Professional Documents
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a
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sharp cutter’ll take a long 1
member it; it ain’t complete,
better than being Clueless.
appear below.
ClimatelTerrain: The plane(s)
cases, the creature lives in a parti
I
2d10
12
13
Result
Larva
Hordling
B 2
AATOR
2d10 Result
Minion of Set 16 Arcane
14 Terlen or Tanar'ri 3 Baatezu, Amnizu 17 Marut
15 Mephit or Imp 4 Baatezu, Gelugon 18 Observer
16 Yugoloth, 5 Baatezu, Cornugon 19 Demarax
Mezzoloth 6 Baatezu, Osvluth 20 GEARSPIRIT
17 Yugoloth, Hydroloth Baatezu, Hamatula
18 Yugoloth, Canoloth Baatezu, Erinyes
19 Nightmare or Night Baatezu, Abishai
Hag 10 Petitioner or Larva T'uen-rin
20 Shadowdrake ~ 11 Baatezu, Lemure 3 Shedu
12 Baatezu, Nupperibo 4 Archon
THEGRAYWASTE I 13 Baatezu, Spinagon 5 Merkhant
2110
2 Result
NightHag 1 14 BAATEZU, 6 Rager
KOCHRACHON 7 Hollyphant
3 Nightmare .5 Baatezu, Barbazu 8 Modron
4
5
Reave
Wastrel
1 16 Hell hound
17 Bonespear or
9
10
Leomarh
Einheriar
6 VIPERTREE Fhorge 11 Petitioner
7 Ironmaw 1 18 Tso orReave 12 Animal, Normal
8 Leomarh 19 Wraithworm 13 Tso or reave
9 Bloodthom ~ Nightmare 14 Quill
10 Abrian or Petitioner 15 Aasimar
11 Larva 16 fromain
12 Hordling 17 Aasimon
13 Yugololoth, 18 BUSENI
Mezzoloth 3 Observer 19 Noctral 8 Shedu
14 Yugoloth, 4 Sword Spirit Temarax 9 Lamrndlsu
Dergholoth 5 BLADELING 10 Terithataa (FF)
15 Yugoloth, 6 Yugoloth 11 Foo Lion
Canoloth 7 Bonespear 12 Thought eater
16 Yugoloth, Piscoloth 8 Fhorge
17 Terlen 9 Cranium rat
18 Tanar'ri or Baatezu 10 Rust monster 1
19 Wraithworm 11 Petitioner
20 Shadowdrake 12 Reave
I 13 Tso or quill
GEKENNA I 14 Hook spider
2dlO Result 1 15 Baatezu
2 Shadowdrake 16 Modron TH
3 Nightmare 17 Wastrel 2
4 Barghest 18 Mephit
5 Vaporighu 19 Maelephant
6 Bonespear UST DRAGON
7 Hook spider 4 Slaad
8 Bloodthorn 5 Ghostlight
9 Larva or Petitioner 6 Bariaur
10 Mephit 7 Leomarh 7
11 Cranium rat 8 Wastrel 8
12 Tso orvorr 3 Modron, Octon 9 VorrorTso
13 Yugoloth, I Modron, Nonaton 10 Abrian
Mezzoloth i Modron, Decaton 11 Petitioner
14 Yugoloth, Hydroloth 0 Modron, Pentadrone 12 Mammal
15 Yugoloth, 7 Modron, Quadrone 13 Rilmani, Plumach
Dergholoth 8 Modron, Tridrone 14 Khaasta
16 Yugoloth, Canoloth 9 Modron, Duodrone 15 Quill or Fhorge
17 Yugoloth, Piscoloth 10 Modron, 16 Cranium rat
18 Yugoloth, Monodrone 17 Bloodthom
Yagnoloth 11 Quill or leomarh 18 Arcane
19 Baatezu or Tanar'ri 12 Petitioner 19 Observer
20 Maelephant 13 Tso
CLIMATEITERRAIN: r only half damage from
FREQUENCY: Rare fire and cold, and gain a +2 to saving throws versus any kind
ORGANIZATION: Solitary of c h a m , fear, emotion, or domination effect.
A m CYCLE: Any The typical NPC aasimar described above is a warrior.
DIET: Omnivore Most aasimar favor well-made heavy armor such as plat
INTELLIGENCE: Very (11-12) mail, field plate, or banded mail. They’re likely to wear beauti
TREASURE: R, U fully decorated suits, emblazoned with their coats-of-arms or
ALIGNMENT: Any nonevil other such frippery; an aasimar likes to stand tall and prou
and doesn’t care who knows it. Because aasimar seem to pic
No. APPEARING: 1 (1-2) a lot of scraps with powerful evil creatures, they are fond of
ARMOR CLASS: 3 (10) large weapons that take advantage of their natural strength.
MOVEMENT: 12 An aasimar’ll rarely be seen with an assassin’s weapon like a
Hrr DICE: 3+3 hand crossbow or poisoned dagger; they like big two-handed
THACO: 17 swords, halberds, and maces, and mighty long bows.
NO. OF ATTACKS: 1 or by weapon About 25% of all aasimar are priests or fighter-priests,
DAMAGE/AITACK: ld3 or by weapon with the spell abilities of a 3rd-level cleric. About 1OOh more
SPECIAL ATTACKS:
Spell use are mages of 3rd to 7th level, wit& four-sided Hit Dice. Aasi
SPECIALDEFENSES:‘/z damage from fire and cold; +2 to saves mar mages do not gain the 10% magic resistance of the race.
vs. cham, emotion, fear, or domination
MAGICRESISTANCE:loo/, HABITAT/SOCIETY: As noted above, aasimar prefer to blend in
SIZE: M (5’/2’-6’/2’tall) with their neighbors and form no independent societies. They
MORALE: Elite (13-14) tend to be great travelers and wanderers, since they are wel-
XP VALUE: 420 *‘corned anywhere on the Upper Planes and can pass without
notice in most other places. Some aasimar set themselves up
Just like tieflings, aasimar are plane-touched creatures that as traders and merchants; these cutters do a good business,
can’t quite be called human. In their veins flows the blood of since everyone knows they’re trustworthy. In fact, when an
both humankind and one of the races of the Upper Planes - aasimar bobs some sod, he’s likely to get away with it since
the rilmani, the eladrins, or the guardinals. Aasimar are beau- most people’ll take his word over his victim’s.
tiful creatures, with calm, serene features and an inner radi- Aasimar commonly intermarry with the people around
ance that shines from their faces. They’ve got long manes of them; in fact, it’s rare to find an aasimar bloodline more than
white-gold hair, and bright, piercing eyes that seem to look four or five generations old. Unlike tieflings, aasimar are
right though a basher. It’s easy to mistake an aasimar for a rarely outcasts or orphans. Instead, they usually have the ben-
human of unnatural purity, a half-elf, or even an agathinon. efit of a respectable upbringing on the side of their mortal par-
Aasimar tend to be noble, honest, and courageous cutters, but ent. On rare occasions, aasimar are born into prime-material
a body shouldn’t always assume an aasimar means him well; worlds where no one knows their true heritage. In these set-
there are a few cross-traders and knights of the post among tings, the young aasimar often becomes a great leader or hero.
the aasimar, despite their noble birth.
Aasimar are scattered throughout the Outlands and Upper ECOLOGY:Aasimar’s expertise at fitting in with their settings
and Neutral Planes, but naturally avoid prolonged stays on makes them model citizens. They are upright and honest i
any of the Lower Planes. (They’re too likely to be mistaken for their dealings, live clean and moral lives, and aren’t afraid
an aasimon of some kind, and a tanar’ri or baatezu can’t stand stand up for what’s right. This is all fine on the Upper Planes,
the sight of an aasimon.) They usually dress to fit in with the but in neutral places like the Outlands it means that aasimar
population around them, so an aasimar living among the are born troublemakers. They’ve got an uncanny ability to fer-
elven folk of Arborea dresses like an elf and assumes many of ret out underhanded schemes and put a stop to them. Aasi-
his hosts’ mannerisms. When an aasimar’s moved to great mar’re as safe as the next body on their native planes, but in
emotion, his heritage shines through his face like sunlight Sigil they’ve got to watch their step and curb their impulses.
through clouds. There aren’t many evil bashers who can look Aasimar can eat about anything a civilized human can.
an angry aasimar in the eye. They have little liking for raw meat, fiery brews, or other such
fare. Most aasimar have very discriminating palates and enjoy
COMBAT:Aasimar are upright and fair warriors with deep re- only the finest viands and wines of mortals.
serves of strength and faith. Unfortunately, their mixed blood There’s a natural rivalry between tieflings and aasimar.
makes them somewhat frail. All aasimar gain bonuses of + 1 to Tieflings heartily resent them because their mixed heritage
Strength and .Wisdom, and suffer a -2 penalty to Constitution. isn’t perceived as a fault, like the tieflings’ own commonly is.
It’s real hard to sneak up on aasimar; they’ve got senses like a To the tiefling mind, an aasimar is a coddled half-breed who’s
cat’s. it seems. All aasimar have infravision to a range of 60‘ had everything handed to him on a silver plate. Aasimar find
and gain a +1 bonus to surprise checks due to their unnatural it difficult not to be suspicious of tieflings in return.
ate aasimar charact
scores are:
- r Dex Con -
,,18 5/18 5/18
checks. Aasi-
and gain a +2 to
saving throws
charm, dominatio
emotion, or fear e
fect. This include
cause fear, chaos,
charm person, charm
person or mammal,
charm monster, cloak
of terror, command,
confusion, demand,
domination, emotion,
enthrall, eyebite, fear,
friends, hypnotic pat-
tern, hypnotism, mass
charm, mass suggestion, scare,
spook, suggestion, Tusha’s uncon-
trollable hideous laughter, and taunt.
ABRIAN .
CLIMATEITERRAN Outlands, Lower Planes An abrian attacks by slashing with its serrated beak and
FREQUENCY: Common delivering a powerful kick with one of its clawed legs. The
ORGANIZATION: Flock abrian’s kick can easily kill or incapacitate a grown human.
A m CYCLE: Day Abrians can’t wield weapons with their small forelimbs, but
DIET: Carnivore might be able to use a magical item such as a ring or a wand if
INTELLIGENCE: Low (5-7) the item is usable by characters of any class.
TREASURE: B (nest); individual J,K,M Abrians also possess a shrill, piercing shriek that can disori-
ALIGNMENT: Chaotic evil ent and deafen prey. The cry of a single abrian is only a nuisance,
but if 4 or more are shrieking together, any creature within 20
No. APPEARING: 4-40 feet must successfully save versus spell or be deafened for ld6
ARMOR cuss: 6 rounds. Deafened creatures suffer a -1 penalty to surprise rolls
MOVEMENT: 18 and have a 20010 chance to miscast spells with a verbal compo-
HIT DICE: 2+3 nent. If 8 or more abrians are shrieking, the effects above are
THACO: 17 doubled and the deafness lasts Id4 hours. In addition, deafened
No. OF ATTACKS: 1 beak and 1 kick victims suffer a - 1 penalty to attack rolls and Armor Class due to
DAMAGE/ATTACK: 1d3/ 1d8 inner ear damage.
SPECIAL ATTACKS: Shriek An abrian hunting flock often divides into 2 or more
SPECIAL DEFENSES: None groups and makes hit-and-run attacks from several directions
MAGICRESISTANCE: None against tough opponents; while the prey is busy fighting one
SIZE: M @’tall) band, another’ll burst out of ambush and charge into their
MORALE: Unsteady (5-7) rear. The first band quickly withdraws, circles for an opening,
XP VALUE: 175 and then dashes in when the enemy turns to deal with the sec-
e ond group. If the second group sirikes from concealment, its
-
Abrians are man-size, flightless approach might not even be noticed by deafened enemies.
birds native to the Lower Planes Abrians have courage in numbers, but tend to retreat
that’ve spread like a quickly when things don’t go their way. However, they’ll fight
plague throughout to the death to defend their lair.
the Outlands.
Some cutters say HABITAT/SOCIETY:
Abrians gather in small flocks, led by an older
that abrian hunting parties’ve been sighted in Arcadia, Ar- female of 3+6 Hit Dice and Average intelligence. The flock
borea, or Bytopia from time to time. An abrian’s body is cov- usually settles in one spot for several months at a time before
ered with black and red spiny feathers, and it balances on two moving on. Abrians favor caves, ruins, and dense forests or
large, powerful legs. Clueless primes’ve said that an abrian thickets for their communal nests. Usually, about one-third to
looks like a “bad-tempered ostrich,” whatever an ostrich is, one-half of the flock remains behind to guard the nest and the
but they also say that the abrian’s far heavier and has a much group’s treasure while the others set out on hunting forays
larger head and beak. An abrian’s wings are tiny, atrophied that can last several days.
arm-claws, carried in front of its body. Its arms couldn’t hold An abrian nest usually contains a number of young equal
anything larger than a small child, but it does use them for to 25% of the adults. Young abrians have 1+ 1 HD and can
handling small items. Its head and legs are bare of feathers kick once per round for Id4 points of damage. A clutch of Id6
and covered with tough, scaly, gray hide. eggs per 10 adults can also be found in the lair. Abrian eggs
Abrians are intelligent, but not extremely so - they rarely are worthless, but in some areas there may be a bounty on
have much to say to anyone except one of their own, and often them.
don’t have the sense to lay off prey that’s obviously too tough Females are the decision-makers of an abrian flock, but
for them. A body shouldn’t expect to start a conversation with males lead the hunting parties. (The male and female of the
one, and more than a few berks’ve been put in the dead-book species are nearly indistinguishable to nonabrians.) In addi-
for trying. The abrians’ intelligence is more obvious when they tion to the flock leader, a flock has a 50% chance of including
hunt; the creatures are surprisingly cunning and clever in lay- a shaman. The shaman is the second-oldest female, and has
ing traps, cooperating in the chase, and using hit-and-run tac- the spell ability of a 2nd-level priest with access to the spheres
tics in a fight. of all, animal, plant, and guardian.
From time to time, a party of abrians led by one of the
COMBAT: Abrians’re likely to attack anything they encounter, older females may engage in trade with other intelligent crea-
hoping to make it their next meal. They’re great nuisances in tures. The abrians must be far away from their nest and they
settled lands, where they often raid livestock and attack outly- must be fairly well fed in order to view other creatures as any-
ing farms. In wild areas, they’re especially dangerous, since thing except prey or a threat to their fledglings. Abrians
they’ll usually try to drag down any party of travelers they run appear to have little concept of civilized behavior or commu-
across. nication, and such meetings often end in disaster.
+
damage, plus a minor magi
Id8 or by weapon
Minor magical effects
Invisibility, dimension door
cal protection such as rings, cloaks, or bracers. Most arcane always nearby.
appear to be only lightly armed, with long, thin weapons such
as rapiers, staves, or light long-handled maces.
"companies." These companies may number only a handful of merchants to handle the
all costs. If an arcane finds himself in the Cage, he'll seek to terious - o
planes, there’s an
e the arcane were
at some point. Of
course, the arcane’re
extremely wealthy,
but beyond that
it’s hard to say
what they
gain from
their inces-
sant trad-
ing. Some
people
specu-
late that
the
intheAs- un
e seas of a prime-
5 HD: 420
6 HD: 650
7 HD: 975
8 HD: 1,400
of sunshine or rai
In the barren
places of its home
planes, the blood-
often grows in
es of sever;
ns, the victim is dragged 10 to
en the victim has been dragged
e monster attacks with its fear-
umb as a value.
I B Neutral evil
victim, it can use its psionic powers to enter alby plane and at-
tack its victim again and again. The only defense against this
A dhour can flatten its body out to a foot-thick pancake 10 feet probabili
. . , “. .. .
.. ,._.-__u_(_I_
I
I . L,..
I
LLIJ LILY: Bleakers say that the eaters of knowledge are made
Dis/Sci/Dev Wack/I)efense from the living corpses of Ilsensine's zombies. The god-brain
All/All 16 210 selects some of these empty husks, removes their burned-out
brains, and replaces them with a small portion of its own gray
matter. This Jrile material causes the host body to swell and
change, as noted above.
Eaters of knowledge subsist on the brains they devour,
it also crave the memories and experiences of the minds
ose brains. Animal brains are of no inter-
m; only the mind of a sentient creature
them with the nourishment they
-'
'edge have no
nr methnd nf
d
ELADRIN
The eladrins are a cowardly race of sniveling weaklings. They’re Lesser eladrins’re vulnerable to weapons of cold-wrought
untrustworthy and treacherous, and they turn up in the most in- iron and suffer double damage dice from any cold iron
convenient places! Why, a body can’t get two steps in their pre- weapon that strikes them. If the cold iron weapon is en-
cious Arborea without their arrogant, conceited shiere knights chanted, the eladrins ignore the double damage; the magic
showin’ up and puttin’ their long noses in your business! Let’s spoils the baneful properties of the blade. Greater eladrins
see ’em come on down to Baator. We’ll whip ’em into shape. don’t suffer double damage from a cold iron weapon, but they
Teach ’em a thing or two about proper organization. They’d find do suffer normal damage even if the weapon normally
hard way how baatezu’ll run things once we’ve burned couldn’t hit them because of a lack of enchantment. For ex-
to the ground around their pointed little ears. ’Course, ample, a greater eladrin normally hit only by +3 weapons or
still got that little tiff with the tanar’ri to settle, but when we better can be damaged by a nonmagical cold iron weapon.
get them straightened out, well, just you wait! Cold iron weapons have to be custom-made and cost twice as
What?!!! A shiere riding this way? I - I - I’ve got to go. much as normal.
Duty calls, and all that. Wouldn’t want to be missed back in Silver weapons inflict full damage if they are sufficiently
Avernus, after all. enchanted to be able to damage the eladrin anyway.
- Uzamaer the Maw, cornugon captain visiting Sigil
P y eladrin can travel to any Upper Plane, Ys-
The eladrins are the native race of Arborea, just as the baatezu g ds, and the Astral Plane. Greater eladrins can
are associated with Baator and the tanar’ri with the Abyss. travel to any Outer or Inner Plane, the Ethereal Plane, or any
They’re wild and free beings who exult in their own existence prime-material world. Unlike many fiends, eladrins can freely
and live a life of song and celebration. The eladrins aid all peo- enter any world they can reach; they don’t have to wait until
ple of good hearts against the forces of evil, but seek to do so they’re summoned. However, eladrins are required to veil them-
with individual acts of kindness or heroism. selves when traveling in prima-material worlds. The same laws
In Arborea, the eladrins move from place to place constantly, that force a baatezu or tanar’ri to subject itself to the manipu-
reveling in the natural beauty of the plane and seeking adventure. lations of a wizard also prevent an eladrin from revealing its
They’re defenders of goodness and freedom wherever it is threat- true nature except under the direst of circumstances.
ened, and seek to counter the influences of tanar’ri and baatezu When an eladrin is veiled, it takes on the guise of a creature
among mortals. To the eladrins, mortals should be free to choose native to the world it is journeying in. It may assume a human or
their own destinies without fiendish interference; many of the demihuman form, pretending to be an adventurer or wandering
more powerful eladrins constantly roam the planes and prime-ma- bard. Once committed to its veil, it can’t do anythmg that its as-
terial worlds, working against the baatezu and tanar’ri who seek to sumed identity couldn’t do whenever a mortal might be near
dominate these realms. enough to see. Should an eladrin violate its veil, it has to return to
Although the individual types of eladrins are diverse in Arborea for 1,001 years before waking the prime-material worlds
power and appearance, as a race they’re creatures of faerie again. Usually the violator eladrin is allowed a brief time - a few
grace, quickness, and beauty. Eladrins fall into two categories: minutes or an hour - to attend to any business it has to finish be-
+ Lesser (bralani, coure, noviere, shiere) fore it is called away.
+ Greater (firre, ghaele, tulani)
Lesser eladrins rarely leave the plane of Arborea, but The magical and mysterious heart of the
greater eladrins can be found anywhere serving the cause of e Court of Stars, where the beautiful Queen
Morwel reigns over her people. Morwel is sometimes called the
Faerie Queen, the Lady of the Lake, or the Lady of Stars; she’s
rins can use t probably a demipower in her own right, and she’s surrounded
once per round at will: alter selJ comprehend languages, cure by the brightest and most gracious of the eladrins. The Court
light wounds, detect evil, and phantasmal force. They’re par- moves from place to place throughout Arborea, existing only
tially immune to the effect where night falls over the realm. The Court of Stars isn’t really
below: the government of the eladrins as much as it is the heart or
spirit of the race.
Attack Form The eladrins’re on good terms with the elven pantheon
Acid and the Greek pantheon, but they tend to keep to the wilds of
Cold Half (None) Arborea. When the eladrins visit Olympus, they often assume
Electricity (lightning) None the forms of petitioners or forest spirits, veiling their true na-
Fire (dragon, magical) Half ture. In the elven realms, the eladrins feel free to show them-
Gas (poisonous, etc.) Half selves for what they are.
Iron weapon Doubled (Full) On rare occasions, the eladrins join with the aasimon
Magic missile None who serve the Greek and elven powers when some profound
Poison Full (Half) evil threatens all of Arborea. But for the most part, they prefer
Silver weapon Full” powers be and govern their own affairs.
CLIMATEITERRAIN:
Arborea (Pelion)
FREQUENCY: Uncommon (Common)
ORGANIZATION: Band
ACTIVITY
CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Very (13-14)
TREASURE: Incidental
ALIGNMENT: Chaotic good
In humanoid form, bralani are surprisingly strong; they find. The bralani don’t acknowledge any one individual
got an 18/76 Strength with the resulting bonuses. as leader. The entire band acts merely on spontaneous im-
ani prefer the spear, the bow, and the scimitar - weapons pulses, which can make these eladrins very hard to deal with.
e desert nomads they most closely resemble. Bralani When the bralani leave Pelion, they travel in smal
ons’re often enchanted. These folk are superb archers, groups of only 1 to 3 individuals. In the rare instances where
gain a +4 bonus to bow attacks due to their great Dexter- the bralani have mobilized for war, they act as scouts and skir-
of mephits, either.)
forced to fight, she attacks with minia
when confronti
a tiny (6’ diameter) ball of faerie-light at will. lani courts. Among more powerful eladrins, coures’re mess
gers, heralds, or pages.
COMBAT:Combat isn’t the main strength of a coure. These tiny
eladrins go to great lengths to avoid physical confrontations, they sp r time sleeping, wrapping t h e m e
choosing flight over battle against all but the weakest foes. in their
CLIMATE/TERRAIN:
Arborea In her fiery form, a firre can strike twice per round for
FREQUENCY: Rare 3d6 points of damage per attack. Any creature within 10 feet
ORGANIZATION: Solitary of the burning firre must make a successful save versus spell
A c m CYCLE: Any or suffer ld6 points of damage from the heat. Any weapon
DIET: Omnivore that strikes a fiery firre must survive an item saving throw
INTELLIGENCE: Genius ( 17- 18) versus magical fire or be destroyed, although the firre still
TREASURE: Incidental takes damage from a successful hit.
ALIGNMENT: Chaotic good In any shape, the firre eladrin radiates protection f r o m
evil in a 10-foot radius. The firre can also use the following
No. APPEARING: 1-4 spell-like powers once per round at will: advanced illusion, af-
ARMOR CLASS: -3 fect normal pres, continual light, detect invisibility, ESP, im-
MOVEMENT: 15, F1 36 (A) proved invisibility, polymorph self, wall ofBre, or cast a 10d6
HITDICE: 7+ 10 preball. Once per day the firre can create a prismatic spray. In
THACO: 13 addition to these spell-like powers, the firre has the spell abil-
No. OF ATTACKS: 1 or2 :ty of a 9th-level priest.
DAMAGEIATTACK:By weapon + 6 or 3d613d6 In demihuman form, the firre can choose to sing instead
SPECIAL ATTACKS: Spellsong of attack. Her unearthly voice functions as a charm, hold,
SPECIAL DEFENSES: Magic use, shapechange; struck only by sleep, or suggestion spell on any creature within 50 feet. (The
cold iron or weapon of +2 or better en- firre chooses the exact effect.) Any listeners must successfully
chantment save versus spell or be affected, The firre’s sleep song can af-
40% fect creatures normally unaffected by sleep spells.
M (6’tall) Firres can be hit only by weapons of +2 or greater en-
Champion (15-16) chantment, or cold-wrought iron weapons. They suffer nor-
14,000 mal-not doubled-damage from such weapons.
It shouldn’t be any surprise that there are eladrins who devote irre rarely gather together. Instead, they pre-
themselves to art, music, and magic. The firres (pronounced e. In the court of a tulani eladrin, it’s unusual
feers) are creatures who live for beauty; their lives are consumed to find more than one or two firres. The firres may be the most
by a fiery passion for art of any kind, and they strive to make accessible eladrins ap utinely seek
their own existence a living image of wonder and delight. out mortals of skill an
The firre eladrins live as wandering minstrels and bards in beauty, and travel fre
Arborea, attending the courts of more powerful eladrins or tarry- among all ranks of
ing to entertain a circle of coures in a forgotten dell. Their pursuit eladrins. Like the
of beauty leads them to any place where art, skill, or grace is held ghaeles, the firres often
in high esteem. A body could run across a firre traveling the Out- embrace causes among
lands or visiting the palaces of neutral-aligned powers just as the mortals of the Primr
easily as he’d find one in Arborea. Firres have a deep love and ap- Material Plan
preciation of mortal art, and often embark on lengthy sojourns on
the Prime Material Plane to seek out works of excellence.
In their natural form, firre eladrins resemble stocky elves
with brilliant red hair and fiery red eyes. At first glance, a firre
might be taken for a half-elf, but her eyes give her away; they
have no iris or pupil, and glow brightly with the firre’s inner
flame. Firres can also transform themselves into man-size pil-
lars or balls of fire; in this form they can fly at the listed rate.
~ * C O M BInA demihuman
~: form, ghaeles favor incandescent long
swords +4 that inflict an extra Id10 points of positive energy
damage to any evil foe struck. Evil creatures of fewer than 5
Hit Dice meeting the gaze of an angry ghaele must success-
fully save versus spell or be slain; even if they succeed in their
saving throw, they are stricken with fear for 2d10 rounds. Evil
creatures of 5 Hit Dice or more, or any nonevil opponent, suf-
+33 +
CLIMATE/TERRAIN:Arborea COMBAT:The novieres’re slow to anger and try tio avoid combat
FREQUENCY: Uncommon unless it’s absolutely necessary. If presxd, a noviere can fight
ORGANIZATION: Clan fairly well - her lithe limbs and graceful frame conceal an
ACTIVITY CYCLE: Any 18/01 Strength. Novieres like weapons that Cah be used on
DIET: Omnivore water or land, and usually wield tridents + I , nets, or long-
INTELLIGENCE: High (13-14) bladed daggers i 2 . Novieres can throw their a& 30 feet un-
TREASURE: Incidental derwater or 60 feet on land; if they scare a bit, their victim
ALIGNMENT: Chaotic good must successfully save aralyzation or be entangled for
ld6 rounds. Entangled
No. APPEARING: 2-16 hit. Novieres are usually carefu
ARMOR CLASS: 3 (-3) drown while entangled in their nets.
MOVEMENT: 15, Sw 24 In dolphin form, a noviere’s body is comqsed of water
HITDICE: 5+7
THACO: 15
NO. OF ATTACKS: 1 weapon or 1 ram
DAMAGE/ATTACK: By weapon i 3 or 2d8
SPECIAL ATTACKS: Drowning
SPECIAL DEFENSES: Dolphin form
MAGIC RESISTANCE: 20010
SIZE:
MORALE:
M (5’ tall or 7’ long)
Fanatic ( 17- 18)
A
XP VALUE: 5,000
INTELLIGENCE:
TREASURE:
ALIGNMENT:
tures cannot bear to be near. may be encountered. The tulani watch over Arborea and act as
Visitors to Arborea who seek out the tulani courts soon stewards over the realms of the eladrins. Typically, a tulani
find out that the eladrins aren’t easy to find when they want will have a host of shiere wamors, several ghaeles and firres,
to avoid someone. When a cutter finally gets to meet with a and uncounted numbers of coures in his domain.
tulani, he’s wise to keep his bone-box shut and mind his man- The tulani eladrins answer only to the Queen of Stars,
ut are gracious hosts when their guests behave who share Arborea with them. Within their own realms, tu-
lani are free to rule as they see fit; generally, they’re com-
passionate but distant overlords who allow their subjects to
do as they please.
armor; at will they can create a swordlike
blade of fiery light in their fist that strikes
as a sword of sharpness +4. The sword de-
livers an extra 2d8 points of positive
CLIMAIE/TERRAIN: Outlands, Acheron, Baator lavored terrain of scrub, thickets, or woodmnqls, its enemies
FREQUENCY: Uncommon suffer a - 1 penalty on their surprise checks.
ORGANIZATION: Pack When a fhorge charges, it gains a +2 bonus to its attack roll
ACTIVITYCYCLE: h Y and inflicts +1 damage on each die, for a total af 3d6+3 points
DIET: Omnivore of damage. If its attack roll result exceeds the required number
INTELLIGENCE: Semi- (2-4)
TREASURE: None
ALIGNMENT: Neutral
ARMOR CLASS:
MOVEMENT:
HITDICE:
THACO:
No. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS: Charge
PEPPER
e, cleaned and
dressed, and season liberally with
crushed black pepper. Stuff body cavity
with onions, garlic bulbs, and hot pep-
pers. Skewer and set over a medium fire
to 6 hours. Turn every half
brushing with melted but-
ter or herb-infused oil. Brush
wdered garlic and black pep-
er into the meat each time it’s
turned - use a good stiff
brush. The fhorgling’s done
when the juices run clear
when the thickest part of
eat (usually the haunch)
is pricked with a dag-
ger, and the skin is
cracked and
browned.
A c m CYCLE: Night prise attack or a stealthy,
DIET:
+42+
ORGANIZATION: Solitary
ACTIVITY
CYCLE: ~ Day
DIET: Omnivore
INTELLIGENCE: Exceptional ( 15- 16)
TREASURE
: Incidental
ALIGNMENT: Neutral good
yond the next sea. with both talons in order to get a hold of its foe, and can climb
Avorals have the bodies of tall, muscular men or women, at a rate of 120 feet per round while burdened with an enemy
but their arms are long, powerful wings and their lower legs in its grasp. It has to be really angry to drop a nonevil creature
feature strong talons and feathery vanes to act as a tail in from on high.
flight. Their faces are more human than avian, but their hair Avorals also boast several spell-like powers. Once per
seems to be a feathery cowl around their heads, and their eyes round they can use blur, command, gust of wind, hold person,
are bright and golden. Avorals’ chests are exceptionally deep light, or magic missile (4 missiles). Once per day they can cast
and powerful, anchoring their wing muscles; their bones are an 8d6 lightning bolt or createfear in a 20‘ radius. Their visual
strong but hollow, so even the largest avorals weigh no more acuity is unbelievable; avorals can see detail on objects up to
than 120 pounds despite their appearance. 10 miles away, and can employ true sight to a range of 100
An avoral’s wings feature small hands at the midpoints. feet by concentrating for one round. It’s said the avorals can
When its wings are folded beside its body, these wing-hands see the color of a cutter’s eyes at 200 paces.
are carried about where a human’s would be, and can do just Avorals can be struck only by silver weapons or weapon
about anything a human hand could do. enchanted to +1 or better.
CO,~~A
OnT :the ground, the avoral can lash out with its wings HABITAT/ : Like most guardinals, avorals don’t
mode of combat. The avoral’d much rather meet its foes in the places. On rare occasions, a family group may be encountere
LEONAL can whinny once per turn.This piercing shriek can stun creatures
of 4 HD or fewer, or deafen creatures of more than 4 HD, if they
fail their saving throw versus spell. The effects last ld6 rounds,
and the whinny affects any nonequinal within 20 feet. Deafened
creatures suffer a -1 penalty to surprise checks and have a 20%
chance to miscast any spell with a verbal component.
Genius ( 17- 18) An equinal also has the following spell-like powers, us-
Incidental able once per round: bless, command, fog cloud, light, and
magic missile (3 missiles). Once per day equinals can create a
wall of stone or use slow.
Equinals can be damaged by any magical weapon, re-
0 -5
24 24
6+3 12+6 HABITAT~~OCIETY: Eq
15 9 meadow or glen, livin
2 hoof-strikes 3 ing on. They’re fond
ld8+8/1d8+8 2d4+9/2d4+9/ld8 and while away ma
Whinny Roar natured creatures who welcame
None See below little too boisterous and a bash
2 5% 50010
L (7%’tall) M (6’tall)
Champion (15-16) Fearless (19-20)
5,000 18,000
I don’t think you understood me. (Snort!) You’re going to put ber of equinals have it in
that sword down and act nice, berk, or I’m gonna beat you like make herculean efforts to
a drum. (Snort!) You’re disturbin’ the peace, and we don’t care
for that around here. Say, is that some tanar’ri blood I see in
those pointy ears and glowin’ eyes of yo urs? (Snort, whicker!)
The equinal Drouhawhaa, to an unidentified tiefling
more horselike, with a reversed knee and true horse’s hooves for
feet. Its lower limbs are covered with short, bristly horsehair, and others
its face is long and narrow. A long, wild mane runs from the
rest of their head down to the center of their backs.
Equinals enjoy each other’s company and are more likely
o be found together than other kinds of guardinals. Their home Leonals are t
is the open fields and farmlands of Amoria, and they like to They’re chie
gather in small bands. (Call a group of equinals a “herd,” and a lmnal prefers to keep to
body’s likely to wake up with hoofprints where his nose used to
inals enthusiastically embrace any cause that allows
stand hoof-to-toe with evil and beat it senseless.
In addition to attacking with its powerful fists, an equinal ness, it’s a remorsele
GUARDINAL, L W N A L
COMBAT:A word of advice: Don’t pick a fight with a leonal. following spell-like powers: continual light, ESP, cast a 10d6
They’re superhumanly strong, packing the power of a frost jireball, hold monster, know alignment, magic missile (5 mis-
giant (21 Strength) in their compact, athletic frames. Their siles), polymorph self, or create a wall of force. A leonal can
talons can inflict devastating damage, and their bite can be cure critical wounds, cure disease, or neutralize poison three ’
lethal. Leonals’re incredibly fast and agile, and gain a -4 initia- times per day, and once per day it can heal other. Once per year
tive bonus in any round they choose to make physical attacks. the leonal can grant a wish.
This agility allows them to dodge any missile or missilelike Leonals are never surprised, and can be hit only by +3 or
magical attack with a successful saving throw versus paralyza- better magical weapons.
tion. (This includes any thrown weapon, any missile fired by
bow, crossbow, or sling, and spells su
arrow, Me@ ncid a
CLIMATE/~~RRAIN:Elysium The scholars and philosophers of the guardinals are the ursinals,
FREQUENCY: Rare benevolent beings who resemble huge men and women with
q::
ORGANIZATION: Solitary distinctive bearlike attributes. They’re advisers to the leonals,
A Any and the record-keepers and magic-users of their race. Ursinals
Omnivore are open with their knowledge but love to digress endlessly and
Genius (17- 18) often free-associate through many iterations until they’re hold-
Neutral
Incidental
good ing forth on a subject with no relation to the original topic.
h G NT: Ursinals stand 8 feet tall, with thick-set bodies. They’re
i
1 covered with light golden, red, or golden-brown fur that’s long
No. APPEARING: 1 (1-2) on their forearms, backs, and lower legs and too fine to see on
A R M O R CLASS: -4 their torsos and faces. An ursinal‘s face has a pronounced muz-
MOVEMENT: 12 zle and high ear-tufts, but its expression is kindly. It’s very dif-
Hrr DICE: 10+5 ficult to move an ursinal to anger, but the powers pity the poor
THACO: 11 sod who manages the trick - it’s said that a fighting-mad ursi-
No. OF ATTACKS: 3 nal can tear his way through any three gehreleths.
DAMAGE/ATTACK: 2d6+7/2d6+7/1d10
SPECIAL ATTACKS: Spell-like powers COMBAT:Ursinals dislike combat and avoid physical confronta-
SPECIAL DEFENSES: Struck only by silver weapons or those tions until they become inevitable. However, a body’d be wise
of +3 or better enchantment to watch out when the ursinal finally decides to stand his
MAGIC RESISTANCE: 45% ground. An ursinal’s as strong as a hill giant (Strength 19) and
SIZE: L (8’tall) can dish out terrible damage with his sharp-clawed paws. If an
MORALE: Fanatic (17-18) ursinal hits an enemy with both paws, he can automatically
X P VALUE: 14,000 hug his victim for an additional 2d10 points of damage and
gains a +4 bonus to his bite attack against the hugged victim.
Now, as you undoubtedly already know, Gregas was master of Ursinals’re skillful mages and have the spell powers of a
the sword known as Flamedancer. In elvish that’s Illiaman, of wizard of level 9 to 16 (d8+8.) They prefer spells of enchant-
course. Illiaman was once the royal sword of Tuarhiviel, an ment, misdirection, or divination, and rarely memorize many
elven domain that came to an end, oh, about 800 of your years heavy-damage spells. Of course, under the right circumstances,
ago. The last king of Tuarhiviel was Elnamien the Foreshort- an ursinal’ll make use of any spell in his books. They’re also
ened of Years, whose daughter escaped the fall of the elf-king- fond of magical items such as rings, rods, or wands, and miscel-
dom and grew up practicing magic in the land of Zhared-Mai. laneous magic that enhances their spell-casting ability.
A f i n n y thing about the Zharedi; they eat only with their lefi Like the other guardinals, ursinals have several spell-like
hands, since in their culture it’s considered a mark of respect powers that can be used once per round: continual light, ESP,
for the host that the guest must be ready to defend himself at a hold monster, know alignment, polymorph seK magic missile
moment’c -otic- ’herefore their right hand rests on their hip, ( 5 missiles), sleep (4d6 Hit Dice worth, affects creatures up to 7
zether or not they’re carrying a HD), or create solid fog. An ursinal can cure disease, heal, or
word, you see - What’s neutralize poison three times per day, and once per day he can
that? Gregas who? speak a holy word. Once per year the ursinal can grant a lim-
ited wish.
Ursinals can be hit only by silver weapons or those that
a1 scholar have been enchanted to +3 or better. They’re never surprised
md sage in Elysium.
hollyphant to overcome
on its own, it’ll try to alert more power-
ful good creatures to the evil presence, or
effort to delay or misdirect its enemy.
In physical confrontations, the hollyphant’s at a
disadvantage. It strikes with its small tusks for only Id
EIAITACK: ld3/ld3
with which they defend themselves. Three times per day a hol-
lyphant can trumpet, choosing one of three effects: a blast like
that of a horn of blasting; a call that acts as dmms of deafen-
ing in a cone-shaped area 70 feet long by 30 feet wide at the
end; or a fan-shaped shower of sun-sparkles 50 feet long by
20 feet wide. Sun-sparkles are m o t w o f positive energy that
t, that little basher? Ya gotta be peelin’ me! Why, I could inflict 8d6+8 points of damage to fiends, undead, and other
- Last recorded words of the barbazu Bloodtaker In addition to their trumpet-calls, hollyphants can use
the following spell-like powers, one at a time, at will: bless,
Hollyphants are servants of the powers of good, found cure serious wounds (twice per day), light, protection f r o m
throughout the Upper Planes. They’re the messengers and evil (twice per day), and teleport without error. Once per day
helpers of the various good pantheons, acting as couriers or they can call aflame strike, heal, raise dead, and use banish-
advisers to mortals the powers’ve got an interest in, or work- ment. Hollyphants are considered 16th-level for casting pur-
s assistants to more powerful proxies. poses.
A hollyphant looks like a tiny, golden-furred elephant The magical tusks of a hollyphant protect it from all dis-
hollyphants’re really spirits or manifestations of some kind, chance of success; there’s a 70% chance that another hol-
may take steps to teach a vocal detractor a lesson. the Outer Planes, a monadic deva for one on the Inner Planes,
Adventurers are likely to run across a hollyphant any or a movanic deva for a hollyphant on the prime material).
they’re about the business of a good power. Hollyphants
are fond of keeping an eye on mortal heroes doing their pa- PSIONICS
S ~ Y
tron’s work. Hollyphants can also be encountered transiting Level DislScilDev Attack/Defense sk&e PSPs
the Astral or Ethereal Planes, since many of their tasks involve 6 21318 EWPBh4TIAll .14 120
journeying to the prime material. Of course, any trip to the
Upper Planes is likely to result in an encounter with a hol- Hollyphants have the following psionic powers:
lyphant in its home. + Clairsentience - Sciences: aura sight, precognition. De-
votions: danger sense, know direction, know location,
COMBAT: Hollyphants automatically detect evil within a 20- poison sense, spirit sense.
yard range, and go to great lengths to avoid fights with good- Telepathy - Sciences: mindlink. Devotions: ESP, identity
aligned or even neutral creatures. Evil creatures are another nenetration, invisibility, post-hypnotic suggestion.
matter entirely; a hollyphant’ll look for ways to harass or hin-
der an evil creature unless its mission is so pressing - that it HARlTAT/SOrlFTY: Hnllyphnnts’re iisually fnlind alone, since
I
an’t spare the time. Even if the evil is too powerful for the
+ 50
their
native planes,
they can occasionally
be found in small family
groups of 1 to 3 individuals. Hol-
lyphantslive on alI good planes, but
e especially common on Bytopia, the
nds, and Mount Celestia.
As proxies of good powers, hol-
lyphants often are given lrlissions that
bring them into contact with mortal ad-
venturers and heroes. In
hollyphants act as advisers and aid their
charges by helping them to defeat evil
mselves instead of doing it for them.
Hollyphants have a surprisingly strong
se of mischief and love a good prank or
st. Sharp bloods’ve pointed out that any-
ng that looks like a hollyphant shouldn’t
take itself too seriously, and hollyphants
generally don’t. (Cutters had best remem-
er, though, that a hollyphant’s definition
of humor doesn’t include jokes about its
MOVEMENT: 12
Hrr DICE:
THACO:
9d4+18 to 9d4+26 3
No. OF ATTACKS:
DAMAGE/ATTACK: Bv weaDon
SPECIAL ATTACKS: Spell
SPECIAL DEFENSES: Abs
MAGICRESISTANCE: 20% + 5% per level ver 9
SIZE:
MORALE:
M (5-6’tall)
Average (8- 10)
0
XP VALUE: 13,000+
e
none of ‘em really know the dark. All aTk basher knows for Keepers like to develop a tactic and stick to it. If
sure is that the keepers show up in the Oddest places at the
strangest times, demanding information r issuing orders of
silence to people just going about their b siness. It’s said that
sometimes the keepers do more than ratt e their bone-boxes;
every now and then a sod who gives th$ keepers the laugh
ends up lost where he won’t wer come bakk.
Here’s a tale told about the keepers:~Along time ago, a
high-up Guvner learned something abouq the multiverse that Keepers are surprisingly strong (base 18 Stre
no one should ever know. It doesn’t really matter what the e their soft and slightly amorphous m u s c ~ l
dark of his knowledge was - depending dn who’s telling this effect rudimentary changes
story, it could’ve been just about anythin , but most versions
claim that the Guvner learned how to f ! nd entire new uni-
like a long sword, or it might traasfsbn into a mace-
4
verses just by thinking about them. It wa something danger-
ous and accessible to anyone who had t e dark of it, so this
Guvner decided to make sure that he was Ithe only blood who weapon form, it strikes for 1to 8 points
i
ever knew how to pull off the trick. So efound a universe
where the keepers existed and brought th rn back to set them
er his enemies and rivals.
the keeper’s Strength bonus.
Keepers have the ability to spit mild poi
of 20 feet. This requires a normal attack roll,
At first, the keepers did just what be wanted them to. is hit, it must make a successful saving th
4
er all, the Guvner’d just about invente these cutters out of
whole cloth, and they were grateful in the’r own way. But this
Guvner got careless with his orders. “M e sure no one ever
discovers how you got to be here,” he told them, and the keep-
ers obliged by killing him.
m e n this Guvner disappeared, he’di already called over
be effectively slowed for 2d6 rounds.
slowed per the spell, but the combination of nalusea and nerve
spasms has a similar effect.)
Despite their lack of eyes, keepers see
light conditions. A keeper’s as skilled as a t
post in some of the stealthy arts. It has the j
hundreds or maybe thousands of k e e p p and set them to ability scores, and can backstab surprisxrd orlunaware oppo-
doing his work. Each one had been given1 a different job. See, nents for triple damage.
this Guvner was using the keepers to find things out for him,
and to make sure that things he wanted lqept dark stayed that PP: 40% OL: 35Vo MS:75% HS: 75% CW.95(4
fI
One last thing a cutter ought to know about keepers:
Don’t expect to take one prisoner. If the creature’s about to be
captured, or loses control of its faculties, its body discorpo-
rates. In one round the keeper’s nothing but a greasy pile of
gelatinous lumps on the floor. Keepers save at +4 versus any
mind-affecting spell such as command, c h a m , or domination;
if they fail their save anyway, they discorporate as noted
above.
.*
Khaasta young are carefully guarded by their parents
until they reach 7 to 10 years of age. In an average band, a
group of young equal to half the number of adults can be A band of 15 or more khaasta may have a wise one among
found tending the pack lizards or acting as noncombative them (50% chance). Wise ones are counselors and shamans to
scouts and sentries. Usually, about half the the khaasta chieftains, existing outside the code of challenge.
adults remain to guard the caravan Khaasta wise ones have the spell abilities of a 4th-level
while the rest raid or deal with cleric and are defended by 2 to 4 khaasta warriors.
outsiders. Although the wise ones claim they are ted
in the khaasta power struggles, it’s Ual
to find bands where the wise one is the
strings of a chieftain it advises.
ze, strengtn, 1
L~ n n i ng. Typ. -....y.
a khaa‘,td chieftain
has 4+4 to 6+6 flit
Dice, a TIIACO of t5,
and a useful tn*fi*hl
or two to hell , gop. Khaasra
chieftains gain a we bonus \
weapons due to theU w n g t h .
CLIMATEITERRAIN: Outlands (any plains) markable skill. Most importantly, they’re smart enough to
FREQUENCY: Uncommon have a real good idea of how tough armed humans can be, un-
ORGANIZATION: Pride derstand that some creatures can call on magical energy as a
A m CYCLE: Day weapon, and leave the bigger foes alone.
DIET: Carnivore
INTELLIGENCE: Low (5-7) COMBAT:Leomarhs have exceptionally keen senses and are sur-
TREASURE: None prised only on a roll of 1. They’ve got a natural ability to
ALIGNMENT: Neutral change the color of their bodies to match their surroundings.
If the leomarh holds still, it’s 90% invisible until it pounces.
No. APPEARING: 2-12 Generally, this gives the leomarh’s prey a -4 penalty to sur-
ARMOR CLASS: 4 prise checks. On the move, a leomarh gains no advantag
MOVEMENT: 15 its camouflage. These creatures have mastered
HITDICE: 6+2 viding their pride and using several obvio
THACO: 15 their prey toward motionless, cam
No. OF AITACKS: 3 When they strike, leom
DAMAGEIA~ACK:ld6+ I/ ld6+ 1/ldlO erful front claws and a dan
SPECIAL AITACKS: Rear claws, knock-down paws hit, the leomarh
SPECIAL DEFENSES: Camouflage, immune to magic missiles rear claws, raki
MAGICRESISTANCE: None
SIZE: L (6’-7’ long)
MORALE: Average (8- 10)
X P VALUE: 1,400
The realms of the Great Road don’t always answer to the same cha
natural laws that hold sway on the
place to place, local ecologies are dictated by the high-up cut-
ters who rule there. Exotic combinations or artifi
regions are common everywhere out here. Even
elers tumble to this little dark real fast: I
change on the planes, why can’t ecologi
’Course, with that said, it’s also i
that living creatures need to find th
kind, or they won’t survive. Here’s
the picture. They’re completely natura
who’ve escaped the artificial realms o
and now exist anywhere some high-up
charge. They’re most common in the Ou
cutter shouldn’t be too surprised to run
of leomarhs in the dusty plains of Avern
meadows and forests of Amoria. After al
planars now, just like any basher born an
and they can see portals too.
Leomarhs appear to be much like lions
most certain that they evolved from lions o
that were brought to the plains or created o
the powers. But there are some important
marhs have larger forequarters than hindquarters,
a slight hyenalike slope to their bodies. They’re covered by
fine scales rather than fur, and their tails’re long and snakelike powers and a
with a bladed spade at the end. L
golden-brown fur, and they’ve got small beards and tassels of
the same color along their legs and feet.
Leomarhs’re much smarter than a typical lion, even if marhs are still animals. They’ve got a complex system of com-
they still don’t speak or show signs of true sentience. It’s a munication among themselves, but they don’t interact with
fiend’s cunning they have, and a pride of hunting leomarhs intelligent races or monsters. A sod shouldn’t think that a leo-
sets expert ambushes and uses hit-and-run tactics with re- marh’ll ever look at him as anything but a potential meal or
+ 60 +
reat to its offspring, and either premise is a poor one ror ap-
FACTIONPHILOSOPHY: The
Merkhants believe that th
cumulation of raw physic
lead to dominion over the
verse. Some people think
they’re barmy, that there
are lots of things that
can’t be bought or sold,
but the Misers just ’
laugh and say that if
it can’t be bought, it
ain’t worth having. l
ground, or they can float at altitudes of 20,000 qucstions or providing information if the cutter
iijurc iiir cleirrcir- clouds, includirig dark and forcboding storm ciouds. M i
. i-iiiiiboii. pairei-ir, can i-air heavily when rhry viani to, and often do so if t h y
!k.
CLIMATEITERRAIN:Mount Celestia once every 2 melee rounds (devoting every other round to ma-
FREQUENCY: Rare neuvering). When a noctral swoops, it forfeits its beak attack,
ORGANIZATION: Solitary but gains a +2 attack bonus with its talons and inflicts double
A m CYCLE: Dusk, night damage with a hit. In addition, a swooping noctral is more dif-
DIET: Carnivore ficult to strike, and its effective AC drops to -1.
INTELLIGENCE: Supra-genius (19-20) Noctrals have the following special spell-like powers: in-
TREASURE: G visibility, legend lore 3 times per day (at 15th level of ability),
ALIGNMENT: Lawful good speak with animals, and tongues. They have a natural telepa-
thy ability that they use to communicate with most mortal
No. APPEARING: 1 creatures, with a 1-mile range. The noctral’s intelligence al-
ARMOR CLASS: 1 lows it to effectively detect lie when telepathically conversing
MOVEMENT: 1, F1 36 (C) with a human or demihuman.
Hrr DICE: 5 Noctrals are well adapted for night hunting. In total dark-
THACO: 15 ness, they see as well as a human does by daylight, and their
No. OF ATTACKS: 3 hearing is about 4 times better than an elfs. Noctrals cannot
DAMAGE/A?TACK: 2d4/ 2 d4/ 1d4+ 1 be surprised in normal nighttime conditions, and are surprised
SPECIAL ATTACKS: Swoop, surprise only on a 1 or 2 in full daylight, e w n when sleeping. Noctrals,
SPECIAL DEFENSES: Invisibility like the prime owls they so closely resemble, fly in total si-
MAGIC RESISTANCE:30% lence; their enemies suffer a -6 penalty to their surprise
SIZE: M (20’wingspan) checks if the noctral is aloft and it’s dusk or night.
MORALE: Champion (15- 16)
xp VALUE: 3,000 HABITATISOCIETY: Here’s the chant about noctrals: They’re likely
-‘to know anything. Knowledge is power, after all, and noctrals
Noctrals are creatures of Mount Celestia who act as advisers know the dark of a lot of things. In Mount Celestia, they’re the
and sages to the other residents of the plane. They’re an avian keepers of lore and the knowers of history. Any decent basher
race, resembling great owls with golden eyes. Noctrals delight in Mount Celestia can go ask a noctral for help with almost
in showing off their remarkable intelligence, and they can be any question. Noctrals are 80% likely to know any historical
invaluable sources of information if a cutter doesn’t mind fact pertaining to Mount Celestia, and 20010 likely to be well
being talked down to a little bit. versed in the history of another plane.
Noctrals’ plumage ranges from dove gray to deep black. In addition to their knowledge of history, noctrals also have
In twilight, their feathers cloak them in soft, silent shadow. A areas of expertise, such as mathematics, astrology, magic, and so
noctral stands about as tall as a M1-grown man, and its wings on, just like a sage. (In fact, most noctrals’ve got two or three
span a distance of 20 feet or more. ’Course, a noctral’s much areas of expertise - their hunger for knowledge is insatiable.)
lighter than a human of the same height - like all birds, their They’re 80% likely to know any particular fact in their areas of
bones are hollow. Noctrals’ faces are heart-shaped, like a barn eipertise. As noted above, noctrals love to “help” mortals by
owl’s, and their large eyes have protective inner eyelids. sharing their extensive knowledge, so as long as a basher’s rea-
Noctrals can be found near places of knowledge or power sonably polite and patient he’s likely to find out what he needs
in Mount Celestia. They often befriend archons, aasimon, or to know. On the other hand, noctrals never share their informa-
exceptional petitioners and spend much of their time provid- tion when it’s clear that it might be turned to evil purposes.
ing their companions with the benefit of their advice. This’d Many noctrals act as advisers to the various powers or
grow annoying quickly if it weren’t for the fact that noctrals celestial stewards of Mount Celestia. Even a power might need
are extremely intelligent - and right more often than not. a little insight on some esoteric matter every now and then,
and noctrals are more than happy to oblige. As a result, some
COMBAT:Noctrals avoid combat where possible, since they’re noctrals are under the protection of one of the good powers. A
peaceful and kindly creatures by nature. Although they’re sod as harms one of these noctrals is 50% likely to provoke the
physically a match for a minor fiend or a two, noctrals are in- direct retribution of the noctral’s patron. If the noctral’s patron
telligent enough to realize that powerful fiends or groups of intercedes, it’s 95010 likely that he or she sends a powerful good
skilled adventurers are far too dangerous to engage directly. servant such as a deva or planetar to the noctral’s aid.
When a noctral’s confronted by a powerful enemy, it’ll almost
always retreat to muster help from nearby archons or aasimon ECOLOGY: Don’t be fooled by the noctrals’ manners and sophis-
and return leading its allies to the fight. tication - they’re still predators and need to hunt for their
If a noctral does become involved in a physical fight, food. Naturally, they hunt only nonintelligent prey, and only
they’re well-equipped to handle it. Like owls, noctrals are when hunger demands it; noctrals don’t kill for sport or plea-
powerful and stealthy predators. They fight from the air, using sure. It’s not uncommon for a stately noctral to excuse himself
their talons and hooked beak to deal with most foes. If the from a discourse on some arcane matter and swoop down
noctral has 50 feet of room, it can make a swooping attack upon a nearby rabbit, resuming his lesson while he dines.
@ B S @ RV@ R
where they go. Only the most powerful fiends can defeat an
eye tyrant. Observers are hoarders of arcane objects and
knowledge, and can be an excellent source olf information if
a cutter’s willing to risk dealing with one.‘She’ll need to be
able to offer the monster something it wants in exchange for
any darks she wants the observer to part with; observers
don’t give anything away for free.
It’s not known how observers reproduce, but some cut-
ters’ve speculated that observers spawn by selecting one of
their slaves to carry a parasitic egg, The youag observer de-
vours its host from the inside out before emerging to contest
its parent’s dominion. The parent daives the young cr
out of its territory and ignores it fr m that poi
f
Very rare feared wherever they go. See, like the incantifers, they’ve
Solitary taken their beliefs over their humanity. When a blood becomes
Any a Prolonger, he’s altered so that he can use the life force of
Omnivore other people to keep himself alive. No one’s sure how this is
High-Genius ( 11- 18) done, but a Cheater’s not remotely human anymore, regardless
D,X, U of what he says or thinks.
Any evil Prolongers come from any walk of life, but most of them
are human as opposed to gith, elf, or what-have-you. It s e e m
the terror of mortality runs deep in humans. Since a Pro-
longer’s life could be jeopardized by common knowledge of
his allegiances, he’ll try to keep his nature secret. Prolongers
look just like they did before they unnaturally extended their
life spans, and can blend in anywhere they codld‘ve before.
There are only two things that mark Cheaters: First of all, their
eyes are cold and dead, since cutters can’t hide the age of their
spirits; second, they’re scared. Living ia dread of death from
moment to moment makes them creatures of misery and fear.
Their laughter’s forced and uncomfortable, they start at loud
noises, and most of all they’re cowards t o the core.
as an abominati
multiverse to be
E
A sharp basher can make a meal of a quill when his rations’re Removing a spine causes 1 goint of damage the chxac-
running low and there’s nothing else to eat. He’s just got to be ter pulling the spine out passes an unmodifiefl healing profi-
a little careful about catching his dinner. ciency check or a Dexterity check at
Quills look like large porcupines, but their spiny hide al- spine in the wound prevents the wound
ternates with bands of tough, thick, leathery skin like an ar- tivates a cumulative loo/, chance pe
madillo’s. A quill’s spines are much larger and more dexterous ters. Festering wounds cause 1 point o
than a porcupine’s - each clump is rooted in a small but pow- wound unless the victim survives a saving
erful muscle that can twitch and agitate the spines with sur- son, and they continue to do so
prising strength and speed. The creature’s tail is long and three consecutive saves or is tre
strong, with a dense clump of spines at the end. The quill’s
been known to kill a human in mail armor with a single blow HABITAT/~OCIETY: Quills usually gather
of its tail. comprising a mated pair and several o
Quills are voracious foragers and grazers who’ll chew (Very young quills have just 1 Hit Die,
I their way through anything given enough time. They’ll eat soft to do any real damage, although they still hurt.) Quills
razorvine, bloodthorn, or even chew on ironmaw roots, let aren’t particularly aggressive or tenitan
alone less formidable vegetation such as grass or brush. Quills draw from a confrontation
aren’t real tasty, but they’re better than nothing, and most Quill spines can be modified for u
fiends’ll try to kill and eat one if they’re hungry. ’Course, other light weapons. With a succ
minor fiends like spinagons or imps are better off looking for proficiency, a basher could fx sp
an easier meal. he’s wearing a level plate, such as his sho
bows. The DM can decide how effective a
: Quills don’t normally initiate combat. When they en- be - generally, the spines look dangerous but offer no measmr-
counter anything that looks human or demihuman, they’re able combat effect.
inclined to keep a moderate distance and go about their busi-
ness. If some addle-cove persists in
trying- to get
- too close, the
quill’s first lines of defense
are its throwing spines.
Each round, the quill
can fire 1 to 4 spines
at any target within 20
feet, with a THACO of 20
(they’re not terribly accurate with fired spines.) The spines ECOLOGY:Quills’revery useful
each inflict 1 to 3 points of damage per hit, and stick in the because they take otherwise
victim. (See below.) indigestible plant life and turn it
If that doesn’t deter an aggressor, the quill defends itself into marginally digestible meat. Qui
with its bite and its tail lash. The bite’s not much to worry taste good, but it’ll sustain life, and
about, but the tail’s capable of killing a full-grown human. A of the Lower Planes, it’s actually co
blow from the tail inflicts ld6+1 points of damage, and leaves Quills are naturally reclusive and usually
0 to 3 (ld4- 1) spines stuck in the victim. The quill can’t fire night, so they can be harder to find than
spines and make its melee attacks in the same round. think.
Attacking the quill bare-handed or with natural weap- Quills typically nest in
onry’s a bad idea. Each time the attacker scores a hit, the quill labyrinthine earth
counterattacks with ld4+1 spines, which each inflict 1 to 3 burrows not much u -
points of damage per hit. Even striking the creature with a
hand-held melee weapon creates a counterattack of 0 to 3
bigger than 1% to
2 % feet in diame-
1
spines (ld4-1). These incidental attacks strike with a THACO of
20, and any spines that hit stick in their target. The quill can L
honor matches with any bloods they run across. One Rager at
a time will challenge, and a cutter who won’t back down
might have to fight every one of the Ragers before he gets his
masters the
is to find out where a body stands in the cosmic pecking order, berserk, and
and that the way to do that is to treat life as one big tourna- he’s free to
ment ladder: Challenge the next blood, and see who wins. The choose his own
a year of study and training. During this time, the student and cykillers. Some of the powers of Ysgard and any deity whose
master are considered off-limits to challenges from other portfolio deals with personal combat or battle tend to look fa-
Ragers, although they can still take on any other bashers they vorably upon the Ragers, so long as it’s not their own proxies
run across. At the end of a year of training, the prospective the Ragers’re killing.
b Y Generally, razorvine can inflict damage in one of three
Common Nays. First, bashers trying to handle the stuff or brush past
RGANIZATION: Patch t’re likely to get cut; second, bashers trying to slash through
CYCLE:
ACTIVITY None )r cut back the vines might get cut; and last, sods falling into
DIET: Sun, soil 5 patch bodily will definitely get slashed.
INTELLIGENCE: Non- (0) Handling razorvine includes trying to carefully wade
TREASURE: None through a patch, reaching into a plant to retrieve something,
ALIGNMENT: Neutral or trying to climb a section of wall covered by the stuff. Each
round that the berk keeps at it, he has to make a successful
No. APPEARING: 2-20 vines saving throw versus death magic or Dexterity check (DM’s
ARMOR CLASS: 5 choice, whichever is more appropriate to the situation) or suf-
MOVEMENT: 0 fer ld3 points of damage, plus his base Armor Class.
HITDICE: 5 hp per vine Hacking through razorvine’s almost as dangerous, because
THACO: 20 he tightly-twisted vines are under tension - when a vine’s cut,it
No. OF ATTACKS: Special *ecoilsand might slash the basher who just severed it. Each vine
DAMAGE~ATTACK:ld3, ld4, or ld6 + special I character severs with a hand-held tool or weapon gets a single
SPECIAL ATTACKS: None attack versus the berk‘s normal AC. If it hits,the basher takes ld4
SPECIAL DEFENSES: None points of damage plus his base AC, with no saving throw al-
MAGIC RESISTANCE: None lowed. Anybody caught in the razorvine takes damage, too.
SIZE: Last but not least, falling into a patch of razorvine inflicts
MORALE: ld6 points of damage plus the sods base AC, with no saving
XP VALUE: 35 per vine throw or attack roll needed. (’Course, the sod might’ve had a
saving throw to avoid falling in the first place, but that de-
Razorvine’s a fact of life in Sigil and on some of the Lower pends on the situation.) Once a basher’s in a patch of razor-
Planes. It’s a black-leaved creeper or ivy with an exceptionally vine, he takes no more damage unless he moves. Each round
sharp-edged stem hidden under the lush foliage. The plant’s that he tries to maneuver or extricate himself, he suffers full
capable of surviving almost any conditions, and flourishes in falling-in damage all over again. Normally, it’ll take a basher
most environments - regardless of the quality of soil, atmos- 1 to 3 rounds to get himself out of a razorvine patch.
phere, rainfall, or light. Razorvine can grow several feet in a A basher’s base AC is his armor without Dexterity adjust-
single day, and can cover a small building or untended wall in ments, shield, or magical adjustments that don’t actually cover
a week. There are few creatures as can stomach razorvine, so his whole body or rely on misdirection. For example, casting a
its growth is often unimpeded by natural means. blur spell on some sod won’t help him at all in a razorvine
A single razorvine plant can have anywhere from 2 to 20 patch, but casting an
separate vines, all linked to a common root system. The vines tection helps prevent damage, but brace
twist and intertwine in diabolical knots, so it’s nearly impossi- of striding and springing don’t.
ble to tell how many vines a body’d have to cut to actually get Each vine has 5 hp and is AC 5.Onl
through a patch. Normally, any vines on one surface all be- Type S weapons dama
long to one plant, but a very big area like a castle or moun- the plant’s vines can
tainside might be home to several dozen distinct patches of clear a path or free a
razorvine, whose edges intermingle with each other. comrade; cutting all the
The razorvine’s leaves are small, heart-shaped, and so vines clears the plant from
dark as to be nearly black. They grow in dense clumps near the whatever it’s growing over.
stem on short, wiry sprigs. The leaf-edges are serrated, but It’ll return in a
they’re actually completely harmless - the stems are the real few days un-
peril. A razorvine stem is triangular in cross-section, with three
elevated, iron-hard ridges like sword-blades running along the
stem. These ridges are the weapons of the razorvine, and they’ll
lay a sod’s arm open from wrist to elbow if he’s not careful
H (12’tall)
Fanatic (17-18)
Alhazadrin was L e y proud and boastful of his victory his door, when suddenly the evil th
r the Abyssal Lords. “Did I not seize the Jewel of Ghadros was in the tower moved past in the hall.
the very hoard of Demogorgon himself? Now that I con- Tousef stared in amazement as a huge,
its incalculable power, I am surely greater than any bloated shape out of nightmare lurched
nar’ri prince, he said. His companion and apprentice Tou-
” Alhazadrin hanging in its bladed claws.
autioned him to silence, f o r in his heart Tousef knew that was the last that Tousef ever saw of his ma
matter was not done with, no matter what Alhazadrin and he knew that the powers of the Abyss
h t say. The great old wizard only laughed. “My tower is retrieved the mortal who had oflended them.
rice warded against all things fiendish, ” he countered. “No - from the Gray Book nf
wer of the Abyss can touch me here. ”
Tousef bade his master a good night, and retired to his Retrievers are living constructs, creatures of ni
ambers. He placed the greatest trust in Alhazadrin’s powers, mare manufactured by the tanar’ri lords to act
t nonetheless he inscribed a rune of protection at the sill of their emissaries and enforcers. They are bound to
s door before seeking his bed. their tanar’ri masters and relentlessly pursue their
In the dark hour before dawn, Tousef awoke to the echo- cal objectives until they’ve accomplished their master’s
ons and arcane chanting of a duel of high sorcey. commands or died in the attempt. This streak of loyalty an
dressed and prepared to go to his master’s aid, but determination makes retrievers especially valuable to the
e battle ceased, and Alhazadrin gave out a great Abyssal Lords. Retrievers are known by that name because
: “No! No! Let go of me! Let -” An inhuman whis- they’re commonly ordered to find enemies or misguided sub-
clicking was the only response, and Tousef shud- ordinates of the Abyssal Lord and bring them back to face
d in terror. Steeling himself, he prepared to set foot outside
arge far 6 rounds before it can be used again.
The retriever can’t make eye attacks in the same
ound it uses its physical attacks. The four rays are:
k Eye One: 12d6JirebaZZ, with a 5’blast radius (30-
To paraphrase a particularly wise prime, the rilmani are an COMBAT:All rilmani share sic spell-like powers that
enigma cloaked in a riddle, wrapped in a mystery. Who can ude: continual light or
question their motives or their actions? They keep their own now alignment (always
counsel. They’re sworn never to come when called, but always without error. In addition,
to be there when needed; never to answer questions p u t to llows to their aid. (See the
them, but always to provide what information is necessary; to
aid and abet good, evil, law, and chaos alike in order to main- lepathy ability that allows
tain the Balance, regardless of the cost or repercussions. them to communicate w
At least with a tanar’ri, a cutter knows what to expect. intelligent monsters , the rilmani telepathy
- Sazraen Tildoma, sage of Sigil is empathic. Rilmani by telepathic psionics,
CLIMATE~TERRAIN
: The Spire, any prime world jected from their hands. These rays inflict ld20 points of dam-
FREQUENCY: Very rare age, and always strike as an energy form their target’s
ORGANIZATION: Solitary vulnerable to. For example, baatezu are immune to fire, so
A c m CYCLE: Any the argenachs rays might strike as electricity or magic mis-
DIET: Omnivore siles. Argenachs can fire two rays per
INTELLIGENCE: Genius ( 17- 18) round, to a range of 60 yards.
TREASURE: R, Z, U Argenachs are deceptively
ALIGNMENT: Neutral strong, with the equivalent
of a 19 Strength. If
No. APPEARING: 1 (1-4 at the Spire) forced into melee
A R M O R CLASS: -1 combat, they
MOVEMENT: 15 strike with their mystic weaporc
H ~ TDICE: 9 (usually enchanted to +3
THACO: 11 value) at a +3 attack bonus
No. OF A ~ A C K S : 2 or 1 and inflict +7 points of
DAMAGEIATTACK: ld2011d20 (rays) or ld8+10 (weapon damage. An argenach who
+3, +7 damage) or ldl0 (bare fists) fights bare-handed can still
SPECIAL ATTACKS: Beams, spells inflict ldlO points of dam-
SPECIAL DEFENSES: +3 weapon to hit age per hit.
MAGICRESISTANCE : 55% Argenachs also command
SIZE: M (7’tall) a battery of formi-
MORALE: Champion (15- 16) dable spell-like
XP VALUE: 16,000 .powers, which
they can use
Wherever the Balance is threatened, that’s where the argenachs’ll one at a time,
be found. They’re advisers and agitators, working to ensure that once per round. I
no one gains the upper hand for long in any part of the multi- These include:
verse. Argenachs are the second-highest bloods among the ril- advanced illusion,
mani,entrusted with the execution of the most delicate and subtle cone of cold (9d4+9
parts of the rilmani’s grand purpose: the careful adjustment of the points of damage,
Balance in places where it’s out of kilter and can’t fix itself. 3/day), detect magic,
. Argenachs are especially interested in the affairs of the detect invisibility, ESP,
countless prime worlds, since they believe that the war of j y , geas (llweek), kallucina-
good and evil, law and chaos, will be fought and won in the t o y terrain, invisibility, legend
realms of mortals. Even now, they say, the powers that exem- lore (llday), mass charm, mirror
plify these causes squabble over the spirits of humankind. The image, prismatic spray (l/day), slow,
Prime’s the only theater that counts. Thus, argenachs spend a solid fog, suggestion, and wall ofpre. An argenach can also
lot of time away from the Outlands, mired in endless struggles lay on hands once per day, duplicating the effects of a heal
on the Prime Material Plane. spell except that no more than 36 points of damage can be
The argenachs’ methods are subtle, but simple. They give cured.
advice and knowledge to whatever side’s threatened, trying to Argenachs can be damaged only by +3 or better weap-
even things out. Argenachs often conceal their true identity, ons. They prefer to use their spell-like powers of c h a m , illu-
since no one likes being played for a puppet. They’ll be found sion, or suggestion to avoid physical confrontations, but fight
masquerading as helpful sages who aid their proteges in a with ruthless efficiency when required. Once per day arge
struggle against evil or chaos, or as cold-hearted bloods advis- nachs can open a gate (75% chance of success), bringing 1 to
ing ambitious cutters on how to go about besting the forces of 4 fenumachs (60% chance) or 1 other argenach (40% chance)
law or good. More often than not, argenachs’ll take a neutral to their aid.
role and just watch to see how things are turning out.
Argenachs are tall, slender creatures with a silvery sheen to BABITAT/SOCIETY: Argenachs are the loners of rilmani society,
their skins. They often dress in white, flowing robes on their which is fairly reclusive to begin with. They answer directly to
home plane, but can take on any shape or dress in the perfor- the aurumachs and are usually given only broad guidelines in-
mance of their mission. Argenachs favor great, wide-bladed stead of specific orders. For example, an argenach might be
broad swords and long-handled axes in combat. ordered into a struggle with no instruction more detailed than
“There’s trouble on Toril. Deal with it.” Of course, an arge-
COMBAT:Argenachs avoid physical combat when possible. nach’s extremely intelligent and resourceful, and that’s all the
Their primary means of defense are rays of silvery light pro- orders he’ll need to get the job done.
CLIMATE/TERR“: The Spire
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY
CYCLE: h Y
DIET: Omnivore
INTELLIGENCE: Godlike @I+)
TREASURE: R, U, V x 2
ALIGNMENT: Neutral
SPECIAL
ATTACKS:
Other rilmani
hat watch over the Spire with unending vigilance. The fer-
achs’re the most lawful of the rilmani, and obey the
laying about with great axes. by the impact of their terms with the cuprilachs, whom they regard as fellow
rallied and threw back rs and professionals.
is a sooty gray - t
metal gleam when
dark, spiked plate armor. ,
wear armor of unusual
strength and weight. Halbe-r handed axes, and great
1
CLIMATE/TERRAIN:
The Spire, the Outlands throughout the Land, but the farther they are from the Spire,
FREQUENCY: Common the less likely they are to take action.
ORGANIZATION: Band Plumachs’re short, stocky humanoids with dull, gray
A m CYCLE: h Y metallic skins. They’re broad-shouldered and thick-waisted,
DIET: Omnivore with wide, stubby hands and heavy legs. Plumachs lack the
INTELLIGENCE: Very (11-12) grace or strength of their more powerhl kin, but they’re stuh-
TREASURE: P, Q horn and tenacious opponents. Some cutters take plumachs
ALIGNMENT: Neutral for stupid, hut that’s a risky assumption: Plumachs’ve got a
great store of practical wisdom and common sense. They he-
No. APPEARING: 4-24 lieve in hard work, respect where respect’s due, and the com-
A R M O R CLASS: 4 mon courtesy of staying out of other people’s business.
MOVEMENT: 12
€InDICE: 4 COMBAT:Plumachs resort to combat only when it’s clear that
THAco: 17 their lives or interests’re threatened. Otherwise, they don’t
No. OF ATTACKS: 1 want to get involved. Some cutters take the plumachs’ apathy
DAMAGElATWCK: ld6+2 (weapon) or Id4 (fists) for incompetence, and‘re rudely surprised when the plumachs
SPECIAL A ~ A C K S : None decide to stand and fight. Plumachs fight with heavy maces,
SPECIAL DEFENSES: Stmck only by + I or better weapons duhs, and mauls of lead, and their heavy build gives them an
MAGIC RESISTANCE: 10% effective Strength of 17. Unarmed, a plumach can strike with
SIZE: M (5%’ tall) his fists for Id4 points of damage. Plumachs are danger-
MORALE: Steady (11-12) ous in numbers, since they cooperate well in a
XP VALUE: 975 fight and don’t give up until they get the job
7’he gate-burgs are a slap in our face. Plumachs possess a few spell-like ahili-
Any basher can see that they don’t be- ties, which they can use one at a time,
long on the Outlands. Haw many once per round. These are chill touch,
towns’vefallen onto Baatorfrom detect alignment, heat metal, and hold
where Ribcage stands now? I say, let person. Once per day a plumach
’em go. We don’t need their kind of may create solid fog. They use
views polluting the Spire. In fact, I don’t these abilities as 4th-level
see as we need any powers parking spellcasters. Plumachs can be
their realms in the Land, either. We’d make struck only by weapons en-
outjustfine without their addle-caved peti- chanted to a value of +1
tioners prancing about. Say, think we or better, and they cannot
could get rid of that barmy doughnut gate in any more of their
they call a city? I know I’ve got no kind.
use for Sigil.
- Aulunmar, plumach orato HABITAT~SOCIER: As the
commoners of the Spire,
The least powerful rilmani are the plumachs are craftsmen,
plumachs, the common citizens of teamsters, and mer-
F
the Spire. Their brand of neutrality chants. They cany out the
is the simplest and most apathetic day-to-day business of ril-
view held hy the rilmani: Don’t get mani society. A plumach is the
involved. The plumachs’re staunch equal of the finest human crafts-
isolationists who stay out of other peo- men at his chosen trade. Since the
ples’ troubles, and they’ll tell any herk rilmani as a race require no food,
who asks that they’d appreciate it if other peo- shelter, or clothing, the plumachs devote
ple’d keep their troubles well clear of the Spire. “Who of comfort and convenience or
cares what those leatherheads think?” is a plumach proverb. works of art.
Although plumachs go to great lengths to mind their own In times of great need, plumach legions are mustered to
business, they’re involved in keeping an eye on things in the defend the Balance. Plumachs aren’t afraid of a scrap, and
Outlands themselves. The other rilmani pay attention to the their natural strength and dense hides stand them in good
Balance in the realms of the Great Wheel, or out in the Prime stead against most low-level opponents. However, it takes the
or Elemental Planes, hut the plumachs make sure things don’t authority of an aummach to convince the plumachs that a
go awry at home. Plumach traders and emissaries are common cause is worth fighting for.
4 91 4
There are a few things in the Lower P1
vants, or plots; every sod they meet’s just another meal wait
ing to be eaten.
Shadowdrakes have long, serpentine bodies covered wi
wings are used with its powerful tail for swimming. Shadow
Breath, spell-like powers, cause disease drakes are one of the few creatures that can abide the touch o
tacks with a bite and two lashes from its tail; it’s long
flexible enough to use its forked tail against op
ponents in front of itself. The shadowdrak
BODY TAIL AC BREATH MR TREASURE XP
9-17 10-16 4 2d3+1 10% Nil 3,000 I
18-30 , 17-28 3 3d4+2 15% p, R 5,000
3 1-40 29-38 2 4d4+3 20% R, W 8,000
41-49 39-47 1 5d4+4 2 5% A, W 10,000
5 Young Adult 50-58 48-56 0 6d4+5 30% F, w 11,000
59-67 57-66 -1 7d4+6 3 5% H, w 12,000
68-75 67-74 -2 8d4+7 40010 H, w 13,000
75-81 75-80 -3 9d4+8 45% H, W 14,000
82-86 61-85 -4 10d4+9 50% H, w,v 15,000
10 Venerable 87-90 86-91 -5 lld4+10 55% H, W, V 16,000
91-94 92-95 -6 12d4+11 60% Hx2, v 17,000
tim’s Dexterity and magical adjustments help him evade the in some of their infernal habitats. They compensate hy cooper-
spider’s net - armor itself doesn’t count. The victim may at- ation against victims of moderate power, and they avoid con-
tempt a saving throw versus paralyzation to avoid being net- tact with more powerful creatures. Typically, creatures such as
ted or bound, hut if he fails he’s securely trapped and can nupperibo, lemures, spinagons, ahishai, or petitioners are
escape only with a bend hars/lift gates roll or a full turn of preyed upon, hut greater haatezu and creatures of similar sue
work with a dagger or other small edged weapon. Hook spi- are left alone.
Any Upper Plane sons or monsters will be tormented unceasingly - sunflies are
Uncommon smart enough to go get a more powerful servant of good to
Cloud deal with the intruders.
Day
Omnivore COMBAT:Sunflies resort to physical attacks only under the
Semi- (2-4) direst conditions. They’d much rather avoid conflict, and their
speed and maneuverability usually guarantee a quick es-
.A really angry sunfly can bite for 1 point of damage.
Sunflies are capable of creating a dazzling burst of light
mce per hour. The victims must be looking at the sunfly and
must be within 10 feet. If they fail saving throws versus spell,
they’re blinded for 2d4 rounds. The sunfly prefers to use its
physical attack against an opponent handicapped by dazzled
19 vision. A cloud of sunflies often surrounds a party of intruders
1 and flashes together to ensure that all of the possible targets
1 are affected at once.
Dazzle If there are 12 or more sunflies together, they can choose
Sundance to perform a sundance instead of attacking or dazzling. By fly-
None ing in a circular pattern, weaving and singing, the sunflies
- I1 ‘ hodvl
T I- ---./, protect themselves and anything inside the pattern with a
Unsteady (5-7) double-strength protection from evil. Sunflies can use this
120 ability to trap evil creatures who can’t penetrate a protection
@om evil by weaving the sundance around them, preventing
I don’t see as a sunfly’s got any right to live. What’s it do? them from moving. The area protected by a sundance is one
Buzz around all day, singin’ little songs to itself? What kind of foot in diameter for each fly in the cloud, so a group of 25
addle-coved nonsense is that? And what right’ve they got to sunflies can create a circle of protection 25 feet in diameter.
come along shining their little lights on bashers who’ve got
business to be about? I mean, do they make anything useful? HABITATJSOCIETY: Sunflies are nomadic creatures, moving from
Do they got gold or jewels? Can ya eat ’em? No! They’re utterly place to place constantly. In a typical day a cloud of sunflies’ll
useless! Who can imagine a creature that only lives to go migrate 15 or 2 0 miles. By night, the insects find a tree or
’round being happy? It just makes a body sick. bush to sleep in, curling up among the branches and dimming
- -
- ‘lazadarus, their lights to a faint gleam.
a cornugon overheard in Sigil The more sunflies in a cloud, the more intelligent they
seem to be. A large cloud can assign pickets or scouts to look
Sunflies are tiny creatures native to the planes of good. for evil intruders, dispatch messengers to seek reinforcements,
They’re occasionally used as messengers or couriers by the and use its collective dazzle and sundance ability to contain
local archons, aasimon, or petitioners. Sunflies also make ex- and confuse opponents until help arrives. The dances and
cellent sentries and scouts, since there are a lot of ’em and songs performed by the sunflies grow more beautiful and in-
they can cover a lot of ground quickly. However, for the most tricate with each additional insect. As noted before, sunflies
part sunflies have no desires or impulses other than creating seem to have rudimentary know alignment and empathy abili-
wonderful dances of light and song, spreading joy and beauty ties, and they can communicate surprisingly well by perform-
wherever they go. ing songs and dances for onlookers. The observer’ll pick up on
A sunfly resembles a large, golden dragonfly with an el- a message of welcome, a warning of danger, or an invitation
dritch, other-worldly quality. Their legs are long and spindly, to play without even realizing that he’s deciphered the mean-
their eyes are bright and rainbow-colored, and their wings are ing of the display.
gossamer-thin. They also have mothlike antennae that catch A sunfly cloud has no specific leaders. Decisions seem to
sunlight like dew-coated spidersilk. Humans who might other- be made by consensus. Sunflies are insatiably curious and
wise be alarmed by the sight of such a large insect instead find may follow interesting people for hours, just to see what
the sunfly to be a beautiful, inoffensive, and fragile creature. they’re doing.
By daylight, the sunfly’s golden carapace and silvery wings re- Sunflies are prized for their beauty by the residents of
flect the light in a dazzling array of color. At dusk, the insects the Upper Planes. It’s not uncommon for all work to stop in
release light they’ve stored all day long in a soft faerie glow. A an Elysian town as the citizens gather in a nearby field to
sunfly’s wings produce a soothing hum or song in flight, watch the sunflies dance at dusk. Any person familiar with
changing pitch with each maneuver or shift of the wind. sunflies knows that they keep their beauty only so long as
Sunflies aren’t truly intelligent, but they’re highly em- they’re free; caging a sunfly brings about its death in a mat-
pathic and have a sense for a creature’s alignment. Evil per- ter of hours.
S W e R D SPIRICE
I
~LIMATEITERRAIN: Acheron, any battlefield pectedly. These’re danger signs that a peery cutter ought to
YREQUENCY: Very rare take note of; it’ll take the sword spirit 1 to 4 rounds to form a
~IRGANIZATIOE Solitarv body suitable for combat, and a sharp body’ll leave before the
h Y sword spirit finishes its preparations.
Special When the sword spirit finally shows itself, it takes the
Very (11-12) form of a dark whirlwind or zephyr of flying rust, dust, and
c, v metal flakes. Anywhere from 2 to 7 (ld6+1) nearby weap-
Lawful evil ons’re picked up and suspended in the whirlwind. The sword
spirit attacks with these dancing blades, wielding them clum-
1-3 sily but with boundless fury and blinding speed. The sword
0 spirit has no true body, but while it’s in its whirlwind it can be
18 injured by physical or magical attacks.
9 The sword spirit’s manifestation is accompanied by a
11 wild, howling wind and stinging clouds of dust and debris.
2-7
By weapon COMBAT:The zephyr of a sword spirit is normally about 10 to
Dust storm 20 feet tall and about 5 feet in diameter at its base. Anywhere
Struck only by + 1 or better weapons from 2 to 7 (ld6+1) random weapons’re picked up by the for-
30010 mation of the zephyr and used by the spirit to attack any liv-
L (lo’tall) ing creatures it encounters. An individual weapon can be
Fanatic (17-18) knocked down, restrained, or destroyed by a successful attack
8,000 versus AC -4, but this causes no damage to the sword spirit.
The spirit itself exists in the center of the zephyr,
_ _ but it is
Our search for the Imperator of Taellezin led us to the iron invisible and ectoplasmic. No nonmagical attacks can harm it,
wastes of Thuldanin, the second layer of Acheron. Here the but magical weapons or pure magical energy (magic missiles,
wreckage of uncounted wars littered the landscape, and parties but not spells that cause damage through fire, cold, lightning,
of raiders fought savagely over useless scraps. These we largely etc.) inflict normal damage on the spirit. It’s only necessary to
avoided by means of Reniom’s sorcery. For many days we strike at the whirlwind itself, since the spirit’s ectoplasmic ten-
sought, always in vain. drils are spread throughout the manifestation, wielding weap-
On the twenty-second day i n Thuldanin, our search ons and driving the winds. If the spirit can be seen and
brought us to a promising region of newly-destroyed war ma- attacked, it suffers double damage from physical weapon
chines. But disaster struck soon after we began our work. blows.
While we paused to plan our search strategy, a sudden chill The raging winds created by a sword spirit’s manifesta-
passed through all of us gathered there. A low, hollow moan tion deflect all nonmagical missile attacks, and create a blind-
echoed among the iron ruin, and we knew that we were in the ing, stinging storm of metal and dust. Creatures engaged in
presence of one of the undead. melee with the spirit must successfully save versus spell each
Suddenly, the wreckage and scrap began to stir, carried round or suffer a -2 penalty to attack rolls and Armor Class.
aloft into a bladed whirlwind that advanced quickly toward us. In addition, any creature attempting to cast a spell within 20
Reniom attempted an incantation, but it failed, and the thing feet of the sword spirit has to make a successful save versus
was among us, slashing and howling like a host of the con- spell in order to complete the casting without being disrupted
demned. I t wielded a dozen weapons a t once with savage by wind-blown grit and noise.
bloodlust, but no visible body controlled the iron zephyr that The sword spirit gains strength with each victim it slays.
confronted us. Reniom died when a rusty halberd was driven If it kills a character with its whirling weapons, it moves over
through his chest with enough force to p i n him to the iron the fallen body and feeds, gaining 1 hp for each level the vic-
ground. No fewer thanDve more of my companions perished tim possessed in life. This process requires 1 round, during
before we broke andped, our quest at an end. To this day I can which the sword spirit can still attack anyone standing nearby.
still hear the howling of that spirit of swords that came upon The sword spirit’s appetite is insatiable, and it continues to at-
us. The Imperator lies there still, for all I know. tack as long as living creatures are present.
- from the journal of Edarion Daellemar Sword spirits are undead, and have the standard undead
resistances to sleep, charm, and other mind-affecting magics.
Sword spirits are a form of undead found on the ironclad They can be struck only by +1 or better weapons, and are
plains of Acheron, and on rare occasions on other great bat- turned as vampires except when encountered on Acheron it-
tlefields. A sword spirit is normally invisible and intangible, self, where they’re turned as special undead. A full vial of holy
having no true physical existence. In this form it can be de- water inflicts 2 to 8 points of damage to a sword spirit, and
tected only as an unexplained chill in the air or a feeling of the creature can be destroyed utterly by a raise dead or dispel
wretched despair and anger that comes upon a cutter unex- evil spell if it fails a saving throw versus spell.
+ 102
HABIIAT/SOCIEN: Sword spirits are the undead spi
powerful warriors who perished in useless'hattles.
They're most commonly found in or near.the
battlefields where they perished, and thw'w:
reluctant io stray far from the place Of
their death. The only purpose of a ~ . - z
sword spirit is to slay any li
creatures that cross its pa%
although cases've bee
recorded where sword
where their bo
mally communica
Even if a way couw
he found to contatt,.? .
of these creatures, itsmina
would he revealed as a hat<
of violence, bloodlust, and IC---
of the livmg, Sword spirits a
trapped in'a perpetual cyclr
rage and understand n
emotion.
- .Even then,
belong.
they exist outside
of nature and
conttihute .~
nothing to , . .-d
.~.
~.
~~
of the land
around
them.
hesitate to use extremely powerful spells such as symbols
wishes, or power words against very powerful evil entities.
The t’uen-rink telepathy ability enables them to monitor
conscious thoughts nearby, making them impossible to sur-
prise. This also allows the t’uen-rin to know alignment and de-
tect lie without error. Each day, the t’uen-rin can create
ki-rin of the Prime Material Plane, but they’re even more in-
telligent, capable, and noble than their “lesser” kin. T’uen-rin
keep their distance from prime-material affairs, concentrating
on the task of battling evil around the Great Wheel. However,
from time to time the requirements of their endless war on evil
send them to the worlds of the prime.
T’uen-rin resemble their more common counterparts.
Their bodies are horselike, but their coats are covered with fine
$olden scales that scintillate with impossible shades of color.
rheir thick manes and tails are deep, dark gold, and their
iooves and horn are pinkish-ivory. The t’uen-rin’s face is wise
and beautiful, and its eyes are liquid orbs of deep violet. Lots
,f berks say there’s no more beautiful sight in the multiverse
than a t’uen-rin galloping across the sky at sunrise, and they
might be right.
T’uen-rin can understand and speak any human tongue,
and can also communicate by telepathy or empathy. No nat-
iral, nonevil animal’ll ever offer harm to a t’uen-rin. Flowers
jpring up where their hooves touch the earth.
IU3 +
TANAR’RI, ALKILI+H (TRUE’
CUMATE/TERRMN: The Abyss Dark, swollen eye-globules dot an alkilith’s surface; normally
FREQUENCY: Rare the creature’s got anywhere from 3 to 7 of these spread out
ORGANEATTON: Solitary around its body to observe what’s happening around it.
A m CYCLE: h Y
Dm: Carnivore COMBAT: Alkiliths’re never surprised in the Abyss, and only on
IWGENCE: High (13-14) a roll of 1 elsewhere. They can he injured only by weapons of
TREAsLIRE: F cold iron or a +2 or better enchantment. Like all tanar’ri,
ALIGNMENT: Chaotic evil alkiliths’re resistant to many attack forms; they suffer no
damage from electricity, nonmagical fire, or poison, and only
No. APPEARING: 1-3 half damage from cold or magical fire. In addition, the
ARMOR CLASS: 3 alkilith’s unusual physical form renders it immune to all acids
MOVEMENT: 6 or harmful gasses. Slashing or bludgeoning weapons don’t
HIT DICE: 11 cause alkiliths serious h m , and inflict only half normal dam-
THAco: 9 age against the monster. Piercing weapons can reach their vi-
No. OF AITACKS: 4 tals and cause full damage.
DAMAGE/ATTACK: 2d4/2d4/2d4/2d4 Alkiliths’re extremely dangerous in close combat. Each
SPECIAL ATTACKS: Acid, poison round, they can strike with four lightning-fast pseudopods,
SPECMIDEFENSES: ‘12 damage from Type S or B weapons; each inflicting 2d4 points of damage. If the alkilith hits, a vile,
struck only hy +2 or better weapons corrosive slime is smeared across its victim. The victim has to
MAGICRESISTANCE: 40% make a successful saving throw versus poison or suffer an ad-
SIZE: L (6‘diameter) ditional ld6 points of damage per round for the next 1 to 6
MORAE: Champion (15- 16) rounds or until the slime is cleaned off. Whether or not the
XP VALUE: 17,000 .victim succeeds in his saving throw, some portion of his
equipment may he endangered by the potent acid. Check the
The horrors of the Abyss are uncountable. Layers upon layers chart below:
of seething, pustulent evil wait for the unwary traveler. At first
glance, it’d seem that some of the Abyssal layers are un- olo roll Equipment threatened
inhabitable, w e n for tanar’ri - hut a hody’d he addle-coved to 01-60 Victim’s armor degrades one place per round of
believe that. The alkiliths’re a type of tanar’ri that thrives in corrosion until an item saving throw vs. acid is suc-
the foulest and most inhospitable places of the Ahyss, acting cessful.
as personal agents of the unspeakable Abyssal Lords. 61-75 Victim’s shield is ruined unless a n item saving
Alkiliths’ve got a n unusual purpose among the true throw vs. acid is successful.
tanar’ri: They exist to conupt all they touch, extending the 76-90 Victim’s weapon is ruined or degrades by one plus
reach of the Ahyss by despoiling anything that comes into per round until an item saving throw vs. acid is
contact with it. The alkiliths seek to pollute the world beyond successful.
the Ahyss physically and morally. While fiends such as the 91-00 A random item (backpack, worn or carried magical
glahrezu and succuhi bring mortals to the Abyss, the alkiliths item, etc.) is mined unless an item saving throw vs.
work to bring the Ahyss itself to any world unfortunate acid is successhl.
enough to he within reach. Alkiliths destroy things that’re
beautiful, desecrate things that’re sacred, and fan the embers Alkiliths also have the ability to assume gaseous form,
of fear or resentment into raging hatred. By spreading chaos hut in doing so they expand to create a 2O’x20k10’ cloud of
and evil throughout the multiverse, they’ll increase the power foul, stinking vapors. The vapors are impenetrable to normal
of the Abyss. vision and duplicate the effects of a cloudkill spell. An alkilith
Alkiliths‘re closely tied to the various slimes, jellies, and is imperrious to physical damage in this form, hut it requires a
oozes found on many prime worlds. They’re not remotely hu- full round of no other activity for the fiend to make the tran-
manoid, taking the form of a disgusting hloh of phosphores- sition to cloud and hack again. Alkiliths can move at a rate of
cent green corruption. Their hodies’re surrounded by a only 1 in gaseous form, and if struck by a gust of wind or sim-
cracked, leathery coating or secretion that constantly oozes ilar effect suffer ld6 points of damage per level of the caster
more of their vile protoplasm in a continual process of exud- with no saving throw.
ing and reabsorbing hide. Alkiliths’re capable of assuming In addition to the powers available to all tanar’ri,
a semi-rigid form, and their pseudopods can wield alkiliths can also make use of the following
weapons and manipulate objects with spell-like abilities (at will unless otherwise
surprising precision. specified) at the 11th lwel of spell use:
cause disease, command any ooze, jelly, slime, or
fungus-based monster, cone of cold (3/day),detect
magic, dispel magic, enervation, hold person, putrefy food
+ 106
.. . . ..
H A ~ ~ ~ A ~ / S O CAlkiliths're
IETY: the en-
.yl& agents, and assassins of the
Abyssal Lords. A great number of thei
missions take place within the Ah--
as the lords of the tanar'ri spend
much of their time scheming an4
feuding with each other. From time
to time they're sent into the Great
Wheel or onto the Prime Material $1
Plane on an errand of vile corrur
~~~
1, , , . \ Whenever possible,
, I ; ,
DIET:
INTELLIGENCE:
Carnivore
Low-Average p- IUJ
Unarmed bulezau strike with each of their clawed fore
limbs for ld4+1 points of damage, deliver a powerful hea
butt for 2d8 points of damage, and lash out with their bristl
I1
TREASURE
: A tails for another ld3 points of damage. If the bulezau rolls t
ALIGNMENT: Chaotic evil natural 19 or 20 with its head-butt, it knocks a man-size of I
I
smaller opponent back 5 to 10 feet (d6+4) and stuns the so 1
/
I
With a strong and charis-
matic commander, bulezau
can hold themselves
in check -just
barely. High-
UDS in the
Abyss some-
times create a
ruthless and 1 ,
fanatical
guard of
hulezau, deciding that it‘s worth
the headaches to have such ca-
pable and loyal (for tanar’ri.
fighters at their beck and ci
E C O L O ~ It’s
~ Y : rumored that
the tanar’ri lord Baphomet,
the patron demipower of
minotaurs, was responsi-
ble for the creation of the
bulezau. The chant goes that
Baphomet bred his minotaur
servants with some of the
tanar’ri in his service, hut
there’s no way to know if
this’s a peel or not. It‘s
also said that Baphomet
maintains a bodyguard of
fierce bulezau of unusual
loyalty and discipline.
Bulezau are generally
well-regarded by tanar’ri of
higher station, since bulezau pur-
sue the Blood War with so much
enthusiasm that a more subtle
tanar’ri can drop out of sight whe
they’re around. Tanar’n comman-
ders place a high value on bulezau
formations and go out of their way
to gather such units when possible.
On the other hand, less powerful
tanar’ri rarely want to be anywhe
near a bulezau since the creature’
likely to fly off into a murderous
rage at the least provocation, re-
gardless of the consequence.
There’ve been engagements where
more dretches and rutterkin were
lost to bulezau impatience than to
baatezu action.
Bulezau’ve got a bitter rivalry
with mocks, and encounters be-
tween the two almost always break
out into a fight unless there are
baatezu nearby to deal with.
TANAR’RI, HIAU RE 2 H I (LE S S R)
I
the maurezhi’s identity, but some bloods say that a faint odo
of death lingers near a maurezhi masquerading as one of it
Leap, assume shape victims. The maurezhi can use any physical talent its victi
Struck only by + 1 or better weapons
I
spells or some class-related abilities such as a paladin’s aura of
protection from evil. Maurezhi can speak while in assumed
form, and know all the languages the victim did.
Maurezhi can use the following spell-likc
The maurezhi are powers (at will unless otherwise specified)
a plague in the 6th level of ability: blur, cause fear, chill
worlds beyond paralysis by touch (3/day), and summon ld4 ghouls (I/d
the Abyss, a full-grown maurezhi (one with 5+8 Hit Dice) gains the
scourge of evil that tional powers: animate dead, fear (3/day), hold person, a
taints any plane it seeps onto. Maurezhi prey on mortals, visibility. Once per day a maurezhi can attempt to gate 2d
spreading chaos and evil through their fearsome appetites. manes with a 60% chance of success. Maurezhi can be struc
Like the nabassu, maurezhi gain strength with each mortal only by cold iron or + 1 or better weapons.
they devour - but instead of absorbing mortal life forces, the
maurezhi feed upon corpses, stealing portions of their victims’ HABITAT/SOCIETY: Maurezhi live only to consume the most pow-
memories, skills, and appearance. erful and intelligent mortals they can find. They’re especially
A maurezhi hears a strong resemblance to a common fond of waylaying lone travelers or adventurers, consuming
ghoul. Its posture is hunched and feral, its skin gray and leath- them, and then assuming their appearance and using their ac-
ery, and its hands filthy talons. The maurezhi’s face slopes into quaintances to seek out another victim while concealing the
a short, fang-filled muzzle, and its ears are catlike. Maurezhi disappearance of the previous one. Between suitable victims,
leap and caper in sudden, unpredictable movements when ex- maurezhi’re fond of haunting graveyards and barrows, sating
cited or angered. They can communicate by means of telepa- their taste for the flesh of mortals.
thy, but the only sounds their rattling bone-boxes can make’re Most maurezhi aren’t given much of a chance to begii
gibbering howls, grunts, and shrieks. their growth in this fashion, though. They’re frequently re-
Maurezhi seek opportunities to slay anu devour morws cruited by the babaus or hezrous and sent to fight in the Blood
wherever they can find ’em. Most maurezhi’re doomed to War. In the Abyss, a typical maurezhi’s never had the chance
serve as marauders and skirmishers in the Blood War, but a to consume a human. However, a small percentage of mau-
few find ways to escape onto the Outlands or the Prime and rezhi encountered in the Abyss will be full-grown creatures
begin a career of bloody murders and vile feasts. that’ve completed their expedition and returned to the Abyss
at the peak of their power. These tanar’ri function as assassins
MBAT: Maurezhi enjoy stalking and terrifying their victims. and spies, roaming the Lower Planes to keep an eye on the
ey prefer a sudden surprise attack to a head-on challenge, baatezu war efforts.
t they’re not afraid of a fight. They strike with each of their The DM can decide what kinds of sods the maurezhi’s al-
lthy claws for ld6 points of damage and rend with their ready consumed and what they may or may not have known.
avering jaws for 2d4 points of damage. Maurezhi can make Whenever possible, maurezhi seek out and consume mortals
ghtning-swift leaps to close with their prey, gaining a +2 of exceptional skill and power. Each previous victim can be
nus to their first round of attacks. If the creature strikes determined using the chart below:
H
x
I
.y..//'
/,-
..
'. ,
._ do/,
01-40
Victim .
0-level ch cter (possible proficiencies, identity, or
_-
~
.. - A matirezhi begins wi
.- 1
.
. . each victim it consumes adds 1-2 points to its
. . ,basic~Intelligencerating if the victim was
. more intelligent than the maurezhi. As
h;- rioted before, the memories and skills
>pi of each of their victims are available
;r<;$:y
to the maurezhi, and it's possible for
the fiend to have vely unusual or
rare secrets in its head.
... ,
each. In the Abyss, they’re most commo
8 (1 as spider or humanoid)
By weapon +4 as humanoid
Poison (spider),psionics
Struck only by +2 or better weapons
crossbows, and
+4points of damage
ignore the balance of power within the Abyss. The with whatever
yochlol are her servants in her home layer and her weapon they use.
agents on the Outer Planes. No other type of tanar’ri has 7
Last but not
such a close relationship with a power that inhabits the least, yochlol can as-
Abyss; in fact, the yochlol are known as the Handmaidens
of Lolth in some circles.
In their natural form, the yochlol bear a passing resem-
blance to a roper or an alkilith - they’re man-size heaps of
amorphous slime, with eight powerful tentacles and a single,
glaring, red eye. However, they can also assume the form of a
beautiful young woman of human or elven race (usually
drow), or take the form of a giant black spider. Like
alkiliths, yochlol can assume gaseous form, taking the s e w s form, yochlol
shape of a small stinking cloud. Some bloods’ve guessed are immune to all
that Lolth chose her handmaidens from the most suit-
able tanar’ri at hand and modified them for her own
purposes, but there’s no way to prove this short of a
trip to the Abyss. It’s not surprising that most sages’re
happy to leave this particular question unanswered. rtlagic missiles. A
Yochlol stand apart from the common tanar’ri gust of wind spell in-
auses, existing only to serve their dark mistress in what- flirts 6d6 points of
ever tasks she sets before them. They couldn’t care less about damage to a yachlol
the Blood War. The only part of the Abyss where the yochlol in this form, and a
are common is in Lolth’s pits; they don’t leave their home wind walk spell slays
layer except when Lolth commands them to, and even then the yochlol instan
they’re more likely to be sent to the Prime than any other
Yochlol’ve got the spell-like powers common to all ation and decide if its mistress’s interests are best served
tanar’ri, and can also use the following abilities at will as 6th- through a deceptive approach of misdirection and subtlety, or
level spellcasters: charm person, spider climb, stone shape, a naked show of force. In the first instance, the yochlol hides
and web. Yochlol also command modest psionic powers, as its true form and uses its beauty and charm to beguile its op-
shown below. Generally, a yochlol’ll carefully evaluate a situ- ponents; in the latter case, it shows itself in its true form.
PSIONICS SUMMARY
Level Dis/Sci/Dev Attack/Defense Score PSPs
6 1/3/10 MT,II,EW/All 14 90
and torture to
win their ele-
vated station.
It’s worth noting
that some yochlol
may be far more
powerful and
“ important than
kt typical, since Lolth
rewards those who
8s
-56
se1ve her well.
CLIMATEITERRAIN:Carceri,
FREQUENCY: or out of the
ORGANIZATION: water. The terlen’s
A c m n CYCLE: about the size of a full-
DIET: grown man, with a flatten
INTELLIGENCE:
TREASURE:
ALIGNMENT: lengthened and support a translucent gray
membrane, suitable for sustaining flight. The
terlen can fold its wing-fins beside its body and
wriggle along the ground snake-style, but it’s far
MOVEMENT: more comfortable swimming or flying. Its oversized
HITDICE: maw is filled with triple razor-sharp ridges of cartilage.
THACO: 17 The terlen’s natural coloration is a dull, s
No. OF ATTACKS: 1 can change the color of its skin to match
DAMAGEIATTACK : 2d8
SPECIAL ATTACKS: None COMBAT:Terlens’re always hungry and never
SPECIAL DEFENSES: Camouflage for a possible meal. They’re skilled hunters in the water or
MAGICRESISTANCE: 10% the air. Terlens normally cover great distan
SIZE: M (7’long: ing silently along in the hope of surprisi
MORALE: Elite ( 13- 14) open. The creature’s a very silent flier, almost as quiet as ar
XP VALUE: 975 owl, and it glides only a few feet above the ground, using thc
land’s contours and foliage as cover
Terlens often strike with a quie,
approach from behind their vic-
tim, giving the uhfortunate sod i
-2 penalty to her surprise check unles
back trail.
me bashers think that the Terlens attack with a rending snap of their fearsome jaw
s’re nothing but wastelands inflicting 2d8 points of damage. They use hit-and-run tactic
or poisonous bogs. They’re circling at a range of 30 or 40 yards and making sudder
~ r surprisingly
t tough food rushes at their prey. A terlen’s content to bleed a victin
natural creatures. There’s no slowly, letting its prey wear itself out trying to escape beforc
places on the Lower Planes closing in for the kill. From time to time, terlens even pretenc
ust as much territory where a to lose interest and leave, only to return with anather surprisc
just fine. See, life adapts to attack ten or fifteen minutes later. When the victim finall)
oundings that a body’d think collapses, the creature lands beside the sod and approaches 01
e tougher, meaner, or scarcer the ground to devour its meal. Interestingly enough, the terlei
there. ’Course, it’s probably uses nearly identical tactics when hunting aquatic prey.
Fiends who share its kip. Motionless terlens’re 75% likely to escape being spottec
le of this principle. Chances due to their excellent natural camouflage. They’re only 509
are, the terlen came from the st s of some prime world, where likely to be spotted while flying in dark, h 9 or smoky areas
it flourished without any supe atural influence at all. Some and 25% likely to escape detection while moving in good vis
wizard or arch-fiend brought a TWback as pets or curiosities, ibility. Of course, the terlen’s spotted as soon as i$.attacks; i
and the terlens proved strong 2 d fierce enough to survive in basher might miss the terlen at first glance, but he won’t losi
the acidic waters of Othrys 01 ’orphatys, in the Red Prison track of it once the fight starts unless the terlen leaves anc
hat’s Carceri, berk). Maybe thl ]lanes themselves warped the comes back
eatures, or maybe an arcanal h or shator gehreleth decided
improve the stock, but the fi 11 result was a mostly nat- HABITAT~SOCIET erlens usually run small groups callec
ral predator savage enough t SUM\ schools or flights. They’re not cooperative hunters, bu
n the Lower Planes. when one terlen finds a potential meal its fellows’n
The terlen’s original form’ very likely to show up with the hope of muscling iL
gotten, although it was on the kill. Packs of up to 40 strong’ve been re-
robably shark- or skatelike. ported, and only an addle-cove’ll want to be any-
On occasion, very hungly terlens’ll fight each
other to the death in the attempt to daim a potential
meal. There’s about a 5% chance per terlen encoun-
tered that one-quarter to one-half the monsters begin
the encounter sparring with each other instead of di-
rectly attacking the prey.
Terlens don’t make lairs and don’t even stay
No. APPEARING: 3-18 COMBAT:Tso’re capable fighters, but they’re also a cowardly
A R M O R CLASS: 1 (0) race and go to great lengths to stay out of harm’s way, letting
MOVEMENT: 9, c13 their slaves fight for them. As noted above, a brood of tso can
Hrr DICE: 7 have anywhere from 2 to 3 times their own number of
THACO: 13 charmed slaves and guards. About 75% of these’ll be planar or
No. OF ATTACKS: 3 and 1 prime humans, githzerai, and tieflings or aasimar. The remain-
DAMAGEIATTACK: 1d4/ 1d4/ Id8 and by weapon der’re rarer creatures such as lesser fiends or modrons,
SPECIAL AITACKS: Poison, magic use khaasta, or reaves. These sods’ll fight to the death if so ordered
SPECIAL DEFENSES: None by the tso, but it’s more common for a typical tso to be careful
MAGICRESISTANCE: None of its property and try not to get its slaves killed needlessly.
SIZE: M (5%’tall) That’s just good business sense.
MORALE: Unsteady (5-7) When a tso’s desperate or backed into a corner, it can
XP VALUE: 3,000 fight surprisingly well. It strikes with its two uppermost claws
for ld4 points of damage each, a vicious bite for Id8 points of
Let uss look at thiss tsituation again. You are interested in damage, and uses its second pair of limbs to wield either a
living, correct? I am interested in acquiring more property. two-handed weapon (a polearm or staff) or a one-handed
The only way I’ll allow you to live iss as my tslave. I come out weapon and shield, improving its AC to 0. The tso’s bite is poi-
richer, and you don’t join the rankss of the dead. Ssurely thiss sonous; anyone bitten by the creature must make a successful
iss reassonable? Or at leasst preferable to death? save versus poison or suffer ldlO points of extra damage and
- Hyusstikh, tso slaver be paralyzed for ld4 turns.
Tso’ve got a powerful magical ability to enslave other
The tso are a race of slavers, smugglers, and cross-traders who creatures. This functions like an extremely powerful charm.
roam the lawful planes - at least until they reach Arcadia or The tso must be able to touch its victim and can make no other
Mount Celestia, where they’re not at all welcome. Tso are attack that round. The victim must make a successful saving
arrangers and procurers, eagerly pursuing the accumulation of throw versus spell at -2 or fall under the tso’s thrall, serving
wealth no matter what it takes. Despite their absolute lack of willingly and without reservation. The victim’s Intelligence
scruples and uncontrollable avarice, they’re trustworthy in score is considered to be halved for purposes of determining
one regard: They never do anything unless they’ve got an the time period between saving throws to escape the charm.
ironclad contract for it. In addition to their enslavement ability, all tso are mages
Tso are related to neogi, a race of similar appearance and of levels 2 to 5 (d4+11, with appropriate spell capabilities. They
tastes found on the Prime Material Plane. They’re larger and favor nondestructive spells that provide information, decep-
stronger than their clueless cousins, standing about as tall as tion, or the ability to capture an opponent. Tso perceive phan-
an adult human. The tso’s body is spiderlike, with eight insec- tasmal force or detect invisibility to be far more useful than
tile limbs and a bulging abdomen. A long, serpentine neck burning hands or Melj’s acid arrow.
rises from the creature’s thorax, and its head is eellike with a A group of tso can cast cooperative magic at the base
mouth full of needle-sharp teeth. Unlike neogi, tso generally level of the most skillful tso present, plus one for each addi-
use only the rearmost pairs of legs for walking; the forward tional tso - a 5th-level tso mage with 6 lesser tso aiding it
limbs are smaller, manipulative members. Tso are completely casts spells as an 11th-level wizard. The leading tso can
hairless, and their bodies are covered with gleaming chitin choose any spell available to its new level, regardless of
and leathery black skin at the joints or along their neck and whether or not it had memorized the spell to be cast, but the
head. casting time increases tenfold; a spell with a casting time of 7
There aren’t many tso, and as a race they’re highly social. requires 7 rounds of cooperative spellcasting. Cooperative
It’s unheard of to meet a lone tso without others of its kind magic is a property of the tso approach to magic, which is
nearby. Tso’re capable of magically enslaving other creatures alien and undecipherable to nontso wizards. The spell that em-
to be their guards and agents, and a tso brood‘s normally ac- powers the aracheons with the ability to navigate the skies is
companied by 2 to 3 times their number of slaves and body- jealously guarded and must be cast by a brood of at least 13
guards. All tso’re at least marginally competent as mages, and tso.
4 1164
VAP e RI G H U
throw versus spell with or be paralyzed with ter-
ror for ld6 rounds, una attack, or take any action
Vaporighu are evil creatures of the underworld that lurk in the bright green gas 10 feet in diameter directly in front of it. Any
foul furnaces of Gehenna. They prey on unwary travelers, creature in the area of effect must survive a saving throw ver-
lesser fiends, and the occasional petitioner or larvae. Unlike sus poison or be slain. Creatures who survive the attack must
many fiends of similar strength, vaporighu don’t seem to have leave the cloud immediately or suffer ldlO points of damage
any causes or motives; they exist only to cause pain and suf- each round they remain inside. The vaporighu’s poisonous gas
fering to any sod unfortunate enough to cross their path. lingers for 2d4 rounds. It works equally well by inhalation or
A vaporighu’s a disgusting, horrifying thing to behold. Its contact, so a basher shouldn’t think that holding his breath’ll
body is vaguely humanoid, but bloated and grotesque. Their help him any.
mottled skin varies from sickly pink to purple and glistens Like many creatures of the Lower Planes, vaporighu com-
with a foul, corrosive slime. Pulsating arteries writhe just mand several spell-like powers, usable at the 10th level of
below the surface of the vaporighu’s skin in a hideous dance ability. These include animate object, continual light, enlarge,
of living gore. Dense, matted fur clings to their forearms, fly, misdirection, produce flame, sleep, and trip. Vaporighu
lower legs, and torso, stinking of death and decay. The crea- can use these powers one at a time, once per round, at will. In
ture wheezes loudly with a wet, bellowslike sound, and its addition, they can gate 1 to 4 night hags once per day with a
stench11 linger for days in a place it’s passed through. 25% chance of success. Vaporighu hate to do this since they’ll
Vaporighu like to lurk in spots where other creatures’re have to reward the hags somehow for their service.
bound to come by sooner or later, like commonly-used paths, One last thing a cutter ought to know before he thinks
Gehenna’s few foul springs, or near places where portals ap- about starting a scrap with a vaporighu: Only weapons forged
pear. They savagely attack anything short of a greater yu- of cold-wrought iron can harm them. Enchanted weapons
~
goloth, and sometimes even those. Vaporighu don’t speak any can’t injure the creatures no matter how powerful the weapon
language known to humans or their kind, and probably is, unless it’s made of cold-wrought iron (and then, only the
wouldn’t have much to say to a planar or prime traveler in base damage applies; the additional enchanted damage is
negated). More than a few bloods’ve tumbled to this fact the
hard way.
Vaporighu radiate a powerful area of fear and horror Vaporighu can’t be surprised in Gehenna, but on the
that can overwhelm most bashers. The mere sight of a vapor- other hand they’re incapable of surprising anything with ears
survive a saving
118
HAsmrlSociiru. Tso are social creatures that don’t like
to be separated from others of their kind. The’r most accomplished sorcerer of the brood,
social lives revolve around the rest be tso with the most powerful slave. Tso
of their brood and the conduct tion in the brood very carellly, factor-
business from the brood shin
From time to time, busin- ach tso controls. Tso organiza-
arrangements migbt-
require a smaller
means nec
more profitabfg
- .
sell, after a~.)q
the low sods on
contracts on almo
From time to time, a
up of tso becomes too
signs, he deserves to get peeled. Negotiations between tso and Ive around deciding which tso will remain with the
baatezu are something to see. original group and which’ll strike off on their own.
HABITAT/~OCIEIY: Vaporighu are lonen that have little nr no con- Vaporighu like to find a good hunting ground and stay
d t with others of their kind. In fact, there's no way tn say there, marking several ambush sites and lairs in a fairly local-
whether they just dislike each other, respect each other's tem- ized area. They're not particularly fond of treasure, but tend to
tory, or can't stand to see another of their kind - no one's ever accumulate the remains of countless victims in their main lair.
seen two vaporighu together, so there's no bask for a hypothesis.
Very few creatures've got the means or temperament to
communicate with vaporighu. By all accounts, they're petty
1 - ECOLOGY:Vaporighu are creatures of
supernatural vileness and evil, and
and cruel creatures who delight in causing injury
to anything they meet. Their appetites're said-
-. have no place in any kind of sane
ecology. On the other hand, the
to be insatiable, a gnawing pain that tor- ng mountains of Gehenna
tures vaporighu throughout &. don't have a sane ecology
eternity: this might explain T. by any stretch of the
the creature's violence
and savagery.
- imagination.
&an themselves
cLMATE/TERwN: Carceri, Abyss, Outlands and leathery where exposed - the lips and gums, the pads of
FREQUENCY: Common their feet, and their naked tails.
ORGANIZATION: Pack Vorrs are far more intelligent than they appear, and on an
A m CYCLE: Night individual level they’re as clever as a somewhat dim human.
Dm: Carnivore Their senses of hearing and smell’re far keener than those of a
INTELLIGENCE: Low (5-7) human, and their eyes are well-adjusted to night vision. Vorrs
TREASURE: None may not be as smart as humans in most regards, but they’re
ALIGNMENT: Chaotic evil superb at coordinating hunts and tracking prey. In large packs,
vorrs become extremely aggressive and dangerous.
No. APPEARING: 3-12
ARMOR CLASS: 6 COMBAT:Vorrs are surprised only on a roll of 1 due to their
MOVEMENT: 15 sharp hearing and sense of smell. In a fight, they attack with
Hrr DICE: 3+4 two forepaws for ld3 points of damage each, and a powerful
THACO: 17 bite for 2d4 points of damage. If the vorr’s bite attack hits by
NO. OF AlTACKS: 3 a margin of 4 or more, the victim has to make a Strength
DAMAGEIAITACK: 1d3/ 1d3/2d4 check or be dragged down to the ground. Prone characters’re
SPECIAL AlTACKS: Knockdown, thief abilities attacked with a +4 bonus to hit a& suffer a -4 penalty to their
SPECIALDEFENSES: Shadow form own attacks, unless they spend a round getting back on their
MAGIC RESISTANCE: None feet. Nearby vorrs often converge on a character that’s been
SIZE: M (5‘long) pulled down and make short work of the sod.
M0RAL.E: Average (8-10) Vorrs are extremely stealthy and effectively have
XP VALUE: 420 the thief abilities of move silently (60% chance) and hide
in shadows (50% chance). If a vorr surprises its victim, it can
-. make a silent spring that’s equal to a backstab with a +4 at-
tack bonus, inflicting double bite damage.
Centuries of exposure to the darkness of Pandemonium
and the sinister energies of that plane have bred an unusual
-- power into vorrs: They can take on the form of living shadows
for short periods. A vorr can do this only once per night, and
can maintain the form for no more than ten minutes.
Travelers in the wilder While in shadow-form, the vorr can’t attack or be
regions of the Outlands and harmed by any physical means and is 90%
some of the Lower invisible (75O10 invisible if moving). Vorrs
Planes’d be well-ad-
vised to be careful of
vorrs. Vorrs are hye-
e ’pr,
A
use this ability to sneak up on prey or to get
away from fights that aren’t going well. A light or
continual light spell cast on a vorr in shadow-form forces it
nalike creatures who origi- back to its normal state and blinds it for 1 to 3 rounds with no
nally came from the howling caverns saving throw.
of Pandemonium, but in recent years they’ve spread like a
plague into the neighboring planes. Although a lone vorr isn’t HABITAT/SOCIETY:
A vorr pack travels quickly and covers a great
much of a threat to a well-armed and peery basher, vorrs don’t deal of territory. They’re most comfortable in open plains or
travel alone - they travel and hunt in packs, and they’re not scrubland, and it’s unlikely that they’ll be encountered in
afraid to attack anything when they’re hungry. heavily forested or mountainous areas. By day, vorrs sleep in a
A vorr stands about 3 % feet high at the shoulder, and secure cave or thicket, but they’re active hunters all night
shares the general build of a hyena. Its forequarters’re larger long. Vorrs’ve got no reservations about attacking human
and more powerful than its hindquarters, and its back slopes homesteads or outposts wherever they find ’em, and they can
sharply from front to rear. A vorr’s face is much more be a serious danger in some parts of the Outlands.
intelligent than a hyena’s, but it’s still got a large Vorrs are pack creatures, and a great deal of their
muzzle full of teeth that can crack bones. Vorrs
are covered in short, bristly gray-and-black fur,
and their tails are long and rat- 1 c
- time and energy is directed toward social
interactions with their packrnates. The old-
est and strongest female (minimum 20 hp)
like. Their skin’s coal black of a vorr pack is the leader, but vorrs are un-
ruly and rebellious creatures who constantly try
A 7 each other’s strength. The mate of the pack leader (also 20 hp
or more) acts as the hunt leader, coordinating the pack‘s hunt-
ing tactics.
120 +
I
Any forest, marsh, or swamp
CLIMATE/TERRAIN: mottled with unhealthy streaks of gray, brown, and black. Its
FREQUENCY: Common beak and legs are a rusty red, and its eyes are large and sinis-
ORGANIZATION: Flock ter. It’s easy to take the wastrel as nothing more than a com-
ACTIVITY
CYCLE: Day mon bird suffering from some kind of wasting disease. They’re
DIET: Scavenger lazy and awkward fliers, and their call is a rough sort of
INTELLIGENCE: Semi- (2-4) croaking noise. They usually travel in large flocks.
TREASURE
: None
ALIGNMENT: Neutral evil COMBAT:Wastrels aggressively attack even large parties during
their initial encounter with potential prey, swooping in from all
No. APPEARING: 10- 100 sides to dart and peck at their victims. The bird inflicts only
ARMOR CLASS: 6 ld3 points of damage with its beak, but it’s not very interested
MOVEMENT: 3, F1 15 (C) in trying to down its prey at this stage - it merely wants to es-
HITDICE: 1+1 tablish a link between itself and its prey by drawing blood.
THACO: 19 Once a wastrel’s wounded a victim, it retreats from the fight.
No. OF AITACKS: 1 Wastrels try to wound as many victims as possible, so a flock‘ll
DAMAGE/AITACK: 1d3 divide itself evenly among its potential prey. For example, if 60
SPECIAL AITACKS: Ability drain wastrels attack a group of 6 PCs and 4 hirelings, each person
SPECIAL DEFENSES: None present is attacked by 6 wastrels. Wastrels’re hardly coura-
MAGICRESISTANCE: 5Oo1o geous, and if they don’t score a hit within 1 or 2 rounds they’re
SIZE: S (3’wingspan) likely to fly off, only to return later and try again.
MORALE: Unreliable (2-4) After their initial encounter, wastrels settle down into a
X P VkUE: 270 pursuit phase. Each bird that wounded a character leeches life
energy from its victim, but only if it can remain close - within
The accursed birds followed us constantly, giving voice to the 100 yards or so. The bird doesn’t have to be exactly within 100
most detestable croaking, clattering and squabbling all around yards for the entire day, but it has to average 100 yards or less
us. B y day we could not escape them, and if we traveled at from its victim throughout the course of a 24-hour period. The
night they found us again as soon as the sun rose. Our slings wastrel flock tries to stay within range of its victims, individu-
and arrows would set them to flight, but soon they returned, als circling or flying ahead in short hops and waiting for the
and i f w e did not immediately stop and force them to take wing prey to travel past them again. Wastrels’ve got a special sense
again the wastrels grew bolder and bolder until they were soar- that unerringly locates their current victim, as long as the
ing just out of sword’s reach. basher’s within 1 mile. If he can get farther away from the
Day by day their unwholesome presence weakened our wastrel, the bird loses him and the link is broken. The wastrel’d
party, until we were staggering along like walking dead men. have to wound the character again to begin a new bond.
Thefirst of us to fall was Chanima, the mage; she was never a Victims who’re being drained by a wastrel lose 1 point of
strong soul, and the wastrels wore her down quickly. We car- Constitution each day the pursuit continues, and ‘/z point from
ried her f o r several days before she finally perished in an ex- all other ability scores. The victim can attempt a saving throw
hausted delirium. That night, the wastrels croaked loathsomely versus spell to reduce these losses to ‘/z point of Con and 0
without stop. We buried her beneath a cairn the next day and points from other abilities. If any single ability score’s reduced
continued on our journey; we knew that we must reach the to 2 or less, the character can’t travel without aid any longer. If
safety of the open plains soon, or perish as Chanima had. any ability’s drained to 0 or below, the victim dies. All penal-
Four more of us died before we brokefree of that fester- ties or restrictions based on ability scores apply, so a priest re-
ing wood. The nightmare of that journey lingers with me even duced from a 13 Wisdom to a 12 Wisdom by a wastrel’s
today. When I sleep, I can still hear the raucous, mocking draining loses his bonus 1st-level spell and now suffers a 5OO /
voices of the wastrels. chance of spell failure. In addition, victims don’t naturally heal
- Unidentified mage any damage they may’ve suffered from the wastrel.
of the Prime Material Plane Wastrels that haven’t established a link may make several
mass attacks to wound victims of their own. However, once a
Wastrels’re dangerous birdlike creatures that plague the loneli- wastrel’s established its link, it doesn’t join in any more at-
est and most inhospitable reaches of the planes. They’re most tacks against its victim. It’s content to glide lazily along, just
often found in desolate woods, dismal swamps, or fetid out of reach. If its prey tries to attack it, the wastrel flies away,
marshes. Wastrels possess a powerful and deadly ability to returning again as soon as the victims give up and resume
slowly drain the life of creatures whose blood they’ve tasted, their march. Missile attacks can be more effective, but the dif-
weakening and finally killing the poor sod through exhaus- ficult terrain favored by wastrels often provides a -2 to -4
tion, delirium, and thirst. penalty to attacks made on them through the screening foliage
A wastrel appears innocuous enough at first. It looks like and trees. (In open lands, the wastrels won’t be able to use
a large raven or crow, but its plumage is unusually shabby and cover to stay out of the way of arrows or slingstones.)
Victims who’ve been partially drained but then break the Wastrels almost certainly originated somewhere in the
link by killing the bird or escaping its range regain their lost Gray Waste, where life and hope are drained by the very land
ability scores at the rate of 1 point in each ability per day. itself. Some bloods say that
A heal spell restores all lost points at once. If any ability
score was drained to 2 or less, that ability is permanently
1
reduced by 1, and the character’ll never fully recover
without the aid of a restoration spell.
I
Any creature of 4 HD or fewer meeting the
wraithworm’s gaze must survive a saving throw ver-
sus spell or become paralyzed and unable to move
for 2d4 rounds. The snake must be in its tangible
form to use this power, and it’s effective only
within 15 feet. The wraithworm can take no other
action when it attempts to use its gaze this way.
Wraithworms suffer only half damage from cold or
negative energy attacks. Oddly enough, a priest can hold
a wraithworm motionless for 1 to 3 rounds by succeed-
in a turn attempt against a spectre.
I~AT/SOUEIY:
Wraithworms are solitarv crea-
They’re very territorial and don’t tol-
le other predators of any kind in their
i:: hunting grounds. The wraithworm
doesn’t have a burrow orlair; it
spends its entire life roving its
emtory, searching for prey.
Ec ’: No one‘s ever
come up with a good ex-
anation for why wraith-
worms’re able to do the
ings they do. Obviously,
e creature mimics several
powers commonly associ-
ited with the undead - its
-..-drains levels, it’s partially
mune to cold damage, and it
assume an intangible state. Even
‘tter-cold pain caused by the crea-
e’s venom at work suggests super-
natural elements. The most widely
accepted answer is that some evil
power or greater fiend made the
kithworm the way it is for its own
oses or amusement, or that the
species simply spent too much
e in the wrong places.
Although wraithworms
possess several unnatural
haracteristics, they’re nat-
ral creatures and fit into
the local ecosystems
without destroying them.
They commonly hunt
small animals and birds,
and it’s fairly rare for
wraithworms to attack
humans out of hunger.
Normally, wraithworms
avoid humans and strike
ly when some poor sod
to blunder too close
They’re not as common as the mezzoloths or dergholoths
Neutral evil
hulking forms plated in chitinous armor. Their bodies’ve got
‘MOVEMENT: 18
a vile barbed tongue often lolls out of the creature’s mou
The canoloth’s nostrils’re gaping wounds in the front of
skull, and it has no eyes - it relies on its uncanny sen
/ATTACK: ld6/ ld6/3d4+3 smell and hearing to find its quarry.
.. *.
..
Luure: see Eladrin, C a m Leon& see Guardinal, Leonal Rust Dragon 0 >,
Abishai: see Baatezu, Lesser - Cranium Rat (CS) LilIend (PC) Rutterkin: see Tanairi, Least -
Abishai (MU) Cuprilach see Rilmani, Lizard Lard see Animal Lord Rutterkin (MU)
Ahrian Cuprilach IMUI
Abyssal Lord (PC) Lupinal: see Guardinal, Lupinal Shadow Fiend (MCII
Acbaierai (PLI Dabus ICs) Shadowdrake
Agathinon: see Aasimon ~ Darkweaver Maelephant (MCI) Shator: see Gehreleth (MCII
Agatbinon (MU) Demarax Magman (CS) Shiere: see Eladrin, Shiere
Aleax (CS) Derghoioth: see Yugoloth, Lesser Manes: see Tanar'ri, L a s t - Simpathetic
Audlith: see Tanar'ri, AlkiIith - Dergholoth (MCI) Manes (MCi) S h a d (MU)
Alu-fiend see Tanar'ri, Lesser - Deva: see Aasimon - Deva (MCI) Marilith: see Tanar'ri, Tme~ Solar: see Aasimon - Solar
Alu-fiend (MCI) Dhow Marilith (MU) (MCII
Amnizu:see Baatem, Greater - Dretch see Tanar'ri, Least - MaNt (MCI) Spellhaunt
Amnizu (Ma1 Dretch (MCi) Maurezhi: see Tanar'ri, Spider, Hook
Arcanaloth: see Yugoloth, Eater of Knowledge Maurezhi Spinagon: see Baatezu, Least -
Greater - Arcanaloth (MCi) Einheriar (MCII Mechanus: SCP Mediator (MCi) Spinagon (MCI)
Arcane Equinal: see Guardinal, Equinal Mephit WCII Spirit of the Air (CSI
Archon (PL) Erinyes: see Baatezu, Lesser ~ Merkhant (Sect) Succubus: see Tanar'ri, Lesser -
kgeMeh: See b a n i , Erinyes (MCO Mezzoloth: see Yugoloth, Lesser Succubus (MU)
.kgCMCh - Mezzoloth (MCI] sunfly
Asrai (PCI Farashx see Gehreleth (MCI) Minion of Set ICs) Sword Spirit
Astral Dreadnought Fensir (PC) Modron (CS)
Astral Dwa: see Aasimon ~ Fmumach: see Wi, Moigno VL) Tuen-rin
D w a MU) Fermmach Molydeus: see Tanar'ri, Guardian Tanar'ri, Lesser Armanite (PC)
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Astral Searcher (CS) Fhorge - Molydeus (MCI) Tanafri, Greater - Goristro (PC)
Aurumach: see Rilmani, Firre: see Eladrin, Firre Monadic Deva: see Aasimon - Terlen
Aununach Foo Dog: see Foa Creature (MU) D w a (MCi) Tiefling MCI)
Avoral: see Guardinal,Avoral Foo Lion: see Foo Creature MU) .Monster of Legend Translator: see Mediator (MCI)
Formian (PL) Mortai Tso
B a a t m , Lessa - Kouachon (PL) Gear Spirit IPLI Movanir Deva: see Aasimon - Tulani: see Eladrin, T u I d
Babau: see Tanar'ri. Greater - Geiugon: see Baatezu, Grrater - Dwa (MCI)
Babau (MCII Gelugon (MCI) Murska (PC) Ultroioth: see Yugoloth, Greater
Bacchae PC) Ghaele: see Eladrin, Ghaele - Ultroloth NCII
Baku (MU) Ghostlight Nabassu: see Tanar'ri, Greater - Ursinal: see Guardinal, Ursinal
Balae~ Githyanhi (MCO Nabassu (MCI) vaporighu
Balor: see Tanar'n, True - Balm Githzerai (MCI) Nalfeshnee: see Tanar'ri, True ~ vagaUilIe MCI)
lMU) Giabrezu: see Tanairi, True - Nalfeshnee (MCII Varrangoin (Abyssal Bat) (PC)
Bar-lgura: see Tanafri, Lesser - Giabrezu (MU) Nic'Epona (CS) Varrdig: see Grue Airwater
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