moore's "Ecology of the Mind Flayer", memory in its entirety. This Adversary would, mind and soul,
Dragon Magazine, issue 78 (October 1983). still be the host, but with all the inherent abilities of an illithid.
Occasionally, ceremorphosis can partially fail. Sometimes
Introduction the larva does not contain enough chemicals to complete the
In eons past, illithids controlled empires that spanned many process, sometimes there is psionic interference. Whatever
worlds. They subjugated and consequently warped whole the reason, it has happened that ceremorphosis has ended
races of humanoid slaves. Connected by a collective after the internal restructuring, resulting in a human body
consciousness, the mind flayers hatched plots as far-reaching with an illithid's brain, personality and digestive tract. These
and evil as their fathomless minds could conceive. unfortunates must still consume brains, typically by cutting
Solitary illithids are likely rogues and outcasts. Most open heads (as they lack the requisite tentacles). These
belong to a colony of sibling mind flayers devoted to an elder beings are often used as spies, where they easily blend in
brain. Mind flayers are the scourge of sentient creatures with their respective host types.
across countless worlds. Psionic tyrants, slavers, and inter-
dimensional voyagers, they are insidious masterminds that
harvest entire races for their own twisted ends. Four
tentacles snake from their octopus-like heads, flexing in
hungry anticipation when sentient creatures are near.
Physiological Observations
257
The illithid society also maintains a long-standing taboo Their archenemies are the githyanki and the githzerai,
related to deviations to or failures of the ceremorphosis descendants of the rebellious slaves who destroyed the
process, and hunt and destroy such exceptions. Occasionally, illithid empire millennia ago. Hunting and slaying illithids
mind flayer communities are attacked (often by vengeful whenever they can is an integral part of the Gith cultures.
githyanki and githzerai) and their inhabitants must flee. This Illithids fear the undead because these creatures are
leaves the larvae unattended. Bereft of exterior nourishment, immune to telepathic detection and manipulation, and have
they begin to consume one another. The survivor will no brains to consume. Confronting such mindless creatures
eventually leave the pool in search of food (i.e., brains). This can even be traumatizing to them.
unmorphed larvae is known as a Neothelid. If the neothelid According to long lost history, Illithids are one of the few
consumes an intelligent creature it will awaken to rational races respected by the aboleths. This is because the aboleths
thought and psionic abilities and grow to immense size, while remember the origin of almost every other race, through their
retaining its memories of savage survival. hereditary memory. However, illithids, as far the aboleths can
remember, just appeared without preamble, which scares
Social Observations them.
An illithid colony is ruled by a creature called an Elder Brain
which lives in a pool of cerebral fluid in the colony's center.
When an illithid dies its brain is extracted and taken to the DM's Toolkit
pool. Illithids believe that when they die their personality is Mind flayers typically reside in areas void of
incorporated into the Elder Brain, but this is not the case. sunlight as part of a colony. Against strong
When the brain of an illithid is added to the Elder Brain, the resistance, they avoid initial combat as they order
memories, thoughts and experiences are consumed and their thralls to attack through telepathy. Like a
added to the sum of the whole, but all else is lost. This fact is physical extension of the illithids thoughts, these
a closely guarded secret of the Elder Brains, since all illithid thralls interpose themselves between mind flayers
aspire to a form of immortality through this merging process. and their foes, sacrificing their lives so their
An extremely ancient Elder Brain is called a God-Brain masters can escape. That is not to say that a mind
flayer is defenseless against attacks. Sentient
because its psionic powers are almost limitless. creatures can easily be detected via their thoughts
Since the Elder Brain contains the essence of every illithid inside illithid lairs. Not only can they employ
that died in its community, it functions, in part, as a vast powers of domination, but their mind blast ability
library of knowledge that a mind flayer can call upon can easily incapacitate a large quantity of foes in
telepathically. The Elder Brain, in turn, can communicate order to escape or feast on each euphoric brainy
telepathically with anyone in its community, issuing orders snack stunned by the attack. As they wrap their
and ensuring everyone conforms. tentacles around their humanoid victims,
Illithids generally frown upon magic, preferring their potentially stunning them in their grip, they are
natural psionic ability. Psionic potential is an integral part of capable of extracting the victim's brain devouring
the illithid identity, and the Elder Brain cannot absorb the its contents including memories, personality and
magical powers of an illithid mage when it dies. They tolerate inner most fears. Sometimes victims will instead
a limited study of wizardry, if only to better understand the have their brains harvested only to be used in part
powers employed by their enemies. However, an illithid who of some alien experiment or transforming it into an
goes too far and neglects his psionic development in favor of intellect devourer.
Typically, because of the mental link between the
wizardry risks becoming an outcast. Denied the possibility of illithid colony with its Elder Brain extreme caution
ever merging with the Elder Brain, such outcasts often seek must be taken when tackling these psionic
their own immortality through undeath, becoming commanders. Even solitary mind flayers often have
alhoons(liches). a network of command via their thralls making
Illithids typically communicate through psychic means. pinpointing their location or involvement difficult.
They project thoughts and feelings to each other in a way
non-illithids can scarcely comprehend. When they do feel the
need to write, they do so in qualith. Instead of typical
alphabet-based writing, illithids write in qualith by making
marks consisting of four broken lines. They use each tentacle
to feel the breaks in the lines, making it similar to braille.
However, qualith is extremely complex, requiring the ability
to understand all four lines simultaneously to discern the
meaning.
Intra-Species Observations
Illithids seek to rebuild their former empire where all other
species were their slaves. They view any sentient creature as
worthy only of being their slaves or their food. They are
pragmatic, however, and will trade with other races, such as
dark elves and gray dwarves, who may be too strong to be
conquered. They also trade with the Neogi in order to obtain
slaves.

258
The legs of the Minotaur are powerfully muscled and long,
Minotaur terminating in large hooves. As with most hooved creatures it
Snort appears as if the knee of the Minotaur bends backwards. The
"You have bound me Wizard, and I have bound you. While truth is the hoof only represents the ends of the toes, with the
you make your profane gestures and expend your will to hold thin potion of the leg above being the rest of the foot. The
me in this place. I have captured your scent and bound it to Joint above that would be the human ankle, then calf, then
my soul. I know what your blood smells like and I the taste of knee at the forward point on the leg, then powerful thighs.
your fear. My herd comes, you must escape with your This means that the Minotaur, like all animals that have
wounded now to have any hope of fleeing. I can smell the fear adapted to walking on toes or hooves can generate
on you, what will do you do when your focus breaks? What considerable power from the legs. The Minotaur uses this
will you do when your magic is not strong enough? My blood power in the legs to drive the body forward in aggressive
is stronger than your magic. When I am free again there is no charging attacks.
place you can hide that I will not find you." The diet of the common Minotaur is entirely carnivorous.
"My magic has stopped you now, and it will stop you again." The blessing of the Horned One makes the Minotaur
"I KNOW YOUR SCENT! I WILL TASTE YOUR BLOOD! incapable of consuming anything but flesh and bone, and it
THE BLOOD IS STRONGER THAN MAGIC! I WILL prefers the flesh of sentient creatures, the wide grinding teeth
CRUSH YOUR BONES!" of the minotaur are capable of sheering bone and pulverizing
it during eating. While many creatures who kill with such
Introduction bloodlust do it in a frenzy of hunger and will stop to consume
the fallen immediately, the Minotaur will prioritize hunting
Most adventurers know of Minotaurs as monstrous hybrid over killing and only stop to eat once all the quarry have been
creatures, a large, bloodthirsty mixture of bull and man chased down. A Minotaur will never forget where it has left a
dedicated to the Horned One. Most adventurers would be kill, and will use trees, spikes, stalactites to impale a fallen foe
completely accurate in this assessment of the Minotaur, most while it hunts down the remainder of a group. This diet of
of the time. However there is more to the Minotaur than a blood and bone meal often mats and stains the fur and snout
mindless dedication to savage, bloodthirsty evil and through of the Minotaur and the breath of a Minotaur is like an
observation and study we can discover what really lay at the abattoir.
center of the labyrinth of fear regarding those who have been The Minotaur's ability to track is exceptional. They are
gifted with the blessing of the Horned One. compelled to hunt those who flee, and are implacable
adversaries. Once a Minotaur has started to chase you, your
Physiological Observations only hope is to slay the beast or take flight to an area beyond
Common Minotaur are large, hulking creatures, standing 10 the Minotaur's ability to pursue. A Minotaur will always
feet tall and weighting over 86 stone. The head of the remember the scent of prey that fled it, and will resume the
Minotaur resembles that of a large bull, usually with two chase immediately if the scent presents itself again. In
horns. A large variation in the expression of the horns exists. addition a Minotaur can always recall a path it has traveled,
Some Minotaur have horns that sweep forward to fine points. they never become disoriented by surroundings or lost. This
Other Minotaur have horns that extend out to the side beyond perfect direction sense even applies when magic or dungeon
the shoulders. Below the head is a strong neck and broad craft are used to alter the surroundings of the Minotaur, a
shoulders. The entire body of the Minotaur ripples with Minotaur faced with a sudden unexpected obstacle will find
muscle granted from the blessing of the Horned One. The the best way around the obstacle with perfect accuracy. As
weakest Minotaur is stronger than all but the most the observers at the Cult of the Great Maze learned,
exceptional of common races. While pure blood orcs might sometimes the Minotaur will prove that the best way around
seek out a Minotaur for a test of strength, this will not usually an obstacle is through. A
end well for the Orc. Minotaur will not hesitate to charge through thin walls in
The entire body of the Minotaur is covered with a thin fur pursuit of fleeing prey.
coat that ranges in color, a transferred trait from the beasts There is little difference between Bull and Cow Minotaur.
that are imitated in the formation of a Minotaur. Minotaurs While there might be a small size difference between the two,
that are born naturally possess similar coloration in fur to the it is marginal at best. Unlike the animals they have inherited
parents. traits from the female Minotaur have no distinguishing sexual
The arms of the Minotaur end is thick fingered hands. The features, there are no udders for the nurturing of young, and
metamorphological process that creates Minotaur usually both Bull and Cow Minotaur have horns. While Minotaur do
binds two of the digits of the fingers. A Minotaur's hand has possess pronounced gonads and genitalia they frequently
only three fingers and a thumb, in spite of this change cover these parts of the body with thick hide skirts and
Minotaurs can be observed using tools and possess average aprons to protect them during battle.
dexterity.

259
Social Observations Behavioral Observations
Minotaur only socialize if they are hunting or breeding. A Minotaur's horns are a source of power and pride for the
Lacking any prey to hunt, they will wander apart in pursuit of Minotaur and it is common for them to dress the horns.
prey or quickly start battling each other. With a presence of When the Minotaur encounters something on a kill that it
an outsider driving them to hunt, the Minotaur will be cannot consume, it might adorn itself with the item,
overwhelmed with the pursuit of the prey and will temporally especially if the quarry had demonstrated strength or
band together to run the prey to ground. Beyond this, the cunning during the chase. Some Minotaur wear horn
Minotaur have no mind for strategy or tactics, they will not decorations made from golden armbands, or bloodstained
cooperate to harry prey, and they do not flank, organize or pieces of armor.
execute pack tactics. When fighting, Minotaur will charge whenever possible,
The foul breath and blood scent of the Minotaur has been using momentum and horns break up groups of prey. The
observed to serve a social purpose. When encountering goring charge of a Minotaur can hit with more force than a
another Minotaur the two will spend several moments charging lance strike and is enough to kill a common
inspecting each other's scent markings. Each Minotaur can opponent. Those who are not killed are often knocked to the
perceive these scents as a record of the blood the other ground, the Minotaur will follow up with swings from a
Minotaur has tasted. The Minotaur rank each other based off massive weapon, or even another charge attack.
these scent markings, the Minotaur who has feasted on the Minotaur favor large weapons, they are commonly found
most blood might become the temporary leader of a hunting with massive axes or mauls. Any weapon that allows them to
herd. deal considerable carnage is acceptable. Due to the size of
Minotaur breeding is a bloody, violent affair. When a herd the Minotaur and the preference for large weapons, a
gathers for a hunt, the female members can be identified Minotaur can create a considerable presence in a fight.
quickly. The drive to hunt and bloodlust bleeds in to the They will often wade in to the center of a fight recklessly,
process of mating, after any other prey is run down the swinging their weapons at anything that still moves. For
female Minotaurs are often perused. Males will fight among those who can stand bravely against the weather of blows,
themselves during the breeding process and female Minotaur this presents the best opportunity for survival. Since the
often fight as well to ensure that they survive. While Minotaur Minotaur pays no mind to tactics, they can often be harried by
are driven to breed they do so chaotically and with no opponents who are tactically prepared to exploit every
concern for the young offspring. Minotaur can breed at any advantage in combat.
time, they have no seasonal needs. The blessing of the
Horned One allows them to gestate and produce offspring Inter-Species Observations
quickly, within a single month's time. Minotaur calves are No discussion of the Minotaur would be complete without
always born during the next full moon. Thankfully for all of disclosure of the occult origins of the species. The first
the good races of the light, Minotaur calves do not often Minotaur are said to have been created by cults dedicated to
survive to adulthood. The Minotaur process no drive to care the Horned One. The mythic survey of these cults seems to
or nurture young. A hungry or excited display an association with dark druidism and a desire to
Minotaur adult will consume a calf, even if that calf is its return the world to the Wild at any cost. The Horned One
own offspring. Such callous bloodlust is not found often even offered a means to do so, and a relationship was formed
among the most bloodthirsty of races. between the Horned One and the cults. Deep in the woods,
Outside of a hunt, Minotaur will challenge another on great hunt rituals were undertaken. First, the cults were
absolutely any grounds. The same blessing that creates them encouraged to hunt beasts naturally, chasing them down with
and drives them makes them incapable of forming bonds claws and teeth. As the cultists completed the rituals hunting
with each other. Every Minotaur is an alpha in its own mind larger prey, soon the Horned One began asking for prey that
and will never bow or give itself over to the service of another. was smarter. The cults started to abduct and chase sentient
This unbroken will is almost supernatural in nature, and prey. The legends go that some of these cultists were
makes Minotaur impossible to enslave or organize. They do rewarded, turned in to the first Minotaurs, creatures driven by
not respect even power capable of destroying them and do bloodlust, consumed with the desire of the hunt, but most
not form hierarchies of strength. A Minotaur put in a position importantly, free of all the bonds of the modern world.
of slavery will often kill its captors, and if completely Many of these Cults are believed to still be active, in cities
incapable of killing its captors will lose itself to bloodlust to they conduct rituals in gardens, forgotten labyrinth
the point of its own heart exploding. A chained Minotaur will catacombs and other mazes. In the wilderness, thick woods
fight against its chains to the point of breaking its own neck. or twisting cave structures are utilized. Every generation has
Magical compulsion fares only slightly better, the Minotaur those who want to seek strength, power, freedom or a return
have a natural resistance from the strong will against such to the Wild. These cults offer corruptions of all of these
things and know that such forms of entrapment are things.
temporary. A Minotaur caught in a spell binding it in place In other places, the Cults are no longer active, instead the
will simply wait out the duration of the spell, drawing in deep labyrinths are the endless hunting grounds of the Minotaur
breaths of the scent of its captor, once the Minotaur is free themselves.
again, will pursue the magic user with great and violent
prejudice.

260
Variants:
Abrasaxian Minotaurs: These Minotaur have conquered their
bloodlust and have sought the worship of divine concepts of
peace and law, seeking to temper the violent bloodlust with
tranquil meditation in glacial canyons far from conflict. They
can be fanatical interpreters of law, and some are
occasionally found as paladins serving gods of balance,
justice and divine retribution. While the physical size of the
Minotaur blood remains, they no longer suffer from the
bloodlust and chaos of the common Minotaur. Instead they
give themselves over to the service of Law and Order and find
peace for themselves. It should be noted that they still love
the hunt and are relentless pursuers of quarry making them
excellent bounty hunters or avenging Templar.
Auroch: Socially and behaviorally these Minotaur are the
same as common Minotaur. The primary difference is that
they are much larger, the size of Hill Giant, and covered with
a thick dense fur that grows in long bands. They have a
stronger magical resistance and are more physically
imposing. Found in higher mountains they frequently fight
with Yeti for territory.
Eland Minotaur: Eland Minotaur are still bloodthirsty
hunters, but they are thinner and more cunning. With long
twisting horns that extend straight up. They possess some
innate ability for magic and have been known to detect magic,
summon fog and move through the woods without trace
some have been known to dispel magic or manipulate the
woods in to ensnare or grasp prey.
Syncerus Minotaur: Black furred with smaller curved
horns, the Syncerus is a Minotaur found in hotter regions.
They are the size of a common Minotaur but have the same
magical resistance of an Auroch. They also have pronounced
resistance to wounds, with thicker hides that protect them
from small weapons, allowing them to shrug off most
damage.
Selinusian Minotaur: The Selinusian Minotaur is the
combination of a Minotaur and a Satyr. Larger than a Satyr
and possessing a goat's head in place of a Bulls the
Selinusian Minotaur is a creature of excessive passion. They
are found in large herds from excessive breeding, and often
have mutations or corruptions from inbreeding where
opportunities to mate are slim.

261
Moreover, their eyes will glow red with a malicious
Lycanthrope intelligence. This is the least common form most
The full moon rose and shone forth with all its light, and yet lycanthropes take on, taking on the form to gather packs of
still Elhand did not turn. The assembled crowd murmured common beasts or for utility and ease of movement not
uncomfortably, confused. We struck him down all the same, afforded their larger, more conspicuous forms.
for the spirit of blood and justice surged through us. Elhand The third form is a hybrid between the two, combining man
cackled as the blood poured from his wounds and with his and animal into a terrifying monstrosity larger and more
dying breath shout out, 'I die, guiltless, while my accusers powerful than either. As a hybrid, they generally remain
hide from the full moon.' It was true that neither Brelove nor standing on two feet, can wield weapons in addition to
Leoril stood among the crowd. There shall be more blood yet gaining natural weapons such as teeth and claws, and are
before this town cleanses itself of the werewolves. - capable of speech. The curse may be transmitted to a victim
Anonymous Priest's journal discovered in an abandoned from biting or clawing attacks in either of the latter two
village forms.

Introduction Social Observations


The curse, or blessing depending on interpretation, of Lycanthropes who are aware of their condition tend to gather
Lycanthropy has been observed throughout history and in groups similar to how their animal name sake might
across every mortal plane. If it came from anywhere, its gather. Werewolves and Wereboars tend to gather into packs
origins are lost in time. Some consider it a natural part of the in the wilderness, while Wererats will do the same in urban
mortal condition that some are affected. Other heretical environments. Werebears and Weretigers tend to live solitary
histories of the gods claim that all lycanthropes are a creation lives far from civilization, rarely ever living in any grouping
of Melora, and react to both moonlight and silver due to a larger than a small family if that.
feud between Melora and Sehanine Moonbow, but the nature Those unaware of their condition continue to attempt to
of the feud as well as Melora's purpose in creating live normal lives, and generally manage to do so. When the
lycanthropes are not well explained in these accounts. full moon rises, however, they transform and become a threat
Regardless of where the curse came from, it can affect any to their communities. The transformed lycanthrope will
humanoid being. They could be anyone, anywhere. Those attempt to find a safe and secret place to retransform prior to
afflicted may or may not be aware of their condition; those the rising of the sun. After these nocturnal episodes, the
aware may or may not be able to control their bestial victim will often have vague recollections of the atrocities
impulses. Those impulses are animalistic and evil, compelling they committed at night, and assume they were nightmares.
the victim to hunt and kill. Good people with some control
over their transformation carry with them the risk of losing Behavioral Observations
control and committing atrocities, so prefer to remain Regardless of their animal namesake, lycanthropes are
isolated from normal society. Those who embrace the evil of intelligent creatures with all the cunning of both their human
their curse have significantly fewer scruples in this regard. and animal halves. In their uncontrolled transformed forms,
all lycanthropes are consumed by bloodlust and the desire to
Physiological Observations hunt. Even the oldest and most experienced lycanthropes
Lycanthropy is most famously passed on as a curse by being have difficulty controlling these urges, which is why so many
bitten by a lycanthrope, but some are born. Any child born to either exile themselves from society or embrace and harness
a parent who has the curse inherits it themselves. While a the evil within themselves.
remove curse spell can heal a lycanthrope who inherited their This is not to say that they pursue their prey blindly and
curse by bite, a natural lycanthrope can only be cured by a without concern for their own wellbeing. Lycanthropes use
wish. their animal cunning and humanoid intelligence to stalk,
Lycanthropes can take on any of three forms, depending on separate, and kill their prey with the methodical precision of
the situation. Most remain in their humanoid form until the experienced hunters. They are strong and powerful, more so
light of the full moon transforms them. Some can control this than a normal beast, but wait for situations where they can
transformation to occur at will. As humanoids, they appear employ their might discretely and effectively. The first time a
normal in every way. The longer an individual lives with the person transforms after receiving the curse is often the
curse, however, the more they begin to take on aspects of wildest, and tales of bloody rampages almost always involve
their transformation even in their humanoid form. Werebears the newly cursed, but these are exceptional and rare cases.
will grow large, muscular, and hairy in their humanoid forms, Pack animals like Werewolves, Wererats, and Wereboars will
Wererats will appear small and nervous with wiry hair, and use group tactics to chase down and isolate single targets
the Werewolf become sleekly muscular with sharp teeth. before closing in for the kill. Individual hunters such as
The second form is that of the animal they are cursed as, Werebears will attempt to injure and wear down their prey
be it tiger, bear, wolf, rat, or other. In their animal form they through exhaustion before landing the killing blow, and
are clearly not natural, growing to significantly larger sizes Weretigers are particularly fond of ambush.
than any common or even dire beast.

262
Inter-Species Observations
Lycanthropes are generally reviled by normal society, and Wererats are often found in cities where they run
rightly so for their tendency towards bloodlust and violence. often run criminal organizations or gangs,
They must either leave their communities or maintain their inducting new members into the group by
secret. infecting them. They could be a rival of the local
Each type of lycanthrope is also quite familiar with the thieves' guild or perhaps a secret (or not) circle
mundane versions of their animal. Werewolves will often lead within the thieves' guild itself. Their reach can and
packs of wolves and dire wolves, and the same goes for should extend well beyond their challenge rating.
Wererats do not have to be the only society of
Wereboars and Wererats. This sort of arrangement makes lycanthropes. A well-known example is the Circle of
the animals doubly dangerous, as their leader has a human the Companions in Skyrim, where people try to
intelligence to guide their tactics. As pack animals, they are harness the power of being a Werewolf in their
more likely to want to spread their curse and thus enlarge capacity as mercenaries. The social characteristics
their pack. However, they are likely to target those humanoids of Werebears would mix well with a Ranger or
which appear weaker, killing the strong outright, since they Druid organization, or possibly even the Harpers if
will not want their leadership over the pack challenged. you want to put a new spin on them.
The more solitary versions, such as Werebear and The Were- template can be applied to most any
Weretiger, are far less likely to establish a rapport with other sort of animal to create a new breed of
animals, and are much more careful about passing on their lycanthropes. These could be dangerous threats,
curse. Weretigers are especially solitary and reluctant to such as Werespiders or Weresharks, or light-
initiate new Weretigers. Werebears are generally good hearted foes like Werecats or Werehumans. That
beings, and pass on their lycanthropy to other protges who very friendly and eager peasant the bard took back
similarly want to act as wardens for the forest, but there are to his room last night could turn out to be the
innkeeper's mastiff, who is afflicted with
exceptions. Werehumanism. Better roll a Constitution saving
Anything which is not part of their pack is considered prey throw to see if the Bard has picked up a form of
for the lycanthrope. They are aware of their own capabilities lycanthropy.
and will not hunt a superior foe, so like their animal
namesakes prefer to hunt the easier targets.
However, while other animals are valid prey, during the
bloodlust of a full moon, they prefer to hunt humanoids.

DM's Toolkit
Lycanthropy can be cured by a remove curse spell,
a third level spell available to Clerics, Warlocks, and
Wizards at 5th level, Bards at 6th (Lore) or 10th
(Valor) through Magical Secrets, and Paladins at
9th level. So long as the party does not have access
to this spell, fighting with lycanthropes of any sort
carries the risk of catching the curse. The
roleplaying possibilities are abundant for these
situations.
Because of this threat, lycanthropes are most
dangerous and best utilized at the early levels. The
pack animals such as Werewolves remain
threatening well afterwards due to the power of
numbers, and can add additional threat to
wilderness encounters above dire animals. But pay
attention to your party, mid-level adventurers who
missed their chance to gain access to remove
curse are still vulnerable.
It is clich, but the hunt for a Werewolf
terrorizing the village who does not know their
own crimes is a classic standby to turn a sleepy
town into a one-shot adventure. Even at later levels
where the actual killing of the Werewolf once
found might be easy, the intrigue and mystery of
lycanthropes living secretly within society is a
powerful plothook.

263
Manticore Social Observations
Langim Thistlegrinder ached all over. He smelled foul to his While anecdotal observations had pinned the Manticore as a
own sensitive nose, and he couldn't remember when he'd last solitary creature, my discovery of a nesting ground has
eaten fresh food. Lying still under his invisibility cloak for completely upset the assumptions once made of the
hours or creeping slowly about the tumbled mountain-top creatures. I observed courtship displays, active parenting,
boulders had left him weary. But all his pains and frustrations caste squabbles and social grooming within the first few
evaporated when, after months of false hopes and dangerous hours. It appears that the nesting ground operates under a
close calls, he finally peered into what most would call The loose hierarchy based on strength and intelligence. The older
Nine Hells on Faerun. A hidden depression shadowed by the more humanoid individuals were heard speaking to each
mountain's peak held his sought-after treasure, a Manticore other in a harsh, broken Common; but most often disputes
nesting ground. were settled quickly by a duel of tail spikes. Weaker members
Introduction Mystery and confusion shrouds the Manticore often sustain moderate injuries in these duels; it was in this
from full scholarly understanding. Known as a man-eater in way that I witnessed the poisonous effects of the Mace tail
most cultures, the Manticore is a four-legged predator with spikes. Immediate swelling and discolouration was noted, but
an arsenal of deadly attributes. Until the publication of this the wounded Manticores seemed to recover from such
book, the details have been argued and debated in injuries faster than tooth and claw marks.
adventurer's halls and academic classrooms. However, What initially appeared to be utter violent chaos was
through one gnome's insatiable desire to fully understand this eventually determined to be a complex set of established
creature, Glinting & Scribbindorf offer the Complete and rules enforced by the elders yet constantly tested by the
Authoritative Natural History of the Manticore. younger Manticores. I identified three paired mates, each
raising a brood of cubs via quick, painful discipline. Yet the
parents were protective, and even affectionate with their
Physiological Observations young as well. The reputation for being solitary would appear
All of the old texts were correct in the basics: Four legs on a to arise from Manticore hunting practices, as only single
large feline body, a humanoid-shaped face with many teeth in individuals were documented as leaving the nest or returning
a gaping mouth, and a long tail ending in a spike. But I now with their catch.
observe the source of the confusion regarding the details of
the Manticore's physiology. For unlike most magical beasts of Behavioural Observations
the material plane, Manticores seem to exhibit a great deal of Much like their appearance, individual Manticore behaviour
variety between individuals, even between parent and varies greatly from creature to creature, with the limitation
offspring. Some indeed have the three rows of uniformly that unacceptable behaviour is not long tolerated in the
triangular teeth as described in Gygax' epic poems. Others group. Some individuals constantly stalked about cautiously
only have one row of teeth more like that of a lion. A few, as if every corner held danger, while others nearly pranced
usually the largest, have bat-like wings. I noted at least one along, head aloof and attitude careless. Argument and
male that had distinctive curling horns protruding from its fighting is quite common, and I find it hard not to presume
forehead. Other minor oddities in proportion, coat, markings that some Manticores seemed to be enjoying the battles.
etc. were too numerous to fully document in my limited time Manticores have a voracious appetite, and will eat almost
among the beasts. anything. While I could not be certain, I do believe that their
While all the individuals that I observed and catalogued reputation for eating men whole is substantiated. When large
had long tails, I identified at least four common types of tail: game was caught, it was torn into large pieces and shared
1. Scorpion, virtually identical to the carapaced arthropod's with a few others. However, the creatures did not masticate
poisonous stinger. 2. Forked, a typical feline tail terminating in their portions, but rather swallowed the chunks whole. They
two articulated claw-like spikes (possibly poisonous) 3. Mace, possess an unnaturally wide jaw bone and seem to be able to
an excessively long furred tail ending in a sphere covered in unhinge it to allow the passage of food almost as large as the
thin, porcupine like spines. These were observed to be creature itself. During my time in the nest, I saw them eat a
poisonous even to other Manticores (see Social variety of wild ungulates, bears, birds, livestock, sapling trees,
Observations) 4. Shedding, a heavily-muscled tail (I observed and sadly humanoids. On my fourth day, one of the winged
both furred and armored versions) with several heavy spikes males dropped seven goblins into his pack of cubs. However
all facing to the rear. These seem to grow rapidly, as adult foul goblins may be, I will never forget that brutal carnage. I
Manticores would periodically shed these spikes intentionally noted little behavioural differences between males and
by a flick of the tail. Much of these notes were written using females, when I could rightly determine the sex of the
these non-poisonous spikes as quills, and I returned with an creatures.
ample supply gathered from the many thousands that were Both participate in hunting, raising cubs, guarding the nest,
scattered about the nesting ground. and participating in the nearly constant bickering. Unlike
most big cats, Manticores do not sleep often, nor for long.
When asleep, they appear restless and alert to the sounds
around them.
Surely the most unexpected behaviour that I encountered
however, was the singing. The voiced Manticores sang eerie
ballads of the past, and the dumber creatures crooned and
trilled with their bestial attempts at following along.

264
This occurred most often at night, and had I not sat hidden
watching the creatures, I would have described it more like
Elvish or Mermish singing. Mountain travelers BEWARE! DM's Toolkit
Lest you be lured unawares by the beasts unlikely song.
Due to the Manticore's various mythological and
Inter-Species Observations gaming publication stats, it is a very flexible tool
for the DM. First, while the ecology describes a
Most of the other species Manticores interact with become nesting ground, I strongly encourage you to ONLY
meals. The nest was unusually free of small scavengers that use this against a large and high level group of PCs.
one observes near other apex predators, as the cubs and Most common encounters should be with solo
young adults make quick work of anything moving nearby. hunters or with groups of 2-3 at most. The nesting
Only my magical wards and practiced skills as a scientist ground might make for a bizarre and dangerous
kept me from becoming food as well. During my search of the boss fight towards the end of a mountainous or
mountain prior to finding the nest, I observed an average magical beast-themed campaign.
variety of creatures large and small living among the rocks. This ecology was written to justify the use of not
Part of what led me to find the nesting ground was the just one, but several various styles of Manticore.
Including or excluding some of the abilities allows
distinct perimeter of lifelessness around it. Much like the the DM to tailor the creature to suit the encounter:
leafcutter ant on a grander scale, no bit of lichen nor tiniest of Including a poisonous attack provides for post-
seeding is left to grow inside this ring of death. The more combat roleplaying to cure the periodic poison
intelligent mammals and birds quickly learn to avoid the area, damage
while those too dim to notice are quickly consumed. Encountering ranged spikes after an encounter
My how I wished to attempt to speak with one of the elders, with non-ranged spikes will remind the players to
to explain my purpose and hopefully interview one for a more not make assumptions about their opponents
personal and enriched understanding of these magnificent Including wings greatly changes combat
creatures. Sadly, both my desire to see this evidence techniques and gives ranged and magic PCs a
published and my deep desire to remain alive overwhelmed chance to shine.
my curiosity. With my new understanding, I hope to raise Intelligent Manticores could have agendas other
enough funds to return with magic sufficient to allow an than eating and defending their home.
attempt at communication. -Langim Thistlegrinder Some forms of the myth speak of Manticores
singing or crooning to lure in prey not dissimilar to
Mermaid and Kelpie tactics, though I could not find
reference to it in any of the D&D publications.
Many of the legends speak of Manticores eating
someone equipment and all. To include this bit of
mythology, have the adventure start with a missing
person leaving no trace and end with no treasure to
be looted from the Manticore's lair. Further, this
could be a solution to that pesky magical item you
regret giving a player, if you really must remove it
from the game.

265
Mimic Physiological Observations
"Another good haul," said Surrey, throwing back the orange Mimics are asexual predators. In their natural form (which
tarp that covered the wagon. Crates of glassware and they assume upon death), they appear similar to a giant
silverware filled the bottom of the wagon's carriage bed, and amoeba, with a sophisticated nervous system attached to the
Milo knew that the dwarf's calculating mind was already nucleus. Mimics can secrete a variety of substances,
tabulating how much their fence would give them through it. including adhesive, acid, and a translucent substance that
Milo was uneasy though. Something didn't feel right. He had hardens gradually over time into something similar to
robbed several caravans in the short time that he had joined keratin. Mimics can control the coloration of this substance,
up with Surrey's group of bandits, and normally the people he and reabsorb it swiftly through exposure to their acid.
robbed acted different, more frightened. The driver had Because of this ability, a mimic nucleus is an essential
seemed frightened, this much was true, but not of the bandits. component in the crafting of the magical item known as a Jug
On the contrary, he had stayed firmly planted in his seat of Alchemy.
during the attack, not even trying to dodge until a flaming When a mimic hits a certain size, it generally buds off part
arrow struck the wagon. Then he had taken off like all the of itself, splitting off part of its nervous system and a small
demons of the Abyss were after him. But was he running portion of its own nucleus over a period of ten hours. This
from the bandits, or something else? It almost seemed like he new mimic is born with all the abilities of its parent. Some
had been trying to get away from the wagon itself! mimics choose not to split off, and instead continue growing
Milo's train of thought was interrupted by Surrey. "Milo! to extremely large sizes, to the point where they can no
Stop staring around like a slack jawed yokel and inspect the longer disguise themselves as furniture and instead
horses! If they've still got all their teeth, we might be able to impersonate wagons, privies, or even small houses.
pass them off as riding horses and get seventy-five gold for
them." He walked to the front of the wagon, noticing to Social Observations
himself how tightly the horses were bound to the yoke, Mimics come in two distinct varieties, house mimics and
almost as if the wagon and the horses were one singular unit. hunter mimics. The two varieties are almost
It would be hell to get those harnesses off them; that was for indistinguishable in terms of their physical characteristics,
sure. Milo walked in front of one of the horses, ignoring the but differ greatly in temperament.
dead-eyed stare it gave him, and pulled its front lip back to House mimics (which are very rare) are docile creatures.
count the horse's teeth. They are content to move into a house and can live
There were no teeth. The interior of the horse's mouth was symbiotically there for decades, posing inconspicuously as
a single white mass, as if all if the teeth had been fused furniture. They subsist on kitchen scraps and vermin which
together. Milo recoiled in shock, drawing his hand back, and they hunt at night. House mimics tend to live in groups,
it was this instinctive gesture which saved him from the fate gradually replacing more and more of the existing furniture
of the rest of the bandits. "Well Milo?" the dwarf demanded. as they procreate. On one notable occasion, a travelling
"How mu-" Surrey never got the chance to finish his question. merchant who used a crystal ball to scry upon his wife
The tarp that had covered the wagon bed flapped over him, (whom he was convinced was cheating on him) was shocked
suddenly looking like nothing more than an enormous to discover that every single piece of furniture in his house
tongue. was actually a mimic.
Hunter mimics (the kind that adventurers are more likely
Introduction to encounter) are by far the more common variety. They are
Unlike many monstrosities, the history of the mimic is quite solitary predators that avoid each other whenever possible.
easy to trace back, for those scholars with the dedication and Hunter mimics are aggressive killers and often create vicious
perseverance to look. The first known appearance of the traps near themselves, designed to split a group up while it
mimic was at the fortress of the wizard Balboas, a Nerathi attacks one of them. They typically lair near very narrow
noble of mild renown for his hedonistic bacchanalias. tunnels (such as drainpipes) that double as an emergency
Documents of the period clearly describe living furniture that escape: if the mimic finds itself outmatched, it adopts an ooze-
molded itself to the contours of the user, while preying on like shape and vanishes down these narrow tunnels.
insects and rodents to keep the fortress free of vermin.
This first documented appearance of the mimic would be Behavioral Observations
nothing more than a footnote in history were it not for a war It is hypothesized that house mimics are the descendants of
that sprung up shortly thereafter between Nerath and the mimics that Balboas used as furniture, while hunter
another long-dead kingdom named Arkhosia. Records of the mimics are the descendants of the mimics that Balboas
war indicate that Balboas' wondrous furniture was repurposed for assassination. This is based on the fact that
repurposed as a tool of guerrilla warfare, assassinating high- hunter mimics demonstrate the same mentality as guerrilla
value Arkhosian military officers. The specificity and planned soldiers conducting warfare behind enemy lines. They keep
nature of the attacks suggests that Balboas had some way to their attacks as quiet as possible, and try to eliminate any
remotely direct his creations. The nature of this control will witnesses that happen to discover their existence. One
never be known, as Balboas was targeted for assassination by interesting observation is that well-fed hunter mimics tend to
an elite group of Arkhosian adventurers. Upon his death, the avoid attacking unarmed humanoids, possibly because they
mimics he had created became uncontrolled predators, are considered civilians. This might indicate that mimics
gradually spreading across the world. have a genetic memory and are still programmed with the
instructions of their ancestor's original function.

266
Inter-Species Observations
House mimics are generally cooperative with humanoids. In
fact, when properly fed and tended they can be wonderful
pets, assuming the shape of whatever furniture is desired,
from trampolines to ladders to mattresses. They attack only
when they feel threatened or attacked.
Hunter mimics, by contrast, are downright vicious. They
behave like soldiers embedded behind enemy lines, and take
any opportunity to kill enemy targets (a category which
includes almost everyone). They are capable of cooperating in
the short terms with humanoids whom they do not consider a
threat, but any display of weaponry by their allies quickly
results in conflict. For this reason, mimics who are allied with
humanoid groups are typically left as guards or traps in
remote, secluded areas.
Adding to this complication is the fact that a mimic often
suffers short-term (or occasionally even long-term) memory
loss when injured. This is most likely as a result of the need
to reconfigure the parts of their nervous systems that suffer
damage. Because of this, even a mimic that has formed an
alliance with a group of humanoids may end up turning on
them later, having completely forgotten the agreement.

DM's Toolkit
Mimics are best used as traps rather than creatures.
They are ambush predators, and always strike from
surprise. DMs are best served by using imaginative
forms for mimics beyond the classic treasure chest
trope. Curtains, suits of armor, even doors or walls
are good potential forms for a mimic.

267
Merrow will also perform various rituals to please the
Merrow Prince of Demons. Those sacrificial rites will always include
"The ocean turned to blood and the sea boiled with rage. The blood. Any blood will do but blood drawn from those still
mad king wanted to slaughter everyone, but a few survived. living pleases Demogorgon the most, thus it is common that
Now we must protect ourselves from the monstrosities that there will be prisoners in the Merrow lair being kept alive for
come from their hate." a sacrifice.
-- Merfolk Tribal Leader Merrow only form hunting parties between 10-50
individuals. No larger community has ever been observed
Introduction outside of the abyss. There is speculation that Merrow will
form large armies to conquer, capture, and sacrifice large
Long ago a Merfolk tribe found an idol of Demogorgon, The communities of Merfolk, but no concrete observations have
Demon Prince, and everyone that touched it went insane. been made to substantiate this claim.
Overwhelmed by the madness the leader of the tribe began a
ritual, slaughtering those that refused the idol. Behavioral Observations
Demogorgon brought the twisted Merfolk into the abyss Aggressive behavior is the trademark of the Merrow. Nothing
and slowly they became the hulking monstrosities known they do is without anger. Even mundane chores become tasks
now as the Merrow. that can be used as a way to release the inherent fury that
drives a Merrow. Insults and commands are barked in the
Physiological Observations same manner as mundane sentences.
Merrow are larger than their Merfolk counter parts, growing
to be ten feet long, if not longer. Their scales have adapted to Inter-Species Observations
the harsh environment of the abyss and have become more Merrow hate the Merfolk and will do anything they can to
rigid and hard. It is often noted that the scales of Merrow also destroy them. Merrow see the Merfolk as inferior beings and
tend to be sharp around the edges. Their fins are also almost unsuitable to live in the world. Merrow will use brute force
always torn and rough, showing the monsters brutality. and overwhelming numbers in order to destroy any clan of
Merrow have also developed their natural weapons while Merfolk that they happen upon.
spending time in the abyss. Their teeth have grown larger Merrow also hate everything else that lives, just less so
and sharper with serrated edges used for tearing flesh apart. than Merfolk. They will hunt anything that they deem are too
Needing more than just teeth in the abyss, Merrow also have weak to live, mostly creatures that are smaller and weaker
large claws that extend from their huge hands. They will keep then themselves. When hunting Merrow will always use their
these sharp as well to use as weapons against their enemies. brutality much like any other predator would. They use flank
With the increase in size, Merrow have also observed a tactics, speed, and numbers to kill their prey.
dramatic increase in strength. Their brutish strength has also When their prey is dead, the Merrow will take it back to
come to dominate their mind however, as such Merrow have their territory to feed, whatever they don't feed on they use to
trouble problem solving and have the mental capacity of a mark their territory. Merrow dominated water is surrounded
child just entering their teenage years. But what they can't by corpses tied to kelp and other seaweed. The bodies serve
solve intellectually, Merrow will solve with brutality. as a marking and a warning, if one was to enter the territory,
While in the abyss, Merrow adapted to their new dark it is highly likely they will join the tied off bodies.
environment and thusly can see quite well in the dark. Their
eyes are always dark in hue, mostly in shades of blue, grey, or
black. Their eyes are much like a shark's, just sharper.
DM's Toolkit
Social Observations An interesting way to use Merrow is to set them up
as a small hunting parties that are easy to deal with
Merrow follow strength, for in the abyss only the strongest separately, then to have one incredibly fierce
will survive. A Merrow will lead until he is shown to be Merrow bring them all together as an army that
weaker than another. When a stronger Merrow challenges for threatens to overwhelm an underwater settlement.
leadership, it is a fight to the death. The victor will lead the It is also interesting to make a NPC Merrow that
group. despises his own people and is searching for
A large part of Merrow life is the upkeep of the lair. Making acceptance elsewhere. Much like Drizzt Do'Urden
sure the borders of their territory are marked and well and the Drow. It would make for some interesting
defended, and making sure whatever cave or grotto they have RP opportunities and a fun and memorable party
inhabited have proper defenses. It is important that whatever helper.
loot that has been collected is properly defended. As always, use Merrow as a way to surprise your
When not hunting or keeping up on the defenses, Merrow party. Make the Merrow a concrete threat that
will also hold contests of strength. These contests have a needs to be dealt with as soon as possible. Make it
wide range, and a wide social aspect. It could be a challenge a priority that the Merrow need to be exterminated.
between two individuals, or it can be a contest that is being Or maybe the Merrow have acquired a certain item
that needs to be recovered from the lair. In any
observed by the entire hunting party. The contests themselves case, put the sense of chaotic dread into your
can be anything from a quick wrestling match, or a test of characters.
strength against a creature of the sea.

268
Modron Social and Behavioral Observations
"Ah yes I remember it like it was yesterday... what an odd Modrons are creatures of hierarchy. They communicate with
day..." modrons of the same rank, one rank above, and one rank
"Can you to elaborate?" below their current station. Other modrons are either too
"Well, it was some 285 years ago on a especially windy day intelligent or too simple for them to understand. Most have
during the rainy season. I had just made the long climb out of very little understanding of the physiologies of organic
the mines after my shift and made my way to the Prancing creatures. Tridrones and quadrones have shown an
Pegasus for a stout. But then, just one gulp in, we all felt it. A exceptional understanding of the weak points of most
strange.... Rumbling. It shook the whole tavern. It shook our humanoids due to their usage of the spear and shortbow
entire outpost. Everyone made their way outside, and that's respectively. Besides combat and tool related information,
when we saw it. A strange tear in the air. Some kind of portal, modrons know almost nothing about the day to day lives of
shimmering and made of what appeared to be mercury... And humanoids. They have no concept of sex, jealousy, rage,
that was then they came. A procession of thousands-nay- subtlety or any of the other social motivations most
hundreds of thousands of them. Marching in perfect step, ten humanoids experience. The closest modrons come to
wide. For three days they constantly streamed out, ignoring emotion is a strange and powerful uncomfortableness when
our questions. And just as quickly as they came, they were they see mechanical objects destroyed, or any acts of
gone and the portal closed. Headed north toward the Axe unnecessary destruction.
Mountains."
"Thank you for your time Thrizen Ironbeard. This will be Inter-species Observations
very useful knowledge for my studies." Very few in human settlements know of their existence, and
-Excerpt from Thristane's Planar Manual. Recorded using even fewer humans have seen one in person. But in
voice crystals communities of beings who live for many years, such as elves
and dwarves remember. Most Dwarves only live to see a
Introduction single Clockwork Singularity in their lifetimes, and thus do
Modrons are an oddity. They are usually very rarely seen on not see the pattern. Elves are a different matter. Most elvish
Toril. Slightly more so on the Astral Plane. They are the cities have laws that account for the coming of modrons.
creations of the mysterious being known as Primus. It is After poring over the hundreds of law statures in the City Hall
assumed that almost all modrons reside in their home plane of the elvish city Glasstower, I found a series of laws that deal
of Mechanus, with a few still scattered around the various with The Cycle. They dictate that every 289 years, the
planes. They are beings of absolute law. Modrons cannot be authorities of Glasstower must bring out prototypes of any
persuaded or intimidated to act against their current new inventions that have been patented over the past 289
instructions and inherit instinct for order. They maintain the years and place them in the city street. According to Slivaris
clock-workings of Mechanus and have an extremely varying PatentMaster, after the Modron Army marches through the
level of intelligence. city streets these prototypes are gone and the city can easily
resume its day to day activities. Some Creatures of the Outer
Planes like to enslave modrons as they make excellent
Physiological Observations workers. Sometimes githyanki pirate ships are found to be
The physical attributes of modrons vary wildly depending on run by monodrones hundreds of years old in their
their "rank." But they all share a few fundamental underbellies, enslaved by the astral pirates centuries before.
characteristics. They are all constructs. With none of the
organs, blood, or muscles that most sentient creatures take
for granted modrons are entirely mechanical. They have DM's Toolkit
gears, pistons and universal joints. A complete examination Modrons can be difficult to use. They are pretty
of their inner-workings is impossible due to the fact that upon weak but would never be found by themselves, so
their "death" they disintegrate into dust. This has made my can make decent combat encounters for lower
study of their physiology very difficult. It is unknown how they level parties. They can also be effectively used as a
are powered or how their minds work. I have discovered that "world shaking event." Maybe The March begins
as rank increased, so did intelligence and motor skills. A task and interrupts a party of adventures trying to travel
impossible to complete for a monodrone would be child's play through an area. Maybe something goes wrong and
for a tridrone. I have tested this hypothesis repeatedly. when it reaches 289 years the modrons DONT
march. Lots of options. Also they can be utilized as
slaves for really anything that hunts the Astral
Plane.

269
Mummy Physiological Observations
"Most of 'em were pummeled into submission... beaten While the origins of mummies are varied and diverse, their
senseless by an unholy strength, until bones splintered and basic anatomy is quite simple - a well-preserved corpse
organs turned to mash. Those were the lucky ones. The most (either from environmental factors or through special
cowardly among our number tried to run, and it worked for a treatment after death) with mostly intact organs and firm
while. Be we're talking about an unrelenting force here; a few muscle sinew hardened through the preservation process.
locked doors or makeshift snares can't slow them down. Most This corpse need not be humanoid in nature; rumors persist
of 'em didn't get far enough away, but a couple did... those of mummies formed from beholder-kin, naga, and even
unlucky bastards got the worst of it - the rot. The horrid rot. dragons who have long since expired. Its undead appearance
I'd much rather be beaten senseless and die with a weapon in bears a striking resemblance to the creature as it appeared in
my hand than end up bedridden for a week before being lost life; the preservation process usually protects more delicate
to the breeze." features, and ensures that very little decay actually affects a
--Dondrick the Thrice-Blessed, sole survivor of the last mummy's body. In particular, mummies who originate as
expedition into the tomb of Ahmand-Rak. frozen corpses or bog bodies are almost entirely unaffected
by the ravages of bacterial consumption, and can sometimes
pass themselves off as a living being if viewed from a
Introduction distance.
When one pictures a mummy, one envisions a stereotypical A mummy is supernaturally strong, owing to two factors:
shambling corpse wrapped in ancient linens and resting in a the first is that in death, muscle tissue naturally stiffens
dusty sarcophagus - this is a common misconception, under the effects of rigor mortis. These extremely tough
perpetuated by old folktales passed along from explorers muscle fibers are gradually made more pliant after centuries
visiting a very specific part of the world. In the technical of gentle stretching, resulting in a much denser muscular
sense, any well-preserved corpse could be considered for re- frame covering the skeletal structure, one which breaks less
animation as a mummy. Bodies buried deep in a glacier, easily and can be subjected to more strain. The second factor
submerged in a mossy bog, lost on a remote mountain peak, attributed to a mummies great strength is a unholy spark
preserved in alchemical brines, or sealed in an airtight tomb somewhere within the creature that urges it ever forward
are all prime candidates to become proper mummies. The (despite the notable handicap of being dead). Generally
sole criterion for classification is that the body is kept well speaking, the more evil the creature was in life, the stronger
enough after death to avoid rotting away under normal its drive to obliterate at any cost. This same power makes a
conditions. Where a zombie eventually turns to mush and a mummy significantly tougher than the sum of its parts -
skeleton has long-since lost most of its form, a mummy's body where a slash might cut through tissue and bones on a
is able to last for centuries, even millennia. The most normal cadaver, mummies are often able to shrug such
powerful mummies even manage to retain their memories, attacks simply because they will themselves not to be slowed.
skills and even the personality they had in life. In spite of its strength and conviction, a mummy is still a
Just as diverse as their methods of preservation are the slow and shambling combatant. Years, even centuries, of low
means by which the mummies come to animate. While mobilization forces a mummy to essentially re-learn how to
usually evil and unholy in nature, the origin of a mummy can move like a normal creature. A mummy often has a signature
vary from case to case. Some mummies animate as a result "shuffle" in the way it walks that results from withered legs
of an ancient curse bestowed upon their corpses by a and atrophied tendons. It swings its arms in wide, stiff arcs
powerful being. Others are the product of alchemical or rather than swift, fluid motions. Often times, the material
arcane experimentation, not unlike the creation of an undead used to bind a mummy can likewise restrict movement. This
golem (though mummies are significantly less obedient). stiffness becomes less pronounced as a mummy spends more
Some are born of freak accidents or wild surges of time moving around, but never quite disappears entirely.
necromantic power, while others are purposefully prepared to One aspect entirely unique to mummies is their curse of
rise as mummies many centuries later to serve as guardians mummy rot. Technically, mummy rot is a form of advanced
over sacred sites. A few mummies are bound in unholy disease that develops only from within the well-preserved
scripture and blasphemous edicts from which they draw their body of a being fueled by unholy power. Mummy rot damages
unlife. Some rise from death under the sheer force of their living organisms through the rapid consumption of water
evil will; these are the most dangerous of such creatures... from living cells, and can therefore not harm the mummy
spiteful souls who usually mean to end all life from beyond host, whose cells have already died. Victims of mummy rot
the grave. feel an extreme dehydration for the duration of their curse,
Academics often argue the differences between mummies until such a time as their cells are completely drained of
and liches; as a general rule, mummies are animated through water, leaving behind only a pile of dry dust that used to be
some outside force that sustains them and drives them to their body (to the untrained eye, it looks as though the victim
violence, whereas liches are undead by choice and generally has turned to sand, giving rise to the belief that the victim had
retain more of their mortal semblance, personality-wise. been cursed to transform).

270
Social/Behavioural Observations Other undead creatures are by-and-large ignored by
mummies, who often view their lesser undead cousins as
For the most part, the most basic and primitive of mummies necromantic tools, pawns, or feral creatures. Because they do
absolutely abhor the living. The hatred a mummy feels not possess the vitality of life, mummies do not concern
towards the living is not confined to certain species or races - themselves with ghouls, skeletons, and the like. If a mummy
they simply wish for all that is not dead to become dead. is bound to a tomb as part of a group, they often share a bond
Scholars believe a mummy's drive to end life stems from the with their interred brethren, but nothing akin to emotion;
same programming that allows simpler forms of undead their connection is more like that of an associate or
(such as zombies) to follow the commands of their creator; in colleague, rather than a friend or family member. An
the case of lesser mummies however, these commands are exception can be found when a group of mummies are bound
self-deriving from a core of evil intent. Whether divine or to a mummy lord, who usually commands the lesser
arcane, the spark of evil that drives a mummy will constantly mummies as their de facto leader (a phenomenon stemming
demand that the creature take only one action: kill. from their social dynamic in life - mummy lords were usually
Ironically, the more complex a mummy's mind, the greater former high priests or cult leaders, while lesser mummies
the chance that it can fight this supernatural programming, to were often acolytes and/or followers in the same
the point where it only kills when it wants to (rather than organization). More intelligent mummies may develop
through constant compulsion). Advanced mummies are able preferences and even take a liking towards another being,
to suppress their murderous urges long enough to commit to living or dead, though they acknowledge that such
other tasks, such as academic research, lair maintenance, or relationships will be short-lived and generally do not attempt
even intelligent debate. For this reason, the more powerful to prolong them in any way.
the mummy, the less likely it is to leap straight into
bloodthirsty combat. There are instances of novice explorers Variants
leaving unscathed after an accidental encounter with a Lesser Mummy: Usually a person of little accomplishment in
mummy lord, simply because they were able to convince the life, reanimated through no choice of their own. Lesser
mummy that they weren't a credible threat. mummies are dimwitted, hateful, and stubborn to a fault,
That being said, the intent and actions of a powerful mindlessly hunting down the living to the exclusion of all
mummy are just as unpredictable as any living creature - they other activities. At best they can be compared to a stronger
are just as diverse in their personalities as the living. form of zombie; at worst, an unchecked force of evil and
However, due to the sheer unholy presence required to death run rampant.
sustain a mummy over centuries of unlife, it is usually a safe Mummy Lord: A powerful and intelligent mummy, usually
bet that they aren't the nicest of beings. Many of them are created as the result of a terribly sinister ritual or whose evil
also driven to madness through centuries of isolation, which actions in life were strong enough to fuel its actions in death.
further makes mummies unpredictable when engaged Mummy lords can command lesser mummies provided the
diplomatically. lesser mummies had some connection to the mummy lord in
Whether simple in mind or not, a mummy will almost life as a subservient. Some mummy lords embrace their
never willingly follow the commands of a living being. They unlife as a means of carrying on their goals after death, while
can be briefly controlled by those who hold sway over unholy others lament the curse that won't let them rest in peace.
powers (such as devils, evil priests or very powerful Bog Mummy: These poor souls were interred inside the
necromancers), but a mummy will fight this control at all airless waters of a bog or marsh, providing ideal conditions
times, often exhausting its controller so much that they are for the preservation of their corpses. They tend to reanimate
seldom worth the effort. When given the chance, a mummy through more natural causes rather than deliberate ones, and
almost always turns against those trying to control them; this are usually left to wander aimlessly among the reeds. The
is especially the case with the more powerful, intelligent nature of their environment provides them with an unusual
mummy lords, who were usually figures of great importance affinity for swimming in shallow waters and the ability to
(and great ego) in life. move unfettered through the deep mud. Because bacteria
Intra-Species Observations could not eat away at their bodies and damage tissue, they
are swifter and more agile than other mummy types, although
As specified earlier, mummies almost never coexist not quite as strong.
peacefully with living beings. If forced into such a situation, Glacial Mummy: Once and a while, an ancient body
time will not be on the side of the living; a mummy's self- entombed in an ice floe breaks free of its confines and
control will eventually be overcome by the unrelenting spark reanimates. Their skin blackened from frostbite and their
that drives them to kill. When a mummy freely allows this muscles stiffened from atrophy, these mummies are easily
drive to consume them, they become relentless in their identified and best avoided. Though they are slower than a
pursuit of a designated target, far beyond their capacity for lesser mummy, their chilling touch can freeze living flesh as
self-preservation. Not only will a mummy kill, but they will solid as the ice from which they emerged. If a glacial mummy
travel to the ends of the earth to do so. Fortunately, many is only freshly freed from the ice, it will usually lack the
mummies are confined to their tombs or bound in mummy rot disease afflicting the other variants.
sarcophagi, but again, time is on their side and they will
eventually break free.

271
Chemical Mummy: Created not through magic, but rather
through twisted alchemical practices, these mummies can be
found suspended in tanks of strange bio-goo, ready to be
unleashed onto intruding player parties. Though they usually
lack the mummy rot touch, their bodies have soaked up more
than enough strange chemicals to pass along in an attack;
striking them in a forceful manner may even cause them to
burst in a chemical explosion.
Animated Wraps: Sometimes a rampant case of mummy
rot can persist long after the preservation of their mummy
hosts' bodies. In these cases, the mummy rot itself becomes a
semi-sentient creature inhabiting the old funerary wrappings
of the expired mummy. Tomb explorers report being attacked
by bandages and shrouds as swift and agile as living serpents,
though much more aggressive. The preferred tactic of
animated wraps is to strangle living creatures while also
spreading the mummy rot disease.
Non-humanoid Mummies: Can come in many varieties and
possess many different abilities. They are best avoided when
possible, and must be approached with extreme caution.
Fake Mummy: A zombie wrapped in bandages/toilet paper,
designed to fool opponents into thinking it is a much stronger
enemy. Fun to play as a practical joke.

DM's Toolkit
Mummies can fill a unique role in any campaign.
They can act as a plausible means for an entire
organization or cult to exist centuries after a
normal lifespan. They can provide a sort of
hierarchical system of undead inside a tomb, crypt,
temple, or other ruins. They can also act as
independent wild undead whose existence does
not stem from a necromantic master/creator. They
can be scaled to act as either plausible minor
guardians of long-abandoned ruins, or as a
powerful boss monster at the end of a dungeon.
Mummy rot can provide a suitable quest hook in
searching for a cure that can lead players to new
locations if they don't have the resources to cure it
themselves. Similarly, a strong mummy can "chase"
the players along a campaign, constantly in the
background and forcing the group ever onward to
avoid being caught.
Intelligent mummies might be bargained or
negotiated with to provide passage through their
tomb. They can act as an NPC character to be
interacted with in places where DMs would have a
hard time explaining the presence of living beings.
Similarly, they might be cursed to fulfill some
bizarre obligation by their creators, forcing the
mummy to act on their behalf even centuries after
they've left this world (good for passing along
ancient information, maintaining traps, or
proctoring an ancient test/trial).
You can also use mummies as a way to extend
the longevity of major enemies in a campaign by
having them return to fight the party as an
intelligent undead being.

272
Enoki are long, slender fungi, with small caps atop a
Myconid willowy stem that can grow to 3 meters if needed, but are
"They were everywhere, man! Everywhere! Mushroom more often found around 1 meter. They are the Watchmen of
people, I tell you! MUSHROOMS WITH FACES!" the society. They can walk and run if they have to, but they
--Anonymous inmate, Rafanar Asylum prefer to remain rooted for their entire lives. They use the
sporemist to keep their senses keen, and they surf that wave
Introduction of communication - tapped into the entirety of the colony's
Sporechatter, their Alarm spores are larger than most of the
Mycellium Myconidis, the Myconid civilization, is an other species, appearing as normal sized "dust" and not the
incredible story of a nearly perfect biological organism fine powdery-type spores of the other Myconids. They have
married with the adaptability of an intelligent, fecund species. defenses as well, as reported by a few lucky survivors, spores
These so-called Fungus People are a misunderstood race of that paralyze, induce terror, and pacify, and who knows what
beings that is as far removed from humanity as is possible. else. They are the second most common type of Myconid
There have been centuries of study based on almost only a found in a bloom (40%)Puffballs are a light, mobile form that
handful of information sources, and they have postulated a is easily propelled by winds and water, as well as an internal
rigid caste structure for the Myconid society, based on mostly gas reserve, that the puffball uses to jet itself along when in
second-hand (or spurious) information as recent scholarship need. They are uniformly grey in color and approximately 1
has shown, and it's time to for new findings and fresh meter in diameter. Puffballs are the breeders of the species. A
research to correct a number of long-standing mythologies. decaying puffball will seed a bloom. That is it's whole
purpose, propagation. They are not easily destroyed (AC 14),
Sub-Species and not easily caught if chased, jetting along without any
It has long been believed that there was only 1 form of wind, they can reach speeds of 10 feet per second (60 feet per
Myconid adult, a (2 feet tall), crudely humanoid with arms, round). It is otherwise defenseless, only being able to create
and hands with 4 fingers; legs, with feet of three toes; and a three types of spores - Alarm, Communication and its main
face, with eyes, nostril slits, and a mouth. It has been noted spore type - Life. The Life spore does two things - it alerts the
that this form moves at perhaps half the speed of a human, colony that a new bloom has been "born" and kills the
and cannot climb or swim with any speed or grace. While this puffball, mixing its chemistry with its organic host, whatever
form is part of the Myconid physiology, it is by no means the that may be (as long as its dead) to give life to a new patch of
only one. The society is made up of a diverse range of Myconid.
intelligent fungi that can, and do, take many forms to fill many Puffballs appear with every bloom. Usually 4-6 are created,
roles needed for their civilization to function. and these numbers are outside the normal number appearing
The sub-species that fits the traditional description that for the other sub-species types (6-10 generally, as mentioned,
was described, above, belongs to the Mycon. below).
Mycon are living spore factories. Their great bulbous tops Lumins are the Holiest of the Holy as far as scholars can
can pump out social and defense spores in their untold determine. The presence of even one will sometimes derail
trillions when in need. They are the core species most often and entire colony's current activities and the whole area
observed, because they are the most common type appearing gathers around them and they appear to hold some kind of
in the blooms (60%), and they are the ones who do the most reverent communion with the Lumins, the sporemist
work, securing the colony's safety and pursuing what becomes so thick that only the eerie glow of the Lumin can
appears, to all recorded observations, is simply spreading the be seen. They colony remains transfixed like this for many
species wherever it can. No larger goals have been reported, hours, up to a day has been observed. No research or
but without the means to decipher the Sporechatter, it is evidence has clarified if they are helpless in this state. After
impossible for anyone to do any except speculate about what this initial "ceremony", the Lumin seems to be ignored,
philosophies the Myconid might be pursuing. allowed to wander through the colony, and spreading its
spores as it travels.
The extent of the Lumin Sporechatter is unknown, but
obviously Communication and Alarm are present, as with all
Myconid, but only a spore that gave birth to blooms with only
Puffballs (who in turn, seem to seed blooms that favor the
Agarite sub-species in number) have been observed beyond
those. Their glowing qualities has been reported as being
steady in brightness, with little to no variation, and lights up
an area nearly 40 feet across (triple that in the complete
darkness of subterranean areas). The color variation seems
to be random, but only 3 Lumins have ever been observed,
and there may be some larger pattern that scholars cannot
account for at this time. It is not known if they are formed
from blooms or if they are, in what quantities, but only
individual Lumins have been counted.

273
Agarites are a rare species. It is believed that they can only be Blooms
created by Lumin Myconids, but there isn't sufficient evidence
to rule out their presence in normal blooms. Agarites are Most of the current knowledge revolves around one source,
small and highly aggressive. They are quite fleet, moving Umlaut's "Observations While Spelunking & finding the
upwards of 5 feet per second (30 feet per round). They are Fungal tribes of Tentennering", a rambling journal/essay of a
also highly poisonous, able to deliver powerful toxins via the long expedition into the cavern systems found at the foot of
physical growths on their caps and also by sporemist - they the Greenwood Mountains, in the far West. Professor
have several levels of lethality, and all of them are deadly to Umlaut's reported finding a "straygne and fasinating culture
animals, humanoids, and monstrous creatures. of living fungus, whome we expeckted would bring greate
The Poison spore causes vomiting and racking pain, but harm to us all, instaed welcomed us with gifts and a foule
the Flux spore also causes internal bleeding that can lead to smelling concotion, more evil in its rotting tayste." He then
death by exsanguination via the vomiting reflex. The Choke describes what could only be interpreted as a halluncinogenic
spore causes swelling of the victim's lungs, making it difficult experience, wherein the "fungyl caretakers showed us the
to draw breath, and if enough sporemist is inhaled, it can lead wonder of their socitee." The Myconid were described as
to death by suffocation. There may be others. The physical having a heirarchical structure, with a single leader, and each
toxins on its flesh act as the Poison spore does, although it Myconid fulfilled its role, and only its role in keeping the
can be washed off, it requires a large quantity of liquid to do society running efficiently. A great "Melding of the mynds
so, as the spores seem to stick to body hair. Agarites, when took place in a greate hall of stone, and all the fungalfolk
they have been observed being created in a bloom, are the gathyrd togethyr and the Auld One released tinee brown
only species and usually 4-8 are formed. spores into the aire, in great quantities, and soone all the
Dewcaps are another specialized sub-species that serves a folke seemed to find themselves in the Great Web of Lyfe and
vital role in the culture. Dewcaps extrude liquid from their I felt it too, and tho
bodies in the form of sticky balls that serve some need to the I was an outsyder, for a moment, I was one with the folke."
society that has only been speculated about up to this time. Recent scholarship has challenged this "lazy paradigm of
Myconid have not been seen to eat or drink, but they do accepted fact, a fantasy of hopes and dreams from a once-
ingest these globules from the Dewcaps from time to time, relevant scholar." This burst of activity has been mostly fueled
but not by the entire colony and not on a regular basis, so by the rise of the Adventurer's Guild, and subsequent
there is speculation that this liquid is not a nutrition source, Cartographic Societies, who pay hard coin for good maps and
but perhaps the Myconid do not need to eat regularly? No verifiable, repeatable information. The Guild trades in Facts.
evidence can support this either way. The effects of this A cohesive picture has been forming from the sale of a
extruded liquid on humanoids, however, is well documented. number of notable monographs on the creatures found within
It is a powerful hallucinogen, and can induce powerful effects the journals buried deep in the Guild's Archives. That picture
that last upwards of 24 hours, after which time the ingester shows a very different Myconid society, one that may in fact,
breaks his fever (which has been steadily climbing during the have no human parallel.
experience), after which large quantities of water and a day of Myconid "blooms" (rapid growths of the juvenile forms of
bed rest are needed or the user dies of extreme dehydration. the species) have been reported at all depths of the
Animals are also drawn to, and affected by, the Dewcap's Underdark and many are found close to or even on the
sweet-smelling "nectar". Dewcaps always move to the surface, and there are no consistent reports on the usual
periphery of the colony, and position themselves in areas types of
where they can protect the colony from intruders. Dewcaps Myconid sub-species that forms in these blooms. None of
are considered rare and appear infrequently (10%) and the reports match, which means that our understanding of
generally only 1 or 2 spawn at most. the full Myconid species is incomplete. This essay can only
"Gobblers" have been observed only once, in dim light, speak to the sub-species on record, although no single
when an adventurer reported seeing a companion suddenly societal norm (as we perceive it) is threaded through any of
scooped up by monstrous jaws and then the victim began the Myconid observations.
screaming about being drowned, and was seen to be reaching The Myconid bloom in patches generally 2-10 feet in
out through the weird "jaws" before the witness bolted in diameter, and over the course of only 24 hours, and rapidly
abject fear (he claims he was just protecting his interests, but form from a fungal "mat" of mycelium, and generally spawn
there are doubts that this story is even true, as the observer is between 6 and 10 of the Myconid race. These new spawn
a known thief and liar). instantly begin to fulfill whatever roles they are supposed to
serve in their society, but consistent behavior from these
species has not exhibited itself. The bloom requires organic
matter to grow, and this normally takes the form of rotting
vegetable matter or deceased creatures. These "beds",
depending on size, can be the source of many blooms,
forming over and over again, slowly consuming the organic
matter that allows this procreation. A rotting tree could
support 2-4 bloom cycles, a humanoid 1-2, and a large
creature 4-8, generally.

274
Colonies Social Interactions
Blooms of Myconid are instantaneously able to function as Myconid are hostile, there can be no doubt about that. All of
adults. They have no juvenile form, and there are only scant the accounts, regardless of their source, point to this. Of
moments after their "births" of inactivity, as the first course, this may mean just the opposite, as overwhelming
communication spores are exchanged between them. There evidence without a single dissent is often the framework for
is strong evidence to suggest this form of communication duplicity, and there very well may be peaceful Myconid
among the species is as complex as ant or bees, with societies. Ruling this possibility out is the function of a closed
concepts as well as single representations able to be mind, as all will agree, but our only recorded evidence is of
exchanged and understood. Our only proof of this is the overwhelming aggression and hostility from the Myconid.
reports of adventurers and rogue-scholars who have observed The colony will begin a spree of killing on any living thing
them in the wild. Spores are like breath to the Myconid, and within the immediate vicinity of the colony, usually up to a
vast clouds of them are constant in their vicinity, 50 to 300 mile around the first bloom. This rapidly increases with each
feet sometimes aboveground, and as much as a mile subsequent bloom, and soon patrols of Myconid are spread
underground, where, in breathless caves, the spores hang in over a vast area. If civilized areas are nearby, the colony's
the still air for days, sometimes weeks, waiting for a Myconid numbers will explode exponentially, as Puffballs and Agarites
receptor or a humanoid host. swarm in numbers amid the Mycon hordes.
The Myconid are organized, and function well with one The Myconid do not torture, they do not violate, they do not
another, regardless of the mix of sub-species, and they will even feed on their victims. They kill by spore infection to
secure their spawning grounds first, by filling the area with create more Myconid. They have no malice. They exist to
sporemist, this creates the environment that allows the procreate, and they almost never make allies, but there are
Sporechatter to function, and is constantly replenished by exceptions.
active Myconid with Communication spores. The Puffballs Violet Fungus and Shriekers are almost always (90%)
will jet away, hunting for suitable bloom-hosts and any sub- found in Myconid colonies, and are nurtured by the Myconid,
species will move to fill their roles. The Mycon will send half who seem to treat these Deadly Fungi with the same
of their numbers out to find living captives; whether animal, reverence they do their own.
man, or beast, it does not seem to matter. These prisoners Dryad and Galeb Duhr and Shambling Mounds have also
are kept somewhere deep in the colony, no eyewitness been known to cooperate with them.
accounts exist of their condition, and serve to create new Gas Spores are mortal enemies of the Myconid. The Gas
blooms, as the colony's population growth is directly related Spores will feed on blooms and even on Myconid themselves,
to the number of local disappearances. The species can and are always immediately attacked by the colony and driven
reproduce very quickly, 24 hours for a bloom to birth up to 10 off by Aganites if any are present, or Enoki if not.
Myconid, and the population can quickly run into the Under no circumstances will the Gas Spores be destroyed
hundreds if left unchecked. There is an account, spurious at (although accidents do happen), as the Gas Spore's death
best, of sighting a colony numbering in the thousands in the causes an explosion of its own spores, that can infect the
Underdark, and perhaps a whole network of these Fungal Myconid and kill them, giving rise to more Gas Spores.
Cities.
There does not appear to be any leadership among the
Myconid. The Lumin sub-species does hold some place of
regard in their society, but scholars have been unable to say
with any certainty what that role fulfills for the species.
All the sub-species are obviously communicating, as they
will cooperate to repel invaders, and perform functions within
the colony, and there is speculation that the Hivemind is what
directs their actions - some ancient memory, that allows each
member to understand what needs to be done without the
need for direct control from a superior member of the society.
All seem to know their purpose and fulfill it independently,
which gives is great strength and versatility. However, it is the
very nature of the hivemind in which the species lives, that is
its greatest weakness. Cut a Myconid away from the colony,
and it will lose focus very quickly and become confused. The
few that have been captured, and interrogated without
success, have died some 48-72 hours after being isolated
from other Myconid, some inner process initiates it, or
perhaps it is, as one sage has theorized, "that they cannot
function as a single unit. Without the hivemind, they have no
purpose, and quickly wilt and die."

275
DM's Toolkit
Spore types mentioned in this post:
I have taken a very different view of these Communication
creatures. Gone are the slightly-expansionist-but- Alarm
mostly-hippie-type-mushroom-dudes of AD&D. Paralyze
That's not to say you can't keep that paradigm, and Fear
brew as many sub-species as you like to serve your Calm
individual preferences. This is just my take. Life
Lifeforms serve the Spore. Anywhere things live, Commune
the Myconid can be found. Poison
In the underdark, they can be terrifying. The first Flux
time you encounter the presence of Myconids is Choke
almost always the sporemist. That means saving Hallucination
throws. I've experienced not even getting close to
a real live Myconid because my character has
wandered off, Confused, or worse, Poisoned. The
sporemist is an active defense that does not
require the immediate presence of the Myconid
themselves.
Hamlets and villages are great places to stage
Myconid invasions. Played carefully enough, they
could serve as the Mysterious in a missing-villagers
whodunnit. They can also quickly destroy pockets
of civilization, and not only through direct attack,
but by taking all the local game and wildlife,
starvation is a real possibility.
This is your scaling device. The sporemist. The
Myconid themselves could have their numbers
moved around, but taking the approach of the
sporemist as the thing that needs to be defeated, is
the key to a different type of encounter paradigm.
Of course, the removal of this area condition, via
magical means, such as Gust of Wind, is the fastest
way to remove a colony in its early stages, as this
will confuse and scatter the Myconid and they will
be easier to isolate and destroy.
They could be modified to include weapons in
their society. Taken from victims and absorbed into
the Hivemind's repository of knowledge, they
would probably be clumsy with them, but I could
see that being a nice escalation to their natural
aggression.
The Sporechatter, a collective term for all the
individual spore types can be whatever you want.
The Monster Manual lists only 4 - Pacify,
Rapport, Animate and Hallucinate. I have replicated
those here, and used Puffballs in place of the
Animation spore type. I like to mix and match, so
any list of spore types would frequently change, I
think.

276
The Dark and Spirit Nagas are technically two different
Naga forms, but are closely related; that is, a Spirit Naga is a
"A dragon? You expected a dragon?! Bah! Disgusting progressively more corrupted form of the Dark Naga. A Dark
monsters. You should be glad I am not a dragon. If you try to Naga has black and grey scales and a rat-like face, always
kill me, I will let you. I will let you go on your way with your wearing a sinister smile. A Spirit Naga, however, is pitch-
stolen relic. You'll sell it for some gold. That merchant will die black and many missing scales with a horribly disfigured
and I will take it back. You'll buy passage on a ship headed face. Both are smaller than the Guardian Naga and possess
back home. Everyone on it will die. You'll return home and nearly as much intelligence.
treat your loved ones to your wealth. They will also die. And The Bone Naga is the result of Yuan-Ti and others
when you come for me again, we can start over." attempting to stop the process of the Naga's regeneration. A
-- Turomark the Guardian living Naga is restrained and then a necromantic ritual is
performed that sloughs off the flesh of the Naga leaving only
Introduction the bone. The Bone Naga is bound to its creator and retains
only a fragment the magical prowess it once had.
Nagas are an intelligent race of monstrous snakes, who Other varieties of Naga exist, although not nearly as
possess a humanoid face and a large serpentine body. numerous as the above. The astrologically-attuned Lunar
Created by a long-lost civilization or god, they are a haughty Naga watches the skies and violently strike against any who
race of immortal guardians who claim to be the pinnacle of get in the way of their observations. The Royal Naga is said to
the serpentine form. Much like dragons, some are good and be the divine fusion of five Nagas into one, much like a Hydra,
some are evil, some are necromantically corrupted, and some tasked with guarding the most sacred relics and valuable
are even ethereal. treasures.
Nagas killed by any but the most powerful and lasting Nagas have two sexes, male and female, and are capable of
means reform in a matter of days; this immortal nature reproduction. They mate only during important cosmological
causes them to hold their bonds and allegiance absolute. A times, such as eclipses and solstices, and lay two to four eggs.
Naga does not forget, although some may forgive. They do Most are infertile, however. The fertility and subspecies is
not value life in the traditional sense, holding the experience reliant on the rarity and type of the cosmological event, often
and spirit of it in higher regard than the simple manner of causing a pair of Nagas to seek the reclusive Lunar Naga in
existence. hopes of a well-timed event.
The eggs take a year to hatch, and the tiny Naga must be
Physiological Observations kept in a guarded place as it dreams for one hundred years.
Nagas are large snake-like creatures, with the head of a During this time it slowly grows to full strength and size, but
humanoid and the hood of a cobra. Nagas as a species are all if awoken before then it is stuck in a catatonic state unless
generally the same size, around 12 to 16 feet long at maturity blessed with strong healing magics (an easy task for a
and weighing anywhere from 300 to 400 pounds. They powerful Naga, of course.) The scales and hide of a Naga are
usually "stand" at about 8 feet in height. Beyond a similarity very resilient but not preternaturally so - the strength of a
in size, the physical appearance of Nagas may vary greatly Naga lies more in its spirit than its corporeal form.
between the subspecies. Nagas, universally, do not require Social Observations
food, water, sleep, or air.
There exist a variety of subspecies of Naga, for the Nagas interact with one another with a certain degree of
purposes of this ecological study four will be examined: the mutual respect among subspecies and a sense of hierarchy
Guardian Naga, the Water Naga, the Dark or Spirit Naga, and among different subspecies. The Dark Naga, when meeting a
the Bone Naga. Guardian Naga, will be curt and jealous. A Guardian Naga
The Guardian is among the largest, most intelligent, and will have a certain assured nature.
most noble of the Nagas. Some claim they are the rarest and Nagas, over time, become obsessed with purity, power, and
most uncorrupted form of the original creation of Nagas. guarding items and sites of great power. Where Guardian
Their scales are regal, uniform, and an iridescent green. Nagas form the equivalent of templars and orders, Dark
Their human face is beautiful and exquisite, if somewhat Nagas and Spirit Nagas form covetous camps and covens.
unsettling. Bone
The Water Naga is the most bestial and least intelligent of Nagas are reclusive and viewed the same as a human
the Nagas - though still capable of elevated dialogue. They might judge a zombie or skeleton. Nagas make nests and
prefer to live in the sea, preferably in warm waters. Their small groups, but do not otherwise form large societies like
scales are a varied mixture of greens and blues. the Yuan-Ti, often devolving into debates and posturing
Many merchants attempt to pass off the green scales of a before making meaningful establishments.
Water Naga as those of a Guardian Naga. The two are easily In any group of Nagas there will be a clearly established
discerned under careful observation as Water Naga scales leader, who often claims to speak to one of the various deities
will secrete a fish-like slime. purported by the Nagas. Among Dark and Spirit Nagas this is
an unstable position, with scheming and plotting often having
the leader disposed - or the entire group dissolving into
eternal feuds. In groups of Guardian Nagas the hierarchy is
absolute, with complex titles and commandments for each
individual Naga. Any attempt to deviate would require
centuries of subtle maneuvering and subterfuge.

277
Nagas mate with the same partner only once, taking dozens Nagas will not work for or be in servitude to another
of different partners over the course of a millennium. The creature, unless it is a divine being or another Naga. And
kind of Naga does not dictate the form of the offspring even then, they will do so distastefully. For most creatures
(rather, it is reliant upon the cosmological activity at the time this is simply an unreasonable way of life, but Nagas simply
of mating) - yet it is rare for different subspecies to mate due inflict themselves with magical ailments and regenerate days
to differing dispositions. Even among Nagas of the same race, later, far away.
there is an alpha in mating relationships too, this position is There are tales of heroes and villains teaming up with
not reliant on sex, however. Nagas to accomplish joint goals, but to be treated even as an
equal by a Naga one must destroy their corporeal form twice.
Behavioral Observations They are not soldiers, but rather covetous generals for the
Nagas are, at their heart, domineering and arrogant. They armies of evil or good. Nagas have been known to stalk a
view themselves as perfect, and all others inferior save the familial line for generations, slowly killing off the
divine, their creators, and some other Nagas. They have a descendants of those who wronged them until the family tree
strong desire to rule over their environment but not improve is ruthless pruned.
it. Even Guardian Nagas, though benevolent, view their Yuan-Ti and Naga have a bitter hatred and rivalry deriving
"subjects" as weak-minded and weak-willed. This causes from both claiming to be the perfect form of the serpentine
communication difficulties between them and others, with beings. They will usually attempt to kill each other on sight.
Nagas often distrusting those they lack respect for. Nagas have never made any significant headway in
Their intelligence and immortal nature causes them to be eliminating the Yuan-Ti, though, as they become too focused
long-term planners or schemers who can wait decades before on their individual projects and goals.
putting a plan into action. They often get wrapped in layers of
conspiracy when in groups, especially among Dark and Spirit
Nagas. This is the inherent fault of the Nagas as guardians.
They become so obsessed in what they are protecting or
controlling they lose sight of any outside world. It is not
uncommon to encounter Nagas who have seen a thousand
dynasties rise and fall without ever caring to learn their
names.
When first approached most Nagas will be willing to
communicate, often condescendingly, to others. That is,
unless it is a fellow Naga, in which case the two must
approach in a formalized rite of greeting and announcements.
Nagas are not gatekeepers, however; they do not let their site
or treasure out of their sight. If someone has bypassed them
or entered unannounced a Naga will not hesitate to strike
first and ask questions later.
They are suspicious of all others including other Nagas.
They will seize any opportunity to capture their prey and
interrogate them for years on end before killing them.
Sometimes the information gleaned from this will prompt a
Naga to leave their territory in order to retrieve an object of
importance.
Nagas, when talked to, will be hesitant to disclose
information on what they are protecting or what their
purpose is, along with refusing to answer any questions about
their original creators. They will also be hostile to any
Yuan-Ti, and especially vitriolic to any reptilian or snake-
like beings they encounter. An easy way to discern if one is
close to a Naga's nest is to look for any snakes nearby, if one
cannot find any, one may be close as a Naga will magically
exterminate all mundane snakes in a large proximity around
it.
Inter Species Observations
Nagas interact with other species in a manner that only can
be described as tyrannical. Although this may be benevolent,
it is usually malevolent and designed to supplicate the urges
of the Naga. A Naga does not build, it only keeps structures in
stasis. A group of kobolds in servitude to a Dark Naga will
rarely deviate in population and Nagas would rather kill all of
their servants than have a single one escape the control of
their will.

278
DM's Toolkit
Nagas make archetypal guardians. They're almost
like dragons in their obsession, and almost like
undead minions in their allegiance. Their arrogance
and extreme drive is an easy way to give a Dungeon
Master the motivations of a Naga NPC. But the
most important aspect of the Naga is its ability to
reform and immortal patience. A Naga killed by a
fluke at early levels can come back at full force to a
mid-level party. They hold grudges better than any,
and will wait for the perfect moment to strike.
They're inherently off-putting, even among
Guardian Nagas, with strange personalities that
vary as much as any sentient race. The Dark and
Water Naga are not included in the 5th edition
monster manual but I find the Spirit and Bone
Nagas, respectively, to be alright reskins. Their
difficulty lends them to be fantastic obstacles to
the MacGuffin or the next step in a mid-level
adventure. I have included a variety of adventure
and plot hooks based around Nagas for inspiration.
The party finds a Spirit Naga in an ancient
temple, and it claims to be a long lost God.
An annoyed Dark Naga bludgeons its skull into
a wall after half-heartedly refusing to allow an
adventuring party into a ruined castle. Inside the
castle is a Guardian Naga who has not seen
anyone in over a thousand years.
A Bone Naga finds the party on a road and asks
them for help in enacting revenge against a
coven of Spirit Nagas.
The party sets sail for a uncharted island to find
it is infested with Water Nagas anxiously
awaiting mating season: a total lunar eclipse.
A haggard old man asks the party for protection
from a spirit that has haunted his ancestors and
killed each of them on their 70th birthday,
which he turns tomorrow.
A deranged Spirit Naga violently protects a
rickety chair of little significance deep inside a
tomb.
A Guardian Naga guards the doorway to the
Upper Planes, and haughtily mocks their
unworthiness - an adventuring party's first clue
that the Upper Planes are not necessarily
perfect.

279
Nightmares have no natural or preferred habitat and if they
Nightmare are roaming free they stalk villages and townsfolk coming at
"I only wish I could have saved him. When I finally found night and taking away anyone they can. They like to swoop
Uoitha he was eating a freshly killed human on the side of a down from the sky and bite a running victim, carrying it off
popular roadway. I regretted my duty to rid the world of the into the night. Once safely away from town the nightmare
beast he had become and I did so with a great sadness in my then bites the head off letting the body drop to the ground
heart. Goodbye my friend I whispered and I fired my arrow and swoops down to finish the meal after their favorite part is
true." devoured.
-- Elven Pegasus Rider Yuli Riverheart While they cannot speak they understand many languages.
Typically they know the languages they knew in life which are
Introduction usually common and elvish. They are not much for
communication to begin with and even as a mount tend to do
Nightmares are twisted, evil, magical creatures that prey upon their own thing. This suits evil riders well as their orders are
the living and serve the dead. They are undead flying horses typically to attack and kill the nearest opponent.
with a fiery mane, tail and hooves. They eat anything that
suits them as long as it's meat but prefer to kill their food and Social Observations
take pleasure in the screams. They particularly favor Nightmares are known to travel in groups in places where
humanoids for this reason. multiple nightmares are found. This is most common in the
Nightmares are not a creature to be trifled with, as while lower planes of the hells as they are more apt to kill a demon
they are brutish and violent they are intelligent. This makes rider due to mistreatment. This leaves the nightmare free to
them prized mounts for forces of evil. Liches, vampires, and roam the planes and once they find others they group up for
dread lords all seek a Nightmare for their trusty steed. safety in numbers.
This group has no real leadership and essentially is first
Physiological Observations come first serve to a meal. This can lead to a shark like
Nightmares resemble a large horse with flames for a mane, feeding frenzy that leaves a huge mess behind of what used to
tail, and just above the hooves. Their skin color is always coal be prey. In fighting it is also common to have something as
black and their eyes burn with a fiery red. They always look small as an accidental bump during a charge spark a hatred
slightly emaciated with their rib cages showing through and between members that can result in one fewer member in the
clear definition of the hips. Their teeth are sharp and group.
numerous as they are strictly carnivores. They are not usually very social with each other and
Nightmares are not a naturally occurring creature and instead only stick together as two nightmares are more of a
there's a limited amount of them in the world. They have been scary target than one. This behavior is thought to have
known to be summoned from some of the lower planes of developed in the lower planes as there are many more active
hell but they are not natural inhabitants of those planes or dangers to a nightmare there than on the material plane.
any other. Nightmares are created through a brutal and evil
ritual that involves a pegasus tortuously having its wings Inter-Species Observations
removed. Driven mad from the pain and the magic used they Nightmares are sought after by evil beings for their
are set on fire and rise as a nightmare. If the ritual is not independence to not need much orders during battle, their
properly prepared, in a fit of rage the nightmare will murder battle prowess, the immunities they have and provide for a
and eat all those around it unless there's a fresh kill to satiate rider, and finally as a source of entertainment as many evil
it. The new fiery dead body is immune to all forms of heat beings enjoy watching their steed rip apart the enemy.
and flames. Nightmares often enjoy the prospect of war and bearing a
Nightmares are evil and vengeful creatures that have no general as a rider. It means more food for them, and a
desire for redemption. In life, Pegasi make lifelong friends powerful rider can protect them more than any other
and trusty steeds to heroes and people of great goodness. nightmare.
They even mate for life in a loving relationship. In death a It's unfortunate to other creatures they once knew that they
nightmare actively hunts all who knew it to feast on their burn with a hatred that causes them to kill any ties to a past
flesh. Sometimes while under service of great evil masters life. They are feared by pegasi as they will kill any they see on
they put this quest aside but they will attack past ties on sight. sight. Any spark of their past life only infuriates them and
Many past pegasus owners have tracked down the nightmare drives them into a frenzy. Any creature unfortunate enough to
only to fail to realize that there's no hope for it, and fall victim cause this outburst is in for a fight.
to either death or despair. The nightmare can be aligned with Nightmares do not enjoy company of other creatures but
greater evils for the mere price of food. Sometimes they instead prefer to be alone. While they enjoy numbers for
demand attention like grooming but only for hygienic safety, they simply want to be left alone. The madness and
purposes as they hold no fondness for their masters or burning hatred is all consuming in them and they plot and
themselves even. They are also terribly vindictive. If a scheme on their own to bring down any who wronged them
nightmare feels mistreated it will strike its rider at the least or they believe they were wronged by. It's a harsh existence
opportune moment. Nightmares have been known to be forced upon them that they can never recover from.
ridden in a pinnacle battle only to buck off the rider and pin
them for the enemy to finish off and then fly away to freedom.

280
Variations
The nightmare comes in a few different forms, each is
described below. Each variation is a different variation on the
ritual to create one.
War Nightmare: This is the fiery version described above.
These nightmares are intended for great battles as their fire
immunity to themselves and rider are sought after in many
wars. This is by far the most common ritual. The ritual
involves burning off the wings or burning the wings and then
forcibly removing them.
Pestilence Nightmare: This variation has a sickly green,
boiled and bloated body with a blackish fiery mane and tail.
The eyes are like black pits, although they are there. They are
surrounded by a constant buzzing noise of thousands of flies
and gnats which if observed close enough can be seen stuck
together in strands making the hair for the mane tail and
other parts. They spread disease and plague wherever they
go and are immune to all sorts of poisons and venoms
granting riders the same. They prefer to eat rotting meat. The
ritual involves purposely causing an infection of the pegasus
wings and then removing them once the infection has
reduced the wings to featherless, swollen and pussy limbs.
Famine Nightmare: This variation is still black but
emaciated to almost a skeleton. Its mane and tail have a
purple hue and are almost smoke like in look. Their eyes are
a smoke filled purple. They are immune to any form of mental
attacks and give a rider the same as they are possessed by an
all-consuming hunger. They are easier than other variations
to work with as food is their only desire. They are created in
the ritual by process of force feeding a Pegasus its own wings
and feathers.
Death Nightmare: This variation is also black and looks
much like that of a war nightmare. They exude a chilling aura
with solid blue eyes and blue fire that seems to be moving at
only half the speed of a natural fire. They are immune to any
cold and grant the rider the same ability. Most undead do not
worry about cold, which makes this form less common. They
are created by freezing a pegasus to death during the ritual.

DM's Toolbox
Nightmares are traditionally an evil mount. They
can be used in many situations and even on their
own but work much better to enhance a BB's
abilities in a fight. Here are some suggestions for
using them in any campaign. Any variation used as
mount for the BBEG or just a BB.
A town is losing citizens every night and
sometimes they only find a headless body.
Evil sorcerers have captured a pegasus for the
ritual and must be stopped.

281
Nothics almost never attack instantly. Their compulsion to
Nothic find information drives them to investigate whether any
"It was Balezif... Or rather it once was Balezif. We had called sentient creature encountered has some piece of information
him friend, and we had sought him out to try to convince him that will further its cause. However, once a nothic realizes
- once again - of the folly of his actions. No one should aspire that a creature it encounters (other than another nothic, see
to live forever, especially at the cost of one's soul. He had below) doesn't possess such information, that creature is
never listened to us, and I guess that was his downfall. He instantly reclassified as food to be harvested. However,
had transformed, and did not appear to recognize us, but I nothics are not suicidal or stupid; indeed their primary drive
recognized him. or rather the remnants of him." is immortality, so if presented with the proposition that they
-- Elstad, half-elf adventurer. will likely die, they will attempt to escape.

Introduction Inter-Species Observations


The Nothic is the result of a wrong turn on the path to Nothics often inhabit a location that has a repository of
lichdom. Perhaps as prank of Vecna, or perhaps as a curse by information such as a library. And these locations can
other powers wanting to deter those arcanists who yearn for become havens for several nothics. Indeed, such a location
the power of being a lich, a significant number can be cursed so that anyone who uses the knowledge stored
(perhaps most) of those seeking the immortality of being a inappropriately degenerates into a nothic. These cohabitating
lich wind up as a degenerate nothic. nothics do not form a community. Each is driven by his own
obsessions, and while they don't interfere with each other,
they don't socialize with each other, either. An attack against
Physiological Observations such a group is not met with organized resistance; the
Nothics are aberrations that appear as twisted, naked nothics defend without tactics.
humanoids with a single, oversized eye. They often exhibit Nothics form no bonds to other creatures. They will
nervous ticks or obsessive/compulsive behaviors. tolerate other nothics, because they know that they seek the
same information, and if another nothic discovers the secret
Social Observations there is a chance he can acquire it from the discoverer.
Nothics are inherently suspicious, and often they will become Other species are food unless they can immediately
convinced that a creature or creatures are hiding important present the possibility that they hold knowledge that can help
information from him. He can easily, and irreversibly become the nothic in its path.
fixated on such creatures, and turn violent when the creature
does not (or cannot) reveal the information the nothic is sure
it is hiding from him. Nothics do not form communities, DM's Toolkit
establish culture, advance science, or reproduce. The only The nothic of 5th edition (CR2) is probably too
research they conduct is towards the singular goal of strong for a party of 1st level PCs. His AC15 and
reversing their condition and becoming a lich. 45 hps are pretty high and his damage output can
put most 1st level PCs at 0 hps in one round. Even
Behavioral Observations 2nd level parties will likely have some trouble with
the nothic. The difficult part of a nothic encounter
Nothics are sentient, but they are incapable of focusing on is figuring out how to include support around it.
any topic long enough to hold a conversation with the There could be a lingering imp/quasit familiar
exception of topics specifically related to acquiring more that has hung around out of curiosity. There could
knowledge that will help them on their path. Knowledge is be undead to reflect the necromantic nature of lich
their currency as well. Often a nothic will hold some piece of directed wizards who are still attuned to the
information that is important to someone else, and if the directions of the nothic.
nothic becomes aware of this fact, it will delight in leveraging There could be animated objects to reflect the
the information it holds for information from the other innate residual magical power. The nothic is
interesting in that it can be advanced to be a
creature. However, again, the only information the nothic challenge of any level of PCs. As a former arcanist,
values is information that can further it along its path to one can reasonably add innate spellcasting. As a
lichdom. So even if a negotiator has an extremely valuable creature seeking lichdom, a DM can make a
piece of information, unless it can be framed as something specific nothic a Legendary creature with
that will help the nothic reverse his condition and/or move Legendary Actions and/or Lair Actions. A DM could
towards becoming a lich, the nothic will have no interest in it. draw upon the Miniatures Handbook version of the
All nothics hold the compulsion that somewhere there nothic to advance it as a martial creature. Or a
exists some information that will reverse the curse that has combination of both.
transformed it and allow it to resume its path towards Finally, the nature of the nothic (the fact that it
immortality. It is their sole course of action. They may be able accumulates information) makes it ripe for
to engage in a short task as a means to the end, but they must adventures. It could literally have any sort of
have a sincere belief that the task will result in some key important piece of information for the PCs to
piece of knowledge. launch them on a mission to find the nothic.

282
These Brutes are little more intelligent than animals and
Ogre can only speak broken giant and or common. They
"Ogres be scary and big but easily defeated they be. If you communicate mostly by pointing as they often are only
gots enough coin that is." indicating something they want. Conversations with Ogres
-- common goblin adage are difficult and rarely result in any useful information.
Occasionally a more intelligent Ogre can give recipes on
Introduction cooking various humanoids but I didn't care to hear the
details.
This information was obtained in a study on the usefulness of Ogres are very sensitive to criticism. Any indication to them
Ogres in a human army. Public officials wanting to bolster in an insult, comment on their looks or any negative
defenses of their un-named city have employed me to study perceived slight will through them into a blinding rage. They
the Ogre kind in order to determine if they could cooperate become violent and smash anything and anyone in reach.
with humans in such a fashion. I have spoken to a few One such tantrum came from an ill-advised negotiation
individual Ogres, elvish historians, A Fire Giant and a Hill attempt by my employers outside of their gates. The Ogre
Giant to glean this information. Studies from afar on 1 was willing to fight for the food and gold offered but also
individual and 1 group of 6 Ogres were also undertaken. demanded a place to stay inside the city. When refused the
Ogres are gigantic, menacing, and frighteningly strong Ogre became agitated and pressed the question. When
brutes. Their tantrums can level a city before their rage denied once again, 3 soldiers died; 1 being used as a weapon
subsides. Unfortunately for them they lack in drive, direction, to fell the other 2. Then a good portion of the city wall was
and most of all intelligence. Often found employed by damaged before the soldiers felled the
goblinoids or orcs they'll work for little more than a few coin Ogre.
and food. Ogres are semi-nomadic in nature. They make lairs in
While not usually associated giants they do fall into their caves, groves or other natural shelters for week until the
social structure, also known as the Ordning. They are at the easier game or food sources are depleted or ran off. This
lowest rank in giant kind and often will listen to any giant often is no more than a few months. Once bored the Ogre
without question. I found this interesting as it indicates that moves on to the next place it can find. It's not uncommon for
Ogres are part of the larger giant kind but it's not openly rural housing attacked by an ogre to just simply take the barn
admitted among giants. Records indicate that my suspicions as a home for some time. They can be found in most climates
are true and that at one time they were part of the ancient as they dress more in colder regions and quite unfortunately
civilizations of giants. less in warmer climates.
Physiological Observations Social Observations
Ogres stand between 9 and 11 feet tall. They are humanoids Ogres just as often as not are solitary or in a small group.
with large bulging muscles and bellies. Their face takes up These group never number more than 6 as confrontations are
the entire front of their head. The mouth, filled with large not easily resolved. They are far more resistant to criticisms
yellow and green crooked teeth, takes up a large portion of by fellow ogres of their groups often poking fun and joking
their face. Often dressed in the skins of animals, and amongst each other. They have no need to be in a group but
sometimes humanoids, they usually wear little more than a do so if they find it suits them to gain more wealth or food by
loin cloth. advantage of numbers.
Their eyes sunk back from their flat noses are yellowish Groups of raiders do have a somewhat coordinated attack
and sleepy looking. When angered the veins in their eyes pop but rudimentary at best. They simply split up their numbers
out and turn their visage into a mask of utter rage. Just an and attack different areas of a city or different sides of one
Ogre's face when angry is enough to frighten most. force or foe. They care not for tactics or their other members
Their lifestyle is one of laziness and fighting. They survive in the moment and often keep fighting even if a fellow Ogre
by killing and eating everything and anything they can. They falls. This trait led many to believe they would make useful
prefer the flesh of elves, dwarves and Halflings. They are soldiers. This is far from useful though as any semblance of
known to eat humans, but there are few creatures they are strategy is forgone.
not known for eating. Ogres do little other than engorge Ogres reproduce seemingly only out of lust. Males and
themselves with food, sleep and then find another meal or Females engage in relations openly in a group. No shame or
treasure. Sometimes they enjoy playing with food and will hiding occurs. As actions are purely lustful in nature jealously
allow a captured meal a chance to fight the ogre. These fights rarely occurs between members. They simply engage in such
are often very one sided in the Ogres favor. actions when they please to. This also goes for other races as
They have a fascination with treasures and coins employed Ogres usually force themselves upon a mate
specifically. Violent confrontations between Ogres have resulting in many half Ogres called Ogrillions. Ogrillions are
occurred over a mere few gold coins. They like to keep most commonly half human or orc as any other humanoid is
treasure in a large sack usually strapped to their waste. only ever eaten.
Sometimes treasures can be trophies taken from a hated
enemy that they managed to not eat.

283
The women carry the child for 6 to 7 months and take care of All other creatures are merely food or a foe to be beaten.
them as any human mother would. That is until the age of 5 Ogres often mistake Dragons for big lizards and try and club
in which the child develops into adult size and is no longer in them with a tree. Many Ogres die the first time they see a
need of such coddling. It does seem that parents care for dragon. They are also often victims of disease or horrific
their child emotionally but certainly not to any great extent. deaths as they try to eat almost any creature. Undead
They are often protected by both parents when maturing, but typically cause them issues as they'll eat every single one they
I've seen no indication of special interaction or treatment. can and often die from eating rotten meat in such vast
Ogres can live a long life if they don't meet an early end. quantities.
They live up to 100 or so years and then succumb to old age. Ogres are not graceful fighters and often attack head on.
Arthritis and dementia are extremely common in elder Ogres They snack as they go shoving what they can into their
starting at the age of 80. Most don't survive long at this point mouths foes, small enough or slain. They will hesitate to do
as dementia makes hunting much more difficult, and so if fighting a challenging foe. Their tempers can flare up in
accidents almost ensured. They are still large and the heat of battle if they feel things aren't going their way.
dangerously strong, so some do still survive by luck. Most This makes them even more reckless but also stronger. One
elders are cast off to live on their own if they lived in a group. account of how a younger dragon lost their life is toying with
an ogre instead of immediately finishing it off. I was told by
Interactions with other Species the witness that a Great Red in its hubris had its head pulled
Ogres are simple in their goals. They want treasure, food, and off while still living due to such a mistake. I thought these
to be entertained. They are agreeable and even possibly claims unfounded until I spotted the Ogre sometime later
pleasant if all 3 are met. This doesn't guarantee safety from a sporting a younger Red's skull used as a helmet on a
tantrum though, as they are easily angered and quickly turn wondering Ogre.
on everything in arm reach. Variants
Ogres most often work with orcs as orcs do not care about
a few casualties for the strength of an ogre. Goblins have just Ogres do have a few variations that are detailed here.
as much success though they have a harder time keeping an Hill Ogres - These ogres are light skinned to dark skinned
Ogre from snacking. Ogres enjoy the excitement of battle depending on the climate. They are the most common kind
when they are employed yet have no drive or reason to and described mostly above.
actively fight for any reason other than immediate gains. Mountain Ogres - Mountain Ogres are larger and are
Ogres fight with any weapon they can find. They often pull usually solitary. They live in caves on their mountains
a smaller tree from the ground and wield it as a makeshift roaming around looking for food. They are unique in that they
club. If in a fight without a weapon it's fairly common for can sustain themselves on mere vegetation but prefer meat
them to take a smaller humanoid and use them as a weapon. by far. They live for long lifespans and mate very infrequently
They do value a good weapon and will greatly appreciate as running into other mountain Ogres is not common.
weapons made for their size. They have no means of making Jungle Ogres - these Ogres live in lush jungles and despite
weapons themselves so often they only obtain such weapons their size are adept climbers. They often drop down from
from services to a group or spoils of battle. trees with devastating blows with their weapons using the
Ogres will cooperate with many races given the right downward momentum. These Ogres are almost always in
payment is received. The biggest issue is that an Ogre is groups of 3 to 6. The biggest and strongest by contest is the
indeed an evil creature and has little restraint. Working with leader and rarely hunts and instead sends the others off.
humans in an army may indeed be militarily effective but at a War Ogres - These Ogre are part of a long line of Ogres
great cost to allies, decency or even relations with other bred for battle. More lean and finely tuned for battle. While
forces. If they chose to destroy a building in a fight they will hardly capable of independent thinking they make excellent
do so regardless of any orders. Employing Ogres is playing soldiers. Often employed as foot soldiers by some factions of
with fire. giants. They are usually quiet and stoic although still short
Ogres will probably never cooperate with dwarves, elves or tempered. This temper is hones into a battle rage that focuses
halflings. They are very fond how each of these races taste that unbridled rage upon their opponents. These Ogres are
and value them as game and nothing else. They hold little also more often well equipped with heavy armors and
restraint regardless of the situation when in the presence of immense weapons. I still do not advice the use of this variant
their favorite food and immediately attempt to eat any and all in human relations as they still have a complete lack of regard
members encountered. for their fellow allies in battle.
Ogres treat giants as gods and often without payment serve
them without question. They are far more disciplined and
eager to listen to a giant. It's not uncommon to find a hill DM Tips
giant with Ogre guards. They are still no doubt lazy and will
not do much of anything until told to do so though. In my talk Ogres are quintessential large dumb monsters.
with the Hill giant he did at the time have 4 Ogre underlings. They are good for a physical threat that can
challenge a party focused on combat. Manipulating
and deceiving Ogres is a classic tradition also as
seen famously in the Hobbit.

284
Oni dwell in fortified structures or in underground lairs,
Oni either living alone or with a small group of followers. Oni
Lock the door, blow out the light; view themselves as powerful lords deserving of lesser
The hungry Oni haunts the night. creatures' respect. An oni that feels that it has been treated
Hide and tremble, little one; with disrespect is often driven to arrange and intricate
The Oni wants to have some fun. scheme of vengeance, humiliation, and comeuppance.
Hear it scratching on the door;
See its shadow cross the floor. Inter-Species Observations
The sun won't rise for quite a while; As noted above, oni believe themselves superior to most
Till then, beware the Oni's smile. other creatures. Oni often have ogre or orc followers, who,
--Children's rhyme quite possibly never having seen magic before, might see oni
as gods worthy of respect. They share the ogres' habit of
Introduction allying with other evil creatures. Oni rarely submit
Fearsome bogeymen, oni (pronounced OH-nee) are creatures themselves to other creatures, only serving a master if doing
of myth and legend, haunting the dreams of children and so proves lucrative or provides it with a luxurious, well-
adults alike. Yet they are very real and always hungry. Often defended home. An oni might also serve a wizard or a hag in
called "ogre mages" because of their innate magical ability, exchange for magic items, as oni covet magic. The oni will
oni are only distantly related to ogres; they are actually never see itself as inferior to such creatures, however, having
grouped into a separate classification of creatures called served them of its own volition and having done so for its own
yokai, which in addition to oni, contains creatures such as personal gain. At best, the oni will see itself and its "master"
tengu and kitsunes. Cunning creatures, oni will stop at as equals.
nothing to devour their prey. However, for all of their pride, oni do see one race as
superior to them: giants. Oni (and other giantkin such as
ettins and fomorians) occupy the lowest caste of the giants'
Physiological Observations complex social structure, known as the ordning.
Oni resemble large humanoids in build, lean and muscular.
This is in stark contrast to the bulky ogre. They stand
anywhere from 8 to 10 feet tall (240 to 300 centimeters), and DM's Toolkit
normally weighs around 700 lbs (320 kg). They possess dark
green or blue skin, either dark or white hair, massive clawed I feel Oni should be portrayed like they are in
Japanese folklore - that is, creatures of myth and
hands and feet, and a pair of ivory horns protruding from power. Maybe an oni is abducting children from a
their brows similar to traditional depictions of devils. The village? They could work great as a low-level
"whites" of their eyes are very dark, with striking white pupils campaign's BBEG (big bad evil guy/gal) that keeps
and irises, and their claws and sharp, pointed teeth are jet sending orc and ogre followers to attack a
black as well. village/town. They could work well in a labyrinth at
Oni have the innate magical ability to turn invisible and extremely low levels (1-4) as a sort of creature that
cover an area in darkness, as well as take on gaseous form, you really want to avoid. At higher levels, oni would
temporarily charm a creature into doing its bidding, lower the probably lose in direct combat, but they could still
temperature of an area low enough to deal physical damage make things difficult for the PCs due to their at-will
to creatures, and magically put creatures to sleep. They also Darkness and Invisibility spells. You may even want
have powers of flight and have regeneration abilities similar to give it class levels rather than use multiple oni
to that of a troll. Possibly their most infamous and feared due to their solitary nature. I personally try to keep
ability, however, is that to take on human form and walk true to their Japanese origins as terrifying monsters
among them unsuspected. that should be feared, not slain.

Social Observations
Oni are very intelligent and dangerous creatures. Cruel and
rapacious by nature, oni often lead raids for food, slaves, and
treasure. Status among oni is measured by wealth. Oni don't
generally associate with their own kind, but they sometimes
enact elaborate schemes in competition with each other to
amass the most riches.
Behaviourial Observations
By light of day, oni hide their true forms with magic,
attempting to gain the trust of those they intend to betray
when night falls. In humanoid form, they can pass through
towns unsuspected, pretending to be travelers or frontier folk.
In such a form, an oni observes the selection of humanoids in
a settlement and devises ways to abduct and subsequently
devour some of them.

285
Ooze Intra-Species Observations
"Oh come on! It's just some stupid goop. This dungeon's a As mentioned before an Ooze exists to eat and eat only. If you
cake-walk. Nothing here can even hu-- blurgegurgle" are not an Ooze, you are to be Ooze food. Oddly an exception
--Rickard Borden. Ex-half-elf, Ex-thief to this rule exists in the Oozes formed from the blood of Gods
as rare as they are. These Oozes have full intelligences and
can communicate fairly well though spell-like abilities and
Introduction telepathic power. Beware these for only rarely do they wish
Ooze infested Dungeons are not safe, But Lady-takeit if they you well.
aren't clean.. As nature's garbage collectors Oozes eat organic
matter full-stop and inorganic matter too if the ooze is the
right color. Quiet and full of acid, goo, and other nasties, DM's Toolkit
Oozes and Slimes present a large problem for adventurers Oozes can be the most versatile enemy in a
without magic protection and can still cause trouble for even dungeon. They can be made from or use any
the most powerful of parties. element (Sonic Ooze? Sure. Vile Ooze? No
problem!)
Physiological Observations There's a rumor going around that a high level
An Ooze is about as simple a creatures as can get. No bones, druid cast Awaken on a Gelatinous Cube and now
that Cube has taken levels in Druid itself!
no blood, no organs even. An ooze is a living blob of acidic What happens when an Ooze emits positive
hunger. The intelligent adventurer knows to pay attention energy rather than acid when it engulfs an enemy?
however to the color of the ooze, as that is sometimes the A traproom is set up of Gelatinous Cube and
only indicator of the oozes next action. Because they possess enemies wearing Cloaks of Acid Resistance and
no mind of their own Oozes cannot be directly controlled Rings of Freedom of Movement so they can move
outside of extremely specific conditions (coughVermin through the Cubs without taking damage or
DruidcoughOoze Wizardcoughcough). Oozes unique impediment.
physiology can cause interesting problems for the spell I've heard about a King Ooze, which when
casters as if the color of the Ooze is disregarded then there is threatened calls Oozes from across the whole land
no rhyme or reason of the resistances and weaknesses of to protect itself. It can even fuse with every other
some Oozes. Some are weak to fire, other heal by it. To some type of ooze until it's the size of a whole city!
a Cure Disease is anathema, while to other to even touch the
slime is bad news. In general, however a sharp blade is more
effective than a spear or, Lady Forbid, a blunt instrument. For
wizards perhaps simply dropping the Ooze in a pit and going
around it could be suggested?
Social Observations
Ooze have no culture, other than perhaps, that of a Bacteria.
They possess no intelligence, not even that of an animal, no
method of speaking with which to convey that stupidity, and
no means of even communicating another way as other
creatures might. The only social actions an Ooze might make
with another is to fuse together with another to make a new
type of Ooze, or split apart to propagate the Ooze race.
Behavioral Observations
An Ooze cares only for one thing: Food. To an Ooze anything
that moves that isn't another Ooze of the same color is food.
As such their behavior is based around what feeds the Ooze.
There exist nearly-transparent Oozes which remain still and
wait for the prey to walk into its proverbial mouth, Oozes
which climb onto ceilings and drop onto the heads of
unsuspecting wanderers. Even Oozes which explode into tiny
Oozes when anything gets close then swarm it and eat it
before grouping itself back up.

286
The sudden death of a chieftain (which is not at the hands
Orc of a challenger) and subsequent lack of an immediate
successor almost inevitably throws a tribe into chaos and
Introduction infighting, until a new leader arises and establishes
Orcs are a savage, violent and aggressive race of humanoids dominance. The chiefdoms themselves are also relatively
which take delight in plundering and killing innocent people. unstable forms of organization. Orc tribes are prone to
They once dominated Avistan in the Age of Darkness, where periods of collapse and renewal, where tribes band together
they appeared after they were expulsed to the surface by the but eventually fragment through some form of social stress,
dwarves in their Quest for Sky. But thousands of years later after which they slowly band back together.
their most prominent presence has been reduced to the In some unique cases female orcs have been observed to
harsh lands of the Holds of Belkzen, which lies wedged rise to the position of chieftain. These females are more
between Varisia and Ustalav. vicious and intimidating than their male counterpart, and
they rule their tribe with an iron fist. Not surprisingly, they
Physiological observations alleviate the females within a tribe of some of their tasks. A
female chieftain also brings a considerable change in the
A typical male orc stands about 7 feet tall and weigh around looting behaviour: tribes become more systematic and
300 to 400 pounds, with females being slightly smaller and selective in the towns they attack, maximizing their returns
lighter. An orc is born with a deep green skin colour which and minimizing their losses.
becomes more greyish as they age. The skin of an orc
becomes entirely grey near the end of its lifespan, though few Religion
orcs live to witness that happen. Except for their skin, orcs Orcs are merely interested in satisfying their own needs,
are most recognizable by their short, pointed ears and the which in itself is a reason why an orc would not worship a
lower jar tusks, which they sometimes use in combat. Orcs god. But they also dislike having a master, and they perceive
are all nearly bald, except for some sparse filthy black hairs the worship of a deity as subjugating themselves to it. Despite
on the back of their head. Orcs are known for being extremely this, shamans frequently rise to power and enforce the
ferocious: able to keep on fighting after receiving fatal worship of a god to exert control over the tribe.
wounds before succumbing to them. The gods that shamans devote a tribe to directly influence
The true origin of the orc has been debated by many the amount of control they have. Thus, they typically choose
scholars, with some claiming them to be corrupted elves and gods which portfolio suits an orc the best. Typically, this is
others going as far to claiming they evolved from the either Asmodeus or Gorum. But tribes worshipping
goblinoid races. Whatever their origin, it is a fact that orcs Norgorber, Rovagug or Zon-Kuthon are not unheard off.
surfaced after being expulsed from underground during the There have been some unique cases in which a shaman has
dwarves' Quest for Sky. These orcs differed a lot from the successfully engaged a tribe in worship of himself. These
orcs as we know today, being shorter (only up to 6 feet) with forms of devotion rarely last long, as a shaman's rivals will
more rounded ears and grey skin tones. This kind of orc can disprove his divinity as the first possible opportunity.
still be found in the most remote mountain ranges, where
dwarves have not yet migrated. Warriors
Orc anatomy is similar to that of other humanoid races: an Orc raiding parties are, thankfully, uncoordinated,
Orc has relatively thick bones to support their 7 feet height disorganized and opportunistic, striking only at targets
and posses excessively large muscle groups. Another evident weaker then themselves. It is due to this lack of the ability to
difference is their digestive track, which is relatively short due effectively coordinate that orcs rarely develop a lasting nation.
to an Orc's carnivorously oriented diet. Given the grey skin of However, sometimes great leaders arise which are able to
subterranean Orcs, scholars assume the green skin is an unite a number of tribes together and stand at the head of
evolutionary development to act as camouflage. almost unbeatable orcish hordes, which will ravage across
the land and plunder every town and village they'll come
Social observations across.
Politics On an individual level, however, orcs are still fearsome
Orcs group together in tribal communities for food, protection warriors who plunge themselves in combat with great
and numbers. These communities are ruled by a single strength and ferocity. We have been able to identify a number
individual, a chieftain which is often a warlord or shaman. A of types of warriors within the orcish ranks.
chieftain wields the highest power within a community, and Orc warriors make up the brunt of many tribes across the
dictates the laws of a tribe. In larger tribes, where the Holds of Belkzen. These orcs charge into combat against the
community is split into a main camp and several peripheral nearest foe they can find. They'll keep attacking with their
camps, the chieftain may anoint paramount chiefs to rule in falchions until either their enemy (or they themselves) are
his name. These chiefs collect and pay tribute to the chieftain beaten, after which they seek out another target. Foes that
in the form of food or plunder. resist will quickly find numerous orcs ganging up on him
until he is worn down.
Orc berserkers, sometimes also called Orc barbarians, are
the most fearsome sight in a battle. These brutes occasionally
lead a charge, but more often seek out the strongest enemies
on the battlefield to match their strength.
They fight with great axes and can take an incredible
amount of punishment.

287
Orc riders are an uncommon sight. These orcs were brave The best way to have an orc cooperate is by being more
enough to tame a worg and ride it as a mount. Since these dominant than the orc itself, often accomplished by
orcs lack in numbers, they often perform skirmishes on the intimidation. However, unless the orc is restrained or
flanks of an enemy, or after a battle pursue anyone trying to otherwise prohibited from engaging in combat, he will have
flee. to be literally beaten into submission. This is no small feat, as
most orcs fight to the death rather than being taken, as this
Behavioral Observations would make them the laughing stock of the tribe.
On a political level, cooperation with orcs is even more
Male-female interaction problematic. Eradicating a tribe is easier than keeping them
Males are, unsurprisingly, the dominant gender within a tribe. as vassals, due to an orc's tendency to either rebel against or
If they are not out raiding, or occasionally patrolling a camps backstab their superiors. More often, nations that have to
perimeter, they spend their time indulging themselves with deal with orcs and who have been unable to do this by
food, torture [of slaves] and fighting rivals. Male orcs rarely military means often placate them with gifts of food or
take up professions as they disgust at even the thought of treasure. History has shown that providing arms and
having to go through the effort to create something weapons has always proved counterproductive, as these
themselves, instead of taking it. However, in some cases a seem to, almost inevitably, often be used against the gifting
male might take up the craft of armour- or weaponsmith and nation itself.
become a valuable and protected asset of chieftains.
Females fulfill the role of the lesser gender within orc
society, which is most likely attributed to having a much DM's Toolkit
calmer and collected nature, compared to their male
counterpart (this does not mean a disgruntled female orc Orcs should instill terror into the hearts of (low-
wouldn't tear off an arm). Males delegate much of the day-to- level) PC's, due to their immense strength and
day tasks to the females within a tribe. These activities ferocity. They rarely negotiate, like to plunder and
include, but might not be limited to: cooking, cleaning, fight to the death. They are also very dangerous to
nursing and herding. Females also seem to be more likely to kill due to their ferocity ability, which keeps them
take up a profession, like leatherworking or seaming to fighting longer then a normal creature. Orcs fit a
small variety of roles like religious fanatics, slavers
create or repair both tents and clothing. and aggressive nomadic humanoids endangering a
local village.
Reproduction & childhood From a BBEG's perspective, getting control of a
With love seeming to be an almost alien concept among tribe of orcs would grant him a powerful tool in his
males, orcs do not form lasting relationships. Males rather plans. This usually means controlling the ruling
see females, and their offspring, as 'property' . Males thus chieftain, which can be done through mind-
create harems of females, the size of which is directly linked controlling magic or by sheer force.
to their position within a tribe. Males do not partake in care Due to the rebellious nature of orcs, the BBEG
for their own children, though they might occasionally teach should take care not to rely to much on them,
their sons to fight. Children are instead raised by their though. Orcs are therefore useful as distractions,
mothers and learned how to survive within a tribe by slave takers or merely expendable shock troops.
assisting them in their day-to-day tasks.
Reaching adulthood is no small feat for orcish children.
After leaving infancy they almost immediately have to fend for
themselves against older members of the tribe. Already in
childhood do most males, encouraged by their fathers, start
intimidating children of the same age or younger than them.
When reaching adulthood, male children are initiated by
leading the charge in a raid, in which the survivors of the
vanguard are considered adults.
Females don't receive an official rite, though they are
deemed adults once they develop their secondary sex
characteristics, at which point they are forced into a harem.
Inter-Species Observations
Orcs take little regard for members of their own species, and
even less for members of others. They enjoy raiding
neighbouring towns, and always enslave survivors of such
endeavours. Male slaves are sold off for gold, weapons and
armour. Female slaves have the less fortunate fate of
becoming part of the 'daily entertainment' within a camp.
Negotiating with an orc is almost always entirely fruitless,
for they will keep increasing their demands after an
agreement is made or lose their temper during a negotiation
and satisfy themselves with whatever the negotiator(s) have
on hand.

288
When Otyugh exceed about 800 pounds, they seek a
Otyugh secluded place where food is available, and reproduce
"The rot-eaters made their home in the old dump outside the through binary fission, first entering a cocoon-like state, then
city. You'll know them by the stink of decay, and the horrible dividing into two otyugh of 1/2 the mass of the original. The
squishing noise they make when they walk. We didn't think process takes about 3 days, during which time the exterior
too much of it when they arrived. Thought it might be good -- portions (teeth, claws, etc) of the otyugh dissolve, and then
we were running out of space for our garbage. But now there the newly divided otyugh extrude new ones. The child otyugh
are so many. What happens when they've finished eating all retain some but not all of the memories and abilities of the
our waste? Will they come for us?" parent. Otyugh burn calories very quickly, so it usually takes a
--Eun Soo, merchant of Gwangcheon (River City to significant amount of time for them to bulk up to 800 pounds.
southerners)
Social Observations
Introduction Otyugh do not need to form social connections since they
The Otyugh is hunger made flesh. An ambulatory digestive reproduce asexually. However, it is not uncommon for otyugh
system, it knows nothing in the world except it's endless urge to form small colonies of 3-8 members. These can be of two
to eat. And it eats. And it is never full. And it just keeps kinds: inter-divisional colonies, and divisional colonies.
growing. Inter-divisional colonies form when otyugh meet later in
The origin of otyugh is unknown, but we class them as their life cycle, and form a cooperative or collaborative
aberrations because such a creature could not have come to alliance. These colonies are usually temporary, and are
be through any natural means. Some speculate that they vulnerable to outside interference. These otyugh can usually
were seeded across the world by a hungry denizen of the far be bribed - they will accept benefits to themselves to
realm, and that every time an otyugh eats, that unnamed undermine or betray their colonies.
being grows a little bit as well. Other people think they are the Divisional colonies are different - the otyugh remember a
creation of a mad druid, perverting the cycle of life and death time when they were unified, and do not view themselves
by isolating the growth impulse, and letting it out into the wholly as individuals separate from the colony. For that
world as its own being. reason, it will be very difficult to persuade a member of a
divisional colony to betray the others. Divisional colony
members cooperate very efficiently, and are effective at
Physiological Observations working and fighting in tandem.
The outward appearance of an otyugh does not reflect the Colonies of otyugh do not have a clear hierarchy, and
weirdness of its physiology. Otyugh have no internal organs to relative social power can vary based on who is healthier and
speak of, they are made up of a rubbery ooze similar in stronger at the time. It can also depend on intelligence and
consistency to dried pudding. This substance has digestive force of will - otyugh are able to telepathically communicate
properties, and can absorb any organic matter that the otyugh with anyone, but between otyugh it can actually rise to the
takes in through its mouth. The otyugh does not even have a level of limited telepathic control.
separate brain - it's neural system is distributed through the Otyugh have been occasionally known to create a
entirety of its body. megacolony made up of a number of smaller colonies. These
Externally, the otyugh's most noticeable feature is its usually congregate around one of the scarier otyugh variants,
cavernous mouth, which looks as though a gash had been cut or very rarely around a non-otyugh that has magical or
into the creature, and then filled with teeth. It also typically psionic powers and can feed the otyugh to their satisfaction.
has three tentacles: two that are prehensile and used for
grabbing things and in combat, while the third rises up above Behavioural Observations
its head, and holds the otyugh's eyes. Because the otyugh can Otyugh are nocturnal if living aboveground due to their
eat nearly anything and is effectively immune to disease, it's sensitivity to bright light, but awake most of the time when
mouth is a cesspool of germs. If an otyugh bites someone and underground - otyugh only need to sleep in short bursts, and
they escape, the otyugh may follow them for some time to see so will spend about 18 hours a day awake. They spend most
if they die of the infection. of their time following their strong sense of smell to the
Otyugh are functionally immortal - they do not die of old closest food source unless they have a ready supply. Otyugh
age. They can continue to grow indefinitely, and they are therefore do not normally have lairs, because they will not
capable of absorbing food at such a rate that it is nearly stay in a place once the food supply has run out.
impossible for an otyugh to overeat. Otyugh themselves There are two exceptions to this behavioural pattern. The
produce very little organic waste, instead converting most of first is if an area has a routinely recurring source of food. This
what is consumed into new body mass. If given an unlimited can include sewers or waste disposal areas, graveyards,
supply of food, an Otyugh could double its body size roughly butcher shops, etc. The second is when an otyugh has a good
every week. thing going, and someone else is willing to provide them with
sizeable quantities of food in order for them to stay in one
place and act as a guardian, etc. They will readily agree to
such an arrangement, and will follow it to the letter, but they
will take any chance they can to obtain additional food
without technically violating the rules - this includes
undermining the goals of their bargain partner where they
think they can get away with it.

289
If otyugh are left unchecked long enough, they will grow
exponentially in number, and can consume all organic matter
in an area. A forest infested with otyugh may over the course DM's Toolkit
of 10 years be essentially consumed: the otyugh will eat up
the forest litter and ground cover, then they will start eating Otyugh are aberrations, unnatural and creepy, so
trees that are weak or ill, then healthy trees until there is they work well as a cipher for an idea that scares or
nothing left. However, in practice this rarely happens because unsettles us. In particular, I think that they are
1) otyugh hate bright light, and will not spread into areas evocative of cancer: functionally immortal,
where there is a great deal of light, and 2) other beings will endlessly growing and destructive to the
environment in which they reside.
seek to clear out otyugh that become a nuisance. In the grand
scheme of things, otyugh are not particularly powerful. An Encounter
Otyugh are cautions and cunning (although not particularly Individually, they are little threat to any organized
bright) and will avoid situations that are dangerous for them. group. They are bruisers that do some damage and
However, if they have not eaten in more than a day they will potentially cause disease. But a colony that is
become increasingly frantic in their search for food. If a growing aggressively or running out of food could
hungry otyugh smells food, they will pursue it aggressively ravage crops and livestock, or even hunt people.
and at considerable risk to themselves. Making conflict with otyugh interesting requires
more than putting the players against a level-
Otyugh variants appropriate opponent. It's all about flavour, feel,
and situation.
Otyugh Titan: This is an otyugh that, for whatever reason, did Otyugh are cancerous: they rot things around
not enter the reproduction phase after reaching nearly 1000 them, they feed on everything, they grow and
pounds. These titans range from 1000 to 10000 pounds, and reproduce rapidly. It's also important to keep the
can be truly massive in size. They are usually very old, and players guessing about what the otyugh are capable
found only in food-rich environments. They are generally of - if they know that mechanically they're just a
highly intelligent, and many have some form of psionic power bag of hp with a grapple attack they lose their
because their distributed brains have grown massively, mystique. Don't name them - consider giving them
providing increased mental capacity. a creepy nickname that the NPCs will use instead.
Breeder: A breeder is an otyugh that has essentially Describe them in a grotesque fashion. Use their
metastasized: instead of dividing in half via binary fission, it limited telepathy in ways that unnerve your players.
grows tiny otyugh that drop off and wander away in search of They are also selfish, and all about hunger.
food. These smaller otyugh will not have memories of the Otyugh don't want to stay in a fight, they want to
parent, unlike one created via division. Breeders are a huge eat something. So they're not going to stand there
taking hits while holding a grappled player. They're
problem, because otyugh can grow very rapidly if they can get going to go find a good place for a secluded snack.
enough food. One breeder otyugh can turn into dozens of
otyugh in a matter of weeks. The Situation
Swarmers: These otyugh divide rapidly, at around 100-150 If the otyugh are your primary antagonist, things
pounds instead of close to 1000. They are three feet high, and become more interesting if the colony is too
their smaller mass means they are considerably less strong for the party to confront directly. In that
intelligent than ordinary otyugh, and lack their psionic case, they need to rely on strategies such as
communication abilities as well. denying them access to food, turning the otyugh
Librarian: So called because they most often arise in against one another via bribery or manipulation, or
abandoned libraries, Librarians are otyugh that consumed a stealth/hit and run tactics and catching otyugh in
source of magic powerful enough to permanently alter them. the process of division when they are helpless.
Librarians hunger specifically for magic: books, potions, Their fickle nature also makes them an
scrolls, and items that they can consume. Once a librarian interesting ally to your antagonist in a low level
consumes a magic item, it gains the properties of that item to campaign. The party could probably separate an
deploy at will. These otyugh will have a random array of otyugh from the antagonist's interests temporarily,
magical effects at their disposal, from the ability to instantly or find a loophole that lets them circumvent the
trigger potions they previously consumed to the ability to cast issue now, but that otyugh doesn't necessarily stop
being a problem. If you're trying to get into a
spells from the scrolls they have eaten. dungeon you have to bribe it every time on the way
in and the way out, for example.

290
While their razor-sharp beaks and claws are already quite
Owlbear deadly, owlbears have also been observed rearing on their
"You don't have to outrun the owlbear, you just have to outrun hind legs to crush opponents with their powerful forelimbs.
the other guy." While not commonly seen, this practice is widely-known,
-- Phalen Tarsus, wilderness guide giving birth to a common phrase to impolitely request
someone to leave, "Go hug an owlbear."
Introduction Inter-Species Observations
Owlbears' origins are disputed; the prevailing (non-elven) Owlbears are extremely aggressive, regarding nearly any
opinion tracing them back to being the result of some mad other living being as food. They will attack without
wizard's insane experiment, while many elven scholars provocation, and will attempt to slay other creatures on sight.
contest Owlbears are natural inhabitants of the Feywild. Being magical beasts, Owlbears are more intelligent than
Whatever their source, owlbears are undoubtedly one of many mundane animals, roughly on par with dogs. With the
the most feared predators of the forest. Their large size, large right approach (and a lot of caution), a cublet can be trained
appetite and aggressive nature makes them one of the more as a guard or mount, though a firm and consistent approach
compelling reasons to never wander in a forest at night. is required throughout the owlbear's life. Many a would-be
owlbear trainer has found themselves disemboweled and
Physiological Observations eaten after inadvertently making eye contact or sudden
An owlbear resembles a grizzly with the head of a giant owl - moves at the wrong time.
feathers cover much of their shoulders, gradually fading into It is also not an uncommon practice to raise untrained
fur towards the animal's rear and belly. An owlbear's coat is owlbears for use as free-range guard animals within a large,
usually a dark- to medium-brown, but many variations have contained area - a sort of living moat. Provided the owner has
been observed, depending on the surrounding environment. a means of staying clear of the owlbears himself, they make
Physically on par with the largest mundane bears, a male for very effective deterrents to intruders.
owlbear weighs up to 1500 lbs, and stands around 8 feet tall
on their hind legs. Females are very slightly smaller. Both
sexes are extremely powerful, able to kill a man with a single DM's Toolkit
blow of their large, clawed paws.
Owlbears have many calls, used for territorial declarations, A classic, right? If you want to give your PCs a fight
with something big and scary without having to
mating and basic hunting communication, but the most think about a lot of tactics, an owlbear (or pair!)
commonly-heard owlbear call is a triumphant signifier of a might be a good way to go. They can make good
successful kill. It's unknown whether this is intended as a encounters for lower-to-mid-level characters, and
broader intimidation tactic towards future prey, or simply a retained as good flavor creatures forever. They can
primal manifestation of their savage aggression. definitely be a good way to remind lower-level
Captive owlbears have a lifespan of around 20-25 years, characters of how dangerous the forest can be, just
though they rarely die from natural causes in the wild. In by having them hear calls (hootroars?) around
most cases, a younger owlbear will eventually challenge an them as they camp at night.
aging one for its territory, though the victor will not consume Polar/snowy owlbears are obviously a thing,
the slain opponent. right? There are about 20 published (mostly
unnecessary) variants of this creature, including
Social Observations winged ones (which I suppose makes sense), so
you can really make them into whatever you like.
Owlbears tend to dwell and hunt in mated pairs, and are A young owlbear could be used if you need to
strictly monogamous. They give live birth to 3-5 cublets, scale one down (and make the PCs feel bad for
which remain with the parents until they are old enough to killing it), and you can always scale them up. A
hunt for themselves, about 3-4 years. Once considered adults, "Greater Owlbear" is an established thing - maybe
the cublets leave the den, and will be killed if found some wizard decided to further tinker with one to
encroaching on the parents' territory. make it gigantic? (Fun idea, though it'd probably
Extremely territorial, owlbears will rarely tolerate the devour everything in the forest pretty quickly. plot
presence of another owlbear in its domain, aside from their hook?) An awakened owlbear would be pretty
terrifying.
mate or cublets. Intruders are dealt with lethaly, but not Want your players to know that druid is a
eaten. badass? Have her ride in on an owlbear. Sure,
owlbear cublets are super-cute, but become lethal
Behavioral Observations early - within a month? Better know what you're
While not strictly nocturnal, owlbears tend to be more active doing! PCs who want those fun little pets may find
themselves stuck in a very small cave with a very
after sundown, though they appear to easily adapt to their angry owlbear parent standing in the doorway.
prey and surroundings to maximize hunting potential. Need to add some extra difficulty to breaking into
Owlbears lair in small caves, with little concern for the the noble's mansion? Give him a large, wooded
tidiness of their area. You will often smell an owlbear's lair yard around his manor with a couple of prowling
before you see it, as the stench of rotting prey is often used as owlbears. Only let the PCs find his secret entrance
a lure for more potential meals. if you're feeling nice. ;-)

291
A Pegasus tends to live in open plains and forests where
Pegasus they can easily take to the skies. They're nests are high up as
"Uoitha is no mere steed, He's my best friend and companion. possible and very large. They are constructed from branches
I couldn't imagine life without him at this point. I could not and twigs woven together on a high perch.
imagine a more majestic creature than my best friend
Uoitha." Social Observations
-- Elven Pegasus Rider Yuli Riverheart Pegasi on the material plane are not common but they can be
found. They are very social creatures with each other. Among
Introduction themselves they are playful open and even somewhat loud.
Pegasi are majestic creatures that inspire hope by their mere They chirp, whinny, and grunt in vigorous play and flight.
presence. They are used by some elves as a mount but only in Among their own kind they seem the very definition of happy.
the situation of a deep bond and friendship. Pegasi are noble Pegasi stay in groups much like horses and usually grow in
and undeniably always on the side of good. numbers with each new birth. There doesn't seem to be any
It is theorized that their origins come from the gods kind of hierarchy or competition for position. They are
themselves as a gifted horse was granted immortality and creatures of love and roam in a family looking out for each
flight when a demigod had ascended. This theory holds some other and protecting their territories from the likes of evil and
water as claims say that their friend was bestowed upon them wrong doing. Once in a while a member will leave for an
by their deity in a time of need. unknown ambition of their own choosing often to befriend an
interesting individual.
Pegasi mate for life in a deep bond as they form with many
Physiological Observations trusted creatures. Offspring are not frequent and maybe will
A Pegasus resembles a large healthy muscled white horse only produce 2 to 3 colts in a lifespan of 70 years. The time at
with a brilliant coat and a pair of large white eagle like wings. which a colt is produced has no determined timeline and
They stand easily 7 feet tall at the shoulder and always have seemingly is random when a pair decides to bear a child.
brilliantly flowing manes. Often times Pegasi who have bonded with a humanoid in
A Pegasus uses its powerful wings to propel itself through deep friendship will not chose a mate and remain celibate.
the air with amazing speed and a fair amount of agility. They
gallop as they fly as if from instinct alone or simply the joy of Intra-Specie Observations
flight. They seem to prefer flight as their means of travel but A Pegasus has an amazing judge of character and will often
can run with any horse on the ground. While flying, a Pegasus easily identify individuals with dis-honorable intentions. They
can bear a medium size creature with almost no loss of keep to themselves in the wild but will always stay close to a
mobility. trusted friend or rider unless instructed otherwise. Pegasus
Although resembling a horse with wings in appearance a avoid evil where possible but do not shy away from a fight.
Pegasus is much more than a horse when it comes to body Elves are the most common humanoids in contact with
structure. With massive muscles to power flight they have Pegasi and in elven communities it's not uncommon for them
larger chest areas and back they have less muscled hind to have at least 1 Pegasus rider. Any humanoid of a goodly
quarters for running. When running without flapping their wheel can form a bond with a Pegasus given they are truly
wings for further speed they can't match a horse in speed in good and honorable. There is one tale of a goodly orc who
stamina as a result. rode upon a Pegasus into battle.
The skeleton of a pegasus is much lighter than that of Pegasi are not broken like horses by many races into
many horses. They have more hollowed out bones that service. Every bond is that of mutual trust and friendship that
appear as webs of supporting structures in the bones rather must grow. Being skittish animals in general the first
than solid. This makes them not as strong as a horse in bone impression to a Pegasus is the most important. Even the
density but enables flight with the drawback of a slightly most goodly of folk can dissuade a relationship by being too
more fragile frame. This also makes them less common as a assertive for a humble Pegasus.
beast of burden than a horse and will often not pull wagons When confronted with evil they will fight beside a rider,
or such vehicles unable to constantly exert strength much like friend, or their family to the end. On their own they prefer to
a horse. avoid such confrontation and will usually flee. If another
Pegasi are good natured patient and noble animals. They being is being harmed a lone Pegasus has been known to
will often keep to themselves but do aid those in need when swoop in to the rescue on that individuals behalf.
they hear distress. They have been known to come to When fighting a Pegasus will swoop in low to the ground
exceptionally good individuals and bond with them for life in and slam them with the momentum of their flight with their
a lasting friendship. This is thought to be a sign from a goodly hooves. They swoop back and forth until their enemy is
deity but that is not always the case. A Pegasus will strive to defeated or backs down. When on ground they are often
make the world a better place and befriending those who can more apt to running but when forced to fight on the ground
help achieve that goal. they favor battering with their stronger front hooves and
The diet of Pegasus is no different from any horse. They using their wings for momentum in the attack. They do kick
graze on grasses and wheats common among planes. If they and buck with their back legs if needed but as their back legs
live in more heavily wooded areas they are known to each are not as strong they tend to avoid that option even still.
tree fruits for sustenance.

292
Variants
Pegasus are for the most part the same with a few exceptions
White Steed: this is the standard variation of a Pegasus as
described above. They are able to understand the language of
a bonded humanoid and if unbounded common and celestial.
They do not speak but understand languages they are
familiar hearing.
Herald of Gold: This variation speaks and understand
celestial and the language of the demigod they are in service
to. They are exceptionally rare and used as messengers from
a deity or demigod signaling their arrival. They are very
intelligent and it is theorized the origin to all Pegasi.
Blue Trickster: These Pegasi are smaller and not much
larger than a pixie. They are very fast and flutter around
playfully and happily chirping in their own songs. They love to
play small pranks on other animals such as playing tag,
dropping sticks on their heads and general mischief. It is
unknown as to their origin but are often not far from fairy
dragons.

DM's Toolbox
Pegasi can be a great companion to a party or NPC.
Having a Pegasus as a mount is a powerful thing as
being able to fly changes a lot of things but there
are more uses for a Pegasus than just "horse + 1"
rescue mission: a Pegasus is in trouble and if not
saved it may turn out to be a nightmare
random friendly helper: having a tougher fight?
Super Pegasus to the rescue!

293
Peryton Behavioral Observations
"An eagle as big as you or I, with huge antlers and dripping Peryton are extremely intelligent, ranking a 10 on the
fangs, with the shadow of a man? That's a Peryton. That's Moldvay Scale, and have shown to be crafty and patient foes.
when you decide if you want to die today. It will never stop Because of their engineered design, they have a predilection
hunting you. It loves to hunt and kill. You can see it in its of hostility towards humanoids, and seem to delight in
shining eyes." outsmarting and killing them.
--Olaf Brambledis, retired guide They will hunt any creature in their territory if they think
they can do it successfully and from ambush. They never
attack large groups, preferring to pick off the unwary and the
Introduction stragglers.
The Peryton is a wholly magical being. It was created by a When not hunting they spend most of their time patrolling
vivisectionist for the express purpose of creating a race of their territory, and aggressively defending it from intruders.
winged assassins and sentinels for his laboratory complex. The areas around their lairs are notoriously bare of life, and
It is a terrifying creature, extremely intelligent and driven no carcasses are found, as they serve as food for both the
to pick a victim and stalk it relentlessly until either the victim, adults and the young.
or the peryton, lay dead. The creatures need humanoid hearts to allow the females
Peryton are feared by humanoids, and rightfully so, to mate. Once a victim is slain, the males will call the female
because only the fresh-plucked heart of a humanoid victim to him and tear the victim's chest open with its large teeth.
will allow the female of the species to become fertile. The female will devour the heart and undergo hormonal
changes in the next 10 minutes that forces her into heat.
Physiological Observations This fertile state is very short-lived and in 3-6 hours the
female will be unable to reproduce. The couple will then
The creature stands 5 feet tall, with a 12 foot wing span, and mate and the female will lay a clutch of 1-2 eggs in the still-
appears as a giant eagle with the head of a nightmarish stag, warm corpse of the victim. The pair will then carry the
with huge ebony antlers, cruelly spiked with curved spines. victim's body to their lair where the female will guard the
It's eyes glow a dull orange-red, and its wings and torso are a eggs for 72 hours, after which time the young will hatch. If
sickly green-black. The males are identified by the patch of there are 2 eggs, one young will always devour the other for
light-blue chest feathers, and the females patch is a drab sustenance, and if there is only 1, the female herself will feed
brown. it with the soft, rotting pieces of the victim.
The strangest feature is the creature's shadow, which only Females generally lay 1 clutch a month, as the young are
reflects its owners true form in the female of the species, and extremely weak and vulnerable, and will remain so for
only in the scant few hours when it's in heat and ready to another 24 days, during which time the male will bring
mate. between 4 to 6 victims as food for the young. After this
Otherwise, the peryton casts a shadow in the shape of a feeding period the hatchling will mature into an adult
humanoid. Even stranger is that when stalking prey, the peryton. The parents will then turn on it, kicking and biting it,
shadow changes to reflect the shape of its victim. driving it from the nest, forcing the new adult to fly. The
It's feathery hide is much tougher than it looks, and has parents will drive their young out of their territory
been enchanted to resist strikes from normal weapons. Only (approximately 4 square miles). If the child returns, it will be
magical armaments have any chance of piercing it's skin. killed.
Perytons are relentless foes. They soar high above the
Social Observations ground, searching for lone humanoids, mostly, and swooping
Peryton are not a social species. They form small pair bonds down on them at great speed, usually snatching the victim up
and raise a few young, with the youngsters being forced out of in its talons and either killing it on-the-wing or dropping it
the parent's territory upon reaching maturity. All peryton from a great height. It usually reserves the latter for victims
families are hostile to one another, and will fight quite who aren't as helpless looking as first appeared. They are as
viciously if intruders enter their territory. These fights are not fast as eagles and just as maneuverable. Their eyesight is also
for show alone, or dominance, but always to the death. quite keen, but they cannot hunt at night. They generally hunt
The nests are always found high in the mountains or in pairs.
among the tors of rocky hills and canyons. They are always If forced, it will stalk it's victim on the ground, using it's
hidden from observation from the ground and air, usually antlers to block and parry weapon strikes, and biting with its
with very clever natural camouflage. sharp teeth when given the chance. It will use short hops and
Peryton are quite vocal, and many scholars suspect their flights to gain a tactical advantage, and is not above fleeing to
language is quite complex, and even able to express abstract return later. The peryton is as smart as a human, and will not
ideas. They speak in loud screeches and roars, and always throw it's life away needlessly. It's hungry nature and one-
sound as if they are distressed or in pain, regardless of if they mindedness means it will never let the victim go, stalking it
are or not. for days if necessary. It will never switch targets, even if it's
tactically disadvantageous, it's hunger sometimes
outweighing it's good sense.

294
Inter-Species Observations
Peryton consider themselves superior to all other creatures,
and will never willingly aid or ally with anything short of a
dragon, and even those interactions are filled with duplicity
and malice.

DM's Toolkit
Peryton are a good foe for low to mid-level
characters without any modifications. They are
immune to normal weapons, have a fast fly speed,
and two attack forms (Gore and Bite).
They attack by ambush if they can, and will flee
or retreat to gain a tactical advantage, always
returning to ambush again.
I have modified these on occasion, giving them
resistances to magic or physical attacks, able to
spit poison, and once I gave them a Vampiric
Touch (well, Bite in this instance).
They, like everything, are easily modified for high
level parties, or scaled down for low-level. I have a
clear memory of a 1st level Rogue cut off from the
party in the mountains who was stalked by a pair of
Perytons for 2 terrifying days before he was
ultimately rescued. Later, the player told me that it
was an extremely nervewracking experience, being
hunted by this huge evil bird-thing that was
ambushing him and leading him into indefensible
places seemingly for its own amusement.
I hope you find some room in your game for
these evil winged bastards. They can be great fun if
used properly.

295
Patient Hunters, piercers can see, but they can also
Piercer respond to noise and heat, waiting for living creatures to pass
"I think I'd have rather the thing got me I tell ya, I smelled beneath them, then falling to attack. A piercer that misses its
worse than me wife for weeks!" chance to kill must make its slow way back to the ceiling. A
--Drunken miner fallen piercer excretes a foul-smelling slime when attacked,
making most predators think twice about eating it. Some
Introduction: piercers have been reported to emit a noxious gas that
damages the lungs with a horrifying stench of rot and decay.
Piercers are rarely seen by the majority of the population, The few unlucky enough to have survived this reported that
though deep miners and residents of the underdark are anything worn, even metals, kept the stench for months on
familiar with their habitat and habits. Silently waiting in deep end. Piercers gather in colonies to maximize the effectiveness
surface caves and the Upperdark, piercers appear as of their attacks, dropping simultaneously to increase the odds
stalactites to all but the most trained and experienced eye. of striking prey. After a piercer successfully slays a creature,
Strange in appearance, piercers are the larvae of ropers who the others slowly creep toward the corpse to join in the feast.
are thought by most scholars to actually be native of the If one happens to land awkwardly enough to cause it's death
Material plane, though some (and consequently their young) it is eaten by its nearby brethren.
have been recorded in other planes.
Social Observations:
Physiological Observations: Piercers are very rarely ever seen alone, they're too weak to
Clinging to the ceilings of caverns and large subterranean kill practically anything by themselves and the chances of
passages, piercers blend in perfectly with natural rock, they their attacks landing cause pack hunting to be more effective.
are of varying colors depending on where they reside and if Despite this they don't often exist in numbers greater than 20
they move positions their coloration and pattern will change as food in their environment is infrequent and they would
slowly over time to further camouflage them, dropping in likely starve if it had to be shared between so many.
silence to impale unsuspecting foes on the ground below. A Ropers are frequently found in proximity to piercers,
rock-like shell encases a piercer's body, giving it the look and though larger ropers tend to be found on their own or in
texture of a stalactite. That shell protects a soft, slug-like small groups of less than 4 as their ability to quickly devour
upper body with claw-like mandibles around a circular mouth food leaves the smaller and slower of their kind hungry.
with countless sharp teeth made for shredding meat. The Ropers often wait for their young to drop before appearing to
mandibles allow the piercer to move across cavern walls and block off the exit to those attempting to escape and close in
ceilings to position itself for prey. With its eye and mouth on their prey.
closed, the piercer is difficult to distinguish from ordinary
rock formations. Behavioral Observations:
The larvae of ropers, piercers are thought to spend the Piercers are simple creatures that are very predictable in
beginning of their existence in the mouths of their roper nature, they will act in groups, often in tandem with ropers, to
parent(s) where they feed off of excess food and each other, attack prey from above, in front and behind to ensure the
though no account of roper mating has ever been recorded highest chance of killing their prey. They almost always drop
from a reliable source. Certain adventurers and more exotic in groups, often simultaneously, though some may remain
monster breeders suspect they mate through one of their rooted to the ceiling if prey is obviously too far away to land
tentacles burrowing through the rock and linking where they on. After quickly devouring prey they quickly climb back up
can store seed from one another for exceedingly long the walls and ceiling to secure their position again. A piercer
amounts of time, they seem to produce offspring whenever that has gone an extraordinarily long time without food will
food is plentiful. go into a stasis or hibernation mode where only loud
Piercers have an observed maximum size of 5ft in length, movements such as other piercers dropping, loud footsteps
1.5-2ft in girth at the base. Upon reaching this size they enter or the calls of creatures will wake them. After an unknown
a state of stasis as their shell grows over the upper portion of amount of time in this mode it is possible for them to starve,
their body, their mouth remains agape and eye closed. The at which point they will fall and their own kind will eat them.
digestive fluids in the mouth attract small creatures and
insects which are unable to escape if they traverse into it, at
which point they are digested. After an unknown period of Inter-Species Observations:
time they become a roper and tend move from their previous Denizens of the underdark are far more likely to have
location to the cave floor nearby, or a different location if food encounters with piercers and consequently may know some
is scarce. of their favorite locations at busy (well busy is a relative term
in the underdark) intersections of caves and important areas
where potable water is located.
There are accounts from some mining operations whose
encounters with piercers and ropers were so frequent that it
warranted them to keep livestock and lead the animals in
ahead of them a hundred feet or so, causing any potential
ambushes to slaughter the animal and not the miners.

296
There are some large predators in the Underdark that have
learned to associate the smell released by a piercer when it
misses its prey with the arrival of a choice morsel for itself,
though none have been documented actually eating the
piercers. Apparently the rocky exterior and foul smell are
repugnant to even the creatures of the darkest depths.

DM's Toolkit:
While not threatening singly or even in a pack to all
but the lowest level of parties, piercers can be put
to great use as a dangerous surprise to escaping
parties with low health members or as a trap if the
party has an experienced guide who knows where
to look for them and want to lure a creature under
them.
If you'd like to make a particular section of cave
have an appearance of being abandoned for
centuries to any form of life you can throw in some
dead cones of piercers lying about and beginning
to calcify as long as the party would have some way
to know that indicates nothing moved through
here for an obscenely long time through either a
knowledge check or again a guide.
Piercers and their older brothers ropers make
great zone exclusion areas in combat and make for
great surprised mid combat, having them drop on
party or enemy as they move from area to area.
A smaller group of piercers wouldn't be likely to
attack a larger party but if that party had someone
scout ahead by themselves or in duos they could
be caught off guard and even killed if low level.
Side notes: I had never actually heard of these
before I did this project but they provide a lot of
fun situations to throw at party members and I
can't wait to make it rain disgusting slug rocks. I
also didn't include variations besides the
poisonous gas one because I felt that any stronger
piercer would just be a roper.

297
Pixies are tiny fey that can be found almost anywhere in the
Pixy world. While pixies tend to prefer forests and grasslands, they
A trio of individuals stomp through the forest journeying to have been encountered on the fringes of humanoid society as
some far off place. In the back of this little band a man in a well as inhospitable environments such as desert and tundra.
blue cloak pushes back his spectacles as he examines the Exceptionally joyous creatures, pixies are responsible for
blooming flowers, the shafts of light breaking through the many of the small beauties of the world. From sprinkling dew
trees, and the various sounds of life around him. Every time upon the morning grass to cultivating beautiful fields of
he takes a moment to furiously scribble in a journal, his other wildflowers pixies relish in beauty in all its forms.
two companions drag him forward.
In the middle of the group walks an elf. He too is glancing Physiological observations
around at his surroundings but with an uneasy look in his Pixies generally stand about a foot tall yet it is not unheard of
eye, as if ready for the trees to ambush them. His hand hovers for one to reach twice that height. Their appearance mirrors
over the sword at his hip with an eager twitch. that of elves with long pointed ears and sharp features.
Leading the small band is a dwarf wearing full armor, Unlike many elves, a pixie's skin tone is always of pastel
grumpily stomping on every flower he can. colors such as green or blue. Each pixies possesses a pair of
As the three reach a small glade, the elf leaps forward to fine wings similar to those of a butterfly or dragonfly. In flight,
grab the dwarf by the collar. He suspiciously glances around these wings usually leave a small shower of glittering dust
the glade, then bends down to the earth before the dwarf. that has various magical properties. Pixies are also naturally
Pushing aside some twigs, the elf indicates an almost gifted with the power of invisibility which they use to great
imperceptible trip wire made of finely woven grass fibers. effect whether it's to spy on others or avoid conflict. It is
Carefully he traces the wire up a tree to a small plant bulb. exceedingly rare for a pixie to be seen unless they choose to
Raising an eyebrow he waves over to the human still writing be.
in his journal. A pixie's affinity for beauty extends to themselves as well.
"Look here, somebody set this trap. They probably thought They often fashion resplendent clothing from flower petals,
they could catch us off guard with some nefarious poison." silks, tiny furs, and other materials they find in their
The human looks at the elf quizzically for a moment. "It's a environment. With a small sprinkling of pixie dust, their
plant bulb, it's not especially magical or anything. I am certain regalia often shines and sparkles like freshly fallen snow.
there isn't some monster stalking us with vegetables". He pats While not especially vain creatures, a compliment of a pixie's
the elf on the shoulder and goes back to writing. attire will go a long way as they spend countless hours
The elf gives the bulb one final glare and, as if waiting for working on it.
the invitation, the bulb bursts open expelling a cloud of bright Pixies produce a unique substance known colloquially as
yellow pollen. He reels coughing, and immediately goes for pixie dust. While we are unsure how exactly pixies produce
the sword at his hip. "Alright you bastard, show yourself!" He this dust, it can be seen glittering in the air behind a pixie as
shouts into the forest. they fly. The dust has a seemingly unnatural knack for
The Dwarf grumbles something and stands up to help his catching and refracting light in truly beautiful ways. Attempts
friend. A distinct metal ping echoes through the glade as, have been made to infuse glass with pixie dust to capture its
piece by piece, his armor falls off leaving him with nothing properties with middling success. The dust itself consists of
but his undergarments. The human decisively closes his nearly imperceptibly tiny grains that, upon close examination,
journal to ready a spell only to find himself floating several look not dissimilar to shards of stained glass. What is most
feet above his companions. fascinating about pixie dust is the magical properties it
Grabbing a nearby tree, the human pulls himself towards exhibits. It is common knowledge that even a tiny sprinkling
the ground. Hanging upward from a branch, he looks around of pixie dust will grant one the ability to fly for a short time.
at the dwarf sheepishly collecting up his armor and the elf, However, pixie dust has a multitude of other magical
covered in pollen, defiantly menacing the underbrush. properties that many aren't aware of. Pixie dust sprinkled on
A faint smile works its way across his face, that smile one's face, ears, or head will cause the subject to be
develops into a grin, and finally he breaks into full blown disoriented or knocked unconscious, legends have also
laughter at their predicament. The dwarf, clutching his chest spoken of people being concealed in plain sight by this
plate like a child's blanket sits down and joins in. Whatever material. Furthermore, pixie dust is massively valuable as an
was going on was a nice break from death and fear as per alchemical reagent. Unfortunately, attempts to discern further
usual. After a final apprehensive glance around the glade the uses of pixie dust have been fruitless. While pixies
elf lets his guard down with a sigh and allows a small chuckle themselves use the dust for a myriad of purposes, the
at his expense. majority of applications have been inaccessible to
As their laughter dies down and they collect themselves, researchers.
the group hears an almost inaudible giggle. The trio reel to
face it, but all they see is a faint rustling of leaves and
glittering dust flitting through the air.

298
Behavioral Observations (Surprisingly provided by the pixies themselves), drinking,
and dancing under the moonlight. Each pixie in attendance
Pixies are exceptionally curious creatures, always excited to brings somebody they have befriended that year, and it is not
meet somebody, learn something, and investigate happenings uncommon to see individuals from many species and all
in their environment. It is unlikely that any creature walks of life in attendance.
appreciate their environment to the same degree as pixies The largely tangential connection most pixies have with
who keep close watch over the land around them making most "civilized" cultures lead to interesting misconceptions
sure everything operates in the correct manner. This means and superstitions about those cultures that spread between
coloring the occasional leaf that refuses to lose its green hue pixies. For example, a human's propensity for lying, double
well into autumn and arranging branches to allow just dealing, and spreading falsehoods lead many pixies to believe
enough sun for their favorite sapling. Details that many it's a biological trait. Some even believe it is a social faux pas
individuals pass up are carefully monitored by pixies, even to open a conversation with actual truth and thus will start
the most fleeting beauty is cared for. While curiosity and care out any conversation with a human with a few good natured
drive pixies, timidity tempers them. lies. Often, pixies will attempt to touch the very tip of an elf's
Unlike their spritely cousins, pixies are strictly pacifist and ears for it is said to bring good fortune upon them. Finally, a
avoid violence in any form. Unfortunately, the world at large is dwarf's beard is said to be where they store their knowledge.
indifferent to their lifestyle and the dangers abound give most While only the most bold of pixies would even consider
pixies pause before they introduce themselves to a unique peeking within, many judge a dwarf's intellect by their beard.
individual or investigate the rock that fell from the sky. Naturally, a pixie's capricious disposition leads to some
Pixies love to play minor pranks on those they meet. extreme outliers. Some find themselves more reclusive than
Sometimes it is to gauge an individual's temperament, other their peers, taking up residence in libraries or ancient ruins.
times it's simply (mostly) harmless fun. An individual who Others take their outgoing pixie nature to the extreme, even
gets exceptionally angry at a pixie's joke is likely never to to the point of joining mercenary guilds or a traveling
meet her, whereas one who takes it with a chuckle may make circuses. There is even a legend of a world renowned pixie
a new friend. Pixies also delight in tricking the selfish and the swordsman. Accounts say he moved with the erraticism of a
greedy out of their possessions. Some even amass small butterfly and struck like an enraged bee.
hordes of treasure gained this way and they are usually happy
to share the spoils with a friend.
While pixies avoid large groups of humanoids, they often DM Toolkit
live in the vicinity of small villages. These pixies commonly
enjoy caring not only for the natural surroundings, but the There is little reason for a party to ever actually
homes of kind folk that live there. Farmers have been known fight a pixie. They're almost universally good and
don't directly oppose evil in any direct manner.
to leave out small gifts to woo or show appreciation for their One that has a problem with the party would
local pixies. In return, a pixie will tend to the fields at night, simply annoy them with increasingly mean pranks
shoo small predators away, and (as some believe) bring good or would attempt to confound the party with
fortune upon them. It is also not uncommon for village folk magic. A particularly bold pixie may attempt to
(particularly children) to see a local pixie as a friend or steal something key to the party (such as a
playmate as well. Pixies also have a special love for horses. At McGuffin), but it is unlikely this will result in
night they often slip into stables and take a horses out for a serious combat.
midnight ride. The only evidence left the following morning is Pixies do make good allies, scouts, and quest
the intricate braids they often leave in a horse's mane. A givers. If the party can win their favor (largely by
farmer who leaves the stables open at night is likely to find not being assholes) then a pixie could prove to be
their horses to be healthier and better trained than they a useful ally. Their natural ability to sneak into
would otherwise expect. places and deep knowledge of their homes can be
incredibly valuable. It is not unlikely that a pixie
would have information that the party desires.
Social Observations Pixies tend to value different things than most
Being naturally inquisitive and explorative, pixies don't often humanoids do. Gold and hollow promises are likely
spend much time with their own kind. Usually, they spread far to hold less sway than seeds and a well-placed
and wide across a land as a consequence of their nature. compliment.
Pixies love to explore every facet of the world and would hate Pixies can also have an effect on your campaign
to have their fun ruined by another. That said, pixies are not without even coming into direct contact with the
wholly independent creatures. They often make friends with players. Their natural powers of invisibility make
sticking to the shadows particularly easy, but the
the local humanoids in their region and do congregate party can see their effects after the fact. For
several times a year. We know they celebrate several holidays example, a pixie might try to indirectly lead the
linked to many things such as celestial events, seasons, and party to a group of orcs or goblins causing trouble
manic whims. Only one of these holidays, known as Drt, has in the forest.
ever been recorded by non-pixies.
Drt roughly translates to "Festival of Friends" and there
are several accounts of individuals who have befriended
pixies being invited to it. According to various firsthand
accounts, it is characterized by a grand feast

299
However, if predators are common, or food scarce, a
Pseudodragon youngling will soon take to being nomadic. Pseudodragons
"Hey mister, that is a really cool lizard you have! Can I pet it?" can fly for several miles before stopping to rest, and will often
Hiss! fly at night to prevent them from being spotted by aerial
"Ow, I think it bit me" predators. A pseudodragon on the wing can fly as fast as a
hawk. While the dragon can soar and coast for long periods
Introduction without tiring, extended sprints or rough winds can exhaust
them.
One of two tiny dragons, pseudodragons are elusive, When a nomadic pseudodragon finds a location that feels
intelligent creatures that can form strong telepathic bonds. right, isolated and with abundant food and shelter, the dragon
Naturally inclined towards harmony, pseudodragons avoid will find several different hollows, holes and caves to lair in. It
larger dragons and evil beings. will maintain each nest separately. On bright sunny days
pseudodragons can be seen by quiet and calm observers
Physiological Observations sunning themselves on stones, but the first sign of hostility
Pseudodragons are the smallest form of true dragon, a fully will send them a flight to the nearest hidey hole.
grown common pseudodragon only grows to a length of two Behavioral Observations
feet from snout to tail. They possess reddish brown scales
and a ridge of tiny horns. Adult pseudodragons have well Most pseudodragons have a strong sense of draconic nobility,
developed wings spanning almost 4 feet. Like all dragons, while this generally doesn't manifest in the form of haughty
pseudodragons possess perfect dark vision. lording the way it does with larger dragons it does mean that
Hatching from small eggs, young pseudodragons are only a a pseudodragon, once insulted, embarrassed, criticized or
few inches long. Like all true dragons, hatchling harmed, will never forget the action but might forgive if
pseudodragons are capable of hunting and instinctual care amends are made.
within minutes of hatching, a hatchling pseudodragon is a One of the most significant qualities of the pseudodragon is
voracious hunter and will use its stinger and jaws to hunt its pronounced telepathic ability. They are able to
anything that moves, usually small forest creatures. If small communicate with any creature they can see within a
enough creatures are not available, then the parent dragons moderate distance and can learn to associate words with
will often carry wounded but still living small prey back to the concepts. In the wild Pseudodragons almost entirely
nest. communicate in emotions and occasional draconic
Another quality of note is the pseudodragon's poisonous exchanges, but dragons who have had extensive exposure to
tail. The tail of a pseudodragon is sharp and strong enough to the fey or common races will quickly learn common. An
pierce thick hide and some are even known to be strong excited pseudodragon will communicate with a barrage of
enough to pierce steel. Each sting delivers a powerful images, emotions and words while at the same time hopping
sedative, capable of staggering a full sized orc, or knocking a and chittering. The telepathy, combined with the keen senses
human unconscious for an hour. The sting can be very of the dragon, make it capable of clearly perceiving invisible
harmful to children and Halflings, care should be taken that creatures that are nearby.
smaller companions not startle or insult the dragon. Pseudodragons that live on the fringes of common race
societies are often bound as familiars. This bond replaces the
Social Observations mating bond. Instead the pseudodragon takes ownership of
Female pseudodragons produce eggs only in the early the bonded subject, becoming protective and seeking to guide
summer, and only if food has been abundant. Each season its charge. Often a pseudodragon who bonds with a member
will produce between 6 and 12 eggs, with the eggs being of a common race sees incredible potential in the charge. The
infertile unless fertilized by a male. During the 6 week pseudodragon will give up on isolation for the sake of the
gestation that starts in late spring, the female pseudodragon bond, but only if effectively given tribute.
will find a quiet, undisturbed place to burrow and prepare a Food, trinkets, coins and gems can function as tributes for a
nest. Old trees, caves, and soft earth all are common nests. pseudodragon.
Once a nesting site is established the dragon will return to In regards to food and drink, it is very important that a
the nesting site yearly, so long as the site remains pseudodragon never be given alcohol. The will be drawn to
undisturbed. At the first sign of any disturbance, especially powerful liquors that they can smell, and will drink readily
the presence of a larger dragon, the mother will abandon the and fully, far past the point of being healthy for the dragon. A
nest. pseudodragon allowed to dip its snout in a glass of its
Pseudodragons mate as pairs, the natural telepathic charges wine will soon knock over the whole glass to get
abilities of the species cause them to form deep bonds and a more. But the true impact is found in the effects of
mated pair will defend themselves or their hatchlings to the intoxication, the dragon will seek to consume all available
point of death. As pseudodragons grow they will start travel alcohol and will become violent and hostile if denied. It seems
further and further from the nest, after approximately six that liquor brings out a specter of dragon hording and
months the pseudodragon will be large enough to be fully covetousness in the small dragons. In the event that a bonded
independent of the parents. However, if food is abundant and dragon does become intoxicated it is important to restrain
the area then the youngling will stay close the parents. In the dragon immediately, isolating them from further exposure
cases where food is abundant and hostile predators rare until the effects can wear off.
extended family units of pseudodragons can be found nesting
together.

300
In combat against a larger opponent, the pseudodragon will
almost always poison the subject, then quickly flee to safety. A
pseudodragon will only fight to the death to defend a bonded DM's Toolkit
ward, mate or young. Pseudodragons can kill but generally do
so only to feed or to defend a wounded mate, bonded ward or Variants:
young too small to escape. When a large pseudodragon nest Mercurial dragon, this dragon appears to be a
is disturbed, several of the larger adults will sting the pseudodragon with white scales with purple tips.
intruders while the younger, weaker or smaller dragons This dragon combines the innate invisibility and
escape to safety. This is very uncommon as any large nest will magical nature of a faire dragon with the poison tail
have sentries, a telepathic alert will be given to members in and stronger telepathy of a pseudodragon. The
the nest long before any outsider can reach the lair. poison tail of a mercurial dragon causes paralytic
euphoria. A mercurial dragon can cast spells as a
faire dragon.
Intra-Species Observations Chromatic Pseudodragon, these dragons have
It is not uncommon for giant eagles and giant owls to align been corrupted by the influence of a chromatic
themselves with pseudodragons, while giant vultures despise dragon, Pseudodragon offspring of chromatic
pseudodragons and will chase them from the skies, dragons are evil beings, larger than a regular
sometimes hunting them for days and harassing them any Pseudodragon and with a thicker hide. The wings
time they attempt to land to rest. Eventually the of chromatic pseudodragons are often malformed,
making them incapable of proper flight. Chromatic
pseudodragon can no longer fly due to exhaustion and will pseudodragons possess the breath weapon attack
need to land. A lone giant vulture will still have a dangerous of the draconic parent and are capable of natural
adversary on the ground, but a pack of giant vultures will speech. The telepathy of these dragons is
easily overwhelm an exhausted pseudodragon. In fey rich enhanced to the point of being able to enslave
areas pseudodragons will form relationships with sprites, others, they can cast detect thoughts, command,
pixies and dryads. While pseudodragons can get along with suggest and hold person.
faire dragons and the two are not adversarial, they do not stay Aquatic Pseudodragons, these rare dragons have
in the same areas for long. It is theorized that the chaotic adapted to underwater life, in place of wings is a
nature of faire dragons irritates the sensitive empathic single fin running the length of the dragon from
attunement of pseudodragons. However, it should be noted shoulder to tail. The tail of an aquatic
that it is possible to breed the two dragon species, resulting pseudodragon is thinker and strong. In place of a
in a dragon subspecies known as the mercurial dragon. poison stinger is a small organ that produces a
Nothing will drive a pseudodragon to abandon its home toxic ink cloud this cloud has a pronounced slows
faster than the presence of a chromatic dragon or kobolds. and blinds creatures caught in it.
Umbral Pseudodragon, it is unknown if the
Chromatic dragons and kobold chieftains will kill or enslave subterranean pseudodragon is a subspecies or
pseudodragons. Some kobold tribes believe that the completely separate species. Observation indicate
consumption of pseudodragon meat and eggs will cause that the umbral dragon is approximately the same
them to give birth to the winged Kobolds known as Urds. size as the common Pseudodragon but the wings
Chromatic dragons are also known to seek live pseudodragon on this species have been replaced with tentacles
captives. As pseudodragons are true dragons like the similar to those found on displacer beasts. The
chromatics, it is possible for the two races to breed, this umbral Pseudodragon has adapted to applying its
creates Chromatic pseudodragons. poison through these tentacles. Another
interesting adaptation is the dragon's ability to
climb on any surface.

301
Two competing adults will immediately engage in combat,
Purple Worm wrapping around each other, biting and stinging mercilessly.
"We thought ourselves safe at last, the city was only days Their bodies immune to their venom, the tail stinger can still
away. Then we felt it, moving beneath us. Amarik went down inflict severe puncture wounds. The loser will disengage,
first, swallowed before he could react. After that it was retreating battered and maimed, often times being pursued by
chaos." the victor. Death is a common result when two worms clash,
-- Hashun, Caravan Guard and the slain corpse of a rival makes a grim reminder who
truly rules the dune seas.
Introduction Behavioral Observations
Few creatures inspire such terror as the monstrous Purple Purple Worms are hermaphrodites, being both and neither
Worm. Traveling below the surface until their tremorsense sex simultaneously. It is unknown what triggers the need for
alerts then to potential pray, the creatures strike without reproduction, but the affected Worm will assume the role of a
warning or mercy. Survivors are rare, and tales of the Worm's female, beginning ovulation as it travels in search of a mate.
ferocity haunt the inns and way stations of many a desert The "female" Worm will emit powerful pheromones
settlement. identifying itself as a mate, not a threat, while helping to draw
a partner to it.
Physiological Observations When they meet the two Worms will engage in an
Purple Worms are massive creatures, covered in thick armor elaborate courtship ritual with the "Male" coiling around his
plates that darken and harden with age. Young worms are partner as she remains rigid on the surface. Two adults will
born pink and soft, but their color darkens as they grow into mate several times over the few days, ensuring successful
their armored body. In similar manner, the oldest specimens fertilization. The "Female" will then return to her home
are deep purple, bordering on black in extreme cases. Worm range, giving birth to 8-12 live young after a 4 month
lifespan has been estimated at 150 years, an extraordinary gestation period.
amount of time for an invertebrate, although adults often die Young worms are allowed free reign to travel through adult
in battle long before old age can claim them. territories unopposed. Presumably they are not considered
Adult Purple Worms can reach anywhere from 60 to 80ft in threats until they reach adulthood, although cases of
length, weighing anywhere from 30,000 to 40,000 pounds. A cannibalism among Purple Worms is not unheard of. Young
few extraordinary individuals have been reported exceeding worms often carve out small territories in the border region
100ft in length, but accurate measurements are difficult to between two larger adults, overtaking more land as they grow
prove. The Worm will typically have a girth of six to seven feet in size.
in diameter, more than sufficient to swallow a man or horse When hunting a Purple Worm swims several meters below
whole. the surface, sensing for movement using its keen
The most prominent feature of the Purple Worm is its tremorsense to feel for potential prey. Once detected the
maw, a set of powerful stone crushing jaws lined with inward Worm will ascend at maximum speed, bursting through the
facing incisors for tearing apart prey. A pair of small surface directly below its victim. Prey is either swallowed
secondary flaps exist on the sides of the beast's mouth, whole, torn in half, or sent flying from the assault.
folding inward to help push food down its gullet. Within the Large prey that cannot be devoured whole is coiled around
mouth itself are multiple circular rows of teeth designed to as the Purple Worm crushes the life from its foe, stinging
help tear apart food as it is pulled towards the Worm's repeatedly if the victim puts up sufficient struggle. Prey is
stomach. consumed in quick order and the desecrated remains are left
If its jaws and size proved insufficient, the Purple Worm to rot in the hot sun.
has another deadly weapon at its disposal. A tail stinger
armed with enough venom to bring down creatures as large Inter-Species Observations
as a bull elephant. The venom itself is fast acting, causing Purple Worms are ruthless creatures that hold no regard for
muscle paralysis, nerve damage, and ultimately death. An any life but their own. They will attack any creature or object
anti-venom can be derived from the Worm's blood, but that triggers their instinct to kill. Prey is quickly consumed
collection proves a monumental undertaking. and anything inedible is regurgitated and discarded.
Social Observations Worms cannot be tamed, they lack the higher intelligence
to distinguish friend from foe. They are incapable of higher
Purple Worms are by nature solitary creatures. They inhabit thought beyond their immediate needs and all attempts to
a range of territory that can cover up to a hundred square prove otherwise have ended in disaster.
miles of open desert. A Worm patrols its territory in an Desert faring races hold particular contempt for the Purple
endless quest for sustenance. The only times multiple adult Worm, building towns atop thick sandstone deposits for
Worms are seen in close proximity is mating and territorial added measure of protection. Caravans are well defended
disputes. and all but the most foolish traveler stays clear of known
Should one Purple Worm be driven into another's territory, Worm hunting grounds.
either through external forces or by having its own home
range usurped, the only outcome is combat. Adult Worms will
not suffer another within their domain, and when they sense
opposition they travel in immediate haste to meet the threat.

302
The venom of a Purple Worm holds great value among
thieves and assassins, a few drops sufficient to incapacitate a
foe in minutes, a few drops more near certain death. The hide
of a Purple Worm is also highly prized, being worked by
talented smiths into sturdy chitinous armor. "Hunting" a
Purple Worm is a madman's venture, but bold fortune
seekers will happily loot the corpse of a dead worm for spoils.

DM's Toolkit
Purple Worms make imposing threats for most
mid-high level parties. They can come in
Gargantuan or even Colossal versions and can
prove difficult for a melee heavy party to counter.
For maximum fear, have them go for the physically
weakest party members first. Healers and magic
users swallowed whole can throw off a group
dynamic as their comrades struggle to find a way to
free then from the beast.
They can spice up a lot of desert themed
encounters, ambushing players when they least
expect it. I'm particularly fond of having a run of
the mill battle interrupted by the sudden onslaught
of a Purple Worm, attacking both parties without
mercy.
Its difficult assigning treasure to these creatures
when killed. A party member skilled in alchemy
could drain the venom for several vials worth of
potent venom to sell or use. There's also the clich
armor/weapons of previous meals. My favorite
though is having the creatures stomach filled with
rare gem stones. Normal rock is dissolved and
passed but harder minerals remain in the stomach
to aid in digestion. Like gizzard stones in some
birds.

303
There are two specific subspecies of Quaggoth, those who
Quaggoth live in the Underdark and those that stay above the surface in
"Forgive no-speak Quag, bareskin. They not understand talk deep forests. Quaggoths who live in the Underdark, simply
of the... civilized. Hee hee... Yes, they hungry you see. And called Quaggoths, have white fur and are more aggressive.
taste of other Quag is much bore now! Yes, bore! Learn that The other, called True Quaggoths, have brown fur and often
word from fat black-gnome trader - he begged! Begged! But are more willing to communicate.
we not care. I thonot. I speak for Quag. Know them, see. Oh, Quaggoths, having forced to live among vegetation and
don't run! Oh hee hee! Don't run bareskin, just want to talk! strange creatures often laced with poisons, have slowly
Yes... listen to thonot. Hee..." gained an almost supernatural resilience to all forms of
-- Wermo Bigtooth the Quaggoth Thonot poison. The harmful fluids passing easily, producing at the
most a bout of indigestion.
Introduction Quaggoths lack talent or capacity for magic, save for the
thonots - who have been exposed to a stray burst of psionic or
The Quaggoth (kwah-goth) are a race of bestial humanoids, Fae energy - a common occurrence in the Underdark and
savages and cannibals who hunt the vast caverns of the ancient forests.
Underdark and shadows of deep forests. Their fur thickly
covers their entire body, bone white or a rich brown - Social Observations
frequently stained in reds, greens, and blues with the blood of Savages, the lot. Disagree with someone? Eat them! No, don't
their strange prey. talk it out or even duel - just eat each other. Gods! Only
They live and hunt in fierce tribal groups, some of which reason they haven't ate every single damn one of us is
have a psionically powerful Quaggoth known as a thonot. because they're too busy with each other. - Arthol,
This thonot takes on the role of shaman, oral storyteller, and Duergar Trader
(in limited cases) diplomat. Quaggoth are fiercely Quaggoth form intense tribal groups ranging in numbers
independent but have been known to be subjugated. from four to thirty, far from civilization. Tribes of Quaggoth
have an observable life-cycle, in which the social groups of all
Physiological Observations Quaggoth may be observed.
What did you expect, a flumph? Go in the other room if you're Tribes begin when two roaming opposite-sex Quaggoth
going to throw up. Now, everyone, look at the incisors, (sometimes escapees of Drow and Elven slavers) meet and
designed to bite and chew through a variety of things: flesh, savagely mate. They then proceed to mate with each other
bone, chitin, and even poorly forged steel. - progressively, including with their own children, rapidly
Darkwatcher, Drow Professor of Anatomy growing over the course of a few years. No clear leader exists,
Quaggoths are large and humanoid, standing at around 7 even in tribes with thonots. Quaggoths do not form mating
feet in height and covered in thick fur. Their frame is a bonds - with all mothers giving birth and then abandoning
mixture of ursine and lupine influences, with long jointed their young in the "cub pits."
arms and a stocky torso. They are omnivorous, feeding on At a certain point, the tribe can no longer sustain the
anything from flumphs and myconids to deer and berries. collective hunger or support the savage feuds and devolves in
Their musculature is highly developed - deceptively hidden by a cannibalistic frenzy called by the Quaggoth a Rotakar, the
their thick coat of fur. Their faces are long and withdrawn, last remnant of the long lost Quaggoth language.
with their lower jaw noticeably developed. The sole survivor, gorging on the flesh, then roams about
Looking inside the Quaggoth, one finds a strange anatomy. searching for a mate.
Their blood is a thick and viscous red substance and their Quaggoth live by collective and oral storytelling, with a sick
muscles are white as snow. Their teeth are jagged and sense of communal honor based around the rite of
clustered, constantly regrowing new ones and digesting the cannibalism. Thonots hold the role as the storytellers,
ones that fall out. drawing from the collective conscious of the tribe to weave a
Quaggoths are somewhat intelligent, but ruled by bestial story. Among True Quaggoths thonots hold nights of
tendencies ever since they were forced into the deep chasms storytelling every full moon that often are laced with lust and
of the Underdark (or a world's equivalent) and lost thickets of cannibalism - sometimes devolving into a Rotakar.
savage forest. All are capable of some guttural speech in
Undercommon or Sylvan, but otherwise lack any capacity for Behavioral Observations
philosophical or moral discussion. Thonots are the only Even surrounded, the seven beasts didn't back down. The
Quaggoths capable of understanding abstract concepts to any smallest one spoke Sylvan - no, I'm not lying, boy - and said
extent. they rather die than be enslaved. I said I would do so gladly,
Quaggoths are live-born to the females, in litters of two to and it laughed. "Not like that," it said. And then they started
four. However, only one survives as they instinctively fight to turning on each other... the blood still stains the ground. Even
the death. Young grow rapidly, reaching maturity at one year forty years later. - Barrumar the Ranger, warning a group of
of age. They will live about thirty years, before growing too young Elven slavers
old to defend themselves and being ritualistically Quaggoths are vicious and brutal. They hold life in little
cannibalized. The cannibalistic nature of the Quaggoth is also regard and rather kill themselves and other Quaggoths before
supported in its anatomy, with a powerful stomach capable of spending life in subjugation. Or, at least, so they say. Many a
digesting every single part of another Quaggoth. slaver will attest that once physically broken their will soon
follows and Quaggoths make relatively docile slaves.

304
Quaggoths are inherently jealous and anxious to appear
strong before their fellow Quaggoths. A sole Quaggoth is not
nearly as violent as those in a group, each one trying to prove DM's Toolkit
to the others it is strong.
Quaggoth thonots, being intelligent, often align themselves Quaggoths make an easy combat introduction into
to the forces of good and evil. Evil thonots scheme and plot to the hostile environs of a deep forest or the
take over their tribes and terrorize nearby settlements. Good Underdark. Roleplay encounters will often deal with
thonots often promote the tribe into a controlled and Quaggoth outcasts and thonots - or deal with
reclusive nature, acting more as druids than leaders. Good cannibalism. Cannibalism's great, in fact! It's a
quick and easy way to flip a party's expectations on
thonots are often eaten alive. their heads. Their relatively low CR makes them
The rite of cannibalism is an innate urge developed by the good for grouping into swarms for early and mid-
Quaggoth over centuries of being deprived of the comforts level adventuring groups, or an easy warning to any
and boundaries of civilization. party too excited to enter a dark forest or cavern.
Quaggoth like most beasts, can be relatively tamed, but not Quaggoths are not too suitable for the long-
systematically domesticated. They are resistant to serving a term, often being hard to reconcile their errant and
master unless that master holds a whip, and the moment that violent nature with the stability needed to be a
whip falls from their hands, they will eat their masters alive. lasting settlement or NPC. Quaggoths don't usually
in-fight, they simply eat one another - so any
Inter Species Observations persuasion based roleplay sessions may feel a bit
forced. Sadly, you're more likely to find a Quaggoth
Why we bite them? Quag like Elf, many winter ago. Quag on a random encounter roll table than as a part of
village, Elf village - side by side. Elf make city, but Quag keep an adventuring module - but that doesn't mean
village - so Elf take Quag's everything! Quag village, Quag they aren't suitable for a less-combat oriented
food, even Quag speak! All take! Why we bite? party. In fact, here's some encounter and plot
Because Elf take all, Quag has nothing. And Quag... Quag hooks revolved around Quaggoths!
hungry. - Portarf, thonot telling the tale of the Stealing The party finds a large chasm with Drow arrayed
The Quaggoths were not always so bestial. Much like elves on the edge spectating. There is a massive and
they spread and prospered on the surface, deep in forests. It bloody brawl of ferocious beasts down below, and
was when the two races - Elves and Quaggoths - came to the Drow are looking for more combatants.
blows, the Quaggoth claim because of elven arrogance, that Every full moon, the forests near a frontier village
erupts in hideous wails and screams. Every
the civilized race was driven to near extinction. adventuring party sent to investigate has never
Some Quaggoths retreated deep into primeval forests that returned.
even the Elves dare not venture into, and others retreated The party visits an Arcane University in the city
further into caverns until making their way into the to research the strange MacGuffin beast, but the
Underdark. Even True Quaggoths are but shadows of the Natural Sciences wing has been locked down and
former civilization, corrupted by strange and sometimes Fae the Beastiarian is missing.
magics deep in the forest. The language of the Quaggoth has A thonot approaches the party deep in the
been lost to the ravages of systematic raiding and woods and he begs for help hiding. One of his
extermination. arms is chewed into a stump.
Quaggoths in the Underdark are occasionally convinced by The party encounters a gaunt Quaggoth thonot
Drow to follow their quest against surface elves, but this in a cavern, he pledges servitude if they will feed
always leads to brutal enslavement. Quaggoths are a him. Both of his arms are chewed to a stump.
embittered race, trusting only the purest forces of nature. An Elven trader wagers that the strongest
Speaking Elvish to a Quaggoth is an invitation to death, member of the party couldn't beat his Quaggoth
thonot slave, while they are traveling through a
and an adventuring party with even a half-elf must be thick forest. Halfway through the fight, a band of
prepared for a tense situation. Quaggoths ambush the party.
Quaggoths don't interact with most civilization because of The party finds a (rather cute) baby Quaggoth
their far-off nature, content to stay in their retreats. But many with its right arm chewed off. It shows psionic
an exotic hunter or frontier settlement will find a swarm of ability and grows frighteningly quickly.
Quaggoth ready to strike them down. The bone-white meat of
a Quaggoth is considered a delicacy, and their pelts are a
valuable rarity.

305
-Then-
Rakshasa "You simply cannot enter my lord's chambers at this hour,"
Ivar stirred fretfully under the blanket, the breath rattling in the aide sputtered, trotting to keep up with their rapid pace.
his chest. It wouldn't be long now, he knew. Why had he let "He is--my lord is--"
Tors leave the house? Stupid old man, he told himself. He'd "Entertaining?" Petra said, her mouth twisted in a wry,
sent his son away in hopes that perhaps age would take humorless smile.
him...that his son wouldn't have to see his father pass...but "Indisposed," the aide said stiffly.
that was a cowardly thought. He had one last story to tell... "Well he's going to end up pretty well disposed if we don't
The front door creaked open, and even from the other get in there," Ivar said angrily. They were at the door. The
room Ivar could feel the winter air creep in momentarily, discussion was over. Petra gripped her staff as Ivar drew his
slipping under the door to his bedroom to reach up and sword; a majestic blade as green as jade. They nodded to one
caress his face. Soon, Ivar would be cold too. another. Before the aide could protest, Ivar planted his back
He could hear Tors moving around the front-room, his foot and kicked the door at the handle, sending it flying open.
steps hesitant and heavy. They approached the far corner "Gods!" said Rezler, his hands flying up into the air. "What's
where the ice-chest was located, and Ivar heard the lid creak the meaning of this?"
open. Ah. He was burdened with heavy game, Ivar realized. He was bald, overweight, and extremely surprised. The
Such a good hunter, his son. A trait he'd inherited from his nobleman's eyes were wide with shock, his mouth an O-
father. shape. Ivar pointed his blade towards him.
The door to his room opened, and there was Tors. Upon "The woman," he said, "where is she?"
seeing Ivar he sucked in his breath in a gasp, a hiss, and Ivar Rezler flushed deep red. "I don't know what you're talking
realized he must look as close to death as he felt. about," he stammered. He flapped his hand at the aide who,
Tremulously, he lifted his hand and beckoned to his son. also blushing with shame, took his leave. "There's no, ah, no
"Come here, my boy," he wheezed. "I don't have long and I woman here. My wife would not--"
have one last story to tell you." "--have any idea that you're futtering a prostitute when she's
"Father, please," Tors said hesitantly. "You don't have to away," Petra supplied. "We could care less. We know she was
waste your strength!" scheduled to arrive only minutes before we did. Believe me,
"I must, while I still have the strength to tell you." Ivar you're in danger. Where did you hide her when you heard us--
paused, drawing another long, slow breath. "I've told you "
about my many adventures, the many creatures I've slain. But She turned. Ivar did too. Their eyes met momentarily
since you were a boy, if you asked me about the most terrible before looking towards the wardrobe. The soft bump and
creature I ever encountered, I would not tell you. And I would scrape from within had been unmistakable.
not tell you why I never carried my old sword since you were "Don't move," Ivar shot at Rezler. "Let us do our job."
born. Sit, my son, and I will tell you the tale of the Rakshasa." He and Petra turned away towards the wardrobe, setting
themselves on either side of it. Ivar reached for the knob of
-Forty Years Prior- the door. Ready? He mouthed at Petra. She nodded, her
"A shape-shifter," Ivar said, crouched over the body. He heard mouth poised to begin chanting a spell. Ivar gripped the
the constable scoff in disbelief. He looked up at the man, doorknob and pulled open the door.
gesturing at the body. Rezler lay on the bottom of the wardrobe, his legs and
"No sound of struggle," Ivar pointed out. "No suspicious arms twisted at inhuman angles to accommodate his size.
characters about. A single window into the room that not His eyes were glassy and unfocused as his head twitched
even the greatest acrobat could hope to reach, and no weakly, striking against the interior wall with a soft bump.
evidence of ropes or hooks or other climbing gear, either; From behind them, the other Rezler began to chant.
I've already checked. The door was opened for whoever "Petra--" Ivar began, but it was too late. As he spun around
came to the room, not forced." his body froze, held by some invisible force. His momentum
"And the night watchman in the lobby saw the innkeeper's sent him collapsing onto the floor, scarcely able to breathe as
assistant heading towards this wing of rooms," Petra the creature in front of them gripped him with a terrible will.
volunteered from the doorway, leaning against the doorframe The thing that had been Rezler was no Doppleganger. A
with her staff leaned casually against the wall. strange man-tiger stood there. Its amber eyes glimmering as
"Why does it matter that the assistant was seen walking its mind-dominating magic worked its way into Ivar's brain, a
around earlier?" The constable asked, confused. catlike face twisted into a savage, feline grin.
"Because we were at his house," Ivar said, standing, "and Petra began shouting a spell of her own. Bolts of magical
he's been dead since yesterday." energy lanced out from her outstretched hand, burrowing into
the creature's body. The thing laughed and leapt forward with
-Now- frightening speed, wholly unaffected.
"We did not know what to make of it at first," Ivar told Tors, A fiend, Ivar realized in horror. They'd come across some
who sat breathless by his side. "Why this young woman? Who kind of horrible fiend. Immune to all but the strongest magics.
was she? Gods, Petra...
"It was not until the next night that we learned who she
was. A woman of the night, a warm companion for lonely
men...and one in particular. A local noble, a man of great
power. We feared the shape-changer would use its power to
get to him..."

306
She struggled as best she could. She backed against the wall "First, you gave me this sword freely," Tors said, looking up
as the creature approached, her mouth forming the words for at him. He leaned forward, his amber eyes flashing.
another spell. Its hands fell upon her, and Ivar saw that its "The second," the Rakshasa said, "was not following me to
hands were backwards, fingers jointed in the reverse of a the Nine Hells and finishing the job."
mortal man's. Those twisted fingers clapped Petra's mouth Ivar gaped. "Tors..." he croaked. "Tors..."
shut, the other hand gripping her neck. Ivar heard the crunch "Your son's in the ice box," the Rakshasa snarled. His
of bone...and Petra was gone. backwards hands gripped the sword. "Twenty agonizing years
As her body slipped to the floor, the creature turned to Ivar in the Nine Hells as my body reformed," the creature hissed.
and grinned. "Twenty more to track you down. And it was worth it, every
"Not strong enough to break my magics," it observed. "I delicious moment, for this."
would have thought not." It approached him, looking down at The Rakshasa stood, drawing the sword. As it had all those
his immobile body with those amber eyes. decades ago, the man-tiger placed the tip of the blade against
"Be honored," the thing remarked. "Few have ever seen a Ivar's throat; but this time, no lightning was forthcoming. The
Rakshasa in its true form. In my true home, in the Nine Hells, blade belonged to the fiend, now.
I am even more ravishing." It chuckled. "You were fortunate," the Rakshasa said.
"Your presence here spoiled my hope to impersonate the Ivar's mouth twisted into a bitter smile. "Because I have
nobleman," the Rakshasa hissed softly. "There will be too seen your true form twice in a lifetime?"
many questions now. But perhaps this trinket will assuage The Rakshasa shook its head. "Fortunate that you had only
me." one child left by the time I found you."
It reached down and picked up Ivar's green-bladed sword. The blade lunged forward.
"Beautiful," it remarked. "And perhaps enchanted as well, no?
Only weapons such as these could ever harm me...perhaps I
will take ownership of it, for safe keeping." DM TOOLKIT
The Rakshasa gripped the blade in its hand, putting the
point of the blade underneath Ivar's chin. Ivar felt a sudden Rakshasa are CR 13 Fiends with access to powerful
illusion, deception, and mind control abilities. Their
rush of hope. He knew what would happen next-- powerful abilities and immunity to nonmagical
The blade crackled with electricity the moment it touched weapons and low-level spells means that they're all
Ivar's throat, bolts of energy traveling up the hilt and tearing but untouchable by anything other than a high level
across the Rakshasa's arm. The creature shrieked with pain party.
and released the weapon; Ivar reached up reflexively and Still, establishing a Rakshasa early can make for
caught it. The pain and surprise had broken the creature's an interesting recurring main or side villain. Even if
concentration, his muscles were freed. the PCs thwart the Rakshasa's plot, the slippery
There was no time to hesitate. The creature looked up creature is likely going to sneak away and resume
from its charred hand, eyes flashing with rage, only to see the some other plot.
sword come crashing down. The blade split the creature's Rakshasa make for excellent villains:
skull, bone and blood and brain spattering onto the stone manipulative, charismatic, capable of bending
floor. others to their will, and most importantly, vengeful.
A previously slain or thwarted Rakshasa will stalk
the party and their friends for as long as they
-Now- remain alive. They will send assassins, impersonate
"You killed it," Tors said softly, a dark shape in the sunset light authority figures to poison public opinion against
from the window behind him. "You slew the creature." them, attempt to hurt them and the people they
Ivar nodded. "I have fought fouler things, darker things," he love. The quest to end the nightmare might draw
said. A tear ran down his cheek. "But the Rakshasa cost me the party into a chronic quest chapter
my first love. I made a horrible mistake. I vowed I would not intermittently throughout an entire level 1-20
make another." campaign.
"And the sword?" Tors said. "A powerful artifact, bound to
you alone? That's why the Rakshasa couldn't touch it."
"Mine alone, and refused to harm me," Ivar said. He smiled.
"Reach under the bed, my son."
Tors' figure leaned down, and Ivar heard his son gasp with
surprise. He straightened, holding an ornate sword encased
in a scabbard. "But you said you never wore this, I assumed--"
"Hidden beneath the floorboards for thirty years," Ivar said.
"Since the day you were born. And now--" his trembling hand
reached out, touching the scabbard. "--it is your inheritance.
Afash syb Salaret."
A spark, like static electricity, jumped from the old man's
hand, to the sword, to Tors' hand as he held it.
Tors sat in silence for some time. Finally, he spoke.
"You said you made a mistake that night," he said. "You said
you vowed not to make another. But you've made two."
Ivar shook his head. "I do not understand."

307
Remorhazes do not attack indiscriminately, avoiding Giants
Remorhaz and large groups. They hunt through ambush, but have never
"They say Frost Giants abhor heat in all its forms. They build been observed using an strategy more cunning than that of a
no fire, forge no goods, and do not even cook their meat. And wolf pack.
this common piece of wisdom is mostly true, barring one
common exception..." Inter-Species Observations
Orryn Sindri Folkor Remorhaz was a gnome adventurer, Remorhazes are usually wild predators, viewing all creatures
sage, and naturalist. He had trekked across continents, smaller than themselves as prey, with the exception of
scoured ancient tomes, and slain beasts beyond number. younger Remorhazes. They will not attack the young, even if
Little did he know that beneath his feet was the discovery they are not their spawn, but will instead drive the fledgling
that would make him famous. While trekking across the icy away. Other Remorhazes are also not considered food. Other
wastes, a huge cloud of steam blew up behind him. A exceptions include White Dragons, Frost Giants, and other
centipede-like creature with a hundred clawed feet, cobalt creatures bigger or of similar stature.
scales, and blazing skin tore its way out of the melting snow, However, Remorhazes, can be trained. They are savage
clouds of steam pouring from it. This was the beast that predators, so such tactics are highly dangerous and highly
would make him famous. That was, if he could survive it. unreliable. Some Frost Giant Jarls have reported success
with this creatures, but most such reports are mere boasts.
Physiological Observations Other creatures of similar stature sometimes maintain a
Remorhazes grow to be almost 30 feet tall, up to 40 feet long, partnership with the creature, using the Remorhaz as an
and almost 15 feet in diameter. They resemble centipedes involuntary watchdog. Others follow the younger ones,
with their many scuttling legs, long tubular bodies, and scavenging from their half-eaten kills.
antenna. All similarity ends there, as Remorhazes also
possess massive eyes, cobalt scales, and vast glowing crests.
The crests are made of some sort of naturally occurring DM's Toolkit
steel that is believed to gather in adults and is passed on to A Remorhaz is just plain impressive. They make
the children through the egg shell. Remorhazes have the excellent random encounters for high level parties,
innate ability to produce heat hot enough to burn prey and especially when paired with other creatures of the
soften metal. As they grow older they can raise and lower this Ice Lands, such as Frost Giants, Yetis, and Undead
temperature at will, allowing them to maintain their body or Fire based Fiends. They also make excellent
temperature without melting the snow around them. allies for more intelligent monsters. Tell me seeing
However, whenever they hunt, they unleash their natural heat a Pit Fiend riding one of these things into battle
at full power. This causes snow around them to melt and wouldn't be awesome. Because it is.
their steel crests to glow red hot. They could also be used in a more sinister way. A
way for the tactful DM to say "This land is
dangerous" is for half the snow to instantly melt,
Social Observations clouds of fog fill the air, and a beast of Ice and Fire
Remorhazes are asocial creatures, not out of any lack of to erupt from the ground with a never ending
social skills, but out of pragmatism. There is simply not hunger for adventurer flesh.
enough prey to sustain a community of Remorhazes, so each Other uses include, but are not limited too.
adult stakes out a territory of up to ten square miles. A distraction released as a Villain needs makes
their escape
If two Remorhazes come into conflict over a border A clever decoy. Hint about a low level Dragon,
dispute, they will fight until one is driven off. These fights are then send out one of these things. It'll knock them
usually just elaborate shows of dominance, as an injury will off their game.
usually mean an inability to hunt, and therefore death.
Males and Females come together to mate once a year, Remorhaz variants.
provided they can find a prospective partner. There are very Shadowfell: Replace its fire with Necrotic damage
few Remorhazes, as most mating seasons involve males and and immunity, give it proficiency in Stealth, and
females wandering the wastes, following the signs of a give it resistance to non-magical bludgeoning,
possible mate's passage. piercing, and slashing damage while in Darkness or
If prey is abundant, a male and female will stay in the same Dim Light.
area for several days. If prey is not, they will stay only long Aquatic: Think, the Leviathon. It creates banks of
enough for the female to lay a clutch of eggs. These eggs are fog when it activates its internal heat, attacks
then abandoned, and then the Remorhazes return to their fishermen , and coastal villages, and it's mouth
territory. could easily be described as doorway to hell.
Infernal/Abyssal: Give it immunity to Poison,
raise its intelligence, and give it innate spellcasting.
Behavioral Observations You have now created an unbeatable boss.
Remorhazes hunt through ambush, lying in wait for days in a
metabolic stasis. Their sensitive antenna extend deep into the
permafrost, feeling for the vibration of footsteps on the hard
snow crust. When suitable prey is detected, the Remorhaz
emerges in a cloud of steam and slush, attacking and
swallowing its prey whole.

308
Revenant Behavioral Observations
Revenants are focused on one thing and one thing only:
Introduction getting revenge. They never rest, they keep going everything
Jarx sat, waiting, thinking. Hell had finally come to take him. that isn't their target or helps them achieve their goal, is a
He had always thought he would end up in the lower planes. distraction or an obstacle. So if you become an
But this, he had never expected his end would come like this. obstacle you'd best be prepared to fight. If you're willing to
The farmer had already taken the others. Jarx had finally laid help or have some information to offer, they're willing to
down his weapons, it didn't matter anyway they'd killed the negotiate terms. They value everything that helps them get
farmer several times but, he always came back. Awake for 52 their vengeance. They keep their general sense of morality, so
hours, Jarx was ready, he deserved this. The farmer had if they were good in life they will remain good in their return.
begged and begged: "Just leave my wife and daughter alone, However if they had no problem killing a person that annoys
take anything, please, please, I beg of you sir". They had them, they'll still have no problem with disposing of people.
laughed and made him watch. Even though Jarx hadn't
agreed with their actions, he hadn't stopped them either, he Variant Species
was just as bad. He deserved this. Even though their goal usually stays the same, the way they
come back can vary.
Physiological Observations Regular: As described they come back on their own by
Revenants are wronged souls that claw their way back into using sheer power of will.
the material plane by sheer will. Reports say they look just Pact: They made a deal with a devil. You can use this so
like zombies but with a burning fury in their eyes and a that you can give them some extra demonic powers. These
certain resolve in their stride. However I, Rono von Kompon, Revenants should also be a little more desperate because
after following reports of one of the creatures found its their time is more limited (or less if you choose) and they
quarry. When I spoke to the frightened man, he told me the have something invested in the deal.
creature looked exactly like a person he'd wronged but with God's gift: The soul asked their god to give them the time to
flaming red eyes. He told me that when he looked into them go back and deliver justice. You can use this to let them have
he felt the lower planes calling him. Now I can't be sure if the angelic powers. They usually have no time limit and can thus
man's word can be trusted because it seemed like fear had stalk and plan the demise of their target.
driven him mad. Every report tells us the same: The revenant Summoned: If someone wants a target dead they can
can't be killed. When their physical body stops moving, a few perform a ritual to search for souls who want vengeance
days later they return in a different corpse. Even getting their against the person. They can then bind them to corpses and
current body to stop moving proves to be a real challenge. ease their way into this world. These Revenants are weaker
Their wounds seem to start healing at an incredibly fast rate but they'll come in groups. Because why stop at one?
immediately after it is inflicted. Some people have reported
fire to be effective.
DM's Toolkit
Social Observations Revenants aren't very versatile in my opinion. Now
Revenants usually don't seek out other creatures, simply before you crucify me, hear me out. The thing that
because they're completely focused on getting their revenge. drives them is always the same. Now that doesn't
If their target is strong they are known to try and get powerful mean that it can't be used in a great many ways.
allies to help them hunt. For that same reason you'll Many uses for 1 general idea:
Consequence: If your players brutally murder
sometimes see several of them together. They always come everyone and their family. One of their victims is
over as angry, determined and impatient. Sometimes you'll bound to come back and exact some justice.
still be able to sense a certain sadness for the thing or things Especially useful for that LG paladin who wants to
they've lost. Judging from their actions, there is no reason to murder a merchant for their goods.
believe that these creatures are inherently evil. Some even Plot hook: Looking for a BBEG, a quest, an
keep praying in their current form. They mostly keep away adventure, an unusual ally? The Revenant is your
from people because most people wouldn't understand their guy.
situation and only see them as an evil undead creature. It Savior: Is your party close to wiping? Do you feel
sure seems like a tragic existence to me. sorry because you know you set them up for
disaster? Do you regret having them fight a master-
warrior after putting them through a gauntlet of
deadly traps? The Revenant can provide some
much needed back-up by finally catching up to
their target. (I'm not a fan of this)

309
Rocs mostly live alone and are very protective of their
Roc territory, females can keep to the same nest for over a
"They say birds of a feather... I don't want to meet the flock." century. Due to how much they need to eat the lands their
-- Diary of a Traveller page 256 territory covers can be vast, spanning over ten miles in all
directions. Meetings between Rocs have three outcomes; a
Introduction fight for territory which can injure, one will scare off the
other, or mating.
The Rocs are big birds of prey, really big ones; Rocs are one Female and Male Rocs have some differences. Males live a
of the largest living creatures around. They soar the skies more nomadic life, not keeping a regular nesting place.
often above cloud level, riding thermals at incredible speeds Female Rocs on the other hand may have elaborate nests
between preferred hunting and nesting grounds. They were created over several decades, but finding materials for such a
originally subservient to giants since their creator Annam the construct can be difficult. They may use man-made structures
father of giant gods, brought them into being to challenge the like a ships prow or siege equipment, sometimes opting for
dragons superiority in the sky. When the war between giants comfortable thatched roofing. In less populated areas their
and dragons ended the nests can be made from several whole trees.
Rocs were freed and left to roam the world, where they Considering the anti-social behavior they hold to each other
rightfully took a spot at the top of the food chain. mating can be difficult. The female Rocs being larger to
account for the organs and physiology needed to grow eggs,
Physiological Observations as such females often have priority of territory due to
Rocs share many parallels with the common raptors such as difference in physical strength. The males are tasked with
eagles and hawks, which are easier for an inexperienced locating a receptive female which causes them to spend more
biologist to observe. Rocs however differ in several ways. time traversing the world in search for a good partner. For
Most notably their size, Rocs can grow to a size where their this reason many males do not have a permanent territory
body from tip to tip can exceed 90 feet in length with and instead hunt in shared hunting spots. Shared is a term to
wingspans stretching over 200 feet. be used loosely since they will go to great lengths to avoid
The sheer size of the Rocs have led many intellectuals to each other.
wonder how they could even lift their wings, let alone fly. This When a male finds a female the male must be cautious. A
question was answered when a daring treasure hunter female who already has already been fertilized, does not carry
managed to retrieve several wing bones and feathers of a enough eggs to deem mating worthwhile. Or otherwise does
deceased Roc. The feathered were understandably light. The not have ideal conditions for raising young, usually due to
intrigue came from the weight of the bones, the largest of lack of food. Will lead to the female violently chasing off the
which being over ten feet in length could be carried even by a male, there has been cases of males receiving mortal injuries
child. These bones are very durable considering their weight, from these encounters. Males will display to females their
however the uses for such a material is limited due to its strength and hunting prowess via a combination of wing
difficulty to work. Simple weapons such as spears are beats, running and retrieval of food. When the female is
possible, however the high price of Roc bones means such a receptive, mating is often very quick. Rocs have specialized
thing would be uncommon. glands for mating opposed to more traditional genitalia
Observations on Rocs as well as comparisons to smaller owned by mammals. When mating has finished the male will
birds of equivalent shape has led many to theorize that a full leave quickly in order to find other mates and to avoid any
grown Roc might not be much heavier than an average harm from the female. After a few weeks the female Roc will
knight. This means that a Roc can move around an area very lay between two and six eggs and the chicks will be born a
quietly, and may even sneak up on those who are not on the ratio of 1:2 male to female. Roc eggs are very valuable
lookout. sometimes fetching prices in the thousands of gold, before
As with many animals the intelligent is roughly the eggs hatch the mother will fiercely guard them, making
proportional to brain size, Rocs are much more intelligent them difficult to obtain. The Mother using her powerful eyes
than their smaller counterparts. That being said, Rocs are will quite literally not let them out of sight. This motherly
nowhere near the intelligence of humanoid races, a sizable protection will last until the young chicks can defend
proportion of their brain is used maintaining their themselves to a degree, which can take up to a year. The
gargantuan bodies, and a larger proportion is focused on mother is careful when supplying food to her young since
their very advanced sight. An adult Roc can see and identify they can only digest meat, she will take meticulous care
prey from several miles. A Roc's incredible eyesight makes stripping all bones and hide from prey which is a
sneaking up on them difficult, but if one makes it close troublesome task with such a large beak.
without being noticed it can be let down by its sense of Generally the only time Rocs spend much time together is
hearing and smell which are barely more attuned than a when they are young, a nest full of Rocs is known as a
humans. rookery, and should be avoided if at all possible, due to a
protective mother and the easy to underestimate beaks of the
juveniles.
Behavioral Observations
Rocs favorite locations are wide open areas with easy prey
and high up areas for nesting. Most Rocs will nest in high
mountain peaks preferentially with ample grasslands nearby
for food. Rocs hunt large prey such as Mammoths,
Yaks and occasionally Giants.

310
Inter species Observations Bone Roc
Rocs are predators through and through, as such they are not The Bone Roc has a very different plumage than the common
known for making friends of other species. As with other Roc and at a glance can look like an entirely different
predatory birds what they will hunt is limited by what they creature. Otherwise the body behind the feathers is very
can carry without having much of an effect on flight. To note similar to the Common Roc. What separates the Bone Roc is
for a full grown Roc this includes most living creatures. That its behavior and diet. Bone Rocs are scavengers profiting
being said they may happily ignore humanoids due to being a greatly of war and disease. They also have a fondness of large
too small to be worth the effort. bones which they crush with their claws and eat, strong
Due to the Rocs nature being almost solely predatory and stomach acid aiding digestion. The behavior of bone rocs is
have little contact with their own kind, their language is peculiar and possibly links to their origins. They live in
simplistic. The language they use is a unique system of calls several awkward rocky mountains across the world, sticking
which convey simple concepts such as food and to very specific spots within them. In these hard to reach
danger, some however argue that the language extends locations they horde bones of fallen Rocs of all subspecies,
further such as directions and rough descriptions. Even a leaving them in vast mounds until they eventually decay. The
telepath would find conversation difficult since they would Bone Rocs do not eat these bones seemingly out of respect
not offer more than a simple conversation about their favorite for their fallen. It has been suggested that the specific
prey. locations they confine themselves to are sacred to Rocs in
Due to their antisocial nature getting a Roc to do what you some way. Bone Rocs are the only subspecies to be
want is difficult. Usually only caring about the amount and somewhat sociable with each other in adult life, since they
quality of food they are given, taming one is difficult, but not are confined to these small locations.
impossible. Rocs cannot be bribed or coerced in any other Storm Roc
way than food; they do not respond to threats and do not deal Storm Roc or sometimes Thunderbird, are a subspecies of
in favors, since most of what one could offer them they would Roc that primarily live in stormy areas, often but not
prefer to do on their own. They also do not value material exclusively near the ocean. They are smaller, with a reduced
possessions highly. Storm giants and cloud giants have been wingspan and body bulk, they are slightly more nimble than
known to tame and even ride them by raising them from birth the common Roc. The naming of the Storm Roc is somewhat
or young age with regular food with bones and hides removed sensationalized. Once considered to create large storms
to keep them as healthy as possible. Young Rocs are grateful under its wings, bringing ruin to small settlements. Later they
to receive regular food and food of high quality. This also would be considered bad omens, when one is seen a storm is
applies to mothers when raising young, they will however be sure to follow. While not written in stone the latter is closer to
less trusting of others at this time. Rocs will quickly learn the the truth. Storm Rocs use their increased dexterity to stay
appearance of those who bring food offerings and are aloft in storms, providing them with a somewhat random but
unlikely to attack these people. effective way of travelling without needing to expend much
As a leftover from the creation of rocs by the father of giant energy. They are more nomadic than common Rocs, possibly
gods Annam, they are not fond of the dragons they were due to this method of travel often not keeping a nest for more
created to fight. Rocs passionately dislike dragons that live than a decade. Storm Rocs will hunt much smaller prey on
nearby good hunting grounds, but however will avoid them average and have a particular fondness of horses.
due to being a credible threat. Rocs are fragile when it comes
to damage to their wings, and a fight with a dragon can often
lead to a rocs death since if it would be unable to fly
afterwards. Rocs will however hunt down or chase off smaller
dragons before they can become a threat. This has been
useful to dragon hunters capable of telepathy, since rocs can
determine and hold memory of a dragons color, size, rough
age, location and how healthy it is. Rocs are not trusting of
creatures sharing traits with dragons, such as scales or the
ability to breath fire. It has been known for them to clear
Kobolds from lands around their territories, and to be
particularly aggressive to Dragonborns.
Sub species
Common
The Common Roc are as described above. Only minor
differences separate members of the common variety.
Differences are often based on location, prey and diet. Such
as coloration of plumage and the shape of beak and claws.
These minor differences appear due to the Rocs slight ability
to adapt over their long lifespan. Occasionally cross breeds
will appear between the common, storm and bone Rocs.

311
DM's Toolkit
These things are big, really big. Keep this in mind if
you are planning combat. Rocs personality (and
size) dictates they will be most likely be alone in a
fight, meaning they can be ganged up on by
players, a level 8 party of 3+ players could handle
one (played well). Since it doesn't make much
sense to have a party fighting more than one
difficulty can be introduced in other ways. For
example the rocky outcrops in a mountain-top nest
do not obstruct the massive roc, the players
however will need to think more carefully about
their position.
The talons ability is a good way to make the roc a
credible threat, while arguably the roc would
probably grab at the largest target naturally. A Roc
with increased intelligence or some form of
external motive would restrain a key party member
for the combat making taking it down difficult.
Rocs can be reasonable plot hook without the
need for a fight, perhaps your party is escorting a
caravan from city to city and a hungry roc snatches
a beast of burden (or two) carrying valuable items,
and it's now their job to travel into the rocs nest to
get it back. Doing this can lead into an encounter
of a more appropriate difficulty and supply a horde
of loot which has been gathered over several years
from merchants caravans.
An interesting difficult encounter could be made
to include a mother and its young. The young
serving as ads, can simply take scaled down stats
and only attack with their beaks.

312
After metamorphosis, ropers seem to have no interest in
Roper one another. They are apparently content to share territory,
"Well that's decided. I'm never going into a cave again." sometimes appearing in groups of several dozen. Typically
-- Discouraged Adventurer food supply pressures will limit population sizes, causing all
but one or two ropers in an area to starve and die, their
Introduction carcasses calcifying over time.
The roper, despite its horrifying aberrant appearance, is a Behavioral Observations
creature whose origins most likely lay in the Material Plane. Ropers are slow, bulky creatures who are careful to conserve
The predominant theory maintains that the roper is the result their energy. Food can be scarce in many common roper
of some powerful kuo-toa's reality-warping influence on habitats. A roper will typically plant within a passageway,
piercers, darkmantles, or some other local fauna; a claim staying motionless until suitable prey passes within reach.
supported by their frequent proximity to kuo-toa clans. They attack prey with their long tendrils, which sport hairlike
Opponents of this theory are quick to cite examples of ropers filaments that deliver a numbing poison. Once ensnared, they
found lurking far from the influence of their purported are dragged into the roper's mouth to be mangled, then
creators, but this could simply suggest that they have become swallowed whole.
a self-sustaining life form of their own. The digestive process is rapid and effective, destroying
most materials within a few days. Metals typically survive
Physiological Observations much longer, making some ropers repositories of metal
Observing ropers can be a challenge in and of itself. They are objects once carried by adventurers.
adept ambushers whose natural camouflage makes them The digestive fluid serves a double purpose for the roper.
nearly indistinguishable from stalagmites or stalactites - When food is scarce ropers will enter into a hibernation state.
pebbly carapace, cone shaped structure and all. They are also Their mouths remain open, filled with digestive fluid which
patient, capable of waiting perfectly still for tremendously has a strong fragrant scent. This attracts insects, birds,
long periods of time until prey is within range of their long lizards, bats, and other small creatures to investigate, many of
tendrils. They are also clever enough to only attack prey they whom fall into the mouth and are digested.
are confident they can handle, so would-be observers often Adventurers may stumble across a comatose roper with its
find themselves suddenly under attack from large, formidable mouth wide open, which is a good indicator that nobody has
specimens. passed through the area for a while.
Thus, most ropers observed are large: eight to ten foot high
cone shaped creatures, around six feet wide at the base, Inter-Species Observations
featuring six long tendrils, a large fanged mouth, and a single Ropers are often found near groups of kuo-toa, although they
eye. Their skin* is typically craggy and pebbly, resembling the are not by any means allied; kuo-toa are considered just as
rocky habitats they prefer. They typically weigh in somewhere edible to the roper as any other species.
between one and three tonnes. Otherwise, ropers seem to have no particularly noteworthy
Studies performed by intrepid (and well paid) adventurers relationships with any other species. Anything that moves is
provide evidence to suggest that ropers grow as they age. treated as potential food.
They appear to hatch from eggs as shrimp-like larvae, and
live inside their parent's mouth. There they feed off of any
prey captured by their parent host, and frequently Subspecies
cannibalizing smaller roper larvae. When they gain enough While ropers are commonly found in caves, they can be found
body weight they mate, then escape their parent's maw and all over the world. They often take on the colour and texture
burrow underground, emerging later as small ropers, six to of their surroundings.
ten inches in height. They grow slowly, feeding on insects and In arctic climates ropers are often white in colour, although
bats at first, graduating to more challenging (often sentient) black and pale blue variations have allegedly been seen. They
prey later. tend to position themselves in ice fissures, smashing the ice
Nobody knows the upper limit of a roper's size, but some when travelers are near to put them off their footing.
adventurers have made (unsubstantiated, unsupported) Some ropers have been found living underwater. There are
claims of towering ropers twenty feet high with tendrils one theories that these subspecies may be fully water-breathing,
hundred feet long. How such a creature could sustain itself is but some observations suggest that they use their tendrils as
a unknown. breathing tubes, periodically reaching up to the surface. This
No conclusive evidence about gender has been discovered, may also be a means of determining the conditions above the
leaving most scholars to hypothesize that ropers are likely water.
hermaphrodites.
Social Observations
The vast majority of interaction between ropers occurs pre-
metamorphosis. Roper larva compete for food and for mates,
killing and eating smaller specimens.

313
Ropers of enormous size have been encountered floating
among debris fields in the astral sea. There they await astral
skimmers which they either attach themselves to or attempt
to destroy. On very rare occasions astral sea travelers have
witnessed tremendous battles between astral ropers and
astral dreadnoughts. Most were wise enough to keep their
distance. Perhaps more terrifying yet are the ropers found on
the plane of earth, who are often ensnared by earth
elementals. Few reliable reports have returned regarding
these creatures.

DM's Toolkit
Ropers are perfect for adding a lurking danger to a
natural cavern or canyon-like space. Their presence
requires no justification in such an environment.
A single roper in a cavernous space is an
interesting challenge itself for lower level parties,
but adding terrain hazards such as pits or steam
vents can make for a more memorable battle.
Ropers are primarily crowd control monsters,
moving players into disadvantageous positions. A
time sensitive climbing challenge with ropers
interfering from below could be hilariously
frustrating.
Encounters in natural spaces with other
creatures can be spiced up with the presence of a
roper, attacking both sides indiscriminately.
Combining ropers with creatures like
darkmantles and piercers can also be thematically
interesting, likewise with mimics. This kind of
dungeon can reward characters with high
perception and nature skills.
They also serve as convenient loot reservoirs.

314
Rust Monster Physiological Observations
"Damn Rusties. I swear, those buggers are going to put me Rust monsters are not a species that varies much in size or
out of business." shape. This is a result of the entire species being capable of
--Burt Stronghammer, village blacksmith, on rust monsters parthenogenesis. This means that all members of the species
"Oh, I love 'em. They're a lot friendlier than you think, long are female, yet have evolved the necessary anatomy to lay
as you keep 'em fed. Plus, they really piss off the blacksmith eggs that are capable of hatching without fertilization from a
who works around here, and that's comedy you can't buy." male organism. This causes young rust monsters to be
--Dimble Oneshoe, thief and local trickster genetically identical to their mother. Thus, the identification
of rust monsters is a relatively simple science.
Rust monsters tend to be about 8 feet long, and roughly 5
Introduction feet high. They look similar to large fleas, although they have
Pests to many, yet pets to others, rust monsters are simple, long feathery antennae and a tail that can often be as long as
insectoid beasts driven solely by their hunger for ferrous the body of the rust monster. Similar to fleas, the legs of a
metal. These strange creatures search tirelessly for this food rust monster are extremely long and powerful and, as such, a
source, scavenging dungeons and sewers alike. rust monster can jump a distance up to four times its body
Rust monsters then consume this metal by first turning the length. The rust monster is covered by a thick layer of chitin
object to rust with a single touch and then eating the remains. that acts as a natural armor against predators. This carapace
The drive to find a source where this food can be found reflects the food source of each particular specimen. Thus,
reliably shapes the (relatively short) lives of all rust monsters most rust monsters are a orange-rust color, showing that the
from the moment that they hatch. beast mostly eats the oxidized form of iron. However, some
Wizards and naturalists alike have studied rust monsters rust monsters live in areas where natural stores of copper are
for years, as their unique food source poses many interesting greater than those of iron. Although most rust monsters
questions about the nature of such beasts. One of the prefer iron to copper, the latter is edible. These specimens
unanswerable questions of this field of study is where rust that live in copper-rich areas often take a blue-green hue.
monsters came from. Over the years, many schools have Rust monster eggs look similar to spherical iron ingots,
arisen as to the origins of the creatures. Two of these hold and are usually just as hard. Thus, such eggs are difficult for
that rust monsters were once a race of warlike beings predators of rust monsters to find, and nigh impossible to
(similar to the thri-kreen, perhaps) who lived in tunnels break into. After hatching, rust monster young look similar to
somewhat akin to those used by their ancestors today. This, large grubs, and are usually the same metallic gray of their
however, is where the similarities in the two theories end. eggs. They are covered by a carapace, similar to their adult
One, favored usually by naturalists, holds that these beings form, but it is softer and more malleable, giving the larva
had such a simple society, driven by hunger and war, that, room to grow. The larvae hatch hungry and immediately go
over millennia, they slowly lost the need for language, society, their separate ways to find food. As they eat, the color of their
and even the critical thinking exhibited by all sentient races. carapace slowly shifts from the dull gray into the more
Over time, this race devolved into the flea-like rust monsters vibrant rust color of the adult rust monster.
that we know today. This theory is the most widely accepted On average, rust monsters can live up to 20 years.
in the academic community. Another theory, held mostly by
more religious researchers, states that the actions of this Social and Behavioral Observations
warlike race angered the gods, who cursed the beings into Rust monsters are a mostly solitary species and thus there
becoming simple beasts. Although scoffed at by more stoic are relatively few instances where one rust monster would
members of the researching community, this theory has have any sort of social experience with another member of its
gained traction in gnome and dwarf communities, its species. The only known instances of rust monster
members claiming that this was the work of Garl Glittergold interactions with one another are fights over a particularly
or Moradin, respectively. large cache of food. These creatures are extremely territorial
Another school exists in the origins of these creatures when it comes to food, an instinct strong enough to override
exists, yet it is often marginalized in academic communities. their usual solitary nature. Even the bond between the
This theory suggests that rust monsters were once denizens mother and her children are tenuous at best. Since the eggs
of another plane of existence who have crossed over to the of a rust monster are so well protected by both camouflage
Material Plane years ago. Although staunchly supported by and its shell, mothers will usually abandon their eggs after
many, this school fails to mention what plane would create laying them. These eggs will usually be laid in an iron-rich
such a unique creature. Thus, as mentioned above, this area, as the larvae are slow-moving and need more
theory is often ignored by other researchers. nourishment than their adult form. The only instance of a
However, whatever the origin of rust monsters, it is agreed mother guarding her eggs occurs when a rust monster
by all that these creatures are interesting for the sake of population has begun to reproduce in a cave system shared
research, and such study will likely continue for generations. with troglodytes. These frog-like predators are the one of the
few creatures that can stomach the taste of a rust monster,
and will often go after the larvae, as they are easier prey. In
this case, a group of mothers will often guard their young
until they are ready to fend for themselves.

315
Most rust monsters are known for a relatively mellow
temperament. In most cases, rust monsters will ignore other
denizens of the tunnels in which they roam. The only DM's Toolkit
instances in which a rust monster will become aggressive are
either if the beast is first attacked or if it happens to meet a A single rust monster does not an encounter make.
creature carrying steel weapons or armor. In the latter case, These creatures should be used in order to
the rust monster will attack the other creature in a blind rage, augment other enemies or with other members of
driven by its constant hunger for ferrous metal. However, their species to make an unusual battle. Some uses
these beasts can often be calmed by offering them a small for rust monsters could be as follows:
While hunting a troublesome group of
morsel of metal, such as a iron flask or a belt buckle. troglodytes, the PCs encounter a territorial (and
Unless disturbed as above, rust monsters spend the angry) group of mother rust monsters guarding
majority of their lives alone, wandering tunnels and cave their eggs.
systems looking for iron or other metals. These beasts often A town hires the PCs to take care of a group of
cover incredible distances in their search, as an adult rust bandits on the road outside of town. The bandits
monster can last a month between meals. Although they can are using rust monsters as mounts.
move fast in times of danger, rust monsters usually move The PCs stumble across a cavern in a dungeon
rather slowly while looking for food, taking their time filled with cages with dangerous creatures of all
combing over the floor of caves. Their large antennae sweep sorts within them, imprisoned by whoever controls
over the rock before them, searching for iron deposits. If an the dungeon. Two rust monsters have chewed their
antenna happens to graze an ingot, the metal will way out of their cage and are now turning their
immediately rust and be devoured by the hungry rust attention to the other cages...
monster. The PCs are captured by a BBEG and dropped in
a pit without their weapons but still wearing any
metal armor. In the pit is a hungry rust monster.
Inter-Species Observations
As mentioned above, rust monsters mostly ignore and are
ignored by other subterranean denizens. The exceptions to
this rule are few, and none more prominent than the case of
troglodytes. Troglodytes will eat most things they may come
across, including rust monsters. As such, areas with a high
concentration of rust monsters will often have a group of
hungry troglodytes nearby. Although it often takes more than
one troglodyte to take down a fully grown rust monster, the
primitive nature of the former leads to single-minded
persistence in hunting and eating the latter.
As for other sentient species of the world, attitudes towards
rust monsters often depend on occupation or even personal
preference. For instance, blacksmiths, jewelers, armorers,
and others who work with metal find rust monsters to be
little more than pests, and constantly fear a group of the
creatures discovering their wares. However, many have found
rust monsters to be friendly or, in more rare cases, exotic
pets. There have been reported cases of certain people
finding and taming rust monsters, a relatively easy task due
to the beasts' mellow temperament. Through a combination
of proper treatment and a surplus of metal trinkets, rust
monsters have become companions and mounts to many. In
some larger cities, some vendors have begun selling the eggs
of rust monsters, although many governments forbid this
practice.
The only sentient race known to loathe rust monsters are
dwarves. Due to their constant use of metal and their love for
their weapons and armor, most (if not all) dwarves find the
creatures to be repulsive and will often destroy any rust
monsters in and around their cities with extreme prejudice.
Dwarf children are raised to recognize rust monsters as a
threat to their safety and society.

316
Finally, Wereshark Sahuagin are sometimes used as elite
Sahuagin guards for members of the nobility (Kings and Princes
"Fear not the shark, for the true monster is the devil on its mainly). All other lycanthropic types of Sahuagin are
back" destroyed. A Wereshark King or Queen is revered as a
-- Admiral Kypper, on the deck of the Pride of Io, shortly manifestation of the shark god Sekolah and heralds a period
before his death at the hands of the Sahuagin prince 'Slayer- of intense war for the society.
of-Kings'.
Of all the sea-dwelling races, the most prosperous and Social Observations
warlike is the Sahuagin. Feared by all who pass over or Civilized society might seem like an odd concept to apply to
beneath the waves, they seek nothing less than total such a warlike race, but Sahuagin crave order as much as
domination of all oceans, and perhaps even the land between they desire war - indeed, they consider themselves the only
them. civilized race. However, they exist in a fragile state of
Dwelling in great cities in oceanic trenches, they live under suppressed rage and bloodlust - the smallest provocation can
a savage feudal system, and force even the most peaceful of send one over the edge into a blood frenzy, which quickly
beings to prepare for war. spreads to nearby Sahuagin. In order to maintain a modicum
of order and prevent them from turning on each other, they
Physiological Observations and periodically revel in bloodstained waters - this might explain
Variants their penchant for raiding coastal villages and merchant
ships, as they care little for material wealth.
It's difficult to pin down a single morphology for this species, Sahuagin dwell in cities built in oceanic trenches, mainly in
as they possess a high genetic instability, manifesting in warmer waters at depths ranging from 15 to 250 fathoms.
extensive mutations, both beneficial and crippling (crippled Each city has a strict hierarchy, with strength being the sole
individuals rapidly succumb to the savage life they were born determinant of social standing - any individual has the
into, however, and rarely live more than a week past birth). potential to rise to nobility, making no distinction between
The majority of the Sahuagin that are seen raiding villages those born of nobility or of serfs. Even though blood has no
are vaguely humanoid, between 6 and 7 feet tall, with piscine- bearing on status, they meticulously record the achievements
like facial features and a long tail complete with fins. Their of their forebears within their surnames, and it is widely
hands and feet are extensively webbed, and their eyes seem to regarded that individuals with extended lists of martyred
be capable of sight both in and out of the water. Like sharks, ancestors will themselves ascend to greatness. Their given
their skin seems to be darker and mottled on their back, and names, when translated to common, tend to be descriptions
much lighter on their front, perhaps as camouflage, which of past deeds of note, and are frequently changed as they
would confirm them to be primarily ambush predators. Exact climb the ranks of their society.
colouration varies greatly from clan to clan, and is thought to A kingdom is ruled by a King (or sometimes a Queen), who
be related to their location - Sahuagin found off the coast of divides the kingdom into nine provinces, each ruled by a
Polar Regions tend to be much darker than their warm water Baron(ess). These provinces are subdivided into smaller
cousins. regions each governed by a Lieutenant, who normally picks a
The most commonly observed mutation is an extra set of title for himself. A kingdom can extend along an entire
fully functional limbs - individuals with this boon of fate tend coastline, made up of multiple cities, the largest of these
to rise through the Sahuagin hierarchy rapidly, becoming being the seat of power, and housing many thousands of
nobles, Barons or Princes. There are conflicting reports as to individuals.
the frequency of these four-armed individuals, around 1 in Sahuagin are hatched rather than born. Females lay
200 being blessed with extra arms. clutches of up to 200 eggs in communal hatcheries, which
A much less common mutation produces a creature known are watched over by Clerics of Selokah, the shark god.
as a Malenti. This creature is genetically a Sahuagin but Hatchlings are eel-like, do not begin to grow limbs until they
outwardly appears to be an Aquatic Elf (their racial enemy), are
and tend to only appear when a Sahuagin society is in close 6 months of age and are fully formed after a year. It is not
proximity to an Aquatic Elf colony. Most often, these until this stage that the parents return to claim their young,
individuals are slaughtered on hatching, but a few are allowed and until then the hatchlings have a singularly brutal
to mature and are used as spies and infiltrators into Aquatic existence as they struggle to assert themselves over their
Elf society. They are feared and respected by other Sahuagin siblings. Occasionally, stronger individuals are plucked early
in equal measure. A four-armed Malenti is never allowed to from the hatcheries and are used as entertainment for
live. nobles, fighting one-on-one death matches at important
There have been reports of Sahuagin that are more shark occasions.
than humanoid. These mutants have no lower limbs, but a Their society has very strict gender roles - males are
long tail with a shark's caudal fin and a much larger dorsal primarily warriors and hunters, while females are clerics and
fin, plus a larger mouth with rows of serrated teeth. administrators. Some females do join the ranks of the
They resemble a particularly monstrous merfolk, and tend raiders, but a male is never allowed to become a cleric.
to be even more savage than their humanoid counterparts. A
society of Sahuagin near a shark breeding ground, or that
breeds sharks for whatever nefarious purpose, will tend to
produce more of these Shark-Blooded individuals than are
otherwise normally observed.

317
Clerics of Selokah often lead raiding parties and are second
only to nobles in social standing. The single dogma of the
church of Selokah is Those who eat and those who are eaten, DM's Toolkit
which is taken rather literally and any infirm or weak
members of their race tend to be devoured. Sharks are held Sahuagin are like the drow of the sea - they can be
in reverence, and are treated as holy animals. Clerics are useful nuisance encounters for a coastal or sea
often shadowed by one or more sharks, to which they feed adventure, or form the backbone of a longer
their sacrifices in order to placate their vicious god. Magic is adventure as a secondary or even primary
generally feared amongst Sahuagin, and as such there are no antagonist. They can be used at a variety of levels
of encounter, from small raiding parties at lower
arcane spellcasters among their ranks. levels involving just a few normal individuals, to
larger war bands with clerics, barons and other
Interspecies Observations mutant versions for higher level parties. As they are
Sahuagin believe themselves superior to all, and will attack an intelligent race, they can be used in more or less
other races with a vicious tenacity bordering on zealotry. any way the DM sees fit. It is thought that the race
They particularly despise Aquatic Elves, and seek to destroy is based upon Aztec culture, so any aspects of day-
to-day life that I've missed above can be filled in
societies of these more peaceful sea dwelling races wherever with a little research.
possible. Merfolk, Koa-Toa and Tritons are also subjects of
this racial hatred. Sahuagin are also believed to be the sole
reason that Ixitxachitl have not achieved a similar level of
civilization, as Selokah and
Demogorgon (the Ixitxachitl deity) have long despised one
another, and this vehemence spills out into the Sahuagin
culture. They are indifferent towards Anguillians, with which
they are thought to be related.
They stage frequent raids against coastal villages and
ships, in order to provide blood for their revels. These raids
invariably occur on the new moon, and a thick fog descends
on the unfortunate target. The sound of conch shells heralds
their charge, and the victims are dragged to the water where
they are ritually drowned. Much of the wealth of the village is
disregarded, but some items of interest or magical weapons
may be claimed by nobles or clerics.
The only creatures held in any reverence are sharks, as
these are seen as holy animals of Selokah. Sahuagin clerics
are known to breed particularly vicious sharks for use as
guards and war beasts, and more than one Baron has rode
into battle atop an unusually large and crazed shark.
Sahuagin have a begrudging respect for most sea-faring
predators, and do not actively persecute creatures such as
giant squid or Krakens. They do consider the flesh of these
species a delicacy, but hunting such beasts is not an easy
proposition, as they are equally fond of the taste of Sahuagin.
Aboleths are actively avoided, though there are rumours that
more than a few Aboleths pull the strings behind the more
savage Sahuagin societies.

318
They come from a place called the Sea of Ash as I was told
Salamander on the elemental plane of fire. They roam the ash and desire
They wiggle they squirm, to spread its boundaries to all existence. They require a fair
They Bite they burn, amount of heat and avoid colder areas. In our material
Nasty little fire worm. existence they are usually found in places of extreme heat
So kickem and shovem, such as deserts and volcanoes. I have seen no water able to
Right into the oven, douse their flames as it evaporates before having much affect.
For it's the forge they be lovin. I suspect it would take a large amount of water to douse one
-- Old Dwarvish Song although I do not know if that would destroy or even harm an
individual.
Introduction Salamanders make no permanent homes and instead roam
in bands as marauding looters. They pillage and plunder take
This information was gleaned by contract from a dwarven for themselves what they deem valuable and incinerate the
mining community to further understand and employ rest. Their paths can easily be spotted in scorched earth they
relations between them and their few furnaces. The Fire leave behind.
Salamanders had become a danger to the dwarven smiths They are strictly carnivores and devour any meat they can.
too close to the bound Salamanders. I spoke to the The average Salamander would require 1 pig a week for
individuals inside who were eager to break themselves of comfortable nourishment. They see most living creatures as
their bonds. Secondly I was employed by elves suffering food and eat them as they find them. This makes for
forest fires in which it was discovered a band of Salamanders dangerous foes to travelers as they often do not care to
had roamed through igniting all in their path. The local elves discuss and only to eat if hungry. They require eating only 1
halted the group of salamander's advances although the time every week. When they are hungry they'll eat what they
forest will take some time to heal. can get and take it by force. They are intelligent enough to
Fire Salamanders are dangerous and rare beings. Their avoid eating members of communities as they could suffer
origins are unknown to us being non-native to our material repercussions from such actions. Live stalk is another story.
existence. Born of heat and flame they burn everything they Using their high body heat they can smith and craft metal
touch and desire nothing more to make the land around them as if they were the furnace themselves. Salamanders can
ash to play in. Extremely dangerous to any mortal it is super heat most metals by channeling some of their own heat
advised to avoid them to the best of one's abilities. into their hands. They can mold weapons and armors using
Despite their arsonist tendency Salamanders are this and consider it the highest form of art. As a modeler of
surprisingly artistic when it comes to metal. They enjoy clay they work metal with their bare hands crafting beautiful,
materials in which they can touch without it melting before decadent, and deadly weapons. Most commonly pole-arms
their intense heat. A Fire Salamander may enjoy playing with and spears are made but they can make almost any weapon
iron as a child may with clay. commonly used. For this reason sometimes they are bound or
employed to service for this very task. While in battle they
Physiological Observations super heat their weapons enough to keep integrity but also
Fire Salamanders for the most part resemble a gigantic cause severe burning to foes.
constrictor snake with a humanoid upper body set ablaze by Salamanders usually have a unique kind of steel on their
burning flames engulfing the coils. They have 2 long and person that is far more resistant to heat than steel. This
strong arms and a crested decorated head. Their heads while metal, I refer to as cold steel, able to be molded by
snake like in appearance are more flat in the front giving a Salamanders with their intense heat and then will seemingly
very humanoid snake hybrid look in their face. All along their self-cool as a smith would douse a sword in water. The
bodies' tentacle like flexible spines that flicker like flames. majority of their weapons are crafted using Cold Steel. This
The older the individual the more prominent and ornate steel must exist on the plane of fire but as I only know of its
these appendages are. existence because of my research with
The average Salamander may stretch to twenty feet long Salamanders.
and at full heights may tower over mortals easily standing 8 Social Observations
or so feet tall. Their arms easily are strong enough to lift a
human in 1 hand, if that human could survive standing close Based on what I could gather Fire Salamanders have a very
to the 300 degree heat they emanate from their bodies. Their strict social hierarchy based on age. The older an individual is
hands are dexterous with three finger-like claws and a fourth the more powerful they are and thus superior. They are
opposable claw. Fire Salamanders are physically menacing to efficient and driven in their goals to further the
almost any being. Sea of Ash across everything and care little for
pleasantries.
Fire Salamanders travel in bands of individuals spreading
fire and ash everywhere they go. They do not often stay in one
place for long other than to explore for riches. A band can
consist of a group of only four individuals or up to thirty if
order can be kept.

319
No male to female relationships exist aside from the genders They first and foremost hate the Efreet. This was very
existing. Mating is decided when a female goes into heat apparent in the discussions especially with bound
every two or so decades. Most females end up going into heat Salamanders. In their history a majority of the race were
at the same time in the band. The eldest and most powerful enslaved in their home plane. The Efreet had done so after
male is always the father. The band stops on momentarily on failing to do the exact same thing with the Azers. They will
their mission to lay the obsidian eggs. Each female will lie call any hated enemy an Efreet as the very name of the race is
between 4 to 8 eggs. Once laid they think no more of them a curse to their lips. Efreetis are given no quarter and
and continue on their conquest. attacked with all of their might as a band. I believe the current
Their leader is always the eldest and rank is always way of life in all consuming desire for power is wrought of the
decided by age. It's thought they obtained this mentality from eons of slavery they endured.
their time amongst the Efreet long ago. The leader also called Second they despise and distrust Azers. Usually they
a Noble hold dominion over his minions and marches on in attribute Azers to be lowly tricksters and are not friendly with
search for treasure, wealth and power; Most of all power. them. It is a common belief passed down that it is the Azers
They reign until they die and the next in line members decide fault for the Salamanders' slavery. If the Azers hadn't fought
in brutal confrontation the new Noble. back the Salamanders would have only known freedom. Due
Young Fire Salamanders are more commonly known as to the resemblance to Azers, Dwarves are also not to be
fire snakes. They hatch with an intelligence that quickly trusted and always attacked. Given my contract this matter
grows into adulthood within weeks although their bodies take had made things a little difficult.
almost 50 years. They cannot speak but understand their Third is the group in which all other beings exist. They are
native tongue, Ingan. They quickly grow into adults in just a merely food and kindle for the Torrent of Ash. If they are not
year and strike off for riches and the desire to wallow in ash. hungry and they are deemed intelligent they ask for treasure
The eggs are hatched when their internal body or take it by force. They are indeed evil creatures by this
temperatures reach their full potential and melt the obsidian standard although it is as malicious as stepping on an ant to
hard shells away. As a Fire Snake ages the heat they generate them. If a creature proves too dangerous, as dragon for
will increase. During this stage they are less dangerous to example, they will leave the creature alone for a time and
mortals as their heat will still burn but not more than a hot come in force. They do not hesitate to retreat if needed but
kettle may briefly. They huddle together in a swarm of Fire only to regroup and reassess the situation.
Snakes that roam around looking for food. They will When investigating the roving band through the forest I
instinctively strike out ward in a new direction to find and join was able to see how they fought. Salamanders fight with a
up with a roaming noble. ferocity and vigor as they do so for sport and fun. In victory
The most powerful and strongest Salamanders have lived they play in the ashes of the remains in a bizarre celebration.
for centuries. They glow white hot as their body temperatures They are not clean killers and often toy with over matched or
have reached extreme levels. They are the paragons of seemingly over matched foes. They'll trip and stab in
Salamander kind and have many followers and more akin to nonlethal ways to prolong the kill and end it when they
an army then a band of marauders. They are tides of fire that become bored. They relish a fair fight and seems to blaze to
wash upon the shores of life and leave nothing but charred higher heats in the excitement.
waste lands. Salamanders are adept fighters and often train during
Salamanders of the Sea of Ash have a fanatical belief that travel. Sparring and fighting amongst each other is
ash is the true nature of creatures. Their drive to burn things encouraged. One could learn a lot about a weapon from a
into dust is almost a religious zeal as they spread a trail of Salamander if they weren't bent on eating a student and then
scorched remains where ever they go. They travel and strive charring the remains.
to burn everything so that they can rule over all just as others Due to this passion for the fight they often pick fights with
ruled over them. This frightening mentality has driven mighty foes such as dragons but will retreat if they find
Salamanders across many planes in the multiverse it seems. themselves clearly overmatched. This can result in the death
While they are not organized more than in small bands, left of the headstrong leaders eager to prove themselves time and
unchecked as a whole they are a serious threat. time again.
They often when camping fiddle with and repair
Relations with Other Species equipment. Sometimes they even forge new weapons simply
For the most part Salamanders interact with a perceived on a whim. Many races marvel at their craftsmanship as
category of only three groups, Efreet, Azers, and obstacles. molding metal by hand is not a common thing. Ornate
They do not care much for the affairs of others and often are patterns and designs are common simply because a
solely focused on increasing their wealth and burning Salamander was bored. To them molding a weapon would be
everything in sight. They by no means are unthinking to fiddle with a stick in the dirt.
destroyers and will barter and trade to maximize wealth. This Sometimes they are summoned for a task for their
doesn't ensure that the Salamanders won't attack just that usefulness as great warriors, craftsman or unfortunately
they don't have to search as much for treasures. slavery as a furnace. They are summoned much like a fire
Communication with the volatile creatures is often difficult elemental. Their affinity for heat and fire is well attuned. They
as they have no desire to communicate out of their terms; as I despise and plot against their callers. Nothing is more
found out during the second groups excursion onto the Elven infuriating to them than the suffrage of slavery.
wood. Even if they do desire to they only care to speak Ingan
the language of the fire plane. More often than not they'll
attack regardless of the situation.

320
Variants
Most Salamanders behave and act the in similar fashions but
there are a few divergent enough that I find interesting
enough to detail.
Fire Salamander Nomads - These Salamanders are what
are normally described above. They follow the hierarchy to a
key and are fierce combatants. They are usually red in
coloration with yellow highlights.
Nobles - Often times they are far superior fighters and
carry on their person many magic items. They are very adept
fighters and are feared and respected by their lesser. They
live much like nomads although sometimes manifest as
wonderful Battle Crafters.
Ascendant Nobles - Those nobles who have lived eons have
grown to a power matched by few. They burn so hot that
creatures in any way vulnerable to heat may die just being
within a few hundred yards of them. They cut large swaths
through their terrain spreading the Sea of Ash with ever step.
Fire Salamander Battle Crafters - Usually among the
nomads although sometimes they are bound individuals
Battle Crafters are talented individuals. They are by far more
focused on their craft of metal than any other aspect of life.
They make beautiful works of art and deadly weapons. Often
times their weapons are imbued with the magic of their
spirits and they obtain immortality as they live on in their
weapon. The weapons typically can catch flame at the
wielder's will and give immunity to fires to them also. The
most amazing ability of a Battle Crafter is to mold a weapon
mid-fight. They'll run their hands down a blade to elongate it
when needed or shorted and widen for heavier strikes. Their
craft is a beautiful work of creation in a dance of death.
Bound Ones - Often times they are bound by magical
means on the material world to a forge to serve as a furnace.
Dwarves practice this more often than any other race. They
often are bound as children or Fire Snakes and overtime
accept the servitude as a fact of life. Sometimes they are able
to craft things on their own and it seems to be the joy in their
life. Bound ones can also be bound as a protector or warrior
depending on the summoner.
Ice Salamanders - There lies a cousin in the elemental
planes of water of ice salamanders that wield water and ice
much as a flame Salamander would. They are very similar in
mentality and biology although a few differences are
apparent. First their eggs are almost a crystal of ice and
shatter upon hatching. They still craft although they make
impossibly strong creations of ice. They have a quicker
manipulation of ice and only need water to craft with.
Ice Battle Crafters exist and are more common then Fire
Battle Crafters.

DM Tips
Salamanders are a nice twist as a cause for
something. They often leave destruction in their
wake unchecked and can be the climax of a
mystery given their battle prowess. They also make
for a good RP experience if you ever need a talking
furnace.

321
Satyr Variants
When the celebration ended five days later, there were 3 Children of the Wood- the satyrs folks most commonly know.
destroyed homes, 10 missing cattle, 1 fire left to be put out, Male. Humanoid with skin the color of the seasons. Lower
and, in 9 months, 8 new children, but only 3 fathers. half is covered in fur and terminates in cloven feet. Sizeable
horns appear on the head. And they have a fondness for food,
drink, merry making.
Introduction Children of Bacchus- these are humans who have either
Satyrs are a fey commonly known for their potent wine, lusty devoted their lives to revelry or were cursed by the fey. These
natures, and hot-headed ways. Rarely are they settled and satyrs will have more animal-like heads- dogs, goats, cows,
seem to express the most extremes of human emotions. For a and pigs. They are lazy, loud, and gluttonous. But usually
satyr, each week can be spent drifting between wanderlust, friendly and can make strong mead.
boredom, arousal, and aggression. Satyrs are fantastic Children of the Black Goat- in the darkest corners of the
company for a drink, wonderful for a day, exhausting after woods, in deep crags, and shadowed valleys live satyr who
two, and dangerous after three. were once men- and women- that sought the dark knowledge
Human communities near large wooded areas or on of creation. Though dark rites and horrid fornication they
unsettled frontiers and those with influential druid circles are have brought untold dangers into the world in service of the
the most likely to experience a satyr visitation particularly in All Abundant- Mother of a Thousand Young. These creatures
the spring. These events are looked upon with excitement, can produce/secrete a milk of horrid properties, but highly
fear, and anticipation. There is opportunity for much valued in homunculus creation, fertility, and can cause limb
merriment, but not without a literal year's worth of regrowth.
headaches afterward.
Satyrs themselves seem to eternally wander the earth
always looking for a new experience of the mind and body. As DM's Toolkit
well as looking for other to join in on these experiences- the Satyrs can be great NPC companions. They often
more the merrier. know 1d4-1 rumors about the location they are
currently in. Satyrs will not accept monetary
Physiological Observations payment for their serves or companionship, but
Satyrs are not so much a singular type of fey, but more instead will ask the join the party on their
humans who have been turned to fey through a curse. They adventure. The satyr will leave if nothing interesting
has been discovered in 3 days- taking anything
generally are goat-legged and have horns growing from their interesting from the party with them.
heads, but other types have been known to occur- dogs, cows, Children of the Black Goat will seek to trick,
donkeys, and pigs. Their stout constitution makes them misdirect, or seduce PCs into becoming living
resistant to poisons and toxins and, unless under the sacrifices or wombs for horrid rites in service of
influence, they have at least one keen sense related to animal the All Abundant. This easier to accomplish
that makes up their appearance. because these fey release a strong musk that can
drive any humanoid mad with lust (disadvantage to
Social and Behavioral Observations charm saves or removes advantage to charm
saves). These creatures also delight in drudging
In the wild, satyrs are typically found alone wandering the victims then chasing them through the woods with
land in search of the next rarest experience. Few other beings horrid piping creating the fear effect in PCs.
are able to keep up with their stout constitution, wild mood Children of Bacchus will either try to rope the
swings, and inability to stay in one place for longer than a PCs into throwing a huge party or helping them get
week. More than a few friends of a satyr have been rid of their curse. Either way these lazy creatures
abandoned in the dead of night, killed in a drunken fight, or will attempt to do the least amount of work. But
unable to resist the poisonous component in some new their friendly nature will aid on any CHA checks the
experience. Satyrs make good friends who unfortunately live party needs to make. Should PCs throw the party a
short lives-- which just gives the satyr more memories to major Plot Event/NPC will occur at the party.
drink to. If PCs are caught up in a party thrown by either
In civilization, satyrs are found in taverns or as guests of Children of Bacchus or Woods roll on the
honor are particularly debauch parties. During the day they Carousing Table (DMG 128) but use d100 + CHA
modifier.
might be selling small but very potent jars of wine, or if Satyr stats are also good for any kind of "beast
festival time, wine by the cup. During the night they will be people" you need. The horn damage can be a bite
telling wild tales of their travels almost always to the very rapt or claw as well.
attention of the establishment. They will always pay for
drinks and figure out some way to keep the ale flowing all
night long. The longer the night goes the tales will be
replaced with feats of strength or dexterity. At least one finger
is usually lost by the crowd.

322
The most curious and unpredictable behavior happens
Scarecrow when a Scarecrows creator dies. The Scarecrows will usually
seek out the attacker and try to kill them. When that task is
Introduction complete they go rogue and will often take to their evil ways
Luth stood outside smoking, thinking. He had been put in again. Rogue Scarecrows will also start getting flashbacks of
charge of the strangling investigation. He just couldn't figure their past, allowing them to sometimes get revenge on the
it out. There were no suspects, no leads, no motives, nothing. people that caused their demise.
As he stood there smoking he felt a sudden chill run down his
spine, his sixth sense for danger. That exact same feeling had Inter-species Observations
saved his life in numerous situations. He quickly turned They act hostile towards any other living creature with
around just as he got grabbed by the throat. When he looked exception to their creators, other Scarecrows and potential
down to see who was crushing his neck, his eyes lit up as minions from the creator. Some spirits will allow a rogue
surprise, horror and understanding rushed through him. Scarecrow to interact with other like-minded individuals such
Before him stood a jagged human-like creature made of as cultists, criminals, ... . -DM- If you want this to be possible
sticks, straw and burlap sacks filled with sawdust, eyes you'd have to give them a way of communicating. I often opt
lighting up with an ominous red glow. Right before the last to give them mimicry. -DM-
breath of life was pushed out of his body, he saw a crooked
grin appear on the creatures face.
Physiological Observations DMs toolkit
Believe it or not you can do quite a bit with
Scarecrows are human-sized constructs, usually constructed Scarecrows. Extreme bodyguards, stalking midnight
using sticks and burlap sacks stuffed with sawdust, straw, horrors, inhuman serial killers, vengeful spirits,
grass, leaves, ... . Scarecrows are created by binding an evil nightmarish watchdogs...
humanoid spirit to a puppet. They don't know about their past
live. However they do keep a large part of their personality. The vengeful variant: When your players have
These spirits often belonged to horrible serial-killers, just killed a witch or a hag. Have them notice
psychopaths, evil cultists, ... . The only features that show the shadows creeping around them the next couple
living qualities of the puppet are their glowing eyes. of nights. Then when the right time comes the
Depending on the level of autonomy given by its creator intelligent Scarecrow will try to sneak attack a
(usually hags or witches), Scarecrows tend to upgrade their target that is alone. In the form of trying to slit a
body to more suit their preferred way of killing. There have throat while its target sleeps. Or attacking from
the shadows when a target let its guard down.
also been reported cases of golem-sized Scarecrows. Their
shadow leaves all investigators and scientist confused. They The rogue Scarecrow: I just love these. Instead
don't cast a shadow resembling their current form, but the of using a normal Scarecrow, you can decide to
form they had in life. use a stronger, more creepy version. It also has
no attachments to a creator making them
Social Observations unpredictable.
Their behavior comes from a mix of the creator's orders and The last task: Possibly a quest in a town where
the spirits way of doing things. Scarecrows made by the same people have been getting killed shortly after
creator will work together if ordered to. Scarecrows made by burning a witch at the stake.
different creators will act according to the relation between
the 2 creators. So if 2 Scarecrows of different creators cross
paths they will either keep on executing their order or fight
until one is completely destroyed.
Behavioral Observations
Scarecrows are reported to do anything to execute their
order, so it would be wise to stay clear of the creatures. As
long as their creator lives they will protect them at any cost.
However the really interesting part about a
Scarecrows behavior is the way the spirits past influences
its behavior. For example a serial killers spirit will remember
its preferred way of slaughter. It will remember that it liked to
torture its victims by slowly cutting them up into little pieces
and thus the Scarecrow will also cut its victim up. I warn all
readers to be careful with any scarecrows you see on your
travels, even if at a first glance they don't seem to be horrible
creatures they could just be hiding their presence. They can
extinguish their eyes, cease all movement and try to ambush
you. Magical users can still feel their presence if the check
them for magical traces.

323
Shadow Behavioral Observations
"If you ever feel your strength waning in the black of night, Shadows exist only to hunt down life and extinguish it. They
set a light, say a prayer, and pour your holy water on your continue to move in the darkness at all times, and
shadow. For you, quite possibly, are dealing with a dark force immediately descend on life as soon as it sensed. They seem
aiming to quench the light of your very soul." to ignore traps and obviously stronger creatures. They pay no
-Father Mateo Fernando Del Luz, Priest of Pelor, on heed to their own existence, or the existence of any creature
exorcising demons, aberrations, and the undead. other than their prey.

Introduction Intra-Species Observations


The Shadow have been a curse on life since the first evil Because Shadows ignore both undead and evil creatures,
mortal took its last breath, birthing the first Shadow into the they are many times controlled by both powerful undead
world of light. They appear as mounds of darkness, formed in creatures, such as a Lich or Vampire, and evil beings, such as
a warped shape of the mortals they once were. evil Mages, Clerics, and Dragons. In fact, many of these
It is unknown why or how the shadow came to be, though creatures attempt to breed hordes of Shadows by kidnapping
many theories have come regarding their initial creation. mortals with good souls to birth new shadows for themselves.
Many arcane scholars believe them to be a masses of necrotic
energy that gained sentience by using the soul of an evil Variant Species
mortal as a sort of conduit and mold for self creation. Holy Shadows that have managed to kill unique mortals have
men believe them to be the evil in a man's soul, free from its created very, and very dangerous variants of themselves. Here
mortal frame. is a list of unique shadows that have been either directly seen,
No matter the method of their initial creation, these destroyed, or rumored to exist.
creatures now exist only to hunt and extinguish the life of Giant's Shadow: In the rare case that a good-spirited giant
good men and women from this world, raising maleficent is caught and killed by a horde of shadows, a Giant's Shadow
shadows from their bodies. Leaving us with the words of wise is born. These Shadows stand an upward of twenty-six feet
men to live by. A single light may lead through the darkness, tall, and can have the fortitude of ten shadows put together.
but the shadow cast will always be. Pegasus Shadow: Though it is still only a rumored
sighting, the Pegasus Shadow can be a very dangerous
Physiological Observations creature to meet. Twice as fast and three times as hardy, this
When mortals of evil hearts and souls die, a shadow splinters Shadow can kill a man before he even has the chance to react
away, taking with it a hatred for life and light. These creatures to what has happened. Hence why it is still only a rumored
do not breed in a typical sense. Instead, the consume the life sighting.
and strength of good-hearted men and women, and when Merfolk Shadow: Deep in the ocean, where darkness
there is no more life, a shadow is born from their bodies, and reigns, there have been stories of entire Merfolk cities
it seeks out more good-hearted men and women to continue disappearing to the darkness. Now, there are many stories
the cycle. being brought to shore of Merfolk Shadows swimming up to
A Shadow's body seem to nothing more then moving ships and attempting to drag sailors into the dark below.
darkness to most, but upon closer inspection, one can tell More research is needed into these stories before a course is
that their bodies are actually a semi-solid mass of necrotic action is decided.
energy. Which would explain how they are capable of sapping
the strength of men by simply touching or embracing them.
These bodies not only allow them to attack their prey by such
simple measures, but allow them to move through spaces and
openings as small as a coin.
What is still being discussed is how this necrotic mass is
capable of creating a set of eyes that allow the shadow to see
and react as far as any man can. Some have theorized that it
does not simply see light as we do, but that they instead see
darkness in a similar fashion.
Social Observations
Shadows have no social structure that can be observed, so it
is safe to assume that there is none to be found. When
observed together, they do not react to one another, even
when hunting the same target, though they do seem to travel
in similar directions when no life is present. Though this may
be more due to the fact that both sense life in a similar
direction. Because of this, shadow hordes are a possibility,
but they are in no way proof of any social organization.

324
DM's Toolkit
Shadows can be one of the most dangerous
opening monsters to an encounter for players, not
because of the danger posed themselves, but
because of the strength draining effect that can
made of great use to other enemies. Unless you're
using a horde of shadows or a special, more
powerful shadow, they should act as the first
weapon sent out by an intelligent enemy.
Sometimes as traps for wandering adventurers,
other times as a first wave to weaken the players
before stronger enemies come to attack. Anyway
you have them be used, think of how they can be
made use of effectively (or not, if the enemy is not
so bright).
Depending on the kind of enemy they would be
facing, I sometimes changed the attribute damage
they caused to fit better with any creature making
use of them. Constitution for creatures who are
fond of unleashing poisons (with being reduced to
0 CON killing a player). Dexterity for creatures that
want to paralyze and capture their victims (a 0 in
DEX, of course, leaving a player paralyzed). Or
damaging a players mental attributes to cause
some sort of fun effect (a 0 in INT would make
them a vegetable, WIS would leave their senses
worthless, and CHA would leave them mad).
And if worst comes to worst, you can always
make a trap that unleashes a horde of shadows on
the players/a town/castle/etc. That can be used as a
plot point to evil and powerful enemies.

325
Behavioral Observations
Shield Guardian Shield Guardians appear to be utterly devoted to their
"A Shield Guardian? Why would I need a Shield Guardian? masters; this is only half true, for a Shield Guardian obeys
No one would be foolish enough to attack Azorax the any who wear its binding object. They do, however, obey that
Immortal!" wearer to the best of their abilities. In their default state, they
-Azorax the Surprisingly Mortal simply stay at their master's side and protect them from all
detectable harm. If given commands though, they will
Introduction override all else, even if it means letting their master be
The Shield Guardian: an enormous hunk of metal that may injured. If no living being wears their binding object, a Shield
just surpass dogs as man's best friend. Tall, humanoid Guardian simply ceases to live. They revert to being an
protectors, these constructs stand unfaltering and inanimate object, as they were before the ritual that created
unwavering, steadfast in their duty to protect their master. them. Some Shield Guardians have been known to lie
And occasionally brutalizing their master's enemies. When dormant in this way for centuries before being awakened.
you need someone to take a fireball for you, the loyal Shield
Guardian will not hesitate. When a barbarian decides your Economic Observations
head would look better on his trophy wall, the fist of the Because Shield Guardians do not discriminate between their
Shield Guardian shall make short work of him. When an original creators and anyone else who wears their binding
assassin has poisoned your food... maybe you need something object, some less secluded wizards have taken to selling
a bit more refined. them. They charge exorbitant prices, in exchange for giving
royalty or other important figures their own flawless
Physiological Observations bodyguard. In larger cities, the more entrepreneurial wizards
A Shield Guardian is a man-made construct whose form is have set up entire factories, mass-producing the constructs
impossible to pin down. Most commonly, they are formed of with cheap labor and materials.
metal or other durable substances, and stand at just larger
than human height. However, this can vary. Shield
Guardians can be created from almost any solid material, DM's Toolkit
and in any form. Some have the appearance of animals; some Shield Guardians are the ultimate jack-of-all-trades.
are simply bizarre hulking masses given purpose. All have They can take whatever form you need them to,
one thing in common, which defines them as a Shield from the hulking brute who dominates an
Guardian: their sole purpose is to guard the life of whoever encounter, to cannon fodder that protects the
possesses their binding object. Usually something small, wizard. Since they're so easily sold, practically any
easily wearable, yet also concealable, such an amulet or a enemy can have a Shield Guardian or two. Even a
ring, this object defines a Shield Guardian's master. The kobold could have found one lying dormant in a
Shield Guardian will obey the wearer without question, throw dungeon. They also provide a fun incentive for the
itself into danger to protect them, and never leave their side. PCs to think more carefully in combat. If they can
To create a Shield Guardian, a complex ritual, the exact take out the enemies without harming the binding
details of which are jealously guarded, must be performed, object or the Guardian itself, they just earned
themselves a shiny new companion. It allows a
usually by a trained wizard. The components of this ritual are reward to combat that's already built in, instead of
used in proportion to the size of the construct's body. feeling like it's tacked onto the end. I also
Theoretically, with enough ingredients, there is no limit to the mentioned that some Shield Guardians can store
size of Shield spells. It's awfully fun to hit the party with a
Guardian one could create. The ritual not only binds the surprise polymorph just when they think they've
construct to an object, but also gives it certain magical won.
abilities. All Shield Guardians have slight precognition
abilities, allowing them to perceive danger to their master,
even before any sign is apparent. They also gain the ability to
absorb blows that would harm their master into their own,
much sturdier, body, albeit only from short range. Coupled
with their capability to sense their binding object from
anywhere on the same plane, a Shield Guardian makes for a
formidable shield. There have also been reports of Shield
Guardians who can store magic within themselves, but they
are as of yet unconfirmed.
Social Observations
Shield Guardians, while intelligent enough to obey their
master's commands, have no free will of their own, and no
creativity or emotions. They understand all languages, but
cannot speak themselves. Like most constructs, they lack the
capacity to understand anything more than simple
commands.
Behavioral Observations
326
Raising the skeletons of other creatures is possible though,
Skeleton and can often be quite helpful. A skeletal warhorse knows no
From the desk of Thaele Duskwalker, The Ghost-Caller, fear, requires no food, no rest, and is still intelligent enough to
Exarch of the Undying Hand, Licensed Necromancer. make minor decisions on movement if the rider finds himself
The following is a collection of notes made, the foundation distracted.
of which is taken from previous studies, with further
observations made in an attempt to gain a better Social Observations
understanding of the subjects. Untamed Skeletons have a strict dichotomy with their
behaviors towards other creatures. They do not interact with
Introduction other Undead in any way, with few exceptions, but will
A mundane skeleton is no stranger in form or function to any viciously attack any living creature.
who walk this world long enough to know of death, but an Any living creature that they become aware of is instantly
Undead Skeleton is not encountered quite as often, though attacked. Like many Undead, Skeletons are driven to destroy
they are fairly common as far as Undead go. A Skeleton has a any living thing they can. Just as water quenches fire, the
mechanical nature virtually identical to that of a person, Necrotic energies flowing through a Skeleton seek to douse
though whoever they were in life is gone. There is no soul the spark of life in others.
there, and rarely any sense of self, only the dark magicks that
animate them. Behavioral Observations
Skeletons are easily animated, and make fairly good foot Skeletons behavior will change from these standards in ways
soldiers and guards if kept under their creators will, and that have caused many a layman to speculate that Skeletons
because of that they are encountered anywhere that one retain their former selves, maybe even still carry the same
might find magic users, and sometimes even 'naturally' soul! This is of course ridiculous, and heart breaking to think
occurring in places that are abundant with necrotic energies. about how many people have died trying to reason with a
Skeleton.
Physiological and Archaeological The source of these misinformed notions is the fact that
Observations Skeletons will sometimes carry with them a very, very basic
memory of what their former occupant did in their lifetime.
A skeletons physiology is typically the same as the base The bones of a miner may pick up a pickaxe and start
creature it was made from, though there are some things to hammering away at stone. A ball in which the guests are all
note here. First, humanoid skeletons are by far the most turned into Skeletons may find itself hosting a dance of the
popular to animate. This is due to the fact that they have the Undead, until a living person shows up and is attacked, and
form needed to effectively make use of the very same things then back to the eternal dance.
we make use of ourselves, and especially arms and armors, I cannot stress this enough: THEY ARE NOT PEOPLE. If
often taken from the very soldiers that were killed to animate there is one thing and one thing only that you take from my
the skeleton in the first place. notes on these entities, let it be this. Skeletons are not
Skeletons can, in theory, be formed out of collections of people. They do not have true memories, they do not have a
unmatched bones, or even bone shards. A skilled soul, they do not love or feel at all. They will kill you if you
Necromancer who is in dire need of a skeleton can piece one attempt to reason with them.
together from any collection of solid bones, even if he is given
only femurs to work with, because Steve Carlsburg sent the Intra-Species Observations
wrong crate to his tower and then claimed it was an
accident....But it is far easier to simply animate a pre-existing The only time Skeletons directly interact with one another is
and as intact as possible skeleton. if they are playing out a shared past activity, such as two
Some people, especially those unaccustomed to magic, dance partners. Otherwise, they ignore each other just as
when first presented with a Skeleton, will comment on its they ignore all other Undead.
lack of muscles, tendons, or any other flesh, and become
confused about its methods of ambulation. (Authors note: I Variant Species
find it odd that people are more easily able to accept that a Skeletons are as varied as creatures that have a skeletal
pile of bones has a consciousness than a system of movement system. Even more so, in fact, since you can augment them
that they cannot see with the naked eye) Some people simply with further magicks.
go 'its magic!' as if that were the explanation itself, as though The most common types are Humanoid, Minotaur, and
asking 'where is the smoke coming from' should be answered Warhorse, but others are possible. I myself have been
with 'its fire!' working to create a more intelligent humanoid Skeleton, and
While technically a true answer, like the source of smoke, have heard of Skeletons who have a system of congealed
the simple answer is not the most important part! During the blood that has been shaped into a sort of tendril, allowing
casting of the spells needed to animate a Skeleton, you must them to strangle targets from afar.
create a system of energies, which I refer to in my personal
notes as the Necrotic Nexus. From a central point, typically
around the mid-spine, you make the Nexus, and from there,
tendrils of Necrotic energies are infused into the bones,
mimicking natural tendons and musculature.

327
DM Toolkit
Base Skeletons are a fairly clich enemy, with good
reason. A few standard skeletons can pose a real
threat to low level groups, because unlike some
undead (like zombies) they have enough awareness
to use some basic strategies and follow out
specific orders better.
They can also be used for some emotional
impact if you play up the fact that these things
used to be people. That said, once the group gets a
bit confident in their skellington bashing abilities, it
may be time to change things up.
The 5e MM (and the past ones have more I'm
sure) has the Minotaur Skeleton which is bigger
and tougher, but also feel free to get creative.
Remember that since Skeletons are made by
magic, further magical alterations don't necessarily
have to make sense from a natural standpoint, as
long as the wizard that made them could be
capable of it.
I recently employed self-destructing skeletons
against my party, they would charge, tackle, and
burst into acid. Skeletons that are smarter, esp if
they can cast even simple spells, could throw your
groups strategy off, if they were relying on
outsmarting them. Skeletons with iron-bands on
the bones will make them harder to smash if they
are going for brute force.
Natural animals have to have some logic behind
them, but Skeletons just have to have been made
by a wizard with the right spells to augment them
in such a way.
Be wary of getting too crazy if your group has
magic users- the second I see a skeleton with
powers that my skeletons as a player don't have, I
will want them, and it can be really sad to hear well,
you just can't okay? Instead try to balance it out in
other ways, for instance, gold cost, or needing a lvl
5+ spell to animate one of the fancier undead, etc.

328
Slaad Social Observations
"No one deserves to be treated as such! Forward, my kin! Let Slaadi are native to the plane of Limbo, a place where the
us smash the authority of these Tyrants! In the name of geography is not fixed and the atmosphere is constantly
Kaos!" changing. This is a very scary atmosphere, so Slaadi cling to
-- Excerpt from Pregaturrion Alphamergius famous "March each other. They form into family groups, each one led by a
of Freedom" speech. single leader. These leaders are one that has been selected by
majority vote. These leaders sometimes reign for years, or
sometimes they only last for several days before the group
Introduction decides to appoint a new leader.
Chaos personified. The Slaadi are alien creatures that seeped However, these votes sometimes take place when other
up through the cracks in the multiverse to ride the winds of Slaadi are distracted, so a leader may find themselves having
chaos. They are native to Limbo, the plane of chaos and been appointed without their knowledge. Usually they accept
uncertainty. Many theories have speculated on their origins, their position. However, sometimes a leader will refuse to
although no concrete evidence was ever found. Some accept the responsibility. This usually means another vote,
speculate that the Primus, Overlord of the Modrons meddled but if the band cannot decide on another leader, they will try
with Limbo, accidentally creating the Slaadi. Others have to wait out their new leader's resolve, until they accept out of
speculated that the plane of Limbo dislikes being inhabited peer pressure.
by beings with Lawful minds, who can shape it in ways it Additionally, every Slaadi has a job. Red Slaadi are scouts
finds undesirable. The Slaadi are its bulwarks against such and hunters, ranging far from the group to investigate before
changes. Other more conservative thinkers have returning to report pack. Blue Slaadi are the warriors,
hypothesized that the Slaadi are merely another race of defending the Reds and the leaders. Green Slaadi are priests,
humanoids, and no more special than elves or trolls. shamans, and bards. They delight the leader with songs, keep
the history of the group, or perform sacred rights. Gray
Physiological Observations Slaadi are usually leaders, and when they are not they are
Sages and Scribes, traveling the cosmos in search of
All Slaadi resemble humanoid frogs, although using the term knowledge.
"always" to describe a race as chaotic as this is always a Slaadi also all consider themselves part of a vast, cryptic
gamble. Slaadi come in four main varieties, which can social hierarchy called "The Scene". Every Slaadi has a
grouped together into two main categories. These categories ranking within The Scene, which determines its social
are Lesser Slaadi and Greater Slaadi. Lesser Slaadi are the standing. The conditions for going up or down are confusing,
two primary types of Slaadi, red and blue. Red Slaadi are and often change by the day. But several never change.
hulking beasts, with smooth hides ranging from blood red to
amber. They are equipped with long claws and small eyes, as Fighting.
well as large bellies. Blue Slaadi are slightly larger, with hides Slaadi will often ambush each other, trying to intimidate each
ranging from cobalt to turquoise. They do not possess claws, other into surrendering. Slaadi that surrender go down, while
but instead large bone spines that grow out of the back of the winners go up. However, if a loser fights back, they do not
their hands. Their hides are not as smooth however, instead go down. It is not important to win, only to fight.
being pockmarked with irregular growths.
Greater Slaadi traditionally come in two varieties, Grey Collecting.
and Green. Green Slaadi have backward facing joints and Slaadi collect items that have significant intrinsic value. They
large whiskers growing from their lower lip. They also do not value usefulness, but reputation. A magic sword that
possess spotted, bumpy hides and small horns that sprout shoots fire may mean nothing to them, while an ordinary
from above their eyes. Gray Slaadi are smaller than their sword used to slay a Death Slaad will be desired by many.
larger brethren, possessing marbled hides, bony spines down
their backbones, and small vestigial wings. Breeding.
Red, Blue, and Green Slaadi are born from humanoids. A Slaad that sires many offspring will rise high in The Scene.
Red Slaadi are born when the parent injects a parasite into a Maintaining the role that their type is supposed to fill.
humanoid host. The egg germinates over several months, Death Slaadi are not part of the Slaad Scene, for various
before erupting from the host's chest, killing them instantly. reasons. One is that they are very uncommon. The second is
This hatchling grows up to be either a Blue or Green Slaadi. that they do not consider themselves part of the hierarchy,
Blue Slaadi instead infect their victims with their natural and often specifically go out of their way to flout it. Death
pathogens, causing them to become afflicted by a disease Slaadi usually bind other Slaadi to them through either
known as Chaos Phage. This eventually kills those afflicted manipulation or fear of death. They are the self appointed
with it, transforming them into Red or Green Slaadi. Gray Overlords of all other Slaadi, and they kill anyone who
Slaadi are not born, but instead they are the result of a Green disagrees with their role. As such, they are universally hated
Slaad's magical research. All Green Slaadi search for the by other Slaadi.
secret to unlocking their true power. When they find it, they
transform into Gray Slaadi. However, sometimes they
accidentally come in contact with the Negative Energy Plane.
This morphs them into Death Slaad, a cruel parody of the
Slaadi's free spirited existence.

329
Behavioral Observations
Slaadi have no fixed homes, and travel in groups from
location to location. They hunt along the way. Greater Slaadi
travel at the front of the group, navigating as best they can.
They can also use their higher intelligence to shove aside fire
and other hazards. They also amuse those who are not
hunting with songs and stories. When they settle from a day
of traveling, Slaadi compete among each other to determine
everyone's daily standing. Others swap or steal items from
each other. If they encounter another band of Slaadi, they
may fight to determine their standing relative to the other
group. However, if the leader does not feel like that they could
defeat the band, they may pass each other by. However, even if
they fight, pains are taken to not kill the other Slaadi. With
the exception of Death Slaadi, all Slaadi consider all others of
their species to be distant kin.
Inter-Species Observations
The only race that Slaadi regularly encounter are Modrons
and Githzerai. Modrons, as axiomatic beings of pure law are
attacked on sight. Most Slaadi cannot explain this urge, just
that it is overpowering. This could be interpreted in more
normal terms as a deep loathing for beings of pure law.
Githzerai are respected as powerful warriors. They are also
valued by Greater Slaadi, as their psychically constructed
monasteries are excellent landmarks.

DM's Toolkit
Slaadi are criminally underused, despite their
apparent flexibility. However, unless you want the
party to come off as a bunch of murderhobo-ing
scum, using chaotic neutral enemies against them
kind of compromises the Good vs Evil narrative
most campaigns rely on. So, thinking of uses for
them is difficult. In other words, I hope you
appreciate this.
A Green Slaadi is talking to a Nothic. The
Nothic is being uncooperative, and the Slaad
begs the party for help convincing it to trade
some of its magical secrets.
A Grey Slaad is sitting on the public green of a
village. It is studying the inhabitants of the
village, attempting to discern information from
these alien creatures. The villagers are
panicking, but the Slaad is non-hostile unless
threatened.
A Death Slaad has invaded the material plane,
and is dragooning hordes of Blue and Red Slaadi
to serve as its armies.
A Group of Slaadi have encountered some
shepherds, and have attacked them. They wish
to free the sheep, as they view the Shepherds as
brutal tyrants.

330
Specter Social Observations
Gareth threw his back against the wall, panting hard and Although Specters are quite intelligent, the entirety of said
crying as the fear and adrenaline surged through him. That intelligence is bent towards the eradication of life, leaving
thing... Adara's sword had gone right through it like mist and very little interest in socializing. Multiple Specters might
it had reached its hand inside her chest and then she had work together to more effectively hunt the living, but they
screamed.... But his little magic dagger had hurt it, or share no sense of camaraderie and each considers itself an
something...it had felt like cutting through water, but it independent agent of unlife. A Specter's Spawn are
dropped Adara at least -Adara's body- and Gareth ran and considered a part of it and treated like extra appendages; on
didn't look back in case he saw it following him.... the controlling Specter's death, each becomes independent
He clutched the dagger tightly to his chest and peeked and begins pursuing the end of all life it can find. Although a
around the corner. Nothing. highly trained or experienced adventurer might be able to tell
Alright, three deep breaths and then break for the exit. And a Specter Spawn by its slightly weakened abilities, they are
if that monster comes back it can have another taste of the otherwise identical to an autonomous Specter, operating with
dagger. 1...2... the same cunning and malice as their controllers. Over very
He set his jaw, took a last breath, and a pale form ghosted long periods of time, controlling Specters can develop
noiselessly around the corner in front of him. The dagger telepathic bonds with their Spawn, making them particularly
dropped from nerveless fingers and clattered desolately on coordinated and dangerous.
the stone floor as Gareth stared at Adara, her face twisted by
pain and rage, reaching out to him with terrible promise, and Behavioral Observations
he never saw the ghostly hand that came out of the wall Specters exist for a single purpose: to create death from life,
behind him, passed through his back like dreadful ice and and if possible twist it into undeath. Unlike Ghosts, most
stopped his heart. Specters are not tied to a particular location but many choose
to stake out an area as a lair, especially if the area receives a
Introduction dependable traffic of living beings and advantageous terrain
Specters are incorporeal undead formed from the spirits of for the Specter to use. Old buildings with evil pasts,
those whose anger and hate prevent them from moving into treacherous swamps, or temples to vile gods might house
an afterlife when they die. Like Ghosts, Specters are Specters, and some particularly evil beings might seek out
intelligent; unlike Ghosts, which regenerate over a period of Specters to cohabitate with. In combat, Specters are
time unless the unresolved issue that keeps them from death terrifying apparitions that move at lightning speed and ignore
is solved, Specters have no unresolved issue. They are one- armor as they sap the life force from their opponents, and on
shot balls of hate against life itself, draining life force from a successful kill a Specter may retreat to allow its Spawn to
their victims, instantly destroyed by resurrection magic. They rise before rejoining the fight. A living creature wishing to
lair in dark places where the sun doesn't reach, as its light treat with a Specter must make immediate and prominent
renders them nearly helpless; a few particularly ambitious display of a very good reason that the Specter ought not kill
Specters stalk the surface at night, returning to a safe spot it, and even then should be quick with its business if it wishes
during the day or simply melting into the ground to avoid the to remain alive.
sun's rays. As any humanoid a Specter kills rises as a new Although Specters possess a Fly speed, whatever years
Specter under its control, a single Specter can turn into a they spent alive tend to leave a behavioral impression. Most
massive danger if it gains access to a populated area. Specters hover about a foot above the ground, gaining or
losing altitude as they move but returning to that as a base
height. Extremely old Specters may have lost the
Physiological Observations contrivances of life altogether and spend most of their time
Most adventurers struggle to satisfactorily describe the flying, commanding hordes of Spawn below them.
appearance of a ghostly body hanging in the air before them:
like smoke, only more solid; like a thin gossamer fabric, only
a whole person of it; like a memory of a person, like you
turned the lamp down on them being there, on them being
real. Specters appear as faded, transparent manifestations of
their former selves, although Specters of humanoids who
died in terrible fashions often bear exaggerated wounds that
reflect the manner of their horrific deaths. Their faces are
twisted masks of rage, and they move unnaturally quickly,
floating across the ground far faster than all but the fleetest
of their prey.

331
Inter-Species Observations Child Specter: The innocence of a child twisted into a
Specter's hate for all life is a terrible thing. Born of children
Specters feel no kinship to mindless undead, treating them as killed in horrific manners, these Specters emit a constant cry
any other hazardous terrain that might hinder those that they that wrenches at the soul of those who hear it, causing them
hunt. Specters may use undead of mid-range intelligence - to take a -1 penalty on attack rolls, damage rolls, saving
Ghouls, occasionally Shadows, etc.- like humans might use throws, skill checks, and ability checks. This penalty stacks
highly-trained packs of dogs, moving swiftly through for multiple Child Specters, as the horror of their short lives
obstacles to cut off fleeing enemies and round them up to be cut shorter overwhelms the listener. This is a sonic, mind-
dragged down by the ravenous horde, although they do not affecting effect. Specter Spawn created by Child Specters
direct others, merely capitalize on their presence. The only appears overwhelmed with grief-unlike the normal Specter
other undead Specters have been seen to actively coordinate rage-which persists even if the controlling Child Specter is
with are Wraiths, and the horror of an attack by these slain and they become autonomous Specters.
combined undead -as every surface reaches out arms of Bound Specter: Some Specters are bound, like Ghosts, to a
darkness that steal the strength from your limbs, and specific place or object-this having been instrumental in or
vengeful shadows appear with ghostly swiftness to drain the commemorative of their demise. These Specters cannot be
very essence of your life -is not something many adventurers fully killed, even by powerful spells, but if slain reform 1d4
have lived to have nightmares about. Specters will take minutes later at their bound place or object, and gain the
commands from more powerful, plotting undead such as effect of a Scrying spell on the creature that killed them for as
Liches or Vampires so long as they receive a relatively steady many minutes as it took to reform. An item resurrecting a
supply of living creatures to kill, and a Specter serving an old Specter must be destroyed to stop the Specter from
or powerful master might accumulate a horde of Spawn that returning; a place must be Consecrated or affected with
can make its lair particularly deadly. similar magic to stop a Specter from returning, or the
Although it is not unheard of for a Specter to entertain the particular act that made the site unholy must be undone.
presence of a living creature without killing it, said creature Child Specters can set a very nice (not nice) tone for an
would have to provide a use to the Specter that far area if used to define the tone of encounters therein. Guard
outweighed the cost of letting life exist within its demesne; Specters provide very handy level-locks for certain areas: a
most areas inhabited by Specters are completely devoid of lower-level party may be able to cut through the ghouls in the
life. Powerful monsters that might kill intruders without Windmere Catacombs, but when they discover that the lower
giving the Specter a chance to turn them into Spawn are of level is guarded by two Specters they'll need to come back
no use to the Specter, and those without magical attacks later with new abilities and new equipment if they don't want
must flee or have their life sapped away. Humanoids - to be drained to husks. Bound
potential Spawn- must be doubly useful to the Specter, either Specters are great for faux-Ghost encounters: provide a
through an intention to create a catastrophic amount of backstory buildup, have the players thinking right old wrongs
death, or by providing tribute of living souls for the Specter to to put the troubled soul to rest, then drop a maniacal killing
take. But this is a purely practical arrangement, and any machine on them. It's a gentle way to remind them never to
creature that intentionally spends time with a Specter courts trust you.
death at its unknowable whim.
Animals can sense the hateful presence of a Specter and
must be forced to approach it by a trained handler. Any
animal not so attended in the presence of a Specter flees,
even if it would otherwise defend a lair, nest, or companion
against impossible odds.
Variants
Guard Specter: Although most Specters arise unintentionally,
some particularly vile necromancers have undertaken to
create artificial Specters. Cruel torture combined with the
proper necromantic spells create beings that loathe the living
but lack an independent goal to seek life out: these creations
are often left to guard secret laboratories or awful workshops.
These Specters lack the Create Spawn ability and have the
Mindless trait, but gain the
Lifesense ability in order to better track down intruders.

332
DM's Toolkit Here's a fun one: although Specters don't have
Disclaimer: I run Pathfinder and used those stats Lifesense, they do have the Blind-Fight feat. Which
for this analysis. I couldn't find anything about means a Specter can zoom up to a creature and hit
Specters in 5e, nothing on 4e, and the 3.5 version it, endure one attack, then 5-foot step into the
looked pretty identical. floor to take a swipe in the direction of its attacker,
Before we start with how to use them, I'd like to rerolling the concealment miss-chance once. It will
take a moment to talk about describing a Specter need to reappear next round to make sure its target
to your players. I took a long time coming up with hasn't moved, but it's an excellent way to get in
what is, to me, an acceptable description of an two attacks for the risk of one. Remember how I
incorporeal creature: while the image in my head talked about Specters being really scary when
will always be cheesy 80s special effects-slightly combined with Wraiths? Wraiths do have
green-tinted glow on a semi-transparent person- Lifesense, which means in an enclosed space you
actually imagining an incorporeal entity standing in have 1d6 CON damage coming out of the walls
front of you in three dimensions is kind of hard. It's with extremely fast negative-level machines
not a thing you see in the world that you can blocking any exit the PCs try to run towards,
extrapolate to fantasy. I advise taking a bit to plan melting into the walls with a final attack when
out how you're going to describe it to your players challenged.
in order to get the full horror value out of it. One more strength before we get into
They're pretty damn creepy if you don't just say weaknesses: can't ignore Create Spawn. Specter
then a ghost pops out of the wall. Spawn arise in 1d4 rounds after the humanoid
Alright, let's talk stats. My main thing with doing creature is killed: a party that loses a PC (or
the Specter was to figure out why it was different beloved NPC) to a Specter in the first place is
from all the other incorporeal undead: you want probably forced to run as another joins the fight. A
something moving through walls and moaning that Specter that is really damaged before it creates a
your party can't always hit, so why pick the Spawn might even keep the Spawn out of the fight
Specter? Because they're really, really scary in so that when it dies, the Spawn becomes an
combat, that's why. I considered them versus the undamaged Specter with no ability penalties and
other incorporeal undead, specifically Wraiths, starts the whole fight over again. Warning: this is
Shadows and Ghosts. A number of important extremely nasty.
features popped out at me. Okay, weaknesses. Specters have great
Let's start with speed. With an 80-foot Fly speed, weaknesses: resurrection vulnerability and sunlight
Specters are the fastest of the incorporeal undead. powerlessness.
How fast? That's right. A Medium character doing a The first puts an interesting partial level-cap on
double-move can be overtaken by a Specter Specters: any party with a Cleric level 9 or above is
starting from the same spot, see it fly ten feet past, going to have a potential instant-kill on it, so
then fly back and attack. Also, they go through dropping a single Specter on the party, especially if
walls. Also, they have a perfect Fly speed: these you know the Cleric is packing, is an invitation to
guys should be doing loops around lower-level make said Cleric feel like a Big Damn Hero without
parties when they can afford to give away an AoO tremendously threatening them. And the corollary:
or two. slipping a low-level party a scroll of Raise Dead is a
Next up, senses. Unlike Wraiths, Specters don't great way to let them take a shortcut out of what
have Lifesense, just Darkvision. Which means that could otherwise be a deadly fight. That said, the
a Specter can travel through walls like any casting time is one minute: perfect opportunity to
incorporeal creature, but it can't attack from walls give the rest of the party members something to
very well as it needs to see its target. Combined do to distract the horror while the Cleric completes
with its speed and maneuverability, this presents us the spell to destroy it.
with a creature that darts around its targets with The second one is icing on the cake. Very few
the inherent advantage of using every dimension- spells replicate natural daylight, so this one is
flying above adversaries' reach or going through almost entirely an environmental effect. Great way
the ground underneath them-to put increments of to give a low-level party a way to retreat, or a high-
damage on individuals that can be singled out. level party a way to cut the Specter off from
Notice that Specters do energy drain, not HP escape. Trap it in a dark room surrounded by
damage, which means that accumulated hits do daylight and kill it before it remembers it can take
reduce the combat effectiveness of the target: refuge in the floor. As mentioned before, learned
Specters harry their targets and slowly drag them behavior has most Specters use the floors and
down. A Specter with controlled Spawn-which it walls as routes of transport rather than safe havens:
has no qualm about sacrificing in exchange for a the ones that have figured out safety is only ever a
kill-ought to have your party absolutely terrified any 5-foot step away are the most dangerous and
time they are passing near a wall or, indeed, extremely vexing to PCs.
standing on a floor.

333
Other sphinx shun the building of cults of ego. They claim
Sphinx those sphinx have deviate from the true purpose, the correct
work. These sphinx seek knowledge. They seclude
Introduction themselves in harsh, hard to reach places. They seek more
Sphinx are the angels of a lost god of a forgotten pantheon. artifacts, books of power, and spells long forgotten. They are
As powerful as dragon and just as covetous, not of gold, but of attended by 7 human warlocks who agree to take their
a substance more valuable and that can sit weightless in the patronage- each has an pearl embedded in their heads to
human head. Mortals often flock to the lair of a sphinx in symbolize this. These sphinx are planer wanderers. They
order to receive knowledge, divination, or a riddle to unlock a attempt to promote individuals, set certain events into
great secret of life. The recipient of that advisement then motion, and protect those events to completion.
often spends their remaining years in pursuit of the answer
or meaning. These events have created whole orders of Behavioral & Inter-species
paladins, churches, and just as many monasteries- often for Observations
the betterment and worsening of humanity in equal measure.
The 77 sphinx know of each other as distant relatives do.
Physiological Observations They don't intermingle. They don't plan together. And they
certainly do not share information. The only time they come
Bodies of rippling musculature, pupiless eyes full of stars, a together is to reproduce, but in no way that matches any
leonine grace, and a voice that can seduces lost souls to give terrestrial mating. Instead of creating young, two sphinx
up their secrets Sphinx are immense. Even the tallest human, perform a ritual where they come together as if walking
half-bred with an ogre, would only come up half the length of through a mirror then split apart again. The resultant two
its forepaw. Sphinx are marked by two consistent features. A sphinx are a mixture of the previous two, but now have
human or near-human face and chest that terminates into a completely different personalities. This only occurs when two
feline-line hindbody. More often than not, there are also a like-minded sphinx agree that an answer cannot be found
grand set of wings that can be described as angelic or raptor- without a remixing of what is already known.
like in appearance. This never deviates. Nor does the Sphinx have a fondness, or at least devote most of their
humanoid appearance. It's always human, never elven or attention to, humans. They ignore or drive off other races. For
dwarf or halfling. This consistency has often lead scholars to the elves, the alien-nature of the sphinx is always
speculate that sphinx are a part of a long-dead pantheon. The bothersome. Like a razor on the senses. For dwarfs, they just
same consistency has often lead academic heretics to claim abhor the way all that creative power is wasted seemingly
they are from a future time, sent to guild the past to a certain doing nothing. For a human, being in the presence of a sphinx
point. is like being in the presence of a stern parent who never
One interesting note: Viewing a location containing a seems to feel one is good enough, but patiently tries to guide
sphinx with arcane, divine, or any type of magical sight will behavior anyway. This helps attract and keep many a devoted,
cause the viewer to only see the face of the sphinx. It looms but wayward souls (at least for city-building sphinx). For
over the location. All humanoids that give allegiance to the humans who seek sphinx in far-away places, they find their
sphinx will seem to have the face of the sphinx. Any attempts journey is only beginning. In the presence of the sphinx they
to view anything will only reveal the face of the sphinx. learn they were fated to arrive and become a hero affecting
great change in the world.
Social Observations
Sphinx either recruit supplicants to build cities or zealots to Variant Species
destroy them Sphinx appear to be looking for something. No No real variants other than behavioral. Lawful neutral sphinx
one knows what. Some say a path to god-hood. Others say build cities to attract more people. Chaotic neutral sphinx
they are looking for the god they have lost. At any rate there build heroes to find more knowledge.
appears to be two distinct social behaviors sphinx manifest:
Some sphinx build cities with themselves as a godhead or
demiurge. They most publically function as a supreme judge
and the head of a vast city-wide church. However their ruling
extend to more than just the law, but can also be births, ideas,
contacts, and social class. All rulings are final and must be
carried out. The human face of the sphinx is 7 eldritch
knights and a priesthood who carry out their whim or rulings.
To attract newcomers, sphinx send monks out into the world
to speak of the city. The goal of the sphinx-centered city is
unknown, but the sphinx themselves seem to use it as a vast
scrying machine. Sometimes this require the sacrifice of a
few citizens or half a block. Most citizens are perfect fine with
this as it's a religious duty.

334
DM's Toolbox
Lawful Neutral Sphinx
Sphinx cites are build with them as the center. All
roads lead to their place of judgment. No building
is taller than their dais. There is still crime, however
it's pretty well known by the sphinx. So design laws
based on other principles than justice: Everyone
can only have 3 of something. Seasons. Equal
numbers of thieves guilds, murderers, and
merchants. It just needs to be alien.
Sphinx cities will also be like fly paper for your
PC party. Sphinx will want to keep them in the city
walls as a unique feature for scrying. They will send
them on endless quests that seem bottomless.
Wrap them in riddles with no true answer. So
whatever the PCs think is the answer- go with that.
Let them spin out their own tale.

Chaotic Neutral Sphinx


These sphinx will build a hero or at least a person
who thinks they are doing right. This NPC will be
powerful and at best thwarting the PCs plans. At
worst, a direct antagonist to the NPCs. So if your
group is going after a fabled sword, then the
sphinx's hero might be on the same trail. At the
climax they might be a complicating factor- a
potential ally or the next enemy after the BBEG.

335
There is a complex election ritual to determine who will
Sprite rule each tribe. This ritual is always 1 contender against the 1
"Venture not into the Hierophant's grove. They say that incumbent. The contender must publically register his
faeries dwell there. You laugh, but you won't once the sprites' complaints in the form of free verse poetry. Each stanza
arrows put ye to rest. If they find you wicked, you may wake thematically represents one formal complaint, and must be
up in the den of the Hierophant's more dangerous creatures, matched by 1 trial. For example, if Wenrid contests the
or you may not wake up at all." rulership of Wenric, and includes a stanza on Wenric's
--Oswald Inverness, renowned sellsword cowardliness, then there must be a contest of bravery.
Legends tell of poems with 101 stanzas and thus 101
Introduction different trials. From my own observations, I have
determined that the longer the ceremony the more sprites
Faeries, not fairies, the sprites are fierce protectors, judges, respect and follow the new leader, if she actually does win the
and warriors of their woodland and meadow homes. With various trials. If there is a contest without a clear winner, a
their innate invisibility, they silently watch as each individual new tribe emerges.
passes near or through their sacred territory, tiny short For all this ceremony, a tribal leader has few if any real
swords or shortbows at the ready. They tolerate only those responsibilities. All sprites lead self-determined lives. No
who are truly good and respect the forest. One wrong move sprite waits for a command to drive out violence and evil from
and their poisoned arrows will surely put the trespasser to their grove, for such commands are not needed and are never
sleep. From there the sprites have complete control. Those issued. Instead, the leader of a tribe of sprites is in charge of
offensive to their way of life are killed in their sleep, while communicating with local druids and elven villages in times
those who are ignorant but have potential to learn to respect of need.
the woods, are simply moved to a more or less safe area. Like many Fey creatures, sprites love festivities. They can,
if they want to, be seen on nights of the full moon reveling in
Physiological Observations drink and song. It is considered an honor to be invited to
Sprites are tiny flying humanoids that sport a variety of another clan's full moon party. Their love of drink is
wings. Most common are dragonfly wings, in the standard 4- indiscriminate. They love wine as much as elves, and ale as
wing formation. Those sprites that dwell in the deep wood much as dwarves. If a party has a good-aligned bard in their
however have moth-like wings in intricate patterns of white, midst, a sprite is much more likely to allow them safe
brown, and grey. Archdruid Arenduil of the Deepspawn passage through their meadow, but it may cost a song or two.
Dredges claims that there are even subterranean sprites, Behavioral Observations
which she describes as having bat-like wings, but I have not
been able to substantiate this report. Sea sprites are wingless Sprites spend most of their days perfectly invisible, following
and flightless, and tend to keep to coral reefs. any intruders into their lands, learning their heart's desire.
All sprites have what may be described elf-like features Once a sprite has determined the individual as an enemy,
(long face, high cheekbones, pointy ears, all that). Although it harmless, or potentially helpful he acts accordingly. Enemies
may be more accurate to state that elves have sprite-like are put to sleep with their poisoned arrows and immediately
features as elves have Fey ancestry, but sprites are Faeries. slain, harmless individuals are also put to sleep and then
moved away from their lands, while potentially helpful
Social Observations individuals may be contacted for help or left unmolested.
For all creatures of the Fey, the figurative is the literal, and Courtesan Seovin, an elf adventurer and mycologist with a
much thought goes into their naming conventions. Sprites strange connection to the archfey, has published his research
are not named in life until they have done something name- on the sprite's sleep poison. Derived from the rare yellow-
worthy. This name determines a great part of their life's path. staining milkcap mushroom (Lactarius vinaceorufescens), he
For example a sprite that takes to running ahead of her calls it an ointment because poison is something cruel and
elders, will be named Quella, which is Sylvan for forward or vile to the Fey. To make this ointment, the mushrooms must
scout, and will have the task of scouting. If this Quella wanted be harvested and left to cure in the sun for one week and one
to be a spear-wielding day. Sprites either hide these mushrooms in tree stumps in
Sprite, she would need to earn the name Elga or Oda meadows, using some sort of basic illusionary magic no
which are the Sylvan words for spear. doubt, or high atop trees. Once cured, sprites that specialize
Incidentally, only those Sprites named Averon, Wenric, and in ointment extraction then cook the mushrooms in a
Oberon (for the males) or Averna, Wenrid, and Obrea (for the mysterious concoction, making a sticky savory yellow syrup
females) can be the leaders of sprite tribes, for these names that causes a deep, dreamless sleep. All arrows in a sprites
are all variants on leader, king, or ruler in quiver are coated in this ointment.
Sylvan.

336
Inter-Species Observations
Shy toward other intelligent creatures, sprites mostly avoid DM's Toolkit
contact altogether. They are most contented among their own
kind or among other fey. The notable exception is the noble Sprites can be added to a large variety of
treant. Sprites have been known to form their groves around campaigns, regardless of setting or tone, or party
a willing treant. Druids of all races are also highly respected makeup.
by sprites, so long as they have good hearts. Some druids
who are in the Circle of the Land have reported that sprites Sprites as quest-givers
are known to occasionally help aspirants and initiates learn If you have an archfey pact warlock, then a sprite
the druidic arts. might be able to indicate what the patron wishes
When the full moon coincides with either the solstices or the PC/party do in a given situation.
the equinoxes, sprites join their festivities with satyrs and If you have a paladin of the ancients, then a
sprite might be a sort of mysterious guardian that
pixies. These woodland parties are known to last for several gives the paladin quest information.
days. If the PCs are traveling through some dense
Although sprites are stout-hearted warriors, evil creatures woods and are lost, the sprites could show them
with an immunity to poison -undead, demons, and devils - the way, if they defeat a demon that is near their
strike fear into tribes. Robbed of their main defense grove first.
mechanism, sprites stay invisible, and seek help from elves, If you or your players want to explore the
druids, or nearby adventurers. possibilities of the Feywild, I'm sure the area
sprites would know the best way to get in, and
would only give this information to worthy
adventurers who collect their mushrooms for them
in a dangerous part of the woods.
There are several examples in D&D lore wherein
characters can use a special kind of wish magic. For
instance, if your PCs reach the Infinite Staircase,
they can find their heart's true desire if they follow
the path to their destined door. A sprite could tell
that PC what is truly their heart's desire, for a cost
though I'm sure.

Sprites as antagonists
If you have characters who attack first and don't
engage with NPCs, then sprites could be a
revelatory encounter. First, they would be judged
for their past actions, showing the PCs that their
actions have consequences. Second, they'd be put
to sleep and brought to a dangerous part of the
woods.
If your players are seeking an item or artifact in
the woods, perhaps it's sacred to the sprites, and
they don't want to give it up. It would certainly be
challenging to make progress and then suddenly be
put asleep, only to wake up in some unknown part
of the forest.
If the sprites are doing a lot of mushroom
harvesting, maybe it's causing a problem with the
local myconid population.

Varieties of Sprites
Deepwood Sprite: wings of a moth, harsher in their
judgment, less prone to revelry
Water Sprite: wingless, stay in coral reef areas,
poisonous javelins (anemone poison instead of
mushrooms)
Cave Sprite: wings of a bat, darkvision, armed
with poisonous darts in their blowguns

337
Stirge Social Observations
"Stirge? They are a plaguing menace is what they are! The The stirge appear to have social structures much like
little bastards nest anywhere that bats do, and their thirst for bumblebees (Bombus terrestris), with a single female serving
blood is a damn sight more predatory! Once they latch on to as Queen, an egg-layer. The eggs are laid en masse, usually
you, or your livestock, you aren't long for this world, laddie. 10-30 per month, for up to 9 months a year. In the winter, the
Listen to your elders and stay out of that cave!" Queen goes dormant and all the other stirge form a protective
--Ex-adventurer, Galeth Branch, to his son on his 14th "bubble" with their bodies to keep the Queen warm. The eggs
birthday are laid in the stirge's own fecal matter - much like bats, their
excretions form large piles beneath the nesting colony. The
gestation time is 3 days and then baby stirge hatch. They are
Introduction weak at birth and need large amounts of blood to evolve into
The Stirge (Anophelli Chiropterus) has been the subject of the adult form. This generally takes another 3 days, at which
debate among naturalists for centuries. time the stirge will become aggressive and hunt any creature
Those who argue that the creature is the product of natural in their territory regardless of size or disposition.
evolution point to its distant cousins, the vampire bat After 3 years, the Queen dies and one of the colony stirge
(Diphylla ecaudata) and its own bloodthirst, as well as the has a hormonal burst and evolves into a Queen. The colony
stirge's practice of sleeping inverted by the feet, in dark, close usually moves at this point and finds a new lair. This always
quarters. Its mosquito-like proboscis secretes the same occurs at night.
numbing agent as the insect species when it feeds, so that That is where the similarity with bees ends. There are no
victims are unaware of its presence, if they themselves are specialized roles outside of the Queen.
asleep or unconscious. Colony numbers generally range from 30 to 300 creatures.
Those who argue for a magical origin, the product of some Larger colonies have been observed, but once humanoids
wizard's meddling, point to its difference from the bat. Stirge discover them, they are aggressively hunted down to more
are not blind, instead navigating through infravision, sensing manageable numbers.
the heat of their victims from over 200 yards away. Stirge are
also incredibly strong when latched on to a victim. The talons Behavioral Observations
of their feet are pointed and seem made for piercing thick The entire colony hunts whatever prey they can find. There
hide and armor. It takes a very strong man, or several men of does not appear to be any intelligent design behind the choice
average strength to remove a feeding stirge, and often the of prey. They simply attack what is closest and most
victim is injured during this process - either being struck by vulnerable. Livestock and young humanoids often fit this
an errant weapon from a friend, or from the sheer trauma of criteria.
having an 18-inch proboscis being ripped from the flesh. Their hunting grounds are usually only 2 miles around the
colony. Once an area is drained, they move on, making finding
Physiological Observations the nests, to destroy them, very difficult for terrified locals.
Stirge, as mentioned, can see heat sources. They will flock to
these sources in great numbers; the entire colony will attack Intra-Species Observations
one victim in most cases. Stirge are mostly a lone species. They are feared by most
They do not appear to have a language, but some have creatures without a very thick hide to stave off their
theorized some form of chemical communication, as there is predations. One of the exception is the Dragon (Draco
a slight acrid smell to the air when the creatures are feeding. draconis). A dragon's hide is completely impenetrable to the
(Others have argued that this smell is an oil secretion native stirge, and they are often found in or near dragon lairs. The
to the species, and this is simply a natural skin emollient) dragon allows this because the stirge are simply the most
This is not to suggest stirge are blind in daylight. They efficient and alert organisms at keeping the curious
appear to see perfectly no matter what the light level. (accidental or intentional) at bay.
The stirge is a formidable creature. They flock in swarms Stirge have also been seen with Umber Hulks, Quaggoth,
in the hundreds, and some have reported seeing huge and Purple Worms. They are found throughout the
swarms of more than 1,000 of the tiny, flying beasts. They Underdark, and in any surface area that affords a safe haven -
have a wing-span of slightly over two feet, and can fly as fast caves, attics, ancient forests, ruins, even on the hulks of
as a bat, but with more agility and control. wrecked sailing ships.
Once they have fed, they detach and fly towards the colony's
home, and at this time they are not as maneuverable. The Variant Species
weight of the bloodmeals makes them more slow and
sluggish. Stirge have thrived and adapted to almost every climate.
Some of these species have been directly observed and some
have only been the subject of rumor or debate.
Jungle Stirge thrive in the hot, steamy climates of jungles.
They have evolved a paralytic toxin that they inject into their
victims that leaves them unable to move until the stirge have
all fed, or the victim is completely drained.

338
Artic Stirge have furred legs and thicker wings. They are
camouflaged with mottled patterns that appears as rock and
snow. They are larger than normal stirge, with a 4-foot
wingspan and nearly twice the body size. They naturally take
more blood from their victims as well. Desert Stirge are
especially feared. They nest in the sands and ambush victims
that walk over their colony lairs. They are smaller than
normal stirge, and feed less, but their colonies are almost 4
times the size of a normal stirge.
Sleep Stirge have been warped by exposure to wild magic
energies and can induce sleep (as the mage spell) in their
victims as a collective group, and at increased power. These
so-called Dozy Stirge have been observed employing arcane
energies equal to a magic-user that has achieved the 5th level
of mastery in their Guilds, and have taken down nearly 30
humanoids at one time.
Invisible Stirge are the subject of much debate, and most
reputable scholars and adventurers refuse to believe such
tales, attributing the drained corpses found in some
dungeons and old lairs to undead or other parasites.

DM's Toolbox
Stirge can be built with any number of variations,
as outlined above, and there is no limit to the ways
they can be scaled. They can be a deadly encounter
for a group of adventurers, regardless of level. They
attack in numbers, and their automatic blood-
draining every round is a powerful punch.
The HP they drain can be moved up or down.
Want some stirge for some level 1 characters?
Make the blood drain only 1 HP per round. 5 of
those on 1 character, and they will be in deep
trouble. You can boost the blood drain all the way
up to 10 for level 20 characters and anything in
between for the other levels.
I like to brew them for the different terrain types,
and sometimes I'll further tweak them with minor
(or major) magical abilities, like Sleep, or Darkness,
or even Hold Person. I've had Teleporting stirge
(like blink dogs bats), Swimming Stirge (always fun
for those Man Overboard scenarios) and even
Magic Missile Stirge.
They are easily customizable and always scary.
They are my favorite monster and I hope they will
be one of yours now, too.

339
Those who aim for any true amount of influence will
Succubus/Incubus broaden their skill set and become more than mere
"So, you visited that famous brothel this week when you playthings. Their cunning and calculated intelligence
tested out your new teleportation spell? Ha! While you were combined with their great charisma makes those succubi
gone I've figured out what makes that place so special..." willing to put in the effort skillful advisors. These succubi are
-- Calgarus Marbin, renowned human wizard talking with often in a position of great power and influence, using their
his perverted colleague. charms and wit to influence many events in their favor. A few
might serve as emissaries to other powerful entities.
Introduction Some of the succubi in positions such as this have
managed -over a time period of many years- to become
Beautiful and charming, these demonic creatures are capable powerful demon lords in their own right!
of taking almost any humanoid form to suit their needs. Of those who wander the material plane, there are
Succubi are known for their trickery and skill at seduction (roughly) two types: those who are on a mission, and those
and corruption. They make for excellent consorts, advisors who are not. A succubus on a mission is in all likelihood sent
and spies for demons and other powerful evildoers. there by some powerful entity to do its bidding. This is likely
to be a long-term endeavor, spanning several decades. They
Appearance are pawns in the grand scheme of things, and provide
This race of fiendish humanoids has two separate genders, information to their patron (and often, other parties as well!)
named incubus and succubus for the male and female, about the happenings on the material plane.
respectively. I will refer to this race mostly with the female This includes the rise and fall of cults, cities and nations,
name only for a smoother read, but do be aware that power struggles and the whereabouts of notable persons
everything I tell you regarding the succubus is also true for such as the Chosen Ones of gods or famous adventurers.
the incubus. In their natural form they look like crimson- These succubi are extremely adept at hiding their true nature
winged humans with a dark red tail that is quite long and because they do not wish to blow their cover. They provide
slender. All have horns, or at least stubs. Some have others with (mis)information regularly and often pose as an
speculated that the size of the horns may indicate a unassuming, yet strangely beautiful humanoid of the local
succubus's age, although no one knows for sure. Succubi are dominant race. All in all, they are quite calm and take their
without exception exceedingly beautiful and any humanoid pleasures where and when they can, since causing unrest
appearance they take with their shapeshifting abilities is (and implicating themselves in the process) is not to their
almost always extremely appealing. Thanks to their benefit. Ironically, they often become a respected member of
shapeshifting, very few beings on the material plane have the society they dwell in, taking the role of a sage or healer
seen a succubus's true form. Succubi on a mission on the living just outside of town. Having the gratitude of the local
material plane rarely show their true form, since it is in their townsfolk is always a good asset to be exploited!
best interest to keep their true identities hidden. Those succubi wandering the material plane but without a
mission have often simply escaped the bounds of a
summoning. Many aspiring conjurers try their hand at
Behavior and career summoning a succubus for a moment's pleasure, but some
What exactly motivates a succubus is unknown, but it seems are unable to control their summon properly. The result is
to be something in between pursuing pleasure and obtaining often tragic and bloody. The escaped succubi who do not
power. How they go about this varies wildly per individual, but wish to return home are very varied in their goals, but it's a
almost all are deceitful and manipulative and use this talent good guess they view this as some sort of vacation and
for their own good. Most make their home somewhere on an playground. Do not be surprised if they start causing trouble
evil-aligned plane, such as one of the many layers of the in some way or another.
Abyss. Others have wandered the material plane for such a
long time that they can almost call it home. Life cycle & Inter-species contact
Succubi who live on an evil plane typically hunger for This species is, as I have said briefly before, divided between
attention, power and wealth by serving a local fiendish lord in succubi and incubi. When a succubus and incubus mate they
any of several ways. Obviously, they make for excellent might produce offspring just like any other creature does.
consorts and indeed, some succubi have specialized The female generally takes some time off her duties just
themselves in pleasing others to maximize their own gains. before and after birth, but otherwise acts as usual. After birth,
They also perform other (menial) tasks, such as torturing the child is taken care of by the mother and sometimes by the
prisoners by taking the appearance of those dear to them and father as well. They are not monogamous in any way and one
playing out all kinds of scenarios such as the rape or death of incubus can father children with many different succubi. One
that person. In such situations, illusion magic serves them might wonder how such evil creatures can still have the
well. These types of succubi can, however, be considered the capacity to raise a child. Current research and interviews
lowliest with the least amount of ambition. with summoned succubi indicate that despite their generally
evil nature, succubi and incubi can make 'exceptions' to their
general demeanor. This suggests that they can indeed feel
love, or at least some kind of bond, but they do not admit this
fact easily.

340
From the union between a succubus and a non-succubus, a
half-succubus child may occasionally be born. These children
almost always grow up on the material plane, as succubi are DM's Toolkit
reluctant to take these children back to their home plane. If a
succubus is the mother, she will leave the baby near the A succubus is a great antagonist to throw at your
father or an unrelated childless woman. If a normal unsuspecting party in almost any campaign. Their
humanoid is the mother, obviously she will give birth to the versatility and excellent disguise make them a great
child. The incubus father is unlikely to ever visit again. These 'plotting behind the screens' type of villain/mini-
children vary wildly in the things they inherit from their boss for a while, and once caught might reveal the
real BBEG she's working for who is behind all of it,
parents. Most are quite handsome, and many are naturally continuing the campaign on to the next antagonist
charismatic. A lucky few inherit some of the fiendish powers (well, if that's what you want. She could also be the
so common among succubi such as charm spells, the ability BBEG herself, manipulating and corrupting
to read thoughts, illusions and disguises or (rarely) even the powerful rulers and such). I cannot recommend
ability to speak or understand any language. A couple of these using the succubus as a fighting minion as they are
half-breeds even have a tough skin that is not easily damaged not suited for this task at all. Some ideas to use
by fire or weapons, but such a gift is rare. The most unlucky succubi:
ones are stuck with a resemblance to the succubus's true
form but with few of the fancy powers. They are either killed A succubus that has cast off her fiendish origins
upon birth or discovery or become outcasts later in life. and has been given a chance by a good-aligned
outsider to redeem herself needs the party's
Shunned by others due to their smallish horns and clawed help in destroying a powerful evil artifact to
hands, their childhood is quite harsh. A few have wings and prove her worthiness of redemption. But, is that
the ability to fly, and these at least can flee their hometown really her goal?
more easily. While the ones blessed with a fortunate
inheritance from their parents are bound to live a good life Rumors abound that the best brothel in town is
and often become quite influential (for better or worse, as one more than it seems at first glance.
cannot predict whether they will use their powers for good or
evil), the ones who were less fortunate are decidedly less well- A rich merchant has fallen in love with a lovely
young lady, but one morning she has
off. This, in turn, leads the cursed ones down the path of evil disappeared and all of his riches are gone as
as they lose faith in all others. well! He suspects someone has kidnapped her!
But is this truly the case?
Combat
A bitter young half-incubus is threatening to
Most succubi do not enjoy melee combat, and they try to massacre his hometown for banishing him.
ensure that they do not become involved in any combat in the How will the heroes stop him?
first place by having a good disguise and reputation, so that
they won't be suspected of being an outsider (quite literally!).
In the highly unlikely event that a succubus is discovered by
heroes, she often has loyal minions to do her bidding. They
are charmed into working for her, and are not easily
convinced of her true nature. If one is able to get past that
and actually confront the succubus she will still prove a
formidable opponent. Resistant to normal weapons and some
basic resistance to certain elements, one will need to be
prepared to face a succubus or suffer the consequences. The
razor-sharp claws will rip through any who are not ready.

341
Shambling Mound Behavioral Observations
"People have attempted to correct me on this, but I know Shambling Mounds are strictly carnivorous, attacking and
what I saw. There were many, at least twenty. I saw the first killing anyone who treads through their land. They are also
ever witnessed instance of them in cooperation, and I... I was known to creep into local settlements and kill inhabitants. If
terrified. I had never heard of a stone species, much less them they are located in a marsh, they will grab their victims from
working together." below and drown them. If they are located in a desert, they
--An interview with explorer Ozymand Juxta on the subject will quickly rise from beneath the sand to deliver a
of Shambling Mounds devastating charge. If they are located in a jungle, they will
either rise speedily from the bottom of a river or hinge off of a
tree to embrace and strangle its prey. If they are located in a
Introduction cave, they will quickly grab their victims, push them against
Seemingly a bulky monster only made for killing, the the wall of the cavern, and then crush them with their body.
Shambling Mound (AKA Shambler) is actually an intelligent
predator with special techniques. While they may be known Intra-Species Observations
for residing in swamps and marshes, they may live in several Interactions with civilized beings and Shambling Mounds
different types of land. Using their appearance as an tend to be short and end with the civilian dying. If a town or
advantage, they can't be seen and are practically invisible. camp is built near the home of a Shambler, he will most likely
This makes them extremely deadly as carnivorous predators savagely attack the settlement. In uncommon occasions,
especially to their main prey, which is wandering civilians. towns may feed the them as a sort of treaty. They would then
protect the town as a guardian. Of course, if the town stops
Physiological Observations feeding the Shambling Mound, there will be several
Shambling Mounds look like a tall humanoid being with casualties.
several different types of terrain features attached to them. If visited by another creature, the Shambling Mound will
They stand at about six to seven feet tall with an eight foot simply kill them and have a good dinner. This is not at all
girth. What they look like depends on the biome in which they common though, as most creatures are able to sense the
live in. If within a marsh, they are covered in moss and algae. Shambler and thus avoid them at all costs. Shamblers seem
They will hide in swamps and appear as small islands of to possess a sort of ego, thinking that they may take on any
moss. If within a desert, they are coated in sand and have a creature whatsoever. This can cause the end of several
bent back made for blending into dunes. If within a jungle, Shambling Mounds.
they are topped with moist dirt, lying on the floors of rivers.
The jungle-based Shambling Mounds are also able to attach
themselves to trees, as their backs roughly resemble a bark DM's Toolkit
pattern. If within a cave, they are big bulks of stone, hugging From very different areas and attacking in very
the sides of caverns. These Shamblers have special pain different ways, the Shambling Mound is a diverse
resistant abdomens for their special killing method. If on enemy with one core concept: a big bulky creature
plains, their backsides are flat and covered in grass. These with natural camouflage. While the most common
ones' hands resemble cups, allowing for them to dig ditches may be the typical swamp-dwelling moss-covered
to lie in. monstrosity, they could live in other environments
or even be hidden guards to a town, acting as living
Social Observations traps. They are truly versatile creatures, able to be
used in lots of circumstances.
Being solitary creatures, Shamblers are almost never seen If you put one into your campaign and it's a fight,
around each other and it's for good reason. If they meet, they it would be fitting for the moment to be major and
make a sort of pack and work together. Most of these cases well known. Let me explain what I mean by that: It's
are entire areas blanketed in Shambling Mounds. pretty special for someone to escape the grasps of
In the journal of the famous explorer Ozymand Juxta a Shambling Mound, as it's never been recorded.
(published under the title, A Lifelong Commitment to All of those who have approached them have never
Portable Beds), he describes an entire cavern layered in been heard from again, so it's quite the
Shambling Mounds. When this is witnessed, no one ever goes achievement to survive an encounter. Have the
into such an area. Juxta himself merely saw it and then went local town throw a party of sorts, or give a reward.
to other places. Too deadly an area for anyone to visit. A big reward at that.

342
The beings that engineered the Tarrasque have solved this
Tarrasque problem, and granted additional advantages by ensuring that
We do not intervene, for only in the face of pure terror, can veins and arteries are walled with thin muscle tissue.
the beauty of true courage be revealed. Only in the face of this These unique veins can ensure that blood reaches the
mighty challenge, can a Paladin such as yourself, last of your Tarrasque's head in sufficient quantities when it is standing,
party, rise up and show your worth. and prevent over-pressure in the head when the Tarrasque
Only in the wake of total destruction can a nation as bends down to bite at a tasty humanoid or beast. An
corrupt as this be created anew. advantageous side effect of this, is that any wounds that a
-- Lathander, God of Birth and Renewal, when asked in Tarrasque sustains can be more efficiently closed off and
desperation why the gods will not intervene to protect a city prevented from bleeding, without having to entirely rely on
and its people from destruction by the Tarrasque. blood platelets. Thus, it is nearly impossible for a Tarrasque
to bleed out.
Introduction A Tarrasque has two brains. One in the head, which
controls movement and processes sensory input, and one at
Few have seen one, and of those that have fewer still have the base of the spine near the hips. This secondary brain,
survived to tell the tale. The Legendary Tarrasque is buried deep under the thick rear hide assists in controlling
embedded deeply in the minds of the peoples of the Material reflexes for the lower half of Tarrasque's body and contains
Plane as an agent of destruction. Its power goes far beyond critical brain matter such as the oversize pituitary gland
the mere destruction it is physically capable of, it becomes an which regulates blood pressure, vein/artery constriction and
object to be feared or even worshiped. The Tarrasque is growth hormones. It is imagined that this could be the source
nothing less than a force of nature. of the Tarrasque's fabled regeneration capabilities.
Physiological observations Social Observations
...Well it's not like you can sit either yourself or the beast The Tarrasque has never been observed in groups of more
down long enough to paint its portrait. Most sensible people than one. It could be said that they are inherently anti-social
would be running like mad in the other direction - creatures, obeying their primal urge to destroy.
Spokesperson of the Monster Hunters Association of
Adventurers, when asked why there are so many differing Behavioural Observations
descriptions of Tarrasque physiology. Tarrasques know nothing except the urge for destruction.
Legends state that the Tarrasque was created by the Once awakened, they emerge from the earth and lumber
Primordials in combination with the Princes of Elemental towards the nearest settlement, whether on the surface, or in
Evil as a weapon against the gods, some of which sacrificed the underdark, Tarrasque's do not discriminate.
their lives to ensure the creation was a success. Its physiology When encountering a particularly troublesome foe, the
certainly bears witness to this creation, being more biological Tarrasque will focus its attention until the pest is eliminated.
machine than animal. In this, the Tarrasque displays unexpected swiftness of
A Tarrasque is typically seen to be around 50 feet tall and movement and surprising tactical ability given its low
70 feet long including the tail. Universally accounts of the intelligence. Utilizing all the weapons at its disposal, swiping
creature have mentioned the two, forward protruding horns its claws and swinging its tail as the situation demands.
and large clawed hands. Tarrasques have been observed to move through solid rock
Tarrasques have been observed to have three stomachs. or "earthglide" on occasion. This has certainly been the case
The first, containing constricting muscles and sharp internal with Tarrasque corpses in the past. On their demise, the body
bony protrusions ensures that any living matter is deceased remains for up to 2 days, before melting into the earth to
before it continues through the digestive tract. The second regenerate.
stomach applies acid to further break down the Tarrasque's
meal and strip magic from the swallowed. Finally, the third
stomach is a furnace ensuring that the swallowed item is Intra-species Observations
entirely vaporized into its component parts and absorbed into It has often been noted by those of stronger minds that the
the body of the tarrasque. stampede to escape the path of a raging Tarrasque kills more
One bio-engineering problem that the creators of the people than the Tarrasque itself.
Tarrasque encountered, was that of blood-flow. Animals with
appendages a great distance from their heart can have issues Variant Species
of circulation and blood pressure. For example, when a
humanoid, having been lying down for a period will From the few reliable sources that we have describing the
experience momentary dizziness if they suddenly stand up. physical appearance of the Tarrasque, we can deduce that
Conversely if they lower their head below their heart for a either there are multiple species, or that the Tarrasque takes
long period, blood will pool in its head with nothing to draw it on the appearance of the terrain from which it emerges.
out except the vacuum created by the heart pushing blood in Should it awaken and emerge through a forest, it may contain
the opposite direction. This effect is exacerbated in larger the limbs of great trees sprouting from its carapace and
creatures, necessitating larger hearts. limbs. Reports of its diamond hard shell may have been
At the end of the day, after all the running, screaming and written by those who observed a Tarrasque which
destruction has stopped, a Tarrasque is really all heart - regenerated and emerged from its slumber near a gem mine.
Anonymous Biologist Should this hypothesis prove true, one can only imagine
the horror of a Tarrasque awakened from inside a volcano.

343
DM's toolbox.
There's no need for the DM to be afraid of
introducing a Tarrasque to a campaign at any level
as fighting it is entirely unnecessary. Instead, they
could be tasked with managing a pre-Tarrasque
evacuation, or convincing people to evacuate
knowing that the Tarrasque is about to awake.
Perhaps the party have heard rumours of a
Tarrasque death cult which seeks to awaken one
(or more) which they must then oppose (Hoard of
the Tarrasque Queen?).
Nor does the Tarrasque need to always represent
Evil, in fact it shouldn't, being physically incapable
of it. Perhaps in a nation of people oppressed by
evil overlords, a Tarrasque, raised at the appropriate
time and pointed in the right direction, may be just
the thing needed to destroy a stronghold and
therefore dependent power structure, thus
liberating the people. Thus weakened, the
Tarrasque may be more easily brought down by the
heroic party, saving the rest of the city from further
destruction.
A Tarrasque, used in this way becomes a device,
a tool, a means to an end, rather than an end in
itself. Inspiration is easy to come by - Godzilla is
the obvious example, King Kong, perhaps another.
Can a pretty lady charm the great beast?
The 5th edition Tarrasque has no inherent
regeneration capabilities as it did in prior editions.
The DM can obviously use their own discretion
about limb regeneration. As mentioned above,
perhaps destroying the brain containing the
pituitary gland could stop the regeneration and
significantly reduce the difficulty of the monster by
reducing hind leg and tail reflexes (or entirely), or
by causing it to have blood pressure issues.

344
Thri-Kreen are usually colored for their environment.
Thri-Kreen Although usually sand dwellers, there are some communities
"If you wish to know our people you simply need to walk in secluded jungles or remote mountain tops. Desert dwellers
across the solid sea endlessly." are usually a tan or light brown in coloration on their shells,
-- Liaison of Thri-Kreen nest while jungle dwellers are a lighter green and mountain
dwellers usually a darker brown.
Introduction Like their ancestors Thri-Kreen are carnivores. They only
eat meat aside from the occasional cactus flower during a
Thri-Kreen are nomadic and spiritual creatures. They live off wedding ceremony. They have no particular preference for
the land and take what they need and nothing more. Excess is meat aside from a rumor of elves. Given their mentality they
not a concept that they understand. Although they are could easily eat an elf or any other humanoid as they know
generally peaceful and can be very helpful to other any animal is meat. They usually go for beasts they find and
humanoids they have a reputation as ravenous predators. do not normally eat other humanoids unless food is scarce.
They get the reputation from unfortunate travelers who Unlike most praying mantises their thorax is not as large in
survive an ambush either by provocation or simply there proportion. A Thri-Kreen's thorax is very small and almost
wasn't enough food. Thri-Kreen are a remarkable people as unnoticeable. Their anatomy is closer to that of a humanoid
I'll call them. They are remarkably intimidating and hard to with the majority of their organs in their chest and stomach
communicate with but there is much to be learned from area possibly making the use of a large thorax not necessary.
them. It's important to note that Thri-Kreen that while
uncommon more often than most humanoids can be born
Physiological Observations with psionic powers. Typically just telepathy and other such
Thri-Kreen are a praying mantis like humanoid that stand powers develop but it can manifest in very powerful ways. If it
anywhere between 7 and 8 feet tall. They have large lower wasn't for psionic Thri-Kreen we would know nothing of their
legs and upper arms with smaller middle arms. They have the ways and I owe my research to one such Thri-Kreen.
amazing ability to intuitively use both sets of arms making Social Observations
them just as capable with 4 swords as an elf is capable of
wielding 2. Thri-Kreen live in close communities. They make easily
A Thri-Kreen's head is almost strikingly identical to a large movable and packable shelters and move as a group roaming
praying mantis. With an insectile tear shaped head and large the deserts for food. They have a designated leader who
segmented black eyes on each side. They have large antennae typically is the wisest and most learned who guides the
that point upwards from the top of the head, behind the eyes, community to the next food and water source. As their homes
and extend forward over the front of the head. They have are mostly barren they constantly move in search of food.
large mandibles over the mouth that click and clack when In these communities which they refer to as the nest, there
moving. are as many as 50 members including children. This ideally
Although they have a skinny physique those familiar with makes for 40 or so adults and 10 children. A nest may also be
insect anatomy will not be fooled by the incredible strength very small with only 10 members but this is really dependent
they possess. Their legs are long skinny and very powerful. on a food source. If a nest is too large they will usually come
It's not unheard of for a Thri-Kreen to jump up to to a conclusion to amicably part ways with 2 smaller groups
3 times their own height. Their feet end in 3 toe claws and for survival.
a thumb like toe slightly pointing behind them. Every member of the nest is a hunter and a fighter, even the
Their upper arms are as long as their legs and just as children. Although peaceful in demeanor they fight and hunt
strong. The upper arm is fairly skinny while the fore arms are for food and do so with a cool ferocity. From the outside
broad and wide. The arm ends in a 3 claw and thumb hand looking in it's hard to tell as communication is very subtle yet
that makes for wielding even the most complex weapons intricate.
possible. The lower smaller arms also have the same hands Mating as with most humanoids is a private affair. Mates
but only extend to of the upper arm length. With 4 fully are paired much as human commoners are, by a feeling of
functional arms they can be intimidating when wielding twice connection. Sometimes that connection doesn't work. Since
the armaments possible of most humanoids. their lives involve the whole nest it's rare for mates to end on
Thri-Kreen as desert dwellers and adept warriors have a sour note but it does happen. The ideal partner is for life
effective weapons that play into their physiology. The gythka but partnership is secondary to the priorities of the nest.
is a large double headed glaive like weapon that is unwieldy Children are born as eggs for the first few days of their
for most other creatures but with their strength and mobility lives. The eggs are carried by the parents and typically only 1
available to them this a deadly and efficient weapon in their or 2 eggs. Children hatch and mature to functionality within
hands. They also have multi-bladed boomerang like weapons weeks. In the meantime the children are carried and hand
called chatkcha. These are the go to ranged weapon and can fed. Once they reach maturity to walk they usually stick close
be thrown while wielding melee weapons simultaneously to their parents but soon learn to help out in any possible way.
negating the need to draw and sheath weapons mid-fight. Thri-Kreen have a very pragmatic mindset when it comes to
Thri-Kreen also wield more conventional weapons but children, they protect them for the future but they do not
usually in pairs. Bows and axes are common for the coddle them for the tough road ahead. Do not be mistaken
versatility of range and close quarters. they love their children as would any other human but it's
shown in another way.

345
Emotions are something that Thri-Kreen experience to any Thri-Kreen are indeed very intelligent and complex beings
and all degrees that humans can experience. The difference but also back the brutish stigma in a few ways. First as
is that Thri-Kreen are very stoic in reaction and not quick to seemingly lack of communication the way in which they
react on emotion. Emotions are weighted experienced and silently fight unnerves some other humanoids who commonly
then action is taken after the brooding storm inside of them grunt or shout during battle. The second is that they are
has subdued. It's not uncommon after the death of family a incredibly capable warriors and that is not needed to be
Thri-Kreen to be alone for days sorting out their feelings and translated. They are able to easily dispatch multiple attackers
rejoining the nest once they have calmed. given their increased amount of arms and ability to focus on
Psionic members are very well respected and rejoiced more than 2 things that is common of 2 armed beings. They
when one is born. They are the best way to communicate are also capable of fighting with little communication as the
with other races and creatures and they recognize that nest is almost always all fighting and all together. This
importance. Thri-Kreen born psionic are equals in the familiarity shows in incredibly unified tactics and maneuvers
community as any other but respected and listened to as they with little communication.
can relay information that others could never understand. The most fantastical feat I had witnessed was a fight
Thri-Kreen only live for 30 years and they live life knowing between the nest I was studying and a purple worm. Trails of
their time is short. They trade stories and enjoy heroic tales. a purple worm were spotted and being a giant source of food
They sit around late campfires and converse and eat and that would last a long time the whole nest jumped onto the
drink with family and friends all through the night. Part of trail. They took advantage of the worm's own ambush tactics
this is that Thri-Kreen cannot sleep. I theorize this shortens by purposely walking into the area just above the burrowed
the lifespan than that of other humanoids but they gain the worm. When the worm breached the lead Thri-Kreen jumped
benefits of rest simply by not exerting themselves which with incredible height speed and out of the reach of the
helps them to stay fresh simply by doing at most menial tasks gapping maw erupting from the ground. The rest of the nest
such as storytelling. Despite such short lives they live then proceeded to attack the exposed areas of the worm
physically, they have stories for hundreds of lives. stretching its plates in attempt to reach its intended prey. The
fight was far from over but they were experienced warriors
Intra-Species Observations and safely brought the giant beast down. I would be lying if I
Most any animal is considered a possible food source. While didn't admit I almost fled in fear from the awesomeness of
food is the main reason for traveling far in the harsh deserts the purple worm.
they do not immediately kill other humanoids despite their There are cases of lone Thri-Kreen away from a nest which
possible delectability. They prefer to learn what they can from are probably orphans of destroyed nests or some other
other humanoids and learn of the wide world. If they are tragedy. They seek companionship and are loyal to any
scarce on food they will hunt other humanoids, but only out community they are accepted and stay with. They have
of necessity. It's commonly known to Thri-Kreen that elves trusted friends and defend them to the end.
are very tasty but they also have a lot of stories and are Variations
admired for their full lives to share.
Most other humanoids mistake Thri-Kreen as unintelligent Different kinds of Thri-Kreen exist in the world and are
brutes. Emotional intricacies are extremely varied but it's described below.
almost impossible to determine even the most basic ones Desert Thri-Kreen: these are the Thri-Kreen described
them from species outside of Thri-Kreen. Even then above that roam the deserts searching for food and water.
communication is still almost impossible as the mandible Jungle Thri-Kreen: These nests roam the jungles more for
clacking and antennae positions are impossible for other safety from the dangers of the jungles more than lack of food
creatures to emulate and Thri-Kreen have no means of verbal and water. They appear lighter greens or however the
communication without a voice box. Given the time they can vegetation is colored in the area.
understand verbal communication but are unable to respond Mountain Thri-Kreen: These Thri-Kreen make their homes
in the same manner. Most of the time initial encounters boil in remote mountain ranges hunting and gathering what they
down to pictures and gestures that don't translate well given can from the terrain. They normally appear a darker brown to
distinct cultures and representations. This is why nests color close to mountain.
revere and enjoy psionic members as they can communicate Orphaned: These are lone Thri-Kreen that seek or sought
effectively and relay the much sought after stories far more companionship with other nests or races that for some
effectively. reason roamed their homeland alone for some time.
Even though Thri-kreen cannot speak any language they Psionic: These are Thri-Kreen that have psionic powers
have the means to learn the written language. This is a little and well respected members of a nest.
rare as established communication is hard to maintain to
teach such a task but it does happen. They do not have a
written language of their own as nomadic in nature and
closely knit families physical communication is the most of
their interactions. They do developed accepted drawings as a
pseudo glyph language but only in attempt to communicate to
noise makers as they call vocally communicating animals.

346
DM's Toolbox
Thri-Kreen are an amazingly alien race that
eventually turn more human than most parties get
to realize. Here are some possible encounters.
run in with a hungry nest - negotiate for food or
you lives
Mysterious desert/jungle guides
Orphaned Thri-Kreen - attempts to join the party
looking for companionship.

347
Treant Social Observations
"The machines of war, cursed metal pulled from the ground Paraphrasing the speech of arch druid Xh!enge when
and forged in the flames of timber and bark, silently and convincing king Pavol to leave moon sorrow forest unharmed
slowly rolled forward. The armies of Nulchek were amassing, (7E 168)
and with this convoy the walls of humanity would crumble Treants are solitary creatures, but not through a
before him. The construction had taken years, and frankly he resentment for each other, in fact they are known to band
was surprised even this small amount of forest was left spare together with almost no discrimination when the situation
after cutting so much to fuel the furnaces. In his pondering he demands it. And to draw a pack of Treants into action is to
took no notice of the trees unnatural swaying, and the cracks invite death, these creatures hold no care for the rules of
of bark separating, the convoy of war machines, and the others, and no formal hierarchy is seen among themselves
general, never made it to the front, and the hobgoblin invasion either. Instead Treants measure their actions based on
of 7E 173 failed horrifically. The last thing general Nulchek morality, being wholly good creatures they rarely seek
saw was the front most machine flip backwards onto the violence, instead preferring to remain unseen and not
second, and then the sky as a lumbering humanoid shape, interfere. However they see nature as their kin, to cut a
enormous from his perspective and made of living tree, it healthy tree or allow fire in there woods? Well they would see
looked down upon him and said you should've burned it all it just like we would see the killing of a brother, or burning of
down before eternal darkness took the generals mind." out homestead.
-- Arch druid Xh!enge reciting an ambush incident report to
king Pavol (7E 174) Behavioural Observations
Treants normally prefer the silence of being one with nature,
Introduction most allow days, months, years even, to simply drift by as
Treants are huge beings, born when a tree is awoken by a they hold their tree shape and commune with the less
dormant power inside it. All Treants can sense when a trees sentient beings around them. If left long enough, these
power to live begins the long process of awakening, and Treants can build a massive information network through
nearing the Treants birth the area around will become thick every root, flower, and blade of grass and even into the
with druids and other Treants seeking to protect the tree aquatic plant life of the sea. Such a Treant could eventually
from those who would harm it. In its awakening the tree have contact with all plant life and become omnipotent, sadly
appears to grow as its own root claw upwards, wrapping as is the way of life, most Treants get nowhere near this
around each other as they brake the soil layer to form two before being forced to awaken by the likes of humanoids.
distinct legs, lower branches curl downwards and warp to When awoken they attempt to remain hidden and observe,
take the form of large arms, and lastly the bark itself twists but will spring into action if they feel the nature in their lands
and turns until a face takes form and the Treant opens it eyes will come to harm through inactivity. In combat, a Treant is a
for the first time. From the moment they are born they seek force to be feared, its massive body being a raw bludgeoning
to protect the land that made them, to protect nature just as device, there sense of nature allowing them to show their
druids do, and to bring down the raw wrath of that very same arms ground-ward and produce boulders nestled in the dirt.
nature on those who seek to harm it. The larger Treants are reported to be able to temporarily
awaken other plant life, as vine across jungle floors convulse
and tighten to trip and ensnare would-be combatants, tree
Physiological Observations branches come to life, swinging in massive arcs to kill, and
Extract from Helger Mareeks Living plants: a study of Plants poisonous plants simultaneously release their full payload,
and sentience combined chapter 3 Treants turning pure fresh air into a deadly haze in seconds.
The truly terrifying thing about Treants is that they are
trees, I know that doesn't sound scary, but it is. If you draw Intra-Species Observations
the anger of a Treant, don't go near a tree, EVER again. As mentioned, Treants often make quick friends and allies of
Forests? You would be dead in seconds. That tree in the and humanoid of a druid persuasion. They are good natured,
middle of your cities market district? Death trap. You see if a slow to trust but their loyalty is as strong as ironwood. If
Treant does not want to be any more than a tree, it is no more someone shows no intent to harm the natural world, a Treant
than a tree, simply sinking back into the ground all its will show to intent to harm them. And even better, those who
physical details disappear until it suits the Treant. When I did stand between individuals with the intent to harm the natural
manage to observe a Treant in motion it takes vaguely world, and the natural world itself, will often find the trees
humanoid appearance. Its two arms are formed from its own they guard move in front of them, seeking to meet these
leafless branches, its hands twisted messes of spiked wood to selfless defense. Treants have no quarrel with the Myconids,
grip and strike. Its legs were enormous masses of thick seeing them as a natural progression. However, Treants do
leathery wood, much like the roots of a tree when exposed by seek out and destroy blights and shambling moulds, the latter
the tree falling. Its face sat somewhere in the upper chest to for being unnatural.
compare it to a human, roughly in line with the shoulders Treants have a long standing hatred for blights, blights are
before finally leading up into its upper dome of greenery. born of corruption of trees and bringing that which should
not have sentience into the realm of the conscious. Treants
purge blights from their lands and seek to destroy the trees
that birth them.

348
Variants
The joy of a Treant is they are as varied as the trees
themselves. Different colours for each type? Up armour class
but lower health from one type to another? Go wild, some
quick ideas:
Oak Treant: the one listed in the MM
Brittle wood Treant: Born of crisp dry desert of savannah
trees, they can shatter into deadly sprays of bark shards on
impacts
Jungle Treant: Larger, thinner Treants whose arms are
replaced with writhing masses of vines, capable of throwing
these ensnaring vines large distances to grab and jerk a
person through the air towards them.
Pine Treant: Covered in thick coating of spikes, weaker
than your average but the prospect of shredding your flesh
and armour against its bark keeps most adventurers are
more than simply an arm's length.
Deadwood Treants: Basically the undead version of a
Treant, its wood in crinkled and darkened, his eyes poised a
red tint, these Treants have become afflicted or died shortly
before its birth and the result is a being of pure evil, seeking
the destruction of the natural world.
The list can go on, who says Treants are entirely trees? A
massive shamble of driftwood and seaweed walks out of the
ocean onto a beach?

DM's Toolkit
Treants can be a great addition, players pick a fight
with a druid? TREANT! Players being swarmed by
blights? TREANT! You get the idea. You could also
go lord of the rings with it, recruiting the armies of
Treants can be an amazing boon for any war effort,
but it works both ways.

349
Troglodyte Observational Variants
"The only thing that limits a troglodyte is the size of its The variety of landscapes troglodytes inhabit combined with
stomach" their color change ability has made it difficult to catalogue
-- Bris Morbane, Longhaul Trader and understand the nature of variants. In most cases, the
monsters just want to consume, however there is a
preference sometimes for magic users by troglodytes who
Overview can manipulate fire. Some nests have been found to have
It is a misnomer that troglodytes are stupid. It's just that most members with a tendency for viscera reading and as such will
folks close enough to them are usually food. And what favor the collection of knives and blades. Still other reports
conversation can you really have with food? Not a good one. have talked of a great troglodyte "queen" who wears a
Troglodytes are instead quite good "mothers" with an almost mottled set of platemail and commands capable kobold
all-consuming hunger for fresh meat and huge heart for the sappers. These sappers are known to weaken the walls of
eggs and kobold little ones. It is because they are queen, the keeps, collapsing them, staging a bloody raid, then retreating
center of the kobold nest. before forces can scramble.
Physiological Observations
Like the kobolds they arise from, troglodytes are good at DM Tools
ambushes, preferring to wait above or below their intended I recommend beefing up the troglodyte "queen"
prey. Or utilize a trap that has been set earlier by the kobolds. with the stats for the Gnoll Fang and use the listed
Especially helpful in this endeavor is that fact that their skin troglodyte stats for kobolds in a transition state.
can take on a wide variety of textures and colors that reflect Troglodytes also are not prideful like Orcs might
the local habitat (this not true if the nest is new to the area). be, so they are not going to be easily suckered into
And furthermore, when excited or injured, the troglodyte can one-on-one. They are predators like a pack of lions
so while the small kobolds do a lot of the work, the
secrete a noxious musk that is will poison creatures in close troglodyte will slip in and out to land the big blows.
proximity. In fact, if excited for too long this musk can fill a The last thing I will throw out there is that
small room posing a danger to those outside of melee range. troglodytes get a multi-attack which is pretty cool.
At that point, there have been reports that the creature's skin But because I always picture them as sorta big
takes on a hypnotic pattern of bright swirling colors. alligators, I think if a PC is hit with 2 or more of
those attacks there should be a special
Social Observations consequence.
Its assumed that troglodytes are directionless and driven by D4 Effect of Claw+Claw or Claw+Bite
only hunger much like large lizards ridden by the wild elves 1 Dragged! PC is pulled off their feet into a
in the southern regions. This also is not true. Those who have hole/water/trap door
escaped being eaten have spoken of sacrifice either through
slaughter, dropped in a deep pit, or chained by the sea. These 2 Pain! The intense pressure of the squeezing
unsteady individuals, speak of crude statues whose rough gives disadvantage to one of the PC's next
attacks
work only enhances the horror of the gods they represent.
Chants of "Laog-ZED", "BOK-rug", and/or "tsath-OG-GUA" 3 Snap! PC limb is broken due to the violent
can be heard. It's not clear if these are the same god or thrashing of the monster
different aspects. No matter really because it all ends 4 Caught! PC must make a STR or Athletics
horrifically for the captured and abused. check to escape the monster's grasp

Interspecies Observations
Where civilization has receded, kobold and troglodytes swell.
They are like a tide that seeks to fill holes that others have left
hollow. Unlike Gnolls, who they complete with, troglodytes
can coexist with the natural environment eventually
becoming the apex predator if none exist. However their
worship of hungry gods and love of traps constantly pushes
them toward civilization and other humanoids. They can
never be left uncheck because trade, cattle, and children start
to go missing.

350
While it should be said that the warriors in Va'Kalumn's
Troll work won the day, it was at great price. However, a few things
Antillo Di'Correio's Treatise on the Phenology of Trolls can be gleaned from his telling. Firstly, that fire is key to
Good day to you, my reader. fighting a troll. Their flesh will stitch itself together unless
I thank you for your interest in my text. It was compiled prevented, and for that one must burn it. Many sources I
after years of travel, research and exploration into regions consulted claimed that the fire served as a purifying agent,
which the normal traveler would do well to avoid. When I set and that its application destroyed the evil power which
out to write this text, it was with some trepidation. After all, allowed the troll to regenerate.
what is there to know about Trolls? They have been the However, a mage with whom I travelled awhile assured me
subject of many a tale and they are well established as a that he had success with an acidic compound made from the
hazard for any who would travel the lowlands. Still, there has venom of an ankheg. It is therefore, I posit, possible that fire
been little scholarly effort to consider why they are such a itself is simply a means of cauterizing the wounds, and that
wide spread hazard. We all know what a troll looks like, and any source of burning would be sufficient to do so.
yet, when it comes to appearance, they are widely considered Trolls often appear suddenly in a territory, and their coming
to be one of the most varied humanoid creatures. What is often preceded by a sudden departure of other large
exactly makes something a troll? They are said to eat predators from the area. During the warm months, trolls
everything from people, to animals to each other, and yet live create nests which they decorate with bones, sticks, and
alongside other creatures for years. Indeed, if stories are to metallic objects and jewelry. During this period trolls usually
be believed, trolls are even found next to villages and under live a solitary existence. However, particularly in mid-summer,
bridges on busy byways. How would such a thing be possible it is not unusual to find a mating pair together. During the
if they are so ravenous? And finally, the most difficult winter months, trolls tend to congregate in dens
question, how do they reproduce? There are stories which underground, and often come together in numbers. Like
range from springing from the earth like plants, or from the snakes, they take shelter with each other. As such, it is
spilt blood of injured trolls. I am pleased to say that in this I generally a wise man's choice to avoid such places in the
have made some discoveries, but I will save them for last as winter, and deal with the trolls once the warm weather comes
there are sure to be the most controversial of my treatise. again.
The nature of Trolls and what is commonly known often The origin of trolls is a mystery that is likely never to be
depends on which part of the world one is when asked. Trolls found. Some have said that they are a creation of a mad
are known to be found virtually all parts of the world, from wizard in some time past, while others believe them to be
the far northern mountains to the swamps and hills of my natural creatures, much as men, orcs or goblins. I posit that,
homeland in the south. They are accepted to be reasonably as the trolls are mentioned in the legends of Elves (many of
intelligent, often capable of limited speech, but lacking in wit. which predate the written word and the age of dwarves and
They are believed to have little in the way of culture, and to men,) that trolls are either a creation of the gods or sprung
despise the civilized races whose borders they haunt. from the magics of the Feywild and its boundless energy. It is
They are known to be terrifying in battle. Trolls are masters suspect that, among all the simple creatures of the world,
of the ambush. They love to lurk in water, under bridges and trolls alone would have such boundless life and energy. It
out of sight on hillsides. Far from the lands of men, they will smacks of magic, which I fear is beyond my own
abandon a carcass in such a place that it will attract other understanding. I suggest that interested readers refer to the
predators, which they will then try to devour in turn. They are works of Eldras of the Grey Tower, who has a much greater
surprisingly fast over short distances, and will try to draw gift for the magical than this old ranger.
their prey into attacking range, where they will tear at them Differences in Phrenology and what it means to the species
with their claws and gnashing teeth. Such attacks can drive can, in most cases, be explained as a function of the
them into frenzy, and their regeneration allows them to environment in which they live. Trolls who live in the thick
ignore injury, or even keep fighting after being dismembered. marshes of the south tend to be larger than trolls who live in
In the seminal work of Ulraut Vas'Kalumn, the Hobgoblin the mountains. I believe this to be a function of the
bard, he describes a battle frenzy he observed on during the abundance of food. Another consideration is that in swampy
Empires expansion as such: territory, a smaller frame is unnecessary, since the troll is
We came upon them and our brave knight fell too, with much more able to behave as an ambush predator. (More on
steel and flame. Confident we were, and hard as the edge of a this later.) All species of troll tend towards a stooped gait, and
Szabla. Each blow severed tendon and stripped flesh. We their arms stretch long, giving them an almost ape like walk.
fought as men who felt no fear. Beyond that, they vary wildly, but their skin tone is often a
Yet ours was hubris unfounded. Our sword and fire were match for their environment. Their regeneration means that
uneven in application. Severed hands grew arms; the bodies all phenotypes might be found with extra limbs. The most
of headless foes rose again, even as their heads bit at our famous variation of this, of course, being the two headed troll,
ankles. The red haze of Malar that clouded our warrior's eyes as described in the children's tale, Glen O'Fastbrook at the
gave strength to the beasts, and soon the tide turned. In that Old Stone Bridge. It bears saying, however, that there is little
terrible red mist, the beasts laughed. They bit deep, tore at amusing about two-headed trolls. They do not argue amongst
each other as at our own. themselves as in Old Stone Bridge, but rather the two heads
They shattered our line and stood amongst us as a fury establish a kind of hierarchy and quickly become a terrifying
unchecked. They towered over, and we could do naught but unit. Indeed, trolls are incredibly adaptive. They are typically
fear and die. the top predator in any environment they live in, and the
disappearance of trolls in an area can usually be taken as a
sign that something more dangerous has moved in.

351
Allow me a moment to discuss the two main phenotypes of Other phenotypes are, I suspect, the result of the trolls own
troll which I have encountered. Firstly is the lowland troll. propensity for mutation, which itself is the result of its
These are, as I said, bigger than average, and I believe it is impressive regeneration abilities. Two-headed trolls, three-
from them that most stories of trolls spring. armed troll and the like are almost certainly the result of
They are often found in swamps and marshes, but can some perverse ritual or accidental application of the severed
sometimes be next to rivers and lakes, where they can be a appendage of another troll. I have seen evidence of what I can
threat to fishermen and travelers alike. They tend to be green only describe as troll shaman's, who practice such rituals as
in color and their aquatic lifestyle and sparse, wiry hair often sacrificial offering, self-mutilation and even rituals which bear
lends them to becoming draped in swamp grasses and algae, the hallmarks of the summoning of spirits. Of course, I am
giving them a drooping, straggly look. They tend to alternate aware of the stories from the east of trolls the size of great
in appearance from thick, bloated creatures to long and trees, and terrible monstrosities the size of mountains. I can
stringy. (This, again, is a function of their lifecycle.) They tend only assume, based on my own searching for evidence in both
to have longer, narrower faces than their smaller mountain text and the world, that such giant trolls must have been the
cousins, but it is not unknown to find short nosed trolls in product of over-exaggeration by writers, or else a case of
marshlands found in valleys. misidentification between trolls and hill giants or other
Highland trolls, whom my dear reader has likely heard of giants. If not, then they must be both phenomenally rare and
but, I pray, never encountered themselves, are smaller in indescribably destructive. The idea of a gargantuan troll the
stature than their lowland cousins. As the name suggests, size of a mountain is terrifying, as I am convinced that such a
they are most often found in hills and mountains, though they creature would be nigh on unstoppable.
rarely move above the tree line in such cases. They tend The diet of trolls can best be described as carnivorous,
towards rocky, rougher skin, and the tone of it tends towards though not exclusively so. Generally, trolls eat whatever they
browns and greys. Again, this can change as its environment can catch. Trees and foliage are generally left alone, while
does. During my travels, I have seen trolls (from a distance,) things which move tend to attract attention.
who were at once brown and green stripped in summer, and Like a child, trolls interact with the world mostly through
brown and grey in fall. As I mentioned before, they generally their mouth. I have seen trolls eat men, horses, bears, and
have shorter, thicker faces. They have the same thin, wiry hair even a peryton whose kettle had fallen upon my caravan.
as lowland trolls, but less of it. My own observation is that (That, truly, was a terrifying day. Luckily for my surviving
what these trolls lack in size they make up for in cunning. compatriots and I, the birds turned on the greater threat of
They are adept at ambushing, and will use their mastery of the troll, and we were able to flee. What followed was a two
the mountainous terrain to attack caravans and patrols with day forced march back to the safety of town. It took a long
near impunity. I suspect that many of the stories of bridge time before we were able to continue our journey: a lesson
trolls are based on these Highland trolls. that the quest for knowledge is not for the weak of spirit or
Ice Trolls were described to me by a scald of the northern body. It is generally considered that trolls eat everything that
Elven kingdoms, and he described them as smaller (about the they can catch, but this is not entirely true. They tend to
size of a tall dwarf,) yet with similar hallmarks of prefer larger animals. Horses are a preferred meal, as are
regeneration and appetite to the previous examples. livestock. In the wild, when stocks of elk, giant goats and
These, he said, lived in the ice and snow of the north, and buffalo run low they will search out owlbears, giant
made their homes near hot springs and deep within the crocodiles, manticores or even ettins. Though they seem
mountains. In the summer, when the glaciers water flows fearless, they often avoid intelligent races that might be able
down, they will occasionally swarm into the lands of the to act against them in force. This is unfortunately not
Elves there. He told me of a legend of a great hero, Ilmasul universally true, and in sufficient numbers trolls have been
Ilsorian, who once held back such a swarm in the Ice known to assault villages and towns.
Hammer pass with an army of volunteers. His telling of the In temperate climates, trolls spend the spring staking out
tale has led me to hypothesize that ice trolls, as they are their territory, the summer mating and the fall feeding, and
called, differ from other trolls in that they are far more then spend the winter in hibernation. The cold does them no
vulnerable to flame and significantly more social than other harm, so it is unclear why exactly they need to hibernate. It is
species of troll. my observation, however, that this might be partly due to the
Of course, I would be remiss to mention the Ocean, or decreased availability of food and the difficulty in setting up
Saltwater troll. It appears to me that these creatures, ambushes, although in his work, The Ecology of Trolls,
commonly called Scrags, in fact compose a totally different Eldras of the Grey Tower hypothesizes that in fact the blood
species. They tend to be far less amphibious than their land of trolls prevents them from surviving the winter, and that
based cousins, the lowland troll, while at the same time while the cold does not harm them their hearts slow in the
demonstrating a greater intelligence and sociality then most cold like a lizards. An interesting observation, but one that
other species of troll. However, they have a significant puts to question how such a thing as ice trolls could exist if
weakness in that their regeneration seems to be tied to the that was the case. In any case, the bodies of trolls change
application of sea water. Indeed, if rumors are to be believed, significantly over the year. Those encountered in the spring
they are able to regenerate even from fire if allowed to tend to be leaner, while those in the fall thick and powerfully
submerge themselves in salt water. It is my opinion, however, built.
based on the other species of troll I have observed and my
own thoughts on the nature of legends, that in all likelihood
no such strength exists; rather, the trolls are just less inclined
to bloodlust, and flee to the safety of the water when injuries
are dire.

352
The reproductive cycle of Trolls, as I promised, is one of the Trolls are said to be without their own society, but at the
most hypothesized and theorized aspects of their lifecycle. To same time are able to operate within armies as terrifying
this, I bring my own significant observations, for I tell you: I shock troopers. To this topic, my reader, I posit my final
have spent three summers chasing trolls in the woods of the thoughts. I believe that while much has been made of the
Black Water valley, and I have observed many a troll nest, and stupidity of trolls, there is a great deal that they can be made
even the hatching of a clutch of trolls. Indeed, I say hatching to learn if the need or desire arises. Trolls are cunning,
for that is what it is. vicious and always hungry, but this is a feature of their nature
An observant reader may have already caught on that trolls and not a deficiency of their mind.
share much in common with a simpler creature with which They are supremely adaptive, and underestimating their
we are all familiar: the common frog. Observe that both hide ability to spring a trap has cost me many a good friend. Trolls
in water, using surprise and overwhelming strength to devour are to be feared and respected, and if one is to hunt them
their prey. Both are capable of regrowing lost limbs, although always remember: bring fire.
the poor frog requires months to do what the troll does in
mere hours. Both live equally on land and in water, and of
course the frog even has a cousin who is like as the highland
troll to the lowland. (Of course, I refer to the often maligned
toad.) Indeed, trolls share many elements with frogs. One
more is that trolls begin their lifecycles buried in the mud, as
eggs.
I warn you now, oh dear reader, that what follows is not for
the weak of stomach.
As I have said before, these nests are often decorated with
bones, metallic objects or other decorations. They are also
famously bad smelling; a direct result of the spreading of
pheromones of the troll parents. Tolls do not raise their
young, and it could not be said that there are male or female
trolls. Rather, it seems that trolls are able to change
themselves to suit the needs. If a community of trolls is
missing a sufficient number of females, then it is possible
that the weaker males of the colony might spontaneously
develop female organs. I have never observed such a change,
but I did observe that a male I had watched one year returned
the following (to my surprise) as a female. The actual mating
process is tame. Trolls do not lay with each other, but rather
the female opens her belly to deposit her eggs directly into
the nest. The male then sprays his seed onto the eggs, and
the whole mix is covered with mud. 1 Over the course of the
next few weeks, the parents will pack the nest with refuse,
rotted meat, and their own excrement. The parents will
usually stay together for a time before eventually both leaving
the nest. The eggs hatch the following spring in a frothing
mix of mud, rotted foliage and feces. It is truly a sickening
sight to see so many tiny trolls pour out of the ground, and
begin to devour each other. A grand melee ensues, until either
one is left or the survivors decide to leave. Out of a clutch of
hundreds of eggs, perhaps only ten trolls will escape the
experience. The fledglings will seek out a source of water,
wherein they will live until such a time that they dare venture
out on land. Trolls grow rapidly, and a fledgling who is the
size of a house cat when born will grow to be a head and a
half taller than a grown man within a single season.
1 To those who would discount my theories with tales of
trolls raping, you would do well to consider that such
situations are not an example of trolls procreating. Such
displays are a symptom of domination, and a behavior that
the trolls themselves learn from their mercenary
counterparts. I will venture that the most likely outcome of a
troll attack on a village is that all those who can be caught
will be eaten, and the idea that the troll would leave someone
alive to bear a child is likely either a complete fantasy or a
case of mistaken identity.

353
Umber Hulk Position in the Ecosystem and
common life
Introduction When it is not eating adventurers or Underdark denizens,
The umber hulk is a massive monstrosity that scrambles the umber hulks prey on ankhegs, small purple worms, and
minds of its victims, either abducting them, dragging them gricks. Tales about umber hulks tell of them tunneling out of
into the earth from where they came, or contentedly killing ancient purple worms, slaying the worms and guaranteeing a
individuals of the group while the rest are confused by its fulfilling meal. A umber hulk can go into a sort of hibernation
gaze. Those that survive umber hulk attacks are rare, and if it starts to lack food nearby, lasting up to a month in the
even rarer are those to remember the beast that attacked state before perishing. However, their senses are still active,
them. Although it is difficult to recognize the signs of their so as soon as their hearing or sight picks up prey, it will use
attacks, which are commonly mistaken for cave-ins, or its confusing gaze to stop victims from escaping.
attributed to the other monstrosities of the underdark, there The umber hulks can communicate in their own language,
are telltale signs of umber hulks that any with experience can however scholarly attempts to replicate the language fail as
identify. Deep gouges and scratches into solid stone that even many of the important sounds come from a clicking together
picks can't nick, cave-in survivors not remembering anything of the hulk's mandibles. Even though they speak a language,
during the cave-in, and many other small details can aid in the hulks tend to be solitary creatures, until their mating
identifying umber hulks as being responsible. period. While the male and female umber hulks are similar in
size, the female shell will be a lighter color than the male of
Physical Nature the species. Umber hulks tend to have live births roughly a
Umber hulks are very bulky, large creatures standing nearly year after mating, with one to three children produced. The
twelve feet tall and over four and a half feet wide. Continuing young umber hulks, commonly referred to as hulklings,
the trend of being large, their arms are approximately twice become fully mature after two years, at which point they leave
the size of even the most muscular dwarves' arms and end in their mother's protection. The average lifespan of a male
claws harder than iron able to rip through solid stone with umber hulk is 50 years while the females live on average 75.
astonishing speed. Even with their muscular bodies, their
large weight of around 1500-1750 lbs make them slow Variants:
creatures. While their mouth contains rows of small teeth, Tremor hulk: These umber hulks tend to be larger than their
most are harmed by the hulk's two sets of mandibles. The underdark cousins, growing even to the sizes of massive
hide of a umber hulk is a shell-like structure similar to a purple worms. They tend to be found in dense, rocky areas in
beetle, varying in shades of black, grayish or burnt brown mountains or in deserts. They follow their victims, using
hues, or even a dark purple in the rarer varieties. A variant of underground tunnels in combination with smashing violently
the Umber hulk described below, the tremor hulk, has a very into the ground with their specialized claws to cause victims
tan coloration to better hide in its surroundings. unaffected by their gaze to be buried in the tunnels. It looks
The hulk has two sets of eyes: a smaller set near the top of like this, but the eyes are similar to the Umber hulk.
their head protected by ridges, and a larger set of eyes further Some other variants are said to exist. A dwarven
apart from each other and below the smaller eyes. While eye adventurer told a tale of Umber hulks mixed with illithid
color varies depending on gender and variant of hulk, the tadpoles, with tentacles below the hulks' mandibles.
most common eye color for umber hulks is for the larger set Nemezark, the self titled Monstrologist, wrote of his
of eyes to be white with black irises, while the smaller set of experiences with a hulk that had an adhesive similar to a
eyes higher up on its head are purple with yellow or amber mimic on its shell that only adhered to armor and strong
irises. The small eyes of the umber hulk confuse both rocks. He also told of the poor fighter who lost his axe to the
humanoids and monsters alike, causing erratic behavior that shell of the beast.
the hulk can capitalize on when hunting. Those who survive
the hulks confusing gaze tell that their eyes almost swirl like Strategies for Adventurers
a whirlpool when the hulk tries to incapacitate its victims.
The umber hulk can sense vibrations in the ground and, like Adventurers that even know of the Umber hulk's existence
many denizens of the Underdark, can see clearly in darkness. suggest using mirrors in an attempt to confuse the umber
The hulks have no nose, instead relying on gills or its mouth hulk with its own gaze, but none have survived an encounter
to breathe, suggesting an underwater life prior in its using this tactic to tell the tale. While the hulks have hard
evolutionary history. shells that ward of many an attacker's blade, they are fairly
susceptible to mind tricks like illusions.

354
DM Tactics
When a umber hulk knows prey (or adventurers)
are coming, it will follow a previously-dug out
tunnel to a better ambush point (one best suited to
use its confusing gaze), then attempt to either
cause a cave-in or ambush prey. If given the
opportunity, it will break solid rock under an
adventurer, grab them, and drag them back into the
tunnel, using debris to give it cover from other
members of the party while its mandibles and
claws deal with its captured victim.
Of a umber hulk feels outnumbered or needs a
better position to fight from, it will retreat into its
tunnels, attempting a similar cave-in and snatch
from when it engaged with the party. Otherwise, it
will follow them, attempting to pick off nighttime
guards using its confusing gaze.

355
Humans love unicorns. For a good king to have a unicorn
Unicorn in his forest is a sure sign that the gods and fate have blessed
his rule. In actuality it means that the king's good intentions
Introduction got someone else with really good intentions killed and the
Celestial beast? Avatar of purity? A product of wizard-induced Seelie Court took notice. Elves know this a stay away from
mating? Hardly. A unicorn is the personification of something unicorns. Dwarves being underground rarely if ever meet
both familiar and strange...a bargain with the Seelie court. unicorns.
When humans die with passions unfinished and they reach Unicorns are chaotic good. They are attracted to those in
out to infernal powers with their dying breath for one last need and with a simple view of the world. Which is why
chance- a revenant is born. When the righteous, kind-hearted, unmarried human teenagers who are virgins are the best at
and/or innocent are placed in the same situation and a noble attracting their attention almost by accident.
Fay answers- a unicorn is born. Another possibility is that the unicorn's forest will also
Out of this bargain the non-Fay gets a new lease on life, the house a small community of humans and a few humanoids
Seelie court gets a new champion, and the specific Fay gets a who have a variety of curses suppressed by the unicorns'
warm chuckle in seeing how the being will adapt to its new presence. They are fierce guardians and will attempt to drive
body. off druids that want to move the unicorn. The fey find this set
up especially hilarious.
Physiological Observations
Although looking like horses, unicorns are far from it. To Behavior Observations
mortal eyes, unicorn coats are pearl white, have gold/copper Unicorns are self-appointed stewards of the lands they live in
colored hooves, and a singular pure white horn. To beings no matter if any other creatures in that area need the
with true sight or when encountered in the feywilds, unicorns protection. However they do not tend to stay too far from the
glow with and intense internal light. Their manes ablaze with place of resurrection because their uncompleted quest is
fire and their hooves shed sparks of starlight when they strike nearby. Unicorns might have just forgotten about it, but it
the ground, water, or skulls. Also noticeable in the feywilds is always sits in the back of their mind.
a symbol that faintly hovers above their head indicating which Unicorns will watch the edges of important battles in order
fey house struck this bargain. to judge when to intervene. This often occurs at a singular
Due to their non-natural nature, unicorns do not need to critical moment in battle when the tide would normally turn
sleep, eat, and can survive almost all conditions on the Prime against the forces of good. The unicorn appears, often making
Material plane as long as they retain their connection to the a dramatic entrance, gallops to the bravest warrior, and
Feywild. Interestingly, however, they do enjoy drinking water carries her or him directed to the leader of the evil forces.
that is reflecting moonlight. Great for troop morale, terrible for commanders trying to
The internal skeleton of a unicorn is also peculiar and non- maintain any strategic position.
horse like. If one were to commit such a blasphemous act as Alternatively, unicorns will take up the mentoring of youth
to kill a unicorn and then cut it open, you'd find the skeleton in preparation for a great quest. They will coach the youth on
to resemble that of a human somehow wearing a horse the troubles ahead, help them prepare for the final battle by
costume. Attempting to put the whole thing back together will questing for important artifacts, and carry them to the final
result in something that, in fact, looks like a human skeleton conflict. This often results in the death of the youth because
being sown back into a horse skin. unicorns place bravery/courage before aptitude.
And if that same someone was then so foolish as to cast a
resurrection spell on this sham unicorn, the result would be Variants
creating a creature that wants to murder the caster first, then Sham Unicorns: Created by killing a unicorn, removing its
everyone/everything else until destroyed- starting with the organs, bones, and skin, then trying to put it back together
happiest creatures around it. with a Resurrection spell. Creates a chaotic evil being that
wants to feed and hunt. A perfect mount for a Dread Knight
Social Observations/Interspecies or Litch.
Observations Noble Steed: Sometimes a unicorn after a fit of lust, might
Unicorns are lords of the forest, but not because they are of mate with a horse. The result is a horse of human level
the forest, but more because they are in the forest currently. intelligence, that is sensible, and cautious. While having none
They set up rule as a sort of benevolent dictator, settling of the magical ability of a unicorn, noble steeds do know how
disputes among animals, helping out needy beings, and to keep their riders alive a lot longer. They are heavily valued
killing fell beasts that take up residence. This upsets the by knights and paladins. Just think about every horse side-
natural order of things, which is why druids hate unicorns. kick in every Disney movie.
The only reason a unicorn might be accompanied by druids is
because the druids are trying to help it complete its quest and
leave this plane. Unlike, revenants, unicorns have 777 years
to do this and tend to be distracted by immediate and local
evil. The druids are keeping it on track.

356
DM's Tool Box
When Saved by a Unicorn
When a good-aligned PC is making Death saves,
there is a 5% chance that a unicorn will appear.
This chance increase 5% for every failed rolled.
When saved by a unicorn, the PC will feel a great
sense of debt owed to the creature and will
compulsively carry out one task assigned to it by
the unicorn. Charisma check (DC 20) in order to
resist the compulsivity of the task.
D6 Quests for the Unicorn
1 Slay the 2nd-in-command (of a more distant
threat) while the unicorn rallies campaign
forces
2 Destroy an artifact of profane and powerfully
corrupting influence
3 Delay a circle of druids from interfering with
the unicorn's plans until the next full moon
4 Seek Unicorn gives PCs a list of ways to
remove the curses, freeing some of the
population of the null-cursed
5 "Free" (read: kidnap) a local youth the unicorn
has chosen for a very important task. Parents
are important regional nobles
6 Delve a dungeon under the unicorn's territory
and seek out a source of corruption

On the subject of Unicorn Meat


Unicorn Meat (Or Unicorn Lasagne)Cursed &
Priceless
If evil: eating this dish will lead to ecstasy and an
addiction to having it again. Most hags know
generally how to make it. Most evil BBGs will give a
large sum for a true taste of this dish.
If good: eating this dish will lead to ecstasy then
immediate and powerful guilt over how good it
tasted. The good being will become distraught and
eventually kill themselves on the first blade or
spike made of white marble they find.
Its basically consuming purity and goodness. It is
a profane act. Horses will always know what you
need and never let you touch them. Other animals
will shy away from you. Gods will never look at you
again. Angels will hunt you.
Demons will want to eat you just to taste the
unicorn meat. Devils will want to strike a deal with
you for more. And that's assuming you survive the
Seelie wraith for eating a funny joke with your
perversion.

357
Vampire Creation Methodology
"I am the ancient, I am the land. My beginnings are lost in the To understand how and why Vampires are created, it is
dark of the past. I was the warrior, I was good and just. I important to know the story of Count Strahd von Zarovich,
thundered across the land like the wrath of a just god, but the who legend claims to be the first vampire. From the
war years and the killing years wore down my soul as the recountation: "A brilliant thinker and capable warrior in life,
wind wears down stone into sand." Strahd von Zarovich fought in countless battles for his
-- Count Strahd von Zarovich people. When war and killing finally stripped him of his youth
and strength, he settled in the remote valley of Barovia and
built a castle on a towering pinnacle, from which he could
Introduction survey his lands. His brother Sergei came to live with him in
Vampires are the dark beings who wake to an endless night, Castle Raven loft, becoming Strahd's adviser and constant
hungering for the lives they lost upon their conversions. They companion. In his brother, Strahd saw everything he had lost.
sate this hunger by consuming the blood of the living Sergei was handsome and young, while
creatures, absorbing their essence to and power. Strahd had become old and scarred. Resentment colored
These monsters detest the sunlight, for the touch of their relationship, eventually turning into hatred. Strahd's
Corellon's pure light burns them. They do not have shadows beloved, Tatyana, spurned him for Sergei, whom she pledged
or cast reflections which is why any vampire planning to to marry. In a desperate attempt to win Tatyana's heart,
move unnoticed hides in the shadows far from reflective Strahd forged a pact with dark powers that made him
surfaces. immortal. At the wedding of Sergei and Tatyana, he
confronted his brother and killed him. Tatyana fled and flung
Physiological Observations herself from Ravenloft's walls. Strahd's guards, seeing him
for a monster, shot him with arrows. But he did not die. He
Vampires are often a representation of whatever race that became a vampire-the first vampire, according to many sages.
they were in life. More often than not however, most vampires In the centuries since his transformation, Strahd's lust for life
come from the medium sized races as vampires like for their and youth have only grown. He broods in his dark castle,
brood to have the versatility of movement and power that cursing the living for stealing away what he lost, and never
comes from being a human or an elf. Because vampires are admitting his hand in the tragedy he created."
undead, they do not have beating hearts or blood coursing And so did Strahd von Zarovich become the founder of his
through their veins. They do not require air to breath or food species consumed by darkness. . But, more than that it is
in the ways that most ordinary creatures need food. Rather, through him that one can understand much of how Vampires
their sustenance comes from the blood of the living, the are created. To become a Vampire Lord such as Strahd von
creatures that the monsters envy the most. They are Zarovich requires a ritual of deep evil to be performed. This
immortal, unaging, and only die. ritual can only be performed between sunset and the sunrise
After their conversion to the undead, vampires become of the next morning and takes approximately 6 hours to
incredibly resilient. Their skin, tissues, and bones harden to a perform. As a part of the ritual, the vampire lord must share
point that they develop natural armor similar to that of his blood with a lesser vampire and consume the blood of the
leather armors. Of course, they choose not to move without lesser vampire. Then, the lesser vampire must be ritually
clothing. Combined with other armors, vampires become buried in the ground. Then a prayer to Asmodeus seals the
almost untouchable. Besides simply hardening, the skin of blessing of darkness unto the lesser vampire which will
vampires becomes untouchable by all necrotic damage remain buried until the sunset of the following day finally a
(which should be obvious when you consider that vampires full vampire lord.
are undead already). Additionally, their skin has hardened to Normal Vampires are created more simply. First, a vampire
the point that it cannot be cut or bludgeoned by any weapon lord or vampire may create spawn by sucking the blood of
that is not magical. vampires without draining them of life fully. This injects the
The magic that grants the vampire his undead abilities also dark magic into the blood of the living creature, gruesomely
grants the vampires body grants it a legendary resistance and agonizingly killing them. After they have died, they
which allows the vampire to successfully resist anything 3 awaken fully under the control of whichever vampire or
times a day. The eye sight of vampires sharpens well enough vampire lord first bit them. They can become true vampires,
for them to see perfectly in the dark. This same magic grants with free will, when relinquished of the control by their
vampires the ability to turn into a small bat or a cloud of mist. master. However, few vampires will grant this freedom, eager
This magic enhances their physical prowess as well. They to keep control of their thrall. Spawn can also gain freedom if
gain enhanced strength, enhanced constitution, and their master dies.
enhanced dexterity, placing vampires at the pinnacle of Vampires do have weaknesses. They cannot enter religious
physicality. institutions without invitation. Sunlight burns their skin. They
They gain more than just physical prowess as well. Their are slowed and hurt by moving across or over running water.
intellect improves extremely quickly and they gain a little Contrary to the common myth, garlic has no effect on them
wisdom. Their immortality grants them this luxury. This other than to amuse or annoy them. Driving a stake through
increased ability lets these abominations to climb any surface the heart of a vampire in its sleeping place will paralyze it.
including upside down on ceilings. Additionally, Vampires are required to rest in their place of
turning at least once every
24 hours.

358
Social Observations
Vampires are creatures of lawful evil. They are consumed by
selfish interests but abide by set principles. They are vain in
their dealings with others and extremely proud of their
capabilities. They believe that they are the best of all species
while secretly not admitting their jealousy of the mortals that
they wish to regain the life from. They prefer to remain to
themselves and only really interact with mortals to gain new
spawn or for food. Other than this interaction, they stay away
to avoid being consumed by envy.
Behavioral Observations
Vampires are guided by a desire to regain all they lost when
they converted to the undead. They desire the warmth of
mortality, the love they lost, the ability to experience
goodness. Guided by these desires and the knowledge they'll
never regain what they lost, they conspire to deprive every
other race of their joy. Vampires tend to be envious of the
living because once they lose their mortality, they slowly
become consumed by their darkest emotions.
For example, love turns into lust for some young beauty.
Friendship devolves into extreme jealousy. They lose all
ability to resist the darkness within.
Intra-species Observations
Vampires work together under the leadership of Vampire
Lords however they often choose to spread out to their own
individual domains to maintain their own set of "livestock" to
feed from.

DM's Toolkits
Vampires are always a staple of any campaign that
requires a notorious, intelligent, and cunning villain
bent on taking over the world. They make for
masters of deception. They make for some of the
best BBEGs for you to have agents moving around
under. I also love using Vampires for campaigns to
add a little of a rushed feeling by adding a time
limit to stopping something he is doing.

359
On the Prime Material Plane, Weirds are recognized and
Water Weird revered as the spirits and protectors of lakes and ponds. On
"Toss a copper in the pool before you take a drink." one occasion, an ancient Weird is said to have spoken with
"What? Why?" Humans, gotten involved with the affairs of wizards, and
"Just do it. It's not worth annoying the fountain's guardian." passed on a Holy Avenger to a just king.
In dungeons and fortresses across the world, travelers and Water Weirds who wander and fail to find a pool of their
adventurers find themselves days into a delve and very thirsty. own return to the Elemental Plane of Water twice per year.
Adventurer beware, because the most peaceful and lonely The first time is in the height of the Prime Material Plane's
fountains may be home to the dangerous Water Weird. summer. At this time, many Weirds appear in the tides of the
The Water Weird is a common pet and guardian for the Silt Flats, and swim into the Swamp of Oblivion to mingle,
magically adept. Competent at scaring off common rabble fight, and do ritualistic dances of a sort. All of these behaviors
and very loyal (as long as their pools care kept fresh), they can are of what can be observed above the water. There is no
prove to be a very low-maintenance addition to the defenses telling what happens below, as
of any Wizard's Tower or Dragon's Lair. Water Weirds are invisible when submerged.
The second time that Water Weirds migrate back to the
Physical Observations Plane of Water is in the height of winter. At this time,
wandering Weirds appear near the Isle of Dread and swim
Water Weirds are simple in structure. They have no organs to towards the Sea of Ice. There, their bodies crystallize, freeze,
speak of. No tissues, nor cells. Quite literally, they are water and shatter. In this way, they reproduce. Each ice chunk that
given shape and purpose. They share their body with the floats away from those spawning grounds is a newborn Water
body of water that surrounds it, and depend on it as well. If Weird.
the Weird is removed from the safety of its pool or river, the
Weird dies instantly. Outside of a greater pool of water, the Weirds and Civilization
Water Weird does not have the strength constitution to hold Outside of friendly protector/local relationships, most
its own shape, and will vaporize instantly interactions between mundane folk and Water Weirds are
As the Water Weird is dependent on a body of water, it also negative for both parties.
shares the properties and disposition. A body of water that is Sometimes, a Water Weird will take residence in a source
desecrated or particularly polluted makes a Water Weird of drinking water. Mortals that take large amounts of water
disloyal, irritable, and attack with deadly intent. Water that is from the water source may intimidate the Water Weird, and it
sanctified or purified makes a Water Weird's loyalty may be driven to lash out at its thirsty interlopers.
unshakable and it's temperament mild. In this event, send word for a wizard.
As mundane water can take the shape of its container, a "Hey, Grognard, you can stop reading now. You already
Water Weird can take any number of forms. The most read the important stuff."
common form that a Weird takes is reminiscent of a serpent "Oh. Hm... Water Weirds are sorta... weird, aren't they?"
rearing up from the water. Outside of the shape of a serpent, "Ugh... How long did it take you to come up with that one?"
they may take nearly any other physical shape, but tend to
favor those with long necks, tails, and tentacles with which it Weirds and Wizards
can strangle and crush its foes. Now for the juicy part...
Only the oldest Water Weirds have been noted to take on If you're a Wizard, and you have a tower, you're probably in
humanoid shape. With this proficiency, they usually old gain want of a Weird. They make loyal and steadfast guardians for
the power of speech as well. Unless specially trained or treasure that you don't mind dunking in a pool of water.
especially intelligent, a Water Weird will only know They're also incredibly low-maintenance., as they need no air,
Aquan, the native language of the Elemental Plane of food, sleep, or drink. For the decorative or eccentric, their
Water. holding pools can make for excellent aquariums and
"Is the Fighter reading my journal again?" fountains. Do not store more than one Water Weird in one
"Yeah, I think so." container, as they are very territorial.
"I'd better stop him before he gets any funny ideas..." Housing a Weird is easy. Getting your hands on a Weird is
a quite a bit more tricky.
Migration and Reproduction Water Weirds are invisible in their element, and they're
Although Weirds come from the Elemental Plane of Water, notoriously hard to catch. Despite this, there are a handful of
there is no known plane of existence that has natural water tried and true ways to discover where a Weird is hiding and
sources and no Water Weirds to inhabit them. Water Weirds secure it for your private quarters.
reserve the unique ability to Plane Shift at will while When collecting or capturing Water Weirds, always bring
swimming through moving water, and thus can appear along a fishing net with silver netting and a solid metal
anywhere in the universe where is significant water-flow. In bucket with a sealable top, full of sanctified water.
the wild, Weirds are solitary creatures that naturally seek out The first and easiest way to discover the presence of a
standing water to reside in. Once they find a suitable pool of water weird is through the use of a liquid or powdered dye.
water, they may choose to live in it alone for the rest of their Before the liquid is evenly dispersed in the water, keep an eye
days. out for quick and subtle movements within the water as the
Weird attempts to discern what new substance has invaded
its space. Once you have a clear idea where the Weird is,
scoop it up with your net, quickly transfer it to your metal
bucket, then seal the bucket.

360
The second way to discover the presence of a Water Weird is
the watch a source of flowing water. In moving water, Weirds
can freely move against the flow to stay put or swim
upstream. When this happens, there is a very notable effect
on the water flow, that makes it seem that a part of the river is
flowing upstream. Again, once you have a clear idea where
the Weird is, scoop it up with your net, quickly transfer it to
your metal bucket, then seal the bucket.
The third, final, and easiest way to secure a Weird is to find
it frozen. Water Weirds cannot be frozen through normal
means. In the wintertime, they reside at the liquid bottom of
their pool. If they live in a small mote of water, then the water
simply will not freeze. The only time that a Water Weird will
freeze is during their mating season on the Elemental Plane
of Water. As little chunks of ice float through the tides, simply
scoop them up and dump them in your bucket. Chances are
that you'll find enough young Water Weirds to satisfy all your
treasure-guarding needs.

DM Toolbox
Most of my ideas for Water Weirds can be found in
greater detail in the Weirds and Wizards section
above.
Quest: A Wizard needs Water Weirds for
experimentation or for guarding a sacred treasure.
He hands the party a few Silver Nets and a bucket,
and sends them on their way. They might be sent
to a nearby town that has issues with their well, or
maybe the wizard will Plane Shift them to the Sea
of Ice to nab them fresh from the sea.
Ally or Patron: A very old Water Weird has grown
interested in mortal matters, and wants to share its
treasure to stir up drama or action.
Enemy: Have a treasure that your PC's will want?
Put it in a box, and drop it in a fountain. Either they
can fight the Water Weird, or offer it some
significant treasure to trade for whatever is in the
box. It might be interesting to have a dungeon with
several of these encounters, where only one has
the McGuffin they need.

361
They will bear great resemblance to those they were in life,
Wight though deathly pale, their hair turning night black or white,
"NO!" Zarn cried. He caught a single glimpse of his form, still, fingers turned into sharp black claws. A bone chilling cold
run through, dead on the battlefield, before his spirit was surrounds them, their very essence sucking life out of all
dragged down. around them. Life will die where a powerful Wight tread,
"NO, I WILL NOT BE DENIED, I WILL NOT FALL, I leave dead blackened grass, brackish water, and so forth in
WILL SEE THEM DEAD!" His spirit raged, striving with all their wake. They usual garb themselves in a semblance of
his will to return to his body. He ignored the planes half what they were in life, though now as a clear servant of death
glimpsed, the forces that sought to take his life spirit for their or a dark lord. They are weakened in the light of the sun, and
own. He was Zarn, The Blacksword of the Plains. His will usually retreat to whatever lair they have until twilight
conquest had been written in the stars, his bloody path his covers the world again. The most powerful of their kind will
destiny. He was not to be defeat, by some band of fools! find means to blot out the sun, so they may wage their war
"NO, LET ME GO, MY WORK IS NOT COMPLETE, GIVE against life eternal.
ME MY VENGEANCE!" He raged on. It may have taken
seconds, maybe millennia, but in his rage he saw he had Social Observations
stopped falling. He was in a place of shadow and fire, of the A Wight's war against life, their completely focused will to see
cold of the grave, and anger eternal. Some great thing, their own means met, means they will rarely interact with
something he could not will himself to comprehend stood others. They may serve in a Death Knight's army, or as the
before him. bodyguard of a Necromancer, but they will only do so as long
"SWEAR ALLIEGENCE TO ME ZARN! I WILL RETURN as it furthers their own gains. Though they are in possession
YOU TO YOUR WORLD, FREE TO SEE YOUR DESTINY of the skills and memories they possessed in life, they rarely
FULFILLED! ALL YOU MUST DO IS GIVE OATH TO ME!" indulge in creativity, planning or thought, relying simply on
The great voice that was not a voice burned strong in Zarn. their indomitable hunger and rage to see them through
He didn't even have to consider. obstacles. This make them perfect warlords and shock
"YES I SWEAR AN OATH TO YOU, NOW RETURN ME!" troops, but poor advisors to darker stronger powers.
Zarn opened his cold eyes to stare up at the night's sky. He They have sworn themselves to a dark god for their return
stood, notice the mortal wounds he had taken seal to life. They will not go against this god in any way, and
themselves before his eyes. He picked up his wicked blade usually become devote followers of them. They may serve a
where it had fallen, noticing how much darker and brighter dark cult of their master for a short time, leaving as soon as
the world seemed now. Zarn the Blacksword was reborn, and its master allows it to.
his rage at the living was only match by his will to see them
all dead. Behavioral Observations
Introduction Wights always hunger for life. There is no greater joy for
these wicked creatures then to drain the very spirit and
Wight's are those souls so driven by their goals, upon death essence of the living. This then drives them to go where the
they would give anything to return to the mortal plane. A dark living are, and therefore into conflict. Battle and war is the
god, demon lord, or force of malevolence may heed this cry, existence of any Wight, one which they thrill in, falling into
and strike a deal. They will return this being to their world, as deeper hunger and madness, ever driven to kill. Wights do not
long as they swear allegiance to them, with a promise to rest. They will hunt those who they see as the reason for their
conduct war against all that is living. This usually goes along death, or as any obstacle to their maniacal plans relentlessly.
with the now newly formed Wight's wishes, but regardless They may be distracted by their hunger, or the will of their
they are given a level of autonomy and free thought rarely oath sworn god, but this is only for a short time.
seen in most undead. A deep hunger to destroy the living
clouds a Wight's mind though, one that must be answered as Inter-Species Observations
they seek their own goals.
Wights neither have any love or hatred for their fellows. They
Physiological Observation may work together at the willing of the same dark lord, or if
their goals are the same, but will never go out and seek this.
A Wight at first glance may be mistaken for a zombie. This Necromancers, Death Knights, and dark gods may form
will be lost quickly. A Wight's eyes burn fiercely, black orbs Wights into bands of assassins, scouts and shock troops, but
with bright embers of white, showing their deep hatred of the they themselves will never seek to do this. They have no
living, not a thing of the autonomous zombie. interest in other like them, only in their hunger, their will to
carry on their schemes, and the call of battle.

362
DM's Toolkit
Wights make villains for low level players to
challenge. They're ability to raise zombies from
those they slay give you a perfect band of minor
undead for new heroes to vanquish from a village,
forest, or dark cave. They are also great plot hooks
for BBEGs. Why is this Wight here? Was she sent
by a Necromancer to bring more bodies for its dark
rituals?
What if that bandit chief you kill in your first
session wasn't satisfied with simply dying? What if
a demon lord reached out and offered him a
chance for revenge against those dastardly heroes?
This can bring a greater level of story to your
adventures, and add further meaning to your initial
sessions. Any beast or being of reasonable
intelligence can be brought back as a Wight, far
stronger and deadlier, and with a premade vendetta
against you heroes.
At mid level Wights make perfect soldiers for
your heroes to face as they go to assault a Death
Knights keep or so forth.
They can also be made strong by making them
dark paladins of their new infernal lords. They could
have been fallen rangers, wizards, and the like in
their past lives, therefore giving them access to
these abilities in their new undeath.

363
Another notable ability, which also lends the Will-O'-Wisp
Will-O'-Wisp his name, is his capability to glow in yellow, white, green and
This creature... it is not from one of the seven hells, nor does blue-ish colours. Other colours have not been unheard of,
it hail from the deep darkness of the world. It is also neither a though they appear to be quite rare. Will-O'-Wisp's are able to
ghost or a living creature. Yet it lives on the material plane, control the colours of light they emit, and use this to form the
with only one apparent purpose: to feast on the fears and vague shapes of a humanoid skull to further intimidate their
nightmares of the living. victims. They can also control the intensity of light they emit,
Its body is virtually non-existent, its appearance almost becoming practically invisible if they so desire.
always the herald of death, it goes by the shape of a glowing
skull. This thing... it goes by many names: Spook-lights, Social Observations
corpse candles, death lanterns and... of course... its true Will-O'-Wisp's prefer to dwell in swamps, overgrown forests
name: the Will-O'-Wisp. and wetlands. The fact that these regions are sparse in prey
-- Necromancer Anotal Ver' Hakt raises questions as to why they remain there. Some
individuals make their way into civilized areas, most notably
Introduction large towns. They prefer to take up their position as close to
The Will-O'-Wisp, a creature which many names are a prisons, torture chambers or gallows as they can get
testament to its widespread influence it had on civilizations undetected, by residing near or inside lanterns.
and cultures in Golarion. This is not a surprise, as a Will-O'-
Wisp who has revealed himself typically spells death for the Behavioural Observations
creature that is its witness. One to many people have gone Far from mindless, Will-O'-Wisp's appear to be merely
missing at night, due to the presence of these creatures. interested in luring prey to subsequently feast on their fears
But what precisely are Will-O'-Wisp's? They are most when their trap has sprung. They are not defenseless,
commonly known as small, flying balls of light that however. If an enemy resists, they can inflict electrical
predominantly live in swamps. They are terrifying, however, damage by merely touching their opponent. They are also
due to the fact that they lure unsuspecting travellers into resistant against many types of magical attacks, save for
traps and ambushes. After they struck a victim, the Will-O'- spells like magic missile and maze.
Wisp does not kill his prey, but rather waits for them to die
while in the meanwhile they feast on the fears and frights of Intra-Species Observations
the victim.
The origin of the Will-O'-Wisp is unknown. Their existence Will-O'-Wisps are associated with death and despair, and as
has been noted through time, however. Depictions of them such are avoided by most sentient species. It is not unheard
appear in many ancient ruins and artifacts from ancient of (evil) individuals seeking out Will-O'-Wisp's, however; some
Azlant to the cyclops empires in northern Avistan, and they all attempt to strike bargains with them, providing an ample
date back many millennia. This has led to the suggestion of supply of fearful prisoners in exchange for the various bits of
many scholars that Will-O'-Wisp have dwelt on the material (sometimes) ancient knowledge some particular longlived
plane for quite a while. Will-O'-Wisp's might preserve.

Physiological Observations
DM's Toolbox
Whatever its origin, and its seemingly ghostly nature, Will-O'-
Wisp's do possess a physical body. It consists of about 3 Personally, I've played Will-O'-Wisp's for the
pounds of translucent, moist spongy material, which seems to intelligent evil creatures they are due to a lack of
have no apparent application in cooking, alchemy or magic, possibilities in my campaigns. There are a lot of
alternatives to the evil electricity dealing monster,
however. A Will-O'-Wisp is also virtually immortal: they do not though. Nearly all cultures in the world have a
age although they can die from severe injuries. variant or form of Will-O'-Wisp's in their folklore. A
The most intriguing ability, one that has baffled scholars quick Google search reveals lots and lots of
for years, is the Will-O'-Wisp's ability to consume the options.
emotions of a living creature, most particularly their fears.
Little is known about this ability, although necromancers and
even liches have been known to have researched it. Only this
obscure source of information, written by the necromancer
Anotal Ver' Hakt, has provided clues on the Will-O'-Wisp's
ability to consume emotions.
A living thing, intelligent or not, vibrates and emits energy
according to its emotional state. Based on observations the
emotion of fear appears to create the strongest vibrations,
which leads me to conclude that it also releases the most
energy. Based on that piece of information, many scholars
argue that the Will-O'-Wisp is able to absorb and consume
this energy, although no notable theories have been made on
how it actually nourishes itself on it.

364
Though possessing the intelligence to do so, a wraith does
Wraith not freely speak. If words echo from its hollow tendrils, they
"...no..." are usually cryptic or cries of anguish and hate. Rumors
"What ye say, Da?" abound of folk who have chased after the spirits of loved ones
"...more..." with the hope of putting them to rest, only to find their words
"Ye know I dun much care the scarin' games, ol' beard..." giving a brief pause to the wraith before it set upon them.
"...PAIN..." This would allude to the possibility of wraiths retaining some
semblance of memory of their former life. Perhaps, if a
Introduction connection between a wraith and a living creature were
strong enough...
When a mortal creature steeped in sin dies its soul passes
into the Lower Planes to suffer a punishing fate. However, Behavioral Observations
sometimes a soul is so vile, malicious, and disgusting that Wraiths harbor a single motivation: the hatred of all living
even the Lords of Hell will politely decline. Such a soul things. The wraith will not tolerate the presence of life and
collapses under the weight of its own darkness, ripping a hole will take any action necessary to kill and consume the life
in space. Nothing, not even light, can enter or exit this pit in energy of anything within reach. The cries of an attacking
reality. This "sphere of annihilation" consumes all color, life, wraith seem to indicate its broken soul being torn with rage
and light from its surroundings, and you should weep for the over its death, and that nothing else should be allowed to live
poor creature that touches one. if it cannot. Maybe this jealousy is the only justice that could
Once the sphere has consumed enough, black tendrils will be visited upon such a wretched soul.
leak from it like liquid darkness eventually giving it form, if Once the sun has set, a wraith will freely stalk in the open
one could even call the act such, as an ethereal black night but is careful to avoid direct exposure to moonlight.
remnant of its past self: a wraith. This is a tactic wraiths use to ensure their stealth, and that
any living prey they hunt cannot determine darkness from
Physiological Observations death. Once the sun rises, the wraith will have retreated to
The wraith possesses little in features beyond the two empty haunt a dark place where the living may yet trod and those
orbs of dimmed light the author struggles to call eyes. These who survived the night will awaken to see a land withered
float eerily still in a bed of black wisps that move into a shape and blasted by the wraith's necrotic touch. It is often that just
reminiscent of the wraith's mortal body when the wraith the presence of a stalking wraith will be enough to starve and
takes action. Upon looking into these eyes even the most kill off settlers.
virtuous of heroes have fled or shriveled, for an absolute A wraith's approach to its desire to kill depends entirely on
shattering despair will fill the mortal soul. the situation: they are adaptable in their tactics and so do not
A wraith's body is a thing of oblivion- of nothingness. strictly stalk or haunt in dark tombs. Their ability to
Looking upon the form of a wraith would confer the image of command lesser undead combined with their above-average
solid yet vapor-like darkness, for the wraith is a void in intelligence makes the wraith a formidable commander and
physical space and thus can freely float above and slither true threat to life on a grand scale.
through solid objects as if they were not there. However, the
wraith will avoid silvered objects or shafts of sunlight that Inter-Species Observations
creep into their dark haunting grounds as if these would The wraith sees life as an affront to its suffering. Everything
cause it pain. must die. No exceptions.
The touch of a wraith will drain vitality from any living
thing, and creatures with strong enough souls to feed its
hunger for life energy suffer a fate worse than death: they rise
from the dead as specters, spirits of hatred hellbent on
pursuing the wraith's goals of annihilation.
If a wraith haunts for centuries unchallenged, the amount
of life energy it has consumed will have fueled its growth into
the most powerful form of spectral undead: the Dread
Wraith. Such an abomination possesses all the strengths of a
wraith but amplified to a degree that challenges even the
most powerful liches and vampires the world has ever feared.
Social Observations
A wraith will not acknowledge other wraiths or greater
undead that do not share its urge to destroy, but it can and
will easily command lesser undead with a shriek of some
otherworldly tongue that even the most dedicated of
necromancers have yet to understand. This shriek is so
powerful that it instantly kills simple creatures and causes a
deafening ringing in the ears.

365
DM's Toolkit
The wraith makes an excellent villain for games in
the early and mid levels, and can easily be adjusted
to fit the late tier. It can be a vicious solo stalker
bringing horror to your game, or a commander-
type that puts the pressure on the party and its
attempts to save the kingdom. The Monster
Manual (unfortunately) lacks the flexibility of wraith
templates and the Dungeon Master's Guide
provides an unsatisfactory amount of tools to
address this.
So, to develop on the wraith:
Consider allowing the wraiths of spellcasters to
retain their spellcasting abilities and spells.
As above, but with features. If the wraith is of a
prominent NPC with PC-like features, scale
accordingly but allow the wraith access to them. A
wraith has only shards of memory of its former life,
but that could be enough.
Invoke Tolkien by giving your wraith the ability to
see the invisible creatures. Darkvision and a weak
passive just do not cut it.
Perhaps wraiths can choose when they can
interact with solid objects, opening the
opportunity for wraiths with weapons and items.
Apply a wraith-like template to non-humanoid
creatures like dragons, beholders, or centaurs for
some extra flavor.
The author has taken the liberty of implementing
the sphere of annihilation as part of the wraith's
evolution, and has done so because such has
proven successful in his own games and he
recommends a similar practice.
Additionally, consider modifying your wraith to
better model the plane they died on (if somewhere
other than default fantasy world). Examples
include: elemental wraiths, angelic wraiths,
demonic wraiths, and fey wraiths.

366
A very large animal has died nearby and they have all come
Wyvern to feast (this too is a very rare occurrence, but a wyverns
"It snatched up a cow last week, but it wouldn't be bold smell and vision is quite impressive, making it able to scent a
enough to snatch one of us would it greg?... greg?" prey (especially a large one) from very far away) if this is to
--Last words of an Unknown guardsman of the town happen, the wyverns will most likely fight and mate there,
Starstand creating a very rare and not very long lasting, wyvern colony.
Graceful and vicious hunters of the sky. The wyvern ###Behavioral Observations
spreads fear amongst its prey and adventurers with its When a wyvern is hunting it will usually stay in the air
ferocity, its speed, and its deadly tail. Wyverns are known to about 1800-2200 feet above the ground while searching for
quickly snatch up their prey (or an unwary adventurer) and prey, once movement is spotted, it will descend slowly at first,
take it to a safe place to eat. Therefore it is not unlikely to to get a closer look at its possible prey, if the wyvern decides
spot a wyvern in the air carrying off its prey. to engage, it will dive towards its prey, and attempt to snatch
it off the ground. Once grabbed the wyvern will either sting
Physiological Observations the prey with its stinger or crush it with its powerful talons, to
subdue it. Wyverns have been known to drop prey from very
The wyvern is a large flying dragonkin, its whole body and tail high altitudes to kill it, however this is very rare, and we have
is covered in relatively thick scales, it has to arms/forelegs not yet discovered why they sometimes do this, it may be just
that have grown into wings, these are not covered in the same for sport, and it may be for an entirely different reason.
kind of scale, but a more leathery sort. Wyverns will unless forced to by sustaining serious injuries
The size of a wyvern can be deceptive. The full body length not stop chasing their prey until caught, or unable to.
of the wyvern is approximately 15 feet. However, about half Wyverns will however always prefer to stay in the air and not
this length is from the wyvern's tail. The tails reach is not to fight on the ground, their clumsy movement on the ground
be underestimated. There have been spotted both much makes them much weaker than in the air, once on the ground
larger specimens and much smaller, however these could a wyvern will fight much more defensively, staying low,
have been either wyvern hatchlings, or dragons. There is not hissing with its tail above its head ready to strike. Wyverns
enough research to back up either. There is no apparent size can live up to
variation between the male and the female wyvern, however, 400 years, one specimen has been known to live to 523 but
the male wyvern is usually covered in spikes and scales that that was a onetime scenario. Wyverns will reach sexual
are more prominent than the female, the wyvern seen above maturity at 2.5 years of age, but mating at this age is very
is a male wyvern. In younger specimens, it can be hard to uncommon. Most wyverns will not mate until at least 5.
determine sex from the scales since they will not have fully When a female and a male wyvern meets it is a very calm
developed on neither the male nor the female. The color process unless another male is involved, if another male is
variation of wyverns is usually adapted to whatever terrain in there to compete the male wyverns will start by displaying
which it is residing. The colors spotted on wyverns are their wings, and stingers whilst hissing, roaring, and raising
usually dark green, brown or red. While arctic wyverns are their scales to look bigger, if no wyverns back down they will
very rarely seen, they have been proven to exist, and they start fighting, when wyverns fight they do not intend each
have a very light grey/white color scheme. Wyverns living at other's death, however this is often how it ends, since the
the coast are usually in more blue color. It is unknown wyverns fight in the air, it is not uncommon for one of them to
whether the wyverns slowly change their own color, or if the get a torn wing, and fall to its death. Whily wyverns can be
color is passed down genetically. The wyvern has two forms tamed doing so is a very difficult task. Wyverns have a very
of movement, flight, and walking/running, the wyverns with explosive temperament, and it doesn't take much for a wyvern
their small forearms they move very clumsily on the ground trainer to become wyvern fodder.
compared to their elegance in the air. In flight a wyvern is
very fast and agile, this is why they are some of the most Intra-Species Observations
successful arial hunters in the world. The agility and speed The wyvern eats everything that it can kill, it is too impatient,
displayed when hunting is most fascinating, and is not ant to feral compared to its larger cousins the dragons, to
portrayed anywhere else in the fauna of our world. Wyverns wait and communicate with its prey, if it can kill it; it will. Do
have been seen flying past enemies, flipping over in air, and not attempt to calm down a wyvern that's attacking you,
jabbing them with the stinger. you're not going to succeed
Sociological Observations
Wyverns are not social at all, there are only 3 events that can
make it possible to find several wyverns at one location
The wyverns have just hatched and the mother is nursing
them
The wyverns are mating/fighting for a mate (however this is
very rare since wyvern's territories are large, and they rarely
meet unless mating

367
DM's Toolkit
Wyverns can prove a very hard challenge or a
relatively easy one, changing from a CR of 4-8
depending on the circumstances and what party is
fighting it. If the party consists primarily of ranged
adventurers or casters, taking a wyvern on out in
the open is not that hard. However, if the party is
more melee based, an airborne wyvern, can be an
almost impossible challenge, whereas a wyvern in
an enclosed space is a relatively easy task for a
bunch of fighters and barbarians, it will prove a
formidable adversary for a party of sorcerers,
wizards and rangers. Therefore, it is up to the DM
to decide how to fight the wyvern. Wyverns have
before been used to experiment on by mad
scientists or wizards, granting them a poison
breath weapon or another enhancement, this is a
handy way to surprise a party, or just simply raise
the CR of the beast. Role-play situations: a member
of the party can attempt to tame a wyvern for a
riding animal, this will require a lot of time, and is
very difficult, it will prove much easier if the wyvern
is hatched with the player. This will include daily
rolls, which will become increasingly harder, and
fails will range from, the wyvern escaping, to the
player being eaten.

368
Xorn eat precious metals and gems as their standard fare,
Xorn unable to digest any organic material. This diet likely makes
"The most important piece of equipment to bring with you their hide as strong as it is, and makes them terrifying to
into the deep sections of this mine is the provided purse of those possessed of wealth. They can smell gold and other
gemstones. The mine comes rather close to the Underdark metal and stone wealth from quite a distance away, and can
and is oft frequented by Xorn. A few gemstones in your pinpoint its exact location once within a short distance.
pocket to feed them can be the difference between life and Magical attempts to breed Xorn with other species in order to
death, as well as between profit or loss for the mine, so never create a hybrid creature with this ability to sniff out wealth
forget them!" yet without the appetite for inorganic material have been so
--Excerpt from a Miner's Manual far unsuccessful, but are a common pastime among insane
and greedy wizards.
Introduction Social Observations
The Xorn are in many ways as to the Elemental Plane of Xorn are usually solitary creatures who graze on the fields of
Earth as an awakened pack of wolves would be to an Elven growing precious stones and metals in their home of the
forest. Both can be terrifying to see, the latter for its historical Plane of Earth. As long as food is abundant, as is the case in
perception and the former for its outwardly appearance; if a the Plane of Earth, they are quite docile creatures unless
party gets past that hurdle, then both are pleasant provoked. They are very territorial, but most confrontations
conversationalists with interesting information about their between Xorn over territory are quickly solved by sizing each
lands that can be shared; and both can turn ravenous, violent, other up; confrontations with non-Xorn can be much trickier.
and absolutely deadly if encountered in the wrong situation They will allow travelers to pass without notice, however, so
or provoked. The difference being that a pack of starving long as their food sources are untouched.
wolves specifically want the flesh off an adventurer's bones, Xorn are capable of speech and will often converse with
while the Xorn wants something far closer and dearer to an those interested, sharing their knowledge of the lands in
the adventurers' heart; their gold. exchange for gold or other edible wealth. By most reports
they are incredibly strange yet likable creatures.
Physiological Observations However, they rarely speak any language aside from that of
Xorn are native to the Elemental Plane of Earth and this the Plane of Earth, rendering all but the most erudite of
otherworldliness is readily apparent in their anatomy. They scholars unable to communicate with a Xorn.
frequently have three arms, three legs, and three eyes spread Unlike many elemental creatures, Xorn mate to reproduce,
across their barrel-like torso, capped off with a mouth on the leading some to speculate that they might have originally
top; though there are infrequent variations, the number of been from the material plane, possibly even descended from
limbs and eyes always match up. They evolved to deal with rust monsters, and adapted over many timeless ages to the
their native plane and the burrowing that is their main form Plane of Earth. They are hermaphroditic most of their lives
of movement; their mouth and arms are configured for three but take on a gender only during mating season; the younger
dimensional space where forward is the most important Xorn who wander across territories typically become male,
direction. Woe be to those caught in the path of a Xorn, while the older Xorn with more territory to themselves
mouth and three mighty claws all pointed at them. become female so as to better provide for and rear the young.
Their hide is unnaturally strong, more resilient than plate They quite fortunately mate while underground and passing
armor, yet supple and smooth to cut away nearly all friction. through the earth, for the sight of them doing so would likely
As such, it is nearly impossible to slice through with even be too much for a mortal mind to bear. The female lays
mighty blows sliding off the hide leaving almost no scratch. between 2-4 eggs in a nest deep underground and
Arcane and other master smiths, especially the Duergar, surrounded by precious stones and metals, the eggs
value Xorn hide above nearly all others when searching for themselves created from and adorned with the most precious
rare materials from which to create light and some medium and valuable of materials. The young are capable of hatching
armors. and fending for themselves upon birth, but the mother Xorn
Xorn are slow creatures, however, even in their favored checks in on the eggs from time to time and takes a more
habitat of burrowing. Their connection with the Elemental protective role after the young hatch. The eggs, both the
Plane of Earth allows them to travel through the depths of the shells after hatching but especially unhatched and preserved,
rock and soil without disturbing the material as it passes; it are often among the most valuable items in a Dao's treasury
becomes one with the earth and passes uninterrupted due to their rarity, difficulty in obtaining, and pure opulence.
through it. On worked stone, however, they will leave tell-tale
signs of their passing, though to the untrained eye they may
appear as areas of natural erosion or the shifting of the earth.

369
A Xorn which has unfortunately been removed from the
Plane of Earth, be it by accident or the meddling of the more
powerful (they would never leave intentionally), is a much DM's Toolkit
more desperate creature. They travel deep within the earth,
often through the Underdark or nearby particularly deep A Xorn is an excellent enemy for hoarder PCs, for
mines, searching for sustenance. Even the wealthiest mines nothing strikes more fear into that style of player
rarely provide enough of a diet for a Xorn, and as such will than watching their probably ill-begotten wealth
seek out great concentrations of wealth in the forms of devoured and made irrecoverable. They can appear
dungeon stashes, wealthy storehouses, and unsuspecting on a deep dungeon dive or in the Underdark, but
could be used sparingly in other situations.
adventurers who carry all their wealth on their backs. It will They have a very high AC, formidable HP, and a
try to trade for or beg for food as a first resort, but often due resistance to non-magical slashing and piercing
to communication problems and to most recoiling from the that will confound and imperil low-magic parties. In
Xorn's horrific appearance, it will quickly turn to intimidation parties with mages, use their burrowing speed to
and force to obtain its meal. disappear into the ground, taking the opportunity
attacks as they vanish and trusting their AC and
Behavioral Observations high HP to hold out, and appear underneath an
unsuspecting PC with multiple ambush attacks.
As long as they are well fed, Xorn are docile creatures, not Used like this, they should be far more dangerous
immediately friendly but neither are they rude or cruel. They than any other CR 5 monster and remain a
cannot be tamed, but they can be made to respect boundaries dangerous enemy for some time. Even once badly
with a little bit of friendship and courtesy. outclassed by PCs, a Xorn can still use its
Xorn prefer to stay below ground, emerging only into deep burrowing and camouflage to threaten the gold
dungeons and mines in the pursuit of food. It is exceptionally stores of a party that doesn't invest their winnings,
rare to see them above ground on the material plane, though pushing a party to become more invested in other
they can more frequently be found on what constitutes 'above aspects of the world.
ground' in the Plane of Earth. Capitalize on the contradictory nature of the
So long as they are not provoked or their food source Xorn. They are terrifying to behold and should
taken, a Xorn will remain apathetic to others crossing its instantly strike fear into those who do not know of
territory. If challenged, it will rear itself up and wave its arms, them just from their description. Yet they are
stomping in rhythm, to attempt to scare the intruder away; simply hungry and would rather find their meal
peacefully, creating some moral tension.
this is how two Xorn would size each other up to determine a On a meta-level, your players might not know of
territorial dispute. If this is ineffective, the Xorn may attack, Xorn, so could truly surprise them. As a kinda-
especially if it feels bigger, using its burrowing to ambush elemental, the PC knowledge check concerning
targets with a barrage of quick attacks before disappearing them should be Arcana, but because of their rarity
into the earth again. It will use that burrowing to escape as it should be a difficult check to make.
well if the battle goes poorly.
Inter-Species Observations
Xorn infrequently interact with other species, or even with
other Xorn, because of their preference to live as one with the
earth, swimming through the stone and dirt as a fish through
water. Their high tremorsense means that they are capable of
avoiding dangerous tunneling monsters that share space with
them, like Purple Worms. Few others truly venture into their
realms.
Those that do include the Dao and Duergar, neither of
which much care for Xorn. Dao often find ways to establish
boundaries between Xorn and their treasuries, usually
through intimidation more so than violence. Duergar,
however, prefer violence as Xorn hides are valuable
components to masterwork armor.
A wizard or other adventurer capable of speaking in the
Xorn's native tongue should find a creature willing to trade
information for wealth. They are not particularly talkative,
and any discussion with one should be a slightly surreal and
mind-bending experience, but repeated courteous contact
could produce something like a friendship. A starving Xorn
stuck on the material plane is very unlikely to form these
sorts of bonds, but helping it return to the Plane of Earth
would earn its eternal gratitude.

370
This is where the similarities between the Yeti and an
Yeti ordinary mountain animal end, however, as an examination of
Beware! Tread not the mountain's snow-- the monster's eyes betray hints of a cold, calculating cunning.
Beyond the treeline you must not go. Wizards and magi who argue for the creature's origin as the
Winds will whip and frost will flow, byproduct of a curse resulting from the betrayal of one's
And worst of all you are not alone. companions have pointed to these eyes as proof, as they are a
For something lurks in peaks of sky; bright, almost electric blue that cut through the snow and are
Icy eyes watching from on high, visible despite the Yeti's other strong camouflage
Swirling snows mask muffled cries mechanisms, often betraying the creature as a perceptive
Of careless men, doomed to die. adventurer spots two telltale pinpricks of bright blue light.
Into the night, the creature goes, It has been theorized that these eyes have the capabilities
Red blood staining the soft white snow. to see heat sources through magical means, as how else
--From the Song of the Sherpa, Shou-Lung folktune would the predator be able to track its prey through the
blizzards of its chosen hunting ground? Others have argued
Introduction that the Yeti's uncanny ability to track its victims is through a
superior sense of smell.
Legends tell of a terrifying beast that stalks and harries lonely If there is a Yeti language, it is unknown. What is known is
mountain travellers. In most of those legends, said beast is that what is first heard of the creature is almost always its
simia abominabiles, more commonly known as the Yeti, a trademark howl, a sound that serves multiple functions. The
cunning, brutal apex predator that dominates the high passes first is that it terrifies victims, often causing them to panic
and snowy canyons of great mountains with a blood-curdling and betray their position. Additionally, it may serve as a
howl. warning to other Yetis that the howler is in the area, and to
The Yetis' origin itself has been debated amongst steer clear of its territory. Whatever the case, following the
mountaineers and sages for years. It has been speculated that howling a solitary Yeti attack is almost always imminent.
Yeti are some kind of primitive race of wild mountain-men, A Yeti's claws are made of thick black bone and can inflict
their advanced and magical society cursed to decay into horrific bleeding wounds on opponents. Likewise, dried blood
degradation and barbarity by forgotten gods, their once proud and guts from previously eviscerated victims can cause
and noble people now savage monsters. Other, darker stories infections in wounds of survivors of a Yeti attack.
say that each Yeti is the spirit of a mountain traveller who If possible, a Yeti will always eat its kill, though it prefers
betrayed or abandoned their companions to death in the icy warm meat to scavenging, A Yeti takes disturbing care to
snows, now doomed to forever wander the mountain slopes wipe its mouth and fur of blood in order to maintain
in a constant search for warmth and blood, their hunger to camouflage.
never be sated. It is difficult to find concrete evidence of
either theory, but mountain villagers have been known to Social Observations
speak of forgotten temples and abandoned cities high in the A Yeti is a solitary hunter. In fact, no conclusive evidence has
mountains. Perhaps a brave party of adventurers could finally ever been provided of more than one Yeti hunting together,
put the debate over the Yeti's origin to rest. . . despite unsubstantiated tales of bloody and protracted Yeti-
on-Yeti battles or packs of the creatures.
Physiological Observations Indeed, it is rare to find Yeti skeletons or remains at all in
The largest Yeti slain, examined, and preserved, the Nerath the mountains, let alone groups of Yeti bones, and it has been
Snow-Man, was 8 feet tall, and unfortunately as a scientific theorized that Yeti are not subjected to any sort of family or
specimen was lost when that empire fell. Despite this social bonds.
precedent, eyewitness accounts and sightings have spoke of This raises the issue of how the creatures reproduce, or
Yetis that are much larger and much more terrifying. These even if they reproduce at all. It is possible that the beasts
have yet to be confirmed. enter some kind of deep hibernation in hidden refuges
A Yeti is a hulking ambush predator built for endurance together, at which in the end culminates in the birth of
and the hunt. Each Yeti is covered in layers of thick, white, offspring. It is then the parents may abandon their Yeti cubs
matted fur, designed to both keep the creature warm and to and become solitary hunters once again. If this theory is true,
help it blend in to its snowy surroundings. then a party of brave adventurers may seek to bring peace to
Wide, padded feet keep it from sinking into deep drifts, and a mountain by tracking the Yeti to its hibernation burrow and
powerful muscles cord across its legs and back, allowing it to destroying it there.
move swiftly. Its arms and legs end in wicked, business- It is unlikely that the Yeti have any sort of broader social
looking claws, which contrast as a deep black against the hierarchy, although they certainly portray a level of cunning
stark white of their fur. A Yeti possesses a mouth full of large, sentience that must allow for some crude level of creative
sharp teeth, with canine fangs resembling that of other large thought.
carnivores. A Yeti most likely marks out its territory through its own
trademark howl, although there are reports of crude bone or
stone markers in the form of intricate inukshuks scratched
with strange markings that are said to form the boundaries
between Yeti lands. If these markings belay a Yeti language is
a mystery with dire consequences.

371
Behavioural Observations
It is difficult to come across prey in the mountains, and as DM's Toolkit
such the Yeti will attack almost anything that it comes across.
This includes even large or well-armed groups, with the Yeti As you may be able to tell, I find the Yeti works
resorting to ambush tactics to appear suddenly and drag best as an extremely scary monster with lots of
victims away from their friends into the whiteness, only to buildup. Although you can really make a Yeti
attack minutes or hours later as the terrified party struggles variation for any climate (such as the Sasquatch
to regroup. above), I find that they give off the best feeling of
This desperation can often serve as the Yeti's greatest being hunted for my PCs in their original habitat of
huge snowy mountains.
weakness, as a well-prepared and perceptive party can lure a I like to use the Yeti to make travel through
Yeti into a trap. Despite their cunning, a Yeti injured in such a mountains an adventure in itself, as the constant
fight who is able to retreat will almost always return, despite harrying, howling and hunting can lead the PCs to
its wounds, to exact terrible revenge on those that got the undertaking all sorts of challenges or efforts to deal
best of it. with the monster hunting them. Likewise, the final
A Yeti's hunting ground can range many dozens of miles terrifying Yeti battle can serve as the climax for
wide, often covering important or well-traversed mountain taking a mountain shortcut, and the fate of being
passes. Their tough climbing claws, padded feat and strong dragged off into blinding whiteness I find makes
muscles make traversing such large hunting areas easy. the threat of the Yeti to be something my heroes
They often keep a hunting ground for life. are always scared of.
Despite my descriptions of Yeti as apex
Intra-Species Observations predators, they're actually quite easy to fit into a
lower-level campaign. This is because I find the real
Yeti mostly work alone. This is due partly to their desire to thrill of a Yeti enemy is not in the fight itself- the
not split their kills and also to their vicious temperament. Yeti is simply a large melee opponent in an
This means that whenever other monsters are encountered encounter- but rather in the terrifying steps it takes
with a Yeti, they are almost always undead or magical. This to stalk and harass its prey. This means that you
includes chillborn ghosts or zombies, remnants of a Yeti's can have a much weaker Yeti who is equally as
victims who haunt the area of their death. scary, as long as you play him right.
In rare cases, some particularly inventive monsters, such Another reason why I like the Yeti is that he
as frost kobolds or mountain orcs, seek to manipulate the Yeti gives survival and perception heroes an important
role in preparing for a fight against him, rather than
into serving as muscle or a guard beast for their lair. This simply the fighters or wizards. Traps can be laid,
almost ends badly, although there has been at least one blue eyes can be watched for, and howls can be
famous documented case of a white dragon manipulating a shivered at.
Yeti into serving it, allowing it to guard its lair in return for I find that the inclusion of a Yeti almost always
the locations of victims and prey. Despite these rare adds enjoyable sidequests and thrills, chills and
exceptions, most mountain monstrous races, such as the Yak- spill into my DnD games, and that they are an
Folk, avoid the Yeti at all costs. underrated monster that can give an awesome
Himalayan campaign flavour if mixed with Yak-Folk,
Variant Specie(s) Sherpa NPCs, ice elementals, winter wolves,
remorhaz, white dragons, and the like. They're
Another apex predator adapted to an entirely different loads of fun to include into an adventure, and I
climate, the Sasquatch (simia magnus pedem) is found in the hope you'll be hitting your PCs with a Yeti's
low hills and great rainforests of temperate coastal regions. horrifying howl soon enough!
Similarities between the Sasquatch and Yeti can be noted in
the former's icy blue eyes, hulking figure, and brutal cunning.
Despite these similarities, some differences have been noted
between the Sasquatch and their mountain cousins. They
have thick brown or mottled fur, are 1-2 feet shorter and are
less heavily muscled. Likewise, they lack the Yeti's trademark
howl, possessing instead a chilling low whistle that they use
to coordinate and plan attacks, often right in the darkness
around adventurers' campsites. As they are more social than
Yeti, they will work and hunt together in pairs or trios, thus
becoming an even more deadly threat.

372
So-called Purebloods are the lowest caste of yuan-ti as they
Yuan-Ti retain the most human form (a species for which they can
The yuan-ti cast off their humanity long ago, and with it, their occasionally pass if adequately disguised/stealthy).
sanity. Purebloods show their yuan-ti nature by their scaly skin,
serpentine eyes, and/or forked tongues.
Introduction All yuan-ti shed their skins annually. Malison save their
skins to use as material for packaging or crafting traps.
Once they were merely men, but faith and time are a Abomination skins are burned as sacrifices. Purebloods shed
dangerous combination. In the early days of civilization, the haphazardly (as their scales are less robust and consistent),
yuan-ti tribe flourished and their empire spread through the the remnants of which they bury in shame.
swamps, jungles, and deserts of the world. From those
earliest days, the yuan-ti revered the snake for its ability to Social Observations
survive all climes, to wait patiently for weeks without food, The strict yuan-ti hierarchy is immediately evident.
and to subdue and consume creatures several times their Abominations are rarely seen outside their temples and
size. In this worship, the yuan-ti preached a philosophy that certainly never stray far. Purebloods serve Abominations,
valued stoicism and poise combined with a deadly, bringing them food, information, and materials (including
calculating violence when necessary. While these attitudes kidnapped outsiders). Malison live similarly to other
and beliefs led to great achievements and wealth, it also humanoids in free standing homes arranged around their
poisoned and corrupted. The yuan-ti priests and sorcerers temple and occasionally even founding businesses. Still, their
further adopted the ways of the snakes, including life is organized around religious servitude and they prefer a
cannibalism, and practiced alchemy with the poison and hunter-gatherer lifestyle with lots of fight training (though
bodies of serpents. Eventually, they came to mingle with the they lack an organized military). Yuan-ti do not hold or attend
form and spirit of these totemic animals and the mysterious religious service, as such, but every individual is sure to visit
gods who favored them, becoming more snake than man. The the temple every few days, reaffirming their commitment and
chosen members who successfully transformed turned asking for orders from the Abominations. High ranking
against those who could - or would - not, drastically reducing Malison sometimes have Pureblood servants, which is a
the number of their own kind for the sake of regular cause of concern for the local priests.
purification. In this reduced state, the yuan-ti empire Young yuan-ti are educated at home or in the temple,
became susceptible to their enemies, forcing a retreat into dependent on their class. Familiar ties are almost entirely
only the most secluded and remote towns and temples. ignored otherwise; young Abominations and Pureblood are
These remaining cults worship and experiment with renewed immediately taken to the temple to fulfill their station while
focus and dedication, not merely to return to their former young Malison are raised until able to survive on their own
glory but to surpass and become more than mine, more than (usually between 15 and 20 years of age). Said education
even serpents, but gods instead. consists only in survival techniques (hunting, etc.) and the
ways of the snake (especially the ruling stoic philosophy).
Physiological Observations Converted yuan-ti generally become Pureblood and are
Yuan-ti society is divided into three castes based on the extent thus subjugated by the Abomination priests. If a convert
of their serpentine nature [it should be noted that the class becomes a Malison, it is permitted to live with a high ranking
labels were assigned by external observers and reflect certain Malison family for five years, at which time it must establish
biases; it is not known how or if the yuan-ti label the castes its own home. Converts are heavily immersed in stoic
internally, only that they observe strict social and cultural philosophy and manual labor, but are then readily accepted
practice that recognize the same differences cataloged here]: into the class of their physical characters after their first year
The most transformed are Abominations, who resemble or two.
humans only in their trunk (heart, ribs, lungs, etc.) and the Elderly yuan-ti Purebloods are sacrificed once they are no
remaining presence of two strong arms. Abominations are longer useful to their masters. Malison leave each other to
completely covered in scales, have long tails (sometimes with their own devices, so the elder are left to die of natural causes
rattles), and fully serpentine heads. Like true snakes, they or their own mishaps. In general, yuan-ti have no medicine
smell with their long tongue and produce poison emitted and pay no thought to healing each other. An elderly yuan-ti
through two long fangs. has never been seen outside a temple, so nothing is known
The most common yuan-ti are Malison, who appear as what becomes of them or how they are treated (or if such a
practically fifty-fifty splits between snake and human. thing exists).
Typically, these remain apparently human from the neck
down, showing all four limbs and having human musculature. Behavioral Observations
Their heads tend to be fully serpentine, displaying the same Yuan-ti are notoriously secretive, appearing untrusting and
tongue-scenting and poison-fang features as full untrusting at even the best of time. Their harsh, sibilant
Abominations. Often, scaling is present even on the human speech is nearly impossible to learn for outsiders. They rarely
parts. Other Malisons retain their human skull structure and gather in groups of more than four, relying on tradition, faith,
instead exhibit their snake-nature by having a scaly tail in and intuition to guide their actions rather than conversation
place of legs. Because this form is more human in its facial or consensus. No outsider has ever entered a yuan-ti temple
and neural structures, it is seen as less advantageous and and left alive unless successfully converting, thus nothing is
desirable, thus forming a lower-middle class. known about the actions, conversations, or relationships
within.

373
Malison interbreed regularly, but it is near impossible to
produce viable offspring. The females produce a single
offspring (like humans) which comes out as an egg. More DM's Toolkit
often than not, the egg is malformed (i.e. the shell is too
weak); even if the offspring grows within the egg, it rarely A standard yuan-ti NPC will always be lawful evil.
survive after struggling to break the egg. When offspring do That said, they are rarely hostile and violent to start.
survive, they are subjected to harsh scrutiny by Abominations Viewing others as weak, yuan-ti attempt first to
and are sacrificed if not clearly corresponding to one of the manipulate others or lure them with promises of
established classes. wealth and power. If resisted or pressed, yuan-ti
will attack viciously. On the other hand, it is nearly
Only Purebloods need to eat on a daily basis, but they are impossible to manipulate, persuade, or intimidate
given little more than scraps and what they can scavenge. yuan-ti without powerful magic. Appeals to
Thus, they tend to eat bugs and plants they grow nearby and emotion or family have zero effect, and they will
which can be collected during their brief downtime. never believe anyone but another yuan-ti with
Malison and Abominations eat weekly, or less often, and anything about their faith.
are exclusively carnivorous. Lower ranking Malison are Fighting yuan-ti can be extremely difficult.
tasked with hunting for food (other Malison hunt often for Purebloods are the easiest, as they lack much
sport). Malisons make donations of food to their temple strength and will never be defended by any other
roughly every other day, never sure if the meat is being yuan-ti (that is, even other Purebloods will attempt
consumed by the priests or given to the gods. to flee before coming to the aid of fellow
Purebloods). Malisons will attack in a group if
Intra-Species Observations encountered as such, but rarely ask for or are given
reinforcements. [When encountering multiple
Yuan-ti barely tolerate the existence of other even semi- Malisons, you should mix-and-match the three
intelligent species, believing themselves to be the epitome of types,] When threatened, Malison can assume a
creation. It is only their reduced population and insular focus more serpentine form and bite (with poison) in
that keeps them from actively pursuing the destruction of all addition to using weapons. If an Abomination is
other civilizations. Special hatred is reserved for nagas, those attacked, it will be readily defended by any Malison
great sentient and immortal serpents. Yuan-ti are and Pureblood in the vicinity. The Pureblood will
occasionally visited and harassed by couatl, divine winged attack recklessly, paying no mind to their own
serpents who would rid the world of yuan-ti evil if it were in survival, while the Malison are far more cunning.
Remember that patience is a snake's, and thus a
their power and mandate to do so. Some yuan-ti tribes yuan-ti's, greatest asset.
actively hunt other creatures for food (including slaadi and
bullywugs), but most prefer to keep themselves and their
temples secret. Outsiders are occasionally allowed to pledge
themselves to a yuan-ti temple and undergo ritual
transformation (humans are the most likely candidates). This
is most likely to occur at outlying yuan-ti settlements
suffering from dwindling population and for individuals who
have already demonstrated an evil disposition and have no
stable connections to the outside world.

374
Now I gotta tell ya how tha Yugola coven controlled their
Yugoloth army. They used two magic books that gave them control over
"A regiment of devils. A horde of demons. A company of their servants - the Book of Names ta summon individual
yugoloths. The reason for this grammatical distinction will Yugoloths, and the Book of Keeping ta give directions to all
soon become obvious" tha Yugoloths as a whole. Only one what wasn't incribed in
--Archmage Baldirk, beginning a lecture on the Lower the Books was their first experiment, since he was a
Planes prototype and they thought he would be like a golem, never
"Fuck You, Got Mine." thought to give im a name. They also had these trinkets called
--Attributed originally to an unidentified Mezzoloth Hag's Eyes which they would give to their Yugoloth
lieutenants ta see through them what was going on.
Introduction Anyway, hags being what they are, they likes to squabble.
Yugola coven cooperated better than most, but you give night
All right, basher - you want to know the real dark of the hags enough power and it's a sure thing one of them
yugoloths? I normally don't shed clueless primes, but for the eventually going into the dead-book. So consider that this
amount of jink you've spent I'll make an exception. Park your coven owned two planes. The arguments were terrible.
ears and listen to the tale of the First One, the General of Anyway, they're together at one of their meetings arguing up a
Gehenna, or as some like to call him "the unselfish Yugoloth." storm. Nobody around but the three of them and their most
We'll begin with the Yugola coven, a really nasty coven of loyal creation, the General (since they don't trust each other
hags that ran the show in Hades several thousand cycles to bring third parties not under their control into the
back. These whistlers were not your ordinary coven of night meeting). Suddenly, one of them sees the General pull out his
hags - they had lore even the aboleths hadn't heard of, and Hags Eye token, crush it in one hand, and next thing you
thousands of sods owed skins to them throughout the planes. know, all three hags are blind. It's only temporary, and for a
Anyway, this coven had frequent dealings with Asmodeus, powerful coven like this only lasts not more than a few
and one day the lord of the Nine Hells comes to em with a minutes. But when the hags regain their sight, the Book of
proposal. One a his had discovered a cache of souls that Names is gone, the General has vanished, and the Book of
predated the multiverse. Keeping is on fire, burning to ashes right there. So the hag
Sounds like barkle, right? "Before the multiverse?" Don't ya what seen the General making his move, she rushes to tha
worry, I ain't selling ya a piece of cake. Seems that before this Book of Keeping and flips to the last page. Even though it's on
multiverse existed, there was another one. Didn't last long, fire burnin her hands, she gotta know what the last
not that there's any way to tell apart from what the bloody instructions given to the entire yugoloth army were, since as
ticklers tell us. The chant is that the inhabitants of this place far as she know, they could all be boxed right there. She turns
done wrung it dry of resources, then got into a war with each to the end of the book, and just before it crumbles into ash,
other and destroyed the whole thing. The multiverse that she sees the command what the General done scrawled in
came after it - the one wot we live in now - is much more there. "Live for yourself." And from that day on, the Yugoloths
stable, and you seen enough of the Cage to know thats really been what they are - a buncha right selfish assholes.
sayin something.
Anyway, back to Asmodeus. He's found this cache of, not- Physiological Observations
quite-souls predating the multiverse - let's call em proto-souls Yugoloths come in many different breeds, as the original hags
- and he don't know what-all they're good for. Gives em to the who created them designed them for many functions.
Yugola coven to experiment on. "Show me a use for these," However, as mass-produced creations, every yugoloth of a
sez he, and the Yugola coven takes the protosoul and gets to particular breed is physiologically identical to every other
work experimentin and stretching it to the rakers. yugoloth of that breed. Every mezzoloth is physiologically
The first yugoloth - what would one day come ta be known exactly the same as every other mezzoloth, just as every
as the General - was a crude thing. Shaped roughly like a nycaloth is physiologically exactly the same as every other
man, with no features what to speak of. Hags dinna bother nycaloth.
givin the soul-bag a mouth or nose, why would he need those Because of this lack of physical individuality, yugoloths
things? He didn't need to eat and they weren't sure they constantly strive to assert their personal identity through
wanted him talkin - his role was to take orders, not give em. their clothing and other visual means of expression. They
They threw im together, pushed a proto-soul in, and gave im carve tattoos on their bodies, engrave their weapons, dye
the spark of life. And like that, instant servant. their hair and skin, have multiple body piercings, and take
They tested the General, mind you. Mistreated im, beat im, grisly souvenirs from the various battles and events that they
forced im to do horrible things to imself an others. He do alla participate in. A mezzoloth might have a suit of armor forged
their commands without nary a peep, ands still loyal. So the from the various armor scraps that it takes in combat, while
Yugola coven goes to Asmodeus and sez "We kin make these an arcanaloth might wear a robe made from the tongues of
powerful servants for you with them protosouls, and if you mages whose souls it has harvested. Yugoloths are very proud
give us the rest, we'll make ya an army. Lease it to ya too, dirt of these objects, and to other races it often seems like they
cheap." Now Asmodeus don't particularly like those terms, define themselves through their possessions. Stealing a
but he can't use them protosouls hisself, so he reckons it's yugoloth's prized possessions is like stealing its face - the
better ta have something than void and takes the deal. creature will stop at nothing to get vengeance and recover
And things go as planned. Yugola coven makes bank on the what it has lost.
deal and takes over not just alla Hades but also Gehenna.
They've got an army leased ta the first devil and they have all
kinda jink and skins comin outta their ears.

375
The two exceptions to this homogeneity are baernoloths and Although yugoloth society is generally considered to be an
altraloths. A Baernoloth is an incredibly rare yugoloth that organization of mercenaries, war is simply their most visible
has managed to get in touch with the memories of the ancient business operation. Any opportunity which has the potential
protosoul that was used to create it. This gives them for profit may result in a yugoloth "subsidiary business"
incredible magical power, and their bodies gradually warp to forming. For example, the baernoloth Charon and his chief
fit their personality. Baernoloths are the yugoloth equivalent operations officer (the mezzoloth Daru Ib Shamiq) run a
of demon lords or archdevils - they possess vast power, and thriving transportation industry in the lower planes.
can even create warlocks through their pacts. Every yugoloth Anthruxus and Midianchlarus are an altraloth and ultroloth
strives to become a baernoloth, not so much for the power as who jointly handle the yugoloth's biological warfare division
for the distinct identity and status that it gives them. in Khin-Oin, although they loathe each other and it is only a
Baernoloths are wise beyond their years - ancient souls in matter of time before one of them overthrows the other.
new bodies. They tend to be the leaders of yugoloth society.
Altraloths (not to be confused with ultroloths), by contrast, Behavioral Observations
are yugoloths who were unable to become baernoloths, but A famous method actor who once portrayed a yugoloth said
craved power and an individual identity so fiercely that they that the best way for him to get into the mindset of a yugoloth
made deals with night hags to gain such things. was to imagine that whomever he was currently talking to
Altraloths tend to have minor mutations (such as additional had just made a vicious joke about his mother.
limbs or sensory organs) as well as some additional magical Yugoloths have a bad attitude. They don't like anybody
powers - although nowhere near the power level of a other than themselves. The closest a yugoloth can get to
baernoloth. They are respected for their abilities, but most friendship is a grudging respect for somebody whom they
never rise high in yugoloth society because of the contempt admire, although they will still turn on such an ally in a
that other yugoloths view them with. heartbeat if it was advantageous to them.
Social Observations Yugoloths who are travelling outside of their home plane
while on an extended contract tend to be even more angry
Despite their innate dislike of all other creatures, yugoloths than normal, as they leave what they consider to be the most
are social creatures because working together allows them to important facet of their individuality - their possessions -
exploit resources much more effectively than going their own behind. This is done for practical reasons; a yugoloth who is
way. killed outside of its home plane reforms on Gehenna, but any
The closest analogy to Yugoloth society would be a massive possessions or magical items it had are left behind. Because
dystopian corporation of self-serving sociopathic consultants. of this, most yugoloths dress very differently when "travelling
When yugoloths have the opportunity for mutual gain, they on assignment." Yugoloths on a job tend to dress in very
work together remarkably well - even better than devils do. spartan ways, sometimes even eschewing clothing altogether,
However, if a yugoloth can do better by screwing over his whereas yugoloths on their home plane of Gehenna dress in
confederates, he will do so in the blink of an eye. Because of elaborately sumptuous (and sometimes grotesque) attire that
this, yugoloths in leadership positions are experts at creating stands out even more for its contrast to the bleakness of
the right incentives to align the goals of their underlings with Gehenna.
their own agendas. Any yugoloth can rise to a leadership In order to avoid other yugoloths taking their stuff while
position in theory, though in practice only the most intelligent they are away on a mercenary contract, one common practice
of the yugoloth breeds generally manages to hold a high in yugoloth society is the creation of "holding companies" -
position for long. simply put, a collective of yugoloths that jointly agrees to
The leader of Yugoloth society is called the Oinoloth. Every watch over each other's goods while other members of the
347 years, Yugoloths gather at the headquarters of their collective are away on business.
society - the Crawling City - for a "shareholder's meeting" Some yugoloths prefer not to rely on holding companies,
where they cast their votes to elect the Oinoloth of the next either because they do not trust anybody enough to bank their
347 years. This is a very fraught process full of corruption, as most prized possessions, or because their individuality is so
the incumbent does his best to use the resources at his important to them that they wish to take their possessions
disposal to maintain his position, while the other nominees with them wherever they go. Such yugoloths frequently use
make extravagant promises of what they will do if they are magical rituals to imbue their weapons and armor with a bit
elected. Votes are tallied in public on a spire at the center of of their own "protosoul." This gives the weapons a malicious
the city in front of all the yugoloths gathered there, since no sentience and they actively strive to be reunited with their
yugoloth would trust the voting process if it happened any creator. If the yugoloth loses such a weapon, it will animate,
other way. growing limbs and doing anything necessary to be reunited
with its owner. Humanoids often mistake these animated
weapons for yugoloths themselves, and they are frequently
referred to as "battleloths" for that reason.

376
Many yugoloths are surprisingly spiritual, although this
spirituality takes a shape that prime plane residents are
unfamiliar with. Rather than worshipping deities, yugoloth DM's Toolkit
spirituality revolves around trying to access the memories
and identity of the ancient protosoul inside themselves, thus Yugoleths are a metaphor for capitalism gone mad;
becoming a baernoloth. Of course, there are no yugoloth an entire species of fiendish consultants whose
priests, since yugoloths know that they could never trust identity revolves around what they own. The greed
another one of their own kind to offer any sort of "salvation" and mistrust of yugoloths is legendary.
without ulterior motives. The closest their society gets to Because yugoloths can be involved in almost any
scheme as long as there is somebody willing to
such things is when an existing baernoloth offers to mentor a pay, they can easily be involved in any campaign.
yugoloth along the path to "self-actualization" in exchange for Don't be afraid to use them in unusual ways. For
a steep cost of tribute and service, although whether this example, an angel whose servants are stretched
mentoring genuinely helps or is simply a scam is unknown. thin might have temporarily hired a yugoloth to
guard a significant person or object of good. The
Intra-Species Observations yugoloth might not be exactly happy about its
contract, but as long as the pay is good it will serve
Any job that needs an expensive and unscrupulous consultant loyally. Or a yugoloth might decide that the PCs
may have a yugoloth involved. In Sigil, the city of doors, have exactly the right combination of skills and
Arcanaloths serve as lawyers and information brokers, abilities to serve as external contractors and will
organized under the chief information officer Shemeshka. offer to hire them for unique contracts that a fiend
In Baator, the ultroloth Harishek ap Thulkesh oversees the might have difficulty performing.
production of baatezu weaponry, constantly making Because yugoloths are ancient souls in relatively
improvements and fine-tuning the production process, while new bodies, they can be played in a variety of ways.
in Pandemonium, the flesh-shaping baernoloth Apomps If you want to play up the corporate aspect, focus
experiments with ways to improve and alter various demon on the rank-and-file of yugoloth society. If you want
lord's servants, giving that lord a more powerful army. them to take on more of a diabolical "ancient evil"
As creatures which gravitate naturally to contractual role, the baernoloths are perfectly suited to such
organizational structures, yugoloths have even been known to roles. Perhaps they seek to recreate the multiverse
hire non-yugoloths as private third-party consultants. For that existed before this one. Or perhaps they are
example, yugoloths are known to have various succubi and secretly manipulating the Blood War in order to
study the abstract nature of evil.
incubi working for them in order to handle jobs that require a
very diplomatic touch. Similarly, many of the "holding
companies" that yugoloths employ to guard their possessions
are run by non-yugoloths of great power, such as dragons,
liches, or beholders. Because of this diversity in their
operations, among the lower plane races, yugoloths tend to
be the most tolerant of outsiders (where "tolerant" is defined
as not immediately attacking and enslaving them.)
Yugoloths also have the unique distinction of being hated
unilaterally by druids, treants and other creatures that believe
in a natural order - perhaps even more so than aberrations.
This is because of their uniquely exploitative nature -
anything that a yugoloth sees is a resource to be exploited.
Streams are dammed to generate power, forests are cut down
to make arrows and machines of war, and the earth itself is
strip-mined to feed metal to the forges that constantly
produce weapons and armor. The concept of conservation is
unknown to yugoloths. Some sages hypothesize that this
personality trait is a manifestation of the yugoloth protosouls,
which came from a race so greedy that they allegedly caused
the destruction of their own universe through the wasteful
plundering of their own resources.

377
Others perform dark and ancient rituals to strengthen the
Zombie body before it is raised, or cast additional magic on it after.
"There is a reason we cremate our dead, dear child. For no They may magically bake the body to harden its flesh and
matter how good or noble a person was in life, it takes but a make it resistant to normal weapons, or carve evocation
few wicked words and a touch of dark magic to raise them glyphs into their skin so that when the zombie gets close to
against their neighbors." its victim, it explodes on contact.
-- Mira Goldfire, Paladin of Orn Some say that wicked souls can fight their way out of the
frozen river of the damned, clawing their way back into their
Introduction original body. This fills them with a hunger for the warmth of
living flesh, a warmth they will never feel again no matter
When a mage first trains in the art of Necromancy, they often how many lives they take.
begin with the creation of a zombie. A half-rotten corpse
which was once a man is now nothing more than a vessel for
necrotic magic that gives it the illusion of life. DM's Toolkit
Zombies are the backbone of most adventures that
Physiological Observations feature undead. The only down side is their low CR,
The typical zombie is little more than a bag of meat filled which makes them difficult to use at higher levels.
with necrotic energy. The shuffling corpse can still be a I'm going to gloss over the basics of using zombies
difficult adversary, however, as they lack a dependency on any to harass you players at low levels, whether it is
vital organs. As a result, zombies can be struck down, only to using them as minions of a local necromancer, a
rise again moments later, still fighting a relentlessly as before. hoard on the roam, or their friends and family
raised as part of some terrible curse. Instead, I have
Some claim that only way to truly kill a zombie is to remove a few suggestions on how to buff the basic
the head or destroy the brain, while some clerics say that only zombies provided by the MM.
a blessed weapon or holy water will remove the magic that Consider the role a zombie fills in combat and
fuels them. The more practical fighters of the world note that build from there. They are the relentless melee unit.
simply beating a zombie into a bloody pulp works for them. They take the most direct line to the nearest living
Even filled with magic, the body of a man is too weak a thing and they attack it until either they or their
form for some. There are those who create zombies from target dies. So let's build on that. As I mentioned,
more robust creatures, such as owlbears or minotaur. Tales giving them resistance to things like normal
are even told of a Black dragon who raises zombies from rival weapons can make them more interesting. Perhaps
dragons he has killed, but that level of magical talent is you really do need a blessed weapon or holy water
beyond most mortals. to kill them, or maybe silver or cold iron weapons.
Stacking other spells on top of them works well
too. I've used zombies as walking bombs before,
Social Observations where they explode after they are killed. This works
Zombies do not think, and are therefore not social. However, well, as zombies tend to die near players as well as
they follow orders to the letter, and are relentless in their other zombies, which can set off a chain reaction.
pursuit of the living. If a group of zombies is ever set loose, Spicing them up with elemental effects can be
they will wander aimlessly in a hoard until something attracts interesting as well. Frost covered zombies with
their attentions. Then, like a school of fish, they with shift shards of ice poking out of their rotting skin can be
their direction and pursue this new interest. This behavior cool and deadly, especially if they slow characters
can be exploited by clever adventurers who can take turns they hit, making it more difficult for players to get
away when the hoard closes in.
distracting the zombies and keep them from swarming a Everybody knows what a zombie is, but they can
single person. be some much more with a touch of creativity and
malicious intent.
Intra-Species Observations
Zombies will attempt to kill any living thing unless they are
called off by their creator. They are largely disinterested in
other undead, but can be found as minions of particularly
powerful ones, such as vampires or mummies.
Methods of Creation
The most simple way for someone to create a zombie is
through the use of basic necromancy, such as the Animate
Dead spell, but for the more ambitious mage, there are...other
ways.
There are points of weakness between planes where
Negative Energy can seep through. This magic can animate
the deceased on its own of the breach is large enough, and
some make use of this to quickly raise entire armies of
zombies through little effort on their own part.

378
Credits

T
he following is a detailed list of all of the major contributors to this project. Beyond the names listed here, there are
countless other commentors and individuals from outside of reddit who have contributed this project in their own
ways. Because of the decentralized nature of the project, it is impossible to collect all of the names. Rest assured:
your contribution, however small or grand, is valued. This compilation was constructed over the course of 3 days,
requiring round-the-clock effort by myself, and was made possible only by The Homebrewery, a powerful online
word processor streamlined for making 5e-styled documents using markdown, crated by Scott Tolksdorf, available
at http://homebrewery.naturalcrit.com/. -J.A.Malcolmson, Editor
Contribution Contributor Contribution Contributor
Original Compilation Project Nerd_By_Design Dinosaurs: Triceratops Lord_NiteShade
Aboleth Jackissocool Dinosaurs:Tyrannosaurus Rex Fortuan
Aarakocra 3d6skills Displacer Beast Fallen_Ishmayl
Angels rtwfm Doppelganger wolfdreams01
Animated Objects sorryjzargo Dracolich: Part 1 & Part 2 Multiprimed
Ankheg JonBanes Dragons: Overview DeathMcGunz
Azer HomicidalHotdog Dragon: Black Fortuan
Banshee LordFancyWhale Dragon: Blue DerpTheGinger
Basilisk Lord_NiteShade Dragon: Brass Masri788
Behir Fortuan Dragon: Bronze Hawkwing185
Beholder Fortuan Dragon: Chromatic DeathMcGunz
Blight tulsadan Dragon: Copper Captain-Weather
Bugbear Mathemagics15 Dragon: Gold TuesdayTastic
Bulette jtgates Dragon: Green Fortuan
Bullywug tulsadan Dragon: Metallic Nexaruu
Cambion friendship_rainicorn Dragon: Red pork4brainz
Carrion Crawler Laplanters Dragon: Shadow wolfdreams01
Centaur Dauricha Dragon: Silver Fortuan
Chimera virilis Dragon: White Masri788
Chuul hatemehnow Dragon Turtle gruesome_gandhi
Cloaker HumanMilkshake Drider OrkishBlade
Cockatrice gruesome_gandhi Dryad TheRealRogl
Couatl tl8695 Duergar Yami-Bakura
Crawling Claw dragonblaz9 Elementals Kami1996
Cyclops Meninaeidethea Elves: Drow Kami1996
Darkmantle Mechanical-one Empyrean Kami1996
Death Knight TheKahnage Erinyes MisterDrProf
Demilich 3d6skills Ettercap friendship_rainicorn
Demon - General wolfdreams01 Ettin Fortuan
Devil: General Rahovarts Faerie Dragon elegant_brawler
Devil: Erinyes abookfulblockhead Flameskull TheatreLife
Dinosaurs: Allosaurus Fortuan Flumph Fortuan
Dinosaurs: Ankylosaur Fortuan Fomorian AcceptablyPsycho
Dinosaurs: Deinonychus Lord_NiteShade Fungi: Violet Fungus Hyenabreeder
Dinosaurs: Plesiosaurs Fortuan Fungi: Shreiker Hyenabreeder
Dinosaurs: Pteranodon Fortuan Fungi: Gas Spore Hyenabreeder
Galeb Duhr famoushippopotamus

379
Contribution Contributor Contribution Contributor
Gargoyle tulsadan Lycanthrope authordm
Genies: Part 1 & 2 inuvash255 Manticore ColourSchemer
Ghoul pizza-eating_newfie Mimic wolfdreams01
Ghost Fortuan Merrow TheKahnage
Giants, Hill MrVojjin Modrons Maximus216
Giants, Stone MrVojjin Mummy DangerousPuhson
Gibbering Mouther famoushippopotamus Myconid famoushippopotamus
Gith TheatreLife Nagas TheatreLife
Gnolls GnollBelle Nightmare Fortuan
Gnome, Deep (Svirfneblin) TheKahnage Nothic tulsadan
Goblins WickThePriest Ogre Fortuan
Golems 5ednddm Oni Geodude671
Gorgon ColourSchemer Oozes afancydragon
Grell famoushippopotamus Orcs CavalierOfTheDragon
Grick Fallen_Ishmayl Otyugh JaElco
Griffon another-social-freak Owlbear Kylasaurus_Rex
Grimlock Mechanical-one Pegasus Fortuan
Hags Mechanical-one Peryton famoushippopotamus
Half-Dragon MisterDrProf Piercer Koolaidguy31415
Harpy abookfulblockhead Pixie MisterDrProf
Hell Hound Kami1996 Pseudodragon fiverings
Helmed Horror TF2Fongzilla Purple Worm Lord_NiteShade
Hippogriff CavalierOfTheDragon Quaggoth krazma
Hobgoblin Mathemagics15 Rakshasa Sivarian
Homunculus tulsadan Remorhaz Yami-Bakura
Hook Horror Fortuan Revenant Rahovarts
Hydra Imperialvirtue Roc PivotSs
Intellect Devourer Kami1996 Roper Sad-Crow
Invisible Stalker Kami1996 Rust Monster KingsMadness
Jackalwere Futhington Sahuagin tl8695
Kenku Sivarian Salamanders Fortuan
Kobold 3d6skills Satyr 3d6skills
Kuo-toa 3d6skills Scarecrow Rahovarts
Kraken TheatreLife Shadow SymmetricDisorder
Lamia Laplanters Shield Guardian TheIronicPoet
Lich TheatreLife Skeletons brail
Lizardfolk Fortuan Slaadi Yami-Bakura
Magmin Aphoric Specter improvedcm
Medusa tandem23 Sphinx 3d6skills
Merfolk TheKahnage Sprite krazma
Mephits MoxFlux Stirge famoushippopotamus
Mind Flayer hatemehnow
Minotaur fiverings

380
Contribution Contributor
Succubus/Incubus HyenaBreeder
Shambling Mound Max44150
Tarrasque Whitehatnetizen
Thri-Kreen Fortuan
Treant destuctir
Troglodyte 3d6skills
Troll MightyPine
Umber Hulk Warbashton
Unicorn 3d6skills
Vampires Kami1996
Water Weird inuvash255
Will-o'-Wisp CavalierOfTheDragon
Wraith arxnbond
Wyvern Joxxill
Xorn authordm
Yeti HellAndOates
Yuan-ti EnfieldMarine
Yugoloths wolfdreams01
Zombies Indy12
Continued Editing Merchent100

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