Professional Documents
Culture Documents
Dark Sun Monster Manual
Dark Sun Monster Manual
Defiler...................................................................23
Dray
Kalin
Rider.......................................................... 23
Dray
Templar ............................................................... 24
Monster
Manual:
Dark
Sun
Drik.........................................................................................................24
Drik
Warmachine ....................................................... 24
Monster
Manual:
Dark
Sun ............................................................. 1
High
Drik ........................................................................25
Unstatted
Monsters............................................................................ 3
Dune
Reaper ....................................................................................... 25
Aprig ......................................................................................................... 4
Dune
Reaper
Drone ................................................... 26
Carru......................................................................................................... 4
Dune
Reaper
Warrior ...............................................26
Critic ......................................................................................................... 4
Dune
Reaper
Matron................................................. 26
Harrum .................................................................................................... 4
Dwarf,
Athasian................................................................................. 27
Jankx ......................................................................................................... 4
Dwarf
Earth
Cleric...................................................... 27
Kip.............................................................................................................. 4
Dwarf,
Feral ..................................................................27
Mulworm ................................................................................................ 5
Dwarf
Gladiator........................................................... 28
Ock’m........................................................................................................ 5
Dwarf
Silt
Trader........................................................ 28
Renk .......................................................................................................... 5
Dwarf
Templar
Enforcer .........................................28
Sygra......................................................................................................... 5
Dwarf
Warrior ............................................................. 28
Monsters ................................................................................................. 6
Uhrakkus
(War
Leader)...........................................29
Aarakocra,
Athasian........................................................................... 6
Uhrnius
(Leader) ........................................................ 29
Aarakocra
Warrior ....................................................... 6
Uhrnomus
(Over
Leader)........................................29
Aarakocra
Warleader .................................................. 6
Dwarf,
Cursed
Dead.........................................................................30
Aarakocra
Sky
Shaman ............................................... 6
Dune
Freak
(Anakore) ...................................................................30
Restorationist ................................................................. 6
Eladrin...................................................................................................31
Ant
Loin,
Giant...................................................................................... 7
Illusionist .......................................................................31
Antloid ..................................................................................................... 7
Elemental
Beast ................................................................................ 31
Dynamis ............................................................................ 7
Elemental
Beast,
Air .................................................. 31
Soldier................................................................................ 8
Elemental
Beast,
Earth.............................................32
Queen ................................................................................. 8
Elemental
Beast,
Fire ................................................ 32
Worker............................................................................... 8
Elemental
Beast,
Water ...........................................32
Ashen........................................................................................................ 8
Elemental
Beast
Swarm,
Water............................ 33
Aviarag..................................................................................................... 9
Elf ............................................................................................................33
B’rohg....................................................................................................... 9
Optional
Elven
Powers.............................................33
B’rohg
Rager.................................................................... 9
Battle
Dancer................................................................ 33
Baazrag................................................................................................. 10
Brown
Elf .......................................................................34
Baazrag
Boneclaw...................................................... 10
Crodlu
Rider .................................................................34
Bazraag
Swarm ........................................................... 10
Element
Singer ............................................................ 34
Banshee,
Dwarf ................................................................................. 11
Elf
Chief...........................................................................34
Beetle,
Athasian ................................................................................ 11
Elf
Defiler .......................................................................35
Agony
Beetle ................................................................ 11
Elf
Guard.........................................................................35
Dragon
Beetle .............................................................. 12
Elf
Informer...................................................................35
Belogi..................................................................................................... 12
Elf
Scout..........................................................................35
Bog
Warder......................................................................................... 13
Elf
Thief...........................................................................36
Braxat.................................................................................................... 13
Elf
Trader .......................................................................36
Bvanen .................................................................................................. 13
Elf
Warrior.....................................................................36
Bvanen
Psychic ........................................................... 14
Elf
Warrior
Lieutenant.............................................36
Cat,
Psionic.......................................................................................... 14
Kank
Rider.....................................................................37
Tagster............................................................................ 14
Kreen-‐Slayer.................................................................37
Tigone ............................................................................. 15
Savage
Hunter.............................................................. 37
Chn’thrang........................................................................................... 15
Wanderer .......................................................................37
Cilops..................................................................................................... 15
Erdlu ......................................................................................................38
Cistern
Fiend...................................................................................... 16
Erdland ...........................................................................38
Cloud
Ray............................................................................................. 16
Feylaar ..................................................................................................38
Crodlu.................................................................................................... 17
Flailer.....................................................................................................39
Heavy
Crodlu................................................................ 17
Floater ...................................................................................................39
Daggorran ........................................................................................... 17
Fordorran ............................................................................................ 39
Dhaot ..................................................................................................... 18
Gaj ...........................................................................................................40
Dolphin,
Athasian............................................................................. 18
Giant,
Athasian................................................................................... 41
Drake,
Athasian................................................................................. 19
Giant,
Desert .................................................................41
Air
Drake........................................................................ 19
Desert
Giant
Shaman ................................................ 41
Earth
Drake................................................................... 19
Desert
Giant,
Chieftain .............................................41
Fire
Drake...................................................................... 20
Giant,
Beast
Head........................................................ 42
Water
Drake ................................................................. 20
Giant,
Crag .....................................................................42
Drake,
Lesser
Athasian .................................................................. 21
Giant,
Plains ..................................................................42
Magma
Drake............................................................... 21
Giant,
Shadow .............................................................. 42
Rain
Drake..................................................................... 21
Gith .........................................................................................................43
Silt
Drake ....................................................................... 22
Gith
Champion ............................................................. 43
Sun
Drake ...................................................................... 22
Gith
Chieftain................................................................ 43
Dray........................................................................................................ 23
Gith
Mindlasher........................................................... 44
First
Generation
Dray
Scavenger ........................ 23
Gith
Priest ......................................................................44
Gith
War
Leader.......................................................... 44
Judaga
Archer............................................................... 62
Gith
Warrior ................................................................. 44
Judaga
Warrior ............................................................ 62
Golem .................................................................................................... 44
Ka’Ardani .......................................................................62
Ash
Golem ..................................................................... 45
Lawkeeper.....................................................................63
Chitin
Golem................................................................. 45
Lawkeeper,
Proctor ................................................... 63
Magma
Golem .............................................................. 45
Member
of
the
Order ................................................ 63
Obsidian
Golem........................................................... 46
Monk ................................................................................ 64
Rock
Golem ................................................................... 46
Necromancer................................................................ 64
Salt
Golem...................................................................... 46
Outrider ..........................................................................64
Wood
Golem................................................................. 47
Overseer .........................................................................64
Gorak ..................................................................................................... 47
Preserver........................................................................65
Guardian
of
the
Last
Sea ............................................................... 48
Psionicist........................................................................65
Half-‐Elf.................................................................................................. 48
Pterrax-‐Rider ............................................................... 65
Half-‐Elf
Templar
Knight .......................................... 48
Shadow
Wizard ........................................................... 65
Half-‐Elf
Warrior .......................................................... 49
Shom
Guard ..................................................................66
Half-‐Giant ............................................................................................ 49
Silt
Pirate........................................................................66
Half
Giant
Elite
Soldier............................................. 49
Slave
Tribe
Member .................................................. 66
Half-‐Giant
Gladiator .................................................. 49
Slave
Tribe
Sub-‐Chief................................................ 66
Half-‐Giant
Guard......................................................... 49
Slave
Tribe
Chief ......................................................... 66
Half-‐Giant
Leader....................................................... 49
Street
Tough .................................................................67
Half-‐Giant
Psionicist ................................................. 50
Street
Tough
Leader.................................................. 67
Half-‐Giant
Soldier....................................................... 50
Templars ........................................................................67
Half-‐Giant
Warrior..................................................... 50
Templar,
Low
Ranking .............................................67
Halfling ................................................................................................. 50
Templar
Officer ........................................................... 67
Chahn
Warriors .......................................................... 50
Templar
Commander................................................ 68
Forest
Chief................................................................... 51
Templar-‐Wife
of
Nibenay .......................................68
Halfling
Fighter ........................................................... 51
Thief,
Typical................................................................ 68
Halfling
Guide .............................................................. 51
Tribal
Raider ................................................................ 68
Halfling
Hunter ........................................................... 52
Id
Fiend.................................................................................................68
Halfling
Renegade...................................................... 52
Inix ..........................................................................................................69
Halfling
Scout............................................................... 52
Jalath’Gak ............................................................................................. 69
Halfling
Tribal
Chief.................................................. 52
Jhakar ....................................................................................................70
Halfling
Warrior ......................................................... 53
Jozhal .....................................................................................................70
Hunter-‐Chief................................................................. 53
Kalin .......................................................................................................70
Rhul-‐Thaun
Climber ................................................. 53
Kank .......................................................................................................71
Rhul-‐Thaun
Winddancer ........................................ 54
Kank,
Domestic............................................................ 71
Rhul-‐Thaun
Wind
rider ........................................... 54
Kank,
Wild .....................................................................71
Hej-‐kin .................................................................................................. 54
Kes’trekel ............................................................................................. 71
Hej-‐Kin
Cleric............................................................... 54
Kes’Trekel
Flock.......................................................... 71
Hej-‐Kin
Mage................................................................ 54
Kirre .......................................................................................................72
Hej-‐Kin
Warrior .......................................................... 55
Klar .........................................................................................................73
Human .................................................................................................. 55
Krag ........................................................................................................73
Alliance
Wizard........................................................... 55
Kragling ................................................................................................ 74
Amketch
Guard ........................................................... 56
Kreel.......................................................................................................74
Amketch
Outrider ...................................................... 56
Life
Shaped
Creations.....................................................................74
Arena
Mage................................................................... 56
Ber-‐ethern .....................................................................74
Black
Sand
Mounted
Raider .................................. 56
Climbdog ........................................................................74
Black
Sand
Raider ...................................................... 56
Darkstrike......................................................................75
Black
Sand
Elite
Raider ........................................... 57
Dhev-‐sahr.......................................................................75
Caravan
Master ........................................................... 57
Con-‐evauth ....................................................................75
Cerulean
Mage............................................................. 57
Protector ........................................................................75
Cleric
of
Air ................................................................... 57
Shieldbug
Swarm........................................................ 75
Cleric
of
Earth .............................................................. 57
Yihn-‐efian.......................................................................76
Cleric
of
Fire ................................................................. 58
Lirr ..........................................................................................................76
Cleric
of
Magma .......................................................... 58
Mountain
Lirr............................................................... 76
Cleric
of
Rain ................................................................ 58
Mastyrial .............................................................................................. 77
Cleric
of
Silt................................................................... 59
Desert
Mastyrial.......................................................... 77
Cleric
of
Sun.................................................................. 59
Black
Mastyrial ............................................................ 77
Cleric
of
Water............................................................. 59
Megapede............................................................................................. 78
Dancer
Assassin.......................................................... 59
Merkilot ................................................................................................ 78
Defiler.............................................................................. 60
Mul ..........................................................................................................78
Draxan
Warrior........................................................... 60
Bodyguard .....................................................................78
Draxan
Dragon
Warrior .......................................... 60
Gladiator.........................................................................79
Druid................................................................................ 60
Mul
Kank
Rider............................................................ 79
Drummer
of
Gulg........................................................ 61
Mul
Slave
Master ........................................................ 79
Exterminator................................................................ 61
Wild
Mul .........................................................................79
Guard
Officer................................................................ 61
Nightmare
Beast ...............................................................................79
Hunter
Noble
of
Gulg................................................ 62
Nikaal.....................................................................................................80
Hunter/Gatherer,
Typical....................................... 62
Nikaal
Warrior............................................................. 80
Pakubrazi............................................................................................. 81
Silt
Spider.................................................................... 103
Paraelemental
Beast....................................................................... 81
Silt
Spider
Swarm.................................................... 103
Magma
Paraelemental
Beast................................. 81
Spinewyrm ....................................................................................... 104
Rain
Paraelemental
Beast ...................................... 82
Spirit
of
the
Land ........................................................................... 104
Silt
Paraelemental
Beast ......................................... 82
Air
Spirit ...................................................................... 104
Sun
Paraelemental
Beast ........................................ 82
Earth
Spirit................................................................. 105
Pit
Snatcher ........................................................................................ 83
Fire
Spirit .................................................................... 105
Psionocus............................................................................................. 83
Forest
Spirit ............................................................... 106
Psurlons ............................................................................................... 84
Water
Spirit................................................................ 106
Psurlon
Adept.............................................................. 84
Ssurran............................................................................................... 106
Giant
Psurlon ............................................................... 84
Ssurran
Shaman ....................................................... 107
Pterran.................................................................................................. 85
Ssurran
Sub-‐Leader................................................ 107
Pterran
Druid............................................................... 85
Ssurran
Leader ......................................................... 107
Pterran
Psionicist....................................................... 85
Ssurran
Council
Elder............................................ 107
Pterran
Pterrax
Rider............................................... 85
Stalking
Horror
(Moonbeast)................................................... 108
Pterran
Warrior.......................................................... 85
T’Chowb............................................................................................. 109
Pterrax .................................................................................................. 86
T’Chowb
Mindleach................................................ 109
Pudding
Fish ...................................................................................... 86
T’Chowb
Mastermind ............................................ 109
Pulp
Bee ............................................................................................... 86
Tarek................................................................................................... 109
Pyreen
(Peace-‐Bringer)................................................................. 87
Tarek
Leader ............................................................. 110
Rasclinn................................................................................................ 87
Tarek
Hero ................................................................. 110
Razorwing ........................................................................................... 88
Tarek
Shaman ........................................................... 110
Reggelid................................................................................................ 88
Tarek
Chieftain ......................................................... 111
Retriever,
Obsidian ......................................................................... 88
Tari ...................................................................................................... 111
Ruktoi.................................................................................................... 89
Tari
Warrior .............................................................. 112
Ruvoka.................................................................................................. 89
Tari
Chieftain............................................................. 112
Brajeti.............................................................................. 90
Tembo ................................................................................................ 112
Ethilum ........................................................................... 90
Thrax................................................................................................... 113
Kaltori ............................................................................. 90
Thri-‐Kreen........................................................................................ 113
Zathosi ............................................................................ 90
Kalak ............................................................................. 113
Sand
Bride........................................................................................... 90
Kik .................................................................................. 114
Sand
Howler....................................................................................... 91
Kiltekit.......................................................................... 114
Sand
Mother ................................................................. 91
Techakak ..................................................................... 114
Sand
Vortex ........................................................................................ 92
Thri-‐Kreen
Mercenary .......................................... 115
Scorpion ............................................................................................... 92
Thri-‐Kreen
Shaman ................................................ 115
Barbed
Scorpion......................................................... 92
Thri-‐Kreen,
Typical................................................. 115
Gold
Scorpion .............................................................. 93
Thri-‐Kreen
Pack
Leader ....................................... 115
Scrab ...................................................................................................... 93
Tik .................................................................................. 116
Scrab
Leader................................................................. 93
Tik-‐Tik.......................................................................... 116
Scrab
Hive
Mother ..................................................... 93
Zik-‐trin’ak ................................................................... 116
Shark,
Athasian ................................................................................. 94
Thri-‐Trin ........................................................................................... 117
Silk
Wyrm............................................................................................ 94
Tohr-‐Kreen
(Mantis
Noble) ...................................................... 117
Silt
Horror ........................................................................................... 94
Tohr-‐Kreen,
J’ez ....................................................... 117
Black
Silt
Horror......................................................... 94
Tohr-‐Kreen,
J’hol ..................................................... 117
Brown
Silt
Horror ...................................................... 94
Tohr-‐Kreen,
T’keech............................................... 118
Gray
Horror .................................................................. 95
Tohr-‐Kreen,
Tondi .................................................. 118
Magma
Horror............................................................. 95
Tohr-‐Kreen,
Zik-‐Chil .............................................. 118
Red
Silt
Horror ............................................................ 96
Tul’k .................................................................................................... 119
White
Silt
Horror........................................................ 96
Venger ................................................................................................ 119
Silt
Runner .......................................................................................... 97
Villichi................................................................................................. 120
Silt
Runner
Guard ...................................................... 97
Wall-‐Walker..................................................................................... 120
Silt
Runner
Leader..................................................... 97
Xerichou ............................................................................................ 121
Silt
Serpent.......................................................................................... 97
Zhackal............................................................................................... 121
Silt
Spawn............................................................................................ 98
Zombie ............................................................................................... 122
Sink
Worm .......................................................................................... 98
Salt
Zombie................................................................. 122
Skyfish................................................................................................... 98
Slig .......................................................................................................... 99
Sloth,
Athasian................................................................................... 99
So-‐Ut
(Rampager) ..........................................................................100
Spider ..................................................................................................100
Crystal
Spider ............................................................100
Introduction
Dark
Spider.................................................................100
This
is
largely
a
collection
of
my
own
works.
I
have
Dark
Spiderling
Swarm .........................................101
supplemented
my
work
with
a
large
amount
of
Dark
Spider
Web
Reaper ......................................101
material
from
Christopher
Wheeler,
Alex,
Zardnaar,
Dark
Spider
Mephiticant.......................................101
Jonplaywu,
The
Greatfrito,
fallenakriel,
Wik,
Dark
Spider
Sorcerer..............................................101
Yancke,
Pannarin,
Barbarossa
Rotbart
and
Dark
Spider
Mindshredder ..................................102
Pyromancer999
(From
the
WotC
Boards,
the
Dark
Spider
Queen ..................................................102
ENWorld
Boards
and
the
Athas.org
boards).
While
Mountain
Spider.......................................................103
not
all
of
the
work
is
presented
in
exactly
the
same
females
bear
only
one
calf
a
year
and
suckle
it
for
manner,
it
is
still
their
work
and
credit
should
be
the
first
few
weeks
of
its
life.
Suckling
calves
have
given
where
credit
is
due.
Some
information
has
no
attack
capability.
also
been
adapted
form
Cam
Bank’s
Races
of
A
herd
consists
of
one
or
more
adult
males,
at
least
Ansalon
4th
ed
Conversion.
three
adults.
Adult
male
Carru
are
worth
as
much
as
1Cp
on
the
Sources
I
have
use
for
this
conversion
include
all
of
open
market
for
a
healthy
animal.
Females
are
the
2nd
ed
Dark
Sun
Books,
the
3rd
ed
Dark
Sun
rarely
sold
live,
but
can
bring
as
much
as
3Cp
if
conversion
from
www.athas.org,
Sandstorm
and
they
are
sold.
Carru
carcasses
fetch
half
the
price
of
the
Expanded
Psionics
Handbook
from
my
3rd
ed
live
males
collection.
Critic
Unstatted
Monsters
Multi-‐colored,
spiny-‐backed
lizards,
critics
are
This
section
contains
monsters
that
you
may
frequently
reluctant
houseguests
in
Athas.
They
are
encounter
but
not
fight;
they
are
generally
innately
psionic
and
tune
themselves
to
their
household
pets
and
the
like.
feeders.
Some
say
critics
are
the
prettiest
lizards
on
Athas.
Aprig
Often
mottled
in
brightly
colored
hues,
they
change
These
small
pig
like
creatures
have
hard
shells
that
color
each
year
when
they
molt.
Critics
average
12î
provide
them
with
protection
from
the
elements
to
17î
in
length
and
weigh
from
2
1/2
to
5
pounds.
and
predators.
Aprigs
vary
in
color
from
gray
to
Critics
use
rudimentary
body
language
to
reddish
brown.
They
have
round
faces
and
flat
communicate
with
others
of
their
species.
snouts
that
are
good
for
snuffling
through
piles
of
Communication
via
magical
or
other
means
is
vegetation.
They
have
keen
senses
of
smell
and
possible;
however,
the
creature
often
reacts
/
hearing,
but
are
very
shortsighted.
answers
in
a
paranoid
or
anxious
manner.
Aprigs
need
little
care
and
can
eat
almost
any
form
plant
life,
even
scraps.
A
herd
consists
of
one
boar
Harrum
(the
leader),
several
sows,
and
some
young
These
brightly
colored
beetles
are
highly
prized
for
As
a
domesticated
farm
animal,
Aprigs
are
meat
the
pleasant
humming
sounds
they
produce.
Better
with
a
faint
nutty
flavor.
Sows
can
be
milked
but
trading
houses
have
at
least
one.
the
milk
is
not
good
quality.
The
shells
of
Aprigs
The
hurrum
have
a
brightly
colored,
opalescent,
can
be
used
as
bowls
for
carrying
water
or
grain,
or
chitinous
shell
that
varies
from
cobalt
blue
to
to
make
rudimentary
greaves,
but
cannot
be
copper-‐green.
Convex
and
oval
in
shape,
the
shell
worked
in
any
way.
protects
four
pair
of
small,
vestigial
wings.
With
a
Full-‐grown
Aprigs
are
worth
about
50
cp
live
or
20
smallish
head,
stubby
antennae,
and
four
very
cp
as
a
carcass.
The
shell
is
worth
as
much
as
10
cp
short
legs,
the
beetle
appears
comical.
if
it
is
undamaged
Hurrum
beat
their
wings
rapidly
back
and
forth,
gently
striking
the
underside
of
their
carapace,
Carru
which
creates
the
vibration
and
noise
for
which
Carru
resemble
Brahman
cattle
because
of
the
these
creatures
are
best
known.
The
sound
is
also
large
humps
immediately
behind
their
heads.
used
as
a
simple
form
of
communication
between
These
humps
are
fluid
storage
sacs,
but
don’t
hurrum
beetles.
inflate
and
deflate
Carru
are
a
drab
gray
color
and
have
a
soft
hide.
Their
heads
are
covered
with
a
Jankx
tougher
hide
to
protect
the
skull.
Carru
have
two
These
furred
mammals
live
in
burrow
communities
brown
eyes
set
in
the
front
of
their
heads
for
good
in
the
desert.
Although
they
represent
a
possible
forward
vision.
They
have
poor
peripheral
vision
prime
source
of
food
or
clothing,
most
people
think
and
a
poor
sense
of
smell.
On
adult
males,
two
they
are
too
dangerous
to
bother.
horns
curve
out
from
the
forehead
and
sweep
Standing
about
1í
tall
on
their
hind
legs,
jankx
have
forward
to
in
front
of
the
eyes.
Females
have
much
a
small,
pointy
head
and
internal
cheek
pouches
shorter
horns
that
project
straight
forward
from
that
allow
them
to
carry
food
or
water
when
they
the
skull.
run.
Jankx
have
long,
sleek
bodies
and
four
short,
Carru
are
herd
animals.
The
largest
male
is
the
muscular
legs.
Golden
in
color,
their
pelts
are
leader
of
the
herd.
Carru
are
domesticated
highly
prized
for
trade.
creatures,
not
used
to
the
wild.
Carru
may
be
used
Jankx
communicate
in
a
series
of
ultrasonic
as
beasts
of
burden,
dragging
ploughs
or
turning
squeaks
and
barks
that
are
inaudible
to
humanoid
water
wheels
on
the
farm.
They
tend
to
stay
close
ears.
to
the
farmhouse
and
graze
on
whatever
they
can
find.
They
can
eat
grains
if
grass
is
scarce,
but
this
is
expensive
and
seldom
cost-‐effective.
Carru
Kip
The
kip
is
a
shy,
six-‐legged,
armored
creature
that
digs
and
eats
roots
of
plants
and
trees.
Their
they
move,
they
leave
a
slime
trail
composed
of
an
supple,
armor-‐like
covering
makes
excellent
amber-‐like
liquid
that
has
many
household
uses.
durable
leather
goods.
The
leathered
kip
grows
Nautiloid
in
shape,
this
small
snail
seldom
reaches
from
2í-‐4í
in
length.
Kips
are
covered
with
a
horny
1î
in
length.
Ock'm
shells
are
almost
always
light
in
armor
that
is
segmented
into
nine
separate
plates.
hue,
but
vary
in
color
and
striping.
All
ock'm
They
have
elongated,
pointed
snouts
and
very
sensory
organs
are
located
on
the
forward
small,
beady
eyes
located
on
each
side
of
their
protruding
head.
The
head
holds
a
very
small
pair
snouts.
A
glass-‐like
covering
that
protects
them
of
light
sensors
affixed
to
independent
eye
stalks.
A
while
digging
protects
the
eyes.
The
sharp,
strong
slit
mouth
is
also
located
on
the
head.
fore
claws
enable
the
creature
to
dig.
Their
short,
Ock'm
communicate
to
other
gastropods
via
a
stubby,
hind
legs
only
allow
them
to
amble
around
complex
system
of
eye
stalk
movements.
The
eye
slowly.
stalks
are
always
in
a
slow,
constant
motion
as
the
Kips
communicate
via
a
series
of
low
grunts.
creature
conveys
only
the
most
simple
of
concepts.
Although
not
a
true
language,
dwarven
kip-‐herders
have
learned
to
mimic
the
sounds
in
order
to
better
Renk
control
the
herd.
Kip
language
can
be
learned
at
a
This
small
gastropod
has
developed
a
symbiotic
cost
of
a
single
non-‐weapon
proficiency
slot.
As
relationship
with
humanoid
creatures
in
the
desert.
with
other
languages,
a
simple
check
should
be
A
harmless,
tasteless
slug,
it
stores
water
and
is
made
against
a
character’s
Intelligence
for
sometimes
consumed
raw
on
long
desert
trips.
successful
communication.
Failure
means:
1)
the
Varied
in
color,
renk
have
a
2-‐3î
elongated,
tapered
kip
doesn’t
understand
and
ignores
the
attempted
body.
A
sucker
mouth
can
be
found
below
a
short
communication;
2)
the
wrong
information
is
pair
of
antennae
used
to
detect
vibration.
conveyed.
Sygra
Mulworm
Sygra
are
cloven-‐hoofed
quadrupeds
with
short,
The
Athasian
mulworm
is
an
off-‐white
colored
hairy
coats
and
sensitive
noses.
They
can
be
any
caterpillar
with
no
eyes.
It
has
two
feelers
in
the
mixture
of
black,
brown,
and
white.
Their
heads
front
of
its
head
that
are
used
as
sensors.
Its
mouth
sport
two
horns
and
resemble
that
of
a
horse
with
makes
up
the
rest
of
its
bullet-‐shaped
head.
The
horns.
Males
have
larger
horns
than
females.
They
body
is
segmented,
tapering
to
a
point
at
the
rear.
have
beady
black
eyes
set
behind
and
above
the
Adult
nose,
which
give
them
good
peripheral
vision.
mulworms
are
about
8
inches
long
and
as
much
as
Sygra
are
wild
animals
that
have
been
semi-‐
1
inch
thick.
domesticated
by
some
farmers.
If
well
fed
(they
eat
Athasian
mulworms
are
content
to
live
in
berry
almost
anything)
and
not
mistreated,
a
flock
will
trees
and
at
leaves.
They
can
be
farmed
as
long
as
stay
around
a
farm
rather
than
trying
to
find
their
the
caterpillar
stage
is
not
disturbed.
The
poison
own
food.
Flocks
that
live
on
or
around
a
farm
are
they
not
truly
domesticated.
A
flock
is
about
one-‐
secrete
is
food
to
the
tree,
enabling
new
leaf
quarter
adult
males,
one-‐half
adult
females,
and
growth
at
an
accelerated
rate.
In
this
manner,
the
one-‐quarter
young.
Wild
flocks
run
away
from
any
mulworms
ensure
food
for
future
generations
of
bipedal
creatures.
Offers
of
food
might
overcome
their
voracious
species.
their
initial
The
Athasian
mulworm
lives
for
10
days
as
a
inclination
to
flee,
but
might
also
frighten
the
flock
caterpillar
in
huge
numbers
whatever
the
local
tree
more.
Several
of
the
males
keep
watch
through
the
population
can
sustain.
It
then
pupates
for
12
days
night
for
predators.
before
emerging
into
the
sun
for
a
brief
life
as
a
Sygra
are
very
light
sleepers
and
have
excellent
butterfly.
In
the
pupal
stage,
the
cocoon
can
be
hearing,
so
they
are
hard
to
surprise.
carefully
unwound
to
obtain
a
very
fine,
strong
Sygra
are
toward
the
bottom
of
the
food
chain.
thread.
It
is
possible
to
place
the
pupae
in
a
Their
meat
is
palatable
and
their
milk
quite
tasty.
container
They
also
eat
most
things,
including
offal,
making
of
soft
material
to
allow
it
to
complete
its
life
cycle,
them
excellent
disposal
units.
Sygra
skins
are
or
the
silk
farmer
may
simply
dispose
of
the
pupae
durable
and
make
good
clothing
or
they
can
be
and
leave
some
cocoons
on
the
tree
to
ensure
a
made
into
low
grade
leather.
Sygra
carcasses
bring
new
generation
of
worms.
The
pupal
stage
has
no
1
cp
per
three
pounds
of
meat,
plus
as
much
as
5
cp
poison
in
it.
for
the
hide.
The
worm
has
no
natural
enemies,
but
any
Although
sygra
are
omnivorous,
they
prefer
creature,
even
a
drake,
which
eats
one
will
vegetable
matter
or
offal
to
fresh
meat.
They
do
not
probably
die
in
agony.
kill
for
food
and
do
not
eat
an
opponent
they
have
killed
unless
they
are
very
hungry.
Ock’m
Ock’m
appear
as
small,
spiral-‐shelled
snails.
When
Monsters
Equipment:
Darts,
Various
bones,
feathers
and
trinkets
Cistern
Fiend
Level
20
Solo
Cloud
Ray
Level
20
Elite
Brute
Gigantic
Aberrant
beast
Lurker
Gigantic
Natural
Beast
XP
5,600
(Psionic)
XP
14,000
Initiative +16; Senses Perception +15;
Initiative +20; Senses Perception +12; HP 464; Bloodied 232;
HP 935; Bloodied 467; Regenerate 20 hitpoint per round AC 34; Fortitude 42, Reflex 40, Will 38
AC 36; Fortitude 40, Reflex 38, Will 42 Saving Throws +2
Saving Throws +5 Speed fly 12 (altitude limit none)
Speed 6, Swim 6 Action Points 1
Action Points 2 Tail
Swipe
(At-‐Will,
Standard)
Bite
(At-‐Will,
Standard)
+23
vs.
AC,
3d8+7
damage
+25
vs.
AC,
3d6+8
Damage
Bite
(Standard,
Recharge
4,5,6)
Tentacle
Grapple
(Recharged
4,5,6,
Standard)
+23
vs.
AC,
3d8+7
damage,
If
the
attack
reduces
a
+23
vs.
Ref,
3d8+7
Damage,
plus
Grab,
10
ongoing
target
to
bloodied,
the
Cloud
Ray
may
attempt
to
Dehydration
damage,
Breaking
the
Grab
ends.
swallow
its
target
as
a
free
actions
(see
below)
Make
a
bite
attack
as
a
free
action
while
an
enemy
is
Swallow
Whole
(Special)
grappled.
+21
vs.
Ref,
4d12+7
damage,
the
victim
will
suffocate
Psionic
Blast
(Recharge
when
first
bloodied,
Standard)
as
rules
in
DMG
state,
unless
victim
is
removed
from
Psionic
the
Cloud
Ray.
Blast
10,
+23
vs.
Will,
4d8+7
Psionic
Damage,
All
Telekinesis
creatures
caught
in
the
blast
are
pushed
backwards
5
+21
vs.
Will,
4d8+7
damage
squares
and
knocked
prone.
Inertial
Barrier
(Encounter,
Standard)
Ego
Whip
(Encounter,
Standard)
Psionic
Damage
reduction
10
vs.
Ranged
Weapon
Attacks,
Range
20,
+23
vs.
Will,
4d10+7
Psionic
Damage,
Sustain
Minor
Victims
are
Stunned
(Save
Ends)
Sand Storm (Move, Encounter) Zone, Earth
Inflict
Pain
(encounter,
Standard)
Psionic
The Effect of these creatures hover creates a deadly
Range
20,
+23
vs.
Will,
4d12+7
Psionic
Damage,
Victim
sandstorm, blinding enemies and buffeting them with sand.
is
helpless
with
Pain
(Save
Ends)
The Cloud ray must be no more the 5 squares of the ground
Camouflaged in Water for this to happen.
+15 to Stealth when submerged in water Burst 5 squares, +21 vs. Fort, 4d8+7 damage, Victims
caught in burst are Blinded until effect ends, 10 ongoing
Alignment
Unaligned
Languages
–
damage. Any creature stepping into the zone takes 4d8+7 Large
Natural
Beast
XP
250
damage with 10 ongoing until they move out of the zone or Initiative +8; Senses Perception +8;
the effect is ended. HP 71; Bloodied 35;
The Cloud Ray can maintain the effect as a minor action. AC 20; Fortitude 22, Reflex 21, Will 21
Alignment
Unaligned
Languages
– Speed 10
Skills Perception Kick
(At-‐will,
Standard)
Str
26
(+18)
Dex
23
(+16)
Wis
10
(+10)
+11
vs.
AC,
1d10+4
damage
Con
22
(+16)
Int
6
(+4)
Cha
23
(+16)
Bite
(At-‐Will,
Standard)
Equipment:
+11
vs.
AC,
1d6+4
damage
Description
Monstrous
Compendium:
Dark
Sun
Ram
(Encounter,
Standard)
Move
5
squares,
+9
vs.
Ref,
3d8+4
damage,
Victim
is
Tactics:
the
preferred
attack
method
of
the
cloud
Pushed
back
2
squares.
ray
is
to
simply
swallow
its
prey
whole,
failing
that
Alignment
Unaligned
Languages
–
it
will
swipe
with
its
tail
and
possibly
attack
using
Skills Perception +8
telekinesis.
Str
19
(+7)
Dex
16
(+6)
Wis
10
(+3)
Con
15
(+5)
Int
5
(+1)
Cha
16
(+6)
Lore
Description
Dune
Trader/Monstrous
DC
15:
Cloud
Rays
have
a
special
fondness
of
Compendium
II:
Terrors
Beyond
Tyr
eating
the
meat
of
Rocs,
Pterrax
and
Flying
Humanoids.
Tactics:
Surviving
in
the
harsh
environment
of
DC
20:
Cloud
Rays
wander
the
skies
of
Athas,
Athas,
Crodlu
are
well
able
to
take
care
of
them
forever
on
the
look
out
for
their
next
meal.
selves.
They
will
strike
with
their
power,
clawed
DC
25:
A
single
cloud
ray
can
easily
supply
a
hind
legs,
bite
and
attempt
to
grapple
with
settlement
with
enough
meat
to
last
2-‐3
months.
enemies.
DC
30:
A
cloud
Ray
will
become
infuriated
if
a
Lore
psionicist
attempts
to
contact
hem
in
anyway,
they
DC
15:
Crodlu
travel
in
herds
of
5-‐30,
and
they
hide
will
immediately
attack
that
person.
their
chicks
in
the
center
of
the
herd.
DC
20:
Crodlu
can
be
difficult
to
train,
but
it
can
be
Crodlu
done
if
they
are
captured
as
chicks.
Crodlu
are
large,
reptilian
animals
that
roam
the
deserts
and
scrublands
of
Athas
in
herds.
Easily
Daggorran
domesticated,
they
are
widely
used
for
A
dagorran
is
a
froglike
beast
with
golden-hued
skin,
transportation
or
as
beasts
of
burden,
particularly
green
eyes,
and
a
green
crystalline
growth
between
by
merchant
houses.
its
shoulders.
The
skin
is
valued
for
its
protective
Crodlu
resemble
enormous,
scaled
ostriches
with
qualities
by
warriors
as
armor,
and
by
wizards
as
a
long
arms
that
end
in
wicked
claws.
They
vary
in
material
component
for
casting
protective
spells.
color
from
dusty
yellow
to
brick
red,
with
splotches
The
or
rosettes
of
contrasting
colour
along
their
dorsal
green
crystalline
growth
is
the
source
of
these
sides
and
lighter
colored
scales
along
the
belly.
creatures'
psionic
and
tracking
abilities
and
is
Their
tough,
scaly
hide
gives
them
natural
armour.
valued
by
defilers
and
preservers
for
several
mind-
Powerful
muscles
enable
them
to
run
across
the
affecting
sands
at
high
speed.
While
their
eyesight
is
poor,
potions.
It
has
large
razor-sharp
teeth
that
it
uses
in
their
sense
of
smell
is
acute,
more
than
making
up
hunting
and
eating
its
prey.
Its
large,
muscular
legs
for
their
visual
impairment.
are
used
for
jumping,
running,
and
walking.
The
dominant
dagorran
or
leader
has
a
larger
crystalline
Crodlu
Level
4
Skirmisher
growth.
Large
Natural
Beast
XP
175
A
Daggorran
doesn’t
communicate
in
any
Initiative +6 Senses Perception +7; audible
manner,
but
uses
its
psionic
abilities
HP 55; Bloodied 27;
to
convey
limited
thoughts
and
ideas.
It
occasionally
AC 18; Fortitude 20, Reflex 20, Will 20
Speed 12 emits
a
deep,
guttural
croaking
noise
but
these
Kick
(At-‐Will,
Standard)
sounds
+9
vs.
AC,
1d10+4
have
no
meaning
to
the
dagorran.
Bite
(At-‐Will,
Standard)
+9
vs.
AC,
1d+4
Daggorran
Level
4
Elite
Trample
and
Pin
(Encounter,
Standard)
Large
aberrant
beast
(Psionic)
Artillery
+7
vs.
Fort,
3d6+4,
Pinned
XP
350
Alignment
Unaligned
Languages
– Initiative +6 Senses Perception +8;
Skills Perception +7 HP 94; Bloodied 37;
Str
18
(+6)
Dex
15
(+4)
Wis
10
(+2)
AC 18; Fortitude 19, Reflex 22, Will 19
Con
15
(+4)
Int
5
(+0)
Cha
15
(+4)
Saving Throws +2
Speed Jump 6
Action Points 1
Heavy
Crodlu
Bite
(At-‐will,
Standard)
Heavy
Crodlu
Level
6
Skirmisher
+11
vs.
AC,
1d6+4
damage
Ballistics
Attack
(recharge
4,5,6,
Standard)
Psionic
faces.
They
usually
appear
to
characters
in
the
Range
15,
+9
vs.
Ref,
2d8+4
Psionic
damage,
if
first
distance
and
approach
only
single
travelers
or
small
attack
succeeds
the
Daggorran
makes
a
second
attack
groups.
Many
dhaots
are
halflings
who
died
outside
against
any
target
with
in
range,
+9
vs.
Ref,
2d8+4
their
forests.
Psionic
Damage
Inertial
Barrier
(Encounter,
Standard)
Psionic
Dhaot
Level
7
1
Square
burst,
The
Inertial
Barriers
slows
anything
Medium
natural
humanoid
(undead)
Controller
moving
faster
than
walking
speed
1
square
from
the
XP
300
Daggorran,
this
includes
projectile
weapons
and
Initiative +4, Senses Perception +5;
charging
enemies.
In effect it stops people being
able
to
HP 80; Bloodied 40;
charge
the
creature,
and
create
a
resist
5
to
ranged
AC 21; Fortitude 19, Reflex 19, Will 19
weapons.
(Sustain,
minor)
Immune: Disease, Poison, Resist: Insubstantial
Detonate
(Encounter,
Standard)
Psionic
Speed 6
Burst
2
within
range
20,
+9
vs.
Ref,
3d8+4
Psionic
Brief
Illusion
(At-‐Will,
Standard)
Illusion
damage,
anybody
in
blast
radius
is
Blinded
(Save
Ends)
+11
vs.
Will,
2d6+5
Psychic
Damage
Psionic
Tracking
(At-‐will,
Free)
Psionic
Illusory
Terrain
(Encounter,
Standard)
Illusion,
Zone
+5
to
Perception
checks
when
being
used
to
track
a
This
spell
prevents
a
victim
walking
into
the
zone
victim
seeing
the
true
dangers,
Dhaot
use
this
spell
to
hide
Alignment
Unaligned
Languages
– traps,
or
dangerous
terrain.
Skills Perception +8 3
square
Zone,
+9
vs.
Will,
3d8+5
Damage
caused
via
Str
12
(+3)
Dex
18
(+6)
Wis
13
(+3)
falling,
or
landing
in
a
trap
etc,
Target
is
in
difficult
Con
17
(+5)
Int
7
(+0)
Cha
10
(+2)
terrain.
Description
Monstrous
Compendium:
Terrors
Sustain:
Minor
Beyond
Tyr
Invisibility
(Recharge
5,6,
Minor)
Target
becomes
completely
invisible,
giving
it
a
+15
to
Tactics:
Daggarron
will
hunt
their
prey
for
days
stealth
checks.
All
enemies
Grant
Him
combat
using
Psionic
powers
to
track
their
mental
advantage.
imprints.
They
can
do
this
even
if
they
are
days
Waking
Nightmare
(Encounter,
Standard)
Illusion,
Fear
behind
their
target.
Once
they
have
caught
up
to
+11
vs.
Will,
3d10+5
psychic
damage,
target
is
dazed
their
prey
they
will
use
their
Detonate
attacks
from
(Save
Ends)
range
in
an
attempt
to
blind,
disorientate
or
kill
Alignment
Neutral
or
Evil
Languages
Common
their
prey,
they
will
then
move
in
using
their
Str
10
(+3)
Dex
12
(+4)
Wis
14
(+5)
Con
16
(+6)
Int
16
(+6)
Cha
16
(+6)
Ballistics
attack
and
bite
to
finish
their
prey
off.
Description
Monstrous
Compendium:
Terrors
Lore
Beyond
Tyr
DC
15:
Daggorran
hunt
is
small
packs
of
2-‐4,
using
Tactics:
Dhaot
cannot
fight
directly,
as
they
are
their
innate
Psionic
Abilities
for
pick
up
the
trail
of
incorporeal,
they
can
however
fight
by
using
their
intelligent
creatures
and
follow
them.
illusion
to
fool
enemies.
One
of
their
favorite
tactics
DC
20:
Daggorran
have
an
instinctive
hatred
of
is
to
show
a
target
solid
ground,
when
in
reality
Thri-‐Kreen.
All
attacks
by
a
Daggorran
pack
will
be
there
is
a
steep
drop
below.
aimed
at
a
Thri-‐Kreen
if
one
is
present.
DC
25:
Daggorran
were
once
common
on
Athas,
Lore
but
the
usefulness
in
spell
components,
leather
and
DC
20:
Dhaot
usually
use
their
powers
to
Thri-‐Kreen
meals
have
driven
them
to
the
brink
of
communicate
their
tragedy
and
the
location
of
their
extinction.
home.
DC
25:
Dhaot
are
usually
looking
for
aid
in
getting
Dhaot
their
remains
returned
to
their
home.
They
will
Dhaots
are
incorporeal
undead
that
are
sometimes
normally
offer
secrets
in
return
for
help,
but
if
a
created
when
people
die
far
away
from
their
homes.
traveler
refuses
they
will
use
their
illusory
powers
The
spirits
of
the
deceased
feel
an
overwhelming
to
harass
them
both
while
they
are
awake
and
compulsion
to
return
to
their
homes
they
had
in
life.
while
they
are
sleeping.
Dhaots
often
wander,
lost
in
the
wastelands,
since
DC
30:
Dhaots
prefer
to
appear
to
travelers
when
their
senses
are
limited
without
their
bodies.
They
they
are
least
likely
to
scare
them.
cannot
rest
until
their
remains
have
been
returned
to
their
homes.
Dolphin,
Athasian
Athasian
Dolphins
are
intelligent,
Psionic
sea-‐going
Dhaots
appear
much
as
they
did
in
life,
except
they
mammals.
They
are
silvery
white
in
colour
and
the
look
as
though
they
have
been
wandering
for
weeks,
sun
reflects
brilliantly
of
them.
if
not
longer,
surviving
as
best
they
could.
They
are
incorporeal,
but
still
leave
footprints
in
the
sand.
Athasian
Dolphin
Level
6
They
have
the
power
to
become
invisible
at
will
and
Medium
Natural
Beast
(Psionic)
Controller
while
invisible
they
leave
no
footprints,
making
them
XP
250
virtually
impossible
to
track.
They
always
have
sad
Initiative +4, Senses Perception +9;
expressions
etched
across
their
dusty
and
sweaty
HP 70; Bloodied 35;
AC 20; Fortitude 20, Reflex 22, Will 22
Resist Psionic/Psychc 5 prone
Speed Swim 10 Fly and Drop (Standard, Encounter)
Bottle
Nose
Ram
(At-‐Will,
Standard)
Reach 2, +28 vs. Ref, 5d12+9 damage, Target prone and
+11
vs.
AC,
1d6+4,
Moves
up
to
4
squares
prior
to
the
Dazed, If the Drake has successfully hits an opponent with
attack.
this attack, It will fly straight up into the air to a great
Psionic
Blast
(Encounter,
Standard)
Psionic
height and let its victim plummet to the earth.
Blast
3,
+8
vs.
Will,
3d6+4 damage and all creatures in the
Tornado (Standard, Encounter) Cold, Zone
blast
are
pushed
2
squares,
Zone Burst 3, +26 vs. Fort, 5d10+9 cold damage 10
Bewilderment (Encounter, Standard) Psionic, Charm ongoing cold damage, All victims caught in tornado are
+10 vs. Will, Dazed until end of next round. The victim Blinded and Slowed. Anybody entering the tornado suffers
attacks any creature stepping into an adjacent square with 4d10+9 damage, plus 10 ongoing and are blinded and
a basic melee attack. slowed.
Alignment
Good
Languages
Telepathy Being a being of elemental power, the Air Drake can gate a
Skills Perception +9, Psionics +12 small tornado, which it can sustain and control with a
Str
12
(+4)
Dex
12
(+4)
Wis
12
(+4)
minor action.
Con
14
(+5)
Int
18
(+7)
Cha
19
(+7)
Psychic Crush (Standard; Encounter) Psionic
Description
Mind
Lords
of
the
Last
Sea
+28 vs. Will, 4d6+9 Psychic damage, victims are
weakened (Save Ends)
Tactics:
The
dolphins
would
prefer
to
attack
with
Psionic Invisibility (Standard, Recharge) Psionic
their
psionic
powers,
but
if
forced
to
they
will
+15 to stealth
charge
with
their
hard
bottlenoses.
Alignment
Unaligned
Languages
–
Skills Stealth +25, Perception +17
Lore
Str
25
(+19)
Dex
25
(+19)
Wis
10
(+12)
DC
15:
All
Athasian
Dolphins
dwell
in
the
Last
Sea
Con
24
(+19)
Int
10
(+12)
Cha
28
(+21)
DC
20:
Athasian
Dolphins
are
peaceful
by
nature,
Description
Monster
Compendium:
Dark
Sun
but
recent
generations
have
warred
constantly
Tactics
Air
Drakes
prefer
to
attack
silently
form
with
the
Athasian
Sharks.
the
air,
they
will
always
attempt
to
blindside
their
targets.
Drake,
Athasian
Lore
Drakes
are
gargantuan,
reptilian
monsters
that
use
DC
20:
Air
Drakes
prefer
their
food
thoroughly
Athas
as
their
personal
hunting
grounds.
Drakes
softened
before
eating
it,
they
will
tenderize
meat
comprise
a
very
powerful,
non-‐intelligent
group
of
by
carrying
a
carcass
high
into
the
sky
and
they
creatures
on
Athas.
However,
they
are
not
stupid.
If
releasing
it,
allowing
it
to
plummet
to
the
earth.
natural
instinct,
cunning,
and
ferocity
were
measurable,
drakes
would
surpass
many
other
creatures.
They
are
feared
for
their
size,
speed,
and
Earth
Drake
devastating
abilities
in
combat,
the
latter
due,
in
Earth
Drakes
are
frequently
mistaken
for
great
part,
to
their
very
powerful
psionics.
Many
on
outcropping
or
rock.
They
are
gray,
brown
and
Athas
consider
the
drakes
to
be
second
only
to
the
black
reptilian
creatures
covered
with
thousands
of
Dragon
in
this
category.
small
spiny
scales;
they
have
tremendous
fore
legs,
and
equally
powerful
hind
legs
that
are
used
for
Most
of
the
people
of
Athas
believe
these
creatures
digging.
Their
heads
and
tails
resemble
those
of
a
to
be
mythological,
and
not
real
at
all.
terrapin,
except
on
a
huge
scale.
Lore
Lore
DC
15:
When
ever
an
Earth
Drake
digs
its
lair
into
DC
15:
Fire
Drakes
prefer
to
make
their
lairs
close
bedrock
under
the
ands
of
Athas
they
always
cover
to
natural
volcanic
activity,
or
in
areas
where
they
the
entrance
with
loose
creating
a
Pit
Trap.
can
bask
all
day
in
the
scorching
athasian
sunlight,
DC
20:
Earth
Drakes
love
to
eat
Merkillot
flesh.
at
night
they
bury
themselves
in
the
hot
sand,
to
DC
25:
Earth
rakes
hate
humanoid
encroachment
avoid
the
cool
air
of
nighttime.
into
their
lands
and
will
usually
try
to
kill
them
on
DC
25:
Fire
Drakes
are
carnivores
that
prefer
to
sight.
feed
on
humanoids
to
all
other
foods.
DC
30:
The
scales
from
fire
drakes
are
used
in
the
Fire
Drake
manufacture
of
masterwork
armours.
Fire
Drakes
are
the
most
evil
and
malicious
of
all
Drakes;
they
revel
in
inflicting
pain
for
the
pleasure
Water
Drake
of
watching
a
victim
writhe
in
agony.
Water
Drakes
are
the
rarest
and
most
elusive
of
all
Drakes,
for
two
reasons.
First
is
the
limited
supply
Fire
Drakes
are
large
lizard
like
beasts
with
an
of
water
on
Athas,
and
the
second
is
their
near
extremely
glossy
red
and
black-‐scaled
skin.
They
sociopathic
hatred
of
all
humanity.
have
four
legs,
but
the
front
two
are
used
much
like
arms,
with
the
rear
two
being
extremely
large
and
Water
Drakes
are
pale
Green-‐blue
in
coloration,
powerful.
with
a
large
blow
hole
situated
on
the
back
of
their
heads.
Water
drakes
a
re
slim
reptile
creatures
Fire
Drake
Level
20
Solo
Controller
with
a
broad
flat
tail.
Gigantic
Elemental
Beast
XP
14,000
Initiative +16; Senses Perception +16; Water
Drake
Level
20
Solo
Lurker
HP 955; Bloodied 477; Huge
Elemental
Beast
XP
14,000
AC 34; Fortitude 38, Reflex 38, Will 38 Initiative +22; Senses Perception 10;
Immune Fire; Resist 5 Psionic/Psychic HP 970; Bloodied 485;
Saving Throws +5 AC 36; Fortitude 40, Reflex 42, Will 39
Speed 6, Jump 2 Immune Cold; Resist Psionics/Psychic 5
Action Points 2 Saving Throws +5
Claws
Speed 6, swim 7
Reach
2,
+25
vs.
AC,
2d8+9
Damage
Action Points 2
Bite
Claws
Reach
3,
+25
vs.
AC,
3d8+9
damage
Reach
2,
+25
vs.
AC,
3d6+8
damage
Tail
Lash
Bite
Burst 3, +23 vs. AC, 3d8+9 damage all targets are Reach
3,
+25
vs.
AC,
2d6+8
damage
knocked prone. The drake uses its tail lash at the opening Tail
Lash
of every round.
Burst 3, +23 vs. AC, 3d6+8 damage all targets are
Flame
Burst
(Standard, Encounter)
knocked prone. The drake uses its tail lash at the opening
The Fire Drake causes a massive burst of flame within of every round.
range; this power can be altered with their use of Control Rush
of
Water
(Standard,
Encounter)
Water
Flame and Double Pain Abilities. The Water Drake uses this ability to gate a rush of water
Burst 3 within 20, +21 vs. Ref, 4d10+9 Fire Damage, with towards his enemy, the rush of water knocks all enemies
10 ongoing fire damage (Save Ends) caught in it backwards.
Double
Pain
(Standard,
Recharge
5,6)
Blast 5, +21 vs. Ref, 4d10+7 damage, All creatures in the
blast are knocked back 2 squares and prone. Action Points 2
Telekinesis
(Encounter,
Standard)
Psionics
Bite
(At-‐Will,
Standard)
The
Water
drake
uses
its
Telekinesis
to
either
hurl
Reach
3,
+20
vs.
AC,
2d8+6
damage
objects
at
its
enemy
or
simply
hurl
its
enemy
at
an
Lava
Splash
(At-‐Will,
Standard)
object.
Range
5,
+18
vs.
Ref,
1d10+6
Fire
damage,
5
ongoing
Range
15,
+23
vs.
Ref,
4d8+7
damage
damage
(Save
Ends)
Chameleon Power Swallow
(Encounter,
Standard)
+15 to stealth, the Water Drake can change its colours and Reach
3,
+18
vs.
Fort,
4d10+6
Damage,
plus
the
victim
patterns to better hide in its surroundings. will
suffocate
as
rules
in
DMG
state,
unless
victim
is
Alignment
Unaligned
Languages
– removed
from
the
Drake
or
it
can
break
its
Grab.
Skills Stealth +23 Constriction
(Encounter,
Standard)
Str
22
(+16)
Dex
26
(+18)
Wis
10
(+10)
+18
vs.
Fort,
3d10+6
damage,
Ongoing
10,
break
Grab
Con
26
(+18)
Int
10
(+10)
Cha
20
(+15)
ends
ongoing
damage
Description
Monstrous
Compendium:
Dark
Sun
Tail
Slap
(Free,
At-‐Will)
Burst
3,
+20
vs.
AC,
1d10+6
damage,
Victims
knocked
Tactics:
If
on
land
a
Water
Drake
will
retreat
to
prone.
water
as
soon
as
combat
starts.
Water
Drakes
will
Alignment
Unaligned
Languages
–
always
attacks
the
target
it
perceives
as
the
Str
18
(+10)
Dex
19
(+10)
Wis
10
(+6)
strongest
first,
hoping
that
killing
it
will
demoralize
Con
22
(+12)
Int
12
(+7)
Cha
19
(+10)
the
other
enough
to
make
the
fight
easier.
Description
Monstrous
Compendium
II:
terrors
Beyond
Tyr
Lore
DC
20:
Water
Drakes
are
reclusive
and
prefer
as
Tactics:
Magma
Drakes
will
try
to
stay
in
their
lava
little
contact
with
humanity
as
possible.
They
will
pools
and
splash
foes
with
molten
lava,
once
they
avoid
intruders
unless
they
stumble
across
their
feel
their
enemies
are
weakened
enough
they
will
lair,
then
they
will
attack
mercilessly.
move
in
and
attempt
to
swallow
their
selected
prey
DC
30:
Water
Drakes
generally
store
their
food
and
whole.
let
it
rot
for
a
period
of
time
before
devouring
it.
Lore
DC
15:
Magma
Drakes
prefer
to
live
in
caverns
Drake,
Lesser
Athasian
near
volcanoes.
They
are
at
home
in
Magma
and
Lesser
drakes
are
so
named
because
of
their
psionic
can
stay
submerged
fro
extended
periods
of
time.
power
compared
to
elemental
drakes,
rather
than
DC
25:
Magma
Drakes
collect
anything
that
is
red
their
size.
Although
they
come
from
the
in
colour.
paraelemental
planes,
they
have
lost
all
memories
of
DC
30:
Magma
Drakes
hate
Earth
Drakes
and
will
their
origins
and
are
unable
to
return
there.
Their
attack
them
on
sight.
psionic
powers
are
less
developed
than
those
of
the
elemental
drakes,
but
they
are
formidable
foes
in
Rain
Drake
physical
combat
and
have
sufficient
power
to
survive
Rain
drakes
appear
as
large
lizards
with
glistening
on
Athas.
silver
scales
and
eel-like
tails.
They
have
long,
Lesser
drakes
are
carnivorous
and
prefer
to
eat
pointed
snouts
and
two
black
eyes
set
back
in
the
erdlu
or
halfling
to
any
other
meat.
The
magma
head.
Their
front
and
hind
legs
are
connected
by
drake
is
fond
of
dwarf
meat.
loose
flaps
of
skin
that
help
them
glide
through
the
water.
They
have
webbed
feet
and
claws
on
all
four
Magma
Drake
limbs.
Magma
drakes
are
enormous
creatures
that
look
like
worms
with
two
claws
just
behind
their
heads.
The
Rain
Drake
Level
15
Solo
Gigantic
elemental
beast
(Water,
Air)
Controller
drake
can
swallow
creatures
as
large
as
12
feet
long.
XP
6,000
Their
bodies
are
covered
with
thick
scales
in
varying
Initiative +13; Senses Perception +8;
shades
of
red.
The
magma
drake
has
two
large
black
HP 725; Bloodied 362;
eyes
set
toward
the
top
of
its
head
and
has
a
flaring
AC 29; Fortitude 33, Reflex 35, Will 35
snout.
The
nose
and
eyes
have
protective
flaps
of
Immune Cold; Resist Psychic/Psionic 5; Vulnerable
very
tough
skin
that
close
when
the
drake
is
Sunlight (Radiance) 5
swimming
Saving Throws 5
through
molten
lava.
Speed 6, Swim 9
Action Points 2
Magma
Drake
Level
13
Solo
Bite
(At-‐Will,
Standard)
Gigantic
elemental
beast
(Fire,
Earth)
Artillery
+20
vs.
AC;
1d10+6
damage
XP
4,000
Claws
(At-‐Will,
Standard)
Initiative +10; Senses Perception +6; +20
vs.
AC;
1d10+6
damage
HP 670; Bloodied 365; Domination
(Standard,
Encounter)
Psionic,
Charm
AC 27; Fortitude 33, Reflex 31, Will 29 +19
vs.
Will;
3d10+6
damage,
Victims
is
Dominated
Immune Fire/Heat (Save
Ends)
While
dominated,
the
drake
may
use
a
Saving Throws +5 minor
actions
to
make
the
victim
attack
friends
using
Speed 8, Burrow 2, Swim 6 basic
melee
or
ranged
attacks.
Also
while
dominated
the
victim
may
not
make
attacks
against
the
Drake.
element.
Psychic
Crush
(Standard,
Recharge
when
first
bloodied)
Psionic,
Charm
Lore
Burst
3
within
15,
+17
vs.
Will,
3d6+6
Psionic
damage
DC
15:
Silt
Drakes
are
natives
of
the
deeper
to
all
victims
in
range.
All
victims
are
stunned
(Save
portions
of
the
Sea
of
Silt,
completely
at
home
in
Ends)
the
choking
dust
and
mud
flats.
Swallow
(Standard,
Recharge
5,6)
+19
vs.
Fort,
3d10+6
damage,
plus
the
victim
will
suffocate
as
rules
in
DMG
state,
unless
victim
is
Sun
Drake
removed
from
the
Drake
or
it
can
break
its
Grab.
The
sun
drake
is
the
most
powerful
of
the
lesser
Alignment
Evil
Languages
– drakes.
It
resembles
a
phoenix
with
large,
curved
Str
18
(+11)
Dex
22
(+13)
Wis
12
(+8)
wings
that
give
it
an
almost
circular
appearance
Con
17
(+10)
Int
10
(+7)
Cha
23
(+13)
when
flying
overhead.
A
sun
drake's
body
is
thin
and
Description
Monstrous
Compendium
II:
Terrors
lithe
and
measures
about
35
feet.
Its
long
tail
adds
Beyond
Tyr
another
20
feet
to
its
length.
The
drake's
wingspan
is
Tactics:
Rain
drakes
fight
in
water,
if
possible,
and
nearly
40
feet.
It
has
powerful
hind
legs
and
long
they
can
swim
even
in
light
rain.
Although
rain
forelegs.
All
four
of
these
limbs
have
wicked
claws
drakes
cannot
fly,
they
can
use
even
a
small
that
the
drake
strikes
with
in
combat.
The
drake
has
amount
of
water
to
swim
through
the
air.
a
short,
wide
maw.
Lore
The
sun
drake
varies
in
color
from
red
to
orange
to
DC
20:
Rain
Drakes
lair
in
pools
beneath
waterfalls
yellow.
The
color
changes
as
it
ages.
As
a
drake
if
they
can,
but
any
body
of
water
is
a
possible
lair.
glides
in
front
of
the
sun,
its
wings
shimmer
with
a
DC
25:
Rain
Drakes
can
survive
out
of
water
at
ruddy
glow,
reminiscent
of
a
fiery
sunset.
light
for
short
amounts
of
time;
if
they
are
exposed
Sun
Drake
Level
18
to
sunlight
they
start
taking
damage
immediately
Gigantic
elemental
beast
(Fire,
Air)
Solo
Soldier
(5
on
going,
can
save
once
out
of
the
sunlight)
XP
10,000
Initiative +17; Senses Perception +10;
Silt
Drake
HP 856; Bloodied 428;
AC 34; Fortitude 30, Reflex 30, Will 30
Silt
Drakes
are
70ft
long
sand
coloured
serpents,
Immune Heat; Resist Psychic/Psionic 10; Vulnerable Cold
they
are
commonly
believed
to
be
related
to
the
10
powerful
elemental
drakes.
Their
heads
are
blunt
Saving Throws +5
and
horned,
with
a
6ft
wide
mouth.
Speed 6, Fly 12
Action Points 2
Silt
Drake
Level
12
Solo
Brute
Bite
(At-‐Will,
Standard)
Huge
Elemental
Beast
XP
3,500
+25
vs.
AC,
1d10+7
damage
Initiative +11; Senses Perception +6; Claw
(At-‐Will,
Standard)
HP 620; Bloodied 310; +25
vs.
AC,
2d8+7
damage,
if
the
first
blow
lands,
the
AC 26; Fortitude 32, Reflex 31, Will 29 Drake
also
gets
a
secondary
attack,
+25
vs.
AC,
2d8+7
Saving Throws +5 damage.
The
secondary
attack
can
be
against
any
Speed 6, swim 9 creature
adjacent
to
the
original
target.
Action Points 2 Domination
(Standard,
Encounter)
Psionic,
Charm
Bite
(standard,
At-‐Will)
+23
vs.
Will;
2d8+7
damage,
Victims
is
Dominated
Reach
2,
+15
vs.
AC,
3d6+5
damage
(Save
Ends)
While
dominated,
the
drake
may
use
a
Tail
Slap
(Free,
At-‐Will)
minor
actions
to
make
the
victim
attack
friends
using
Burst
2,
+15
vs.
AC,
3d6+5
damage,
Knocks
all
basic
melee
or
ranged
attacks.
Also
while
dominated
opponents
back
2
squares
and
prone
the
victim
may
not
make
attacks
against
the
Drake.
Constriction
(Standard,
Recharges
when
first
bloodied)
Dehydration
(Standard,
Recharge
when
first
bloodied)
+13
vs.
Ref,
3d8+5
damage,
ongoing
10
damage
until
Radiant
the
victim
can
break
the
Drakes
grab.
Blast
6,
+21
vs.
Fort,
3d8+7
radiant
damage,
victims
Swallow
(Encounter,
Standard)
are
dazed
(Save
Ends)
+13 vs. Fort, 4d10+5 damage,
plus
the
victim
will
Swallow
(Standard,
Recharge
6)
suffocate
as
they
drown
in
the
silt
within
the
beast
(as
+23
vs.
Fort,
3d6+8
damage,
plus
the
victim
will
rules
in
DMG
state),
unless
victim
is
removed
from
the
suffocate
as
rules
in
DMG
state,
unless
victim
is
Drake
or
it
can
break
its
Grab. removed
from
the
Drake
or
it
can
break
its
Grab.
Alignment
Unaligned
Languages
– Alignment
Evil
Languages
–
Str
22
(+12)
Dex
21
(+11)
Wis
10
(+6)
Str
22
(+15)
Dex
22
(+15)
Wis
13
(+10)
Con
20
(+10)
Int
10
(+6)
Cha
21
(+11)
Con
21
(+14)
Int
13
(+10)
Cha
25
(+16)
Description
Valley
of
Dust
and
Fire,
Monstrous
Description
Monstrous
Compendium
II:
Terrors
Compendium:
Terrors
Beyond
Tyr
Beyond
Tyr
Tactics:
Silt
Drakes
prefer
to
attack
from
the
Silt,
Tactics:
Sun
Drakes
love
to
bite
and
claw
their
moving
in
for
lightning
attacks.
They
will
try
to
stay
foes,
they
resist
and
use
their
other
abilities
if
they
under
the
silt
as
much
as
possible
making
it
hard
believe
an
enemy
will
put
up
too
much
of
a
fight.
for
enemies
to
attack
it
unless
they
dive
into
its
Lore
DC
15:
going (save ends)
DC
20:
Sun
Drakes
prefer
to
live
amongst
the
Ray of Enfeeblement (Standard, recharge ⚄ ⚅ ) ✦ Arcane
highest
peaks
they
can
find
in
whatever
area
they
Blast 3, +15 vs. Fort, 3d6+3 damage, Targets Weakened
(save ends)
inhabit.
They
only
use
their
lairs
at
night,
Wild Talent (Standard, Recharge when bloodied) ✦ Psychic
preferring
to
spend
their
whole
days
soaring
over
Burst 3,+15 vs. Will, 3d8+5 Psychic Damage
the
desert
looking
for
prey.
Dragonborn Fury (Only While Bloodied)
DC
25:
A dragonborn gains a +1 racial bonus to attacks Rolls
DC
30:
Sun
Drakes
prefer
the
company
of
either
Dragon Breath (Minor, Encounter) ✦ Fire
elemental
fire
or
elemental
air
creatures
(never
Close Blast 3, +8 vs. Ref, 2d6+4 Fire Damage
both)
Alignment
Evil
Languages
Dray
Skills Arcana +15
Str 13 (+6) Dex 13 (+6) Wis 18 (+9)
Dray
Con 18 (+9)
Int 21 (+10)
Cha 13 (+6)
Dray
are
also
referred
to
as
the
Dragonborn.
They
Equipment:
Stone
Club
are
an
experiment
by
the
Dragon-‐king
Dregoth.
Description
City
by
the
Silt
Sea
Many
Dray
live
out
there
lives
as
servants
to
Tactics:
The
Dray
Defiler
will
normally
try
to
Dregoth.
sacrifice
its
troops
before
having
to
fight
himself.
He
will
usually
try
to
herd
his
enemies
in
together
First
Generation
Dray
Scavenger
before
hurling
a
fireball
at
them.
First
Generation
Dray
are
more
often
than
not
mutated,
they
may
have
an
extra
appendage,
or
one
Dray
Kalin
Rider
of
numerous
other
deformations.
Dregoth's
most
elite
troops
are
the
kalin
riders.
The
Scavengers
live
in
ruins
around
the
Silt
Sea,
These
mid-‐level
templar’s
ride
the
ferocious
kalin,
surviving
any
way
they
can.
predatory
insects
the
Dread
King
discovered
in
the
under-‐region
for
now,
the
kalin
riders
patrol
the
Dray
Scavengers
Level
2
Minion
ceilings
of
New
Giustenal
looking
for
trouble
in
the
Medium
Aberration
Humanoid
XP
31
streets
below.
Most
citizens
hate
these
troops
Initiative +8; Senses Perception +2 because
of
the
viciousness
of
the
mounts.
Kalin
HP 1; Minions can never be hurt by an attack that misses.
have
been
known
to
rip
the
arm
off
a
passing
dray
AC 15; Fortitude 14, Reflex 14, Will 14
Speed 6 for
no
particular
reason,
and
even
their
riders
often
Bone Club (Standard, At-Will) have
trouble
controlling
the
kalin
bloodlust.
+7 vs. AC, 1d6+3 damage
Wild Talent (Standard, Encounter) ✦ Psychic
Kalin
Rider
Level
13
Elite
Burst 2, +5 vs. Will, 3d6+3 Psychic Damage Medium
Aberration
Humanoid
Controller
Dragonborn Fury (Only While Bloodied) XP
1,600
A dragonborn gains a +1 racial bonus to attacks Rolls Initiative +7; Senses Perception +12
Dragon Breath (Minor, Encounter) ✦ Fire HP 262; Bloodied 131;
Close Blast 3, +5 vs. Ref, 1d6+2 Fire Damage AC 29; Fortitude 29, Reflex 28, Will 33
Alignment
Unaligned
Languages
Dray Saving Throws +2 to all Saving Throws
Skills Stealth +8 Speed 4
Str 16 (+4) Dex 14 (+3) Wis 13 (+2) Action Points: 1
Con 14 (+3)
Int 10 (+1)
Cha 10 (+1) Metal Long Sword (Standard, At-will)
Equipment:
Bone
Club
+27 vs. AC, 2d8+6 damage
Description
City
by
the
Silt
Sea
Dragon’s Blessing (Standard, Recharge at Bloodied) ✦ Fire
Ranged 10, +17 vs. Ref, 3d10+6 fire damage, and 2 allies
Tactics:
First
generation
Dray
tend
to
avoid
within in the Templar’s Line of sight gain a +2 power
combat
if
possible,
if
pressed
they
will
attack
with
bonus to their next attack and damage rolls
their
bone
clubs
and
psionics,
usually
they
will
try
Burst of Flame (Standard, Encounter) ✦ Fire
Blast 5, +15 vs. Ref, 4d10+6 Fire Damage and 5 ongoing
to
swarm
an
enemy.
fire damage (save ends)
Wild Talent (Standard, Encounter) ✦ Psychic
Dray
Defiler
Burst 3, +15 vs. Will, 3d8+5 Psychic Damage
Dray
Defiler
Level
11
Elite
Dragonborn Fury (Only While Bloodied)
A dragonborn gains a +1 racial bonus to attacks Rolls
Medium
Aberration
Humanoid
Controller
Dragon Breath (Minor, Encounter) ✦ Fire
XP
1200
Close Blast 3, +7 vs. Ref, 2d6+5 Fire Damage
Initiative +6; Senses Perception +8; Alignment
Evil
Languages
Dray
HP 228; Bloodied 114 Skills Religion +17, Arcana +17
AC 25; Fortitude 29, Reflex 26, Will 29 Str 13 (+7) Dex 13 (+7) Wis 22 (+12)
Saving Throws: +2 to all Saving Throws Con 19 (+11)
Int 19 (+11)
Cha 13 (+7)
Speed 6
Equipment: Metal Long Sword +1, Kalin Hide Armour
Action Points: 1
Club (Standard, At-Will)
Description
City
by
the
Silt
Sea
+16 vs. AC, 1d8+5 damage Tactics:
Kalin
Riders
will
use
their
troops
and
Fireball (Standard, Encounter) ✦ Fire, Arcane
lesser
Templars
to
attack
before
joining
the
fray
Range 10, Burst 3; +15 vs. Reflex; 4d10+5 damage, 5 on
themselves.
They
will
normally
try
to
begin
with
mouth.
their
dragon’s
Blessing
and
then
wade
in
on
their
The
drik
communicates
with
other
driks
through
mounts
slashing
through
their
enemy.
grunts
and
bellows.
More
intelligent
creatures
must
Lore
use
psionics
or
magic
to
communicate
with
a
drik.
DC
20:
Most
Dray
citizens
hate
the
Kalin
Riders;
Drik
Level
17
they
are
brutal
and
uncompromising
servants
of
Gigantic
natural
beast
(lizard)
Brute
Dregoth.
XP
1,600
Initiative +9 Senses Perception +9;
Dray
Templar
HP 203; Bloodied 101;
Dray
Templar
Level
11
AC 29; Fortitude 36, Reflex 34, Will 34
Medium
Aberration
Humanoid
Controller
Speed 4
Clawed
Forelegs
(at-‐Will,
Standard)
XP
600
Initiative +6; Senses Perception +10. +20
vs.
AC,
3d8+7
Damage
Dread of Law (Fear) aura 2; enemies in the aura witnessing Bite
(At-‐Will,
Standard)
an attack by the dwarf templar enforcer take a -1 penalty Reach
2,
+20
vs.
AC,
3d7+7
Damage
to all defences until the end of the encounter. Ram
(Standard,
Encounter)
HP 114; Bloodied 57; Move
4
Squares,
Hits
all
targets
within
2
squares
of
AC 25; Fortitude 27, Reflex 24, Will 28 where
the
Drik
stops.
+18
vs.
Ref,
4d12+7
damage,
Speed 6 Victims
are
pushed
back
5
squares
and
Knocked
Prone
Bone Long Sword (Standard, At-Will)
Alignment
Unaligned
Languages
–
+16 vs. AC, 1d8+5 damage Str
24
(+15)
Dex
21
(+13)
Wis
21
(+13)
Burst of Flame (Standard, Encounter) ✦ Fire Con
23
(+14)
Int
4
(+5)
Cha
10
(+8)
Blast 5, +13 vs. Ref, 4d10+6 Fire Damage and 5 ongoing
fire damage (save ends) Drik
Warmachine
Wild Talent (Standard, Encounter) ✦ Psychic
Burst 3, +13 vs. Will, 3d8+5 Psychic Damage
A
drik
war
machine
is
similar
to
the
standard
drik,
Dragonborn Fury (Only While Bloodied) but
the
shell
has
been
reshaped
to
allow
siege
A dragonborn gains a +1 racial bonus to attacks Rolls weapons
to
be
mounted
on
its
back.
Captors
reshape
Dragon Breath (Minor, Encounter) ✦ Fire the
shell
to
permit
greater
ramming
power.
Close Blast 3, +8 vs. Ref, 1d6+4 Fire Damage
Alignment
Evil
Languages
Dray The
drik's
resin
shell
is
melted
and
partially
Skills Religion +15, Arcana +15 reshaped.
Workmen
with
torches
flatten
the
surface
Str 13 (+6) Dex 13 (+6) Wis 21 (+10) of
the
shell
to
more
readily
accept
ballistae
and
Con 18 (+9)
Int 18 (+9)
Cha 13 (+6) catapults.
Raamese
engineers
have
perfected
a
Equipment: Bone Long Sword
technique
whereby
a
wooden
mold
is
built
around
an
Description
City
By
the
Silt
Sea
immobilized
young
drik
as
its
shell
is
forming.
Tactics:
Templars
will
always
throw
their
troops
Though
only
one
drik
in
three
survives
the
process,
into
combat
before
they
commit
them
selves.
They
the
results
can
be
spectacular.
will
normally
flee
unless
it
is
absolutely
necessary
A
drik
so
customized
has
siege
weapons
mounted
on
for
them
to
fight.
its
back,
the
number
and
damage
caused
varies
by
weapon
type
and
the
type
of
structure
being
Drik
attacked.
A
drik
is
a
powerful
and
massive
herd
lizard.
Its
Drik
Warmachine
Level
17
sheer
bulk
gives
it
an
awesome
might,
making
young
Gigantic
natural
beast
(lizard)
Elite
Brute
driks
targets
for
beast
masters
from
both
Urik
and
XP
3,200
Raam
to
serve
in
their
armies.
The
capture
of
the
Initiative +9 Senses Perception +9;
young
driks
has
all
but
depleted
the
wild
drik.
HP 406; Bloodied 203;
AC 31; Fortitude 38, Reflex 34, Will 36
A
drik
is
a
powerful
animal,
built
low
to
the
ground
Saving Throws +2
and
covered
by
a
thick
horn-encrusted
shell.
At
birth
Speed 4
the
drik
has
no
shell.
But
while
growing,
the
young
Action Points 1
drik
secretes
a
resin
and
bits
of
bone
that
form
the
Clawed
Forelegs
(at-‐Will,
Standard)
beast's
carapace.
The
shell
hardens
as
the
creature
+20
vs.
AC,
3d8+7
Damage
matures
to
an
adult
and
protects
the
drik
from
Bite
(At-‐Will,
Standard)
behind
the
head
all
the
way
to
the
tail.
This
shell
is
a
Reach
2,
+20
vs.
AC,
3d7+7
Damage
Ram
(Standard,
Encounter)
dark
gray,
speckled
white
with
bone
chips.
The
scaly
Move
4
Squares,
Hits
all
targets
within
2
squares
of
hide
of
the
drik
is
a
deep
brown,
though
some
appear
where
the
Drik
stops.
+18
vs.
Ref,
4d12+7
damage,
light
brown
or
even
yellow.
The
drik's
heavy
body
is
Victims
are
pushed
back
5
squares,
dazed
(Save
Ends)
supported
by
four
thick,
stub
like
legs,
each
sporting
and
knocked
prone
four
huge
claws.
The
drik’s
head
is
enormous
and
has
Customised
War
Machine
(Free
Action,
At-‐Will)
two
black
eyes.
It
has
and
a
large
mouth
capable
of
Once
every
round,
as
a
free
action the
soldiers
riding
swallowing
a
human
whole.
Several
jagged
tusks
on
the
back
of
the
Drik
warmachine
can
fire
it’s
protrude
menacingly
from
below
the
creature's
ballista.
Range
20,
+18
vs.
Ref,
2d8+7
damage,
Victims
knocked
HP 212; Bloodied 106;
prone.
AC 22; Fortitude 27, Reflex 23, Will 25
Alignment
Unaligned
Languages
– Saving Throws +2
Str
24
(+15)
Dex
21
(+13)
Wis
21
(+13)
Speed 6
Con
23
(+14)
Int
4
(+5)
Cha
10
(+8)
Action Points 1
Description
Monstrous
Compendium
II:
Terrors
Large
Longsword
(at-‐Will,
Standard)
Weapon
Beyond
Tyr
+11
vs.
AC,
3d8+5
Bite
(At-‐Will,
Standard)
Poison
Tactics:
When
faced
with
other
Driks,
a
Drik
will
+11
vs.
AC,
2d6+5,
Crit
19-‐20,
5
ongoing
Poison
damage
normally
Ram
first.
When
faced
with
other
(Save
Ends)
creatures
it
is
the
norm
for
it
to
bite
and
claw.
Ego
Whip
(Encounter,
Standard)
Psionic
+9
vs.
Will,
3d8+5
Psionic
Damage,
Victim
is
stunned
Lore
(Save
Ends)
DC
15:
Wild
Driks
live
in
small
family
groups
that
Defiling
Blast
(Encounter,
Standard)
Defile,
Necrotic
are
dominated
by
a
single
female
Blast
4,
+9
vs.
Ref,
3d10+5
Necrotic
Damage
+2
ongoing
damage
for
every
creature
adjacent
to
the
DC
20:
Wild
Driks
are
hunted
so
they
can
be
tamed
High
Drik.
All
creatures
adjacent
to
the
Drik
loose
5
and
turned
into
war
machines.
hitpoints.
Beserking Fury (Minor Action, Recharge When First
High
Drik
Bloodied)
Another
more
foul
and
corrupt
method
for
altering
The High Drik makes a Longsword attack against all
creatures with in reach.
the
drik
is
known
only
to
the
defilers
under
the
Alignment
Evil
Languages
–
directorship
of
King
Hamanu,
warrior
king
of
Urik.
Str
20
(+9)
Dex
17
(+7)
Wis
17
(+7)
The
minions
of
Hamanu
are
sent
to
the
shores
of
the
Con
16
(+7)
Int
10
(+4)
Cha
10
(+4)
Black
Waters
to
find
drik
eggs.
These
eggs
are
Equipment:
Large
Bone
Longsword,
Various
Trophies
brought
back
to
a
bestiary
that
has
been
especially
from
felled
victims.
designed
for
this
type
of
experimental
conversion.
Description
Monstrous
Compendium
II:
Terrors
The
defilers
use
their
foul
magics
to
change
the
way
Beyond
Tyr
the
beasts
develop
within
their
eggs.
Only
20%
of
the
Tactics:
High
Drik
will
fight
with
their
Weapons
treated
eggs
survive
the
process.
The
process
stunts
and
deadly
bite
more
often
than
not.
If
the
mood
their
growth,
allowing
them
to
grow
to
a
maximum
takes
them
or
it
they
wish
to
keep
an
enemy
at
bay
height
of
only
18
feet.
However,
the
benefits
to
the
with
their
defiling
blast
and
ego
whip
powers.
armies
of
Hamanu
far
outweigh
this
minor
setback.
High
driks
are
relatively
quick
and
nimble
bipeds.
Lore
Their
forelegs
have
mutated
and
now
boast
three
DC
20:
High
Drik
are
unnatural
creations
that
are
fingers
instead
of
the
clawed
hooves
of
their
kept
in
isolated
barracks.
They
are
treated
well
by
brethren.
The
red
to
black
and
veins
protrude
the
guards
who
keep
them.
Hamanu
sees
the
High
beneath
the
thick
hide
skin
of
high
driks
is
a
dark,
Drik
as
his
greatest
creation
and
they
are
his
blood
of
the
creatures.
Their
shells
retain
a
smaller
favorite
pets,
to
harm
one
brings
the
highest
of
but
relatively
unchanged
shape
except
that
they
are
penalties.
more
twisted
and
jagged
than
the
natural
form.
The
shell
color
ranges
from
gray
to
black
with
sickly- Dune
Reaper
green
flecks
riddling
the
surface.
The
tusks
around
The
dune
reaper
prowls
the
sandy
wastes
in
wild
the
high
driks’
heads
are
proportionately
smaller
packs,
leaping
from
dunes
to
ambush
and
impale
its
than
those
of
their
unaltered
relatives.
Their
mouths,
prey
on
its
scythe
like
limbs.
however,
are
filled
with
multiple
rows
of
black,
razor
sharp
teeth.
Green,
viscous
fluid
seeps
from
their
The
dune
reaper
is
large
and
forbidding
creature
slavering
maws.
with
a
toothy
maw
and
mandibles
to
either
side
of
its
High
driks
are
also
relatively
intelligent
and
can
mouth.
The
reaper,
as
it
is
commonly
called,
also
has
speak
in
a
crude
form
of
the
common
tongue
if
a
razor-sharp
row
of
scale
like
plates
down
the
taught.
They
can
also
communicate
with
other
center
of
its
back
and
a
thick
scaly
hide
ranging
from
natural
driks.
red
to
deep
brown
in
color.
The
beast’s
front
limbs
taper
to
sword
like
appendages
that
it
uses
quite
It
is
believed
that
the
transformation
this
creature
effectively
in
undergoes
causes
it
to
become
insane
and
psychotic.
combat.
The
dune
reaper’s
rear
legs
fold
underneath
It
is,
however,
impossible
to
tell,
as
there
is
no
themselves,
giving
it
an
impressive
leaping
ability.
equivalent
being
to
compare
the
high
drik
to.
At
the
Perhaps
the
most
disquieting
features
of
the
dune
very
least,
the
high
drik
is
sadistic
and
cruel,
taking
reaper
are
the
eerie
red
luminescence
of
its
eyes
and
great
joy
in
causing
pain
to
others.
the
sickly
sweet
smell
of
decay
that
surrounds
it.
High
Drik
Level
8
Elite
The
reaper
emits
a
howling
wail
that
can
frequently
Huge
Aberrant
Humanoid
(Lizard)
Brute
be
heard
across
the
barren
deserts
of
Athas.
The
size,
XP
700
ferocity,
and
eerie
appearance
of
the
dune
reaper
Initiative +7 Senses Perception +7; make
it
a
highly
valued
combatant
in
many
Athasian
arenas.
+19
vs.
AC,
+1d8+5
damage
Leap
Attack
(Encounter,
Standard)
Jump
up
to
5
squares,
+17
vs.
Ref,
3d8+5
damage,
Dune
Reaper
Drone
victim
is
knocked
prone
Drones
are
the
smallest
dune
reapers
and
on
the
Invisibility
(Encounter,
Move)
lowest
level
of
the
dune
reaper
caste
system.
They
This
gives
the
Reaper
a
+15
to
stealth.
It
also
means
the
generally
constitute
about
two-thirds
of
the
pride
enemies
grant
combat
advantage
to
the
reaper
and
the
and
are
the
basic
workers
and
laborers
of
the
pack.
reaper
is
treated
as
if
it
is
in
total
concealment.
While
not
very
intelligent,
drones
are
stalwart
Sustain:
Minor
Alignment
Unaligned
Languages
–
workers
and
can
understand
and
follow
the
orders
of
Str
21
(+10)
Dex
18
(+9)
Wis
18
(+9)
the
warriors
and
matron.
It
is
upon
their
backs
that
Con
19
(+9)
Int
7
(+2)
Cha
12
(+6)
hives
are
built
and
the
food
is
harvested.
Drones
aren’t
intelligent
enough
to
initiate
any
Dune
Reaper
Matron
actions
on
their
own
and
are
therefore
supervised
by
It
is
the
duty
of
the
matron
to
direct
the
pride
in
all
a
warrior
reaper.
Each
drone
is
assigned
to
one
of
its
actions.
She
decides
when
and
where
a
specific
warrior
and
all
orders
come
through
her.
They
are
clan
will
hunt
and
when
the
pride
migrates
from
one
bonded
by
their
pheromones
and
this
relationship
hive
to
the
other.
lasts
for
life.
If
warrior
drones
are
killed
or
die,
the
pride
sets
upon
her
remaining
drones
and
destroys
Dune
Reaper
Level
10
Elite
Large
natural
humanoid
(Insectoid)
Soldier
them.
(Leader)
Dune
Reaper
Drone
Level
8
XP
1,000
Large
natural
humanoid
(Insectoid)
Minion
Initiative +8; Senses Perception +10;
XP
88
Aura of Control: All Dune Reapers within 5 squares gain +1
Initiative +7 Senses Perception +7; to all attack roles due to the Matron superior Intellect and
HP 1, Minions cannot be hit by any attack that misses Tactics
AC 24; Fortitude 25, Reflex 23, Will 23 HP 214; Bloodied 107;
Speed 6, Jump 4 AC 26; Fortitude 22, Reflex 22, Will 22
Scythe
Claws
(At-‐Will,
Standard)
Resist Psionic/Psychic 5;
+15
vs.
AC,
9
damage
Saving Throws +2
Bite
(At-‐Will,
Standard)
Speed 6, Jump 5
+15
vs.
AC,
7
damage
Action Points 1
Alignment
Unaligned
Languages
– Scythe
Claws
(at-‐Will,
Standard)
Str
20
(+9)
Dex
17
(+7)
Wis
17
(+7)
+19
vs.
AC,
3d6+8
damage
Con
10
(+4)
Int
4
(+1)
Cha
10
(+4)
Bite
(at-‐Will,
Standard)
+19
vs.
AC,
1d8+5
damage
Leap
Attack
(Encounter,
Standard)
Dune
Reaper
Warrior
Jump
up
to
5
squares,
+17
vs.
Ref,
3d8+5
damage,
Warrior
reapers
are
the
sergeants
of
the
pride.
They
victim
is
knocked
prone
see
that
the
orders
of
the
matron
are
carried
out.
Psychic
Crush
(Encounter,
Standard)
Psionic
Generally,
warriors
constitute
about
one-third
of
the
Burst
1
within
15,
+17
vs.
Will,
3d8+5
psionic
damage,
pride
population.
Warriors
are
assigned
2
to
5
Victims
are
dazed
(Save
Ends)
Invisibility
(Encounter,
Move)
drones
that
are
bonded
to
them
for
life.
If
a
drone
This
gives
the
Reaper
a
+15
to
stealth.
It
also
means
the
dies,
one
is
assigned
to
the
warrior
when
a
new
enemies
grant
combat
advantage
to
the
reaper
and
the
drone
is
born
reaper
is
treated
as
if
it
is
in
total
concealment.
If
things
are
going
poorly
and
it
looks
as
if
the
Sustain:
Minor
drones
will
be
defeated,
warriors
use
superior
Alignment
Unaligned
Languages
–
invisibility
to
Str
21
(+10)
Dex
16
(+8)
Wis
20
(+10)
escape
to
warn
the
pride
and
to
gather
Con
19
(+9)
Int
9
(+3)
Cha
12
(+6)
reinforcements.
This
may
seem
cruel
but
is
an
Description
Monstrous
Compendium
II:
Terrors
instinct
and
not
an
act
of
cowardice
as
the
total
Beyond
Tyr
defeat
of
a
warrior’s
clan
will
incite
the
warrior.
Tactics:
Dune
Reapers
generally
have
the
Drones
matron
to
attack
the
warrior.
It
is
extremely
rare
for
attack
first
with
the
warriors
commanding
them.
If
warriors
to
be
victorious
in
such
a
match
the
battle
is
going
badly
the
warriors
will
escape
Dune
Reaper
Level
10
for
reinforcements.
The
matrons
will
rarely
fight,
Large
natural
humanoid
(Insectoid)
Soldier
unless
cornered
or
forced
to.
XP
500
Lore
Initiative +9; Senses Perception +9;
HP 107; Bloodied 53; DC
15:
Dune
reapers
roam
the
wastes
in
small
AC 26; Fortitude 27, Reflex 26, Will 26 prides
that
can
include
as
many
as
30
individuals.
Speed 6, Jump 5 There
is
a
strict
hierarchy
within
the
pride
and
it
is
Scythe
Claws
(at-‐Will,
Standard)
matriarchal
in
nature.
There
are
three
distinct
+19
vs.
AC,
3d6+8
damage
stations
within
the
pride:
the
matron,
the
warriors,
Bite
(at-‐Will,
Standard)
and
the
drones.
DC
20:
A
pride
of
reapers
will
make
its
home
on
or
to
them.
near
the
base
of
a
cliff
near
a
water
source
within
their
territory.
These
lairs
are
built
from
the
sand
Dwarf
Earth
Cleric
and
gravel
by
mixing
it
with
secretions
from
the
The
Earth
Cleric
is
a
highly
respected
position
in
the
drone’s
mouths.
These
structures
raise
multiple
Dwarven
clans.
They
are
the
spiritual
leaders
and
levels
above
the
ground
and
several
layers
below
providers
of
wisdom
to
all
dwarves.
the
ground
and
appear
structurally
like
an
adobe
hive.
Each
pride
has
two
such
nests
within
their
Dwarf Earth Cleric Level 9 Brute
territory
and
the
pride
splits
their
time
evenly
Medium natural humanoid XP xxx
between
them,
half
the
year
at
each.
(Dwarf)
Initiative +6; Senses Perception +9;
DC
25:
Dune
reapers
eat
anything,
plant
or
animal.
HP 117; Bloodied 58;
They
have
even
been
seen
eating
small
stones.
AC 21; Fortitude 24, Reflex 24, Will 26
Stones,
it
is
believed,
aid
in
digesting
its
varied
Saving Throw +5 vs Poison
foods.
If
food
is
in
extremely
short
supply,
prides
Speed 5
have
been
known
to
turn
on
each
other
over
meals
Obsidian Warhammer (At-Will, Standard) Weapon
and
often
fight
to
the
death.
+12 vs. AC, 2d8+5 Damage
DC
30:
It
is
their
ferocity
that
makes
them
so
Earth Tremor (Encounter, Standard) Earth, Divine
Burst 2 within 15, +8 vs. ref, 4d8+5 Damage, All creatures
prized
in
the
arena.
One
event
favored
by
sorcerer
in the burst are knocked prone and dazed (save ends)
kings
involves
setting
loose
one
reaper
above
two
Wall of Stone (Encounter, Standard) Earth, Divine
combatants
just
as
a
killing
blow
is
about
to
be
The Earth Cleric raises a wall of stone; this wall cannot be
delivered.
knocked down.
The
front
limbs
of
the
dune
reaper
are
often
used
Area Wall 8 within 10, 5 squares high.
to
make
swords
and
other
bladed
weapons.
Its
Sustain: Minor
Ironskin (Encounter, Standard) Earth, Divine
scaly
plates
can
be
used
in
the
construction
of
+2 to AC ad Ref until the end of the next round.
shields
and
armor.
Stubborn (immediate interrupt, when an enemy tries to push
the dwarf or knock it prone; at-will)
Dwarf,
Athasian
The dwarf templar enforcer makes a melee basic attack
against the enemy.
Dwarves
are
short,
stocky
demihumans
capable
of
Stand Your Ground
amazing
feats
of
strength.
They
are
known
for
When an effect forces a dwarf to move through a pull, a
obsessive
attitudes
about
the
tasks
they
perform
and
push, or a slide the dwarf moves 1 square less than the
as
such,
are
considered
extremely
reliable
workers.
effect specifies. When an attack would knock the dwarf
prone, the dwarf can roll a saving throw to avoid falling
Dwarves
stand
an
average
of
41/2í
to
5
feet
tall.
prone.
They
tend
to
have
disproportionate
statures
because
Alignment Unaligned Languages Common
of
over-muscled
bodies
and
sometimes
weigh
as
Skills Nature +14, Religion +14
much
as
200
pounds
despite
their
height.
Their
Str 12 (+5) Dex 14 (+6) Wis 20 (+9)
massive
hands
permit
them
to
hold
weapons
that
Con 17 (+7) Int 17 (+7) Cha 10 (+4)
seem
too
large
for
their
size.
Equally
large
feet
help
Equipment: Obsidian Warhammer, Shell Armour
keep
their
bulging
frames
standing.
Deep-set
eyes
sometimes
give
the
impression
that
the
dwarves
are
Dwarf,
Feral
constantly
observing,
silently
watching
and
judging
Feral
Dwarf
Level
1
the
actions
of
those
around
them.
Other
than
a
Medium
Natural
Humanoid
(Dwarf)
Minion
distinctive
build
and
usually
hairless
heads,
dwarves
XP
25
do
not
stray
too
far
from
a
human
appearance.
Initiative +5; Senses Perception +1; Low Light Vision
HP 1; Minion can never be hit by an attack that misses
However,
endless
hours
laboring
under
the
AC 15; Fortitude 14, Reflex 16, Will 14
scorching,
Athasian
sun
has
brought
them
deep
Saving Throws +5 vs. Poison
copper
tans
and
calloused
bodies.
There
is
a
joke
Speed 5
Spear
(At-‐Will,
Standard)
Weapon
spread
by
the
humans
that
dwarves
use
no
+8
vs.
AC,
7
damage
whetstone
to
sharpen
their
weapons;
instead,
they
Sling
(At-‐Will,
Standard)
Weapon
are
said
to
rely
upon
their
own
skin
to
keep
their
+
6
vs.
Ref,
5
damage
blades
sharp.
The
dwarven
language
is
deep
and
Stubborn (immediate interrupt, when an enemy tries to push
throaty,
with
hard,
guttural
consonants
that
usually
the dwarf or knock it prone; at-will)
end
the
brief
sentences.
The dwarf templar enforcer makes a melee basic attack
against the enemy.
Since
their
tongue
often
makes
non-dwarves
hoarse
Stand
Your
Ground
after
a
few
hours
of
speech,
dwarves
are
willing
to
When
an
effect
forces
a
dwarf
to
move—through
a
pull,
learn
the
common
language
spoken
by
merchants
a
push,
or
a
slide—the
dwarf
moves
1
square
less
than
throughout
the
land.
Because
the
language
is
so
the
effect
specifies.
When
an
attack
would
knock
the
dwarf
prone,
the
dwarf
can
roll
a
saving
throw
to
avoid
difficult,
dwarves
view
with
respect
those
who
falling
prone.
attempt
their
language
for
extended
periods,
in
Alignment
Unaligned
Languages
Dwarf,
return
for
the
honor
they
feel
is
being
demonstrated
Common
Skills Nature +6, Stealth +8 Stand
Your
Ground
Str
13
(+1)
Dex
16
(+3)
Wis
13
(+1)
When
an
effect
forces
a
dwarf
to
move—through
a
pull,
Con
12
(+1)
Int
10
(+0)
Cha
10
(+0)
a
push,
or
a
slide—the
dwarf
moves
1
square
less
than
Equipment:
Hide, Armour, Sling or Spear.
the
effect
specifies.
When
an
attack
would
knock
the
Description
Valley
of
Dust
and
Fire
dwarf
prone,
the
dwarf
can
roll
a
saving
throw
to
avoid
falling
prone.
Tactics:
Feral
Dwarves
will
use
the
jungle
to
their
Alignment
Unaligned
Languages
Common
advantage
and
try
to
keep
combat
fast
moving.
Skills
Insight
+10,
Perception
+10
They
do
not
like
getting
pinned
down,
where
they
Str
16
(+6)
Dex
12
(+4)
Wis
14
(+5)
are
generally
weaker
fighters.
Con
14
(+5)
Int
16
(+6)
Cha
19
(+7)
Equipment:
Bone
Dagger
Dwarf
Gladiator
Dwarf
Gladiator
Level
5
Brute
Dwarf
Templar
Enforcer
Medium
Natural
Humanoid
(Dwarf)
XP
200
Dwarf Templar Level 11 Soldier
Initiative +4; Senses Perception +2; Lowlight vision Enforcer XP 600
HP 76; Bloodied 38; Medium natural humanoid
AC 14; Fortitude 18, Reflex 16, Will 17 Initiative +7; Senses Perception +6; Low light vision
Saving Throws +5 vs. Poison Dread of Law (Fear) aura 2; enemies in the aura witnessing
Speed 5 an attack by the dwarf templar enforcer take a -1 penalty
Stone
Club
(At-‐Will,
Standard)
to all defences until the end of the encounter.
+8
vs.
AC,
2d8+4
damage
HP 118; Bloodied 59
Gladiators
Rebuke
(Encounter,
Standard)
AC 27; Fortitude 27, Reflex 27, Will 28
A
foe
must
have
hit
you
before
you
can
use
this
power,
Saving Throws +5 vs. Poison
you
then
take
you
anger
at
them
and
hammer
them
Speed 5
with
a
blow
that
leaves
them
bleeding.
@ Master’s Whip (standard; at-will) ♦ Weapon
+6
vs.
Fort,
3d6+4
damage,
3
ongoing
damage
(Save
Reach 2; +18 vs. AC; 2d6+5 damage, and the target is
Ends)
grabbed and takes ongoing 5 damage (until escape). While
Stubborn (immediate interrupt, when an enemy tries to push the target is grabbed, the dwarf templar enforcer cannot
the dwarf or knock it prone; at-will) use the master’s whip to make attacks.
The dwarf makes a melee basic attack against the enemy. # Pull-In (standard; at-will) ♦ Weapon
Stand
Your
Ground
Reach 2; +18 vs. AC; 1d8+5 damage, and the dwarf
When
an
effect
forces
a
dwarf
to
move—through
a
pull,
templar enforcer makes a secondary attack against the
a
push,
or
a
slide—the
dwarf
moves
1
square
less
than
same target. Secondary Attack: +18 vs. AC; 1d8+5
the
effect
specifies.
When
an
attack
would
knock
the
damage, and the target is pulled 2 squares.
dwarf
prone,
the
dwarf
can
roll
a
saving
throw
to
avoid
¤ Commanding Word (standard; encounter) ♦ Psychic
Ranged 10; +16 vs. Will; the target is stunned (save ends).
falling
prone.
Stubborn (immediate interrupt, when an enemy tries to push
Alignment
Unaligned
Languages
Dwarf,
the dwarf or knock it prone; at-will)
Common
The dwarf templar enforcer makes a melee basic attack
Str
18
(+6)
Dex
14
(+4)
Wis
10
(+2)
against the enemy.
Con
16
(+5)
Int
13
(+3)
Cha
16
(+5)
Stand Your Ground
Equipment:
Stone
Club,
Piecemeal
Armour
When an effect forces a dwarf to move through a pull, a
push, or a slide the dwarf moves 1 square less than the
Dwarf
Silt
Trader
effect specifies. When an attack would knock the dwarf
Dwarven
Silt
Trader’s
travel
the
Silt
Sea
in
master
prone, the dwarf can roll a saving throw to avoid falling
prone.
crafted
Silt
Skimmers.
They
are
part
merchant,
part
Alignment Unaligned Languages Common,
pirate,
depending
on
what
sort
of
negotiations
need
Dwarven
to
be
made.
Skills Insight +11, Intimidate +15, Religion +11
Str 17 (+8) Dex 10 (+5) Wis 12 (+6)
Dwarf
Silt
Trader
Level
6
Con 18 (+9) Int 18 (+9) Cha 21 (+10)
Medium
natural
humanoid
Skirmisher
Equipment master’s whip, robes, sigil
(Dwarf)
XP
250
Initiative
+6;
Senses
Perception
+10;
Lowlight
Vision
HP
68;
Bloodied
34;
Dwarf
Warrior
AC
20;
Fortitude
21,
Reflex
21,
Will
22
Dwarf
Warrior
Level
3
Minion
Saving Throw +5 vs. Poison Medium
Natural
Humanoid
XP
38
Speed 5
(Dwarf)
Bone
Dagger
(At-‐Will,
Standard)
weapon
Initiative +3 Senses Perception +1; Low Light Vision
+11
vs.
AC,
1d6+4
damage
HP 1, minions are never hit by a missed attack
Slippery
Strike
(Encounter,
Standard)
Weapon
AC 15; Fortitude 18, Reflex 17, Will 17
+9
vs.
Ref,
3d6+4
damage,
Dwarf
may
shift
3
squares.
Saving Throws +5 vs. Poison
Hamstring
(Encounter,
Standard)
Weapon
Speed 5
+9
vs.
Fort,
3d8+4
damage,
The
victim
is
Immobilised
Bone
Club
(Save
Ends)
+6
vs.
AC,
8
damage
Stubborn (immediate interrupt, when an enemy tries to push Short
Bow
the dwarf or knock it prone; at-will) +4
vs.
Ref,
8
damage
The dwarf templar enforcer makes a melee basic attack Stubborn (immediate interrupt, when an enemy tries to push
against the enemy. the dwarf or knock it prone; at-will)
The dwarf makes a melee basic attack against the enemy. The dwarf templar enforcer makes a melee basic attack
Stand
Your
Ground
against the enemy.
When
an
effect
forces
a
dwarf
to
move—through
a
pull,
Stand Your Ground
a
push,
or
a
slide—the
dwarf
moves
1
square
less
than
When an effect forces a dwarf to move through a pull, a
the
effect
specifies.
When
an
attack
would
knock
the
push, or a slide the dwarf moves 1 square less than the
dwarf
prone,
the
dwarf
can
roll
a
saving
throw
to
avoid
effect specifies. When an attack would knock the dwarf
falling
prone.
prone, the dwarf can roll a saving throw to avoid falling
Alignment
Unaligned
Languages
– prone.
Str
17
(+4)
Dex
14
(+3)
Wis
11
(+1)
Alignment Unaligned Languages Common
Con
13
(+2)
Int
11
(+1)
Cha
14
(+3)
Skills Endurance
Equipment:
Bone
Club,
Short
Bow
Str 18 (+10) Dex 14 (+8) Wis 13 (+7)
Con 22 (+12) Int 19 (+10) Cha 19 (+10)
Equipment: Obsidian Mace
Uhrakkus
(War
Leader)
Uhrakkus
Level
3
Soldier
Medium
Natural
Humanoid
(Leader)
Uhrnomus
(Over
Leader)
(Dwarf)
XP
150
Uhrnomus
are
dwarven
Clerical
leaders;
they
Initiative +4 Senses Perception +1; Low Light Vision normally
have
decent
capabilities
with
psionic
HP 36; Bloodied 18; powers
as
well.
AC 19; Fortitude 17, Reflex 17, Will 18
Saving Throws +5 vs. Poison Uhrnomus Level 16 Controller
Speed 5 Medium natural humanoid (leader)
Bone
Club
(at-‐Will,
Standard)
Weapon
(Dwarf) XP xxx
+10
vs.
AC,
1d10+3
damage
Initiative +10; Senses Perception +15;
Boost
the
Tribe
(Encounter,
Standard)
Weapon,
HP 157; Bloodied 78;
Healing
AC 30; Fortitude 33, Reflex 33, Will 35
The
Uhrakkus’
mighty
blow
inspires
his
troops
in
Saving Throw +5 vs Poison
combat.
Speed 6
+8
vs.
Will,
3d6+3
damage,
All
allies
within
2
squares
Obsidian Warhammer (At-Will, Standard) Weapon
get
a
+2
power
bonus
to
defences until the
end
of
your
+21 vs. AC, 2d8+7 damage
next
turn.
Psionic Whiplash (Recharge 6, Standard) Psionic
Stubborn (immediate interrupt, when an enemy tries to push Range 5, +20 vs. Will, 3d10+6 Psionic Damage, victim is
the dwarf or knock it prone; at-will) Stunned (Save Ends)
The dwarf makes a melee basic attack against the enemy. Burst of Stone (Encounter, Standard) Earth, Divine
Stand
Your
Ground
Blast 5, +18 vs. Will, 4d10+7 Damage, all enemies are
When
an
effect
forces
a
dwarf
to
move—through
a
pull,
pushed 3 squares and knocked prone and each ally in the
a
push,
or
a
slide—the
dwarf
moves
1
square
less
than
blast gain a resist 5 to all damage.
Sustain: Minor
the
effect
specifies.
When
an
attack
would
knock
the
Earthen Shield Bearer (Encounter, Standard) Earth, Divine
dwarf
prone,
the
dwarf
can
roll
a
saving
throw
to
avoid
falling
prone.
Range 10, +20 vs. Ref, 3d10+6 radiant damage. The
Alignment
Unaligned
Languages
Dwarf,
Uhrnomus conjures a shield bearer in an unoccupied
Common square adjacent to the target. The shield bearer lasts until t
he end of his next turn. The shield bearer occupies 1
Str
14
(+3)
Dex
12
(+2)
Wis
10
(+1)
square, and allies can move through it as if it were an ally.
Con
12
(+2)
Int
14
(+3)
Cha
17
(+4)
While adjacent to the shield bearer, any ally gains a +2
Equipment:
Bone Club, Studded Leather
power bonus to all defenses.
Stubborn (immediate interrupt, when an enemy tries to push
Uhrnius
(Leader)
the dwarf or knock it prone; at-will)
Uhrnius
are
dwarven
warlords,
who
lead
groups
of
The dwarf templar enforcer makes a melee basic attack
dwarves
into
battle
against the enemy.
Stand Your Ground
Uhrnius Level 12 Soldier When an effect forces a dwarf to move through a pull, a
Medium natural humanoid (Leader) push, or a slide the dwarf moves 1 square less than the
(Dwarf) XP xxx effect specifies. When an attack would knock the dwarf
Initiative +10; Senses Perception +7; prone, the dwarf can roll a saving throw to avoid falling
HP 126; Bloodied 63; prone.
AC 28; Fortitude 30, Reflex 28, Will 28 Alignment Unaligned Languages Common
Saving Throw +5 vs Poison Skills Religion, Perception, Insight
Speed 5 Str 16 (+11) Dex 14 (+10) Wis 24 (+15)
Obsidian Mace (At-Will, Standard) Weapon Con 21 (+13) Int 21 (+13) Cha 16 (+11)
+19 vs. AC, 2d6+5 damage Equipment: Obsidian Warhammer
Bludgeoning Assault (Encounter, Standard) Weapon Tactics
Dwarves
are
skilled
combatants;
their
+ 19 AC, 4d8+5 Damage, plus all Allies adjacent to the stocky,
strong
bodies
make
them
very
good
melee
Uhrnius can add X to their damage role in the next round. combatants.
Most
dwarf
tactics
involve
them
Concentrated Attack (Encounter, Standard) Weapon forming
into
mobs
and
attacking
enmasse,
this
+ 19 AC, 3d8+5 Damage, Plus any adjacent allies can gives
their
Uhrakkus
the
most
opportunity
to
aid
make an attack against the Uhrnius’ target as a Free
their
troops.
Uhrakkas
earn
their
positions
through
Action.
Stubborn (immediate interrupt, when an enemy tries to push combat,
so
very
often
they
will
lead
form
the
front.
the dwarf or knock it prone; at-will)
Lore
Lore
DC
15:
Dwarves
can
be
very
focused
individuals,
DC
15:
When
ever
a
living
creature
steps
within
once
they
set
them
selves
a
task
they
will
work
50ft
of
a
Cursed
Dead
it
will
begin
to
make
an
eerie
tirelessly
to
complete
it.
moaning
sound.
DC
20:
Dwarves
are
highly
sought
after
as
slaved.
DC
20:
The
Cursed
Dead
can
never
leave
the
ruins
Their
dwarven
focus
and
strong
bodies
make
them
of
the
Groaning
City.
the
perfect
candidate
for
a
labour
slave
or
a
DC
25:
Cursed
Dead
Dwarves
are
the
undead
gladiatorial
slave.
remnants
of
Dwarves
unable
to
escape
the
DC
25:
All
of
the
ancient
dwarven
cities
are
long
Cleansing
Wars.
lost.
The
only
known
ruins
are
the
moaning
city,
DC
30:
The
Cursed
Dead
Dwarves
are
the
result
of
which
is
overrun
with
Dwarven
undead.
a
curse
from
Dregoth
himself.
Lore
Goraks
are
reptilian
beasts
that
are
3
feet
long
and
DC
30:
The creation of a salt golem requires a weigh
approximately
150
pounds.
Their
skin
ranges
defiler of at least 18th level. The body is formed in
color
from
red
brown
to
sandy-beige
and
they
from approximately 1,200 pounds of salt usually have
a
colorful
fanlike
dorsal
fin
that
they
extend
to
collected from the salt flats of Athas. Other cool
their
bodies
in
the
hot
Athasian
sun.
Another
material and spell components cost 1,500 gp less
colorful
fin
surrounds
the
heads
of
the
goraks.
Their
legs
are
short
and
end
in
small
feet
with
extremely
large
claws
for
their
size.
The
gorak's
Wood
Golem
claws
can
be
as
long
as
3
inches.
Their
eyes
are
Wood
Golems
are
10ft
tall
constructs
that
appear
slightly
oversized
for
their
relatively
small
heads.
much
like
a
treant,
when
located
in
a
forest
they
can
They
are
known
for
their
good
eyesight
as
well
as
be
very
difficult
to
spot.
their
sense
of
smell.
When
excited
they
emit
a
loud
Wood
Golem
Level
8
Lurker
hissing
noise
as
a
warning
Large
magical
animate
(Plant)
XP
350
Gorak
Level
1
Initiative +11 Senses Perception +3;
Small
natural
beast
Controller
HP 71; Bloodied 35;
AC 22; Fortitude 25, Reflex 23, Will 19 XP
100
Immune Mind Affecting Spells, Sleep, Poison, Suffocation; Initiative +2 Senses Perception +4;
Resist Weapon 5, Arcane 2; Vulnerable Defiler Magic 5 HP 30; Bloodied 15;
Speed 6 AC 15; Fortitude 15, Reflex 15, Will 16
Pummel
Speed 8
+13
vs.
AC,
1d8+5
Damage
Bite
(At-‐Will,
Standard)
Entangling
Plants
(Encounter,
Standard)
+6
vs.
AC,
1d6+3
damage
The
Wood
golem
can
control
nearby
plants,
enabling
Claw
(At-‐Will,
Standard)
them
to
entangle
their
target.
+6
vs.
AC,
1d10+3
damage
Range
15,
+11
vs.
Ref,
3d8+5
Damage,
Victim
Hypnotism
(Standard,
Encounter)
Charm
Immobilised
(Save
Ends)
The
Gorak
makes
hypnotic
patterns
with
their
fins.
Miss:
Half
Damage,
Victim
in
Difficult
Terrain
(1
square
Leaving
a
person
in
a
daze
and
unable
to
move.
Anybody
burst)
in
line
of
sight
is
affected
by
this
attack.
Wall
of
Thorns
(Encounter,
Standard)
+4
vs.
Will,
Stunned
(Save
Ends)
Area
Wall
8
within
10,
If
a
creature
walks
into
it
they
Suggestion (Special, Free) Charm
suffer
2d6+5
damage
form
the
spines,
The
walls
4
Every round a victim is under the goraks spell, it can make
squares
high.
them make a basic melee attack against anybody adjacent
to them.
Sustain:
Minor
Alignment
Unaligned
Languages
– Alignment
Evil
Languages
–
Skills Stealth +12 Skills Perception +4
Str
10
(+0)
Dex
14
(+2)
Wis
8
(-‐1)
Str
20
(+9)
Dex
17
(+7)
Wis
8
(+3)
Con
14
(+2)
Int
3
(-‐3)
Cha
17
(+3)
Guardians have a wide variety of very minor Psionic
Description
Monstrous
Compendium
II:
Terrors
powers, they are the things they require for the most
Beyond
Tyr
menial of tasks, such as making light, or whatever else
their job entails. These have very little in game effect and
Tactics: These creatures are relatively passive and prefer to are mentioned for completeness.
avoid conflict if possible They can, however, pose a Alignment
Unaligned
Languages
–
significant threat to the unwary and antagonistic If Skills Perception +13
threatened, goraks fan out their dorsal fin and the fin that Str
10
(+5)
Dex
10
(+5)
Wis
17
(+8)
surrounds their head These are natural reactions intended to Con
10
(+5)
Int
18
(+9)
Cha
18
(+9)
make the beast look bigger and more formidable in combat Description
Mind
Lords
of
the
Last
Sea
Lore Tactics:
When
threatened,
or
when
required
to
by
DC 15: Goraks are found both in the wild and in
its
orders,
a
guardian
will
attack
with
its
psionic
domesticated herds. Domesticated herds have been known to
be as large as 50 beasts. However, in the wild they rarely powers.
If
there
are
many
opponents,
the
guardian
have more than 20 individuals because of the scarcity of food will
usually
use
mass
effect
sciences
or
devotions
throughout most of Athas. like
death
field
or
awe.
Otherwise,
the
guardian
will
use
its
psionic
attacks
more
directly.
Most
Guardian
of
the
Last
Sea
guardians
are
aware
that
they
are
limited
by
their
The
guardians
of
the
Last
Sea
are
the
working
cogs
inability
to
move
(and
thus
have
real
problems
in
the
societal
machine
that
the
Mind
Lords
have
with
foes
retreating
out
of
attack
range),
so
they
designed
for
themselves
and
their
people.
Once
will
strike
as
savagely
as
they
can,
intending
to
human,
these
disembodied
minds
are
the
source
of
incapacitate
foes
before
they
have
any
chance
to
nearly
all-working
energy
in
the
area,
particularly
react.
in
the
city
of
Saragar.
The
guardians
perform
all
Lore
sorts
of
tasks,
from
lighting
the
city
streets
at
night,
DC
15:
Some
guardians
have
gone
mad
from
to
motivating
the
driverless
carriages
that
move
spending
so
much
time
disembodied
from
people
about
in
the
city,
to
powering
the
day-to-day
themselves.
operations
of
the
vital
desalinization
plant
that
DC
20:
Most
Guardians
have
no
personality
at
all.
supplies
the
30,000
residents
of
the
Saragar
with
DC
25:
Many
Guardians
are
now
expired
and
are
precious
drinking
water.
nothing
more
than
balls
of
obsidian.
All
guardians
were
originally
gifted
psionicists
in
the
Green
Age.
During
their
mortal
lives,
they
each,
for
Half-‐Elf
one
reason
or
another,
were
imprisoned
in
an
Treading
many
of
the
same
pathways,
elves
and
obsidian
orb
and
charged
with
specific
tasks
by
the
humans
cross
company
with
each
quite
frequently.
Mind
Lords
of
the
Last
Sea.
Many
were
outlaws
who
As
such,
it
is
natural
to
expect
children
born
from
a
had
committed
some
horrible
crime
against
their
union
between
both
races
now
and
then.
Called
half-
fellow
humanoids.
But
some
were
good
people,
elves,
they
are
a
cross
between
both
parents
in
build,
innocents
arbitrarily
recruited
by
the
Mind
Lords
to
but
can
usually
pass
for
members
of
either
race
fill
needed
positions
in
the
city
of
Saragar
or
the
should
the
need
arise.
legendary
border
of
the
Guardians.
It
is
difficult
for
half-elves
to
find
acceptance
within
Guardian
of
the
Last
Sea
Level
10
Controller
either
parent's
culture.
Humans
are
far
more
Small
Aberration
Humanoid
XP
500
tolerant
of
half-elves,
though
the
few
who
are
born
(Disembodied,
Psionic)
within
elven
tribes
are
permitted
to
stay.
Unlike
half-
Initiative +5 Senses Perception +13; giants
and
muls,
half-elves
do
not
consider
HP 98; Bloodied 49;
themselves
a
separate
race,
and
therefore
do
not
try
AC 24; Fortitude 22, Reflex 26, Will 26
Resist 10 Psionics/Psychic to
form
half-elven
communities.
Most
half-elves
Speed 0, The Guardians is stationary guards. They can use believe
themselves
to
be
outsiders,
though.
They
tend
their limited teleport powers to blink and avoid attacks. to
wander
throughout
their
entire
lives.
Mind
Burst
(At-‐Will,
Standard)
Psionic
Burst
3,
+12
vs.
Will,
1d8+5
psionic
damage
Domination
(Encounter,
Standard)
Psionic,
Charm
Half-‐Elf
Templar
Knight
Range
10,
+14
vs.
Will,
Victim
Dominated
(Save
Ends)
Half-Elf Templar Knight Level 12 Soldier
As
a
Standard
action
the
Guardian
can
make
his
target
Medium natural humanoid XP 700
make
basic
melee
attacks
against
anybody.
Initiative +10; Senses Perception +10; Low Light Vision
Death Field (Encounter, Standard) Psionic, Zone Dread of Law (Fear) aura 5; enemies in the aura witnessing
Zone Burst 3 within 15, +12 vs. Will, 3d8+5 Psionic an attack by the templar take a -1 penalty to all defences
Damage. Any body walking into the field suffers 1d8+5 until the end of the encounter.
psionic damage and 5 ongoing psionic damage for as long HP 126; Bloodied 63; see also retributive smite
as they stay within the field. AC 28; Fortitude 30, Reflex 28, Will 28
Sustain: Minor Immune fear
Forced Teleport (Recharge 5,6, Standard) Psionic, Teleport Speed 6
Range 10, +14 vs. Will, Victim is teleported 5 squares. @ Short Sword (standard; at-will) ♦ Weapon
Miscellaneous Minor Psionics (At-Will, Free) Psionics +19 vs. AC; 2d6+5 damage. If the half-elf templar knight
hits with an opportunity attack, it shifts 1 square. Medium natural humanoid XP 700
# Dreadtwinned Sword (standard; recharge 5,6) ♦ Fear, Initiative +10; Senses Perception +4;
Weapon HP 180; Bloodied 90
Requires short sword; +19 vs. AC; 3d8+5 damage, and the AC 24; Fortitude 20, Reflex 20, Will 20
target is marked until the end of the half-elf templar Speed 6
knight’s next turn. @ Swatter (standard; at-will) ♦ Weapon
# Sparktwinned Sword (standard; recharge 5,6) ♦ Reach 2; +15 vs. AC; 2d6+5 damage, and the target is
Lightning, Weapon pushed 1 square.
Requires short sword; +19 vs. AC; 3d8+5 lightning # Swatter Expertise (standard; recharge 6) ♦ Weapon
damage, and the target is dazed until the end of the half-elf The half-giant soldier makes a swatter attack, but gets two
templar knight’s next turn. attack rolls and takes the better result.
# Retributive Smite (standard; usable only while bloodied; # Backhand (immediate reaction, when an enemy moves
encounter) ♦ Weapon into a position that flanks the half-giant guard; at-will)
The half-elf templar knight makes a melee basic attack The half-giant soldier targets one creature flanking it: +13
and regains 31 hit points. vs. Fortitude; the target is pushed 1 square.
Spiteful Spirit (immediate reaction, when an enemy leaves # Powerful Charge (standard; recharge 5,6)
an adjacent square; at-will) ♦ Weapon The half-giant soldier makes a charge attack; +13 vs. Fort;
The half-elf templar knight makes a melee basic attack 3d10+5 damage, and the target is pushed 5 squares and
against the enemy, even if the enemy is shifting. knocked prone.
Alignment Unaligned Languages Common, Elven Alignment Unaligned Languages Common
Skills Insight +15, Intimidate +12, Religion +15 Skills Athletics +x, Intimidate +x
Str 14 (+8) Dex 19 (+10) Wis 19 (+10) Str 20 (+9) Dex 17 (+7) Wis 10 (+4)
Con 22 (+12) Int 12 (+7) Cha 12 (+7) Con 18 (+8) Int 10 (+4) Cha 17 (+7)
Equipment light shield, scale mail, short sword, sigil Equipment hide armour, swatter
Tactics:
Hej-‐Kin
always
attack
under
the
cover
of
The
different
cells
are
not
formally
connected,
night,
they
will
normally
try
to
even
the
odds
by
although
they
do
keep
guarded,
but
friendly
attacking
after
their
targets
have
gone
down
for
the
relations.
The
reason
for
the
guarded
relations
is
in
night,
they
will
use
clerics
to
try
and
hold
their
order
to
keep
the
Alliance
a
secret.
enemies
in
place,
while
the
wizard
attacks
with
Alliance
Wizard
Level
3
Controller
Medium
natural
humanoid
XP
150
spells.
While
the
target
is
pinned
down,
the
(human)
warriors
will
charge
in
to
attack
with
their
claws.
Initiative +3 Senses Perception +2;
Lore
HP 45; Bloodied 22;
AC 17; Fortitude 16, Reflex 18, Will 17
DC
15:
Hej-‐Kin
normally
set
up
their
homes
near
Speed 6
underground
streams,
making
it
easy
to
supply
the
Bone
Dagger
(At-‐Will,
Standard)
Weapon
village
with
water.
+8
vs.
AC,
1d6+3
damage
DC
20:
Hej-‐Kin
only
ever
comes
to
the
surface
at
Magic
Missile
(At-‐Will,
Standard)
Arcane,
Force
night,
and
even
then
that
is
a
rare
event.
Usually
a
Range
15,
+7
vs.
Ref,
1d6+3
force
damage
party
led
by
a
cleric
will
come
to
the
surface,
but
Force
Orb
(Encounter,
Standard)
Arcane,
Force
only
if
they
feel
they
need
to
investigate
a
possible
Burst
1
within
15,
+7
vs.
Ref,
3d6+3
force
damage,
if
the
primary
attack
hits,
make
a
secondary
attack
burst
threat.
2,
+7
vs.
Ref
1d6+3
force
damage
DC
25:
Hej-‐Kin
revere
the
earth,
all
of
their
clerics
Arcane
Insight
(Encounter,
Free
Action)
Arcana
are
Earth
Clerics
and
all
of
their
mages
are
The
veiled
alliance
gives
you
training
in
all
things
Preservers.
arcane.
DC
30:
The
Hej-‐Kin
language
is
made
up
of
a
series
The
Wizard
can
re-‐roll
an
Arcana
result
that
they
are
of
low
mumbling
sounds
and
hand
movements,
it
is
not
happy
with.
a
very
difficult
language
for
non-‐Hej-‐Kin
to
learn.
Alignment
Good
Languages
Common
Skills Streetwise +7, Bluff +8, Arcana +9
Str
12
(+2)
Dex
14
(+3)
Wis
13
(+2)
Con
13
(+2)
Int
17
(+4)
Cha
15
(+3)
Speed 6
Equipment:
Bone Dagger
Staff (At-Will, Standard) Weapon
Description
Veiled
Alliance
+15 vs. AC, 1d8+5 damage
Force Missile (At-Will, Standard) Force
+14 vs. Ref, 2d6+5 Force damage
Amketch
Guard
Telekinetic Assault (Encounter, Standard) Force
Merchant
House
of
Amketch
is
a
merchant
house
Burst 1 within 15, +12 vs. Ref, 3d8+5 force damage,
from
just
outside
of
Balic,
but
it
does
conduct
Victims Stunned (Save Ends)
frequent
business
within
Nibenay
as
well.
Amketch
Levitate (Encounter, Move)
are
regularly
at
odds
with
House
Shom
and
House
The Arena Mage can levitate up 3 squares until the end of
his next turn.
Inika,
creating
the
need
for
the
merchant
house
to
Sustain, Minor
keep
their
own
guards
and
caravan
outriders.
Alignment Unaligned Languages Common
Amketch
Guard
Level
2
Minion
Skills Arcana +15, Bluff +14, Intimidate +14
Medium
natural
humanoid
XP
31
Str 15 (+7) Dex 15 (+7) Wis 10 (+5)
(Human)
Con 18 (+9) Int 21 (+10) Cha 18 (+9)
Initiative +3 Senses Perception +1; Equipment: Piecemeal Leather Armour, Staff
HP 1, Minions are never hit by a missed attack
AC 18; Fortitude 17, Reflex 16, Will 15
Speed 6
Black
Sand
Mounted
Raider
Bone
Short
Sword
(At-‐Will,
Standard)
Weapon
The
Black
Sands
Raiders
are
a
tribe
of
vicious,
+9
vs.
AC,
7
damage
greedy
and
arrogant
tribesman
who
live
in
the
stony
Crossbow
(At-‐Will,
Standard)
Weapon
barrens
near
the
Silver
Spring.
If
somebody
is
to
Range
15/30,
+7
vs.
Ref,
5
damage
show
any
form
of
weakness,
the
Raiders
will
attack
Alignment
Unaligned
Languages
Common him
or
her
and
take
what
they
want.
Str
16
(+4)
Dex
14
(+3)
Wis
10
(+1)
Black
Sand
Mounted
Raider
Level
4
Soldier
Con
14
(+3)
Int
10
(+1)
Cha
12
(+2)
Medium
natural
humanoid
XP
175
Equipment:
Studded Leather Armour, Shield, Bone Short
(human)
Sword, Light Crossbow, 20 Obsidian Quarrels
Initiative +7; Senses Perception +7;
Description
Merchant
House
of
Amketch
HP 64; Bloodied 32;
AC 20; Fortitude 20, Reflex 19, Will 18
Amketch
Outrider
Speed 6, See Kank Mount
Amketch
Outrider
Level
2
Skirmisher
Bone
Long
Sword
(At-‐Will,
Standard)
Weapon
+11
vs.
AC,
1d10+4
Damage
Medium
natural
humanoid
XP
150
Bone
Spear
(At-‐Will,
Standard)
Weapon
(human)
+11
vs.
AC,
2d8+4
Damage
Initiative +6; Senses Perception +6;
HP 36; Bloodied 18; Mounted
Assault
(Recharge
6,
Standard)
Weapon
AC 16; Fortitude 16, Reflex 17, Will 16 Must
Be
Mounted
on
a
Kank,
Charge
9
squares,
+11
vs.
Speed 6, Kank Mount AC,
3d8+4
damage
Bone
Short
Sword
(At-‐Will,
Standard)
Weapon
Alignment
Chaotic
Evil
Languages
Common
+7
vs.
AC,
1d10+3
damage
Skills Intimidate +9, Perception +7
Short
Bow
(At-‐Will,
Standard)
Weapon
Str
18
(+6)
Dex
16
(+5)
Wis
10
(+2)
Range
15/30,
+5
vs.
Ref,
1d6+3
damage
Con
14
(+4)
Int
10
(+2)
Cha
14
(+4)
Ride
By
Attack
(Recharge
6,
Standard)
Weapon
Equipment:
Bone Long Sword, Bone Spear, Kank Mount,
Must
be
mounted
on
a
Kank,
move
up
to
4
before
Chitin Hide Armour, Shield
attack,
+5
vs.
Ref,
3d6+3
damage,
move
up
to
3
after
Description
Slave
Tribes
attack.
Alignment
Unaligned
Languages
– Black
Sand
Raider
Skills Perception +6
Black
Sand
Raider
Level
4
Minion
Str
14
(+3)
Dex
17
(+4)
Wis
11
(+1)
Medium
natural
humanoid
XP
44
Con
12
(+2)
Int
12
(+3)
Cha
14
(+3)
(Human)
Equipment:
Studded Leather Armour, Shield, Bone Short
Initiative +7 Senses Perception +2;
Sword, Short Bow, 12 Bone Arrows, Kank Mount
HP 1, Minions can never be hit by a missed attack
Description
Merchant
House
of
Amketch
AC 20; Fortitude 20, Reflex 19, Will 18
Speed 6
Arena
Mage
Obsidian
Tipped
Spear
(At-‐will,
Standard)
Weapon
Arena
Mages
re
the
wizards
who
fight
in
the
+11
vs.
AC,
7
damage
Bone
Short
Sword
(At-‐Will,
Standard)
Weapon
gladiatorial
arena’s
of
Athas.
They
are
tough
and
+11
vs.
AC,
5
damage
cruel,
but
always
disguise
their
powers
as
Psionics
to
Short
Bow
(At-‐Will,
Standard)
Weapon
avoid
being
discovered
as
a
Wizard.
Range
15/30,
+7
vs.
Ref,
5
damage
Alignment
Chaotic
Evil
Languages
Common
Arena Mage Level 10 Controller Str
18
(+6)
Dex
16
(+5)
Wis
10
(+2)
Medium natural humanoid XP 500
Con
12
(+3)
Int
10
(+2)
Cha
14
(+4)
(Human)
Equipment:
Obsidian Tipped Spear, Bone Short Sword,
Initiative +7; Senses Perception +5;
Short Bow, 12 Arrows, Studded Leather Amrour, Shield
HP 106; Bloodied 54;
AC 24; Fortitude 26, Reflex 27, Will 26 Description
Slave
Tribes
Black
Sand
Elite
Raider
as
friends
because
destruction
tends
to
follow
the,
Black
Sand
Elite
Raider
Level
6
Elite
Solider
and
the
sorcerer
kings
se
them
as
enemies
as
well.
Medium
natural
humanoid
XP
500
Cerulean Mage Level 16 Controller
(Human)
Medium natural humanoid XP 1,400
Initiative +8 Senses Perception +8; (Human)
HP 142; Bloodied 71; Initiative +11; Senses Perception +13;
AC 24; Fortitude 22, Reflex 23, Will 23 HP 157; Bloodied 78;
Saving Throws +2 AC 30; Fortitude 33, Reflex 34, Will 33
Speed 6 Speed 6
Action Points 1 Dagger (At-Will, Standard) Weapon
Bone
Long
Sword
(At-‐Will,
Standard)
Weapon
+21 vs. AC, 1d10+7 damage
+13
vs.
AC,
1d10+4
damage
Zap (At-Will, Standard) Lightning
Stone
Battle
Axe
(At-‐Will,
Standard)
Weapon
+20 vs. Ref, 1d10+7 Lightning Damage
+13
vs.
AC,
2d8+4
damage
Cerulean Blast (Encounter, Standard) Lightning
Light
Crossbow
(At-‐Will,
Standard)
Weapon
Blast 5, +18 vs. Ref, 3d10+6 Lightning Damage, Victims
Range
15/30,
+11
vs.
Ref,
1d6+4
damage
Dazed (Save Ends)
Steel
Dagger
(At-‐Will,
Standard)
Weapon
Summon Tyr Storm (Encounter, Standard) Lightning
+13
vs.
AC,
1d6+4
damage
Burst 2 within 20, +18 vs. Ref, 4d10+7 Lightning
Sword
and
Dagger
Assault
(Recharge
5,6,
Standard)
Damage, Victims Stunned (Save Ends) and Knocked
Weapon
Prone
Must
be
using
Sword
and
Dagger,
+13
vs.
AC,
1d10+4
Alignment Unaligned Languages Common
damage,
secondary
attack
+11
vs.
AC,
1d6+4
damage
Skills Arcana +20, Nature +18
Cleaving Blow (Encounter, Standard) Weapon Str 14 (+10) Dex 16 (+11) Wis 21 (+13)
Must be using Battle Axe, +13 vs. Fort, 3d8+4 damage, 7 Con 21 (+13) Int 24 (+15) Cha 12 (+9)
damage to one enemy standing adjacent to your target. Equipment: Orb, Dagger, Cloth Armour
Alignment
Chaotic
Evil
Languages
Common
Skills Stealth, Perception +8
Str
19
(+7)
Dex
16
(+6)
Wis
11
(+3)
Cleric
of
Air
Con
15
(+5)
Int
11
(+3)
Cha
16
(+6)
Air
Clerics
are
typically
wanders,
diviners
and
Equipment:
Bone Long Sword, Stone Battle Axe, Light mystics,
many
people
do
not
believe
in
their
powers,
Crossbow, 12 Obsidian Tipped Bolts, Steel Dagger, Chitin saying
they
are
frauds
and
tricksters.
Villagers
and
Hide Armour, Shield Tribesman
often
ask
Air
Clerics
to
peer
into
their
Equipment
Description
Slave
Tribes
futures
and
read
them
their
fortunes.
Cleric of Air Level 6 Artillery
Caravan
Master
Medium natural humanoid (Human) XP 250
Caravan
Masters
are
generally
outwardly
outgoing,
Initiative +7; Senses Perception +7;
while
inwardly
very
guarded
and
suspicious.
They
HP 56; Bloodied 28;
usually
have
a
large
contingent
of
bodyguards
and
AC 18; Fortitude 20, Reflex 22, Will 22
elite
caravan
guards
assigned
to
protect
them.
Resist 5 Elemental Air Attacks
Caravan
Master
Level
8
Lurker
Speed 6
Long Bow (At-Will, Standard) Weapon
Medium
natural
humanoid
(Leader)
Range 20/40, +11 vs. Ref, 1d10+4 Damage
(Human)
XP
350
Buffeting Winds (At-Will, Standard) Elemental, Divine
Initiative +9 Senses Perception +5; Bust 2 within 10, +9 vs. Ref, Victims knocked back 1
HP 71; Bloodied 35; square and prone
AC 22; Fortitude 23, Reflex 23, Will 25
Sirocco (encounter, Standard) Air, Elemental, Heat, Divine
Speed 6
Burning Desert Winds blow up against your enemies
Bone
Scimitar
(At-‐Will,
Standard)
Burst 2 within 15, +9 vs. Fort, 3d6+4 Heat Damage,
+13
vs.
AC,
2d6+5
damage
Victim must make an endurance check vs. the Attack roll
The
Master’s
Blade
(Encounter,
Standard)
of lose a Healing Surge due to Dehydration.
With
a
lighting
strike
the
Caravan
master
leaves
his
Cyclonic Wind (Encounter, Standard) Elemental, Air,
target
stunned.
Divine
+12
vs.
Fort,
3d8+5
damage,
victims
are
dazed
(Save
Burst 3 within the 10, +9 vs. Ref, 3d8+4 Damage,
Ends)
Enemies Slide 2 squares and knocked prone.
Coward’s
Command
(Encounter,
Standard)
Divining Defence (Encounter, Immediate Interrupt) Divine
+12
vs.
Will,
3d8+5
damage,
All
of
the
Caravan
Master
The Air Cleric gets a +2 to all defences until the end of the
allies
within
10
squares
can
shift
1
square
closer
to
the
next round.
Caravan
Master
for
free.
Alignment Unaligned Languages Common
Alignment
Unaligned
Languages
Common Skills Nature +12, Religion +12
Skills Diplomacy, Bluff Str 12 (+4) Dex 18 (+7) Wis 19 (+7)
Str
10
(+4)
Dex
12
(+5)
Wis
12
(+5)
Con 14 (+5) Int 15 (+5) Cha 15 (+5)
Con
17
(+7)
Int
17
(+7)
Cha
20
(+9)
Equipment: Long Bow, Cloth Armour
Equipment:
Bone
Scimitar, Cloth Armour
Cleric
of
Earth
Cerulean
Mage
Earth
Clerics
tend
to
be
defensive,
and
under
the
Cerulean
Mages
are
mysterious
mystic
who
worship
savage
sun
of
Athas,
the
best
defence
is
a
good
the
powerful
Tyr
storm.
Preservers
do
not
see
them
offense.
Earth
Clerics
tend
to
be
utilitarian
on
their
outlook
of
life
and
death.
They
see
that
things
die
Skills
Nature
+12,
Religion
+12
and
return
o
the
earth,
and
by
doing
so
the
feed
the
Str
14
(+5)
Dex
16
(+6)
Wis
19
(+7)
earth.
Con
16
(+6)
Int
12
(+4)
Cha
16
(+6)
Equipment:
Obsidian
Scimitar
Cleric
of
the
Earth
Level
5
Controller
Medium
natural
humanoid
XP
200
Cleric
of
Magma
(Human)
Initiative +4; Senses Perception +6; Magma
Clerics
are
perhaps
the
rarest
of
all
clerics,
HP 64; Bloodied 32; they
tend
to
live
reclusive
lives
high
in
mountain
tops
AC 19; Fortitude 20, Reflex 19, Will 21 and
volcanoes
where
their
patron
bubbles
and
oozes
Resist: 5 all elemental earth like effects to
the
surface,
Magma
Clerics
are
constantly
urged
Speed 6 by
their
elemental
masters
to
bring
forth
their
Obsidian
Club
(At-‐Will,
Standard)
Weapon
element
in
any
way
they
can,
they
are
fond
of
+10
vs.
AC,
1d10+4
Damage
destruction,
as
their
element
is
all
consuming.
Earthen
Grasp
(Encounter,
Standard)
Divine
The
target
area
turns
to
soft
and
the
victims
sink
up
to
Magma
clerics
are
dangerous,
unstable
and
their
knees
in
the
earth.
fortunately
very
rare.
Burst
2
within
15,
+7
vs.
Ref,
3d6
+4
Damage,
Target
is
Cleric
of
Magma
Level
6
Soldier
Immobilised
(Save
Ends)
The
area
stays
as
difficult
Medium
natural
humanoid
XP
250
terrain
until
the
end
of
the
encounter.
(Human)
Pebble
to
Boulder
(Encounter,
Standard)
Divine
Initiative
+8;
Senses
Perception
+7;
The
cleric
throws
a
stone,
but
a
boulder
lands
in
its
HP
74;
Bloodied
37;
place.
AC
22;
Fortitude
21,
Reflex
21,
Will
24
Range
10,
+9
vs.
Ref,
3d8+4
Damage
Resist
5
Fire
and
Heat
Earthen
Resistance
(Encounter,
Minor)
Divine
Speed
6
+2
to
all
defences
until
the
end
of
the
next
round.
Scimitar
(At-‐Will,
Standard)
Weapon
Alignment
Unaligned
Languages
Common,
+13
vs.
AC,
1d10+4
Damage
Terrain
Magma
Blast
(At-‐Will,
Standard)
Elemental,
Fire,
Divine
Skills Nature +11, Religion +11
Burst
2,
+11
vs.
Ref,
1d6+4
Elemental
Damage
Str
12
(+3)
Dex
14
(+4)
Wis
18
(+6)
Transmute
Rock
to
Magma
(Encounter,
Standard)
Con
16
(+5)
Int
11
(+2)
Cha
11
(+2)
Elemental,
Fire,
Divine
Equipment:
Obsidian Club, Cloth Armour
Burst
1
within
10,
+9
vs.
Ref,
3d6+4
Elemental
Damage,
Description
Earth,
Air,
Fire
and
Water
Victim
is
Immobilised
and
5
ongoing
damage
(Save
Ends)
Cleric
of
Fire
Eruption
(Encounter,
Standard)
Elemental,
Divine,
Fire
Fire
Clerics
are
among
the
most
feared
of
all
clerics
Burst
2,
+9
vs.
Ref,
3d8+4
Elemental
Damage,
5
Ongoing
Damage
(Save
Ends)
on
Athas.
Some
say
their
initiation
rights
make
them
Magma
Shield
(Encounter,
Immediate
Interrupt)
half
crazed,
other
say
you
have
t
be
half
crazed
to
Elemental,
Divine
even
attempt
their
initiation.
Whatever
the
case
is
Trigger:
Attacked
by
any
Normal
Weapon
Attack,
+2
to
they
are
among
the
most
destructive
and
unstable
of
Ac
and
Ref
defences
until
the
end
of
the
next
round.
all
clerics.
Alignment
Evil
Languages
Common
Skills
Nature
+12,
Religion
+12
Cleric
of
Fire
Level
6
Brute
Str
14
(+5)
Dex
16
(+6)
Wis
19
(+7)
Medium
natural
humanoid
XP
250
Con
16
(+6)
Int
12
(+4)
Cha
12
(+4)
(Human)
Equipment:
Obsidian
Scimitar
Initiative
+6;
Senses
Perception
+7;
HP
86;
Bloodied
43;
AC
18;
Fortitude
21,
Reflex
21,
Will
22
Cleric
of
Rain
Resist
5
Fire;
Clerics
of
Rain
are
always
most
welcome
within
Speed
6
villages,
they
worship
the
same
basic
tenants
as
Obsidian
Scimitar
(At-‐Will,
Standard)
Weapon
water,
but
are
not
as
aggressive.
They
are
always
in
+9
vs.
AC,
2d8+4
Damage
direct
conflict
with
worshippers
of
Sun
and
Silt.
Rain
Short
Bow
(At-‐Will,
Standard)
Weapon
Clerics
do
everything
they
can
to
raise
rainforests;
Range
15/30,
+7
vs.
Ref,
1d10+4
Damage
Weapon
of
Flame
(Encounter,
Standard)
Elemental,
this
is
because
with
Rainforests
comes
moisture,
with
Weapon,
Fire,
Divine
moisture
comes
evaporation
and
with
evaporation
+9
vs.
AC,
3d10+4
Fire
Damage,
5
ongoing
damage
comes
rain.
(Save
Ends).
Sustain:
Minor,
the
Flame
Weapon
causes
5
ongoing
Cleric of Rain Level 6 Controller
Medium natural humanoid XP 250
damage
(Save
Ends)
with
each
hit.
(Human)
Burst
of
Flame
(Encounter,
Standard)
Fire,
Divine
Initiative +4; Senses Perception +7;
Blast
2,
+5
vs.
Ref,
3d8+4
Fire
Damage,
5
Ongoing
Fire
HP 72; Bloodied 36;
Damage
(Save
Ends)
AC 20; Fortitude 21, Reflex 21, Will 22
Fire
Shroud
(Encounter,
Standard)
Fire,
Divine
Resist 5 Water and Lightning
Burst
1,
+5
vs.
Ref,
3d6+4
Fire
Damage,
5
ongoing
Fire
Speed 6
Damage
Staff (At-Will, Standard) Weapon
Alignment
Evil
Languages
Common
+11 vs. AC, 1d10+4 Damage
Acid Rain (Encounter, Standard) Water, Acid Speed 6
Burst 2 within 10, +8 vs. Ref, 3d6+4 Acid Damage, 5 Obsidian
Mace
(At-‐Will,
Standard)
Weapon
Ongoing Damage +12
vs.
AC,
1d6+4
damage
Call Lightning (encounter, Standard) Lightning Focused
Sunlight
(At-‐Will,
Standard)
Fire,
Divine
Burst 1 within 15, +8 vs. Ref, 3d8+4 Lightning Damage, +10
vs.
Ref,
1d10+4
fire
damage
All victims are stunned (Save Ends) Blistering
Sunray
(Encounter,
Standard)
Fire,
Divine
Fog Cloud (Recharge 6, Encounter) Water, Air Blast
4,
+10
vs.
Ref,
3d6+4
fire
damage
Burst 2, The caster is completely concealed and any Fighting
in
the
Sunlight
(Encounter,
Standard)
Divine
enemies in the burst are blinded. When
fighting
outside
in
the
rays
of
the
Sun,
the
Sun
Sustain: Minor cleric
gains
a
+1
to
attack
and
damage rolls until the end
Soothing Rains (Encounter, Standard) Healing, Water of the next
turn.
Range 15, A soothing shower revitalises the Rain Clerics Alignment
Unaligned
Languages
Common
ally, allowing hem to make a save attempt. Skills Nature +11, Religion +11
Alignment Good Languages Common Str
12
(+3)
Dex
14
(+4)
Wis
18
(+6)
Skills Nature +12, Religion +12 Con
16
(+5)
Int
12
(+3)
Cha
14
(+4)
Str 10 (+3) Dex 12 (+4) Wis 19 (+7) Equipment:
Obsidian Mace
Con 16 (+6) Int 16 (+6) Cha 14 (+5) Description
Earth,
Ari,
Fire
and
Water
Equipment: Staff, Leather Armour
Lore
Lore
DC
20:
Kalin
are
a
subterranean
creature.
DC
15:
Wild
Kanks
are
bigger
and
a
little
more
DC
25:
Kalin
can
be
tame
for
mounts.
It
is
common
aggressive
then
the
Domestic
Variety.
They
can
with
the
Dray
Templars
to
do
this.
become
very
aggressive
in
the
large
herds
that
roam
the
tablelands.
Kank
The
Kank
is
a
large
docile
insect
that
is
commonly
Kes’trekel
used
as
a
mount
by
the
peoples
of
the
Tablelands
and
The
scourge
of
the
Tablelands,
kes’trekel
are
vile
hinterlands.
They
are
covered
in
a
black
chitin
avian
creatures
that
feast
upon
desert
carrion.
exoskeleton,
and
consist
of
3
sections,
the
head,
Although
they
are
weak
and
cowardly
in
small
thorax
and
abdomen.
groups,
kes'trekel
can
become
a
devastating
force
in
larger
numbers.
Kank,
Domestic
Kes’trekel
are
fairly
scrawny
in
appearance,
with
Kank,
Domestic
Level
2
Brute
black
plumage
graying
from
the
constant
exposure.
Large
Natural
Beast
(Insect)
XP
125
The
only
spot
of
appreciable
color
is
found
on
the
Initiative +3, Senses Perception +3 head,
where
the
vivid
crimson
stands
out
like
the
HP 47; Bloodied 23; blood
it
resembles.
Standing
barely
a
foot
tall
on
AC 14; Fortitude 17, Reflex 16, Will 16
short,
taloned
feet,
kes'trekel
are
extremely
Speed 7
Pincers (standard; at-will) vulnerable
on
the
ground.
In
the
air
however,
their
Reach 2, +5 vs. AC; 1d10+3 damage 3-foot
wingspan
is
more
than
enough
to
carry
it
Poison Bite (Standard, Recharge ⚄ ⚅) ✦ Poison aloft.
+3 vs. Fort; Immobilized, Save Ends
Alignment
Unaligned
Languages
– Kes’trekel
communicate
among
themselves
through
Str 13 (+2) Dex 14 (+3) Wis 14 (+3) calls
and
guttural
squawks.
They
make
no
attempt
Con 17 (+4)
Int 10 (+1)
Cha 10 (+1) to
learn
other
languages.
Description
See
Dark
Sun
Kes’trekel
Level
2
Tactics:
A
kank
will
normally
attack
with
its
Small
natural
beast
(Avian)
Minion
pincers
first
in
an
attempt
to
disable
their
attacker.
XP
31
Initiative +6 Senses Perception +7;
Lore
HP 1, Minions are never hit by a missed attack
DC
15:
Kanks
are
often
used
as
mounts
in
AC 16; Fortitude 16, Reflex 17, Will 15
Caravans,
because
they
can
travel
for
a
full
day
at
Speed Fly 12
top
speed
before
needing
a
rest.
Bite
(At-‐Will,
Standard)
+7
vs.
AC,
5
damage
DC
20:
Kanks
sometimes
secrete
melon-‐sized
Swoop
(At-‐Will,
Standard)
goblets
of
a
sweet
honey.
Humanoids
can
live
Move
6,
+5
vs.
Ref,
5
damage,
then
fly
up
to
6
more
exclusively
on
this
nectar
for
up
to
3
weeks
before
squares.
needing
real
food.
Alignment
Unaligned
Languages
–
DC
25:
Kank
flesh
is
inedible.
Skills Perception +7
DC
30:
Kank
chitin
can
be
fashioned
into
armour,
Str
15
(+3)
Dex
17
(+4)
Wis
13
(+2)
but
its
brittle
nature
means
it
breaks
easily.
Con
12
(+2)
Int
4
(-‐2)
Cha
10
(+1)
A
pakubrazi
can
shape
change
any
part
or
all
of
its
Paraelemental
Beast
body
into
humanoid
form.
The
pakubrazi
can
pick
As
with
elemental
beasts,
paraelemental
beasts
the
race,
but
not
the
individual
features.
The
aren’t
worshipped
by
the
priests
of
Athas.
They
are
humanoid
shape
for
each
race
is
always
the
same,
considered
divine
in
nature,
however,
as
these
and
can
be
recognized
if
seen
again.
The
individual
creatures
are
composed
of
the
pure
forces
of
the
pieces
that
can
be
formed
are:
primary
legs,
elements.
Still,
that
doesn’t
make
them
revered.
secondary
insect
legs,
arms,
eyes,
feeders,
head,
carapace,
and
torso
with
wings.
This
flexibility
Elemental
priests
don’t
trust
things
of
the
allows
for
a
wide
variety
of
hybrid
forms.
paraelemental
planes,
so
the
beasts
are
rarely
called
upon
by
the
clerics
of
air,
earth,
fire,
and
water.
Pakubrazi
Level
6
Large
natural
insect
(shape
changer)
Lurker
Paraelemental
clerics,
on
the
other
hand,
readily
XP
250
conjure
the
divine
beasts
to
increase
their
own
Initiative +7 Senses Perception +12; power
or
to
perform
missions
that
benefit
their
HP 58; Bloodied 29; patron
paraelementals.
Like
the
paraelementals
they
AC 20; Fortitude 21, Reflex 21, Will 22
Speed 6, Fly 9
serve,
these
clerics
seek
quantity
over
quality.
Claw
(At-‐Will,
Standard)
Nothing
elevates
the
position
of
a
paraelemental
+11
vs.
AC,
1d10+3
damage
priest
like
the
presence
of
a
beast
from
his
associated
Shape
change
(Encounter,
Standard)
plane.
The
longer
such
a
beast
remains
with
him,
the
The
Pakubrazi
can
shape
change
into
a
humanoid
form
more
favored
by
the
paraelementals
he
is
believed
to
for
very
limited
amounts
of
time.
Any
body
looking
can
be.
make
a
perception
check
at
DC
21
to
identify
the
true
creature.
Paraelemental
beasts
will
only
be
encountered
on
Tainted
Bite
(Encounter,
Standard)
Athas
if
summoned
by
magical
means.
Each
beast
Any humanoid creature bitten by a pakubrazi may become adopts
a
shell
composed
of
the
basic
elements
it
tainted. If enough Pakubrazi genetic material gets into the represents.
If
the
shell
is
destroyed,
it
returns
to
its
blood stream of the humanoid, it will try to force the
native
plane.
person to change. The body’s immune system will fight the
taint. If the taint takes hold the victim must make a save to
avoid having 1d6 random body pats becoming instead. And Magma
Paraelemental
Beast
temporarily loosing control and attacking friends with in Paraelemental
beasts
of
magma
are
found
only
near
range.
volcanoes
and
other
places
lava
flows
to
the
surface.
+9 vs. Fort, 3d8+4 damage plus Save or 1d6 limbs become
insectiod, and the victim is temporarily confused, at the When
summoned
they
form
themselves
from
the
end of each round it makes basic melee attacks against magma
as
it
pours
from
the
ground.
anybody adjacent (or within reach) of them (Save Ends)
Alignment
Chaotic
Evil
Languages
–
Paraelemental
beasts
of
magma
resemble
large
Skills Bluff +10, Perception +12 humanoid
creatures
similar
to
baatezu
in
form
Str
12
(+4)
Dex
16
(+6)
Wis
19
(+7)
except
they
are
composed
solely
of
magma.
They
Con
16
(+6)
Int
12
(+4)
Cha
14
(+5)
have
massive
wings
of
dripping
magma
that
are
at
Description
Monstrous
Compendium
II:
Terrors
least
10
feet
across
when
spread.
They
have
huge,
Beyond
Tyr
clawed
hands
and
clawed
feet.
They
have
thick,
lumbering
tails
as
long
as
7
feet
their
bodies
are
Tactics:
Pakubrazi
tend
not
to
fight
if
they
can
help
almost
black
on
the
surface,
but
the
surface
it,
if
discovered
they
would
rather
sneak
out
of
constantly
cracks
open
as
they
move,
revealing
the
town
and
disappear
than
face
justice.
If
forced
to
bright
red
magma
beneath.
fight
they
will,
and
will
normally
start
off
by
Their
eyes
are
always
fiery
red
and
never
blacken
as
element
forever.
they
cool.
They
leave
a
lava
trail
wherever
they
go
Paraelemental
creatures
of
silt
resemble
the
krakens
and
any
thing
near
them
most
likely
melts
or
ignites.
of
legend,
except
they
are
composed
entirely
of
silt.
Magma
Paraelemental
Beast
Level
8
They
have
8
octopus
like
tentacles,
but
their
upper
Large
elemental
beast
(Fire,
Earth)
Soldier
bodies
are
serpent
like.
Their
heads
are
similar
to
XP
350
those
of
silt
drakes
in
size
and
shape.
Initiative +9; Senses Perception +4;
HP 87; Bloodied 43; Their
necks
are
about
7
feet
long,
as
are
their
AC 24; Fortitude 25, Reflex 23, Will 23 tentacles.
Their
tentacles
do
not
have
suction
cups
Immune Fire; Resist Non-Magical Weapons 3; Vulnerable but
are
strong
enough
to
pick
up
human
sized
beings
Cold and Water (+10 damage) in
their
grasp
and
agile
enough
to
batter
opponents.
Speed 5, Swim 7
A
billow
of
fine
silt
dust
rises
like
steam
from
their
Punch
(At-‐Will,
Standard)
Fire
+15
vs.
AC,
2d6+5
Fire
damage
nostrils.
Burning
Touch
(At-‐Will,
Standard)
Fire
Silt
Paraelemental
Beast
Level
7
+13
vs.
Ref,
1d8+5
Fire
damage,
5
ongoing
damage
Large
elemental
beast
(earth)
Brute
(Save
Ends)
XP
300
Molten
Blast
(Encounter,
Standard)
Fire
Initiative +6 Senses Perception +6;
Blast
5,
+11
vs.
Ref,
3e10+5
damage
plus
5
ongoing
fire
HP 99; Bloodied 49;
damage
AC 19; Fortitude 23, Reflex 22, Will 22
Alignment
Unaligned
Languages
–
Resist Non-Magical Weapons 3;
Str
20
(+9)
Dex
17
(+7)
Wis
10
(+4)
Speed 4, Swim 7
Con
15
(+6)
Int
4
(+1)
Cha
17
(+7)
Tentacle
Strike
(at-‐Will,
Standard)
+10
vs.
AC,
2d8+5
damage,
if
the
first
strike
hits
they
Rain
Paraelemental
Beast
get
a
second
against
any
opponent
in
range
for
free,
Paraelemental
beasts
of
rain
are
the
rarest
of
all
the
+10
vs.
AC,
2d8+5
damage
paraelemental
beasts
because
they
can
only
be
Bite
(At-‐Will,
Standard)
+10
vs.
AC,
2d6+5
damage
conjured
where
it
is
currently
raining.
Also,
rain
Constricting
Tentacle
(Recharge
6,
standard)
paraelemental
beasts
usually
find
the
Athasian
+8
vs.
Ref,
3d10+5
damage,
plus
5
ongoing
damage
and
climate
too
intolerable
and
return
to
the
elemental
endurance
check
at
DC
20
every
round
until
save
or
inner
plane
shortly
after
gaining
free
will.
Suffocation
effects
take
place.
(Save
Ends)
Alignment
Unaligned
Languages
–
Paraelemental
beasts
of
rain
appear
to
be
free- Str
14
(+5)
Dex
16
(+6)
Wis
16
(+6)
floating
waterfalls.
They
are
composed
of
heavy
Con
19
(+7)
Int
4
(+0)
Cha
10
(+3)
raindrops
that
fall
down
and
then
up
again,
over
and
over
in
a
circular
pattern.
They
draw
what
little
Sun
Paraelemental
Beast
humidity
they
can
from
Athas
atmosphere
to
Paraelemental
beasts
of
sun
can
be
summoned
Sustain
themselves.
They
speak
their
own
language
anywhere
there
is
strong
sunlight,
of
which
there
is
that
is
formed
from
the
sound
of
falling
raindrops,
no
shortage
in
Athas.
Paraelemental
beasts
of
sun
but
only
they
can
understand
it.
that
gain
free
will
often
choose
to
make
Athas
their
permanent
home
because
of
the
great
presence
of
Rain
Paraelemental
Beast
Level
8
their
para-element.
Paraelemental
beasts
of
sun
Huge
elemental
beast
(Air,
Water)
Artillery
resemble
the
phoenix
of
legend.
They
are
two-headed
XP
350
birds
composed
of
flames
sustained
by
the
rays
of
the
Initiative +9 Senses Perception +4;
HP 71; Bloodied 35; suns.
Their
flaming
wings
span
16
feet
across.
Their
AC 20; Fortitude 23, Reflex 25, Will 23 two
heads
work
in
tandem,
seemingly
under
the
Resist Non-Magical Weapons 3; Speed Fly 15 control
of
one
brain.
It
hurts
to
look
directly
at
Rain
Arrow
(At-‐Will,
Standard)
Cold
paraelemental
beasts
of
sun
because
they
radiate
Range
20,
+13
vs.
Ref,
1d8+5
damage,
victim
is
light
even
more
intense
than
a
light
spell.
Knocked
Prone
Absorb
Moisture
(At-‐Will,
Standard)
Heat
Sun
Paraelemental
Beast
Level
9
Burst
3,
+11
vs.
fort,
3d8+5
damage
plus
make
an
Large
elemental
beast
(Air,
Fire)
Skirmisher
endurance
check
at
DC
25
or
loose
one
healing
surge
XP
400
from
Dehydration.
Initiative +10 Senses Perception +5;
Alignment
Unaligned
Languages
– HP 97; Bloodied 48;
Str
10
(+4)
Dex
20
(+9)
Wis
17
(+4)
AC 23; Fortitude 24, Reflex 26, Will 24
Con
17
(+7)
Int
6
(+2)
Cha
14
(+6)
Immune Heat, Fire, Sleep, Charm; Resist Non-Magical
Weapons 3;
Speed 3, Fly 18
Silt
Paraelemental
Beast
Fly
By
Attack
(At-‐Will,
Standard)
Paraelemental
beasts
of
silt
can
only
be
summoned
Move
up
to
9
squares,
+14
vs.
AC,
2d6+5
Fire
damage,
in
places
where
there
are
large
amounts
of
silt.
If
fly
up
to
4
more
squares.
they
gain
free
will,
they
often
travel
to
the
Sea
of
Silt
Heat
Burst
(Encounter,
Standard)
or
other
places
where
they
can
roam
freely
in
their
Bust
3,
+10
vs.
Fort,
3d8+5
heat
damage,
plus
make
an
endurance
check
at
DC
20
or
lose
a
healing
surge
from
Lore
dehydration.
DC
15:
Some
sages
believe
that
the
Pit
Snatchers
Blinding
Light
(Encounter,
Standard)
are
the
result
of
tar
pits
that
are
somehow
Burst
5,
+10
vs.
Ref,
all
victims
in
range
blinded
(Save
magically
infused.
Ends)
Alignment
Unaligned
Languages
– DC
30:
When
confronted
by
an
earth
cleric,
a
pit
Str
12
(+5)
Dex
20
(+10)
Wis
12
(+5)
snatcher
attempts
to
somehow
contact
the
priest.
Con
17
(+8)
Int
4
(+2)
Cha
17
(+7)
As
it
has
few
means
for
making
its
alien
desires
Description
Monstrous
Compendium
II
known,
it
will
eventually
become
enraged
and
attack.
It
is
said
that
an
earth
cleric
can
free
a
pit
Lore
snatcher
from
its
eternal
torment,
but
all
who
have
DC
20:
Paraelemental
Beasts
are
considered
divine
ever
tried
simply
ended
up
being
dragged
into
the
in
nature
b
Athasian
priest
and
they
are
summoned
tar
as
the
snatcher
lost
patience.
to
do
a
cleric's
bidding.
DC
25:
If
a
priest’s
concentration
is
broken
while
summoning
a
Paralemental
beast,
the
beast
could
Psionocus
very
easily
go
wild
and
attack
any
body.
A
psionocus
is
a
creature
created
by
powerful
DC
30:
Uncontrolled
beasts
are
very
rare
and
are
psionicists
for
use
as
a
familiar
and
a
scout.
only
found
near
the
terrain
they
represent,
away
Psionoci
resemble
small,
winged
lizards.
Their
wings
form
that
terrain
their
form
becomes
unsustainable
are
bat
like,
with
a
thin
membrane
stretched
and
they
die.
between
a
skeletal
frame.
Although
they
lack
front
legs,
their
small
feet
sport
razor
sharp
claws
that
Pit
Snatcher
can
be
deadly
in
combat.
Psionoci
also
have
pointed
Pit
Snatchers
are
creatures
that
dwell
in
the
tar
pits
teeth
they
use
to
inject
their
poison.
of
Athas.
A
snatcher
looks
much
like
an
earth
Psionocus
Level
3
elemental,
except
its
flesh
is
made
of
smoking,
Tiny
psionic
construct
(Humoloculus,
Minion
dripping
tar.
There
are
three
holes
in
its
head
that
Psionic)
XP
38
seem
to
form
rough
eyes
and
a
wailing
mouth
Initiative +8 Senses Perception +2;
through
which
noxious
fumes
are
continually
HP 1, Minions cannot be hot by a missed attack
emitted.
A
snatchers’
arms
can
reach
well
over
six
AC 17; Fortitude 17, Reflex 18, Will 17
feet
from
the
rim
of
a
pit,
and
its
hands
leave
black
Speed 2, Fly 9
stains
on
flesh
that
never
fade.
Claw
(At-‐Will,
Standard)
+8
vs.
AC,
1d6+3
damage
Pit
Snatcher
Level
5
Lurker
Poison
Bite
(Encounter,
Standard)
Large
Aberrant
Elemental
XP
200
A powerful venom is injected into the foe that causes a
Initiative +10 Senses Perception +4; deep and fitful sleep
HP 49; Bloodied 22; +6
vs.
fort,
damage,
Unconscious
(Save
Ends)
AC 19; Fortitude 19, Reflex 21, Will 19 Psionic
Absorption
(Encounter,
Standard)
Resist 5 vs. Piercing and Slashing weapons; Is
a
Psionic
attack
is
used
against
a
Psionocus
in
suffers
Speed 0 normal
damage,
but
if
the
effect
is
a
burst,
or
blast,
it
Tentacle
Strike
(At-‐Will,
Standard)
absorbs
all
the
Psionic
damage,
killing
itself,
but
saving
Reach
1,
+10
vs.
AC,
1d10+4
damage
its
master.
Burning
Touch
(Encounter,
Standard)
Fire
Alignment
Evil
Languages
–
Reach
1,
+10
vs.
AC,
3d8+4
damage
Skills Stealth
Tarred
Doom
(Recharge
6,
Standard)
Str
10
(+2)
Dex
17
(+4)
Wis
12
(+2)
Reach
1,
+8
vs.
Ref,
3d6+4
damage,
plus
the
Pit
Con
14
(+3)
Int
12
(+2)
Cha
14
(+3)
Snatchers
drags
the
target
into
the
tar,
attempting
to
Description
Monstrous
Compendium
II:
Terrors
suffocate
them.
For
every
round
until
the
pit
snatcher’s
Beyond
Tyr
hold
is
broken,
make
an
endurance
check
(DC
20)
or
suffer
the
effects
of
suffocation.
Tactics:
Psionoci
prefer
to
avoid
combat
with
more
Alignment
Evil
Languages
– than
one
creature
at
a
time.
If
psionoci
must
fight,
Skills Stealth +11 they
can
either
use
their
bite
and
inject
their
Str
15
(+4)
Dex
18
(+6)
Wis
15
(+4)
poison
or,
while
flying,
they
can
make
diving
Con
13
(+3)
Int
7
(+0)
Cha
13
(+3)
attacks
with
Description
City
by
the
Silt
Sea
their
claws.
Tactics:
Pit
snatchers
like
to
lie
in
wait
beneath
the
Lore
surface
of
the
tar
for
unwary
victims
to
pass
by.
DC
25:
A
gem
worth
at
least
2,000
gp
becomes
the
When
they
sense
a
nearby
presence,
they
erupt
brain
of
the
psionocus
while
one
pint
of
the
from
the
pit
and
grab
hold
of
any
creature
within
creator’s
blood
forms
its
body.
It
takes
six
weeks
of
six
feet
of
the
rim.
uninterrupted
effort
to
make
a
psionocus.
If
more
If
either
of
the
snatchers’
attack
hit,
the
victim
is
than
one
psionocus
is
linked
to
the
same
creator,
mired
in
the
gooey,
tar-‐formed
limb
and
slowly
they
will
attack
each
other
until
only
one
remains.
dragged
into
the
pit.
Psurlons
Giant
Psurlon
Psurlons
are
extremely
intelligent
wormlike
Psurlon
Level
18
humanoids.
The
psurlons
are
an
advanced
race
Huge
immortal
humanoid
(psionic)
Elite
living
on
the
Astral
Plane,
and
are
sometimes
Artillery
summoned
by
evil
psionicists
who
have
the
power
to
XP
4,000
summon
planar
creatures.
Initiative +12 Senses Perception +21;
HP 270; Bloodied 135; see also Psychic Drain
Psurlons
have
earthworm
like
bodies,
legs
that
end
AC 30; Fortitude 35, Reflex 36, Will 37
in
toothed
maws,
and
arms
that
end
in
claws
with
Immune Sleep, Charm; Resist Damage 3;
black
talons.
Their
heads
are
similar
to
those
of
Saving Throws +2
Speed 6
earthworms,
with
large,
gaping
maws
ringed
with
Action Points 1
teeth
like
projections.
Mind
Thrust
(At-‐Will,
Standard)
Psionic
They
have
no
eyes
and
use
other
senses
to
see.
They
Burst
9,
+21
vs.
Will,
2d8+7
psionic
damage
Psychic
Crush
(Encounter,
Standard)
Psionic
wear
richly
colored
robes
and
never
wear
armor
or
Range
20,
+23
vs.
Will,
4d10+7
Psionic
Damage
carry
weapons.
Psurlons
communicate
with
one
Ego
Whip
(Encounter
Standard)
Psionic
another
telepathically
and
through
grunts,
and
Range
20,
+23
vs.
Will,
3d10+6
Psionic
Damage,
Victim
squeals.
is
Stunned
Psychic
Drain
(Recharge
When
First
Bloodied,
Standard)
Psurlon
Level
7
Psionic,
Healing
Medium
immortal
humanoid
(psionic)
Artillery
Range
20,
+23
vs.
Will,
3d10+6
psionic
damage,
the
XP
300
Attack
triggers
a
healing
surge
in
the
Psulron,
healing
Initiative +4 Senses Perception +12; 67
hitpoints.
HP 64; Bloodied 32; Inertial
Barrier
(Encounter,
Standard)
Psionic,
Zone
AC 19; Fortitude 22, Reflex 23, Will 23 This
power
creates
a
Zone
around
the
Psulron
that
Immune Sleep, Charm; Resist Damage 3; slows
incoming
missile
weapons,
all
projectile
Speed 5 weapons
suffer
half
damage
while
this
barrier
is
up
Mind
Thrust
(At-‐Will,
Standard)
Psionic
and
charging
has
no
bonus
effect
on
the
Psulron.
Burst
4,
+12
vs.
Will,
2d6+5
Psionic
Damage
The
Psulron
can
maintain
this
barrier
as
a
minor
Psychic
Crush
(Encounter,
Standard)
Psionic
action.
Range
20,
+14
vs.
Will,
3d10+5
psionic
damage
Alignment
Evil
Languages
Psurlron
Ego
Whip
(Encounter,
Standard)
Psionic
Skills Insight +21, Perception +21
Range
20,
+14
vs.
Will,
3d8+5
psionic
damage,
victim
is
Str
15
(+11)
Dex
17
(+12)
Wis
24
(+16)
stunned
(Save
Ends)
Con
21
(+14)
Int
23
(+15)
Cha
19
(+13)
Alignment
Evil
Languages
Psurlron Description
Monstrous
Compendium
II:
Terrors
Skills Insight +12, Perception +12
Beyond
Tyr
Str
10
(+3)
Dex
12
(+4)
Wis
19
(+7)
Con
16
(+6)
Int
18
(+7)
Cha
14
(+5)
Tactics:
Psurlons
almost
never
engage
in
physical
combat,
they
use
their
Psionic
powers
to
keep
Psurlon
Adept
enemies
at
bay,
while
attacking
with
almost
purely
Psurlon
Level
12
psionic
attacks.
Medium
immortal
humanoid
(psionic)
Artillery
Lore
XP
700
Initiative +8 Senses Perception +16; DC
15:
Psurlons
normally
feed
on
the
flesh
of
living
HP 96; Bloodied 48; see also Psychic Drain creatures,
especially
that
of
other
sentient
races.
AC 24; Fortitude 28, Reflex 29, Will 29 They
particularly
lake
human
and
halfling
flesh.
Immune Sleep, Charm; Resist Damage 3; DC
20:
Some
evil
psionicists
summon
psurlons
in
Speed 5 hopes
of
gaining
their
knowledge.
The
price
is
very
Mind
Thrust
(At-‐Will,
Standard)
Psionic
high
and
often
leads
to
the
death
of
the
summoner.
Burst
6,
+15
vs.
Will,
2d6+5
damage
Summoner's
who
gain
knowledge
from
psurlons
Psychic
Crush
(Encounter,
Standard)
Psionic
Range
20,
+17
vs.
Will,
4d8+5
Psionic
Damage
and
then
attempt
to
slay
them
or
send
them
back
Ego
Whip
(Encounter
Standard)
Psionic
are
tracked
down
and
forced
to
pay
what
is
due
Range
20,
+17
vs.
Will,
3d8+5
Psionic
Damage,
Victim
either
by
the
psurlons
they
summoned
or
by
others
is
Stunned
of
their
race.
Psychic
Drain
(Recharge
When
First
Bloodied,
Standard)
DC
25:
Psurlons
are
only
encountered
on
Athas
Psionic,
Healing
when
summoned.
Many,
especially
psionicists
and
Range
20,
+17
vs.
Will,
3d10+5
psionic
damage,
the
wizards
who
travel
the
Astral
Plane,
seek
their
Attack
triggers
a
healing
surge
in
the
Psulron,
healing
knowledge.
They
hate
being
forced
to
serve,
and
24
hitpoints.
Alignment
Evil
Languages
Psurlron seek
vengeance
upon
those
who
summon
them.
Skills Insight +16, Perception +16 DC
30:
Many
thousands
of
years
ago
the
psurlons
Str
12
(+7)
Dex
14
(+8)
Wis
21
(+11)
lived
on
another
world.
The
psurlons
were
a
highly
Con
18
(+10)
Int
20
(+11)
Cha
16
(+9)
evolved
race
with
vast
knowledge
and
psionic
power.
In
their
quest
for
knowledge
and
power,
the
psurlons
developed
a
means
to
psychically
link
all
members
round.
of
Alignment
Unaligned
Languages
Pterran
their
race.
However,
disaster
struck.
A
psychic
Skills Stealth +9, Nature +9
Str
12
(+3)
Dex
15
(+4)
Wis
14
(+4)
backlash
occurred,
creating
a
massive
rift
into
the
Con
15
(+4)
Int
12
(+3)
Cha
18
(+6)
Astral
Plane,
and
their
home
world
was
destroyed.
Equipment:
Spear
All
surviving
psurlons
were
sucked
into
the
rift
and
became
permanent
residents
of
the
Astral
Plane.
Pterran
Pterrax
Rider
Pterran
Pterrax
Rider
Level
4
Skirmisher
Pterran
Medium
natural
humanoid
XP
175
Pterran’s
are
a
race
of
lizard
men
who
inhabit
the
Initiative +8; Senses Perception +3;
hinterlands
near
the
ringing
mountains.
Pterrans
HP 55; Bloodied 27;
appear
more
like
a
Pteradon
than
a
normal
lizard
AC 18; Fortitude 18, Reflex 20, Will 18
man,
indicating
that
they
may
in
some
way
be
Speed 6, See Pterrax Mount
related
to
the
Pterrax.
Slodak
(At-‐Will,
Standard)
Weapon
+9
vs.
AC,
1d10+4
damage
Their
skin
is
normally
light
brown
in
colouring,
they
Claw
(At-‐Will,
Standard)
have
humanoid
bodies
with
a
short
stubby
tail
on
the
+9
vs.
AC,
1d6+4
damage
Beak
(At-‐Will,
Standard)
hind
side.
+9
vs.
AC,
1d6+4
damage
Thanak
(Recharge
6,
Standard)
Poison,
Weapon
Pterran
Druid
+7
vs.
Fort,
3d6+4
Poison
Damage,
Weakened
(Save
Pterran
Druid
Level
4
Controller
Ends)
Medium
natural
humanoid
XP
175
Ego
Whip
(Standard,
Encounter)
Psionic
Initiative +4; Senses Perception +6; The
Pterran
can
strike
an
individual
target
with
the
HP 55; Bloodied 27; power
of
his
mind.
AC 18; Fortitude 18, Reflex 18, Will 20 Range
20,
+7
vs.
Will,
3d8+4
Psionic
Damage,
Target
Speed 6 Stunned
(Save
Ends)
Staff
(At-‐Will,
Standard)
Weapon
Alignment
Unaligned
Languages
Pterran
+9
vs.
AC,
1d10+4
damage
Skills Stealth +11
Claw
(At-‐Will,
Standard)
Str
12
(+3)
Dex
18
(+6)
Wis
12
(+3)
+9
vs.
AC,
1d6+4
damage
Con
15
(+4)
Int
12
(+3)
Cha
15
(+4)
Beak
(At-‐Will,
Standard)
Equipment:
Hardwood
Longsword
(Slodak),
Saw
Blade
+9
vs.
AC,
1d6+4
damage
(Thanak)
Mind
Blast
(Encounter,
Standard)
Psionics
Blast
3,
+6
vs.
Will,
3d6+4
psionic
damage
Pterran
Warrior
Command
Plant
life
(Encounter,
Standard)
Primal,
Zone
Pterran
Warrior
Level
4
The
plant
life
tangles
around
the
feet
and
ankles
of
the
Medium
natural
humanoid
Minion
targets,
immobilizing
them
and
creating
rough
terrain.
Burst
4,
+6
vs.
Ref,
all
targets
in
range
are
immobilised.
XP
175
(Save
Ends)
Initiative +6; Senses Perception +4;
The
burst
area
is
rough
terrain,
to
sustain
is
a
minor
HP 1, Minions are never hit by a missed attack.
action.
AC 20; Fortitude 20, Reflex 18, Will 18
Alignment
Unaligned
Languages
Pterran Speed 6
Skills Stealth +9, Nature +8 Slodak
(At-‐Will,
Standard)
Weapon
Str
11
(+2)
Dex
15
(+4)
Wis
18
(+6)
+11
vs.
AC,
8
damage
Con
15
(+4)
Int
12
(+3)
Cha
12
(+3)
Claw
(At-‐Will,
Standard)
Equipment:
Staff
+11
vs.
AC,
6
damage
Beak
(At-‐Will,
Standard)
+11
vs.
AC,
5
damage
Pterran
Psionicist
Alignment
Unaligned
Languages
Pterran
Pterran
Psionicist
Level
4
Soldier
Skills Stealth +9
Medium
natural
humanoid
XP
175
Str
18
(+6)
Dex
15
(+4)
Wis
15
(+4)
Initiative +6 Senses Perception +4; Con
12
(+3)
Int
12
(+3)
Cha
12
(+3)
HP 55; Bloodied 27; Equipment:
Hardwood
Longsword
(Slodak)
AC 20; Fortitude 18, Reflex 18, Will 20 Description
Monstrous
Compendium:
Dark
Sun
Speed 6
Spear
(At-‐Will,
Standard)
Weapon
Tactics:
Pterrans
have
a
natural
distrust
of
+11
vs.
AC,
1d10+4
damage
Humans
and
Halflings
and
most
encounters
Claw
(At-‐Will,
Standard)
between
the
two
will
end
in
violence.
Pterrans
+11
vs.
AC,
1d6+4
damage
often
use
poisons
and
will
attack
from
the
air
Beak
(At-‐Will,
Standard)
mounted
on
a
Pterrax.
+11
vs.
AC,
1d6+4
damage
Mind
Blast
(Encounter,
Standard)
Psionics
Lore
Blast
3,
+7
vs.
Will,
3d6+4
psionic
damage
DC
15:
Many
Pterrans
have
psionics;
only
the
Mind
of
Iron
(Encounter,
Standard)
Psionics
weakest
members
of
a
tribe
have
no
form
of
Burst
3,
+7
vs.
Will,
3d8+4
Psionic
Damage,
the
Pterran
Psionic
attack
gains
a
+2
to
will
defence
until
the
end
of
the
next
DC
20:
Pterran’s
general
live
in
small
tribes
of
up
to
12
members,
tribes
will
band
together
for
a
Pudding
Fish
Level
9
Solo
Lurker
common
cause
with
very
few
problems.
Huge
Natural
Beast
(Aquatic)
XP
2,000
DC
25:
All
Pterrans
revere
the
Earth
Mother,
a
Initiative +12, Senses Perception +7;
spirit
of
the
Earth.
HP 470; Bloodied 235;
AC 25; Fortitude 28, Reflex 25, Will 26
DC
30:
Every
Pterran
tribe
is
led
by
a
Triumvirate,
Saving Throws +5
a
council
of
three
comprised
of
the
eldest
in
the
Speed 3
tribe
on
each
life
path
(Druid,
Psionicist
and
Action Points 2
Warrior),
this
council
decides
the
day-‐to-‐day
Tentacle
Grab
(At-‐Will,
Standard)
activities
and
enforces
the
laws
of
the
tribe.
Reach
3,
+14
vs.
AC,
2d6+5
damage,
Victim
is
grabbed
and
Pudding
Fish
has
combat
advantage
over
victim
for
Swallow
attack.
The
pudding
fish
can
grab
up
to
10
Pterrax
victims
at
once.
Pterrax
are
large
pteradon-like
creatures
that
spend
Paralysis
(Standard,
At
Will)
much
of
their
time
circling
above
their
home
ranges
Reach
3,
+12
vs.
Fort,
2d6+5
damage,
victim
is
in
search
of
food.
immobilised
(Save
Ends),
if
in
water
may
have
a
chance
of
drowning.
Pterrax
Level
5
Capsize
Vessel
(Encounter,
Standard)
Large
natural
beast
(Reptile)
Skirmisher
The
pudding
fish
can
get
underneath
a
vessel
and
tip
it
XP
200
upside
down,
knocking
all
passengers
into
the
water.
Initiative +8; Senses Perception +3; Drag
into
the
Drink
(Recharge
5,6,
Standard)
HP 63; Bloodied 31; +12
vs.
Ref,
3d8+5
damage,
victim
is
dragged
4
squares
AC 19; Fortitude 19, Reflex 21, Will 19 towards
the
pudding
fish
and
is
grabbed
(As
Tentacle
Speed 2, Fly 8 (Altitude Limit 4) Strike)
Claw
(at-‐Will,
Standard)
Swallow
(Special,
Minor
Action)
+10
vs.
AC,
1d6+4
damage
If
the
Pudding
Fish
has
maintained
a
grab
on
a
victim
Bite
(At-‐Will,
Standard)
for
up
to
3
rounds
it
will
attempt
to
swallow
them.
+10
vs.
AC,
1d10+4
damage
+14
(from
combat
advantage)
vs.
Ref,
4d8+5
damage,
5
Swooping
Rake
(Recharge
5,6,
Standard)
ongoing
Acid
Damage.
Victim
must
make
endurance
+8
vs.
Ref,
3d6+4
damage
checks
until
the
Pudding
Fish
is
killed
or
suffer
the
Alignment
Unaligned
Languages
– effects
of
suffocation.
Str
14
(+4)
Dex
18
(+6)
Wis
12
(+3)
Alignment
Unaligned
Languages
–
Con
15
(+4)
Int
4
(-‐1)
Cha
15
(+4)
Skills: Stealth +13
Description
Monstrous
Compendium:
Dark
Sun
Str
20
(+9)
Dex
18
(+8)
Wis
16
(+7)
Con
14
(+4)
Int
4
(+1)
Cha
6
(+2)
Tactics:
Pterrax
will
normally
only
get
involved
in
Description
Mind
Lords
of
the
Last
Sea
combat
if
they
are
scavenging
for
food
(or
desperate
for
food)
or
if
they
are
being
used
as
a
Tactics:
The
Pudding
Fish
will
first
try
to
paralyze
mount
in
combat.
its
prey,
before
absorbing
it
into
its
dome
and
starting
the
digestive
process
with
its
powerful
Wild
Talents
are
extremely
common
among
stomach
acids.
Pterrax
and
it
is
very
common
to
encounter
flocks
of
Pterrax
that
have
at
least
one
wild
talent
among
Lore
them.
DC
25:
Pudding
Fish
an
asexual,
solitary
creatures,
they
do
not
need
a
partner
to
reproduce.
Lore
DC
30:
If
you
die
before
escaping
the
Pudding
DC
15:
Pterrax
are
most
common
on
the
rocky
Fishes
dome,
you
will
be
slowly
digested
over
a
badlands
of
the
Athasian
Tablelands.
They
make
period
of
10-‐12
days.
nests
in
caves,
cracks
and
crevices,
usually
on
the
face
of
a
steep
cliff
if
they
can.
DC
25:
Pterran
Warriors
will
often
be
sent
out
to
Pulp
Bee
Pulp
Bees
are
large
wasps
that
inhabit
the
plains
capture
a
baby
pterrax
(or
even
a
pterrax
egg)
as
along
the
edges
of
the
Athasian
Deserts.
They
are
part
of
an
initiation
write.
The
Pterran
will
then
usually
about
2ft
long,
have
four
legs
and
a
sharp
raise
the
Pterrax
to
be
a
mount.
stinger
on
their
tail.
DC
30:
One
Pterrax
egg
combines
with
water
is
enough
to
sustain
a
normal
sized
human
for
two
Pulp
Bee
Level
7
Minion
days.
The
teeth
of
the
Pterrax
are
also
used
by
Small
Natural
Beast
(Insect)
XP
75
Pterrans
in
the
creation
of
their
thanks.
Initiative +9 Senses Perception +5;
HP 1, Minions can never be hit by a missed attack
AC 23; Fortitude 22, Reflex 23, Will 21
Pudding
Fish
Speed 2, Fly 9
The
pudding
fish
is
a
huge
jellyfish
that
stalks
Stinger
(at-‐will,
standard)
Poison
Athas’
last
sea;
it
looks
fairly
typical
of
a
Jellyfish,
+14
vs.
Fort,
9
Poison
Damage,
Immobilised
(Save
only
larger.
The
creature
is
composed
of
a
blue-‐ Ends)
green
substance
similar
to
that
of
a
Gelatinous
Secondary
Effect,
Weakened
(Save
Ends)
Cube.
Alignment
Unaligned
Languages
–
Str
17
(+6)
Dex
19
(+7)
Wis
15
(+5)
Con
10
(+3)
Int
4
(+0)
Cha
8
(+1)
of
the
encounter.
Description
Monstrous
Compendium:
Dark
Sun
Shape change
Pyreen’s can shift their shape between any humanoid for
Tactics:
Pulp
Bees
will
automatically
attack
they will, this can be done at will.
anybody
who
threatens
their
hive.
All
warrior
Pulp
Alignment
Good
Languages
All
Bees
will
attack
with
a
paralytic
poison
that
leaves
Skills Insight +23, Nature +23, Perception +23
their
victims
incapsitated
and
easy
targets
for
Str
18
(+14)
Dex
18
(+14)
Wis
26
(+18)
Con
23
(+16)
Int
23
(+16)
Cha
22
(+16)
other
beasts.
Equipment:
Metal
Dagger,
High
Quality
Cloak
Pulp
Bees
will
always
attack
in
swarms,
causing
a
Description
Monstrous
Compendium:
Dark
Sun
reasonable
danger
to
travelers,
what
is
even
more
Tactics:
Pyreen
hate
defilers,
though
they
rarely
dangerous
is
it
is
not
uncommon
for
scavengers
enter
combat,
they
usually
will
if
there
is
a
defiler
and
carnivorous
beasts
to
live
close
to
Pulp
Bee
involved.
They
will
usually
use
their
Druidic
and
nests
in
order
to
benefit
from
the
Pulp
Bees
Psionic
powers
before
resorting
to
their
melee
paralyzed
victims.
weapons.
Lore
Lore
DC
15:
The
Pulp
Bee
produced
a
pasty
substance,
DC
15:
pyreen
almost
never
enter
cities,
the
only
which
hardens
to
roughly
the
same
consistency
time
they
will
willingly
enter
the
confides
of
a
city
and
harness
as
wood.
is
if
they
are
on
a
mission.
DC
25:
the
Substance
that
Pulp
Bees
produce
is
DC
20:
Pyreens
have
extremely
long
lifespan
and
sought
after
as
building
materials
by
several
can
sustain
themselves
with
out
food
or
water
for
cultures.
The
pulp
is
also
edible
and
nutritious,
one
long
periods
of
time,
it
is
not
known
if
this
is
a
quart
being
able
to
sustain
an
average
human
for
natural
ability
of
some
powerful
Druidic
magic.
up
to
two
days.
DC
25:
Pyreen’s
are
capable
of
changing
form
to
appear
like
any
humanoid
race,
other
pyreen
can
Pyreen
(Peace-‐Bringer)
always
recognize
each
other
though.
Pyreens
are
humanoids
that
in
some
ways
appear
to
DC
30:
Pyreen
are
a
throw
back
to
an
older
time
be
a
mix
of
many
of
the
sentient
races
on
athas.
They
and
have
no
real
place
in
the
ecology
of
Athas.
They
have
the
broad
body
of
a
Dwarf,
the
pointed
ears
of
concentrate
on
trying
to
restore
Athas
to
the
an
elf,
the
child
like
face
of
a
halfling
and
the
eyes
of
pristine
natural
beauty
it
once
was.
a
human
or
giant.
DC
35:
Pyreen
are
believed
to
hold
vast
amounts
of
knowledge
about
what
Athas
was
like
before
it
was
Pyreen
(Peace
Bringer)
Level
20
Solo
destroyed.
They
never
let
any
of
this
knowledge
on
Medium
Immortal
humanoid
Controller
(Psionic)
XP
14,000
to
outsiders
though.
Initiative +14 Senses Perception +23;
HP 840; Bloodied 420; Rasclinn
AC 34; Fortitude 40, Reflex 40, Will 42 Rasclinn
are
small
dog
like
herbivores
that
live
in
the
Immune Disease; Resist Psionic 5, Defile 10;
Saving Throws +5
rocky
badlands
of
Athas.
They
extract
metal
from
the
Speed 6 plants
they
eat
and
as
a
result
of
this
they
grow
an
Action Points 2 almost
metallic
hide.
They
are
avidly
hunted
for
their
Metal
Dagger
(At-‐Will,
Standard)
Weapon
hides.
+25
vs.
AC,
2d6+7
damage
Psionic
Blast
(At-‐Will,
Standard)
Psionic
Rasclinn
Level
4
Blast
10,
+22
vs.
Will,
3d6+8
Psionic
Damage,
all
Small
Natural
Beast
Skirmisher
enemies
in
the
blast
area
are
knocked
prone.
XP
175
Enfeebling Burst (Encounter, Standard) Psionic Initiative +8; Senses Perception +7;
Burst 5, +22 vs. Fort, 4d10+7 Psionic Damage, all HP 55; Bloodied 27;
enemies within the blast radius are Dazed (Save Ends) AC 18; Fortitude 18, Reflex 20, Will 18
Command
Plants
(Recharge
5,6,
Standard)
Primal
Immune Poison; Resist Psionic/Psychic 5
Burst
10,
+22
vs.
Ref,
4d8+7
damage
Victims
Speed 8
immobilised
(Save
Ends)
Bite
(At-‐Will,
Standard)
Rough
Terrain
in
the
burst
area.
Any
body
entering
the
+9
vs.
AC,
1d10+4
Damage,
shift
1
square
area
of
effect
+22
vs.
Ref,
2d6+7
damage
while
Enraged
Assault
(When
First
Bloodied,
Free)
sustained
and
immobilised
(Save
Ends)
+7
vs.
Ref,
3d6+4
damage
and
shift
2
squares,
also
Sustain:
Minor
make
a
basic
melee
attack
(bite)
against
all
creatures
Chain
Lightning
(Encounter,
Standard)
Lightning
adjacent
at
the
end
of
the
shift.
+24
vs.
Ref,
4d10+7
Lightning
Damage,
if
first
hit
Alignment
Unaligned
Languages
–
successful
make
a
second
attack
against
the
next
Skills Perception +7
nearest
enemy,
+23
vs.
Ref,
3d8+7
lightning
damage
Str
14
(+4)
Dex
18
(+6)
Wis
10
(+2)
and
continue
up
to
3
attacks.
Con
15
(+4)
Int
4
(-‐1)
Cha
15
(+4)
Iron
Will
(Recharge
When
first
bloodied,
Minor)
Psionic
Description
Dark
Sun:
Monstrous
Compendium
+22
vs.
Will,
4d8+7
Psionic
Damage,
All
Pyreen
allies
within
10
squares
gain
+2
to
Will
defence
until
the
end
Tactics:
Rasclinn
fight
only
to
protect
their
young
and
only
if
they
cannot
flee.
If
cornered
a
Rasclinn
Medium
natural
humanoid
Controller
will
attack
with
its
bite,
if
a
young
Rasclinn
is
hurt,
XP
300
the
adults
will
become
enraged
and
use
their
Initiative +2 Senses Perception +3;
special
attacks.
HP 92; Bloodied 46; See Necrotic Draining
AC 17; Fortitude 19, Reflex 20, Will 19
Lore
Saving Throws +2
DC
15:
Rasclinn
have
extremely
good
hearing
and
Speed 6
Action Points 1
are
very
hard
to
sneak
up
on.
Spear
(At-‐Will,
Standard)
Weapon
DC
20:
Rasclinn
live
in
family
orientated
packs.
+8
vs.
AC,
1d10+3
damage
Rasclinn
Packs
always
consist
of
a
single
alpha
Defiling
Blast
(At-‐Will,
Standard)
Arcane,
Defile
male
and
up
to
five
females.
If
more
than
six
are
Blast
3,
+4
vs.
Fort,
1d6+4
Defiling
Damage
encountered
the
extras
will
always
be
pups.
Necrotic
Draining
(Encounter,
Standard)
Arcane,
DC
25:
Rasclinn
are
avidly
hunted
for
their
hide,
Necrotic
Rasclinn
hide
is
much
stronger
than
normal
hide.
+6
vs.
Fort,
3d6+3
damage,
and
Weakened
(Save
Ends)
plus
the
Reggelid
regains
23
hitpoints.
Defilement
Zone
(Encounter,
Standard)
Arcane,
Defile,
Razorwing
Zone
Razorwing’s
are
small
bodied,
slate
gray
creatures
Burst
2,
+4
vs.
Fort,
3d6+3
Defiling
Damage,
all
victims
that
closely
resemble
Pterrax.
They
have
sharp
bone
in
burst
are
weakened
(Save
Ends),
Each round a victim
like
edges
on
their
wings
that
they
use
in
a
similar
stays in the
Zone
they
suffer
5
ongoing
Defilement
fashion
to
a
razor
as
they
fly
by.
Damage.
Each
time
the
Reggelid
uses
an
Arcane
power
in the Defilement Zone it grants
a
+1
power
bonus
to
Razorwing
Level
4
Attack
and
Damage
for
each
living
creature
in
the
zone.
Medium
natural
beast
Skirmisher
Sustain:
Minor
XP
175
Alignment
Evil
Languages
–
Initiative +8 Senses Perception +4; Skills Arcana +9
HP 56; Bloodied 28; Str
10
(+1)
Dex
12
(+2)
Wis
14
(+3)
AC 18; Fortitude 19, Reflex 20, Will 18 Con
14
(+3)
Int
17
(+4)
Cha
10
(+1)
Speed 1, Fly 10, Glide 8 Equipment:
Spear
Fly
By
Slash
(At-‐Will,
Standard)
Description
Windriders
of
the
Jagged
Cliffs.
Glide
up
to
4
squares,
+9
vs.
AC,
1d10+4
damage,
shift
2
squares.
Tactics:
Reggelids
love
to
show
off
their
magical
Surprise
Assault
(Encounter,
Standard)
talents,
and
will
usually
use
them
before
resorting
Glide
8
squares,
+7
vs.
Ref,
1d6+4
vs.
all
targets
in
flight
to
hand
to
hand
combat.
path,
shift
2
squares.
Alignment
Unaligned
Languages
– Lore
Str
10
(+2)
Dex
18
(+6)
Wis
14
(+4)
DC
15:
Reggelids
love
magic;
it
is
there
only
true
Con
16
(+5)
Int
4
(-‐1)
Cha
8
(+1)
passion
in
life.
Description
Monstrous
Compendium:
Dark
Sun
DC
20:
Every
Reggelid
is
a
defiler.
DC
25:
Most
Reggelid
communities
consist
of
little
Tactics:
Razorwing’s
hide
under
the
silt
of
their
more
than
a
series
of
lean-‐tos
and
shallow
caves.
homes
and
burst
out
to
surprised
their
prey,
they
will
normally
try
to
slash
at
their
target
with
fly
by
attacks
Retriever,
Obsidian
While
at
first
this
creature
appears
to
be
some
form
Lore
of
spider,
the
obsidian
retriever
is
the
product
of
DC
15:
Razorwings
are
found
almost
exclusively
in
some
ancient
Athasian
sorcery
long
lost
to
the
the
Sea
of
Silt,
there
are
reports
of
them
being
known
realm.
found
in
small
inland
Silt
basins,
but
this
is
a
very
rare
occurrence.
The
obsidian
retriever
appears
similar
to
the
extra
DC
20:
Razorwings
live
and
hunt
in
packs,
they
will
planar
creature
known
as
the
retriever
and
might
be
never
attack
alone.
There
is
always
a
pack
leader;
the
result
of
some
ancient
magical
experiment
gone
usually
this
is
the
biggest
female.
awry.
The
obsidian
retriever
is
an
obsidian
stone
DC
25:
Razorwing’s
do
not
actually
fly
in
the
golem
in
the
shape
of
a
spider.
The
obsidian
normal
sense,
their
wings
are
far
to
rigid
to
bend
retrievers
four
front
legs
end
in
barbed
needlelike
more
than
a
few
inches,
they
actually
use
a
form
of
appendages
it
has
six
eyes,
two
are
used
for
vision
telekinesis
to
achieve
flight,
an
as
such
it
can
only
and
four
are
imbued
with
magical
attacks.
be
maintained
for
limited
amounts
of
time.
Obsidian
Retriever
Level
11
Solo
Large
magical
construct
Artillery
Reggelid
XP
3,000
Reggelids
are
tall
and
angular,
sort
of
looking
like
Initiative +9 Senses Perception +9;
HP 585; Bloodied 292;
real
ugly
elves
with
flat
faces
and
six
fingers
on
each
AC 25; Fortitude 30, Reflex 27, Will 29
hand.
Immune Charm, Psionic, Fire; Resist Slashing Weapons 5;
Reggelid
Level
3
Elite
Vulnerable Electrical, Bludgeoning Weapons 5
Saving Throws +5
Speed 9 flap
of
skin
that
aids
in
navigating
across
the
surface
Action Points 2 of
the
Sea
of
Silt.
When
stationary,
the
ruktoi's
light
Barbed
Appendages
(At-‐Will,
Standard)
gray
skin
makes
it
almost
impossible
to
see
in
the
+18
vs.
AC,
2d6+5
damage
silt.
Often
the
ruktoi
hovers
lust
below
the
surface
Fireball
(Recharge
6,
Standard)
Fire
Burst
1
within
15,
+14
vs.
Ref,
3d8+5
fire
damage,
5
with
only
its
snout
and
eyes
exposed.
ongoing
damage
(Save
Ends)
Ruktoi
have
no
spoken
language.
They
communicate
Flesh
to
Stone
(Recharge
6,
Standard)
with
each
other
through
body
motions
and
scent.
Range
20,
+16
vs.
Fort,
4d8+5
damage,
victim
is
Petrified
(Save
Ends)
Ruktoi
Level
12
Ice
Storm
(Recharge
6,
Standard)
Cold,
Zone
Huge
natural
beast
Brute
Burst
2
within
15,
+14
vs.
Ref,
3d8+5
cold
damage,
all
XP
700
victims
knocked
prone,
5
ongoing
cold
damage,
Initiative +10; Senses Perception +10;
difficult
terrain,
any
creature
entering
the
zone
suffers
HP 152; Bloodied 76;
1d8+5
cold
damage,
2
ongoing
damage
(Save
Ends)
AC 24; Fortitude 30, Reflex 28, Will 28
Sustain:
Minor
Speed 5, Swim 7
Sand
Storm
(Recharge
6,
Standard)
Bite
(At-‐Will,
Standard)
Blast
5,
+14
vs.
Ref,
3d8+5
damage,
Knocked
Back
2
+15
vs.
AC,
3d6+5
damage
squares.
Smother
(Recharge
6,
Standard)
Alignment
Unaligned
Languages
– +13
vs.
Ref,
4d10+5
damage,
victims
is
grabbed
and
Str
14
(+7)
Dex
18
(+9)
Wis
18
(+9)
pulled
beneath
the
silt.
They
must
break
the
grapple
or
Con
21
(+10)
Int
10
(+5)
Cha
10
(+5)
suffocate
form
lack
of
oxygen.
Description
Monstrous
Compendium
II:
Terrors
Cloud
(Reaction
to
being
Bloodied,
Minor)
Beyond
Tyr
Burst
5,
+11
vs.
Fort,
3d10+6
Damage,
victims
are
blinded.
The
Ruktoi
will
try
and
escape
while
the
silt
is
Tactics:
The
obsidian
retriever
sits
motionless
as
distracting
its
enemies.
long
as
the
guarded
objects
are
untouched
by
Levitation
(At-‐Will,
Move)
thieves.
If
the
treasure
is
threatened,
the
retriever
This
power
is
used
to
allow
the
Ruktoi
to
move
up
and
immediately
attacks.
The
obsidian
retriever
is
down
in
the
silt.
The
power
cannot
be
used
to
allow
single-‐minded
and
relentless
in
its
attack
on
them
above
the
silt.
intruders.
Alignment
Unaligned
Languages
–
Skills Stealth +15
Initially
the
creature
attacks
with
the
powers
in
Str
20
(+11)
Dex
19
(+10)
Wis
19
(+10)
one
of
its
four
magical
eyes.
Each
of
the
eyes
Con
22
(+12)
Int
4
(+3)
Cha
10
(+6)
contains
powers
associated
with
one
of
the
four
Description
Monstrous
Compendium
II:
Terrors
elemental
spheres
of
magic
(earth.
air,
fire,
and
Beyond
Tyr
water).
These
powers
are
flesh
to
stone
(earth),
Tactics:
The
ruktoi
uses
its
silt-‐borne
mobility
to
sand
storm
(air),
fireball
(fire),
and
ice
storm
chase
down
less
agile
prey.
The
creature’s
broad
(water).
body
and
limbs
aren’t
enough
to
keep
the
animal
If
a
thief
escapes
with
a
guarded
item,
the
obsidian
afloat
in
the
silt.
The
ruktoi
can
levitate,
but
the
retriever
relentlessly
pursues
the
perpetrator.
The
ability
does
not
allow
it
to
rise
above
the
surface
of
retriever
has
the
innate
ability
to
locate
object
and
the
silt.
find
path
at
will.
The
retriever
is
primary
objective
Lore
is
to
find
and
return
the
stolen
item.
Anyone
who
DC
15:
Ruktoi
are
denizens
of
the
Sea
of
Silt
and
interferes
with
this
goal
is
attacked.
the
various
silt
basins
near
its
shore.
In
the
wild,
they
are
solitary
hunters
that
prey
upon
floaters
Lore
and
unsuspecting
silt
runners
DC
20:
These
beings
are
prized
possessions
of
DC
25:
Ruktoi
associate
with
each
other
only
to
dragon
kings
and
are
controlled
through
the
use
of
mate.
The
female
lays
a
dispersed
pattern
of
10-‐30
extraordinarily
powerful
psionic
talents.
They
are
eggs
that
sink
to
the
bottom
of
the
silt.
Those
that
also
occasionally
found
in
ancient
ruins
as
survive
the
rigors
of
the
silt
hatch
after
six
weeks
guardians
to
whatever
treasures
such
lost
societies
and
float
to
the
surface.
The
young
ruktoi
reach
possessed.
adult
size
in
just
six
weeks.
Ruktoi
Ruvoka
The
ruktoi
is
solitary
sentinel
of
the
silt
sea,
able
to
Ruvoka
are
creatures
from
the
elemental
planes.
paddle
along
its
surface
or
lurk
just
beneath
They
travel
the
planes
easily,
even
the
Astral
Plane,
patiently
awaiting
prey.
Some
rukoti
have
been
but
on
Athas
they
are
bound
to
certain
locations.
captured
and
either
domesticated
or
controlled
in
They
often
work
with
druids.
It
is
said
druids
who
order
to
ferry
passengers
or
small
cargos
across
the
reach
the
pinnacle
of
their
religion
can
become
endless
silt
basin.
ruvoka.
The
ruktoi’s
each
end
in
three
long,
splayed
digits,
Ruvoka
have
their
own
language,
but
with
other
webbed
for
use
as
paddles.
The
tail
ends
in
a
broad
intelligent
beings
use
a
limited
form
of
telepathy.
The
four
best-known
ruvoka
are
the
brajeti,
ethilum,
Con
16
(+6)
Int
12
(+4)
Cha
16
(+6)
kaltori,
and
zathosi,
Brajeti
resemble
large,
well- Equipment:
Javelin
and
Whip
tanned,
hairless
humans
who
dress
in
bronze
armor
and
carry
bronze
swords
and
shields.
Ethilum
Kaltori
resemble
large,
pale
blue,
elflike
beings
with
white- Kaltori
Level
10
feathered
wings
and
long,
flowing
hair,
wearing
only
Large
elemental
humanoid
(fire,
Controller
white
clothing
and
armed
with
whips
and
javelins.
earth)
XP
500
Kaltori
are
bearded,
red-skinned,
stocky,
human
Initiative +11 Senses Perception +6;
looking
beings
wearing
searing
hot
plate
armor
and
HP 103; Bloodied 51;
bearing
fiery
red
tridents.
Zathosi
are
large,
gray- AC 26; Fortitude 27, Reflex 26, Will 26
Resist Fire 5
skinned,
wrinkled
humanlike
creatures
resembling
Speed 6, Fly 7
old
men.
Zathosi
wear
stone-colored
robes
and
carry
Trident
(At-‐Will,
Standard)
Weapon,
Fire
mauls
of
stone.
Reach
1,
+15
vs.
AC,
2d6+5
Fire
Damage
Magma
blast
(Encounter,
Standard)
Fire
Brajeti
Blast
5,
+12
vs.
Ref,
3d8+5
fire
damage,
5
ongoing
fire
damage
(Save
Ends)
Brajeti
Level
11
Soldier
Fire
Shroud
(Encounter,
Standard)
Large
elemental
(Earth,
Air)
XP
600
Burst
1,
+12
vs.
Ref,
1d8+5
fire
damage,
every
round
Initiative +11 Senses Perception +7;
somebody
stands
next
to
the
Kaltori
it
suffers
a
+12
vs.
HP 117; Bloodied 58;
Ref
attack
and
1d8+5
fire
damage.
AC 27; Fortitude 28, Reflex 27, Will 27
Sustain:
Minor
Resist Cold 5
Alignment
Unaligned
Languages
–
Speed 9, Fly 9
Str
21
(+10)
Dex
18
(+9)
Wis
12
(+6)
Khopesh
(At-‐Will,
Standard)
Weapon
Con
15
(+7)
Int
12
(+6)
Cha
18
(+9)
+18
vs.
AC,
2d6+5
damage
Equipment:
Trident,
Plate
Armour
Grasping
Earth
A
giant
fist
of
earth
and
stone
bursts
through
the
ground
grasping
the
target
tightly.
Zathosi
+16
vs.
Ref,
victim
Immobilised until the
end
of
the
next
Zathosi
Level
15
Brute
turn.
Sustain:
Minor
Large
elemental
humanoid
XP
1,200
A
break
grab
check
at
strength
of
25
will
set
the
victim
(Earth)
free.
Initiative +13; Senses Perception +11;
Feather
Fall
HP 180; Bloodied 90;
When
falling
a
great
distance,
the
Brajeti
can
make
an
AC 27; Fortitude 33, Reflex 33, Will 31
Athletics
check
to
avoid
sustain
falling
damage.
The
DC
Speed 5, Fly 9
for
the
athletics
check
is
20,
this
will
reduce
the
Maul
(At-‐Will,
Standard)
Weapon
damage
by
50%,
25
will
reduce
it
75%
and
30
will
+18
vs.
AC,
3d6+6
damage
reduce
it
100%
Crushing
Stone
(Encounter,
Standard)
Alignment
Unaligned
Languages
– +16
vs.
Ref,
4d10+6
damage
Skills Athletics +14, Endurance +15 Earth
Tremor
(Encounter,
Standard)
Str
16
(+8)
Dex
18
(+9)
Wis
12
(+7)
Burst
5,
+14
vs.
Ref,
3d10+6
damage,
all
creatures
in
Con
21
(+10)
Int
14
(+7)
Cha
18
(+9)
burst
are
knocked
prone.
Equipment:
Bronze
Khopesh
and
Shield,
Piecemeal
Alignment
Unaligned
Languages
–
Bronze
Plate
Str
23
(+13)
Dex
22
(+13)
Wis
18
(+11)
Con
20
(+12)
Int
10
(+7)
Cha
10
(+7)
Ethilum
Equipment:
Maul,
Cloth
Armour
(Robes)
Ethilum
Level
7
Artillery
Description
Monstrous
Compendium
II:
Terrors
Large
elemental
humanoid
(Air)
XP
300
Beyond
Tyr
Initiative +7 Senses Perception +10;
Lore
HP 64; Bloodied 32;
AC 19; Fortitude 22, Reflex 23, Will 22 DC
30:
Ruvoka
are
extremely
secretive
and
little
is
Resist Cold 5 known
about
their
homes.
Speed 6, Fly 12
Javelin
(At-‐Will,
Standard)
Weapon
Sand
Bride
Range
15/30,
+12
vs.
Ref,
2d6+5
damage
In
their
true
form
Sand
Brides
are
made
almost
Whip
(At-‐Will,
Standard)
Weapon
Reach
2,
+12
vs.
Ref,
1d8+5
damage
entirely
out
of
sand,
they
are
roughly
humanoid
in
Blast
of
Air
(Encounter,
Standard)
Air
shape
and
have
two
glowing
red
eyes.
Blast
4,
+10
vs.
Ref,
3d8+5
damage,
all
creatures
in
the
burst
are
knocked
prone.
Sand
Brides
will
often
use
Illusions
to
create
the
Burning
Air
(Encounter,
Standard)
Air,
Heat
mirage
of
a
lush
Oasis,
with
itself
as
a
beautiful
Burst
2
within
15,
+10
vs.
Fort,
3d10+5
damage,
woman
(occasionally
a
man)
waiting
by
its
shore,
victims
are
weakened
due
to
an
inability
to
breath
this
is
so
it
can
lure
its
Victim
in
to
feed
upon
their
properly
(Save
Ends)
life-force.
Alignment
Unaligned
Languages
–
Skills Insight +10, Perception +10 Sand
Bride
Level
7
Str
12
(+4)
Dex
19
(+7)
Wis
14
(+5)
Medium
immortal
humanoid
(Negative
Lurker
Energy)
XP
300
HP 49; Bloodied 24;
Initiative +10; Senses Perception +3; AC 17; Fortitude 17, Reflex 19, Will 17
HP 67; Bloodied 33; see also Life Force Drain Speed 6
AC 21; Fortitude 23, Reflex 22, Will 22 Claw
(At-‐Will,
Standard)
Speed 12, Burrow 4 +10
vs.
AC,
1d8+5
damage
Pummel
(At-‐Will,
Standard)
Bite
(At-‐Will,
Standard)
+12
vs.
AC,
2d6+5
damage
+10
vs.
AC,
1d10+4
damage
Melt
Into
Sand
(Move
Action,
Recharge
4,5,6)
Paralysing
Gaze
(Recharge
6,
Standard)
Gaze
When
a
combat
is
going
badly
the
Sand
Bride
can
melt
Close
blast
2;
+8
vs.
Fortitude;
the
target
is
slowed
into
the
sand
and
reappear
somewhere
else
within
6
(save
ends).
Squares.
This
does
not
provoke
an
attack
of
First
Failed
Saving
Throw:
The
target
is
immobilized
opportunity.
When
using
this
power
the
move
into
the
(save
ends).
sand
counts
as
a
shift,
and
the
sand
bride
can
move
Alignment
Unaligned
Languages
–
through
occupied
squares.
Skills Stealth +11
Life
Force
Drain
(Encounter,
Standard)
Healing
Str
15
(+4)
Dex
18
(+6)
Wis
15
(+4)
The
Sand
Bride
drains
the
life
energy
form
their
victim
Con
13
(+3)
Int
8
(+1)
Cha
12
(+3)
leaving
them
and
empty
husk.
Description
Monstrous
Compendium
II:
Terrors
+10
vs.
Fort,
3d8+5
damage,
on
a
successful
hit
the
Beyond
Tyr
bride
regains
16
hitpoints
Alignment
Chaotic
Evil
Languages
Various Tactics:
Sand
howlers
prefer
smaller
prey,
but
Skills Stealth +11 when
hungry
they
attack
creatures
as
large
as
Str
14
(+5)
Dex
16
(+6)
Wis
10
(+3)
themselves.
They
prefer
single
victims
rather
than
Con
19
(+9)
Int
10
(+3)
Cha
16
(+6)
groups
and
only
attack
a
group
of
intended
victims
Description
Monstrous
Compendium:
Dark
Sun
if
they
outnumber
the
victims
two
to
one
and
have
Tactics:
Sand
Brides
hate
intelligent
creatures
and
the
benefit
of
surprise
over
them.
have
a
significant
amount
of
cunning.
They
use
Often
single
sand
howlers
go
out
on
their
own
to
illusions
to
lure
their
victims
into
traps
and
then
track
down
food.
Once
they
find
potential
prey,
drain
them
in
much
the
same
way
a
Vampire
drains
they
let
out
a
series
of
howls
that
signal
the
other
their
victims.
members
of
their
pack.
The
pack
signal
back
and
Lore
joins
the
scout.
Victims
almost
never
see
the
DC
15:
Sand
Brides
are
creatures
from
a
plane
of
individual
scouts,
as
sand
howlers
are
adept
at
negativity
that
are
trapped
on
Athas,
Rumor
has
it
stalking
and
remaining
out
of
sight,
but
they
can
these
creatures
are
constantly
looking
for
a
worthy
hear
the
howls
and
might
be
able
to
follow
their
opponent
to
defeat
them
and
send
them
back
to
tracks
should
they
find
them.
their
own
plane
of
existence.
Lore
DC
20:
Being
that
these
creatures
are
entirely
DC
15:
Sand
howlers
live
and
hunt
in
packs.
A
made
of
sand,
standard
weapons
pass
though
them
single,
large,
male
sand
howler
leads
each
pack
doing
a
minimal
amount
of
damage.
DC
20:
Their
hunting
skills
are
remarkable
and
DC
25:
Sand
brides
can
be
slowed
by
the
use
of
their
water.
Wetting
them
will
half
their
movement
until
Keen
sense
of
smell
makes
them
among
the
best
they
make
a
save.
desert
trackers
available.
Many
mercenaries
in
DC
30:
Sand
Brides
can
be
found
out
by
conversing
Athas
capture
them
and
train
them
to
chase
down
with
them.
Any
information
they
have
will
be
runaway
slaves.
In
the
Tableland
those
who
fear
grossly
out
of
date
or
just
plain
wrong.
them
and
those
who
would
domesticate
them
have
hunted
them
to
near
extinction
in
the
last
few
Sand
Howler
years.
Sand
howlers
are
desert-dwelling
creatures
that
DC
25:
Sand
howlers
make
their
dens
in
desolate
hunt
in
packs.
They
are
known
for
their
terrible
Areas
since
they
do
not
like
to
compete
with
other
howls
that
they
use
to
signal
each
other
when
predators
for
food.
Then
dens
are
deep,
tracking
down
then
prey.
Worse
than
their
howls
are
labyrinthine
their
eight
terrible
eyes
that
are
capable
of
Tunnel
systems
where
they
hide
from
the
surf
ace
paralyzing
anyone
who
gazes
upon
them.
heat
and
where
they
hibernate
for
short
periods
of
time.
They
often
drag
their
prey
back
to
their
dens.
Sand
howlers
are
lizard
like
creatures
that
resemble
Occasionally
there
is
treasure
among
the
remains
dogs
except
for
their
eight
eyes.
The
have
oversized
of
past
victims.
heads
in
order
to
support
their
many
eyes.
They
have
DC
30:
The
pelts
of
white
sand
howlers
often
bring
large
yellow
tusks.
Sand
howlers
are
dark
brown
to
about
150
gp
because
of
their
rarity,
beauty,
and
light
brown
in
color,
though
the
rare
ones
have
protection
they
provide
from
heat.
white
skin.
Sand
Howler
Level
5
Lurker
Sand
Mother
Medium
natural
beast
XP
200
The
Sand
Mother
is
an
older,
more
powerful
version
Initiative +10 Senses Perception +4;
of
the
Sand
Bride.
All
out
ward
appearances
make
it
look
like
a
Sand
Bride,
the
difference
usually
cannot
AC 29; Fortitude 32, Reflex 33, Will 32
be
told
until
it
is
too
late.
Speed 0 (They can slowly drift in the Silt, but this takes a lot
of time, for all intents and purposes there speed is 0)
There
most
common
illusionary
form
is
that
of
a
Maw
(Standard,
At-‐Will)
matronly
mother,
who
welcomes
thirsty
adventurers,
+20
vs.
AC,
3d6+6
damage
offering
to
care
for
them
until
they
have
recovered.
Whirlwind
(Standard,
At-‐Will)
Earth
Burst
1
within
15,
+18
vs.
Fort,
3d10+6
damage,
Sand
Mother
Level
9
Solo
Victims
blinded
(Ave
Ends)
and
knocked
prone
Medium
natural
animate
(fire,
undead)
Lurker
Sandstorm
(Minor,
Encounter)
Earth,
Zone
XP
2,000
Burst
3,
+18
vs.
Fort,
all
Victims
in
range
are
Blinded
as
Initiative +11 Senses Perception +3; long
as
they
stay
within
in
the
storm.
HP 505; Bloodied 252; see also Life Force Drain Sustain:
Minor
AC 25; Fortitude 26, Reflex 27, Will 27 Life
Detection
(Minor,
Constant)
Psionic
Immune Water; Resist Normal Weapons 5; The
Sand
Vortex
has
the
Psionic
ability
to
detect
prey
Speed 12, Burrow 6 within
200ft,
giving
it
a
+10
to
Perception
when
Pummel
(At-‐Will,
Standard)
making
an
opposed
roll
against
stealth
within
that
+14
vs.
AC,
2d6+5
damage
range.
Melt
Into
Sand
(Minor
Action,
Recharge
4,5,6)
Alignment
Unaligned
Languages
–
When
a
combat
is
going
badly
the
Sand
Bride
can
melt
Skills Stealth +18
into
the
sand
and
reappear
somewhere
else
within
6
Str
18
(+11)
Dex
23
(+13)
Wis
20
(+12)
Squares.
This
does
not
provoke
an
attack
of
Con
20
(+12)
Int
4
(+4)
Cha
12
(+8)
opportunity.
When
using
this
power
the
move
into
the
Description
Monstrous
Compendium:
Dark
Sun
sand
counts
as
a
shift,
and
the
sand
bride
can
move
through
occupied
squares.
Tactics:
The
Sand
Vortex
will
typically
lie
in
wait
Life
Force
Drain
(Encounter,
Standard)
Healing
under
silt;
even
fliers
are
not
safe
from
the
Sand
The
Sand
Bride
drains
the
life
energy
form
their
victim
Vortex,
as
a
sudden
whirlwind
may
suck
them
leaving
them
and
empty
husk.
down
into
the
maw
of
the
creature.
+12
vs.
Fort,
3d8+5
damage,
on
a
successful
hit
the
bride
regains
126
hitpoints
Lore
Evaporate
Water
(Standard,
Recharge
at
Bloodied)
DC
20:
Sand
Vortexes
only
live
in
the
Sea
of
Silt,
The
Sand
Mother
can
evaporate
water
almost
at
will,
this
this
is
largely
because
it
is
one
of
the
few
locations
included
draining
water
from
living
beings
leaving
them
the
silt
is
deep
enough
to
support
them.
dehydrated
and
weak.
DC
30:
Rumors
exist
of
huge
sand
vortexes
over
Burst
1,
+10
vs.
Fort,
3d10+5
Dehydration
damage,
100ft
in
diameter
living
in
the
fartherest
reaches
of
Victim
is
weakened
(Save
Ends)
Alignment
Evil
Languages
– the
Sea
of
Silt.
Skills Stealth +12
Str
14
(+5)
Dex
18
(+7)
Wis
10
(+3)
Scorpion
Con
21
(+10)
Int
10
(+3)
Cha
18
(+7)
Description
Monstrous
Compendium:
Dark
Sun
Barbed
Scorpion
Tactics:
Much
like
the
Sand
bride,
the
Sand
Mother
Barbed
scorpions
are
incredibly
large
creatures
that
uses
intelligence
and
cunning
to
get
her
victims.
prey
on
any
living
thing
they
find.
They
make
their
Being
of
higher
intelligence,
the
Sand
Mother
also
homes
in
caves
among
the
rocky
badlands,
but
are
has
far
more
patients
and
will
wait
until
her
found
all
over
Athas,
living
wherever
they
can
find
victims
are
comfortable
until
attacking.
enough
food
to
exist
Barbed
scorpions
average
10
feet
long
from
pincher
to
tail.
Their
carapace
is
a
The
Sand
Mother
does
not
have
the
conversation
dull
gray
to
a
dusty
tan.
They
are
covered
with
large,
weakness
of
her
Sand
bride
counterparts,
and
she
sharp,
protruding
barbs
that
can
cause
terrible
will
also
make
good
use
of
traps
in
her
“Oasis”,
damage
to
anyone
who
gets
close
to
these
creatures.
usually
in
the
form
of
magically
disguised
pits.
Their
long,
segmented
tail
is
as
long
as
their
body
and
arcs
overhead
with
a
venomous
stinger
the
size
Sand
Vortex
of
a
short
sword.
They
make
a
terrible
clacking
noise
The
Sand
Vortex
(or
Silt
Vortex
as
it
is
also
called)
is
as
they
move
about
a
creature
that
lies
in
wait
for
unsuspecting
prey
to
pass
by
over
the
Sea
of
Silt.
Barbed
Scorpion
Level
10
Brute
Medium
natural
beast
XP
500
When
uncovered
in
the
sand
the
Vortex
appears
to
(insect)
be
pancake
shaped
with
grey
skin
that
blends
very
Initiative +10 Senses Perception +8;
well
with
the
sand.
They
are
typically
about
40ft
Aura: Any body adjacent to the Barbed Scorpion at the start
across
and
5ft
thick.
of a round must take an attack at +9 vs. Ref, 1d8+5 damage.
From the scorpions vicious barbs
Sand
Vortex
Level
15
Lurker
HP 128; Bloodied 64;
Huge
Aberrant
Beast
XP
1,200
AC 22; Fortitude 27, Reflex 27, Will 25
(Psionic)
Speed 5
Initiative +13 Senses Perception +12; Pincer
(At-‐Will,
Standard)
HP 116; Bloodied 58; +13
vs.
AC,
3d6+5
damage
Bite
(At-‐Will,
Standard)
Small
natural
humanoid
(Psionic,
Controller
+13
vs.
AC,
1d8+5
damage
Insectoid)
XP
300
Poison
Sting
(Encounter,
Standard)
Poison
Initiative +7 Senses Perception +4;
+11
vs.
Fort,
4d8+5
poison
damage,
5
Ongoing
Damage
HP 80; Bloodied 40;
Alignment
Unaligned
Languages
– AC 21; Fortitude 22, Reflex 23, Will 22
Str
21
(+10)
Dex
20
(+10)
Wis
16
(+8)
Speed 8, Burrow 2
Con
18
(+9)
Int
4
(+2)
Cha
10
(+5)
Dagger
(At-‐Will,
Standard)
+12
vs.
AC,
2d6+5
damage
Claw
(At-‐Will,
Standard)
Gold
Scorpion
+12
vs.
AC,
1d8+5
damage
Gold
scorpions
are
small
scorpions
found
throughout
Chameleon
(Free,
At-‐Will)
Athas.
Their
name
comes
from
their
gold
carapace
+5
to
Stealth
when
in
natural
surroundings.
that
shines
brightly
in
the
sun.
Because
of
their
size,
Psionic
Blast
(Encounter,
Standard)
Psionic
they
can
crawl
into
anything
and
are
often
Blast
3,
+9
vs.
Will,
3d8+5
psionic
damage,
all
enemies
unnoticed
until
it
is
too
late.
in
range
Knocked
Prone
Alignment
Chaotic
Evil
Languages
Scrab
Gold
Scorpion
Level
3
Str
10
(+3)
Dex
19
(+7)
Wis
13
(+4)
Small
natural
beast
(insect)
Lurker
Con
16
(+6)
Int
14
(+5)
Cha
16
(+6)
XP
150
Initiative +8 Senses Perception +2;
HP 40; Bloodied 20;
Scrab
Hive
Mother
AC 17; Fortitude 18, Reflex 18, Will 16 Scrab
Hive
Mother
Level
13
Elite
Speed 4 Large
natural
humanoid
(Psionic,
Controller
Pincer
(At-‐Will,
Standard)
Insectoid)
XP
800
+10
vs.
AC,
1d10+3
damage,
if
the
first
attack
hits,
the
Initiative +12; Senses Perception +10;
Golden
Scorpion
gets
a
second
attack
at
+8
vs.
AC,
HP 246; Bloodied 123;
1d6+3
damage
AC 29; Fortitude 31, Reflex 31, Will 31
Bite
(At-‐Will,
Standard)
Saving Throws +2
+10
vs.
AC,
1d6+3
damage
Speed 8, Burrow 2
Poison
Sting
(Encounter,
Standard)
Poison
Action Points 1
+8
vs.
Fort,
3d6+4
Poison
Damage,
2
Ongoing
Damage
Dagger
(At-‐Will,
Standard)
(Save
Ends)
+18
vs.
AC,
2d8+6
damage
Secondary
Effect
+6
vs.
Fort,
1d6+3
Poison
Damage
Claw
(At-‐Will,
Standard)
Alignment
Unaligned
Languages
– +18
vs.
AC,
1d10+6
damage
Skills Stealth +9 Chameleon
(Free,
At-‐Will)
Str
12
(+2)
Dex
17
(+4)
Wis
12
(+2)
+10
to
Stealth
when
in
natural
surroundings.
Con
16
(+4)
Int
4
(+2)
Cha
10
(+1)
Psionic
Blast
(Recharge
when
first
bloodied,
Standard)
Description
Monstrous
Compendium
II:
Terrors
Psionic
Blast
5,
+15
vs.
Will,
3d10+6
Psionic
damage,
all
Beyond
Tyr
enemies
in
range
Knocked
Prone
Web
(Encounter,
Minor)
Scrab
Blast
3,
+15
vs.
ref,
Victims
Immobilised
(Save
Ends),
Scrabs
are
short,
three-sectioned
insect-like
the
blast
area
remains
rough
terrain
until the
end
of
humanoids
who
live
in
nests
under
the
desert.
They
the
encounter.
Alignment
Chaotic
Evil
Languages
Scrab
have
a
thick,
white,
sectioned
shell
over
most
of
their
Str
10
(+6)
Dex
22
(+12)
Wis
19
(+10)
bodies.
Scrabs
have
hundreds
of
tiny
legs
running
the
Con
19
(+9)
Int
16
(+9)
Cha
15
(+8)
length
of
their
bodies.
Description
Monstrous
Compendium:
Dark
Sun
Scrab
Level
5
Tactics:
All
Scrabs
are
small
and
not
particularly
Small
natural
humanoid
(Psionic,
Lurker
strong,
they
are
how
ever
very
intelligent.
They
Insectoid)
XP
200
usually
use
a
tactic
that
involves
half
of
the
force
Initiative +10 Senses Perception +3;
HP 61; Bloodied 30; being
used
to
engage
an
enemy,
while
the
leaders
AC 19; Fortitude 19, Reflex 21, Will 19 and
hive
mothers
use
magic
and
psionics
to
attack
Speed 8, Burrow 2 from
afar,
using
the
rest
of
the
force
as
their
Dagger
(At-‐Will,
Standard)
personal
bodyguards.
Scrabs
rarely
use
weapons
+10
vs.
AC,
1d10+3
damage
any
larger
than
a
dagger.
Claw
(At-‐Will,
Standard)
+10
vs.
AC,
1d6+4
damage
Lore
Chameleon
(Free,
At-‐Will)
DC
15:
Scrabs
have
a
deep
hatred
of
Elves,
so
much
+5
to
Stealth
when
in
natural
surroundings.
so
they
will
attack
and
kill
any
elf
they
find
in
any
Alignment
Chaotic
Evil
Languages
Scrab group.
Elf
flesh
is
considered
a
delicacy
among
the
Str
10
(+2)
Dex
18
(+6)
Wis
12
(+3)
Scrab
tribes.
Con
15
(+4)
Int
14
(+4)
Cha
15
(+4)
DC
20:
Scrabs
require
very
little
water
to
survive,
making
them
perfectly
suited
to
life
on
Athas’
harsh
Scrab
Leader
surface.
Scrab
Leader
Level
7
DC
25:
Most
Scrab
nests
are
located
10-‐15ft
underground
and
are
constructed
of
sand
that
the
draining
a
little
bit
of
blood
and
paralyzing
him.
Scrab
has
solidified
using
a
spittle
they
produce,
Lore
DC
30:
Scrab
Shell
can
be
fashioned
into
a
very
DC
25:
The
silk
casing
manufactured
by
the
silk
wyrm
is
good
suit
of
armour
valued
in
many
cities
for
use
in
expensive
clothing.
And
it
is
Flame
Resistant
Shark,
Athasian
The
Athasian
Shark
is
a
large
predator
that
stalks
the
last
Silt
Horror
sea.
They
are
large
cartilage
based
creatures
that
are
more
or
less
savage,
cold
eating
machines.
Athasian
Shark
Level
5
Skirmisher
Black
Silt
Horror
Large
Natural
Beast
XP
200
The
Black
Silt
horror
is
the
smallest
and
most
(Aquatic)
common
of
the
Silt
Horrors.
They
resemble
a
d
black
Initiative +6; Senses Perception +4; octopus
with
a
withering
mass
of
barbed
tentacles.
HP 66; Bloodied 33;
AC 19; Fortitude 21, Reflex 19, Will 19 Black
Silt
Horror
Level
5
Soldier
Speed Swim 12 Medium
Aberration
Beast
XP
200
Bite
(At-‐Will,
Standard)
Initiative +8 Senses Perception +2;
+10
vs.
AC,
1d10+4
damage
HP 63; Bloodied 32;
Swim
By
Bite
(Encounter,
Standard)
AC 21; Fortitude 19, Reflex 21, Will 19
Swim
6
squares,
+8
vs.
Ref,
3d8+4
damage,
swim
6
Speed Burrow 6
squares.
Constriction
(At-‐Will,
Standard)
Alignment
Evil
Languages
– Reach
1,
+10
vs.
Ref,
1d6+4
damage,
Victim
Grabbed,
2
Str
16
(+5)
Dex
15
(+4)
Wis
15
(+4)
ongoing
damage
until
grab
broken
Con
18
(+6)
Int
8
(+1)
Cha
10
(+2)
A
Silt
Horror
can
Grab
up
to
8
enemies.
Description
Mind
Lords
of
the
Last
Sea
Poison
(Encounter,
Standard)
Poison
Reach
1,
+10
vs.
Fort,
3d6+4
Poison
Damage,
Victim
Tactics:
Athasian
Sharks
hunt
in
packs,
using
their
Immobilised
(Save
Ends)
intelligence
and
superior
hunting
tactics
to
corner
Secondary
Effect:
Victim
Weakened
(Save
Ends)
a
foe
before
going
in
for
the
kill.
Id
Insinuation
(Encounter,
Standard)
Psychic
Range
10,
+10
vs.
Will,
3d8+4
Damage,
Victim
Stunned
(Save
Ends)
Silk
Wyrm
Air
Jet
(Encounter,
Move)
The
silk
wyrm
is
a
snake
with
a
hard,
chitinous
shell
that
On
the
rare
occasion
that
the
Silt
Horror
is
caught
by
measures
over
50í
in
length.
They
are
commonly
seen
flying
surprise
or
is
being
defeated
by
its
prey,
it
will
use
its
through
the
air
during
the
day
searching
for
prey,
but
Air
Jet
to
escape.
rarely
attack
until
dusk,
when
they
assume
their
shadow
This
action
launches
the
silt
horror
10
squares
and
form
and
sneak
into
a
camp
to
attack.
Blast
3,
+8
vs.
Fort,
Blinds
all
creatures
within
the
burst
area.
(Save
Ends)
Silk
Wyrm
Level
11
Solo
Alignment
Evil
Languages
–
Large
Magical
Beast
Skirmisher
Str
13
(+3)
Dex
18
(+6)
Wis
10
(+2)
XP
3,000
Con
15
(+4)
Int
4
(-‐1)
Cha
15
(+4)
Initiative +11; Senses Perception +9
Description
Monstrous
Compendium
IIL:
Terrors
HP 356; Bloodied 178;
AC 22; Fortitude 18, Reflex 22, Will 22 Beyond
Tyr
Resist Fire 5; Tactics:
Black
Silt
Horrors
hunt
in
packs
and
use
Saving Throws +5 to all Saving Throws
Speed 6, climb (spider climb), fly 6 (altitude limit 5, pack
tactics
when
they
attack.
They
will
normally
clumsy flying) divide
into
two
groups
and
then
try
and
drive
their
Action Points 2 prey
into
their
pack
mates,
who
will
be
waiting
in
Tail Whip (Standard, At Will) ambush.
Reach 3, +11 vs. AC, 2d6+3 damage
Tail Sweep (At Will Standard Action)
Reach 3, +7 vs. Ref, 3d6+3, All Targets are knocked prone Brown
Silt
Horror
Poison Bite (Standard, Recharge ⚄ ⚅) ✦ Poison The
Brown
Horror
is
an
extremely
feared
variety
of
+9 vs. Fort, 3d6+3, Immobilized (Save Ends) the
Silt
Horrors;
it
is
a
20ft
long
Psionic
east
Secondary Effect: Weakened (Save Ends) machine.
They
are
not
actually
brown,
but
rather
a
Shadow Form (Minor, Recharge ⚄ ⚅) ✦ Shadow dirty
white
in
colour.
The Silk Wyrm is invisible Until the Start of its Next Turn
Alignment
Unaligned
Languages
– Brown
Silt
Horror
Level
9
Solo
Lurker
Str 18 (+9) Dex 18 (+9) Wis 18 (+9) Huge
Aberrant
Beast
XP
2,000
Con 13 (+6)
Int 10 (+5)
Cha 10 (+5) Initiative +13 Senses Perception +4;
Description
Dark
Sun
HP 495; Bloodied 247;
AC 25; Fortitude 27, Reflex 28, Will 24
Tactics:
The
silk
wyrm
will
drag
its
paralyzed
prey
away
Saving Throws +5
and
encase
it
in
a
sheath
of
silk,
inside
which
the
Speed Burrow 6
unfortunate
victim
will
linger
for
up
to
two
weeks.
During
Action Points 2
this
time,
the
silk
wyrm
will
occasionally
stick
its
head
Claws
(at-‐Will,
Standard)
into
the
protective
cocoon
and
bite
the
victim’s
neck,
Reach
3,
+14
vs.
AC,
2d6+5
damage
Constriction
(At-‐Will,
Standard)
Str
18
(+10)
Dex
22
(+12)
Wis
10
(+6)
Reach
3,
+12
vs.
Ref,
1d8+5
damage,
Victim
Grabbed,
5
Con
19
(+10)
Int
6
(+3)
Cha
19
(+10)
ongoing
damage
until
grab
broken.
Description
Monstrous
Compendium:
Dark
Sun
A
Silt
Horror
can
Grab
up
to
8
enemies.
Air
Jet
(Encounter,
Move)
Tactics:
The
Gray
Horror
will
use
auditory
On
the
rare
occasion
that
the
Silt
Horror
is
caught
by
illusions
to
attract
its
victim’s
close
enough
for
it
to
surprise
or
is
being
defeated
by
its
prey,
it
will
use
its
grab
its
prey
with
its
25ft
long
tentacles.
The
Air
Jet
to
escape.
typical
noises
it
will
make
are
the
sounds
of
This
action
launches
the
silt
horror
10
squares
and
whispering
or
the
sound
of
trickling
water.
Blast
4,
+10
vs.
Fort,
Blinds
all
creatures
within
the
burst
area.
(Save
Ends)
Lore
Domination
(Recharge
5,6,
Standard)
Psionic
DC
15:
Grey
Horrors
are
solitary,
hungry
and
Range
15,
+12
vs.
Will,
Victim
is
Dominated
(Save
aggressive
creatures.
Ends)
While
Dominated
the
Silt
Horror
can
command
the
victim
to
attack
with
a
basic
melee
attack
as
a
minor
Magma
Horror
action,
once
per
round.
The
magma
horror
inhabits
areas
that
are
rife
in
Alignment
Unaligned
Languages
– volcanic
activity.
It
is
a
blood-red
color,
deepening
to
Skills Stealth +14 black
near
the
top
of
the
head.
It
has
eight
tentacles
Str
18
(+8)
Dex
20
(+9)
Wis
10
(+4)
that
can
grow
as
long
as
25
feet.
Unlike
the
other
Con
19
(+8)
Int
6
(+2)
Cha
15
(+6)
Description
Monstrous
Manual:
Dark
Sun
horrors,
the
magma
horror
is
very
intelligent
and
has
formidable
psionic
abilities.
Because
the
magma
Tactics:
Brown
Silt
Horrors
will
often
attempt
to
horror
has
no
eyes,
it
uses
its
psionic
powers
to
sense
dominate
other
Silt
horrors
in
an
attempt
to
the
presence
of
prey.
protect
themselves.
Being
smaller
than
other
horrors
are
susceptible
to
being
attacked
and
eaten
Magma
Silt
Horror
Level
12
Solo
Lurker
Huge
Aberrant
Beast
XP
3,500
by
them.
Initiative +14 Senses Perception +7;
Lore
HP 590; Bloodied 295;
AC 28; Fortitude 29, Reflex 30, Will 30
DC
15:
Brown
Silt
Horrors
are
constantly
hungry
Saving Throws +5
DC
25:
Brown
Horrors
are
believed
to
be
the
result
Speed Swim 6
of
cross
breeding
between
Gray
and
White
Horrors.
Action Points 2
DC
30:
A
severed
tentacle
will
grow
back
in
around
Tentacles
Lash
(At-‐Will,
Standard)
two
weeks.
Reach
3,
+17
vs.
AC,
2d6+5
damage
Constriction
(At-‐Will,
Standard)
Reach
3,
+15
vs.
Ref,
1d8+5
damage,
Victim
Grabbed,
5
Gray
Horror
ongoing
damage
until
grab
broken
Gray
Horrors
are
a
sickly
Grey
in
colour
with
a
A
Silt
Horror
can
Grab
up
to
8
enemies.
multitude
of
sharp-edges
tentacles.
They
are
Jet
Stream
(Encounter,
Standard)
completely
fearless.
Blast
4,
+13
vs.
Ref,
3d8+5
Damage
Steam
Burns,
Creature
is
propelled
12
squares
with
no
attack
of
Gray
Silt
Horror
Level
12
Elite
Lurker
opportunity.
Huge
aberrant
beast
XP
1,400
Send
Thoughts
(Encounter,
Standard)
Psionic
Initiative +16; Senses Perception +12; The
Magma
Silt
Horror sends it s alien thoughts to
a
HP 194; Bloodied 97; victim,
confusing
them
and
leaving
them
dazed.
AC 28; Fortitude 31, Reflex 32, Will 29 Range
15,
+15
vs.
Will,
4d8+6
Psionic
Damage,
Target
Saving Throws +2 is
Dazed
(Save
Ends)
While
Dazed
he
will
attack
1
Speed Burrow 6 adjacent
ally
per
round
(of
the
Silt
Horrors
Choosing)
Action Points 1 with
a
Basic
Melee
Attack.
Claws
(At-‐Will,
Standard)
Psychic
Crush
(Recharge
When
First
Bloodied,
Reach
3,
+17
vs.
AC,
2d6+5
damage
Immediate
Interrupt)
Psionic
Constriction
(At-‐Will,
Standard)
Burst
2
within
15,
+13
vs.
Will,
3d8+5
Psionic
Damage,
Reach
3,
+15
vs.
Ref,
1d8+5
damage,
Victim
Grabbed,
5
All
victims
in
burst
Dazed
(Save
Ends)
ongoing
damage
until
grab
broken
Alignment
Evil
Languages
–
A
Silt
Horror
can
Grab
up
to
8
enemies.
Skills Stealth +15
Air
Jet
(Encounter,
Move)
Str
20
(+11)
Dex
19
(+10)
Wis
12
(+7)
On
the
rare
occasion
that
the
Silt
Horror
is
caught
by
Con
22
(+12)
Int
12
(+7)
Cha
19
(+10)
surprise
or
is
being
defeated
by
its
prey,
it
will
use
its
Description
Monstrous
Compendium
II:
Terrors
Air
Jet
to
escape.
Beyond
Tyr
This
action
launches
the
silt
horror
10
squares
and
Blast
4,
+13
vs.
Fort,
Blinds
all
creatures
within
the
Tactics:
The
magma
silt
horror
lies
in
wait
in
pools
burst
area.
(Save
Ends)
of
magma,
hot
springs,
fumaroles,
and
geysers.
The
Auditory
Illusion
(Recharge
6,
Standard)
Illusion
horror
uses
its
psionic
abilities
to
sense
the
Burst
3,
+13
vs.
Will,
3d8+5
Psychic
Damage,
Victim
Distracted
(See
Dark
Sun
DMG)
(Save
Ends)
presence
of
prey
and
to
lure
that
prey
to
it.
If
a
Alignment
Evil
Languages
– creature
large
enough
to
be
considered
a
meal
is
Skills Stealth +17 sensed,
the
magma
horror
attempts
to
establish
psionic
contact
with
its
target
and
communicate
Tactics:
The
red
silt
horror
tries
to
lure
prey
to
it
with
it
using
mind
link
and
send
thoughts.
The
using
ultimate
goal
of
such
a
communication
is
to
Its
psionic
abilities
to
establish
contact
with
its
convince
the
being
to
approach
the
location
of
the
quarry.
It
uses
its
psionic
attraction
power
to
bring
horror.
its
prey
closer.
Once
the
red
horror
lures
the
creature
close,
this
aggressive
creature
launches
its
Once
the
prey
is
in
range,
the
magma
silt
horror
attack.
launches
its
attack.
If
the
magma
silt
horror
is
in
danger
of
losing
the
combat
or
more
than
half
of
its
Lore
tentacles,
it
uses
its
steam
jet
to
escape.
DC
20:
The
red
silt
horror
prefers
to
live
in
the
Sea
of
Silt
and
stays
there
as
long
as
it
can
maintain
a
Lore
regular
diet.
If
traffic
should
slow
to
the
point
that
DC
25:
The
magma
silt
horror
is
a
solitary
creature.
the
horror
can’t
feed
itself,
it
moves
to
another
silt
It
meets
in
frequently
for
mating
purposes.
Once
basin,
a
mudflat,
or
even
the
desert.
This
journey
is
the
process
is
complete,
it
parts
ways.
The
horror
always
made
at
night
to
limit
the
chances
that
it
is
sometimes
moves
within
its
domain
from
a
geyser
seen
and
attacked.
to
a
hot
spring
to
a
lava
flow,
but
always
remains
in
DC
25:
The
red
silt
horror
has
a
voracious
appetite.
familiar
territory.
It
has
been
known
to
devour
creatures
twice
its
DC
30:
As
with
all
horrors,
the
magma
silt
horror
is
size,
only
to
catch
another
creature
hours
later.
always
ravenous
and
takes
every
opportunity
to
Giants
are
the
favored
food
of
the
red
silt
horror.
feed.
This
horror
must
feed
at
least
once
every
six
weeks
or
it
begins
to
weaken.
Sometimes
this
is
a
challenge,
as
the
areas
these
creatures
call
home
White
Silt
Horror
are
not
the
types
of
places
that
many
creatures
White
Silt
Horrors
are
the
largest
and
most
common
frequent.
Silt
Horror,
its
tentacles
can
grow
to
a
length
of
50ft
and
it
uses
them
to
drag
its
prey
beneath
the
surface.
Red
Silt
Horror
Silt
Horror,
White
Level
14
Lurker
The
red
silt
horror
is
the
most
mobile
of
the
horrors,
Gigantic
aberrant
beast
XP
1,000
able
to
propel
itself
across
the
surface
of
Athas
using
Initiative +17 Senses Perception +12;
four
tentacles
that
can
support
its
weight.
HP 110; Bloodied 55;
AC 28; Fortitude 31, Reflex 32, Will 31
The
red
slit
horror
is
one
of
the
smaller
horrors,
Speed Burrow 6
measuring
about
12
feet
long.
The
creature
gets
its
Claws
(At-‐Will,
Standard)
Reach
4,
+19
vs.
AC,
2d8+6
damage
name
from
the
scarlet
hue
of
its
leathery
hide.
Constriction
(At-‐Will,
Standard)
Red
Silt
Horror
Level
8
Lurker
Reach
4,
+17
vs.
Ref,
1d10+6
damage,
Victim
Grabbed,
Large
aberrant
beast
XP
350
5
ongoing
damage
until
grab
broken.
Initiative +13; Senses Perception +4; A
Silt
Horror
can
Grab
up
to
8
enemies
HP 67; Bloodied 33; Air
Jet
(Encounter,
Move)
AC 22; Fortitude 24, Reflex 25, Will 23 On
the
rare
occasion
that
the
Silt
Horror
is
caught
by
Speed Burrow 6 surprise
or
is
being
defeated
by
its
prey,
it
will
use
its
Tentacle
Lash
(At-‐Will,
Standard)
Air
Jet
to
escape.
Reach
2,
+13
vs.
AC,
2d6+5
damage
This
action
launches
the
silt
horror
10
squares
and
Constriction
(At-‐Will,
Standard)
Burst
5,
+15
vs.
Fort,
Blinds
all
creatures
within
the
Reach
2,
+11
vs.
Ref,
1d8+5
damage,
Victim
Grabbed,
4
burst
area.
(Save
Ends)
ongoing
damage
until
grab
broken.
Alignment
Unaligned
Languages
–
A
Silt
Horror
can
Grab
up
to
8
enemies
Skills Stealth +17, Perception +12
Air
Jet
(Encounter,
Move)
Str
18
(+11)
Dex
23
(+13)
Wis
10
(+7)
On
the
rare
occasion
that
the
Silt
Horror
is
caught
by
Con
20
(+12)
Int
4
(+4)
Cha
20
(+12)
surprise
or
is
being
defeated
by
its
prey,
it
will
use
its
Description
Monstrous
Manual:
Dark
Sun
Air
Jet
to
escape.
This
action
launches
the
silt
horror
10
squares
and
Tactics:
A
White
Horror
will
lie
beneath
the
Blast
3,
+9
vs.
Fort,
Blinds
all
creatures
within
the
burst
surface
waiting
for
its
prey
to
travel
over
the
top
of
area.
(Save
Ends)
it.
It
can
feel
vibrations
in
the
silt
(because
of
this
it
Psionic
Blast
(Encounter,
Standard)
Psionic
is
very
hard
to
sneak
up
on)
Blast
4,
+9
vs.
Will,
3d10+5
Psionic
Damage,
all
enemies
in
blast
are
knocked
prone.
Lore
Attraction
(Encounter,
Standard)
Psionic
DC
15:
The
White
Silt
Horror
will
eat
anything
Burst
3,
+9
vs.
Will,
3d8+5,
all
victims
are
pulled
2
except
for
other
White
Silt
Horrors.
squares.
DC
25:
A
White
Silt
Horror
can
sustain
its
self
for
Alignment
Unaligned
Languages
– years
off
a
single
meal.
Skills Stealth +14
DC
30:
When
a
Silt
Horror’s
tentacle
is
Str
15
(+6)
Dex
20
(+9)
Wis
10
(+4)
Con
19
(+8)
Int
7
(+2)
Cha
15
(+6)
dismembered,
it
can
regenerate
a
new
one
at
a
rate
Description
Monstrous
Compendium
II:
Terrors
of
one
per
month.
Beyond
Tyr
Silt
Runner
+5 to Perception due to an ability to See Sound and
Navigation abilities.
These
small
lizard
men
are
common
on
Athas;
they
Alignment
Chaotic
Evil
Languages
–
usually
live
their
lives
as
raiders.
Silt
Runner's
are
Skills Stealth +11
small,
green,
scaled
and
ugly.
They
have
protruding
Str
12
(+3)
Dex
18
(+6)
Wis
10
(+2)
snouts
with
maws
filled
with
sharp
teeth.
Con
15
(+3)
Int
9
(+1)
Cha
13
(+3)
Equipment:
Wooden
Spear,
Wooden
Shield
Silt
Runner
Level
2
Description
Monstrous
Compendium:
Dark
Sun
Small
natural
humanoid
(Reptilian)
Skirmisher
XP
125
Tactics:
Silt
Runners
use
two
basic
types
of
attack,
Initiative +6 Senses Perception +1; first
off
they
will
ambush
using
stealthy,
hit
and
run
HP 38; Bloodied 19; tactics,
the
second
is
to
over
run
an
enemy
using
AC 16; Fortitude 16, Reflex 17, Will 15 waves
after
wave
of
attacks.
Speed 8
Wooden
Spear
(At-‐Will,
Standard)
Weapon
Lore
+7
vs.
AC,
1d10+3
damage
DC
15:
Silt
Runners
are
tribal
in
nature
and
live
in
Claw
(At-‐Will,
Standard)
groups
of
up
to
200
individuals.
+7
vs.
AC,
1d6+3
damage
DC
20:
Silt
Runner
despises
Elves
and
will
turn
Hit
and
Run
(Encounter,
Standard)
Weapon
Must
have
combat
advantage,
+5
vs.
Ref,
3d6+3
away
from
any
Caravan
raid
in
order
to
attack
a
damage,
shift
3
squares.
lone
elf,
if
given
the
chance.
Alignment
Chaotic
Evil
Languages
– DC
25:
Silt
Runners
will
eat
nearly
anything
but
Skills Stealth +9 prefer
to
eat
Elf
Flesh.
They
reproduce
through
Str
12
(+2)
Dex
17
(+4)
Wis
10
(+1)
laying
eggs.
Con
14
(+3)
Int
9
(+0)
Cha
12
(+2)
Equipment:
Wooden
Spear
Silt
Serpent
Silt
serpents
are
simply
snakes
that
have
adapted
to
Silt
Runner
Guard
the
dusty
shoals
of
the
Silt
Sea.
They
use
the
silt
as
Silt
Runner
Guard
Level
3
camouflage
and
cover
as
they
sneak
up
on
their
prey,
Small
natural
humanoid
(Reptilian)
Skirmisher
and
it
is
this
tactic
that
gives
them
their
name.
XP
150
Though
they
are
small
creatures,
their
venomous
Initiative +6 Senses Perception +6;
HP 46; Bloodied 23; bite
can
bring
down
a
hearty
mul
in
seconds
AC 17; Fortitude 17, Reflex 18, Will 16 Silt
Serpent
Level
1
Elite
Lurker
Speed 8
Small
Natural
Beast
(Reptile)
XP
200
Wooden
Spear
(At-‐Will,
Standard)
Weapon
Initiative +3; Senses Perception +1;
+8
vs.
AC,
1d10+3
damage
HP 26; Bloodied 13;
Claw
(At-‐Will,
Standard)
AC 15; Fortitude 15, Reflex 16, Will 14
+8
vs.
AC,
1d6+3
damage
Speed 4
Hit
and
Run
(Encounter,
Standard)
Weapon
Poison
Bite
(At-‐Will,
Standard)
Poison
Must
have
combat
advantage,
+6
vs.
Ref,
3d6+3
+6 vs. Fort, 1d6+3 damage plus Weakened and 2 ongoing
damage,
shift
3
squares.
damage (Save Ends Both)
Psionically Heightened Senses Alignment
Evil
Languages
–
+5 to Perception due to ability to See Sound and Skills Stealth +8
Navigation abilities. Str
10
(+0)
Dex
16
(+3)
Wis
10
(+1)
Alignment
Chaotic
Evil
Languages
– Con
14
(+2)
Int
4
(-‐2)
Cha
12
(+3)
Skills Stealth +9
Description
Sea
of
Silt
Str
12
(+2)
Dex
17
(+4)
Wis
10
(+1)
Con
14
(+3)
Int
9
(+0)
Cha
12
(+2)
Tactics:
The
silt
serpent
is
a
stalker
and
a
master
Equipment:
Wooden
Spear,
Wooden
Shield
of
stealth.
The
serpents
have
eyes,
but
it
is
their
sense
of
vibration
that
provides
them
with
most
of
Silt
Runner
Leader
their
uncanny
perception.
A
typical
tactic
of
a
snake
Silt
Runner
Leader
Level
4
Elite
is
to
lie
completely
beneath
a
shallow
layer
of
silt.
Small
natural
humanoid
(Reptilian)
Skirmisher
The
dust
packed
in
around
the
creature’s
sensory
XP
350
organs
acts
as
a
medium
for
vibrations.
While
Initiative +7 Senses Perception +7; buried
beneath
the
surface,
a
silt
serpent
can
sense
HP 108; Bloodied 54; things
moving
over
the
land
or
through
the
silt
AC 20; Fortitude 20, Reflex 21, Will 17
Speed 8
within
a
40-‐foot
radius.
Often,
a
serpent
rests
upon
Wooden
Spear
(At-‐Will,
Standard)
Weapon
a
high
vantage
point
and
waits
until
it
sees
prey
in
+9
vs.
AC,
1d10+4
damage
the
distance.
Then
it
drops
into
the
silt
and
tries
to
Claw
(At-‐Will,
Standard)
sneak
up
on
its
victim
from
below.
This
leaves
a
+9
vs.
AC,
1d6+4
damage
small
trail
in
the
serpent’s
wake,
which
an
Hit
and
Run
(Recharge
5,6,
Standard)
Weapon
adventurer
might
notice
on
a
Perception
Check
vs.
Must
have
combat
advantage,
+7
vs.
Ref,
3d6+4
Stealth.
After
the
serpent
has
bitten
exposed
flesh
it
damage,
shift
3
squares.
retreats
back
into
the
sands
and
waits
for
its
victim
Psionically Heightened Senses
to
die.
Lore
AC 28; Fortitude 34, Reflex 23, Will 29
A
nature
check
will
reveal
the
following
to
a
Resist 10 Normal Damage;
character.
Speed 6, Burrow 9
Bite
(Standard,
at-‐Will)
DC
25:
Natives
of
the
Sea
of
Silt
know
these
Blast
2
(Due
to
the
size
of
the
creatures
mouth),
+17
vs.
serpents
make
very
tasty
meals.
AC,
3d6+6
damage
DC
30:
there
are
stories
of
giant
Silt
Serpents
Swallow
Whole
(Standard,
Recharge
When
bloodied)
existing
at
the
deeper
points
of
the
Sea
of
Silt.
Acid
Must
Have
Surprise;
++15
vs.
Ref,
4d10+6
Damage,
5
Silt
Spawn
Ongoing
Acid
damage,
After
3
rounds
of
being
inside
the
sink
worm
a
victim
must
start
making
endurance
Silt
spawn
are
the
young
of
the
silt
horrors
that
check
against
suffocation.
A
Sink
Worm
must
be
killed
roam
the
Sea
of
Silt.
Unlike
their
adult
counterparts,
to
recover
a
Swallowed
victim.
Once
the
Sink
Worm
coloration
is
more
difficult
to
detect
at
this
young
reaches
0
hps
the
victim
can
safely
exit
the
beast.
age.
It
seems
that
the
young
are
born
with
random
Phasing
(Movement,
Encounter)
colors
and
only
take
on
the
appearance
of
silt
Sink
Worms
have
the
ability
to
phase
through
solid
horrors
as
they
reach
maturity.
Silt
spawn
only
rock
and
stone,
they
can
phase
up
to
9
squares
to
get
remotely
resemble
the
adult
creatures
they
will
though
any
particular
obstacle.
Bloodied Retreat (Immediate Interrupt, When First
become,
and
few
who
see
them
would
even
guess
at
a
Bloodied)
connection
between
the
smaller
silt
spawn
and
the
The Sink Worm retreats 9 squares under the ground. This
huge,
multi-tentacled
silt
horrors
they
grow
into.
allows them to reroll their stealth score, and attempt to
swallow another victim whole.
Silt
spawn
have
tentacles
and
teeth,
like
the
adult
Alignment
Unaligned
Languages
–
horrors,
but
they
appear
flatter,
less
bulbous.
They
Skills Stealth +17
keep
this
flat
shape
until
reaching
a
size
of
about
10
Str
21
(+12)
Dex
21
(+12)
Wis
10
(+7)
feet
long,
and
then
they
start
to
take
on
the
Con
23
(+13)
Int
4
(+4)
Cha
17
(+10)
characteristics
that
differentiate
them
as
adult
silt
Description
Monstrous
Compendium:
Dark
Sun
horrors
Tactics:
A
Sink
Worm
will
travel
up
behind
its
prey
Silt
Spawn
Level
2
Soldier
until
it
is
almost
directly
underneath
them,
it
will
Medium
Aberration
beast
XP
125
then
burst
through
the
sand
in
an
attempt
to
Initiative +6; Senses Perception +1; swallow
them
whole.
HP 40; Bloodied 20;
AC 18; Fortitude 17, Reflex 17, Will 16 Lore
Speed 8 (in Silt) DC
15:
Sink
Worms
are
very
aggressive
hunters
Bite
(At-‐Will,
Standard)
who
will
eat
nearly
anything.
+7
vs.
AC,
1d10+3
damage
DC
30:
Sink
Worms
are
hatched
in
small
groups
Grapple
(At-‐Will,
Standard)
and
immediately
turn
cannibal
so
the
strongest
+5
vs.
Ref,
1d6+3,
victim
is
grabbed,
for
each
round
after
3
round
of
being
grabbed,
the
victim
must
make
survive
to
hand
the
sandy
wastes.
endurance
checks
against
suffocation.
Alignment
Unaligned
Languages
– Skyfish
Skills Stealth +9 A
skyfish
is
an
amphibious
flying
fish;
it
has
the
Str
12
(+2)
Dex
17
(+4)
Wis
10
(+1)
ability
to
survive
both
above
and
below
the
surface
Con
16
(+4)
Int
3
(-‐2)
Cha
12
(+2)
Description
Monstrous
Compendium
II:
Terrors
of
the
last
sea.
Beyond
Tyr
Skyfish
Level
1
Minion
Medium
natural
beast
(Aquatic)
XP
25
Tactics:
Silt
Spawn
attempt
to
grapple
and
drag
Initiative +3; Senses Perception +0;
their
prey
under
the
sand,
letting
it
suffocate
before
HP 1, A Minion cannot be hit by a missed attack.
devouring
it.
AC 15; Fortitude 15, Reflex 16, Will 14
Speed fly 15 (height 1), swim 12
Lore
Bite
(At-‐Will,
Standard)
DC
15:
Silt
Spawn
are
young
Silt
Horrors.
+6
vs.
AC,
7
damage
DC
25:
Silt
Spawn
live
in
the
buried
ruins
with
in
Alignment
Unaligned
Languages
–
the
silt
sea.
These
ruins
protect
them
form
larger
Str
10
(+0)
Dex
16
(+3)
Wis
10
(+0)
predators.
Con
14
(+2)
Int
4
(-‐2)
Cha
12
(+1)
Description
Mind
Lords
of
the
Last
Sea
Sink
Worm
Tactics:
Skyfish
hunt
in
huge
packs,
much
like
a
The
Sink
Worm
is
a
50ft
long
white
worm
that
piranha
does.
They
can
voracious
hunters
and
are
travels
beneath
loose
sand
and
silt,
leaving
a
sunken
feared
and
respected
by
many
of
the
fisherman
that
depression
in
the
surface
behind
it.
hunts
them.
Sink
Worm
Level
14
Solo
Brute
Lore
Gigantic
natural
beast
XP
5,000
DC
15:
Skyfishes
mouth
is
full
of
rows
ferocious
Initiative +12; Senses Perception +7; teeth.
HP 715; Bloodied 357;
DC
20:
Skyfish
mate
for
life.
DC
20:
The
war
band
is
leaderless.
There
is
no
hierarchy
among
the
warriors.
The
natural
Slig
telepathy
gives
the
sligs
more
cohesion
and
Sligs
are
wide-jawed
humanoids
of
the
desert
leadership
than
any
chieftain
could
provide.
Tactics
wilderness.
Sligs
are
tall
and
muscular,
standing
are
instantly
conceived
and
executed
by
the
seven
feet
tall
and
weighing
more
than
300
pounds.
collective
group
of
Their
skin
color
varies
from
a
sickly
white
to
tan
and
warriors.
deep
brown.
Long
red
or
auburn
hair
grows
on
their
DC
25:
Unlike
most
creatures
of
the
sand
wastes,
heads,
forearms,
and
thighs,
and
sometimes
on
the
sligs
are
actually
sedentary
monsters,
preparing
back
and
rump
as
well.
This
hair
is
sometimes
permanent
homes
from
which
they
deploy
their
braided
but
more
often
left
long.
They
have
no
war
bands.
They
are
very
adaptable
to
their
terrain,
ability
to
store
fat
in
their
bodies,
so
are
especially
taking
advantage
of
the
best
of
the
local
features
to
lean
in
appearance.
create
a
permanent,
safe
living
environment.
Sligs
seldom
stand
to
their
full
height,
instead
adopting
a
hunched
posture
that
allows
their
arms
Sloth,
Athasian
to
assist
in
locomotion.
Their
arms
and
legs
are
The
Athasian
Sloth
is
a
fast
moving
predatory
extremely
powerful.
Their
hands
have
a
thumb
and
creature
that
hunts
the
Forest
Ridge.
They
are
large
three
very
long
fingers,
each
tipped
with
blunt
black
creatures
covered
in
brown
fur,
with
light
tan,
claws.
Their
heads
are
tapered
at
the
top
giving
way
brown
and
green
spots
marking
them.
to
an
extremely
wide,
but
not
protruding
law.
Their
teeth
are
nasty,
broken,
and
yellow,
and
are
always
Athasian
Sloth
Level
11
Elite
Brute
displayed
in
a
maniacal
grin.
Their
eyes
vary
in
color
Large
natural
beast
XP
1,200
from
black
to
silver
beneath
thick,
almost
reptile
like
Initiative +10 Senses Perception +5;
ridges.
HP 280; Bloodied 140;
AC 25; Fortitude 30, Reflex 30, Will 26
Slig
Level
5
Soldier
Resist 5 vs. Natural Poisons, 2 vs. Manufactured Poisons.
Large
natural
humanoid
(Reptilian)
XP
200
Saving Throws +2
Initiative +6 Senses Perception +9; Speed 9
HP 64; Bloodied 32; Action Points 1
AC 21; Fortitude 21, Reflex 19, Will 19 Bite
(At-‐Will,
Standard)
Speed 5 +14
vs.
AC,
3d6+5
damage,
plus
see
Maw
Grapple
Bone
Bastard
Sword
(At-‐Will,
Standard)
Weapon
Claw
(At-‐Will,
Standard)
+12
vs.
AC,
1d10+4
damage
+14
vs.
AC,
2d6+5
damage,
When
one
claw
successfully
Bite
(At-‐Will,
Standard)
hits,
roll
a
second
attack
at
+12
vs.
AC,
2d6+5
damage
+12
vs.
AC,
1d6+4
damage
to
see
if
the
second
set
of
claws
hits.
Ambush Assault (Encounter, Standard) Surprise
Attack
(Encounter,
Standard)
Must Have Surprise, Combat Advantage; +10 vs. Ref, Must
have
surprise,
and
combat
advantage,
+12
vs.
Ref,
3d8+4 damage, victims knocked back 2 squares. 4d8+5
damage,
Victim
knocked
Prone
and
Stunned
Co-Operative
Attack
(Save
Ends)
For
every
Slig
adjacent
a
slig
gain
a
+1
to
his
AC
and
Maw
Grapple
(Recharge
6,
Immediate
Interrupt)
Damage
Rolls.
On
a
successful
bite
attack,
the
Sloth
can
make
a
Alignment
Unnatural
Languages
– secondary
attack
roll
at
+12
vs.
Ref
to
see
if
it
grips
on
Skills Nature +9, Perception +9 to
its
victim,
if
successful
the
victim
is
grabbed and 10
Str
18
(+6)
Dex
15
(+4)
Wis
15
(+4)
ongoing damage until the
grab
is
broken.
Con
16
(+5)
Int
10
(+2)
Cha
10
(+2)
Alignment
Unaligned
Languages
–
Equipment:
Bone
Bastard
Sword
Skills Stealth +15
Description
Monstrous
Compendium
II:
Terrors
Str
21
(+10)
Dex
20
(+10)
Wis
10
(+5)
Beyond
Tyr
Con
20
(+10)
Int
4
(+2)
Cha
16
(+8)
Description
Monstrous
Compendium:
Dark
Sun
Tactics:
Sligs
are
individually
impressive,
but
not
Invincible.
What
makes
them
particularly
Tactics:
the
Sloth
will
normal
launch
a
surprise
formidable
is
their
ability
to
attack
in
concert
with
attack
first,
and
follow
up
with
deadly
attacks
with
one
another,
seeking
out
new
and
interesting
ways
its
front
talons.
If
the
victim
has
proved
sturdy
to
corner
and
kill
their
prey.
Those
appearing
in
enough
to
survive
these
vicious
attacks
it
will
any
encounter
are
a
follow
up
with
a
bite
from
its
powerful
jaws
and
War
band
of
males.
Females
and
young
are
found
attempt
to
grapple
the
target,
slowly
crushing
it
only
in
the
lair.
Females
flee
with
their
young
when
and
letting
it
bleed
to
death.
discovered
and
never
fight.
Lore
Sligs
are
smart
enough
to
bait
adventurers
and
DC
15:
Sloths
are
territorial
beasts
that
defend
ambush
them,
they
can
also
track
targets
over
long
their
homes
and
families
fiercely.
distances
they
will
also
partake
in
kidnapping
and
DC
20:
A
single
family
of
Sloths
could
devour
an
theft
for
profit.
entire
halfling
village
in
a
single
night
and
they
are
Lore
usually
not
afraid
to
try.
DC
25:
Athasian
Sloths
never
attack
each
other,
Spider
and
if
a
set
of
parents
in
a
family
is
killed
it
is
very
likely
any
young
will
be
adopted
by
the
first
set
of
adult
Sloths
they
come
across.
Crystal
Spider
DC
30:
Athasian
Sloths
only
have
one
natural
Crystal
Spiders
are
voracious
predators
that
spin
enemy,
Halflings;
interestingly
they
combat
this
by
glass
webs
and
are
capable
of
focusing
a
beam
of
actively
hunting
and
killing
halflings.
light
that
burns
potential
victims.
The
Crystal
Spider
appears
to
be
made
entirely
out
So-‐Ut
(Rampager)
of
crystal.
So-Ut
are
fierce
creatures
that
live
solely
for
the
sake
Crystal
Spider
Level
4
Elite
of
destruction.
They
know
no
fear
and
hate
anything
Large
Aberrant
Beast
Artillery
made
by
humanoids.
XP
175
The
Rampager
is
a
huge
six-legged
creature
with
Initiative +6 Senses Perception +4;
gray
scales
that
are
unusually
thick
and
almost
HP 45; Bloodied 22;
AC 20; Fortitude 20, Reflex 22, Will 18
impossible
to
cut
through.
The
beasts’
four
rear
legs
Saving Throws +2
are
similar
to
that
of
a
paciderm
ending
in
round
Speed 6, Climb 6, Web 9
stumps,
while
the
two
front
claws
have
dagger
like
Action Points 1
claws.
Sharpened
Forelegs
(Standard,
At-‐Will)
+11
vs.
AC,
1d10+4
damage
The
Rampagers
face
is
the
stuff
of
nightmares,
it
has
Poison
Bite
(Standard,
recharge
6)
Poison
long
dirty
fangs,
glowing
red
eyes.
Its
nose
is
+9
vs.
Fort,
3d6+4
poison
damage,
plus
immobilised
somewhat
similar
to
a
vestigial
horn.
They
have
(Save
Ends)
small
rounded
ears
that
makes
its
hearing
quite
Grab
(Standard,
Encounter)
poor,
but
its
sense
of
smell
is
very
acute.
+9
vs.
Ref,
3d8+4
damage,
victim
is
grabbed
granting
the
Crystal
spider
combat
advantage
until
he
grab
is
So-Ut
Level
15
Solo
Brute
broken.
Large
aberrant
beast
XP
6,000
Light
Beam
(Recharge
5,6,
Encounter)
Heat
Initiative +12 Senses Perception +12; Range
15,
+9
vs.
Ref,
3d8+4
heat
damage
Aura of Fear, Aura 2, + vs. Will, 1d10+6 fear damage, Glass
Web
(Standard,
Encounter)
Victims are Broken (See Dark Sun DMG) Burst
2,
+9
vs.
Dex,
3d6+4
damage
+
5
ongoing
damage
HP 755; Bloodied 377; until
a
save
is
made
to
free
ones
self
from
the
web.
The
AC 29; Fortitude 35, Reflex 32, Will 34 web
remains
as
difficult
terrain
after
victims
have
Immune Psionic/Psychic; Resist 5 non-metal weapons. escaped.
The
Crystal
Spider
can
move
at
normal
speed
Saving Throws +5 on
the
web.
Speed 9 Alignment
Unaligned
Languages
–
Action Points 2 Skills Athletics +11
Claws
(At-‐Will,
Standard)
Str
12
(+3)
Dex
18
(+6)
Wis
15
(+4)
+18
vs.
AC,
3d6+6
damage
Con
15
(+4)
Int
6
(+0)
Cha
10
(+2)
Bite
(At-‐Will,
Standard)
Description
Monstrous
Compendium:
Dark
Sun
+18
vs.
AC,
2d6+6
damage
Acidic
Poison
(Standard,
Recharge
5,6)
Acid,
Poison
Tactics:
Crystal
Spiders
are
solitary
hunters
that
+16
vs.
Fort,
4d10+6
Acid
and
Poison
Damage,
10
use
their
webs
to
set
traps,
and
protect
their
nests.
Ongoing
Acid
Damage
(Save
Ends)
They
are
capable
of
focusing
a
beam
of
light
into
a
Armour
Bite
(Standard,
Encounter)
burning
beam,
and
this
will
normally
be
their
first
+18
vs.
AC,
a
successful
attack
destroys
the
victims
mode
of
attack,
after
that
they
will
attempt
to
rend
armour
if
he
is
wearing
any,
if
the
character
is
not
wearing
armour
this
is
a
normal
bite
attack.
their
foes
paralyzed
with
their
powerful
neuron-‐
Alignment
Chaotic
Evil
Languages
– toxin.
Str
20
(+12)
Dex
20
(+12)
Wis
20
(+12)
Lore
Con
23
(+13)
Int
6
(+3)
Cha
10
(+7)
Description
Monstrous
Compendium:
Dark
Sun
DC
30:
Crystal
Spiders
actually
survive
on
Sunlight,
but
do
need
the
occasional
liquid
intake.
For
this
Tactics:
So-‐Ut
only
attack
at
night,
they
will
charge
they
prefer
the
blood
of
humans.
out
of
the
darkness
laying
waste
to
all
in
their
path
Lore
Dark
Spider
DC
15:
So-‐Ut
are
carnivores,
but
rarely
attack
Taller
than
wide,
dark
spiders
have
a
somewhat
humanoids
for
food,
they
attack
humans
for
the
humanoid
appearance
to
them,
the
oily
night
black
“fun”
of
it.
chitin
of
their
skin
mottled
with
lurid
red
and
DC
25:
So-‐Ut
scales
make
excellent
armour.
maroon
streaks.
Unfortunately
the
armour
is
every
bit
as
hot
to
wear
as
a
standard
set
of
Metal
Scale
Armour.
They
occupy
dark
ruins
or
subterranean
spaces,
and
hunt
in
small
groups
part
of
a
larger
tribe
governed
by
a
queen.
Intelligent
arachnids,
some
among
them
have
mastered
sorcery
and
the
Way
Dark
Spiderling
Swarm
Web Shift (minor; at-will)
The dark spider shifts 1 square.
Dark Spiderling Swarm Level 6 Soldier Alignment Unaligned Languages Dark spider
Medium natural beast (spider, swarm) XP 250 Skills Athletics +12, Insight +10, Stealth +12
Initiative +9; Senses Perception +x; darkvision, tremor sense Str 10 (+2) Dex 19 (+7) Wis 16 (+5)
5 Con 16 (+5) Int 1 (-2) Cha 10 (+2)
Swarm Attack aura 1; the dark spiderling swarm makes a Description
Monstrous
Compendium
II:
Terrors
basic attack as a free action against each enemy that
begins its turn in the aura. In addition, an enemy that
Beyond
Tyr
enters or starts its turn in the aura is slowed (save ends) by DARK
SPIDER
WEB
REAPER
TACTICS:
Dark
spider
web
strands of webbing.
reapers
swarm
around
the
nearest
foes,
clawing
HP 72; Bloodied 36
AC 22; Fortitude 21, Reflex 22, Will 21 the
creatures
to
death,
especially
concentrating
on
Immune Forced Movement; Resist Melee and Ranged targets
that
have
been
immobilized
so
as
to
cause
Attacks (Half Damage); Vulnerable 5 to Close and Area extra
damage.
They
use
their
superior
speed
to
out
Attacks maneuver
foes.
They
typically
fight
until
slain.
Speed 4, climb 4 (spider climb)
Swarm of Claws and Fangs (standard; at-will)
+11 vs. Reflex; 1d10+4 damage. Dark
Spider
Mephiticant
Move
Into
an
Enemies
Space
Dark
Spider
Mephiticant
Level
6
Soldier
A
swarm
can
enter
or
move
through
an
enemy’s
space;
Medium
magical
beast
(spider)
XP
250
this
movement
does
not
provoke
opportunity
attacks.
Initiative
+9;
Senses
Perception
+3;
darkvision,
tremor
An
sense
10
enemy
can
enter
a
space
occupied
by
a
swarm,
but
the
HP
74;
Bloodied
37
space
occupied
by
the
swarm
is
considered
difficult
AC
22;
Fortitude
22,
Reflex
22,
Will
20
terrain,
and
doing
so
provokes
an
opportunity
attack.
Speed
6,
climb
6
(spider
climb)
Travel
Through
Tight
Spaces
Bite
(standard;
at-‐will)
♦
Poison
A
swarm
can
squeeze
through
any
opening
large
+13
vs.
AC;
1d10+4
damage,
and
the
target
takes
3
enough
ongoing
poison
damage
and
is
weakened
(save
ends
to
accommodate
even
one
of
its
constituent
creatures.
both).
For
Pull
Down
(immediate
reaction,
following
a
successful
example,
a
swarm
of
bats
can
squeeze
through
any
bite
attack)
opening
+11
vs.
Fortitude;
the
target
is
knocked
prone.
large
enough
for
one
of
the
bats
to
squeeze
through.
See
Web
(minor
1/round;
at-‐will)
the
Player’s
Handbook
for
squeezing
rules.
Ranged
5
or
Melee
1;
+11
vs.
Reflex;
the
target
is
Alignment Unaligned Languages – immobilized
(save
ends).
Str 14 (+5) Dex 19 (+7) Wis 16 (+6) Block
the
Path
Con 16 (+6) Int 1 (-2) Cha 8 (+2) The
dark
spider
mephiticant
gains
a
+2
bonus
to
attack
Description
Monstrous
Compendium
II:
Terrors
rolls
on
opportunity
attacks.
Beyond
Tyr
Web
Shift
(minor;
at-‐will)
The
dark
spider
shifts
1
square.
DARK
SPIDERLING
SWARM
TACTICS:
Disturbing
dark
Alignment
Unaligned
Languages
Common,
dark
spider
egg
sacs
causes
spiderlings
to
come
out
in
a
spider
rush,
forming
a
swarm
that
simply
moves
towards
Skills
Athletics
+12,
Insight
+8,
Stealth
+12
the
nearest
living
creature
that
isn’t
a
dark
spider
Str
12
(+4)
Dex
19
(+7)
Wis
10
(+3)
Con
18
(+7)
Int
4
(+0)
Cha
14
(+5)
and
swarm
it.
It
usually
avoids
targets
that
are
Description
Monstrous
Compendium
II:
Terrors
protected
by
dangerous
auras.
Beyond
Tyr
Dark
Spider
Web
Reaper
DARK
SPIDER
MEPHITICANT
TACTICS:
Dark
spider
Dark Spider Web Reaper Level 6 Minion mephiticants
protect
the
path
to
their
queen,
Medium magical beast (spider) XP 63 spraying
distant
foes
with
webbing
to
prevent
their
Initiative +x Senses Perception +x; darkvision, advance,
and
pulling
down
enemies
trying
to
pass
tremor sense 10 them
by,
in
the
process
injecting
a
powerful
poison
HP 1; a missed attack never damages a minion. through
their
bite
AC 20; Fortitude 21, Reflex 22, Will 21
Speed 8, climb 8 (spider climb)
Claw (standard; at-will) Dark
Spider
Sorcerer
+11 vs. AC; 1d10+4 damage. Dark
Spider
Sorcerer
Level
6
Artillery
Double Attack (standard; at-will) Medium
magical
beast
(spider)
XP
250
The dark spider web reaper makes two claw attacks. Initiative
+5;
Senses
Perception
+x;
darkvision,
tremor
+9 vs. Ref, 1d6+4 damage, +7 vs. Ref, 1d6+4 damage sense
10
Combat Advantage HP
58;
Bloodied
29
The dark spider web reaper deals an extra 1d6 damage AC
18;
Fortitude
21,
Reflex
22,
Will
21
against any target it has combat advantage against. Speed
6,
climb
6
(spider
climb)
Web Reaper Bite
(standard;
at-‐will)
The dark spider web reaper gains a +2 bonus to attack +13
vs.
AC;
1d6+4
damage.
rolls and deals an extra 2 damage against immobilized Noxious
Exhalation
(standard;
recharge
5,6)
♦
Defile,
creatures. Poison
Close
blast
3;
dark
spiders
are
immune;
+9
vs.
the
while
moving
towards
the
enemy,
relying
on
Fortitude;
3d6+4
poison
damage,
and
the
target
is
being
invisible
to
its
target
to
prevent
accurate
weakened
(save
ends).
retaliation.
It
uses
psionic
jaunt
to
jump
into
enemy
Shadow
Whisps
(standard;
at-‐will)
♦
Defile,
Necrotic
ranks,
followed
by
cloud
mind
to
become
invisible
Ranged
20;
+11
vs.
Fortitude;
3d8+4
necrotic
damage,
and
the
target
grants
combat
advantage
until
the
end
and
have
combat
advantage.
of
the
dark
spider
sorcerer’s
next
turn.
Vitriolic
Web
(standard;
at-‐will)
♦
Acid,
Defile
Dark
Spider
Queen
Ranged
5
or
Melee
1;
+11
vs.
Reflex;
3d6+4
acid
Dark
Spider
Queen
Level
13
Elite
Controller
damage,
and
the
target
takes
5
ongoing
acid
damage
Large
magical
beast
(Leader)
and
is
immobilized
(save
ends
both).
(spider)
XP
1,600
Web
Shift
(minor;
at-‐will)
Initiative
+10;
Senses
Perception
+9;
darkvision,
tremor
The
dark
spider
shifts
1
square.
sense
10
Alignment
Unaligned
Languages
Common,
dark
Queen
Pheromones
aura
x;
allied
dark
spiders
in
the
spider
aura
deal
double
damage
with
basic
attacks.
Skills
Arcana
+12,
Athletics
+10,
Insight
+11,
Stealth
+10
HP
264;
Bloodied
132;
see
also
steal
life
Str
12
(+4)
Dex
14
(+5)
Wis
16
(+6)
AC
27;
Fortitude
33,
Reflex
32,
Will
32
Con
16
(+6)
Int
19
(+7)
Cha
12
(+4)
Saving
Throws
+2
Description
Monstrous
Compendium
II:
Terrors
Speed
6,
climb
6
(spider
climb)
Beyond
Tyr
Action
Points
1
Claw
(standard;
at-‐will)
DARK
SPIDER
SORCERER
TACTICS:
Staying
behind
+18
vs.
AC;
1d10+6
damage.
mephiticants,
dark
spider
sorcerers
alternate
Double
Attack
(standard;
at-‐will)
between
using
shadow
whisps
and
vitriolic
web
The
dark
spider
queen
makes
two
claw
attacks.
against
distant
foes,
using
noxious
exhalation
to
+17
vs.
Ref,
1d10+6
damage,
+15
vs.
Ref,
1d10+6
help
flanked
dark
spiders,
who
is
immune
to
the
damage
power’s
effects
Bite
(standard;
at-‐will)
♦
Poison
+18
vs.
AC;
2d8+6
damage,
and
the
target
takes
5
ongoing
poison
damage
and
is
dazed
and
weakened
Dark
Spider
Mindshredder
(save
ends
all).
Dark
Spider
Mindshredder
Level
6
Lurker
Web
(minor
1/round;
at-‐will)
Medium
magical
beast
(spider)
XP
250
Ranged
5
or
Melee
1;
+17
vs.
Reflex;
the
target
is
Initiative
+11;
Senses
Perception
+5;
darkvision,
tremor
immobilized
(save
ends).
sense
10
Webbed
Terrain
(standard;
recharge
6)
♦
Zone
HP
56;
Bloodied
28
Area
burst
2
within
10;
+15
vs.
Reflex;
the
target
is
AC
20;
Fortitude
20,
Reflex
22,
Will
22
immobilized
(save
ends).
The
zone
is
filled
with
spider
Speed
6,
climb
6
(spider
climb)
webs
and
is
considered
difficult
terrain
until
the
end
of
Bite
(standard;
at-‐will)
the
encounter.
+11
vs.
AC;
1d6+4
damage.
Chitin
Song
(minor;
recharge
5,6)
♦
Defile,
Fear
Mindshred
(standard;
at-‐will)
♦
Psychic
Close
burst
4;
deafened
creatures
are
immune;
targets
Ranged
15;
+9
vs.
Will;
1d10+4
psychic
damage;
the
enemies;
+15
vs.
Will;
the
target
takes
a
-‐2
penalty
to
dark
spider
mindshredder
is
invisible
to
the
target
all
defences
until
the
end
of
the
dark
spider
queen’s
until
the
start
of
its
next
turn.
next
turn.
Cloud
Mind
(standard;
sustain
minor;
encounter)
♦
Steal
Life
(standard;
usable
only
while
bloodied;
Charm
encounter)
♦
Defile,
Healing,
Necrotic
Close
burst
3;
+7
vs.
Will;
the
dark
spider
Close
blast
2;
+15
vs.
Fortitude;
4d8+6
necrotic
mindshredder
is
invisible
to
the
target.
Affected
targets
damage,
and
the
dark
spider
queen
regains
12
hit
are
unable
to
see
the
mindshredder
for
as
long
as
it
points
for
every
creature
damaged
by
the
attack.
sustains
the
effect,
until
the
mindshredder
attacks,
or
Mind
Screech
(standard;
recharge
Ω)
♦
Psychic
until
it
is
hit
by
an
attack.
Close
blast
4;
+15
vs.
Will;
3d10+6
damage,
and
the
Combat
Advantage
target
is
dazed
(save
ends).
Miss:
Half
damage
and
the
The
dark
spider
mindshredder
deals
an
extra
1d6
target
is
not
dazed.
damage
against
any
target
it
has
combat
advantage
Swarming
Spiders
(standard;
recharge
Ω)
♦
Illusion,
against.
Psychic
Psionic
Jaunt
(move;
recharge
6)
♦
Teleportation
Area
burst
1
within
10;
enemies
within
the
burst
The
dark
spider
mindshredder
teleports
5
squares.
imagine
that
the
area
is
filled
with
writhing
spiders;
Web
Shift
(minor;
at-‐will)
+15
vs.
Will;
4d8+6
psychic
damage,
and
the
target
The
dark
spider
shifts
1
square.
takes
ongoing
5
psychic
damage
and
is
immobilized
Alignment
Unaligned
Languages
Common,
dark
(save
ends
both).
spider
Web
Shift
(minor;
at-‐will)
Skills
Athletics
+12,
Insight
+10,
Stealth
+12
The
dark
spider
shifts
1
square.
Str
12
(+4)
Dex
19
(+7)
Wis
14
(+5)
Alignment
Unaligned
Languages
Common,
dark
Con
14
(+5)
Int
12
(+4)
Cha
18
(+7)
spider
Description
Monstrous
Compendium
II:
Terrors
Skills
Arcana
+16,
Athletics
+15,
Insight
+14,
Stealth
+15
Beyond
Tyr
Str
23
(+12)
Dex
18
(+10)
Wis
16
(+9)
Con
20
(+11)
Int
20
(+11)
Cha
20
(+11)
DARK
SPIDER
MINDSHREDDER
TACTICS:
Dark
spider
Description
Monstrous
Compendium
II:
Terrors
mindshredders
typically
use
mindshred
on
foes,
all
Beyond
Tyr
DARK
SPIDER
QUEEN
TACTICS:
A
dark
spider
queen
the
coloration
of
the
rocks
within
the
area
shortly
protects
her
egg
sacs,
and
is
constantly
protected
after
birth.
by
web
reapers
that
stay
close
to
her
so
that
they
They
make
their
dens
in
small
caves
on
cliff
walls
benefit
from
her
queen’s
pheromones
aura.
She
and
mountainsides.
They
often
prey
upon
birds
and
readily
advances
on
enemies,
using
mind
screech
other
creatures
that
get
too
close
to
then
caves.
Wild
and
swarming
spiders
whenever
they
recharge,
Talents
are
very
common
among
these
arachnids.
blasting
nearby
intruders
with
chitin
song,
and
using
webbed
terrain
to
prevent
enemies
from
Mountain
Spider
Level
6
Soldier
advancing
on
her
position.
Against
an
irksome
Medium
natural
beast
(insect)
XP
250
opponent,
she
uses
chitin
song
followed
by
double
Initiative +9; Senses Perception +3;
attack,
and
then
uses
her
action
point
biting
the
HP 73; Bloodied 36;
target,
delivering
her
powerful
poison
into
its
AC 22; Fortitude 22, Reflex 21, Will 21
Speed 6, Spider Climb 6
veins.
Body
Weaponry
(At-‐Will,
standard)
Weapon,
Psionic
DARK
SPIDER
LORE
The
Mountain
Spider
can
grow
savage
looking
insectoid
A
character
knows
the
following
information
with
a
limbs
that
they
can
use
for
stabbing,
and
slashing
enemies.
successful
Nature
check.
+13
vs.
AC,
1d10+4
damage
DC
15:
Dark
spiders
are
intelligent
arachnids
that
Poison
Bite
(Recharge
6,
Standard)
Poison
live
in
subterranean
lairs
or
shadowy
ruins
or
+11
vs.
Fort,
3d6+4
poison
damage
plus
Immobilised
caverns
aboveground.
They
have
no
natural
(Save
Ends)
enemies,
but
often
create
ones
through
their
Secondary
Effect:
Victim
Weakened
(Save
Ends)
predatory
ways
when
nesting
spiderlings.
Domination (Encounter, Standard) Psionic, Charm
Their
social
structure
is
based
on
castes.
Dark
+11 vs. Will, Victim is Dominated (Save Ends)
While the victim remains dominated, the Mountain Spider
spider
eggs
usually
hatch
into
warriors,
although
a
can order it to make basic melee attacks against anybody
few
mutations
sometimes
produce
psionic
or
adjacent to them as a minor action.
sorcerous
individuals.
A
large
tribe
will
produce
a
Attraction (Encounter, Standard) Psychic, Charm
second
queen
that
will
either
wrestle
control
of
the
The Mountain Spider psionically calls its victim closer to
tribe
and
kill
the
old
queen,
or
be
exiled
to
form
her
it.
own.
+11 vs. Will, 3d6+4 Psychic Damage, Victim is attracted
The
queen
is
a
formidable
creature,
twice
the
size
to the spider, moving them 2 squares forward.
Alignment
Unaligned
Languages
–
of
a
warrior,
and
an
adept
of
sorcery
born
with
Str
12
(+4)
Dex
16
(+7)
Wis
10
(+3)
mastery
of
the
Way.
Con
19
(+8)
Int
16
(+7)
Cha
16
(+6)
DC
20:
Communicating
with
each
other
using
a
complex
series
of
hisses
and
clicks,
the
more
intelligent
of
dark
spiders
often
can
speak
the
Silt
Spider
tongue
of
humanoids
with
whom
they
trade.
Silt
spiders
are
small
spiders
that
easily
blend
into
Dark
spider
poison,
especially
that
of
queens,
is
silt-filled
areas.
They
can
swim
through
silt
easily
greatly
prized
by
assassins,
and
the
wily
creatures
and
often
attack
unseen,
deep
within
the
silt.
They
are
not
above
trading
their
poison
for
warm
meat
swarm
all
over
anything
that
comes
within
their
for
their
young.
area.
DC
25:
Dark
spiders
can
move
freely
over
the
Silt
Spider
Level
2
Lurker
webbing
found
all
over
their
lair
and
can
sense
the
Tiny
natural
beast
(Insect)
XP
125
vibrations
of
moving
prey,
as
well
as
immobilize
Initiative +8; Senses Perception +0;
them
by
spraying
webbing
from
a
distance.
HP 32; Bloodied 16;
Dark
spider
egg
sacs,
ensconced
in
webbing,
are
AC 16; Fortitude 16, Reflex 17, Will 16
closely
guarded
near
the
queen’s
location.
Speed 6, Swim 6
Bite
(at-‐Will,
Standard)
Poison
Disturbing
the
sacs
in
any
way
will
cause
the
+7
vs.
AC,
1d6_+3
poison
damage
spiderlings
to
reflexively
burst
forth
and
swarm
the
Paralytic
Poison
(Recharge
6,
Standard)
Poison
creature.
+5
vs.
Fort,
3d6+3
Poison
damage,
victim
Immobilised
Encounter
Groups
(Save
Ends)
Dark
spiders
dig
out
lairs
underground,
slowly
Secondary
Effect:
Victim
Slowed
(Save
Ends)
forming
warrens,
although
they
will
empty
and
Alignment
Unaligned
Languages
–
appropriate
for
themselves
an
occupied
cavern
or
Skills Stealth +9
ruin
if
its
occupants
are
less
dangerous
that
the
Str
8
(+0)
Dex
17
(+4)
Wis
8
(+0)
Con
14
(+3)
Int
4
(-‐2)
Cha
14
(+3)
tribe
is.
Their
queens
are
attracted
to
places
of
supernatural
energies
Silt
Spider
Swarm
Silt
Spider
Level
2
Lurker
Mountain
Spider
Tiny
natural
beast
(Insect)
XP
125
Mountain
spiders
are
large
creatures
that
resemble
Initiative +8 Senses Perception +0;
most
other
spiders
except
for
their
size
and
color.
Swarm Attack aura 1; the silt spider swarm makes a basic
They
blend
in
well
with
their
surroundings,
taking
on
attack as a free action against each enemy that begins its
turn in the aura. In addition, an enemy that enters or starts Must have surprise, the Spine Wyrm moves 8 Squares and
its turn in the aura is slowed (save ends) by strands of Attacks, +13 vs. Ref, 4d8+5 damage
webbing. Shadow
Form
(Encounter,
Move)
Psionic
HP 32; Bloodied 16; In
this
form
the
Spinewyrm
become
insubstantial,
AC 16, Fortitude 16, Reflex 17, Will 16 allowing
it
to
move
through
walls
and
solid
object
Immune Forced Movement; Resist Melee and Ranged unhindered.
Being
insubstantial
in
this
form,
means
the
Attacks (Half Damage); Vulnerable 5 to Close and Area Spienwyrm
takes
half
damage
from
all
attacks.
The
Attacks Spinewyrm
also
has
a
+10
to
stealth
when
in
the
form.
Speed 6, Swim 6 Sustain:
Minor
Bite
(at-‐Will,
Standard)
Poison
Desert Chameleon (At-Will, Free) Psionic
+7
vs.
AC,
1d6_+3
poison
damage
When this power is activated the Spinewyrm gain a +10 to
Paralytic
Poison
(Recharge
6,
Standard)
Poison
stealth.
+5
vs.
Fort,
3d6+3
Poison
damage,
victim
Immobilised
Sustain: Minor
(Save
Ends)
Alignment
Unaligned
Languages
–
Secondary
Effect:
Victim
Slowed
(Save
Ends)
Skills Stealth +13, Perception +11
Move
Into
an
Enemies
Space
Str
16
(+7)
Dex
19
(+8)
Wis
15
(+6)
A
swarm
can
enter
or
move
through
an
enemy’s
space;
Con
20
(+9)
Int
7
(+2)
Cha
10
(+4)
this
movement
does
not
provoke
opportunity
attacks.
Description
Monstrous
Compendium
II:
Terrors
of
An
Tyr
enemy
can
enter
a
space
occupied
by
a
swarm,
but
the
space
occupied
by
the
swarm
is
considered
difficult
Tactics:
This
creature
flies
over
the
Tablelands
of
terrain,
and
doing
so
provokes
an
opportunity
attack.
Athas
in
search
of
prey,
but
it
rarely
attacks
before
Travel
Through
Tight
Spaces
dusk.
Because
the
spinewyrm
swallows
its
food
A
swarm
can
squeeze
through
any
opening
large
whole,
it
often
takes
a
great
deal
of
time
for
enough
digestion
to
be
complete,
particularly
with
large
to
accommodate
even
one
of
its
constituent
creatures.
For
quarry.
Even
after
the
meal
is
consumed
it
can
take
example,
a
swarm
of
bats
can
squeeze
through
any
as
long
as
opening
12
hours
for
enough
of
the
food
to
be
digested
to
large
enough
for
one
of
the
bats
to
squeeze
through.
See
make
movement
practical.
the
Player’s
Handbook
for
squeezing
rules.
Alignment
Unaligned
Languages
– Lore
Skills Stealth +9 DC
15:
The
spinewyrm
is
fascinated
by
any
shiny
Str
8
(+0)
Dex
17
(+4)
Wis
8
(+0)
objects
and
collects
these
things
in
its
lair.
Often
Con
14
(+3)
Int
4
(-‐2)
Cha
14
(+3)
gems,
coins,
jewelry.
and
any
other
object
that
glistens
can
be
found
in
the
spinewyrmís
nest.
Spinewyrm
DC
20:
The
spinewyrm
is
a
solitary
creature
that
The
spinewyrm
is
closely
related
to
the
silk
wyrm
roams
the
countryside
searching
for
food.
and
kills
its
victims
by
constriction.
Like
the
silk
Occasionally
groups
of
two
to
six
spinewyrms
are
wyrm,
the
spinewyrm
has
chitinous
shell
the
hard
seen
traveling
together.
Since
this
generally
shell
makes
it
very
difficult
to
damage
these
happens
during
the
same
time
of
year,
it
is
believed
creatures.
Bony
plates
run
from
head
to
tail.
In
to
be
some
type
of
mating
migration.
addition
to
this
shell,
rows
of
cruel
spikes
adorn
the
DC
25:
Spinewyrms
keep
a
nest
on
some
remote
plates.
These
spines
impale
a
victim
caught
by
the
peak
vice-like
grip
of
the
spinewyrmís
constriction.
where
they
prefer
to
take
their
prey.
The
usually
Though
these
serpents
have
no
wings,
they
can
fly
build
these
nests
into
a
shallow
cave
that
allows
because
of
a
special
organ
unique
to
the
wyrms
of
them
to
hide
when
they
sleep
and
feed.
Athas.
Spinewyrm
Level
8
Elite
Soldier
Spirit
of
the
Land
Large
Magical
Beast
(Psionic)
XP
500
Spirits
of
the
Land
are
powerful
being
that
inhabit
Initiative +8; Senses Perception +11; the
various
geological
features
of
Athas.
They
have
HP 184; Bloodied 92; very
little
direct
contact
with
the
world
and
prefer
to
AC 26; Fortitude 27, Reflex 26, Will 23 do
their
work
through
Druid
watchers
and
with
Speed 6, Fly 8 natural
phenomena.
Bite
(At-‐Will,
Standard)
+15
vs.
AC,
2d6+5
damage
Constriction
(At-‐Will,
Standard)
Air
Spirit
+13
vs.
Ref,
Victim
Grabbed,
10
Ongoing
Damage,
If
still
Spirit
of
the
Land
Level
30
Solo
Grabbed
after
3
rounds,
victim
is
unconscious
(Save
Large
natural
animate
(Incorporeal,
Artillery
Ends)
While
a
victim
is
being
constricted
the
Elemental)
XP
95,000
Spinewyrm
has
combat
advantage
over
his
victim.
Initiative +25 Senses Perception +29;
Spines
(Recharge
6,
Standard)
HP 1,340; Bloodied 670;
Range
10,
+13
vs.
Ref,
3d8+5
Damage,
Second
attack
AC 44; Fortitude 51, Reflex 54, Will 53
against
any
creature
in
range,
+11
vs.
Ref,
2d8+5
Immune Psionic, Psychic; Resist 10 vs. Non-Magical
Damage
Weapons, Magic
Ambushing Dive (Special, Encounter) Saving Throws +5
Speed 12 Land
takes
half
damage
from
all
attacks,
except
normal
Action Points 2 damage,
from
which
they
take
no
damage.
The
Spirit
Elemental
Punch
(At-‐Will,
Standard)
Elemental
can
also
move
through
Solider
items
and
is
immune
to
The
Spirit
of
the
Land
can
manifest
itself
as
any
form
of
Rough
Terrain.
the
element
it
represents
and
physically
attack
an
Sustain:
Minor
enemy.
Earthquake
(Encounter,
Standard)
Elemental
+37
vs.
AC,
3d8+10
Damage
Burst
5,
+29
vs.
Ref,
4d10+9
damage,
All
victims
in
Air Arrow (At-Will, Standard) Elemental range
are
knocked
prone.
The
Earth
Spirit
can
Range 30, +34 vs. Ref, 3d8+10 damage maintain
the
earthquake
causing
difficult
terrain,
any
Hurricane
Blast
(Encounter,
Standard)
Elemental
body
who
has
been
knocked
prone
must
make
a
save
Blast
10,
+33
vs.
Ref,
4d10+9
damage,
All
enemies
in
to
stand.
the
blast
area
re
knocked
back
3
squares
and
knocked
Sustain:
Minor
Prone.
Alignment
Unaligned
Languages
Any
Gale
(Immediate
Interrupt,
recharge
5,6)
Elemental
Skills Nature +29
An
attack
on
the
Spirit
causes
a
gale
that
blows
enemies
Str
31
(+25)
Dex
25
(+22)
Wis
28
(+24)
backwards.
Con
25
(+22)
Int
28
(+24)
Cha
20
(+20)
Trigger,
The
Spirit
of
the
Land
is
attacked
by
a
melee
attack,
+33
vs.
Ref,
2d8+10
damage,
Victims
knocked
back
5
squares.
Fire
Spirit
Incorporeal
(Free
Action,
At-‐Will)
Spirit
of
the
Land
Level
30
Solo
Being
insubstantial
in
this
form,
means
the
Spirit
of
the
Large
natural
animate
(Incorporeal,
Controller
Land
takes
half
damage
from
all
attacks,
except
normal
Elemental)
XP
95,000
damage,
from
which
they
take
no
damage.
The
Spirit
Initiative +22; Senses Perception +24;
can
also
move
through
Solider
items
and
is
immune
to
HP 1,325; Bloodied 663;
Rough
Terrain.
AC 46; Fortitude 52, Reflex 53, Will 53
Sustain:
Minor
Immune Psionic, Psychic; Resist 10 vs. Non-Magical
Elemental
Storm
(Encounter,
Standard)
Elemental
Weapons, Magic
Burst
5
within
20,
+33
vs.
Ref,
5d10+9
damage,
All
Saving Throws +5
victims
knocked
prone.
The
storm
can
be
sustained,
Speed 12
and
moved
by
the
elemental,
each
time
a
creature
Action Points 2
moves
into
an
square
occupied
by
the
storm,
or
the
Elemental
Punch
(At-‐Will,
Standard)
Elemental,
Fire
storm
moves
into
a
square
occupied
by
the
it
makes
The
Spirit
of
the
Land
can
manifest
itself
as
any
form
of
another
attack.
the
element
it
represents
and
physically
attack
an
Sustain:
Minor
Action
enemy.
Move:
A
Move
Action
can
move
the
storm
up
to
6
+35
vs.
AC,
3d8+10
fire
Damage
squares.
Sulphuric
Winds
(Recharge
5,6,
Standard)
Elemental,
Alignment
Unaligned
Languages
Any Fire
Skills Nature +29, Perception +29 Blast
8,
+32
vs.
Fort,
4d10+9
Poison
Damage,
Make
an
Str
23
(+21)
Dex
31
(+25)
Wis
28
(+24)
Endurance
check
at
DC
25,
or
loose
a
healing
surge
due
Con
28
(+24)
Int
26
(+23)
Cha
20
(+20)
to
dehydration.
Wall
of
Fire
(Encounter,
Standard)
Elemental,
Fire
Area
10
within
15,
+32
vs.
Ref,
4d10+9
fire
damage,
10
Earth
Spirit
ongoing
fire
damage
(Save
Ends)
any
body
starting
Spirit
of
the
Land
Level
30
their
turn
adjacent
to
the
Wall
of
Fire
suffers
an
attack
Large
natural
animate
(Incorporeal,
Solo
Brute
at
+32
vs.
Fort,
3d8+10
fire
damage,
5
ongoing
damage
Elemental)
XP
95,000
(Save
Ends)
Initiative +22; Senses Perception +24; Sustain
Minor
HP 1,325; Bloodied 663; Incorporeal
(Free
Action,
At-‐Will)
AC 44; Fortitude 54, Reflex 51, Will 49 Being
insubstantial
in
this
form,
means
the
Spirit
of
the
Immune Psionic, Psychic; Resist 10 vs. Non-Magical Land
takes
half
damage
from
all
attacks,
except
normal
Weapons, Magic damage,
from
which
they
take
no
damage.
The
Spirit
Saving Throws +5 can
also
move
through
Solider
items
and
is
immune
to
Speed 12 Rough
Terrain.
Action Points 2 Sustain:
Minor
Elemental
Punch
(At-‐Will,
Standard)
Elemental
Fire
Storm
(Encounter,
Standard)
Elemental,
Fire
The
Spirit
of
the
Land
can
manifest
itself
as
any
form
of
Burst
5
within
20,
+32
vs.
Ref,
5d10+9
fire
damage,
10
the
element
it
represents
and
physically
attack
an
ongoing
damage
(Save
Ends),
the
Firestorm
can
be
enemy.
moved
up
to
6
squares
per
round
and
can
attack
+32
vs.
AC,
4d8+10
Damage
everybody
standing
adjacent
to
it
at
the
end
of
its
Elemental
Blast
(Recharge
5,6,
Standard)
Elemental
move.
Blast
5,
+29
vs.
Ref,
5d12+9
damage,
all
enemies
Sustain
Minor
knocked
prone
Move
Action,
6
Squares
Wall
of
Earth
(Encounter,
Standard)
Elemental
Alignment
Unaligned
Languages
Any
The
Earth
Elemental
raise
a
wall
of
stone,
this
wall
Skills Nature +29
cannot
be
knocked
down.
Str
25
(+22)
Dex
24
(+22)
Wis
28
(+24)
Area
Wall
10
within
15,
5
squares
high.
Con
31
(+25)
Int
28
(+24)
Cha
20
(+20)
Sustain:
Minor
Incorporeal
(Free
Action,
At-‐Will)
Being
insubstantial
in
this
form,
means
the
Spirit
of
the
Forest
Spirit
Water
Blast
(Recharge
5,6,
Standard)
Elemental,
Water
Blast
5,
+31
vs.
Ref,
4d10+9
damage,
all
victims
in
blast
Spirit
of
the
Land
Level
30
Solo
are
knocked
prone
Large
natural
animate
(Incorporeal,
Skirmisher
Wall
of
Water
(Encounter,
Standard)
Elemental,
Water
Elemental)
XP
95,000
The
Water
Spirit
raise
a
wall
of
Water,
this
wall
cannot
Initiative +24; Senses Perception +25; be
knocked
down
or
passed
through
(even
by
HP 1,340; Bloodied 670; insubstantial
creatures).
AC 44; Fortitude 53, Reflex 53, Will 54 Area
Wall
10
within
15,
5
squares
high.
Immune Psionic, Psychic; Resist 10 vs. Non-Magical Sustain:
Minor
Weapons, Magic Incorporeal
(Free
Action,
At-‐Will)
Saving Throws +5 Being
insubstantial
in
this
form,
means
the
Spirit
of
the
Speed 12 Land
takes
half
damage
from
all
attacks,
except
normal
Action Points 2 damage,
from
which
they
take
no
damage.
The
Spirit
Elemental
Punch
(At-‐Will,
Standard)
Elemental
can
also
move
through
Solider
items
and
is
immune
to
The
Spirit
of
the
Land
can
manifest
itself
as
any
form
of
Rough
Terrain.
the
element
it
represents
and
physically
attack
an
Sustain:
Minor
enemy.
Drown
(Encounter,
Standard)
Elemental,
Water
+35
vs.
AC,
2d8+10
Damage,
The
Forest
Spirit
can
The
Water
spirit
sucks
victims
into
its
self
and
the
risk
move
up
to
4
squares
after
making
an
attack.
drowning.
Entangle
(Recharge
5,6,
Minor)
Elemental
Burst
1,
+31
vs.
Fort,
4d10+9
damage,
all
victims
are
Burst
5,
+31
vs.
Ref,
4d10+9
damage,
All
enemies
in
sucked
1
square
forward
into
the
Water
Spirit.
They
range
are
entangles
and
Immobilised
(Save
Ends),
Area
are
grabbed,
if
they
do
not
break
the
Grab
in
3
rounds
remains
rough
terrain.
they
risk
drowning
(as
in
the
DMG)
Wall
of
Thorns
(Encounter,
Standard)
Elemental
Alignment
Unaligned
Languages
Any
Area
10
within
15,
+31
vs.
Ref,
4d10+9
damage,
victims
Skills Stealth +29, Nature +30
Immobilised
(Save
Ends)
as
they
are
entangled
in
Str
20
(+20)
Dex
28
(+24)
Wis
31
(+25)
thorns
any
body
starting
their
turn
adjacent
to
the
Wall
Con
28
(+24)
Int
26
(+23)
Cha
20
(+20)
of
Thorns
suffers
an
attack
at
+32
vs.
Fort,
3d8+10
Description
Monstrous
Manual:
Dark
Sun
damage,
and
is
slowed
(Save
Ends)
Sustain
Minor
Tactics:
Spirits
vary
rarely
enter
combat
Incorporeal
(Free
Action,
At-‐Will)
Elemental
themselves;
they
prefer
to
work
through
Druids,
Being
insubstantial
in
this
form,
means
the
Spirit
of
the
Clerics
and
natural
Beasts.
If
forced
too
they
can
Land
takes
half
damage
from
all
attacks,
except
normal
damage,
from
which
they
take
no
damage.
The
Spirit
manifest
a
giant
variety
of
their
chosen
element
can
also
move
through
Solider
items
and
is
immune
to
and
assault
with
a
variety
of
elemental
powers.
Rough
Terrain.
Lore
Sustain:
Minor
Control
Plant
Life
(Encounter,
Standard)
Elemental
DC
15:
Spirits
come
in
four
different
varieties,
Air,
Burst
10,
all
the
plant
life
in
the
burst
comes
to
life,
Earth,
Fire
and
Water.
Each
one
manifests
abilities
under
the
Forest
Spirits
command.
Each
round
the
connected
to
its
element.
plants
can
either
make
a
basic
melee
attack
or
entangle
DC
20:
A
spirit
of
the
Land
will
only
ever
a
foe.
communicate
through
a
Druid
or
Cleric.
Each
enemy
in
the
burst
gets
an
attack
+33
vs.
AC,
DC
30:
A
Spirit
of
the
Land
can
never
be
truly
2d8+10
damage
or
+31
vs.
Ref,
for
is
Grabbed
(Save
killed,
if
it
is
reduced
to
zero
hp
it
simply
becomes
Ends)
incorporeal
and
returns
to
its
home
and
Alignment
Unaligned
Languages
Any
Skills Nature +30 regenerates.
Str
20
(+20)
Dex
24
(+22)
Wis
31
(+25)
Con
28
(+24)
Int
28
(+24)
Cha
20
(+20)
Ssurran
Equipment:
Ssurrans
are
nomadic,
humanoid
reptiles.
Some
are
raiders
while
others
are
simple
hunters.
As
lizard
Water
Spirit
men
of
the
desert,
they
have
adapted
to
the
heat
of
Spirit
of
the
Land
Level
30
the
Athasian
day
and
are
active
even
during
the
Large
natural
animate
(Incorporeal,
Solo
Lurker
blazing
mid-day
heat.
Elemental)
XP
95,000
Initiative +24; Senses Perception +25; Adult
ssurrans
are
4
to
6
feet
tall,
weighing
from
180
HP 1,340; Bloodied 670; to
225
pounds.
There
is
little
difference
between
AC 46; Fortitude 53, Reflex 53, Will 52 males
and
females.
Their
skin
tones
range
from
light
Immune Psionic, Psychic; Resist 10 vs. Non-Magical green
to
brown
to
red.
Their
faces
are
humanoid.
but
Weapons, Magic they
have
forked
tongues.
Ssurrans
speak
their
own
Saving Throws +5
language
that
sounds
like
grunts,
growls,
and
Speed 12
Action Points 2 hissing.
Their
tails
are
2
to
3
feet
long
and
are
not
Elemental
Punch
(At-‐Will,
Standard)
Elemental,
Water
prehensile.
Ssurrans
typically
dress
in
little
more
The
Spirit
of
the
Land
can
manifest
itself
as
any
form
of
than
loincloths,
bone
jewelry,
and
armor.
They
the
element
it
represents
and
physically
attack
an
usually
carry
weapons
they
have
taken
from
past
enemy.
victims.
+35
vs.
AC,
2d8+10
Damage
Ssurran
Level
3
Shamanistic
Chant
Medium
natural
humanoid
(Lizard)
Brute
Area
burst
4
within
10,
This
prayer
creates
a
Zone
of
XP
150
ancestral
energy
that
gives
all
Ssurans
within
the
Burst
Initiative +4; Senses Perception +2; a
+1
to
their
attack
roles
and
they
each
get
a
bonus
+1
HP 56; Bloodied 28; to
all
defences
while
in
the
zone.
AC 15; Fortitude 18, Reflex 18, Will 16 Sustain:
Minor
Resist Fire 5; Alignment
Unaligned/Evil
Languages
Ssurran
Speed 6 Skills Endurance +10, Nature +9
Claw
(At-‐Will,
Standard)
Str
18
(+6)
Dex
15
(+4)
Wis
15
(+4)
+6
vs.
AC,
1d6+3
damage
Con
16
(+5)
Int
10
(+2)
Cha
10
(+2)
Bone
Axe
(At-‐Will,
Standard)
Weapon
Equipment:
Obsidian
Battle
Axe
+6
vs.
AC,
2d6+3
damage
Bite
(At-‐Will,
Standard)
Ssurran
Leader
+6
vs.
AC,
1d10+3
Savage
Assault
(Encounter,
Standard)
Weapon
Ssurran
Shaman
Level
8
Soldier
+5
vs.
Fort,
3d8+3
damage,
target
Knocked
Prone
and
Medium
natural
humanoid
(Leader)
Stunned
(Save
Ends)
(Lizard)
XP
350
Alignment
Unaligned/Evil
Languages
Ssuuran Initiative +9; Senses Perception +7;
Skills Endurance +9 HP 90; Bloodied 45;
Str
17
(+4)
Dex
16
(+4)
Wis
12
(+2)
AC 24; Fortitude 25, Reflex 23, Will 23
Con
16
(+4)
Int
10
(+1)
Cha
10
(+1)
Resist Fire 5;
Equipment:
Bone
Axe
Speed 6
Claw
(At-‐Will,
Standard)
+15
vs.
AC,
1d8+5
damage
Ssurran
Shaman
Obsidian
Greatsword
(At-‐Will,
Standard)
Weapon
Ssurran
Shaman
Level
3
+15
vs.
AC,
2d6+5
damage
Medium
natural
humanoid
(Lizard)
Controller
Bite
(At-‐Will,
Standard)
XP
150
+15
vs.
AC,
1d8+5
damage
Initiative +2; Senses Perception +3; Scaled
Champion
(Encounter,
Standard)
Weapon
HP 47; Bloodied 23; +13
vs.
Ref,
3d10+5
damage,
Victim
Knocked
Prone,
all
AC 17; Fortitude 15, Reflex 15, Will 15 Ssurans
within
3
squares
gain
10
temporary
hitpoints
Resist Fire 5; Alignment
Unaligned/Evil
Languages
Ssurran
Speed 6 Skills Endurance +13, Intimidate +9
Claw
(At-‐Will,
Standard)
Str
20
(+9)
Dex
17
(+7)
Wis
17
(+7)
+8
vs.
AC,
1d6+3
damage
Con
18
(+8)
Int
10
(+4)
Cha
10
(+4)
Short
Spear
(At-‐Will,
Standard)
Weapon
Equipment:
Obsidian
Greatsword
+8
vs.
AC,
1d10+3
damage
Bite
(At-‐Will,
Standard)
Ssurran
Council
Elder
+8
vs.
AC,
1d6+3
damage
Ssurran
Shaman
Level
14
Blast
of
Flame
(Encounter,
Standard)
Fire
Blast
4,
+5
vs.
Ref,
3d6+3
fire
damage,
3
ongoing
Medium
natural
humanoid
Controller
Elite
(Lizard)
(Leader)
damage
(Save
Ends)
Spiritual
Guidance
(Encounter,
Minor)
Zone
XP
2,000
Area
burst
4
within
10,
This
prayer
creates
a
Zone
of
Initiative +12; Senses Perception +12;
ancestral
energy
that
gives
all
Ssurans
within
the
Burst
HP 320; Bloodied 160;
a
+1
to
their
attack
roles.
AC 30; Fortitude 34, Reflex 31, Will 33
Sustain:
Minor
Resist Fire 10;
Alignment
Unaligned/Evil
Languages
Ssurran Saving Throws +2
Skills Endurance +7, Nature +8 Speed 6
Str
17
(+4)
Dex
13
(+2)
Wis
15
(+3)
Action Points 1
Con
15
(+3)
Int
10
(+1)
Cha
12
(+2)
Claw
(At-‐Will,
Standard)
Equipment:
Short
Spear
+19
vs.
AC,
1d10+6
damage
Weapon
(At-‐Will,
Standard)
+19
vs.
AC,
2d8+6
damage
Ssurran
Sub-‐Leader
Bite
(At-‐Will,
Standard)
Ssurran
Sub-Leader
Level
5
Brute
+19
vs.
AC,
1d10+6
damage
Medium
natural
humanoid
(Lizard)
(Leader)
Scaled
Prayers
(Encounter,
Standard)
Psychic
XP
200
+16
vs.
Will,
3d10+6
Psychic
Damage,
all
Ssurans
Initiative +4; Senses Perception +4; within
5
squares
gain
a
+1
to
all
defences.
HP 76; Bloodied 38; Fiery
Burst
(Recharge
When
First
Bloodied,
Standard)
AC 17; Fortitude 21, Reflex 19, Will 19 Fire
Resist Fire 5; Burst
3,
+16
vs.
Ref,
4d8+6
Fire
Damage,
5
ongoing
Fire
Speed 6 Damage
(Save
Ends)
Claw
(At-‐Will,
Standard)
Alignment
Unaligned/Evil
Languages
Ssurran
+8
vs.
AC,
1d6+4
damage
Skills Endurance +17, Nature +17
Obsidian
Battle
Axe
(At-‐Will,
Standard)
Str
23
(+15)
Dex
20
(+12)
Wis
20
(+12)
+8
vs.
AC,
2d8+4
damage
Con
20
(+12)
Int
10
(+7)
Cha
14
(+9)
Bite
(At-‐Will,
Standard)
Equipment:
+8
vs.
AC,
1d10+4
damage
Description
Monstrous
Compendium
II:
Terrors
Beyond
Athas
They
give
the
beast
360-degree
vision.
It
can
retract
the
stalks
to
protect
its
eyes
as
it
oozes
through
tight
Tactics:
Ssurrans
are
fierce
but
disorganized
spaces.
The
tentacles
are
lined
with
hooks
that
it
fighters
uses
to
grip
and
rend.
They
provide
the
primary
who
prefer
to
outnumber
their
opponents
in
a
fair
means
of
locomotion
for
the
beast.
It
reaches
ahead
fight.
They
ambush
their
intended
victims
and
with
several
tentacles
and
pulls
its
bulbous
body
attack
from
behind
as
often
as
possible
should
their
behind
it.
intended
victims
be
greater
in
number
than
they
wish
to
handle.
They
fight
an
opponent
until
that
Its
skin
is
a
mottled
gray
and
is
covered
with
a
slimy
single
opponent
is
dead,
then
they
loot
the
body
secretion.
Both
the
slime
and
its
amorphous
body
and
mark
it
with
their
claw
so
they
can
claim
it
as
allow
the
beast
to
pull
itself
through
openings
as
their
own
food
after
the
battle.
small
as
a
human-sized
doorway.
Its
tentacles,
which
can
be
up
to
20
feet
long,
have
the
strength
to
tear
Lore
apart
buildings.
DC
15:
Ssurrans
are
strict
carnivores.
They
prefer
the
flesh
of
halflings,
but
prey
upon
any
living
thing
Stalking
Horror
Level
18
Solo
Controller
they
find.
Ssurrans
are
nomadic
creatures
and
they
Huge
aberrant
beast
XP
10,000
generally
stay
in
one
area
for
only
a
few
weeks
Initiative +15; Senses Perception +10;
before
moving
on.
Aura: Aura of Fear, 4 square Radius, + vs. Will, All victims
immobilized with fear (Save Ends)
DC
20:
Ssurrans
roam
Athas,
seeking
shelter
and
HP 820; Bloodied 410;
food.
There
have
been
cases
when
multiple
tribes
AC 34; Fortitude 38, Reflex 36, Will 39
have
joined
together
against
a
common
threat.
Resist 10 Arcane;
These
multitribal
groups
are
led
by
a
council
of
Saving Throws +5
elders
formed
from
the
shaman/leaders
of
each
Speed 6
tribe.
Action Points 2
DC
25:
Slavers
and
mercenaries
often
attack
tribes
Tentacle
Strike
(At-‐Will,
Standard)
+23
vs.
AC,
2d8+7
damage
of
ssurrans
in
hopes
of
acquiring
their
young.
Most
Tentacle
Constriction
(At-‐Will,
Standard)
tribes
have
about
25%
their
number
in
young.
+22
vs.
Ref,
1d10+6
damage,
Victim
is
Grabbed,
and
These
young
often
tram
as
gladiators
since
they
are
Moonbeast
has
combat
advantage,
5
ongoing
damage
exotic
and
their
natural
strength
and
fighting
until
Grab
is
broken.
ability
make
them
worthy
combatants.
The
Moonbeast
can
grab
up
to
8
victims
at
a
time.
Some
ssurrans
earn
or
purchase
their
own
Bite (At-‐Will,
Standard)
freedom.
They
often
become
bodyguards
to
the
Must have Combat Advantage, +25 vs. AC, 3d8+7
damage
wealthy,
desert
trackers,
mercenaries,
and
even
Cloud
kill
(Recharge
When
First
Bloodied,
Minor)
templars.
The
merchant
houses
highly
seek
their
Poison,
Air
services
as
scouts
because
of
their
great
survival
Burst
5,
3d10+6
Poison
Damage,
5
ongoing
Poison
instinct
Damage
(Save
Ends)
DC
30:
Ssurrans
have
few
natural
enemies,
but
Chain
Lightning
(Encounter,
Standard)
Lightning
many
+22
vs.
Ref,
3d10+6
lightning
damage,
If
primary
attack
required
ones.
They
prey
on
human,
demihuman
is
successful,
make
a
second
attack
+20
vs.
Ref,
3d8+7
and
humanoid
settlements
whenever
possible.
If
Lightning
Damage,
repeat
secondary
attack
up
to
5
times
they
capture
a
large
number
of
these
creatures,
Psionic Thrust (Recharge 5,6, Minor) Psionic
ssurrans
hold
a
great
feast
and
sacrifice
the
rest
to
Blast 5, +21 vs. Ref, all victims knocked back 5 squares
their
obscure
gods
Ssurran
eggs
are
inedible,
as
is
and knocked Prone.
their
flesh,
but
their
skin
is
sometimes
worked
as
Displacement (Immediate Reaction, Recharge 6) Teleport
scale
armor
that
is
resistant
to
heat.
Trigger, Being struck by a melee attack. The Moonbeast
teleports 2 squares.
Invisibility
(Encounter,
Minor)
Stalking
Horror
(Moonbeast)
The
Moonbeast
turns
invisible,
gaining
combat
The
stalking
horror,
also
known
as
the
moonbeast,
is
advantage
over
all
enemies
and
is
immune
to
Attacks
one
of
the
most
feared
creatures
on
Athas.
Few
have
of
Opportunity.
seen
one
and
survived
to
describe
it.
Those
who
Sustain:
Minor
escape
are
usually
so
addlebrained
that
their
words
Alignment
Chaotic
Evil
Languages
–
make
little
sense.
The
only
reported
sightings
are
on
Str
22
(+15)
Dex
22
(+15)
Wis
12
(+10)
clear
Athasian
nights
when
the
moons
are
in
a
Con
20
(+14)
Int
10
(+9)
Cha
25
(+16)
specific
alignment.
The
stalking
horror
is
believed
to
Description
Monstrous
Compendium
II:
Terrors
be
the
result
of
some
ancient
summoning.
beyond
Tyr
The
moonbeast
has
a
large
octopoid
body
with
at
Tactics:
These
monsters
are
absolutely
least
10
tentacles.
Within
the
circle
of
tentacles
lies
devastating
in
combat
and
have
been
known
its
tooth-filled
maw.
Some
witnesses
report
at
least
to
destroy
entire
towns.
The
remains
of
herds
of
kanks,
erdland,
and
even
mekillots
have
been
three
rows
of
needle-sharp
fangs
inside.
Its
bulbous
found
body
is
covered
with
36
eyestalks,
each
a
foot
long.
completely
decimated
by
these
voracious
eaters.
Con 13 (+2) Int 10 (+1) Cha 10 (+1)
Though
the
moon
beast
is
usually
invisible,
its
bulk
causes
a
great
deal
of
noise
and
vibrations,
making
T’Chowb
Mastermind
surprise
nearly
impossible.
The
stalking
horror
T’Chowb Mastermind Level 5 Solo Controller
always
shows
its
true
form
before attacking. Small natural humanoid XP 1,000
Initiative +4; Senses Perception +6; darkvision
Lore
HP 310; Bloodied 155
DC
15:
While
the
stalking
horror
eats
almost
AC 21; Fortitude 19, Reflex 21, Will 23
anything,
it
has
no
natural
predators.
Its
flesh
is
Saving Throws +5
unpalatable
to
beings
on
the
Prime
Material
Plane.
Speed 6
Eating
the
flesh
of
the
moonbeast
causes
nausea
Action Points 2
Intellect Drain (standard; at-will) ♦ Psychic
and
hallucinations
+9 vs. Will; 1d6+4 psychic damage, and the target is
DC
20:
The
moonbeast
remains
dormant
for
dazed (save ends). First Failed Save: The target can only
months
or
even
years
at
a
time.
But
when
the
make basic attacks (ends when no longer dazed).
moons
of
Athas
are
in
the
right
configuration,
the
Hypnotic Attraction (standard; sustain minor; at-will) ♦
beast
awakens
from
its
dormancy
to
feed
on
the
Charm
creatures
of
Athas.
The
moonbeast
leaves
its
lair
Ranged 10; +9 vs. Will; the target is immobilized until the
only
at
night,
only
to
feed,
and
does
so
invisibly.
T’Chowb mastermind’s next turn.
Enslave (standard; at-will) ♦ Charm
DC
25:
The
stalking
horror
prefers
to
lair
away
Ranged 10; targets a dazed humanoid; +9 vs. Will; the
from
civilization
in
caves
and
ruins
that
have
long
target is dominated (save ends). A T’Chowb mastermind
been
abandoned.
This
allows
the
creature
the
time
can dominate only one creature at a time. First Failed
to
meditate
and
rest
without
being
disturbed.
Save: The target is enslaved. Enslaved targets are
Stalking
horrors
position
their
lairs
in
very
dominated, and only the death of the T’Chowb
defensible
locations.
mastermind can end this domination. Once a creature is
enslaved, a T’Chowb mastermind is free to dominate other
creatures.
T’Chowb
Mind Devourer
T’chowb
are
evil
little
beings
that
delight
in
draining
For each living creature reduced to 0 hit points through the
intelligence
form
those
smarter
than
them.
They
are
T’Chowb mastermind’s intellect drain, the T’Chowb gains
tiny
little
humanoids
(Standing
around
1ft
tall)
with
a +2 bonus to attack rolls until the end of the encounter, as
well as 77 temporary hit points.
leathery,
gray
skin.
It
has
beady
red
eyes
and
a
Effacement
purple
ridge
along
its
skull.
They
are
hairless
and
its
The T’Chowb mastermind is invisible to dazed and
head
looks
far
too
large
for
its
body.
stunned creatures.
Alignment Evil Languages Common
T’Chowb
Mindleach
Skills Stealth +9
Str 15 (+4) Dex 15 (+4) Wis 18 (+6)
T’Chowb Mindleech Level 2 Elite Controller Con 14 (+4) Int 10 (+2) Cha 10 (+2)
Small natural humanoid XP 250
Description
Monstrous
Manual:
Dark
Sun
Initiative +3; Senses Perception +4; darkvision
HP 37; Bloodied 18 Tactics:
T’Chowb
will
nearly
always
avoid
direct
AC 18; Fortitude 16, Reflex 18, Will 19
physical
confrontation;
they
prefer
to
use
their
Saving Throws +2
Speed 6 power
to
avoid
face-‐to-‐face
fights.
Action Points 1 Lore
Intellect Drain (standard; at-will) ♦ Psychic
+6 vs. Will; 1d6+3 psychic damage, and the target is
DC
15:
T’Chowb
are
solitary
creatures,
because
dazed (save ends). First Failed Save: The target can only they
are
preoccupied
with
others
of
its
kind
trying
make basic attacks (ends when no longer dazed). to
steal
their
own
thoughts.
Hypnotic Attraction (standard; sustain minor; at-will) ♦ DC
20:
T’Chowb
can
be
found
almost
anywhere
Charm intelligent
beings
congregate.
Ranged 10; +6 vs. Will; the target is immobilized until the DC
25:
T’Chowb
gain
intelligence
from
draining
the
T’Chowb mindleech’s next turn. knowledge
from
their
victims.
Dominate (standard; at-will) ♦ Charm
Ranged 10; targets a dazed humanoid; +6 vs. Will; the
target is dominated (save ends). A T’Chowb Mindleech Tarek
can dominate only one creature at a time. Tareks
are
big,
muscle-bound,
and
hairless
bipeds
Mind Drinker that
inhabit
the
hilly
and
mountainous
areas
of
For each living creature reduced to 0 hit points through the
T’Chowb mindleech’s intellect drain, the T’Chowb gains
Athas.
They
have
square,
big-boned
heads
with
a +1 bonus to attack rolls until the end of the encounter, as sloping
foreheads
and
massive
brow
ridges.
Their
well as [healing surge] temporary hit points. flat
noses
have
flared
nostrils,
and
their
domed
Effacement muzzles
are
full
of
sharp
teeth.
Their
powerful
arms
The T’Chowb Mindleech is invisible to dazed and stunned are
so
long
that
their
knuckles
drag
along
the
creatures. ground.
Tareks
have
a
distinct
musky
odor
that
can
Alignment Evil Languages Common be
detected
from
as
far
away
as
15
feet.
Skills Stealth +8
Str 14 (+3) Dex 14 (+3) Wis 17 (+4)
Tareks
move
with
jerky,
awkward
strides
except
+6
vs.
AC,
3d18+3
damage,
all
Tarek
within
3
squares
when
engaged
in
combat.
Then
they
exhibit
a
style
get
a
+1
to
attack
and
damage
rolls
until
the
end
of
the
and
grace
usually
uncommon
in
creatures
of
their
next
turn.
Alignment
Unaligned
Languages
Tarek,
size
and
build.
To
watch
them
engage
in
combat
is
to
Common
watch
fluid
motions
that
are
as
artistic
as
dance
Str
18
(+5)
Dex
15
(+3)
Wis
15
(+3)
unless
the
viewer
happens
to
be
on
the
receiving
end
Con
16
(+4)
Int
14
(+3)
Cha
10
(+1)
of
the
deadly
spectacle.
Equipment:
Obsidian
Heartpick
Tareks
speak
their
own
language,
as
well
as
the
common
language
of
the
Tyr
region.
Their
voices
are
Tarek
Hero
harsh
and
guttural,
as
fearful
in
tone
as
their
Tarek
Level
5
Soldier
appearance
and
lust
as
powerful.
Medium
natural
humanoid
XP
200
Initiative +6 Senses Perception +4;
Tarek
Level
2
HP 65; Bloodied 32; see also @power reference
Medium
natural
humanoid
Brute
AC #; Fortitude #, Reflex #, Will #
XP
125
Speed 6
Initiative +3 Senses Perception +3; Claw
(At-‐Will,
Standard)
HP 46; Bloodied 23; +12
vs.
AC,
1d18+5
damage
AC 14; Fortitude 18, Reflex 17, Will 17 Bone
Heartpick
(At-‐Will,
Standard)
Weapon
Speed 6 +12
vs.
AC,
2d6+5
damage
Claw
(At-‐Will,
Standard)
Mind
Thrust
(Encounter,
Standard)
Psionic
+5
vs.
AC,
1d10+3
damage
+10
vs.
Will,
3d10+5
Psionic
damage,
Victim
is
pushed
Bone
Heartpick
(At-‐Will,
Standard)
Weapon
back
3
squares.
+5
vs.
AC,
2d6+3
damage
Fight
Past
Death
Mind
Thrust
(Encounter,
Standard)
Psionic
Due to their great strength and remarkable constitutions,
+3
vs.
Will,
3d8+3
Psionic
damage,
Victim
is
pushed
tareks have the ability to battle beyond the point where
back
2
squares.
other creatures would succumb to wounds and other
Fight
Past
Death
injuries. Even when dealt a fatal blow, tareks continue to
Due to their great strength and remarkable constitutions, fight after death.
tareks have the ability to battle beyond the point where Tarek can make a saving throw to attempt to fight on for as
other creatures would succumb to wounds and other many rounds as their constitution modifier equals
injuries. Even when dealt a fatal blow, tareks continue to Revitalising
Strike
(Encounter,
Standard)
Weapon,
fight after death. Healing
Tarek can make a saving throw to attempt to fight on for as +12
vs.
AC,
3d10+4
damage,
All
Tarek
in
5
squares
many rounds as their constitution modifier equals regain
10
hitpoints
Alignment
Unaligned
Languages
Tarek,
Alignment
Unaligned
Languages
Tarek,
Common Common
Str
18
(+5)
Dex
15
(+3)
Wis
15
(+3)
Str
18
(+6)
Dex
15
(+4)
Wis
15
(+4)
Con
16
(+4)
Int
14
(+3)
Cha
10
(+1)
Con
17
(+5)
Int
14
(+4)
Cha
12
(+3)
Equipment:
Bone
Heartpick
Equipment:
Obsidian
Heartpick
Zombie
Salt
Zombie
These
Zombies
are
born
out
of
pure
hatred
on
the
vast
salt
plains.
These
zombies
do
not
look
like
a
typical
zombie,
they
are
thin,
desiccated
husks,
almost
appearing
mummified.
Salt
Zombie
Level
6
Brute
Medium
natural
animate
(undead)
XP
250
Initiative +6 Senses Perception +3;
HP 85; Bloodied 42;
AC 18; Fortitude 22, Reflex 21, Will 21
Immune to Sleep, Charm, Poisons and Cold;
Speed 4
Pummel
(At-‐Will,
Standard)
+9
vs.
AC,
2d8+4
damage
Blood
Drain
(Recharge
5,6,
Standard)
+7
vs.
Fort,
3d10+4
damage,
Victim
is
Weakened
(Save
Ends)
Alignment
Chaotic
Evil
Languages
–
Str
19
(+7)
Dex
16
(+6)
Wis
10
(+3)
Con
15
(+5)
Int
5
(+0)
Cha
16
(+6)
Description
The
Ivory
Triangle
Tactics
A
salt
zombies
thirst
is
overpowering,
they
will
attack
any
and
every
traveler
in
search
of
water.
A
salt
zombie
will
pummel
until
the
target
reaches
bloodied,
at
which
time
it
will
lunge
at
its
victim
attempting
to
drink
its
blood
for
the
water
it
contains.
Lore
DC
15:
Salt
Zombies
are
slightly
more
intelligent
than
a
common
Zombie.
DC
25:
Gating
Water
will
immediately
sedate
a
Salt
Zombie
for
1-‐6
days.