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C T s
DESIGN SENIOR ART DIRECTOR D&D
GWENDOLYN RM. KESTREL, JENNIFER CLARKE STACY LONGSTREET
WILKES, MATTHEW SERNETT, ERIC C AGLE,
A NDREW FJNCH, CHR.ISTOPHER L INDSAY, ART DIRE CTOR
KoLJA RAVEN LIQQETTE, CHRIS SIMS, OWEN KAR.IN JAQQES
K.C. STEPHENS, Th.AVIS STOUT, JD WIK.ER,
SKJP WILLIAMS COVER ARTIST
HENRY HIGGINBOTHAM
DEVELOPMENT TEAM
STEPHEN SCHUBERT, MIKE M EAllLS, MATTHEW INTERIOR ARTISTS
SEE.NETT, JESSE D ECKER, A NDREW F INCH DAARKEN, WAYNE ENGLAND, CARL F RANK.,
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KIM Moa.A1<
' WIDER.MANN, SAM Woon, JAMES ZHANG

CARTOGRAPHER
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DESIG N MANA GER Mnrn ScHLEY ..
CHRISTOPHER PER.KlNS
GRAPHIC DESIGNERS
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JESSE DECK.ER
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DIREC TO R OF R PG R&D SPECIALIST
BILL SLAYICSEK. ANGELIKA LOKOTZ

PRODUCTIO N MANAGERS IMAGE TECHNICIAN


J OSH FISCHER, R A_NDALL CREWS BoBJORDAN

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<t. IL

Based on the original DuNGEOi-:s & D R,1GOl\'S~ rules created by E. Gary Gygax and D aye Arneson, and che 11e1v DuNGEO};S & DRAG01'S
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This product uses updated material from the v.3S revision.

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Contents Yarshag, Dark Talon King .. . ...... . .... .S5
Lodestone Marauder ... , ... , .90
Zern .Ex penmcms .
Zen, Arc:1novon.·, ... . ............. _. 197
197

lnrroducrion ..... ...... .... .... ....... . .. .. 4


Lolth: rouched Crearure ...... .92 Z~rn nbdc Thr~ll .. .. 198
Reading rhe Entries ..... .. .... ,... . .. 4
lolth·Tou~hcd Bebilith... . ...92
Sample la ir: The .Deephol lows .. 200
The Mons rers Lolrh: rouched Drow Ranger ... .. ... . ...92
Avarars of Elemenra l Evil. ... , . .. 7 Lolrh-Touched Monstrous Spider .. , , .. ,93 Monst er Fears , , ....... . . .. , . . 202
The Elemcnia l Nodes...... . .. S Lunar Ravager .... ..... . ........ , ... . , .. .95
C loss a ry ...... ... . ........ ...... ... ...... 204
The Elemcn rol Ava1:1rs. ... . . .. 8 Mogcripper Swarm ..... . . . ...9S
Black Rock Triskelion (Earih Avmr) . ... 8 Minotaur, Great horn .. . . . . .... 100 Mo n sters by Type (nnd Subtype) . . ....... 220
Cyclonic Ravager (Air :\vat,, r l. .... , , . . . 10 Nagarha. . · •·· 102
Mon srers Ran kcd by Ch allenge Rating .. 221
Holoc.ausr Disciple (Fire Avatar). .. . , . . 11 Necrosis Carn ex . . . . . . . . . ... . 104
Waierveiled Assassin (Wa rcr Avaran .... 13 ()akcn Defender . , , .. . , . . 106 I.isr of Monsters by ECL . ... .. . . . . .. ..... 221
Balh3nnmh. . . .. .. .. .. . .. ... 15 Sample Lair: rhe Faerie Ring ..... .... l0S
Full•Pagc Maps
Sample lan: Balhannorh Cavern ....... 16 Ogre ... 109
Grand Tomb .. . ........ , , . . . . . ,23
Blood fire Ooze...... . . 18 Ogre Scout . .. .. ..... . 109
Sampl~ \\·1lderne~s Lair ....... 66
Bloodhulk ............ . ... .. 20 Ogre Tempesr .. . 109
Underground Lair and Shrine .. . .... ... 89
Blood hulk Fighter.. ....... 20 Ogre Guard Thra ll... . . . ... . 110
~lithral ~Imes ....... 113
Blood hulk Giant . .. ••. , 20 Ore ..... ... . .... ... ................ . .. .. 114
Blood hulk Crusher. . .. .. .... .. . .......20 Ore Berserker . ... .... . ..... 11+ Templat es
Bloodsilk Spider . . . . ___ 24 War Howler......... . . .. . 11+ Loli h•Touchccl . . . . . 93
Briarwx ............. .... .... 2& Ore Bau le Priest....... . . .. .. . . .. 115 '.X'ebMummv. .............. .. 165
Clockroach .. .. . .. . . . .. . . . . . . . .........2S Ore Plague Speaker. . . ... .. ...... 116
For Player Chnrac rcrs:
Clockwork ~lender . . . . ...... . .30 Half•Orc Lnfiliraror ...... , . . . .. . . . .. t t,
Creatable Creatures
Clockwork Steed . ... . 32 Plague Walker ............ . .......... no
Bloodhrt' Ooze (ruuJI) .. .... ...... ... . . IS
Concordant Killer .. ... . . ......H Quanlos . ... ................ . ......... 122
Blood hulk (11111111111, .l,ail). .20
Corruprure .. .. ........ 36 Sail,nake. . . . .. . . . . .. . . .. . . . .. . . . . •. 11+
Clockroach (construcif , .28
Defacer ..... .38 Skiurnl . . . .. .. . .. . . . . .. .. . . .. . . .. .. .. . 126
Clockwork Mender !construct\ ... . 30
Demon .. 4 0 Spawn of Tia mat . .. , ........ , ...... , 128
Clockwork Pon)' (construct)". . ......... 32
Deathdrinker . .. ........... ...... ... , . .40 Blackspawn Raider. .......... . no
Clock work Sta llion (const rucr 1" , .. . 31
Kasrighur . , . .. .. ..• , . . . . .42 Sample lair . . .... 133
Dcfoccr ((r,·,tlc wul ,ml) ... ............ .. ...38
>Jashrou .. . .. .... . .. .. .. H Blackspawn Stalker.. 13+
Golcm, Fang konstrucr)•,. . . _.72
Whisper Demon . . . , . .46 Blues-pawn Ambusher ..... ... , . ... ... 136
Nec rosis Camcx (mt11J1<1/,• dr,1d)
Demonhiw ... ,. , , . , . . .. ... . ... ... ... . .. .4S Bluespaw n Burrower ...... . .. , . .. , ... 138
Plag LL<' Walker (rir ual) ... ..... .
Demon hive Artemhnt . . .. . . . .48 Bluespawn Gods layer...... .. . 140
"Require, the Craft Co11srrucr foar
Demonei Swarm , ........ , ... .-IS Blucspawn Srorm lizard .. . 142
Demonhiw Queen .... , .• , . . . ..... , ....50 Greenspaw n leaper ... H+ Moun ts/Compnn io n Creatures
Dwarf Ancestor . . . . . .. . .. . . . . . . . . .. . .. .. . 52 Greenspawn Rawrfiend . .. .. .. . ...... 146 Clock work Pony .... .... ....... . . ... 32
Sample lair: Corrupted Tempi, Greenspaw n Sneak. . ...... . . .. HS Clockwork Srnl!io n . , , .. . 32
of~loradin ... , .. ,. . ............53 Redspawn Arcaniss. ... .. . . . . . . . . . 152 Lodesrone .\ ,fa rauder ..... . ...90
Elf. Drow .. , ... , ...... 5; Redspawn Firebelcher.. . 15+ Sailsn:ike 124
Lohh', Sring...... ........ . .. , . . 55 Whitespawn Hordeling . . . . .. . ..... 156 Spawn, Bluespawn Storm lizard .. .... . .142
Dark Sniper .... . . .ss \\.hircspawn Hu1ucr. .. . . . _. . ... .. 158 Spawn. Greens pawn Leaper . 1+-1
Arone Guard . . .56 Sample l air .... . . ...... . ..... 161 Spawn, Red,p:iwn Firebelcher ,. 15-1
Drow Priestess . . . . ~- \\'hirespawn lceskidder . , ............ 162
Power Component s
Drow and the Lolrh•Touched Templn re. 59 Tomb Spider......... .. .... . . . . 164
Sk1unJ :-.ugger tnccromann- ,pelts) ..... 12,
Giant Craa'ghoran . . . oO Tomb Spider .. . . .. . . . . . . . . . . 16~
Gitbvank, ........62 Tomb Spider Brood;wum . . .. .. .. 16+ Su mmonable Creal ures•
Githvanki Soldier ......•.62 \X.eh ~lumm,· . .. . . .. ..... 165 Clockwork Mender ( 11).. 30
Gish ........ . .. . ... 62 Varag .................... ... . 168 Dwarf Ancestor (V 51
Girbyanki Caprn ,n. .63 \'arag Pack Leader .. . .. 168 Howler Wasp I 11 1. . . .74
Gnoll... .&; Verdant Prince . ... . 171 lnfor110Sp1<ler (Vl l. 76
st..·~Taker. . ..... ........... . .....&; Vureous Dri nker.. . . . . .. ..... 1;+ Ju5t1ce Archo11 !VII I.. . . .. .SO
Fiendish Cleric ofYecnoghu ..6, Windblade . . ... . .. •. ... 176 \'i!mdrazor l l l l) . .. ... 176
Halt~Fiend Gnoll Warlock . . . . .... ...68 Wmdrazor., ......................... . 176 Windscythe (VI / . 177
Sample Lair: The Grear Geode .•...70 Wmdscyrhe .... ............... ... .... 177 \'i!rac kspawn ( IV,. ..... . ........ ... 182
Golem, Fang . . . , . . . . . . .. . . ... , ..72 Wizened Elder, . . ............... ... .... 180 Yugolorh. Corrupror of fare I \ . I J . .. .. . .. . 190
Howler Wasp . , .......... , .. 74 Wrackspown ...... ......... .. . . ..... . 182 Yugolorh, Voo r (IVJ . . . 193
Howler Wasp Q ueen . . . . . . . , .. 7•! 18-1 •Requires a , rr11r,11,,11 111 011slcr spell of the
Inferno Spider ........... .. ... , . ;6 Pureblood Slarer . IS+ mdicared levd (o, higher)
Joysrealer ... . .... . ..... , ......78 Halfblood Deceiver ...... .... . ... . . .. 185
\ X,eapon s
Jusrice Archon.. .. .. . . ... . .. .. ... .. . ..80 Abominat ion Cu lt leader. ...... . 186
Drago11spl11 .. . , 15 1
Just ice Archon C hampion . . ..81 Yuan·t i lg nan , , .. . . . .. ........... . 188
Grcarlrnmmer ,. .. ... 101
l.i1ardfolk, Dark Talon Tribe. ..83 Yugoloth . . . 190
l\.{aq llahu!LI . ,, ......... . ....... . ......... . 89
Dark Talon Soldier . 83 Corrupter of Fare .... , . .... . , . . . . I 90
Dark Talon Champion .83 Voor . .. . 191
Dark Talon Wasp Rider ........ . .S+ Dreadful lasher. 191
Dark Talon Sh~rn:in .... . ..............s+ Zern ...... . 195
and Spot checks (even if the c reature bas no ran ks in those
Jntroduct1on
Welcome to Momter Mmwal l V. This book contains new
skills).
Aur a: This indicates special abilities rhar rake effect any-
crearnres for use in DUNGEONS & 0 !v\GONS® adventu res. The time another creature comes w irhin a certain distance, such
monster entries a1·e generally alphabetical by name, with as a devil's fear aura.
closely related monsters grouped rogerher. In addirion to the Lang u ages: This entry gives the languages the creature
rable of contents at the front of this book, monsters are also speaks or understands, as well as any special abi Ii ties relating
listed by type and subtype on page 22'1, and by Challei,ge co communication (s uch as telepathy or tongues).
Raring and ECL on page 204.
This introduction explains how LO read each creature's
writeup. It often menrions terms in rhe glossary, which is
DEFENSfVE rNFORMATJON
This section provides the information you need when char·
foun d on pages 205- 221. Refer ro those pages for defini tions
acters are attacking rhe c reatu re.
of terms you might nor be fam iliar wirh .
AC: Th is entry gives the creature's Armor Class against
most reg ular attac ks, followed by its AC againstrouch attacks
and i ts AC wh en Aat-footed . If1he creature has fears or or her
READING THE ENTRIES
Each monster description is organized in rhe same ge11eral
abil ities that m odify its Arm or Class under specific circum-
stances (such as the .lvfobility feat), they are noted here as welJ
format, as outlined below. For complete information about as in the Feats e ntry.
the characrerisri.cs of monsters, consult rhe glossary of this hp: This entry con sists of t he creature's full normal h it
book, rhe Player's Handbooh (PH), or rhe D11ngeon .Mnster's poim total (usually average rolls on each Hit Die), followed
Guide (DMG). by the creature's H ir Dice in parentheses. If rhe creature has
\Y/e want this book to be as useful to DMs as possible, so fast healing, regeneration, damage reduction (DR), or some
we've adopted our new statis tics block format for use here. othe r ability that affects t he amount of damage ir takes or
The new format is divided into four main sections separated the rate at whic h it regain s hit poi nts, that inform ation also
by horizon tal lines. Each section serves a specific purpose; appears here.
you will need ro reference different sections al differem In1mune : Any i mmuni ties the c reature has are indicated
rimes during an encounter. here. This includes immunity to specific types of energ y as
well as specific immunities (such as immuniry to poison or
to sleep effects).
IDENTIFICATION AND ENCOUNTER Resist and SR: If the creature has resistance ro cerrain
The cop section idemifies rhe crearure and gives the i nforma-
k in ds of attacks, rhat information is given here. Altered
rion you need ar rhe scan of an encounter.
saving throw bonuses for specific circumstances appear o n
Name: This word or phrase idenrifi.es rhe creatme. Some-
this line. The creature's spell resistance, if any, appears after
rimes a number is given with the name ro indicate how many
the otber resista nces on r he same li11e.
crearures appear in rhe encounter.
Fort, R ef, Will: Th is ent ry gives the creat ure's saving
CR: This value is the Challenge Rating of an individual
throw modifiers.
crearure of rhis kind.
Weakn ess : This entry details an y weaknesses or vul-
Race, Class, an d Level: This information is provided only
n erabili ries rhe creature has, such as light sensicivity or
for characters with class levels.
vulnerability TO a rype of energy.
Alignment: The o ne- or two-letter abbrevia tion that
appears here denotes rhe creMure's alignmenr.
Size a nd Type: The crearure's size category and its rype OFFENSIVE fNFORMATJON
(and subtype or subtypes, if applicable) are give n here. Refer LO ch is secrion when it's rhe creature's rum co act in
Init: This value is the creature's modifier o n i nitiative combat. All a creatu re's combar options are detailed here,
checks. even those that are nor srrictly offensive.
Senses: The Senses enrry i.ndicates whether the creature Speed: Th is entry begin s w ith the crearure's base land
has darkvision, low-lighr vision, seem, or some ocher sensory speed in feet and in squares on rhe battle g rid, followed by
special qualiry, along wirh the crearure's modiners on Listen speeds for other modes of movemen t, if applica ble.

ADAPTABLE ADV EN TU RE SfTES to s ui t the needs of a particular story t hat's being played out in
One of the new fea tures in Monster Manual IV is a se t of full-page the campaig n.
maps that aren't associated with a particular kind of creature. The Deephollows, a sample underground lair that appea rs
Instead, they depict some archetypal adventuring venues: a on pages 200 and 201, differs from the other fu ll-page map
great tomb (page 23), a typical wilderness lair (page 66) , an presentations- it comes wit h exte nsive text descriptions of each
underground lair (page 89), and a subterranean mining camp keyed location within the s ite. It serves both as an adventu re site
(page 11 3). Each of these maps can be used "out of the box"-all in its own right and as an example of how the other archetypal
you, as the DM , need to do is populate them with a ppropriate locations can be ex panded by adding t he same sort of detailed
monsters and treasure. Any ofthem, of course, can be modified info rmation.
Melee(Ranged: Typically, rhcse entries g ive all rhe physi- domain spell he has prepared is m3 rked w irh a superscript D.
cal arracks rhe crc,1rure can make when laking a full attack The granted powers of his Joma ins might appear as combat
acrion. The firsr anack described is the crea ture's preferred oprions o r resistances or not at all, if they o nly modify infor-
form of anack, usually a melee al tack of some sort bm possi- mation p resented elsewhe re.
bly (as in the exa mple below) a ranged arrack. If the creature Power Points/Day and Powers K n o wn: This entry
can make o nly a single arrack (for instance, whe n it is raking gives rhe number of power poi 111s per day ro whic h a psion ic
an attack action), use rhe firsl indicated arrack bonus. Occa- characrer h as access, as well as any psionic powers known. Ir
sionally, a crearure has separate options indicated for single begins with rhe creature's manifoster level. Powers known
arracks and for full attacks. For example, a haI fling ranger are lisred from highesr level to lowest, and each power
with the Manyshor and Rapid Sho t fears might have the fol- includes an arrack bonus and a saving 1hrow DC, if appro-
lowing entries: priare. If rhe characrer uses some powers aca differem caster
level than others, that information is also specified with rhe
Ranged - J longbow +& (2d6+2/x 3) with Manyshot or affected powers.
Ranged -1 longbow+10/+ 70/+S (l dG+ l/x3) with Rapid Shot Spell-Like Abilities: Any spell-like abilities the creawre
Melee masterwork longswo rd •8/+3 (ldG/ 19-20) possesses appear here. The entry begins with rhe creature's
caster level for 1hese abilities. As wich spells, rhis enrry
Each ser of arrack routines is prefaced by a boldface word
includes arrack bonuses and saving I hrow DCs where appro-
indicating whether the arrncks are melee or ranged. Next
priare.
comes rhe weapon used for the auack, the modified arrack
bonus, the amoun t of damage the arrack deals, and informa-
rion abour crirical hits. if1he weapon has the "default'' critical OTHER INFORMATION
hit characteristics (thre:ir on a '.Wand 2 damage). rhis portion Mosr of the information presented in r his secrion is nor rel-
of the e ntrv is omicred. evant du ring a combat encounter wirh rhe crearure.
Space a;d Reach: This emry defines how large a square Abiliti es: The crearure·s ability scores appear herein the
the creamre rakes up on rhe bartle grid, as well as how far customary order (Srr, Dex, Con, lnr, \'(Tis, Cha).
a creature's natu ral reach extends and any reach weapons it SQ: Any special qualities 1101 presented earlier in the sta-
might use. tistics block appea r he re.
Base Atk: The Base Ar k entry gives rhe creature's base Feats: This entry lists a ll the fea rs the creature possesses,
arrack bonus wi1hout any modifiers. ilicluding those rha r appear elsewhere in the s ta tis tics
Grp: This emry g ives rhe creature's g rapple bonus (base block.
arrack+ size modifier + S er bonus). Skills : This ent ry shows all the skill modifiers for skills
At k Optio n s: Special abilit ies that rhe creature can in which rhe creature has ran ks. Modifie rs are also provided
employ to modify its normal auacks appear he re. Such for skills ro which rncial modifiers, bo nuses from synergy, or
abilities might i nclude fea ts such as Power Auack or Combat other mod ifiers apply, wherher or not the c reature has ranks
Expertise, or special abiliries such as smite evil or nip. in those skills.
Special Action s: This entry gives any special action s Possessi on s: T h is entry l ists 1he items the creature is
char rhe cream re can rake on its turn in place of making wearing or carrying. The expression "combat gear" appears
attacks. .first when applicable to re mind you of other possessions
Combat Gear: Possessions chat the creature can choose referenced above.
to emplo)' on irs rum as an action appear here. Such items Spellbook: This enrry gives rhe spells in the crearure's
mighr include doses of poison (applied poisons, not natural spellbook, if it has o ne. The notation "spells prepared plus"
ones). scrolls, potions, o ils, wands, staffs, rods, and other indicares that rhe spells rhe creature has prepared are part
wondrous items. oi chis list, bur are nor reirerated here.
Spells Known or Spells Prepared: This enrry appears The final portion of rhe sratisrics block consists of para-
for spellcasrers. Ir is listed as "spells known" for sorcerers graphs explaining special abilities noted in rhe various
and members of orher classes who do nor prepare spells, encries above as necessary.
and "spells prepared" for wizards, clerics a nd others who
do prepare rhem in adva nce. Ir begins w ith rhe crearure's
casrer level for spells. lf its rolls to overcome spell resis-
STRATEGIES AND TACTICS
This section contains guidance for runn ing the creature.
tance are based on a nu m ber o ther than its caster level
Does the creature fovor charging into comba1 or attacking
(because rhe crearure has rhe S pell Penetration feat, for
at range? Does it prefer weapons or spells? ls it a solitary
example), its toral modifier is given afte r the expression
monster or does ic cend to gat her in hordes?
..spell pen." Spells known are lisre d from highest level to O
level, and each includes an anack bo nus and a saving throw
DC , if approp ria te. If the c haracter casts some spel ls at a SAMPLE ENCOUNTERS
differe nt caster leve l rha n o the rs, t hat informatio n is also The older monsrer wrire-u ps had a o ne -li ne entry titled
specified here. Organization. This adds more deprh and derail. The encoun-
A cleric's starist ics block also inc ludes t he name of his deiry ter section lis ts sample El s and of1e11 i ncludes name and
(if applicable) and rhe domains to which he h as access. Each adventure seeds.
ECOLOGY that include derails about their thoughts, social i nteracrions,
Where do the monsrers live? What do they hunt or eat' W hat religion, or governmenr. How do creatures view themselves,
each orb er, other races? What do they value? What's .;normal"
hunts or ears them? What's their life cycle? \'lfhen appropri-
ate, the ecology secrion offers insighrs inro the li fe cycle of
for them<
the monster in question.
Environment: Here, we continue rouse the speci fie terms SAMPLE LAIR
we've developed ro describe climate (warm, temperate, or Some creatures have an entry showing a sample lair complete
cold) and rerrain (plains, hi.lls, forests, marsh es, mounrains, wirh area descriptions.
or deserts). Some creatures are subrerranean and live under-
ground. Some thar have no place in the natural environmen t
(particularly constructs and undead) might be found any-
TYPICAL TREASURE
where. Exrrap lanar outsiders are assigned a plane of origin. This information expresses typical treasure values and trea-
sure preferences.
On rhar plane, they are considered native outsiders. If
encountered elsewhere, they h ave the extraplanar subtype. Some crearures don't have treasure. O thers have their rrea-
su re merely expressed in their Possessions stat block line.
Typical Physical Ch aracteristics: Th is section states
the average height of a bipedal creature or wha tever's most This section of t he description is where you can find more
information if it applies.
appropriate for a non bipedal one and the crearure's weight. It
For cultured societies, sample arr objects, jewelry, and
discusses any significant physical differences between ages
or genders. ot her creature-specific flavor pieces mighr be described.
/1. creature that has been advanced by class levels, has trea-
Alignment: The crearure's srarisric block lis ts a sample
sure equal to an NPC of its Challenge Rating, not its effective
alignment. Here is a d iscussion of irs philosophy. Is iris
class level. For example, a girhyanki soldier(3rd-leve1£ghrer)
always, usually, or sometimes rhat alignment?
is CR 4, and has anECL of 5 (class levels +2). He b as rreasure
equivalent to a 4th-level NPC.
LORE
Monster M,rn1111/ TV offers information abour each monster
rhar can be gleaned from an appropriate Knowledge check.
FOR PLAYER CHARACTERS
The descrip tion of the Knowledge skill lndicates that in I f the creatu re can be useful to a player character as an animal
companion, familiar, planar a Uy, mount, summoned monster,
general, the baseline DC of checks to identify monsters and
relevant information is included here.
remember one bit of useful i.nforrnation about the.i r special
power or vulnerabiliries is equal ro 10 + the m onster's HD.
Every 5 points by which the check result exceeds t he DC CREATURES AS CHARACTERS
yields another useful piece of in formation (PH 78). If a creature offers exciting possibilities for play as a character,
Thar add resses specific creatures very well, but there's th is section provides the statistics and level adj ustment.
more ro be said abour crearures of general rypes. Consider
the whisper demon as an example. Ir's a 15 H it Dice creature.
Thar means that identifying it is a DC 25 check. This gener-
CREATURES WITH CLASS LEVELS
If the creature advances by class, but is nor suitable for play as
ally check will generally yield one bit of information, bLLt
a character, rhis section discusses its fuvoredclass and mighr
slnce there a re lowly 2 HD demons such as the dretch our
offer information abour its deiry and domains or other class-
there rhar share many of the demon and tanar'ri traits, it's
based information.
reasonable to give more inform ation abour it wirh rhe iniLial
identification of the crearure as a ranar'ri.
As a general rule of rhumb, a DC 15 check or higher will ADVANCED CREATURES
reveal all of rhe base creature's type and subrype traits as If a creature advances by Hit Dice, the Advancement line
defined in rhe glossary. Th is often includes information in its sral"istics block gives rhe break points. This section
abour energy resisrance or various immunities. For instance, of the description , when present, discusses t be whys and
a DC 15 Knowledge (arcana) check reveals that dragon s have wherefores of rhe creature's increased size and abilities.
high hit points (12-sided HD), all good saves, and have dark- For example, given a subterranean creature, are rhe larger
vision out to 60 feer and low-light vision. They are immune specimens found deeper in the ear th? ls its growth a r esulr
to magic sleep effects and paralysis effects. They eat, sleep, of good feedi ng, good environment, age, or si mple h ap-
and breathe. pen s rance?
Information specific to t he creature, such as its type of
damage resistance, spell-like abilities, or immunities corne
wirh the high DC check resulrs.
CREATURES IN EBERRON OR
CREATURES TN FAERUN
SOCTETY These sections (not present for every c rearure) describe che
creature's niche in che Em,RRON campaign sening or in the
I.nrelligenr creatures often form rheir own societies and h ave
F0llGOlTEN REALMS campaign setri.ng.
parricular woddviews and norms. Here, yo u'l l fi nd entries
AVATARS OF times they reson ro open warfare to achieve dominance in a
region.
ELEMENTAL EVIL
The Princes of E leme ntal Evil-1mix, Ogremoch, O lhyclra,
Followers of rhe Elder Elementa l Eye worship on e of its
elemenral aspecrs: air, earth, fire, or water. Clerics choose
and Yan-C-Bin- have long sought to exrend their inAuence one elemenral domain plus eirher Destruction or Evil. They
to rbe Material Plane. They believe that the d eity know n as wear ochre robes marked w ith the deity's symbol, modified
the Elder Eleme n tal Eye holds the key to their plan. The ava- according to the elernenral nspecl 1hey worship. The cu lt
tars ofElemenral Evil, fore most among the princes' servants, appeals co people o n the fri nges of civilizarion, individuals
a re powerful forces of destruc tion that aid and serve the high who feel wronged by society, and those w ho seek vengeance
priests ofElemenrnl Evil. against powerful e nemies. Each of rhe fou r sects acrracrs a
The Elemenral Princes believe rhar the Elder Elememal different variety of c rearures.
Eye is their forebear, a mighty being who can e levate chem to Clerics who wo rship rhe Eye's air aspect wear white-
godhood and herald their domination of the Material Plane. rrimmed robes. They build temples in the h ighest mountain
H owever, rhis deity is rrapped in a strange void between the peaks, where screaming winds conLinually sweep through
planes from which rhe princes seek to rhe rocks. The rnightiesr air clerics
free it. U n know n to them, the Elder reside in casrles that 0oar among the
Elemenral Eye is acruaUy a from for the clouds. Harpies, cloud gianrs, and rene-
malevolent god Tharizdun. gade djinn inhabit 1hese temples, as welt
Long ago, borh good and C\'il dei ties as humanoids riding caprive hippogri£fs,
allied againstTha rizdun, who seeks the griffons, and roes.
annihilation of all reality, and sealed Earth clerics wear amulers sec wirh
rbe god in a migh ty prison. The ever- dozens of sma ll gems, silver a nd gold
greedy Princes of Elernenral Evil, coo beads, a nd or her eanhly rreasures. Their
y0tmg co remember rhar ancient war, robes are trimmed in yellow, and rhey
allowed rheir ambirion co blind them d elve remples deep w ithin the earth.
co Tharizdun's deception. Should they Crearhorn rninoraurs (see page 100) have
succeed in freei ng the Elde r Elememal a natural connection to these p laces,
Eye, the resulri ng destruction would owing to [hei r link with Ogremoch.
spell t he end of all existence. The secre- They serve as guardians and, in some
tive culrofTharizdun fai led in its initial Symbol of tht' cases, p riests of I he Elder Elernen ta I
attempt rouse the Elementnl Princes ro Eide,· Elemen1,,l Eye Eye. Evil dwarves, due rgar, troglodytes,
restore their d read lo rd, but the princes' and gri m locks also f1ock to this Lemple's
ambition and ava t· ice rema in. banner.
The avatars of Elementa l Evil represent the princes' first Clerics of rhe Eye's fire aspect wear robes wirh red rrim
seeps in reesrablishing rhe ir power. Since the desrrucr ion of and usually have co11t11111al jln111c cast upo n amulets or brace-
rhe Temple of All-Consumprion (see the Rel 11m to 1/ie Temple lets. They have secret bases wirhin volca nic tunnels and
of Elemental Evil advenrure), the four princes have been caves, bur they are rh e most nomadi c of a11rhe Eye's agenrs.
acrively spreading rheir foul progeny across the Material Fire priests journey to cities and drought-stricken areas ro
Plane. luckily for rhe world, the princes rarely coopernre. set fires rhar sweep over wide swa1hs of land . Fire gianrs,
Eacb competes against rhe others for the Elder Elemental salamanders, azers, efreer, and similar creatures worship
Eye·s favor. Their c ults also quarrel with eac h or her, and at rhis aspect.
The warer aspect arrracts mariners and pi rares to its cause.
Warer clerics wear robes with dark blue trim . .\-ianv of them
WORSHIP OF THE ELDER ELEMENTAL EYE carry small jugs filled with seawarer for special ceremonies
All beings that worship the Elder Elemental Eye in truth offer and blessin gs. Aboleths, sabuagin, and krakens worship the
prayers and sacrifice to Tharizdun. Few know of, or even sus- water aspect. Many evil sea druids, particularly those who
pect, the truth of the god's identity. seek to destroy seaside rowns, also revere the Eye's warer
aspect.
The Dark God, Tharizdun
Intermediate Deity
Symbol: A black triangle with an inverted yellow Y PLANS AND AIMS
inscribed within, each arm ending at the midpoint The cu lt of rhe Elder Elemen tal Eye aims ro destroy civiliza-
of one of the triangle's s ides tion and usher in a new age. The E lemental Princes foresee
Home Plane: None (sealed in a prison plane) a world of p ure chaos dom in,Hecl by e lemental forces. The
Alignment: Neutral evil eanh will shudder and crack, swa t lowi ng ci1ies whole. The
Portfolio: Ruin, e lemental power, vengeance seas will rise and s mash inro rhe la n<l, clragging livi ng crea-
Worshipers: Fanatic nihilists, evil e lemen tal beings tures con watery grave. Volcanoes will blast forth torrents of
Cleric Alignments: LE, NE, CE la11a, con suming a ll in the ir path. The wi nds will howl with
Domains: Air, Destruction, Earth, Evil, Fire, Water
rage, sweeping away civil iza t ion nnd tea ri ng it inro dust.
Favored Weapon: Curved d agger
The culrists believe they alone will be saved because of rheir
diligence, obedience, and fa ith.
Cults can operare behi11ll in nocenr fas;ades. For example,
clerics of rhe Eye's earrh asp ecr mighr infilrrare a mining
BLACK ROCK TRISKEUON
operation un<ler the prerexr of un iti ng rhe miner s iJ1ro a (EARTH AVATAR)
union or g uild. The rank-and-file members pay a few coins tor A living pillar ofblack rock towers over the ground before you. Its
dues each m o nth; in rerurn, the guild ensures safe working angular body is covered with spikes and sharp ridges. It unfurls
conditions. Sk illed and ambitiou s guild mem b ers wor k their three long arms, each ending in a long, vicious point: Two extend
way up rhe ranks, w irh th e m osr rruscworrh y in itiat ed into slightly fo rward, while the third sprouts from the center of its
rhe clergy. The clerics build a small 1emple deep w i thin the hack to loom over its head. Three short, powerful legs support
it like a tripod.
mine, a prorecred base ofoperarions near a city o r town. Th is
gives them a p ool of unwirri ng minions who see ad venturers
who challenge the clerics as rhugs sent ro bre ak up the guild.
BLACK ROCK TRISKELION CR 18
Always NE La rge elemental (eMth, ext ra p lanar)
The clerics use d ivine heali ng to pur rhe m m ers i n their debt:
Init -1; Senses da rkvision 60 ft., t remorsense 60 ft .;
A worker is unli kely ro turn against che g ui ldmaster who Listen + 73, Spot +13
used remove disease ro save a relarive's life. As the guild grmvs Languages Terran
more powerfol, it is a useful sh ield against invest igation and
AC 30, touch 8, flat-footed 30
suspicion. (-7 Dex, - 1 size , +22 nat ura l)
hp 377 (26 H D); fast hea ling 5; DR 10/adamantine and
m agic
THE ELEMENTAL NODES Immune elementa l immunities
The Elder Elem enral Eye commands irs followers to seek out
Resist end ure pain, stability (+8 against bull rush o r trip);
and claim sacred p laces th roughout the wodd. The Elemen - SR 23
ral Pdnces b elieve rheEye uses these sires as con d uirs fo r its Fort +27, Ref +9, Will+11
great power. By sanctifyin g an d properly att un ing such a Weakness vulnera bility to sonic
locarion, the cult transforms it mro an elemen tal nod e. W hen Speed 20 Ft. (4 squares) , burrow 20 ft.
enough n odes are prepared , Lhe energy flowing through Melee 3 p iercing arms +30 each (2d6+ll /19- 20/x4)
chem grows g reat enough to al low the Elder .Elem enral .Eye Ranged 6 spikes +1 7 each (l d8 +11 /x3)
co return to the world. Clerics ofrbe Eye erect temples in and Atk Options Cleave, Great Cleave, Powe r Attack, m agic
around the nodes and recru it b easts, out siders, and elemen- st rike, metal strike
cals ro guard rhem agains t int rusion. Space l Oft.; Reach l Oft.
Each node requires a speci fic, complex riru a I to acriva re Base Atk +19; Grp +34
irs powers. Such rituals can requ ire mon ths, i f nor years, of Abilities Str 33, Dex 8, Con 31, Int 5, Wis 12, Cha 8
research to uncover. Once established, an e lem e ntal n ode SQ elemental tra its
usually contain s strange edilices, ani.facts, and land m arks.A Feat s Alertness, Cleave, Great Cleave, Great Fort itude,
fire node m ig hr consist o[ a sphere of crackling en ergy floa t- Improved Critical (pierci ng arm) , Iro n Will, Lightning
Reflexe s, Power At tack, Weapon Focus (piercing arm)
ing in th e m iddle of a lava lake d eep wirhin a volcano. An ,1ir
Skills Climb +20, Listen +13, Spo t +13
node could be a ser of powerful winds cha r blow in a regu-
Advancement 27-40 HD (Large)
lar partern b igb above che clouds, with a silver, latriceli'.<e
Endure Pain (Ex) Whenever a black rock t riskelion fails a
strucrure floa tin g amid th em and a srone alrar at the cenrcr.
Reflex or Will sav ing throw a gainst a n effect that deals
Regardless of their exacr forms, these places are inimical w
damage, it takes half damage if it succeed s on a Fortitude
good crearures. s aving throw against the same DC. Th is add itional s aving
throw affects o nly damage, not any ot her conditions t hat
THE ELEMENTAL AVATARS m ight app ly from fa iling the original s ave.
Stability (Ex) A b lack rock t riskelio n is exce ptionally stable
The avatars of Elemenral Evil have only recently appeared .
on its feet. It gains a +8 bonus o n ab ility checks made
E ach avara r is th e livmg w ill of an Prince of.Elernenra l .Evil. to resist being bull rushed or tripped when stand ing
Ir comains a tin y fragme nt of the correspon ding pr ince's on the ground (but not whe n climb ing, flying, riding or
essence and ex ists solely ro advance its creator's c ause on the ot herwise not standing fi rm ly on the ground) .
Marerial Plan e. The avarars gather at impor ta nr sites sucb Metal Strike (Ex) A black rock triske lion's natural attacks
as recently discovered ele menral nodes or o ther places rhat are treated as adama nt ine, cold iron, and silver for t he
mighr be key to rerurning rhe Eye to the world. Som e ti mes pu rpose of ove rcom ing da m age red uction.
they ser ve as mighry engi nes of war for rhe clerics o[ the
Elder Elemental Eye. A b lack rock rriskelion is a powerful elemencal creature
The simmerin g war betwe en each faction of the Elder spawned by O gremoch, th e Prince ofEvi.l Earth Elemen tals.
Elemental Eye's priests d raws in che avatars as well. These Tr sm ashes its enemies w it h rhree p owerful arms rhar p ierce
c reatures are just as likely to tu rn against each oth er as rhey armo r and flesh like h e avy p icks.
are ro ally against a powerful th rear.
Strategies and Tactics
Black rock rriskelions opera re under the dose supervision of
powerful earth clerics of rhe Elder Elemental Eye, wardi ng
off attacks to protect the clerics' spellcasti.ng. A culc mig ht
leave a triskelion ro guard a newfound earth node until it c:rn
be p roperly fortified. Triskelions form rhe front li ne aga inst
invaders or he re tics.
The dimmest of the four elemental avatars, a black rock
triskelion is a simple brute. lt wades into its foes and lashes
out with its thre e arms, exuhing in the chaos and pain ir
causes. Ir can reduce lesser opponents m bleeding carcasses
wich a few srrikes. Ifie finds an opponent easy co hit, it uses
Power Arrack to further increase its devas tating damage. In
some cases, an earrh cleric rides a criskelion i.nto barrle. The
cleric hammers a thick ada man1 ine chain into rhe crealll re's
upper body to bold o nto wh ile perched on o ne of i1s spikes.
Triskelions accept no orher riders.

Sample Encounters
Black rock triskelions defend the ear th remples tha t
Ogrcmoch bids t hem serve.
Guard (EL 18-21): An y temple led by a 12th-level
or higher earth cleric of the E ye receives on e triskel-
ion as a guard ian. Ogremoch migh rdispatch more
co prorecr an elememal node or 10 assist the seer
against a powerful air, fire, or water facrion of
the Elemental Eye.
EL IS: A lone triskelion stands warc h
over a hidde n passage leading into an earth
remple of rhe Eye. Ir hides be nearh rhe sur-
face, just past a magic rra p rhar causes a wall
of ston,• ro block t he passage 30 feet behind rbe
parry. \X/hen the trap ac tivates, the rr iskelion emerges Blach rock h'is);e/io11
in front of rhe intr uders and attacks.

Ecology
Black rock triskelions are not na tural beings bur are senr ro BLACK ROCK TRIS KE LION LORE
rhe defense of Ogremoch's temples and earth nodes. They Characters with ran ks in Knowledge (the planes) can learn
do nor reproduce; rhe Elemenral Prince must create a new more about black rock triskelions. When a character makes a
avarar at need . Once created, a triskelion serves ics e le me ntal successful skill check, the fol lowing lore is revealed, incl ud ing
masrers until des troyed. the informa tion from lower DCs.
Environment: Black rock rriske lions arc narive 10 the
Knowledge (the Planes)
Elemental Plane of Earth but are usually found in subrer- DC Result
ranean locales, typically in an eanh temple of 1he Elder 18 This strange, rocky creature is obviously an
Elemental Eye or an earth node. elemental. This resu lt reveals all elemental traits
Typical Physical Cha rac teristics: A black rock rriske- and the earth subtype.
lion stands l6 feet call and we ig hs around 6,000 pounds. I t 28 This creature is a black rock triskelio n, a serva nt of
resembles a g reat pillar of dark ston e. Ogremoch , Prince of Evil Eart h Ele me ntals. Its
Alignment: As the creation of Ogremoch, a black rock rocky body red uces da mage from physical attacks.
triskclion is always neurral evil. 33 A black rock triskelion's fearsome arms strike like
heavy picks and can penetrate even adamantine to
Typical Treasure deal devastating damage.
38 Triskelions a re incredibly du rable and can resist
Black rock rriskelions rarely have any treasure of rheir own.
spells and magical effects wit h thei r inna te
As guardians ofeanh rempies, rhey tum valuables loorcd from toughness rather tha n reflexes.
enemies over ro t he pries rs of I he Elder Elem enral Eye.
CYCLONIC RAVAGER (AIR AVATAR)
The air before you seems to explode in fury. Dirt and debris
funnels upward, creating a rough outline of a whirlwind with
humanoid features. The creature extends its arms from its body
and begins to spin in place, blast.ing you with hurricanejorce
winds.

CYCLONIC RAVAGER CR 15
Always NE Large elemental (air, extraplanar)
Init +14; Senses darkvision 60 ft., scent;
Listen +26, Spot -,.16
Languages Auran, Common, Infernal ..
AC 25, touch 25, flat-footed 15; Dodge,
Mobility, deflecting winds
(-1 size, +10 Dex, -'-6 deflection)
Miss Chance 50 % (invisibility)
hp 169 (26 HD); DR 10/magic
Immune elemental immunities
Resist improved evasion; SR 23
Fort -,-10, Ref +27, Will +11
Speed 30 ft. (6 squares), fly 90 ft.
(perfect); Flyby Attack
Melee smite of seven winds +28 touch
(4d6+7 o r l d6+7; see text)
Space 10 ft.; Reach 10 ft.
Base Atk +19; Grp +28
Atk Options Combat Reflexes
Special Actions buffeting winds
Abilities Str 21, Dex 31, Con 15, Int 12,
Wis 12, Cha 16 C_ydo11ic rn~•nger
SQ elemental traits
Feats Alertness, Combat Reflexes, Dodge, Flyby
Attack, Improved Initiative, Iron Will, Lightn ing Whe n the ravage r activates this ability, it can choose
Reflexes, Mobility, Weapon Finesse to affect some creatures within its area while ignoring
Skills Escape Artist +32, Hide +29, Knowledge (the others.
planes) +13, Listen +26, Move Silently +32. Spot +16, Skills A cyclonic ravager has a+10 racial bonus on Escape
Survival +23 (+25 on other planes), Use Rope +10 Artist, Hide, Listen, Move Silently and Survival checks.
(+12 involving bindings)
Advancement 27-40 HD (Large)
Deflecting Winds (Su) A cyclonic: ravager controls the ai r
around it to knock aside sword blows, arrows, and even
magical rays. The ravage r gains a +6 deflection bonus CYCLONIC RAVAGER LORE
to AC. Characters with ranks in Knowledge (the planes) can learn
Smite of Seven Winds (Su) A cyclonic ravager can make more abou t cyclonic ravagers. When a character makes a suc-
a melee touch attack that generates a brief, rending cessful skill check, the following lore is revealed, including the
gust of wind within its target. This attack deals 4d6+7 information from lower DCs.
points of damage. Creatures that are not subject to
critical hits instead take 1d6+7 points of damage. Knowledge (t he Planes)
Buffeting Winds (Su) As a standard action, a cyclonic DC Result
ravager can cause a tremendous surge of s torm- 15 This creature composed of howling winds is
strength wi nds in a 100-foot-radius burst centered obviously an elemental. This result reveals all
on itself. A creature within this area must succeed elemental t raits and the ai r subtype.
on a DC 28 Reflex save or be pushed up to 30 feet 25 This creature is a cyclonic ravager, an avatar of
in a direction of the ravager's choice. A creature can Yan-C-Bin, Prince of Evi I Air Elementals. Its
choose to fail this save voluntarily. A ravager can transparent body is made only of violent wind.
push a creature to a location outside the area of 30 The cyclonic ravager's command of air allows it to
this effect, but the pushed creature can't end up in move its opponents and allies around the
anothe r creature's or object's space. The save DC is battlefield.
Strength-based. 35 A cyclonic ravager can tear a creature apart with
A creature ta kes a - 4 penalty on this save per size blasts of wind, but c reatures immune to c ritical
category below Medium. Bigger creatures gain a +4 hits take far less damage.
bonus per size category above Medium.
Yan-C-Bin, the Prince of Evil Air Elementals, sends rhe
cyclonic ravager to toss enemies about like kires in a
HOLOCAUST DISCIPLE
hurricane. (FIRE AVATAR)
A tall, human-shaped creature composed of pure flame stands
Strategies and Tactics before you. It wears a plain red robe that seems to float and
Irs abiliry to generate mighty winds allows a cyclonic rav- billow in the tremendous heat, while the air shimmers around
ager to take control of the battlefield. It flings irs opponents
it. Its lower body is a stream offlame tha't coils behind it like a
snake's tail.
through rhe air, se11ding them crashing into each other and
disrupting rheir tactics and spel leas ting.
A cyclonic ravager works b esr wh en it .fights alongside the
HOLOCAUST D I SCI PLE CR 15
Always NE Large elemental (extrapla nar, fire)
other denizens of an air temple of the Elder Elemental Eye. Init +9; Senses darkv ision 60 ft. ; Listen +23, Spot +23
Ir generates air cun enrs w ith in an opponenr's body that rip Aura heat (15 ft .. DC 27)
apan its orga ns. However, this actack form has lirrle effect Languages Common, Draconic, lgnan, Terran
against crearures such as elementals and constructs, which AC 21, touch 14, flat-footed 16
are immune rn extra damage from critical hits. Against such (-1 s ize , +5 Dex, +7 natural)
opposition, the ravager hangs bad, to direct the others in hp 221 (26 HD); fas t healing 5; DR 10/mag ic
melee, using irs b uffering winds to l mbalance and interfer e Immune fire, elemental immunities
with opponenrs or blast them into disadvantageous positions. SR 23
Ir can also move allies into better tactical situations. Fort +20, Ref +28, Will +21
Weakness vulnerability to cold
Sample Encounter Speed 30 ft. (6 squares), fly 40 ft. (perfect)
Cyclonic ravagers fighr best side by side wirh big, strong mon- Melee fi re bolt +24 to uch (8d6 fire/1 9- 20)
sters rhat can rake advantage of rhe chaos they produce. Ranged fire bolt +24 touch (8d6 fire/19-20)
Strike Force (EL 16): A cyclonic ravager and three cloud Space 10 ft. ; Reach 10 ft.
Base Atk +19; Grp +28
giams form the primary strike force for an air remple. T h e
Atk Options magic strike
ravager's buffeting winds prevent melee combatants from
Special Actions flame wave
closing wirh rhe gianrs, who exploit rheir great reach while Spell-Like Abilities (CL 18th)
forcing spellcasters inro melee range. The ravager also uses At will-fireball (DC 19),f,re shield (warm only, DC 20)
its winds to move rhe giants into flan king positions or rescue 3/day- wall offire
them from dangerous situations. 1/day- meteorswarm (DC 25)
Abilities Str 21, Dex 21, Con 19, Int 14, Wis 20, Cha 22
Ecology SQ elemental grace, elemental traits
A cyclonic ravager assisrs air priesrs of rhe Elder Elemental Feats Ability Focus (flame wave), Ale rtness, Combat Casting,
Eye. Ir is a cunning tactician and an excelle nt complement to Great Fortitude, Improved Critical (fire bolt), Improved
a remple's spellcasting forces. Yan-C-Bin dispatch es a ravager Initiative, Iron Will , Lightni ng Refl exes, Weapon Focus
when rhe temple is hard pressed, especially when servants (fire bolt)
of the other Elemental Prin ces arrack. Skills Climb +21, Concentration +24, Knowledge (arcana)
+ 18, Knowledge (the planes) +18, Listen +23,
Environment: Cyclonic ravagers are native m the Elemen-
Spellcraft +20, Spot +23, Surviva l +5 (+7 on other planes)
ral Plane of Air and are usually foun d in an air temple of rhe
Advancement 27-40 HD (La rge)
Elder Elemental Eye or an air node. Ravager s ride rhe winds
Heat Aura (Su) At the end of each of their tu rns, creatures
wherever rhei.r duties ta.ke them.
within 15 feet of a holocaust disciple must succeed on
Typical Physical Characteristics: A cyclonic ravager
DC 27 Fortitude saves or be fatigued. A successful save
stands 16 feet ra il and weighs arou nd 5 poun ds. le looks like negates t he effect. A fatigued creature that fai ls its save
a rail, thin column of dust-roiled air but has h umanoid fea- becomes exhausted. A creature must attempt this saving
tures. throw each round it is within range, whethe r or not it has
Alignment: As rhe creation of Yan-C-Bin, a cyclonic rav- succeeded on an earlier save. A creature that has resistance
ager is always neutral evil. or imm unity to fire damage is imm une to th is effect, as is
a creature t hat is not subject to the effects of extreme heat
Typical Treasure conditions. The fatigued and exhausted conditions end
Cyclonic ravagers collect ueasures for rheir prince, Yan-C- l minute after leaving the au ra's area of effect. The save DC
is Constitution-ba sed.
Bin. They prefer coins and gems, which they carch w ithin
Fire Bolt (Su) A holocaust disciple can aim a bolt offire at
their winds and swirl about in complex patterns rhat serve
a single target as a melee or ranged tou ch attack. The
as paeans to their d read lord . A cyclonic ravager has srandard ranged touch attack has a maxim um range of 200 feet
treasure for its Ch a Ilenge Rating, about 22,000 gp. with no range increment.
Flame Wave (Su) Once per ro und as a standard action, a
holocaust disciple can ge nerate a wave of fla me that
rolls out from its body. Any creature with in 60 feet
of the holocaust d isciple must succeed on a DC 29
Reflex save or take 13d6 po ints of fire damage. A
successful save results in half damage. The save DC is
Constitu ti on-based.
incredibly h ot, sapping t he virality from rhe stoutest warrior
in mere momenrs.

Sample Encounter
Holocaus t disciples often team up with fue giams. While the
giants wade in to me.lee, the disciples h ang back and provide
ranged s upport.
EL 16: Four fire giants protect a holocaust cUsciple that
leads raids to destroy human row11s and villages. When the
giants engage a foe, the disciple surrounds rhe melee with
irs flame wave. It then flies above th e barrle and attacks with
its fire bolts.

Ecology
Holocaust disciples are unnarura l beings of malevolent
fire. One's presence in an area is u nmistakable- flames
and destruction spread everywhere. lmix sends a disciple
to provide s uppor t to fire priests who are on campaign. The
crearure is wickedly clever, bur its attention rarely strays from
laying waste ro everything in site.
Environment: Holocaust disciples are nat ive to the
Elemental Plane of fire but often accompany wandering fire
priests of the Elder .Elemental Eye. Occasionally one occupies
a fire node, but its thirst for destruction causes it to cha fe if
ir remains in such a stable location for long.
Typical Physical Characteristics : A holocaust disciple
s tands 16 fee t tall and weighs around 4 pounds.
Alignment: As the creation oflmix, a holocaust d isciple
is always neutral evil.

Ty_pical Treasure
A holocaust disciple has standard treasure for its Challenge
Rating, about 22,000 gp. Holocaus t d isciples prefer m ate-
rials rhar c an wirhscand grear hear, such as gems and
Hdoc1111st disciple magic i terns. T hey a lso love to colle ct coins TO melt t hem
down and reshape into strange arr objects. Collectors who
The fl ame wave da mage increases by ld6 fo r every 2 specialize in alien, planar arr forms pay good prices for
additional H D the flam e holocaust d isciple possesses. such finishe d works.
Elemental Grace (Su) A holocaust disciple gains a
bonus equal to its Charisma bonus on saving throws.
Included above.
HOLOCAUST DISCIPLE LORE
Characte rs with ranks in Knowledge (the planes) can learn
A holocaust disciple is an e lem ental avatar crafted by l mi x, more abo ut holocaust disciples. When a character ma kes a
Prince ofEvil Fire Elementals. This fearsome creature bakes successful skill check, the fol lowing lo re is revealed, including
the area around it with withering heat. the information from lower DCs .

Strategies and Tactics Knowledge (the Planes)


DC Result
Holocaust disciples rel ish spreading destrncrion and m isery
l5 This creature composed of pure fire is obvious ly an
with their searing flames. Their impressive intellects are bent e lemental. This result reveals all elemental traits
solely to this purpose. In bat tle, a disciple uses sound rnctics and the fire subtype.
ro burn its foes while mi nimizing risks ro itself; for example, 25 This creatu re is a holocaust d isciple. It serves !mix,
it might fly over opponents and rain flame down o n them, le Prince of Evil Fire Elementals. It can fil l t he area
prefers TO work with fire giants and red d ragons, re lying 0 11 around it with dead ly fl ame.
such powerful cream res to engage enemies in melee while 30 The disciple's blazing aura causes fatigue and
it indiscriminately fills the area with fi re. exhaustion in creatures that draw close to it.
A disciple's flames affecc crearures both near and far. Ir 35 A holocaust d isciple targets vital spots with its
can project bolts of fire up Lo 200 feet away or wash the area deadly fi re bolts. A single s uch strike can slay even
the stoutest warrior.
around it in a wave of flam e. As well, rhe air around it is
Churn (Ex) As a swift action, a watervei le d assassin can
WATERVEILED ASSASSIN create m ighty currents within its body that grind engulfed
creatures, dealing Sd6 points of bludgeon ing damage.
(WATER AVATAR) An engulfed creat ure that succeeds on a DC 30 Fortitude
The walls around you groan, buckle, and bulge outward as a
save takes half da ma ge. The save DC is Strength-based.
torrent of water sprays out from a dozen rents. The waier flows
Engulf (Ex) As a standard action, a watervei led assassin can
together, forming a monstrous shape. Bits ofrock, dirt, and bones
flow ove r Medium or smaller creatures, entrapping them
float within it, along with the shredded remnants of weapons, within its liquid form. The assass in simply moves into the
armor, and clothing. The shape rushes toward you like a tidal
opponents' space; any creature whose space it completely
wave as it attacks.
covers is s ubject to the engulf attack. The assass in cannot
make a slam attack during a round in which it engulfs. It
WATERVE I LED ASS ASS IN CR 15 can engulf as many creatures as fit in its space.
Always NE Large e lemental (extra planar, water) Opponents can make attacks of opportunity against
lnit +10; Senses darkvision 60 ft ., blindsight 60 ft. ; the assassin, but if they do so they are not entitled to
Listen +20, Spot +20 a saving throw. Those who do not attempt attacks of
Languages Aquan, Common opportunity must succeed on DC 30 Reflex saves or be
AC 25, touch 15, flat-footed 19 engulfed; on a success, a creature moves aside or back
(- 1 s ize. +6 Dex, +10 na tural) (op ponent's choice) to move out of t h e assass in's path.
hp 169 (26 HD); fast healing 5; DR 10/- The save DC is St re ngth-based.
lmmune elemental immunities Engulfed creatures are considered to be grappled
Resist liquid body; SR 23 within the assassin's body, and t hey are subject to its
Fort +17, Ref +16, Will +13 churn attack (see above) . Engulfed creatures that breathe
Speed 30 ft. (6 squares), swim 60 ft .; malleable form air might d rown (OMG 304).
Melee slam +26 (4d8 +10) One With Water (Ex) Since a waterve iled assassin's body is
Space l O ft.; Reach 20 ft. liquid, it can simply disappear into water. An assassin in
Base Atk +19; Grp +30 a volu me of water at least 15 feet wide, 15 feet long, and
Atk Options Com bat Reflexes 15 feet deep is invisible. It remains invisible as long as it
Special Actions churn, engulf remai ns with in wat er, even if it attacks.
Skills A waterveiled assassin has a +8 racial bonus on any
Abilities Str 25, Dex 23, Con 15, Int 10, Wis 16, Cha 12
Swim check to perform some special action or avoid a
SQ elemental traits, one with wate r hazard. It can always choose to take 10 on a Swim check,
Feats Alertness, Combat Reflexes, Lightning Reflexes,
even if distracted or enda nge red. It can use the run action
Improved Initiative, Improved Natura l Attack (slam). whi le swimming, provided it swims in a straight line .
Iron Will, Skill Focus (Hide) , Skill Focus (Move Silently),
Weapon Focus (slam)
Skills Hide +19, Listen +20, Move Silently +23, Spot +20, A waterveiled assassin is a creature of living water sent b y
Swim +15 Olhydra, Prince of Ev il Water Elementals, to slay her cult 's
Advancement 27-40 HD (Large) e11ernies. This dea dly killer can flow through rhe smallest
Liquid Body (Ex) A waterveiled assassin exercises supreme cracks co ambush and engulf foes, and its fl ui d form lets it
control over its watery form , allowing it to flow around strike at opponents from a g reat distance.
attacks, flatten itself aga inst the ground to avoid a spell's
blast, and so for th. Any effect or spell that allows a Reflex Strateg ies and Tactics
save for half damage has a 50% cha nce to have no effect Watervei led assassins are cu nning hunters that ta ke full
on a waterveiled assassin. advantage of terrai n and rb.eir special abili ties to s u rprise
Malleable Form (Ex) A wate rveiled assassin's control over foes. An assassin prefers to lurk wirh in a wall, a large sratue,
its form allows it to flow through tiny cracks in objects
or another similar object that ca n comain irs bulk. From
and move thro ugh the earth, walls, and ot her obstacles.
there, it watches irs targets, attacking whe n they least expect
The assassin moves at normal s peed th rough terra in
that slows movement. It can move through permea ble it. The creature is clever enough to focus on spellcasters an d
objects at half speed, but it can not move t hrough o ther opponenrs with dangerous abilities. Tts liquid form
completely solid barri ers. For example , an assassin could makes ir difficulrro injure, so i r ignores physical attacks. Tb.is
flow through a wooden or brick wa ll by squ eezing into confidence sometimes leads to rash n ess: A n assassin mighr
cracks and chan nels, but it could not move through a leap on a parry's wizard, disregarding m e lee combarants until
wall of solid iron or rock, such as that p roduced by wall they have dealt ir serious damage.
of stone. A waterveiled assassin travels rhrottgh a river or stream
If the assassin ends its movement completely withi n ro infiltrate a city o r enemy camp. O nce rhere, it relies on
an object, op ponents do not have Iine of sigh t or line
information from the temple's spies and scouts, or clerics·
of effect to it. Its reach d rops to O feet. Any creatures
divinat ion magic, to find its target. The assassin anemprs to
engulfed with in the assassin (see Engulf below) fall out.
dropping prone at the edge of the object. If only part engulf and drag off t he victin1 toan isolated spor for rhe kill.
of the assassin is in an object, but its rema ining space Ir usually lets weaker cream res drown within irs liq uid body.
cannot hold all the creatures withi n it, the assassin Stronger rargers require coordinated attacks; for example,
chooses wh ich ones to release. the assassin might drag a foe LO a n ea rby r iver and a waiting
ream ofsahuagin.
Sample Encounters
Wa ter veiled assassins specialize in hunting down
and slaying the enemies of the Elder Elemental
Eye. An assassin is usually encountered alone,
but one might work with assistams against
challenging foes.
Individual (EL 15): A solirar y assassin
re lies on i_nformation from rhe temple that
called ir.
EL 15: A waterveiled assassin lurks within
the well n ear a busy inn, ly ing in wait for a
band of advenrurers rhar have caused trouble
for the Elder Elemenral Eye. W h en the rargets
arrive at the inn, a half-ore spy for the warer
temple gives rhe signal ro arrack. That night,
the assassin flows through rhe gro und and rhe
inn's floor and walls ro fall upon its enemies
one at a time.
Assassination Team (EL 16- 17): Srronger
targets require coordinated atracks, often using
sahuagin minion s.
EL 16: A warerveiled assassin teams up with
a pair of sahuagin assassins (LE rogue 5/ assas-
sin 6) who swim within i[S body. It engulfs one
opponenr at a rime, which rhe sahuagin arrack
with their claws and teeth while the avarar wards
off rhe target's allies. It does not use its ch urn
abi lity in t his case, s ince ir does not want to harm
rhe eng ulfed sahuagin.

fVate1··vei!ed ,warsi11
- Ecology
A waterveiled assassin is the highest gift rhat Olhydra can
bestow upon priests of the Elder Elemenral Eye. \Xlithin
water cemples, assassins occupy h allowed positions as
embodiments of O lhydra's will. In addition ro being a
weapon against powerful foes, an assassin offers advice and
cou nsel to the clerics and might even lead the temple. Under-
lings, usually sahuagin rogues or rangers, help it track down
WATE RVE ILED ASSASSIN LORE
the temple's enemies.
Characters with ranks in Knowledge (the planes) can learn
more about waterveiled assassins. When a character ma kes a Environment: \Xlarerveiled assassins are native ro the
successful skill check, the following lore is revealed, inclL1ding Elemental Plane of Warer bur are usually found in aquatic
the information from lower DCs. locales, typically in a water remple of rhe Elder Elemenral
Eye or a water node. Any body of water might contain an
Knowledge (the Planes) assassin that is on a mission.
DC Result Typical Physical Characteristics: A warerveiled assassin
15 This creatu re composed of liquid water is o bvio usly srnnds 16 feet tall and weighs around 3,000 pounds. It looks
a n eleme ntal. This res ult reveals all e le me ntal like a towering wave of murky water.
traits and the water s ubtype. Alignment: As t he creation of Olhydra, a wacerveiled
25 This creature is a waterveiled assassin, an ava ta r of
assassin is always n eutral evil.
Olhyd ra, Prince of Evil Water Elementals. Its wate ry
body simply ignores many physical attacks and
spells. Typical Treas ure
30 A wate rveiled assas sin's mos t fearsome attack is Watervei led assassins are greedy cre arures that seek ro accu-
its ability to engulf o pponents within its liq uid mulate as much wealrh as possible. A wa rerveiled assassin has
form and grind t hem in its currents. standard rreasure for its Challenge Rating, abour 22,000 gp.
35 A waterveiled assassin can flow th rough tiny cracks It d isplays its starus among Olhydra's followers by display-
in seemingly solid material. It can seep into t he ing gems, gold, and other durable irems suspended withi n
earth, move throug h holes in a wall, a nd hide its body. Alth ough it leaves behind such valuables when on a
within porous objects. mission, wirhin a ,.vaier remple, an assassin rakes great pains ro
show off its trophies- at le ast one from each of its victims.
BALHANNOTH
A hulking creature with an ovoid body drops from the ceiling. It
Dweomersight (Su) A balhan noth ca n sense the presence
and position of magic auras withi n 120 feet of itself,
and knows the strength a nd school of each one. It can
moves on six long tentacles instead of legs, and fro m between its pinpoint the locatio n of an y creat ure with ongoing spells
shoulders protrudes a slavering mouth full ofjagged, ripping teeth. cast on it, carrying magic items, o r otherwise using
magic, and it can notice a nything within the area of a
B ALH ANNOTH CR 10 magic effect (including its own dime nsional lock aura).
Usually CN l arge aberratio n This otherwise functions like blindsense.
lnit +7; Senses blind, dweomersight 120 ft .; l isten +6 Dimensional lock (Su) As the dimensional lock spell,
l anguages - 20-foot radius centered on t he balhannoth, CL 10th.
Aura dime nsional lock This effect moves with the creatu re.
AC 21, touch 12, flat-footed 18 Constrict (Ex) A balhan noth deals 1d8 points of damage
(- 1 size, +3 Dex, +9 natu ral) wi th a successfu l grapple check, in addition to damage
hp 147 (14 HD); DR 15/magic from its sla m attack.
Immune gaze attacks, illusions, vis ual effects Improved Grab (Ex) To use t his ability, a balhannoth must
SR 18 hit an opponent of up to Large s ize with a slam at tack.
Fort+l0, Ref+9, Will+l2 It can t hen atte mpt to sta rt a grapple as a free actio n
wi thout provoking attacks of opportunity. If it wins the
Speed 50 ft. (10 squares) , climb 50 ft. grap ple check, it establishes a hold and can constrict.
Melee 2 slams+18 each (2d6+9/1 9- 20) and Antimagic Grapple (Su) When a balha nnot h grap ples an
bite +13 (l d8 +4) opponent, all the magica l properties of that opponent's
Space 10 ft.; Reach 10 ft. (15 ft. wi th tentacles) magic items are suppressed . In additio n, a creature
Base Atk +10; Grp +23 grappled by a balha nnot h cannot cast s pells or use
Atk Options Power Attack, constrict +l d8, improved grab, spell-Iike or supernatura l abilities. A balhan noth
magic strike au tomatically suppresses magic item s by holding or
Special Actions antimagic grapple wearing them.
Abilities Str 28, Dex 17, Con 23, Int 3, Wis 12, Cha 8 Camouflage (Ex) A balha nnot h's skin cha nges color to
SQ camouflage match its surrou ndings. As a result, a balhannot h can
Feats Improved Critical (sla m), Improved Initiative, Iron Will, use the Hide skill in a ny sort of natural terrain.
Lightning Reflexes, Power Attack Skills A balha nnoth has a +l 5 racial bonus on Hide checks
Skills Climb +1 7, Hide +16, Jump +1 7, Listen +6, Move due to its camouflage ability. It has a +8 racial bonus
Silently+13 on Climb checks and can always choose to ta ke 10 on
Advance ment 15- 20 HD (large); 27- 30 HD (Huge) Climb checks, even if rus hed or threatened.
Horrid aberrations of the subterranean realm, balhannorhs humanoid settlement, the i!Jithids plan co station rhe balhan-
hunt by tracking magical energy. They can "see" magic but noths on its perimeter- rhe aberrations are too dangerous
are orherwise blind. Nothing magical function s in their to keep n earby for long.
powerful grips, ma k ing these predarors especially deadly ro
chose who rely on spells or mag ic items. ECOLOGY
Balhannoths evolved to fill an unusual niche in rhe magic-
permeated underground realms. Th ey are arnined co m agic
STRATEGIES AND TACTICS and use its presence co d etect their prey.
Balhannorhs hum by ambush, nor stalking. W hile swift in
Balhan noths feed on borh flesh and magical auras. A magic
short sprints, a balhannoth is roo bulk y co pursue quarr y
item wi.th a faint aura sustains a balhannoth for a day, one
through che narrow, twisting passages of rhe under ground.
with a m oderate aura gives food for a week, and one with a
T he most common balhannorb cacric is to wait motionless
strong aura is sufficient for a mon th. How long a balhan-
in a large cavern, blending in with a natural rock wall or
norh mighr survive on an overwhelming magical aura is
clinging co the ceiling with its powerful, pre hensile limbs.
unknown, bur some scholars believe an item of such power
When it detects poremial q Ltarry using its dweomersig h t, 1he
might sustain it for life. A balhannoth enjoys t he rasre of
balhan no ch charges in co attack rhe creature with the mos t
magic but does no permanent h arm ro an irem. Evenmally
or the strongest magical effec ts. lt readily uses Power Arnd
ir tires of rhe magic's flavor and musr seek our a new source
ro smash down its most threatening opponents.
of n ourishment.
The strange feeding needs of balhannoths drive them
SAMPLE ENCOUNTER to at tack and kiJJ magic-bearing i ndividuals. The creatures
Balhannoths usually hunt alone, buc in areas of plcntitul can' t tell the difference between a magic item and an ongo-
and powerful magic, they might gather in groups of up LO ing spell effecr, so they ar tack a nythin g they can dereccwith
six members. their dweomersight. A creature wirhour magic is in no danger
Bodyguards (EL 12-14): Powerful creatures s0111etimes unless it enters the area of a balh annoth's dimensional lock
employ balhannoths as guardians, feeding them meat and aura, rendering it "visible" to the predator.
occasionally giving chem magic items from which rhey can Once a balhannorh has ki.lled its prey and dealr with
draw power. an y other threats, it takes the corpse back ro its lair. There
EL 14: A pair of mind flayers have charmed t hree bal han- it devours t he 8 esh and separates out any magic items the
norhs, w hich they now use as bodyguards w hile t hey travel creature possessed. lt chooses one item ro carry and feed
t hrough the undergrouml. They set the ba lhannoths on on, placing the others in a h idden or hard-co-reach place.
other creatures encountered on their journey and a l low the Common hid ing places for such food srores include cavi ties
creatures to feed on the auras of any magic items. The mind beneath large boulders or cracks in cavern ceilings.
flayers confiscate rhe items af ter rhe crearnres g row tired o f Balhannorhs have no gender- any one can impregnare
their tastes. Once they find a good locarion for a lair near a any ocher. They do nor mark mating with rirual bur simply
couch tentacles in greet ing, which impregnates each of them.
One year later, each balhannorh lays a single egg abom rhe
BA LHANNOTH LO RE size of an ale keg. The egg must remain in conract wirh
Characters with ranks in Knowledge (dungeoneering) can learn a m agic item or within the a rea of a magic effect unril it
more about balhannoths . When a character makes a successful hatches. Mose balbannoth s keep their eggs with their food
s kill check, the following lore is revealed, including the informa- stores, bur some esrablisb separate caches. A balhannoth rhar
tion from lower DCs.
can't find suitable food near its lair carries the egg to a betrcr
Knowledge (Dungeoneering) location. W hile so engage d, a balhanno ch can use only one
DC Result slam attack; it usually flees combar rather than risk breaking
20 This bizarre creature is a balhannoth, a n aberration the egg. Balhannoth eggs harch after a month, and rhe young
native to the underground. This result reveals a ll reach ma t urity in th ree years.
a berration traits. Al.though intelligent enough co learn rhe rudimen ts of a
25 Balhannoths are specially adapted to hunt by language, few ba lhannoths can speak. Only those kept in
sensing magic. If yo u carry no magic items and captivity and rrai ned as guardians gain some Lmderstanding
aren't the subject of an ongoing spell, you a re of their masters' tongue, speaking in deep, growling voices.
invisible to a balha nnoth unless you are very close. They possess small vocabularies and have little grasp of
30 Balhannoths eat flesh but also absorb magical
energy, feeding off magic items without harming svncax.
them. They store magic items in their lairs like , Environment: Balhannoths can be found in any un der-
meat in a larder. ground terrain.
35 Balhannoths suppress any magic items they to uch Typical Physical Characteristics: A typical bal hannorh
and magical effects of any creatures they gra pple. stands approxi.marely 9 feet rall ar r be shoulder and weighs
A balhannoth is surrounded by a dimensional lock about 4,000 pounds.
effect. This prevents magical escape and allows Alignment: Balhannoths are raven ous predators , unpre-
the creature to discern its surroundings. clicrable in their behavior but nor inheremly evil. They are
usually chaotic neutral.
"I lost cmother mining nnv today. Tlie priests say
nothing, but rnmors stir among the soldiers. Thev call ii·
ba lha11~wth ·death 1vitlio11t magic,' and muller a'boid
1

rcfusrng patrol. I might linvc to institute lashing soon."


- Vulfur, Juergar captain

SAMPLE LAIR:
BALHANNOTH CAVERN
This broad, high-ceilinged cavern lies not far from a major
subterranean trade route. The balhannoth that dwells here
preys on herd animals, beasts of burden, and the occasional
semient being that loses its way in the caverns.

I. Balhanno rh Ambush (EL JI)


This large cavern is crowded with thick natural piflar5 that reach
to the 20-Joot-high ceiling.

A balhannorh clings ro rhe ceiling in rhe space labeled" l,"


waiting for unsuspec1 ing travelers to pass beneath.

2. T he Broken Bridge (EL 4 )


A narrow ribbon of worn stone stretches into the darkness. The
roar of rushing water echoes fro m below.

This narrow stone bridge is crumbling and unstable. Moving


over the surface requires a DC 20 Balance check ro avoid
falling. The current in che warer below is swift and Hows
roward area 4. Characters in rhe water must succeed on a
DC 20 Swim check or be dragged under, taking !d6 points
of damage before emerging in area 4.
TYPICAL TREASURE
Because of the way chey feed, bal ha1rnorhs are more likely
3. 8alhannoth Lair
than other crearures to have m agical treasure. Mose of this
This chamber is where rhe balhannorh sleeps and consumes
is kep t in the creature's lair and has a val ue appropriate to a
its prey. Several partially eaten bodies remain here and srill
have useful items: A search of the remains uncovers 40 gp, CR 10 creature, about 5,800 gp. Balhannoths h ave one-half
rhe normal amount in coins bur have double items.
a gem worth 55 gp, a suit of rhino hide armor, and a potion of
delay poison.
BALHANNOTHS IN EBERRON
4. Unde rground Rive r Balhannoth s can be found throughour Khyber, bur they are
This is a continuation of rhe river beneath the bridge in mosr common in the deep caverns below the continent of
area 2. It is deep and swift-flowing. A character in the water Xen'drik. There they frequen tly come into contact with drow
who fails a DC 20 Swim check is swept away under the nomads, and among cerrain tribes the word "balhannoth"
wall, taking 3d6 points of damage from the battering before means a p articularly skilled, cunning hunter.
emerging in a new area. This can be a good way rn draw the
PCs on ro the next leg of an adventure.
BALHANNOTHS IN FAERUN
5. Subterra nean Trade Road (EL ll) Balhannorhs are mostly found scattered through che Norrh-
A winding pathway extends for miles into the underground. dark, with particular concenrracions along the borders of
Anauroch . This unusual distribution has led sages ro hypoth-
esize that rhe crearnres were created by N erherese wizards
Tf the PCs are having too easy a time with the balhannoth,
ro assassinate their rivals.
have a drow patrol of three dark snipers and rwo arcan e
guards (see rhe Drow entry on page 55) happen along rhe
road and engage the parry from the rear.
Melee s lam +15 (2d6+70/ 19-20 plus 2d6 fire)
BLOODFIRE OOZE
This disgusting pool of blood occasionally manifests a face
Space 15 ft. ; Reach 10 ft.
Base Atk +9; Grp +24
twisted in torment. It seethes and boils, reeking of brimstone, Atk Options burning blood, magic strike, t rue strike 1/ day
and extends a gory pseudopod toward you. Special Actions alternate form , flame burst, negative
energy ray
BL00DFIRE OOZE CR 7 Abilities Str 24, Dex 13, Con 26, Int 3, Wis 11, Cha 6
Always NE Huge ooze (fire) SQ empower fire spells, negative adaptation
!nit +l ; Senses blind, blinds ight 60 ft.; Listen +0 Feats Abilit y Focus (fla me burst), Improved Critical (slam),
Languages - Improved Natural Armor, Improved Natural Attack
AC 16, touch 9, flat-footed 15 (slam), Weapon Focus (slam)
(-2 size,+ l Dex, +7 natural) Skills Escape Artist+76, Hide +8, Listen +O, Move
hp 150 (12 HD) , fast healing 5 Silently+16, Sense Motive + l S
Immune fire; ooze immuni ties Advancement 13-24 HD (Huge); 25- 48 HD (Gargantuan)
Resist acid 10, electricity l 0; SR 19 Negative Energy Aura (Su) Any living creature within l 0
Fort +11, Ref +5, Will +4 feet of a blighted bloodfi re loses 1 hit point per round.
Weakness vulnera bility to cold Characters with immunity to negative e nergy effects, as
Speed 30 ft. (6 squares)
well as other entropic creatu res, are not affected by this
Melee slam +14 (ld8+10 plus 2d6 fire)
aura. If conscious, the blighted bloodfire can rep ress this
Space 15 ft. ; Reach l Oft. aura as a standard action, but takes 1 point of Strength
Base Atk +9; Grp +24
damage fo r each ful l min ute that the aura is inactive.
Atk Options burning blood
Planar Handbook 724.
Special Actions flame burst Burning Blood (Ex) As standard bloodfire ooze.
True Strike (Su) As the true strike spell.
Abilities St r 24, Dex 13, Con 24, Int - , Wis ll , Cha 4 Alternate Form (Su) As a standa rd action, a blighted
SQ empower fire spells, ooze t raits bloodfire makes itself even mo re hideous, imposing
Feats - a - l morale penalty on attack rolls agai nst it.
Skills Listen +0 Complete Arcane 161.
Advancement 13- 24 HD (H uge); 25- 48 HD (Gargantuan) Flame Burst (Su) As standard blood fire ooze; Reflex DC 26.
Burning Blood (Ex) A bloodfi re ooze's body produces Negative Energy Ray (Su) Once every 1d4 rounds; range 60
tremendous heat. Any creat ure that strikes or touches a feet; ranged touch attack; ld4- 2 negative energy damage.
bloodfire ooze with its body or a weapon, or t ha t grap ples This attack damages living creatures and heals undead.
a bloodfire ooze. automatically takes 2d6 points of fi re Planar Handbook 723.
damage. A creature takes damage from this ability only Empower Fire Spells (Su) As standard bloodfire ooze.
once per turn. Negative Adaptation (Ex) Blighted bloodfires do not lose hit
Flame Burst (Su) A bloodfire ooze can activate a flame bu rst points or need to attempt Fortitude saves due to being in
as a standard action once per round. Any creature within a negative-do minant environment. Planar Handbook 124.
10 feet must succeed on a DC 23 Reflex save o r take 6d6
points offire damage. A successful save results in half Truly twisted or exrraplanar creators shape bloodfire oozes
damage. The save DC is Constitution-based. inro even mo re alien and horrific beings. A blighced blood-
Empower Fire Spells (Su) Any spell or spell-like ability wi th fire is created by adding the pseudonatural creature remplare
the fi re desc riptor that is cast within 60 feet of a bloodfire
from Complete i\rcnnc and th e enrropic creature template from
ooze is empowe red as if by t he Empower Spell fea t. In
order to t rigger this effect, both the spellcaster and the Planar Handbooh ro a blood.fire ooze.
spell's origin point must be within the affected a rea.

BLOODFIRE OOZE LORE


A bloodfire ooze is the u nholy resulr of mixing an immense Characte rs with ranks in Knowledge (dungeoneering) can learn
quantity of blood from innocent beings wirh the ichor of a more a bout bloodfire oozes. When a character makes a suc-
demon. It is dimly aware of its surroundings and burns with cessful skill check, t he fol lowing lore is revealed, including the
intense heat. information from lower DCs.

BLIGHTED B L00DFIRE CR 12 Knowledge (Dungeoneering)


NE Huge outsider (augmented ooze, fire) DC Result
Init +l; Senses blind, blindsight 60 ft .; Listen +0 17 This puddle of s moki ng gore is a bloodfire ooze.
Languages- This result reveals all o-oze traits.
Aura negative energy (10 ft.) 22 A bloodfire ooze's smoldering mass deals fire
AC 17, touch 9, fl at-footed 16; DR 10/magic damage to any it touches. Its affini iy with fire
(-2 size, +l Dex, +& natu ral) increas es the power of fire-based magic cast in its
hp 162 (12 HD) , fast healing 5 vicinit y.
Immune fi re, gaze attacks, illusions, visual effects 27 Bloodf ire oozes are created through unspeakable
Resist acid l 5, electricity 15; SR 22 (27 against positive rituals t hat blend the blood of innocent beings with
energy) fi endish essence.
Fort +12, Ref +5, Will +4 32 Beings offire and evil evokers often keep bloodfire
Weakness vulnerability to cold oozes nea rby to enhance t heir own fiery abilities.
Speed 30 ft. (6 squares)
face, only to be reabsorbed moments later. W isps of sulfurous
STRATEGIES AND TACTICS smoke constanrly rise from a bloodfi re ooze. A Huge ooze is
As mindless crearures, bloodfire oozes do not employ any
about 15 feer on a side and weighs around 8,000pounds, but
tactics beyond "overwhelm" and "burn." I n telligent crea-
much larger specimens have been observed.
tures often create them to serve as guards and ro en hance
Alignment: Although mindless, bloo dfire oozes are
their own magical abilities. Evil evokers especially favor
created and motivated by evil acts. They are always ne utral
these oozes because they empower fire spells cast nearby in
evil.
addition to providing physical defense. Evil outsiders rhar
can use .lire spells or abiliries seek our or create these
crearures as well. TYPICAL TREASURE
A bloodfire ooze has treasure appro-
priate to its C hallenge Rating,
SAMPLE about 2,600 gp. This represents
ENCOUNTERS d iscarded gear and money of
Bloodfire oozes of ten accom- previous victims.
pany spellcaste rs or more
powerful fire creatures.
Guards (E L 10): Kalamaz
FOR PLAYER
Al'Anar, an efreeti h iding on CHARACTERS
the Material Plane, keeps T he creation of a blood fire
rwo bloodfire oozes in a ooze involves a horrif ic
small cave sysrem chat he rirual, requiring the blood
has claimed. The efreeri now of at least 100 good- or
ra ids rhe surrounding a rea neutral-aligned humanoids
for s laves and supplies. Alter- and all the ichor of a single
narive!y, Kala maz and the demon having 10 or more
rwo oozes are mercenaries HD. T hese ingrediems must
holding their own section of be mi xed in an enormous
a larger dungeon complex. cauldro n scribed wi rh
Fire Team (EL 12): Mel- s pecial runes, worth at
zeer, a noble salamander of least 3 ,000 gp. The ritual
fearsome reputation, leads a rakes 24 hou rs ro complete,
raiding parry offour average during which rime the
salamanders and one blood- c aster can do nothing
fire ooze. These crearures else, beyond occasional
fill rhe air wirh flame as they breaks- c om bat, spell-
slam into a serrlemenr where casting, or orher arduous
the PCs are staying, atrempt- rasks rnin the 1irual, which
i ng ro plunder q uickly an d must started over from the
then flee under the cover of begin ning. The ritual must
raging flames. Bloodjire oaze
be performed within the area
of a n unhallow spell, and rhe creator spends
500 XP on its completion.
ECOLOGY A blood.lire ooze obeys simple commands from its creator,
Bloodfire oozes come into existence only through twisted
such as "guard rhi.s temple" or "arrack anyone who enters but
tiruals and have no place in rhe natural world.
me," but it ignores more complicarecl orders. Commanding a
The more blood a bloodfire ooze consumes, rhe larger it
grows; rhe blood of good creatures provides superior nut ri- bloodfi.re ooze requires rhe crearor to be within 30 feer.
tion. Garganman and larger bloodfire oozes require rhe blood
of hundreds of creatures to create. Once an ooze comes into BLOODFJRE OOZES IN EBERRON
existence, ir mind lessly pursues f urther nourishment. Bloodfi.re oozes are commonly foun d in the Demon Wastes,
Environment: Blood.fire oozes are found in evil temples rhe reslllt of hideous riruals conducted by the rakshasas and
(abandoned or otherwise), the demesnes of evil evokers, other vile beings. Adventurers also reporr the presen ce of
and the rerrirories of powerful fire crearures. They roam the bloodfire oozes protecring long-forgotten temples under-
underground realm in places, bm few survive long that wan der neath Sham and rhe cyclopean ruins ofXen 'd.ri.k.
aboveground- the fires they create rapidly draw artenrion.
Bloodfire oozes frequemly remain inside the m assive caul-
drons that spawned rhem or l ie in wait in shallow pits.
BLOODFJRE OOZES IN FAERUN
Bloodfi.re oozes are mosr common in Thay. The Red W iz-
Typical Physical Char acteristics: A bloodfi.re ooze
resembles an enormous, living mass of burning blood. As the ards create them ro guard laboratories, temples, and o ther
important locations.
creature moves, faces of rormenred sou.ls appear on the sur-
_ _ _ _ __ ...:.,Bui.L~0~0..:...:D~H~V:...L~K BLOODHULK GIANT
Bloodhulks are corpses reanimated through an in fusion of This towering, swollen giant looks as if its skin is about to burst
the blood of inoocenr victims in a dark and horrible rirual. and rip away. Thick veins run across its body, and here and there
Their bloated bodies are filled wirh viscous gore and unholy it pulses and shifts with a great quantity offluid.
fluids, providing them with the endurance to absorb an amaz-
ing amount of punishmenr before fa lling. BLOODHULK GIANT CR 6
Akhough bloodhulk .fighters are the most common form Always NE Large undead
of chis undead, necromance rs and vile priests sometimes Init - 2; Senses da rkvision 60 ft., low-light vision; Listen +O,
crcace larger, more ferocious versions, such as bloodhulk Spot+O
giants and bloodhulk crushers. Languages understands creator's orders
AC 13, touch 7, fl at-footed 13
(- 1 size, - 2 Dex, +6 natural)
BLOODHULK FIGHTER hp 196 (14 HD)
This might have been a human, once. Now it is a bloated horrot, Immune undead immunities
distended veins sprawling across its livid skin. Scraps of rotting Fort +4, Ref +2, Will +9
cloth are all that cover its swollen body. Its empty eyesfix 011 you, Weakness fragi le
and it lurches forward swinging massive fists.
Speed 20 ft. (4 squares)
Melee slam +17 (2d6+1 6)
BLOODHULK F IGHTER CR 4 Space l O ft. ; Reach l O ft.
Always NE Medium undead Base Atk +7; Grp +22
lnit-1; Senses da rkvision 60 ft. , low-light vision; Listen +O,
Spot +O Abilities Str 33, Dex 6, Con - , Int - , Wis 10, Cha l
Languages understands creator's orders SQ blood bloated, undead traits
Feats -
AC ll, touch 9, flat-footed ll Skills Listen +O, Spot +O
(- 1 Dex, +2 natural) Advancement see text
hp 140 (10 H D)
Immune undead immunities Fragile (Ex) As bloodhulk fighter.
Fort +3, Ref +2, Will +7 Blood Bloated (Ex) As bloodhulk fighter.
Weakness fragi le
Speed 20 ft. (4 squares)
Melee slam +8 (1d8+4)
Space 5 ft.; Reach 5 ft. Bloodhufk cmsher
Base Atk +5; Grp +8
Abilities Str 16, Dex 9, Con -, Int - , Wis l 0, Cha l
SQ blood bloated, undead traits
Feats -
Skills Listen +O, Spot +O
Advancement see text
Fragile (Ex) A bloodhulk fighter takes an
extra l d6 points of damage whenever
it takes at least l point of da mage
from a pierci ng or slashing
weapon.
Blood Bloated (Ex) A bloodhulk
fighter always gains the
maximum hit points possible
per Hit Die. In addition, it
gains 2 bonus hit points per
Hit Die.
A bloodbulk giant is a larger, wugher version ofa bloodhul k Mosr evil spellcasters who employ bloodhulks use them as
fighrer. Ir can absorb scores of arracks, making ir ideal as a bodyguards. While a bloodhulk hold s back a band of adven -
guardian or bodyguard. Necromancers, evil clerics. and other turers, irs m aster can rain spells and ranged arracks upon
evil spellcasrers use bloodhul k gianrs ro fend off enemies rhern. A bloodhulk's durability makes ir possible ro drop area
while rhey arrack with rheir magic. attacks upon both the blood hulk and rhose it is fighting. In
mosr cases, rhe undead can bener absorb th e pu nishmen t
rban its opponents.
BLOODHULKCRUSHER
A twisted, swollen form the size ofa castle tower looms over you.
Its bloated, swollen body is covered with thick, ropy veins that "It toofr 111e n 111onie11t to realize what this honor w as.
throb with viscous blood. It looks down upon you with hollow, \\7e11 lost .Inrhord to a11 nttarlz by undead tveeb earlier,
empty eyes. ,md 1ve 11cvcrfo1111cl lhe body. l only recognized him by
tlic !i1rtlin1r1rli 011 l1i.1 chedz.''
8LOODHULK CRUSHER CR 8 - Rous, exp lorer
Always NE Huge undead
lnit - 2; Senses darkvis ion 60 ft., low-light vision ; Lis ten +0,
Spot +0 SAMPLE ENCOUNTERS
Languages unde rstands creator's orders Adventu rers are mosr likely co en counter bloodhulk s as
AC 14, touc h 6, flat-footed 14 second-tier guardians. The creatures can be found individu-
(- 2 s ize, - 2 Dex, +8 natu ral) ally or in small groups.
hp 280 (20 HD) Individual (EL 4- 8):A si.ngle bloodlmU<usually serves as
Immune undead im munities
a guardian assigned to slow dow n intrude rs \vhi le a general
Fort +6, Ref +4, Will +12
alarm is raised.
Weakness frag ile
EL 4: A bloodhuJk fighter guards the entrance co a temple
Speed 30 ft. (6 squares)
ofEr ythnul hidden within a dungeon. If it spots imruders,
Melee slam +24 (3d6 +24)
Space 15 ft.; Reac h 15 ft. ir walks over to a h uge bronze gong and s rrikes ir each round
Base Atk + 10; Grp +34 unless iris attacked, at whicb point it reta liates in k ind . The
ringing gong alerts rhe remple inhabirants.
Abilities Str 43, Dex 6, Con-, Int - , Wis 10, Cha l
Patrol (EL 6-10): When deployed in groups, b lood hul k s
SQ blood bloated, undead traits
Feats - form a daunri.ng, alm ost impene trable li n e of defen se.
Skills Listen +0, Spot +0 EL 9: A p air of blood hulk giants blocks a 40-foot-wide cor-
Advancement see text ridor w ith in a dungeon. The b loodhu lks stand warch over rhe
Fragile (Ex) As bloodhulk fi ghter. passage to p revenr adventurers or wandering m onsters from
Blood Bloated (Ex) As blood hulk fighter. disrurbi ng a h obgoblin necromancer and his assistants. T he
necrnma ncer and h is followers are in t he process of excavat-
ing a romb hidden within the dungeon.
The most powerful version of rhis undead, a bloodhulk
crusher is a living engine of desrruction. Evil clerics use rhese
beasts as walking engi nes of war. Their tremendous d urabil-
it y and great strength allow th em to barter down castle g ares,
smash aparr b uildings, and crush sm aller crearures.
BLOODHULK LORE
Characters with ran ks in Knowledge (religion) can learn more
STRATEGIES AND TACTICS about bloodhulks. When a character makes a successful skill
A bloodhulk can absorb a crem endous amounr of punish- check, the following lore is revealed , including the information
ment, though its vul nerability co piercing and slashing from lower DCs.
weapon s gives adventurers an advancage againsr it. This
mindless, bloaced auromaron sloshes abour, following the Knowledge (Religion)
orders of its creator wirhour rh oughr. Because of ics u trer DC Result
lack of inrelligence, rhe insrrucr ions given to a n ewly cre- 10 + CR This is a bloodhulk, a kind of m indless undead.
It can withstand tremendous physical
ared bloodhulk must be very s imple, such as "Ki ll anyone
punishment. This result reveals a ll undead
who enrers this room."' traits.
Bloodbulks can b e encounrered singly or in groups, depend- 15 + CR A blood h ul k is created through a foul ritua l t hat
ing on rhe procliv ities of rhe ircreatorand rheirpu rpose. Their saturates a creatu re's fles h w ith the blood of
immense srrength and ability to absorb da mage makes th em sacrificed victims.
useful as guards, rougher rhan zombies bur not as expens ive 20 + CR A bloodhu lk is ful l to bu rsting with blood.
or complex as flesh golems. Bloodhulks are commonly found Whenever it takes damage from edged
shuffling alongside other m inor undead servanrs in a necro- weapons, its fles h ruptures.
mancer's lair or a temple roan evil god of death.
Bodyguard (EL 10- 20): A high-ranking priest or necrn-
rnancer might be accompanied by one or more bloodhulks
FOR PLAYER CHARACTERS
that act as "meat shields" againsr physical attack. Tbe animate dead spell normally allows the creation of only
EL 13: A 12th-level cleric of Hexror uses two bloodhc.lk
skeletons and zombies. Ir can also create blood bulks, though
the process is more difficult.
fighters and a pair ofbloodhulk crushers as personal body-
guards. The monsters surround him while he casrs his spells. • You can create bloodhul_k warriors, giants, or crushers
based solely on l'he size of the corpse you ,visb to animate:
The crushers' great reach allows them to swat at opponems
who move close ro rhe cleric, while rhe fighters prorect his A Medium corpse is required for a blood hulk fighter, Large
for a gianr, and Huge for a crusher. Smaller and larger
flanks and make it impossible for his foes ro get next ro
corpses cannot be made inro bloodhul.ks. The creation of
him.
a bloodhulk changes the original corpse roo much for it
to retain mosr of its original feamres .
ECOLOGY • In addition to the usual material components, you must
Bloodhulks are completely mindless. Their wretched exis- supply blood from rhree recently slain creatures the same
tence is arrhe pleasure of rheir creators, and their destruction size as rhe potential bloodhulk.
is inconsequenrial (rhough unpleasantly messy). Creating a • Blood hulks are considered co have double their Hit Dice
bloodhulk requires a rirual of bloody sacrifice culminating for rhe purpose of crearing and conrrolling chem. Thus,
in a spell of animation. Most living corporeal beings can be rhe number ofbloodhulks you can create is equal to your
made into these h orrors. Hit Dice (instead of twice your Hit Dice) if you are not in
Environment: As created beings, b loodhulks can be a desecrnl·ed area. You can control non1ore than 2 HDwonh
found in any environmenr. Typically rhey patrol grim tem- ofbloodhulks per caster level; ifyou are arrempting ro con-
ples, moldering rombs, and precincts devoted ro blasphemous trol different sorts of undead crearnres, the bloodhulks are
observances. considered to have twice as many Hit Dice as are shown
Some spellcasters display a preference for creating blood- in their entries for the purpose of determining rhe toral
hulks over more standard undead servants. In particular, m1mber of undead you can control.
evil blood magi (Complete Arcane 26) who specialize in nec-
romancy can't resist innovative methods of using blood.
Typical Ph ysical Characteristics: Bloodh ulks are
BLOODHULKS IN EBERRON
Some worshipers of the Keeper create bloodhulks in riruals
disgusting ro behold, resembling swollen, muscle-bound
offered 10 the lord of death and decay. The grossly swollen
corpses whose skin writhes with purulent veins. They stink
crearnres arc rhought to reflect the form of the dark god.
offestering wounds and make an unsenl ing slurping sound
Ka rrnathi clerics might know of the rituals that create
as they move. They wear no armor and at most are covered
bloodhulks bur would never use them for their armies. Such
wirh ragged fragmenrs of clothing, having outgrown their
honorless monstrosities do nor deserve ro srand wirh the
former garmenrs.
ti reless sold iers who serve their narion in death.
A bloodhulk is the same height as rhe rypical creature for
its size bur has a much bulkier build. The sheer volume of
blood sloshing around with in makes a bloodlrnlk twice as BLOODHULKS IN FAERUN
heavy as a base creature of comparable size. The most notorious necromancer in the Realms is SzassTam,
Alignment: Bloodhulks are incapable of independent rhe Zullcir of Necromancy in Thay. In addition to creating
rhoughr or moral judgment, making rhem neutral in outlook. dread warriors (Monsters of Fa eri'.m 46) for Thay's armies, he
However, rhe horrible ritual of rheir creation , rhe cruelty of has been experimenting in recent years wirh or her forms of
their makers, and the grim tasks to which they are set lend undead. Blood hulks are usefo I ways to "recycle" the waste
chem a rainr of evil. All bloodhulks are therefore of neutral products of h is necromantic research. Szass Tam construcrs
evil alignment. bloodhulks with rhe cold dispassion of a magical researcher.
The requisite creatures are quickly slaughtered, bled, and
animated.
TYPICAL TREASURE Velsharoon is the parron and crearor of undead, with cults
Bloodhulks are servirors and possess no treasure of their
dedicated ro his worship hidden throughout Faen'.m. Some
own, although they might be set to guard items of value. Even
of rh ese dark servitors produce hloodhulks from caprnred
those that were once champions of battle no longer wear even
townsfolk and send the bloated parodies back ro rorment
a vestige of armor, nor do th ey wield weapons.
and terrify their kin.
1. Servants' burial chamber
• '.~ 2.Temple
' 3. Knights' burial chamber
4. Royal tomb .~ ~
5. Antecl1amber with sacred circle
gro und . Ap proaching creatu res m ust succeed on a DC 20
BLOODSILK SPIDER
This bloated spider is as big as a wolf, with thick, powerful legs
Spot check to notice a we b; otherwise they stumble into
it and become t rapped as tnough by a successful we b
and a heavy, red blister offlesh on its back. attac k. Eac h 5-foot section o f webbing has 12 hit poi nts
and damage reduct ion 5/- .
BLOODSILK SPIDER CR 2 A blood silk spid er can move across its own web at its
Usually N Small magical beast clim b s peed and can pinpoint the location of any creature
I nit +3; Senses darkvision 60 ft. , tremorsense 60 ft.; touching its we b.
Listen +0, Spot +4 Skills Blood s ilk spide rs have a +4 racial bonus on Hide
La nguages - checks (exce pt when in their webs; see above) and a +4
racial bo nus on Spot checks.
AC 16, touch 14, flat-footed 13
A bloods ilk s pide r has a +8 racial bonus o n Clim b
(+1 size, +3 Dex, +2 natura l)
checks and ca n a lways choose to ta ke 10 on Climb
hp 11 (2 HD)
checks, eve n if rushed or t hreate ned. It uses e ither its
Fort +3, Ref + 6, Will +0
Streng th or its Dexterity mo difie r fo r Climb checks,
Speed 30 ft. (6 squares), climb 20 ft. whicheve r is highe r.
Me lee bite +6 (ld6- 1)
Ranged blood web +6 ranged touch (entangle)
Blood si lk spiders, like th eir m u ndane cousins, are ambush
Space 5 ft.; Reach 5 ft.
Base Atk +2; Crp - 3 predators rhat feed on t he vital fluids of rheir prey. T hey
Special Actions blood drain lu rk in reddened web s, which they use to drai n blood from
trapped creatures.
Abilities St r 9, Dex 16, Con 10, Int 2, Wis 10, Cha 2
Feats Wea po n Finesse
Skills Clim b + 11 , Hide + 12*, Listen +0, Move Silently +3'". STRATEGfES AND TACTICS
Spot +4 U n lilze m undane or even monstrous verm in, bloodsilk spi-
*When a bloodsilk spide r is in its web, it s racial bon us
de rs possess a cunn ing i nreUigcn ce. Th ey attack any liv ~,g
on Hide checks increases to +8, and it has a +8 racia l
th ing for its b lood, using their webs to catch and slay even
bonus on Move Silen tly checks.
Advancement 3-4 HD (Small): 5- 8 HD (Medium): more p rey. Th ey are n ot power ful ind ivid ually, so th ey prefer
9-12 HD (Large) ro artack in numb ers, usu ally groups of four ro eight. O n e of
rhe spiders leads off the attack w ith a b last of webbing, after
Blood Drain (Su) As a swift action each roun d, a blood s ilk
spider can command its webs to drill into ensna red wh ich the o thers ch arge any snared opponents.
creatures, d ra in their b lood, and channel it to th e A Ione blood silk spider strings its webs ben,veen nvo tr ees,
spider. The spider must be in contact with its webs rocks; or similar landm arks along a forest path. T he spider
to use th is ability. A b loodsilk spider's webs deal l d4 lurks nearby, usin g i ts tremorsense ability to detect a foe's
points of da mage at the beginning of each rou nd to approach. Once a creature is trapped within the webs, the
an oppo ne nt entangled in them. This ability does spider leaps TO attack. Irs web soaks up the prey's blood while
not affec t e leme nta ls, p lants, or creatures t hat lack a the spider bites with its m and ib les.
Constitutio n score. Bloodsilk sp iders fighting oppon ents larger th an t h em-
A bloodsilk s pider gains temporary hit points equal
selves always wait u ntil they have slain some lesser prey (and
to the damage dealt. A bloodsilk spider can gain no
t h us gained temp orary hir points) b efore attacking m ore
more than 10 temporary hit points in this fas hion. These
temporary hit poin ts last for up to 24 hours. dangerous foes.
Blood Web (Ex) A bloods il k spider can throw a blood -red
web eight t imes per day. This is similar to an attack with "H was on the third day that Ult' enco1111tered 11 _pair of
a ne t but has a maximum range of 50 feet, with a range woodsnren with a tale of red webs. Prince Lwnic11
increment of 10 feet, an d is effective agains t targets up to determined to sec these ;vcbs for hi111self; and lie
one size category larger than the spider. The we b anchors perrnadcd the /10/y ma11 I/ix to accompany '1im. We did
the target in place, allowi ng no movement. Atte mpts
to escape or burst the webbing gain a +5 bonus if the
not see them again-llot livmg."
- Guldur of rhe Royal Guard
trapped creature has something to wa lk on or grab whi le
pulling free.
An enta ng led creat ure can escape with a DC 11 SAMPLE ENCOUNTERS
Escape Artist check or burst the web with a DC 15 Bloodsilk spiders are p atient, cunnin g killers.
Strength check. Both a re st andard actions. The check Individual (EL 2): A single bloodsilk spider uses h ide-
DCs are Constitution -based, and the Strength check a ncl-pounce t actics to surpr ise p rey. l n ab out on e in ten cases,
DC includes a + 4 racial bonus. The web has 12 h it
a lone bloodsilk spider has recently fed and has 5 temporary
points an d hardness 0 . The blood that soaks it gives
the we b immunity to f ire d amage, unlike ordi nary hir poi n ts stor ed up.
spider we bs. Cluster (EL 6- 8): Clusters of four ro eight bloodsilk spi·
A blood silk spider can create sheets of sticky we bbi ng ders lurk in foliage or rubble, waitin g for prey to pass by.
from 5 to 20 feet square. The webs are red with blood Nest (EL 8- 10): A bloodsilk spider nest can contain any·
drained from its victims, and in some p laces they drip where from eight ro sixreen individuals. At least half rhe
blood, The spider usually positions these sheets to spider s in such nest s have fed recently, each with 5 ro 10
snare flyi ng creatures bu t can also t ry to t rap prey on t he tem porary h it poi n ts.
ECOLOGY
Bloodsilk spiders Uve and reproduce much as orher spi-
ders <lo. They prefer areas of heavy foliage for their lairs,
parricularly if rhe region contains plemy of animals to
feed upon. When ir has exhausted the local srock of prey,
a spider moves on to another area.
A bloodsilk spider might insteaJ inhabit ruins if the
local forest has a significanr number of giam wasps or
spider earers- borh of which are its deadly foes. Even
or her varieties ofgiam spider are r roublesome ro bloodsilk
spiders, if prey in the area is scarce.
Environment: Bloodsilk spiders are found in warm and
temperate forests and ma rshes, particularly amid larger
trees or areas of thick undergrowth, where t hey ca n ble nd
in more easily.
Typical Physical Characteris tics: A typical bloods ii k
spider is about 3 feet long and weighs 40 ro 50 pounds.
Alignment: Bloodsilk spiders are predarors and rarely
rake moral stances. Those inhabiting an area tainted by
malice might tend mward evil.

TYPICAL TREASURE
like ocher monstrous spiders, bloodsilk spiders do nor
collect treasure, but there is a SO~o chance tbar a bloods ii k Blood si/1: spide,
spider nest conrains some coins, goods, or items left over
from its victims. Roll separately for each type of treasure.

BLOODSILK SPIDERS IN EBERRON


Bloodsilk spiders are among che many dangers chat await
adventurers who travel through the Towering Wood of the
Eldeen Reaches. An unwary explorer could easily wander BLOODS ILK SPIDER LORE
i nco a nest of the beasrs if he ignores rhe reU-tale web signs Characters with ranks in Knowledge (arcana) can learn more
of a bloodsilk brood. Large populations infest the Gloaming, about bloodsilk spiders. When a character makes a successful
where their webs fade into 1he cominual dimness of that skill check, the following lore is revealed, including t he informa-
rwisred forest. Bloodsilk spiders occasionally wander closer tion from lower OCs.
to the edge of the wood, posing a threat to homesteaders of
Knowledge (Arcana)
the Reaches. DC Result
12 Bloodsilk spiders are magical beasts named for the
BLOODSILK SPIDERS IN FAERUN blood-red webs they spin. This result reveals all
In Faeriin, bloodsilk spiders inhabit the great fores ts of magical beast traits.
i7 Bloodsilk spider webs drain blood from trapped
the south, most notably within the Chondalwood, where
creatures by boring into the nesh. The spide r
exceptionally large spiders live among the dangerous flora. consumes blood drained by its web, growing
Halfling rangers an d druids also occasionally muster 10 barrle tougher in the process.
infestations within rhe Lluirwood, and nests of bloodsilk 22 A bloodsilk spider is a patient and cunning hunter.
spiders can be found in many ocher fores ts near the Shaar, When hunti ng a creature larger tha n itself, it first
including Qurrh Forest and the Thornwood of the Border feeds on s maller prey to gain vitality for the fight.
Kingdoms. Rumors hold rim bloodsilk spiders were born 27 A nest of blood silk spiders is especially da ngero us,
of che Calishite sorcerer's curse char poisoned rhe Qunh because t hose that have recently fe d throw webs
forest, a new form of deadly spider that bred true long after over intruders, crapping them to feed the rest.
the sorcerer's death.
_ _ ______..B. .R
. .....J......
A.R . . .....V_E~X STRATEGIES AND TACTICS
This creature appears to be a large humanoid-sliaped plant, Exis1i ng only in limited numbers, briarvexes are preoccupied
roughly the size of an ogre. Glistening with sticky amber sr,p, with rh eirown survival and prosperity. T h ey seek LO populace
wicked spikes protrude from its body, and a pair of writhi~g. fores1ed la nds wirh 1he ir spawn, m ig ra ting to n ew areas ro
tentacu/ar vines extend fro m its hips. expand their in f1ue11ce an d cont ro l.
W hen rhey enco unter orhe r c reatures, b riarvexes m 1empt
BRIARVEX CR 6
to appr3ise any p ossib le rhreat fro m hiding. They are pa r·
Usually NE Large plant
lnit +0; Senses low-light vis ion; Liste n +7, Spot +7 ric ul arly wa r y of intruders who bear sources of fire. They
Languages Common, Sylvan generally assa u lt only creatures ch at appear weaker rhan
chemselves, and chey prefer surprise. A briarvex begins
AC 19, tou ch 9, flat-footed 19
(-1 s ize,+10 natural) comba1 by entangling opponenrs, rh en closes co melee
hp 68 (8 HD); DR 5/slashing ra nge; i1 is unaffecred by t he enrangle effecc. W h en facing a
Immunities plant immunities power fu I opponent, a briarvex 1-ries to buy rime for rein force·
Fort +10, Ref +2, Will +5 men ts ro a rrive. It fir st attempts tO intim idate rh e opponent
Weakness vulne rability to fire (ty pica lly ly ing abouc its compan ions' nu m bers), and then
Speed 30 ft. (6 squares); improved wood land stride resorts co wheedling if that is u n successful. Combat is rhe
Melee 2 spiked fists+ 12 each (2d6+7 plus thorn burrow) last resorc.
Space 10 ft.; Reach 10 ft. Briarvexes hare creams (1he feeling is murual) and a rrack
Base Atk + 6; Grp +17 rh em on sig h t. T h ey see treanrs as rheir mosr powerful com·
Atk Options Power Attack, thorn burrow pe1i1 ion i.n 1he war for control of th e forest, and rhey arrempr
Special Actions entangle to ernd icare their woodland cou sins w h en ever p ossible. As
Abilities Str 25, Dex 10 , Con 19, Int 11, Wis 12, Cha 11 alway~, i-hey do th is from a positio n of strength, garhering
SQ plant traits Ln g rr:1tc r numbers before launc hing such a11 assault.
Feats Imp roved Natural At tack (spiked fis t), Iron Will, Power
Attack
Skills Hide + l *, Listen +7, Spot +7, Survival +6 SAMPLE ENCOUNTERS
*A briarvex has a +16 racial bonus on Hide checks made Briarvexes prefer r heir own kind, existing in srands of cwo
in forested areas. ro four creature s rhat migrate from on e forested area co rhe
Advancement 9-12 HD (Large); 13- 25 HD (Huge) o r by n ext, spreading rheir seed wherever rhey go. Powerful speci·
character class; Favored Class druid; see text m en s are occasionally en cou m ered alone, panic Ldarly t hose
Improved Woodland Stride (Ex) A bria rvex can m ove th rough devo ted to rh e druid 's ans. Evil briarvex druid s aggressively
any sort o f und ergrow th (such as natu ral tho rn s , briars, patrol I heir territor y, driv ing our or slaying all nonplanr
ove rgrown areas. and s imilar terrain) at its no rma l creat u res.
speed a nd without taking damage or suffering a ny other
Individual (EL 6): A single bria r vex h ides within a stand
impairment. In addition, thorns, briars, and overgrown
areas that have been magically manipulated do not of trees near a cam psite commonly used by rravclers. le waits
impede its motion or otherwise affect it.
Thorn Burrow (Su) A briarvex's s piked fist attack deals
piercing as well as bludgeoning damage. BRIARVEX LORE
Each time a bria rvex hits with its s pi ked fi st, thorns Characters with ranks in Knowledge (nat ure) can learn m ore
break off and bo re into the struck o ppo ne nt. As a swift a bout bria rvexes. When a cha racter makes a successful skill
action, the briarvex can cause embedded tho rn s to twist check, the following lore is revea led, incl uding the information
and burrow into a single creature's flesh, dealing 3d6 from lowe r DCs.
point s of piercing damage; damage reduction app lies. A successful DC 26 Knowledge (nature) check identifies a
The target of this ability must be within l 00 feet of the briarvex in its immature stage.
briarvex. The briarvex mus t also have line of effect to the Due to the creature's extraplanar o rigins, Knowledge (the
target. A creature can rem ove the thorns with a standard pla nes) can also be used, but all check DCs increase by 5.
actio n.
Entangle (Su) As the entangle spell; at wi ll; DC 18; caster Knowledge (Nature)
level 8th. DC Result
This ab ili ty affects a 60-foot-radius a rea a ro und 16 This creatu re is a b ria rvex, a ma levolen t plant
the briarvex a nd lasts fo r 1 round. The save DC is be ing. This result reveals all p lant traits.
Constitution-based. 21 A briarvex is capable of control ling the plants
around it, causing them to grapple and hold its foes.
A briarvex is a vicious, aggressive plant creature I har haums 26 A briarvex's strikes implant thorns into a creature.
These thorns can anima te and burrow in to the
old-growrh foresrs, dense swamps, and orher areas c hoked
flesh , causing grievous injuries.
with pla nt life. Briarvexes are able t0 cont ro l pla nts, rbereby
31 A briarvex spends the fi rst two yea rs of its life in an
enta ng ling t heir foes, or pie rce oppon ents w irh s piny thor ns inert state, s imila r to a no rmal pla nt. During th at
rhac ani m ate t0 drill inro the flesh. These crearn res are com- time, it can be easi ly uprooted a nd burnt.
mon ly referred tO as "vine ogres."
parienrly until the parry approaches and beds down for the Sages and druids who know of the briarvexes believe rhey
rtighr. lt then creeps up ro the campsite and attacks the near- originated somewhere in rhe Nine Hells of (laa10rbuc ar some
est sleeping rraveler, using irs enra ngle ability to prevent any poinr were transported wholly to earthly real ms.
semries from inrer Fering. Jf rhe travelers openly carry any I ypical Physica l Ch aracteris tics: Briarvexes srand from
expensive goods or treas ure, the briarvex presses the attack 9 ro 12 feet rall ar ma turity and can weigh as much as 1,500
to sreal as much as possible. pounds. They do nor ear, but rhey do reg ui re a reliable source
Pai r (EL8): A pairofbria rvexes form a da unting combina- of water and access to sunlight.
tion. One uses its enrangle ability each round to lock down Align.menr: !:lriarvexes are almosr always neutral evil.
enemies. The or her wades into me lee to ri p into the rrapped Older, more powerful individuals grow more malign with
creawres. age, tending tO\vard chaotic evil.

ECOLOGY TYPICAL TREASURE


Briarvexes seek only to propagate, spreading rhei.r seeds Briarvexes have an innate love ofshiny gems and gold coins.
across anv lands wirh habitable soil. They view all ocher These crearures weave such objec1s inro their rhoms and
creawres-especially treants-as potential threats to their vines to display rrophies of past vic10ries. A brian·ex has stan-
conrinued existence. Against stronger beings, briarvexes dard rreasure for its Challenge Raring, about 2,000 gp.
migh1 a11empr diplomatic maneuvers while they grow their
population to unstoppable numbers. However, they seek ro
remove weaker creatures forcibly from areas they inhabit.
BRIARVEXES WITH CLASS LEVELS
Briarvexes are generally nor suitable as player characters,
A rare few briarvexes have arremp ted 10 establish peaceful
bur some learn druid magic. Briarvex druids usually become
relations with other creatures that live nearby, particularly
leaders of rheir kind, rhough a few strike our on rheir own.
gnolls, but most consider such "lesser beings'' to be nuisanc-
Level Adjusl111et1I: +4.
es fir only to feni lize 1he soil.
A newly sprouted briarvex seedling spends rhe first two
years of its life inert and rooted in the ground, looking like BRIARVEXES IN EBERRON
a large, gnarled bush. Once ir has fully matured, it awakens, Nobody is quite sure when briarvexes appeared in I<.hor-
uproors itself. and moves ou1 inlO the world. vai re, though sra ncls oft he creatures began
Briarvexes can sow tremendous numbers wandering out of the Mourn land shonly
of rheir kind, rhough excessive planti ng }' y-.... after the end of rhe Last War. Th ey
grearly srrains the soil and water table. > seem to m igrate in patterns, bm rhe
However, in areas blessed with rich meanings of rhese pa1tcrns are
soil and plentiful rain, rheir unclear. Perhaps the elder races
numbers can explode, and rhe giants know, but they
leading ro disaster. Ar are not telling. Meanwhile,
leasr twice in recorded rhe dragons study rhis new
history, briarvexes th read in the fabric of 1he
have managed ro planr Prophecy.
almosr a rhousand of
their kind in rhe course
of a year near a city
BRIARVEXES
rhar poorly patrolled IN FAERUN
rhe nearby wilds. These creamres sponta-
Two years larer, rhe neously appeared in rhe
unlucky ciry found High Forest, and almost
itself under arrack by a simultaneously in rhe jun-
horde of 1he crearnres. gles of Chulr. Scholars
Environment : Bri- and sages interested in the
arvexes seek om rhe briarvexes' movements are
darkesr pans of large funding expeditions to ob-
forests, where rheir dis- serve rhern. So far, none
tinguishing features are have reponed solid
less noticeable. O nce there, information
1hey clear an area of the regarding the
canopy ro gain access strange new
to daylight, b ur creacures.
do so as unobrru-
sively as possible.
CLOCKROACH
Chewing on the ground is a whirring, scuttling metal bug about
STRATEGIES ANO TACTICS
As mindless con strucrs, clockroaches exercise limire d,
the size ofa large dog. Glass eyes dotting its body look in all direc- preprogrammed tactics. A clockroach attacks only when
tions as it sinks sharp pincers into the ground and spews a stream
defending itself or if a crearure is in an a rea it's been
ofacid onto a bit of debris.
instrncted ro clear. In either case, it uses its brearh weapon
as often as possible, using its pincers while recharging irs
(LOCKROAC H CR l
Always N Small construct reserve ofacid. A clockroach also uses its acid ro bore through
lnit +3; Senses darkvision 60 ft., low-light vision, obstacles between it and its objective.
tremorsense 60 ft.; Listen +0, Spot +0
Languages - ''So f11r, all my ef(orts lo control the silly tliillg have fciiled.
AC 14, touch 14, flat-footed 11 Clearly Lhcrc's some secret to tf1is l have yet to unravel. As
(+l size, +3 Dex) long ns rt's doing 11ot/1i11g hul clem·i11g tlie du11geo1Js of
hp 15 (1 HD) refuse, l'n, not concerned. But -if it sh ould decide my
Immune construct immunities
Fort +O, Ref +3, Will +O
Jirn1ilit1 r is frn)h -or I am .. .
Speed 30 ft. (6 squares), burrow 15 ft., climb 30 ft.
Clearly, f11rllier research is en lied for:·
- Final _Journal entry of
Melee 2 pincers +l each (l d4 )
Ingalla Asrei-ian, artificer
Space 5 ft.; Reach 5 ft.
Base Atk +O: Grp - 4
Special Actions breath weapon SAMPLE ENCOUNTERS
Abilities Str 11, Dex 17, Con - , Int - , Wis l l , Cha l 0 Clockroaches are most ofren found in subtenanean com-
SQ construct traits pounds, usually in cleaning crews of up ro six individuals.
Feats - Hordes of clockroaches descend on rhe battlefields of rhe
Skills Climb +8, Hide +7, Listen +O, Spot +0 planes, posing hazards to rhe unwary rraveler.
Advancement 2- 3 HD (Small)
Guardian (EL 1): A single clockroach can be programmed
Breath Weapon (Su) 30-foot li ne, once every 5 rou nds, to attack anything thar it sees or any creatllre rhatdoes n't give
damage 3d4 acid, Reflex DC 14 half. The save DC includes an approved signal or password.
a +4 racial bonus.
E.L I: Guarding the entrance ro a brigand's cave is one clock-
Skills A clockroach has a +8 racial bonus on Climb checks
and can a lways choose to take 10 on Climb checks, even roach. It never moves more rhan 30 feet from rhe enrrance,
if rushed or threatened. and ir doesn't enter rhe cave or attack anything wirhin ir. It
ignores any creature thar either gives the password "Cin-
namon" or waves w ith just two finge rs raised. Jt otherwise
Clockroaches are automatons designed to clean up messes
attacks anything that moves.
in dungeons, workshops, and rhe like. A clockroach is con-
Clean Sweep (EL 2- 6): OJ1 extraplanar batrleg rounds,
trolled by a command amulet, through which rhe owner can
clockroaches scour rhe refuse of old combats clean, leaving
give ir simple instruc tions.
the field fresh for new barrles.
E.L 6: On one of the endless barrlefi.elds of Acheron lie the
CLOCKROACJ-f LORE remau1s of thousands of ores and goblins, k illed over and
Characters with ranks in Knowledge (arcana) can learn more over in ceaseless warfare. The war has long since mo ved on,
about clockroaches. When a character makes a successful sk II bur the srinking piles ofbodies linger. Six clock roaches m ove
check, the fol lowing lore is revealed, including the information slowly through rhe area, spraying acid on ever ythi ng until
from lower DCs. they reduce rhe corpses, broken weapon s, and other refuse
down to clean earrh. They see everything as trash in need
Knowledge (Arcana} of d isposal and atrack any creature that comes inro range.
DC Result An opponent that survives more rhan ·1 round becomes rbe
17 This creature is a clockroach, a mindless construct
focus of all six clock roaches, who all d irect their acid against
incapable of independent thought. This res ult
revea ls all construct traits. Lhe troublesome "garbage.''
16 Clockroaches are tough, buglike automatons
equipped with magically rep lenishing rese rvoirs of
powerfu l acid, which they can spray up to 30 feet.
ECOLOGY
Cloe kroaches are mind.less constructs. They do not e ar, sleep,
21 Clockroaches can burrow into stone and earth, and
t hey can climb at t he same speed they wal k. or breathe. They exis t as rools, working only to the purposes
26 A clockroach's carapace contains an indentio n to they have been ser. They follow their programming from rh e
hold a command amulet. When t he amulet is in moment they are builr ro the day they fall apart.
place, t he clockroach can be programmed. Each clockroach is constructed with a command amuler.
This small round disk of metal firs inro an indemion in
FOR PLAYER CHARACTERS
A clockroach is crafted from meral p lates
rhar p rotect finely wrought gears and other
mechanical elemenrs, wirh a rot al cosr of
75 gp. Consrructing the body requires
a DC l4 Craft (m etalwork ing)
check
A clockroach with more
than 1 Hit Die can be cre-
ated, but each additional
Hit Die adds 2,000 gp
rn rhe cost.
T he crearion cost
also includes the
materials for rhe
co=and amuler
at runed ro char
clockroach. The
amulet is part of
t he clockroach,
not a mechani-
ca l key. It is not
possible to recreate a
destroyed amulet, n or
to somehow bypass the
amulet's function and pro-
gram rhe clockroach wi thout it.
CL 4th ; Crafr Construct, arrnue eye, 1'vlelf's acid arrow, mes-
the clockroach's carapace. \Xlhen fitted with its amulet, a sage; Price 2, l 50 gp; Cosr 1,075 gp + 80 XP.
clockroach can be given a simple program. Programmed
insrrucrions must depend only on sight and hearin g and
allow no cognitive function; rbey can be n o longer than
CLOCKROACHES IN EBERRON
Clockroaches are believed to have been developed at rhe
t wenty-five words.
same rime as warforged, possi bly to serve as t heir assistants.
Environment: Though clockroaches can be found any-
Many still exisr in rhe Mourn land, and some warforged keep
where, they were originally built by extraplanar generals to
clockroaches as pets.
clean up barrlegrou nds taken from eternal foes.
Some artificers a lso create dockroaches as homunculi
Typical Physical Characteristics: A clockroach is 4 feet
(Magic ofEben-011 151). A homunculus dockroach requires as
long and 1-1/ 2 feer wide. Eight spindly me tal legs carry it
an addirion al ingred ient a p int of rhe creator's blood. Ir has
abour 1 foot off the ground. Irs feet are lined wirh riny hooks,
an lmelligence score of 10, the Weapon finesse fear (rais ing
allowing ir co burrow inro the grotmd or walk up a wall. Glass
itsmelee arrack bonus co +4), and a +4 bonus on Spot checks.
eyes are randomly locared o n its body. It constanrly produces
It does not have a com mand amulet.
a slight whirr ing noise, like a wheel spinning very fast. Most
dockroaches are made of b rass or bronze, bur a few steel or
iron specimens have been encountered. CLOCKROACHES IN FAERUN
The carapace of a clockroach has a round indention in it, Clockroaches first appeared in Lantan, p roducrs of Gond 's
which is ridged and inscribed wirh many small runes. wondermakers. Word of their usefulness spread rapidly,
Alignment: As mindless aucomarnns, dockroaches are and they can n ow be found u p and dovn.1 the Sword Coast.
always neurral. Most are purchased by wea lthy merchanrs, bur a few inad-
verrenrly m igrated to the m ainland in the holds of passing
vessels, Tales tell of explorers who released a massive horde
TYPICAL TREASURE of clockroaches inro rhe jung les of Chult, hoping ro blaze a
Clockroaches do not carry or srore treasure of an y kind.
roadway to a newly discovered ru in. The exper imenr failed,
However, a clockroach wi th its command amulet is ,vorth
and now the creamres rove the landscape devouring old rrash
2,150 gp.
and priceless h isrorical arri.facrs with equal zeal.
CLOCKWORK MENDER
This minuscule mechanical creature flits about on wings that
Poison (Ex) The save DC includes a +2 racial bo nus.
Distraction (Ex) Fort itude DC 12, na useated l round. The
save DC is Constitution-bas ed.
beat like a hummingbird's. Its tiny face 11aguely resembles a
Swarm Repair (Su) A clockwork mender swarm can choose
human's, and its tail ends in a sharp stinger.
not t o damage a const ruct w ith its swarm attack. Whe n
the clockwork mender swarm occupies a construct's
CLOCKWORK MENDER CR 1/2 space at the end o f the swarm's t u rn, it can repa ir of l
Always LN Tiny construct (extraplanar, lawful) poin t of damage on th at construct. The swarm can use
Init +4; Senses darkvision 60 ft., low-light vis ion; Listen+1, its swarm repair on itself if it does not move for l round.
Spot +l Swarm Sacrifice (Ex) A clockwork mender swarm can
Languages Abyssal, Celestia l, Infernal (can't speak) choose not to damage a construct with its swarm
AC 18, touch 16, flat-footed 14 attac k. When the swarm occupies a construct's space
(+2 size, +4 Dex, +2 natu ral) at the end of the swarm's t urn, it can repair damage to
hp 5 (l HD) that construct, up to the swa rm 's current hit points.
Immune const ruct immunit ies The swarm loses an equal number of hit points as its
Fort +0, Ref +4, Will +l members sacrifice themselves to become building
mat erial to repair the construct. If the swarm sacrifice
Speed l Oft_ (2 sq uare s), fly 30 ft. (perfect); Spring Attack red uces the clockwo rk mender swarm's hit p o ints to 0, it
Melee sting +6 (ld2-4 plus poison) breaks up.
Space 2-1/2 ft.; Reach 2-1/2 ft.
Base Atk +0; Grp-12
Atk Options a ligned strike (lawfu l), poison (DC 12, l d4 STRATEGIES AND TACTICS
Dex/l d4 Dex) Clockwork m enders exist to repair d amaged objects and con-
Special Actions repairing touch
stru e rs, but when agi rared they arrack any crearurefearlessly.
Abilities Str 3, Dex 19, Con - , Int 4, Wis 12, Cha 10 M enders attack when d isturbed in th e ir repairing efforts or
SQ construct tra its, repairing touch wh en commanded to do so by their m asters.
Feats Skill Focus (Craft) , Spring Attack8 , Wea pon Finesse"
Clockwork menders sp end most of their time on t.he wing
Skills Craft (any one) +4, Hide +12, Listen + l, Spot +l
and use their speed and Dexterity ro rheir advantage, swoop-
Advancement -
ing in for hir-and-run attacks with rheir stings. They target
Poison (Ex) The save DC incl ud es a +2 racial bonus.
nonconstructs first, using their poison ro weaken those
Repairing To uch (Su) Once per day as a standa rd action, a
opponents before moving TO con stru ct or undead creatures.
clockwork mender can touch an object o r construct to
repair 1 d8 points of da m age. Ifd amaged in combat, a clockwork mender uses its repairing
rouch on itself.
Clockwork mender swarms are more dangerous. They sur-
Clockwork menders live on the Clockwork N irvan,1 of
round a ta rget and b atter it with rheir metallic wi1.1gs while
Mechanus, where rhey serve a viral role in rhar plane's ecol-
inJ eCLing poison. A swarm's abi lity ro h eal itself repeatedly
ogy. Wizards and sorcerers of the Material Plan e wh o craft
makes ir especially deadly.
constructs fi.nd rhem co be useful familiars and g uardian s
for their creations.
SAMPLE ENCOUNTER
CLOCKWORK MENDER SWARM CR 3 Clockwork menders exist in great numbers on rhe Clockwork
Always LN Tiny construct (extraplanar, lawful, swarm) N irvana ofMechanus, w here they rend TO the en vironment'
Init +4; Senses darkvision 60 ft., low-light vision; Listen + 3, and aid inevirables. They mosr ofren appear on the Ma terial
Spot +3 Plane in t h e company of wizards and others in trigued by
Languages Abyssal, Celestial, Inferna l (can't speak) con structs.
AC 18, touch 16, flat-footed 14 Golen1. Rampage (EL 8): A flesh golem went berserk
(+2 size, +4 Dex, +2 natura l) almost immed iately after its creation and killed it s masrer.
hp 22 (4 HD) I r smashed its way free of the dead wizard's home and
Im mune const ruct imm unities, swarm im munities
now s talks the streets, followed by two clockwork mender
Resist half damage from slashing and piercing
swarms. The clock work menders once served the w izard,
Weakness swarm vulnerabiliti es
Fort + l , Ref +5, Will +2 b uc t hey were in anorher room when the golem attacked and
don't lrnow of tbeir master's p assi ng. T h ey n ow dutifully flit
Speed 10 ft. (2 squares), fly 30 ft. (perfect)
Melee swarm (ld6 plus poison and distraction) abou t his creation as it wantonly ac racks people in rbe ciry,
Space 10 ft.; Reach Oft. repa iring it wh en ever it sustai11s damage.
Base Atk +3; Grp -
Atk Options a ligned strike (lawful), distractio n, poison
(DC 14, 2d4 Dex/2d4 Dex)
ECOLOGY
O n Mech a1rns, clockwork m en ders work to repair damaged
Special Actions swarm re pair, swarm sacrifice
parts of the m ech ani zed plane and heal its construct i1i.hab-
Abilities Str 3, Dex 19, Con-, Int 4, Wis 12, Cha 10
itants, s triving to maintain perfecr order. Since rhey do 11or
SQ construct trai ts, swarm tra its
originare on rhe Material Plane, they do not fir inro irs ecol-
Feats Alertness, Skill Focus (Craft)
Skills Craft (any one) +7, Listen +3, Spot +3 ogy in any way. Once b rought there, clockwork menders
Advancement - rarely leave the presence of rbe person who summoned rhem ,
u sually rem aining indoor s.
Clockwork men ders feed on Clockwork m~11de1·
small bits of metal and rust as they
FOR PLAYER
go abour their repairs. Their mas- CHARACTERS
ters ofren leave scrap metal about as Clockwork me nders might appeal
nourishment- over the cou rse of a to PCs as familiars, homunculi,
month, a clockwork mender devours or summoned mon sters.
about 4 pounds of metal.
Although clockwork menders do Clockwork Menders
nor propagate as living crearures do, as Familiars
they can build more of their kind. A clockwork me nder can be su m-
On Mechanus, swarms of menders rnoned as an improved familiar (DMG
gather according to a strict schedule, 200). An arcane spellcasrer must be
carrying materials to a long-esrablished lawful-aligned, b e at least 5th level,
"mating"' ground. There they con- and take th e I mp roved Familiar
strucr a new barch of clockwork fear to acquire a clockwork mender
menders, numbering roughly half fa m iliar.
the swarms' population. The
mender swarm s fiercely guard Summoning
this process from interruption . Clockwork Menders
As yet, clockwork menders Spellcasrers can summ on a
have not reproduced outside clochvork mender with summon
Mechanus; sages speculate monster II or a h ighed evel s1m1111on mon-
that some peculiarity of the plane -lf'f ster spell. Trear the clockwork mender as
grams them "life" and sentience. being on the 2nd-level list on the Summon
Environment: Clockwork mend- Monster rable (PH 287).
ers are native to the Clockwork Nirvana A clockwork mender swarm can be summoned w irh the
of Mecbanus but can be found in any environ ment. They following spell.
prefer dry and cool settin gs- wet locales irritate them, and
extremely hot places such as deserts make t hem lethargic. Summon Cloc1.--work Mender Swarm.
Typical Physical Characteristics: A clockwork mender Conjuration (Summoning) [Lawful]
is close to a smalJ cat in size. Jr has the same genera I shape as a Level: Cleric 4, sorcerer/ wizard 4
wasp, including a sharp stinger, but bears a vaguely humanoid Effect: On e swarm of clockwork menders
head devoid of distinct features. A clockwork mender has two This spell funcrions like sw11111011 111011 ster I, except that you
minute arms that can perform incredibly delicate repai_rs. summon a single clockwork mender swarm. The swan11 can
Alignment: As creatures ofMechanus, clockwork mend- be directed to attack opponents, ro use its swarm repair abil-
ers are always lawful neurral. They pursue their rasks with ity, and even rouse its swarm sacrifice ability.
single-minded efficiency. Arcane Fow s: A broken metal gear.

TYPICAL TREASURE CLOCKWORK MENDERS TN EBERRON


Clockwork menders never h ave treasure. Clockwork menders in Eberron exist as creations of artifi-
cers. They are relatively common sights wherever artificers
congregate, and they ofren accompany warforged artificers.
The gn omes of Zilargo make extensive use of clockwork
CLOCKWORK MENDER LORE menders, and it's con sidered a source of status for a workshop
Characters with ranks in Knowledge (the planes) can learn
more about clockwo rk menders. Whe n a character makes a to host as m any as possible.
successful skill check, the following lore is revealed, including Artificers can create a clockwork mender as a homuncu lus
the information from lower DCs. followi ng the rules presented in the Eberron Campaign Set-
tmg. For expanded rules and advancement of homunculi, see
Knowledge (the Planes) Magic of Eberron.
DC Result
11 This creature is a clockwork mender, a construct Construction
used by some wizards as a familiar. This result A clockwork mender is made of bronze, steel, silver, gold,
reveals all construct traits. and a pint of rhe creator's blood. The mater ials cost 400 gp.
16 Clockwork menders hail from the Clockwork
Creating the body requires a DC 15 Craft (blacksm ithing)
Nirvana of Mechan us. They spend their time
repairing broken objects and other constructs. check.
They're usually harmless unless threatened or A clockwork mender with more t han 1 H it Die can be cre-
impeded in some way. ated, bur each additional H it Die adds 2.000 gp ro the cost to
21 Clockwork menders have stings that inject poison. create.
They sometimes travel in swarms of hundreds. CL 5th; Craft Con struct, rne11 ding, repmr light damage; Price
- (never sold); Cost 1,250 gp + 68 XP.
CLOCKWORK STEED
This creature resembles a horse crafted ofsturdy metal plates and
food. Clockwork stallions are builr for Medium r iders, while
ponies serve Small riders.
taut springs. A whistle ofsteam and the ratcheting click ofgears
accompany its movements. STRATEGIES AND TACTICS
Clockwork steeds are urrerly mindless and simply srand inert
CLOCKWORK STALLION CR 3 unless commanded by a rider. Commanding a clockwork
Always N la rge construct steed is a simple matter for anyone trained to ride an ordi-
lnit-1; Senses darkvi sio n 60 ft. , low-light vis ion; Listen +O, nary m ount. As a free action, a character with at lease 1 rank
Spot +O in Ride c an direct the steed to p erform a move action or an
Languages -
at tac k action, or as a move action, command it to make a full
AC 15, to uch 8, fl at-footed 15 attack or perform a full-round action relating to m ovem ent
(-1 size, -7 Dex, +7 natural) (such as a charge). A rider wit h out any ranks in Ride must
hp 63 (6 HD)
instead use a m ove action or a sra11dard action, respectively.
Immune construc t im mun it ies
Commanded actions ca n not be complicated tactical ch oices
Fort +2, Ref+ 1, Will +2
such as tripping or overrunning or aid ing another's attack,
Speed 50 ft. (10 squares)
but clockwork steeds ca n be directed to charge and jump
Mefee 2 hooves +8 each (l d6+5)
like horses. No command words a re needed.
Space 10 ft. : Reach 5 ft.
Base Atk +4; Grp +13 Clockwork steeds serve at least as well as b arrle-rraine d
mounts in combat, despite their lack of inre!lige nce.
Abilities Str 20, Dex 8, Con - , Int - , Wis 10, Cha l
SQ construct traits, rider response, upgrades
Feats - SAMPLE ENCOUNTER
Skills Jum p+13, Listen +O, Spot +O People use clockwork steeds j ust as they do horses. H owever,
Advancement - most clockwork steed s b elong to wealthy individuals or
Rider Response (Ex) A clockwork steed is built to respond to people powerful enough to s teal from the wealrh y. Thu s, any
physical commands given to it by a rider ho lding its reins encounte r with a clock work sreed likely involves an owner
or guid ing it with the knees. A riderless clockwork steed who p resen ts the real rhrea t.
immediately stops and stands motionless, regardless of
Repossession (EL 7): A janni made a bargain w ith a
th reats t o itself, until moun ted by a rider. A clockwork steed
wi zard she saved from deat h in rhe desert, and she has come
also stops and stands s till if its rider becomes un conscious,
s tunned, paralyzed, dead, or otherwise unab le to function. to collect. The w izard refused to acknowledge rhe debt
A clockwork steed cannot be taught tricks like a real to the jann i, so she stole h is clockwork scallio n . Now she
horse or pony. A rider can direct it to move and attack and l~o compatrio t jann seek to escape the ci ty. Ever yone
foes, just like a war-trained mount, but cannot spu r it to knows the wizard owns rbe clockwork stallion, and the
greater speed. alarm goes u p as soon as someone sees a stranger ridin g i t.
Upgrades (Ex) The creator of a clockwork steed can im bue The two jann on foot move invisibly and enlarged ro b lock
it with mo re abilities at greater expense. See Fo r Player anyone attempting to reach th eir rnounred companion.
Cha racters for more info rmatio n. They bull rush oppon ents, and rhis action combi ned wirb
their sudden appearance should frighten off m ost people;
CLOCKWORK PONY CR 3 rhey arrack wi th their scimirars it rhar d oesn 't work. The
Always N Medium construct
!nit +O; Senses darkvision 60 ft., low-light vision; Lis ten +O, m ount has the I mproved Ove rrun and Tra mple u pgrades
Spot+O (see below), which its janni ri de r uses agai n st oppon ents
Languages - that get by her fellows.
AC 17, touch 10, flat-footed 17
(+7 natura l)
hp 53 (6 HD)
Immune construct immun ities CLOCKWORK STEED LORE
Fort +2, Ref +2, Wil l +2 Characters with ranks in Knowledge (arcana) can lea rn more
about clockwork steeds. When a character ma kes a successful
Speed 40 f t. (8 sq uares) s ki ll check, the fo llowing fore is revealed, including the informa-
Melee 2 hooves +8 each (l d4 +4) tion from lower DCs.
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +8 Knowledge (Arcana)
Abilities Str 78, Dex 10, Con - , Int - , Wis 10, Cha 1 DC Result
SQ construct traits, rider response, upgra des 13 This creature is a clockwork steed, a construct
Feats- mount designed to replace ordinary horses. This
Skills Jump +8, Listen +O, Spot +O resu lt reveals a ll cons truct tra its.
Advancement - 18 Clockwork steeds do noth ing without a rider, and
Rider Response (Ex) As clockwork stallion. anyone can command one by mounting it. No
Upgrades (Ex) As clockwo rk stallion. command words are necessary.
23 Although clockwork steeds themselves a re not
da ngerous , beings wealthy enough to afford them
A clockwork steed presents irs owner with a perfectly tracta- might be serious threats.
ble and battle-ready mount that never grows tir ed or reqllires
Cl 4th; Craft Cons1ruc1, n111111t1lt' objects, 111ow1I; Price
ECOLOGY 2,150 gp ; Cose 1,150 gp + 80 XP. Upgrades increase d1e base
As clockwork constructs, clockwork steeds don'1 conrrib-
cost as described below.
me ro the environment. Without a rider, a clockwork steed
simply s tands, gathering dus r and slowly rusting away.
Upgrades
A forgorren wizard created the first clockwork steeds for
The following abilities ca n be added to a clockwork sceed.
a warlord's forces in a long campaign, bur when the warlord
Upgrades cost the same for both sca llions and ponies.
learned how expensi ve the mounrs were, he refused co pay.
Armor Proficiency: The sreecl gains proficiency w ith
The wizard ended up sell ing his creations (and the warlord's
all types of armor (bur nor with shields). A clockwork
plans) co the nobil iry of the city-srnte the warlord was plan-
sreed without rhis upgrade rhat wears barding takes
ning co arrack. Since then, others have learned how to creare
the appropriate armor check penalry on ar rack rolls and
rhe moums, and n ow they can be found in the service of
Strength- and Dexteri ty-based checks. Price 100 gp; Cosr
anyone with enough gold.
50gp + 4XP.
Environment: Clockwork steeds, being constructs, have
Damage Reduction: The s teed gains damage reduction
no natural environmen1. Like real horses, rhey fare besr 011
5/ magic or adamanti ne. Price 500 gp; Cose 250 gp 20 XP.
T
hard. open ground such as plains, hills, and dcsem. Massed
Improved Battle Readiness: This upgrade allows a
cavalry gets bogged down in foresrs and marshes, bur lon e
skilled rider ro use a swift action instead o( a move action ro
ourriders or scouts mounred on clockwork steeds might be
command rhe steed to take full-round 3ctions. Price 500 gp;
encountered even in such terrnin.
Cost 250 gp .,. 20 XP.
Typical Physical Characteristics: A clockwork scallion
Improved Bull Rush: The sreed gains che Improved
is roughly the size of a heavy warhorse, s tanding nearly 6
Bull Rush feat and lets a rider command it to make bull rush
feet at the shoulder. A clockwork pony is about the size of a
anemprs. Price 150 gp; Cost 75 gp + 6 XP.
warpony, slightly under 5 [eel rail at I he shoulder. The sreeds'
Improved Overrun: The steed gains che Improved
metallic cons1ruc1ion makes rhem significantly heavier than
Overrun fear and lets a rider command it to make overrun
their living equivalents: A clockwork sral lion weighs upward
anemprs. Price 150 gp; Cost 75 gp + 6 XP.
of 2,500 pounds, while a pon>' weighs arou nd 2,000 pounds.
Improved Trip: The steed gains 1he Improved Trip fear
and lets a rider comm and ii to make I rip arrempts. Price 200
TYPICAL TRE ASU RE gp; Cost 100 gp - 8 XP.
A clockwork sreed is itself treasure, usually found as part of Trample : To qualify for th is upg rnde, the s teed must have
an opponent's possessions. Many adventurers would pay we.11 rhe Improved Overru n upgrade. Th is upgrade allows a rider
for a mount that never tires, never needs srabling, and needs to use the Trample feat while maki ng overrt111 a1temprs wirh
no rime-consum ing care. As wel l, rhe saddlebags of clock- the steed. Price J 50 gp ; Cose
work s teeds o ften hold items usefu I ro their owners, such as 75 gp + 6 XP.
potions of cure ligl1I wo1111<ls and emergency rncions.

FOR PLAYER CHARACTERS


Player characters can create or purcb.ise clockwork
s teeds, provided the necessary resources are
available. In addition, rhey can pay for a steed's
upgrades during crea1ion or upgrade it later as
though adding new abilities to a magic item
( DMG 288).
Carrying Capacity: A lighc load for a clock-
work srallion is up to
400 pounds; a
medium load,
401- 800 pounds;
and a heavy load, 801-1,200 pounds. A clock-
work srallion can drag 6,000 pounds.
A light load for a clockwork pony is up to
150 pounds; a medium load, 151-300 pounds;
and a heavy load, 301-450 pounds. A clockwork
pony can drag 2,250 pounds.

Construction
A clockwork steed's body is constructed from finely balanced
gears, springs, and pisrons treated with special alchemical
agents and made from rare alloys costing 150 gp.
Assembling che body requi res a DC 18 Craft (blacksmith-
ing) check.
CONCORDANT KILLER
This creature resembles a tall, scarlet-skinnedfiend with a pair of
Aligned Defenses (Su) A concordant killer can increase
its defenses against creatures of a specific alignment
component (good, evil, law, or chaos) . Against attacks
dusky feathered wings. Its loosefitting robes are decorated with
made or effects created by creatures of the chosen
polished bits of blades taken fro m fallen enemies, and a gray-
align ment, this ability grants the concordant killer a
indigo vapor risesfrom the top ofits head.
+4 deflection bonus to AC and a +4 resistance bonus
on saving th rows. At will, as a standard action, the
CONCORDANT KILLER CR 19
concordant killer can change the alignment to which this
Always N Large outsider (extra planar) effect is attuned.
Init +7; Senses darkvision 60 ft., low-light vision, true seeing;
This ability also blocks spells of up to 3rd level cas t
Listen +28, Spot +28 by creatures of the s pecified alignment, as a lesser globe of
Languages Abyssal, Celestial, Common; telepathy l 00 ft. invulnerability s pell (CL 19th). (These defensive benefits
AC 39, touch 12, flat-footed 36 are not included in the creatu re's statistics.)
(- 1 size, +3 Dex, +4 armor, +4 shield, +19 natural) !(now Alignment (Su) As the detect chaos, detect evil, detect
hp 200 (19 HD) ; DR 10/- good, and detect law spells; continuo us; caster level 19th.
lmmune acid, cold, electricity, fire, petrification, poison A concordant killer can suppress or resume some or all of
SR 30 this ability as a free action.
Fort +1 7, Ref +14, Will +17
Speed 40 ft. (8 squares), fly 90 ft. (good) Possessing both celestial and demonic heritage, these power-
Melee +2 concordant greatsword +29/ +24/+19/+14 fu I entities are dispassionate killers who frequently deliver
(3d6+14/17- 20) or the wrath of the gods. Concordant killers seek always to per-
Melee 2 slams +26 each (2d8+8) fec t their killing abilities and, when not in the employ of a
Space l O ft.; Reach 10 ft. bigher power, bunt down those they deem worthy prey.
Base Atk +19; Grp +31
Atk Options Cleave, Power Attack, Quicken Spell-Like Ability
(greater dispel magic), Quicken Spell-Like Ability (wall of STRATEGIES AND TACTICS
force), concordant greats word A concordant killer prefers co study its opponent before
Spell-Like Abilities (CL 19th): entering combat, to discern t h e creature's alignment and
At will-analyze dweomer (DC 23), greater dispel magic, appropriately prepare its defemes. If possible, it first cases
mage armorj", magic missile, Otiluke's resilient sphere
mage a.rmor, shi.eld, mind blanh, and greaterinvisibil.i ty on itself,
(DC 21), shieldt, greater teleport (self plus 50 lb. of
objects only) in that order.
3/day-forcecage, greater invisibility, Mordenkainen's Once combat begins, tbe concordant killer starts by
sword, Otiluke's telekinetic sphere (DC 25), plane shift casting a quickened greater dispel m,igic against its target, or
(self only), wall offorce against the greatest threat when facing multiple opponents.
7/day-blasphemy (DC 24), dictum (DC 24) , holy word It fo llows up with blasphemy, dictum, '1oly 111ord, or word of
(DC 24), mind blank, word of chaos (DC 24) clrnos, as appropriate for the opponent's alignment, which
"tAlready used
Abilities Str 27, Dex 17, Con 23 , Int 16, Wis 22, Cha 24
SQ aligned defenses, know alignment
CONCORDANT KILLER LORE
Feats Cleave, Improved Critical (greatsword), Improved
Initiative, Power Attack, Quicken Spell-Like Ability Characters with ranks in Knowledge (the planes) can learn
(greater dispel magic), Quicken Spell-Like Ability (wall of more about concorda nt killers. When a character makes a suc-
cessful skill check, the fo llowing lore is revealed, including the
force) , Weapo n Focus (greatsword)
information from lower DCs.
Skills Concentration +28, Diplomacy +9, Hide +21,
Intimidate +29, Jump+12, Knowledge (arca na) +25,
Knowledge (the Planes)
Knowledge (the planes) +25, Listen +28, Move Silently
DC Result
+25, Sense Motive +28, Spellcraft +27 (+29 with scrolls),
Spot +28, Survival +6 (+9 on other planes), Use Magic 20 This creature is neither wholly fiendish nor celestial
Device +29 (+31 with scrolls) but possessed of both natures. It has traits that
can be found in either kind of outsider. This result
Advancement 20- 40 HD (Large)
reveals all outsider trafts.
Possessions +2 concordant greatsword
29 A concordant killer is surrounded by an ever-
True Seeing (Su) As the true seeing s pell; continuo us; caster changing defensive fie Id that shifts to repel
level 19th. creatures of any given align ment. Other abi lities,
Concordant Greatsword (Su) Carried by every concordant including its sword, are even more lethal to those
killer, these blades are an extension of their carrier's whose alignment strays fro m neutrality.
will. Such a blade is treated as though it possessed the 34 Many of a concordant killer's s pell-like abilities
anarchic, axiomatic, holy, and unholy special abilities manipulate force energy. The creature is also
simultaneously. The sword can be sundered (it has resistant to all types of physical damage.
hardness 14 and 30 hp), but if the concorda nt killer 39 Concordant killers believe they were created to
relinquishes its grip, the weapon dissipates. A concordan t maintain the cosmic balance. They have since
kille r can create a new blade as a move action. become assassins that pursue their quarry ac ross
If the concordant killer is destroyed, the sword it the planes with cold-btooded, methodical ease.
bears disa ppears forever.
also helps it gauge the srrengrh of its foes. lt uses Power
Attack where appropriate against enemies with relatively
poor defenses. If it faces a large group of enemies, ir breaks
the group inco manageable numbers wirh one or more
uses of wall of force.
If rhe fight becomes unm anageable, or if the concordant
killer is being overwhelmed, it uses greater tdeport or rlane
shift ro escape combat altogether, then rerurns later when
ir is fresh and ready to battle on its own terms.

SAMPLE ENCOUNTER
A concordam killer often works alone. More dangerous
assignments m igbt re qui re a group of four ro five killers.
If rhe PCs encounter a concordant killer, th ey are eithe r
linked somehow to its currenr rarger or are themselves
the targets.
Individual (EL 19 ): A lone concordant killer might serve
a deiry ro desrroy one or m ore deserving transgressors.
EL 19: The PCs bave ru n afoul of the servants of a
demigod, who has since contracted with a concordant
killer named Drexsalles to "take care of the matter."
Drexsalles appears a short distance away, raising its +2
concordant grentsword in a grim salute before using greater
invisibility ro disappear. It advances invisibly and utters
the appropriate sonic evocation once rhe parry is withi.n
range.

ECOLOGY
Some say concordam killers were an experi-
ment by gods of 11eurrality, who sought ro
create the perfect stewards for maintaining the
cosmic balance. Others hold rhat they were created by
a long-forgotten demigod LO serve as bodygua rds. They
failed in chat endeavor, and their master was losr to a sh ad- Concorda11I killer
owy rival. Wirhour direction, they serried into the role of
mercenaries.
\'Qharever the truth, as beings of neurrality, concordant
SOCIETY
Concordant killers exist to hunt down and destroy other
killers are concerned with the balance of all forces in the
powerful creatures. Effective yet discreet, they are highly
planes. They understand chat defeating a powerful foe might
sought after by powerful entities such as demon lords, demi-
rip rhe scales one way or another. Therefore they track their
gods, and even deities to do their dirty work. A concordant
kills as a group, endeavoring to distribute their prey even ly
killer is dismissive of any prospective employer, though ,
among the alignments. They keep the location ofsuch meet-
unless offered substantial payment.
ings secret, though many sages believe they congregate
Concordam killers trade their services for favors, having
near rhe central spire of the Ourlands. Even deities' magic
little need for material possessions. Sometimes rhey request
is impeded there, making it a perfect spot for clandestine
these favors at the rime of h iring, bur usually a contract for
gatherings.
furure paymenr suffices. Even gods are indebted to the con-
Concordant k illers do not reproduce, so every one that .falls
cordant kil lers and so mightlook rhe 01her way, leave a planar
i.n battle forever reduces their number. Anyone who destroys
portal open , provide information on a target's whereabouts,
a concordant killer becomes the ta rget of its irate kin.
or undertake other favors rhat help the killers achieve their
Environment: Infused wirh both fiendish and celestial
objectives.
essence, concordant killers are beings of the Outer Planes but
are not narive ro any one. A killer might be found anywh ere
i rs mission rakes ir. TYPICAL TREASURE
Typical Physical Characteristics: A concordant killer Concordant killers have standard treasure for rhei.r Challenge
is between 10 and 1 l feet in height and weighs from 900 to Raring, about 61,000 gp, but carry no coins (replace rhese
1,200 pounds. with gems of equal value). They care lirt!e for m agic weapons
Alignment: A concordam killer is always neutral, seeking or armor, so rhey typically carry powerful wands, staffs, or
balance in its life even as it serves and hunts those of more wondrous items.
exrreme alignments.
CORRUPTURE
A hideous avalanche offlesh rolls down upon you, undulating
STRATEGIES AND TACTICS
A corrupture instinctively moves towa rd an y m oving objecr
like a wave of skin. Warts full of thick, yellow liquid swell up or creature larger than Tin y size and attacks it, trampling
continually across its mass, bursting with loud pops and spraying others in it s rush to dissolve and t aste flesh. Srubborn in its
corrosive fluids into the air.
mindless h u nger, a corrupture doggedly continues attacking
rhe creat ure it first tast es. Lt uses its acid burst whenever its
(O RRU PTURE CR 9
Always N Huge ooze (aquatic) prey and at least on e oth er creature are wirhin ran ge, or if it
lnit - 5; Senses blind, blinds ight 60 ft. ; Listen -5 is blocked by a creat ure larger tha n it can rrample. If a group
Languages - offoes flee a corr u pture, ir follows on ly its prey, folJowi.ng rhe
AC 3, touch 3, flat-footed 3 n earest creature if it h as n or yet tasted flesh. O nce its in itial
(-2 size, - 5 Dex) prey d ies, th e corrupture attac k s che largest flesh ly creature
hp 159 (11 HD) ; DR 5/ - of w hic h it i s aware ; if n o o the r s are n earby, rhe ooze begins
lmmune acid, gaze attacks, illusions, visual effects; ooze con sumin g its m eal at leisure.
imm unities A corrup ture ignores creamres ir c annot rasre aft er its
SR 18 first attack , such as t hose not susceptib le to its acid or those
Fort +12, Ref- 2, Will - 2 lack ing fl esh- at least un til they iuove our of rhe range of
Speed 20 ft. (4 sq uares), climb 20 ft., s wim 20 ft. its blindsight. (Th e m indless ooze cannot recognize a new
Me lee slam +16 (2d6+15 plus 2d6 acid) m ovin g object as one rhar it h it before.) Skeletal u n dead,
Space 15 ft.; Reach l Oft . m an y con struc ts, and creatu res immu ne to acid can escape
Base Atk +8; Grp +26 h ar m simply by no t an acki n g back after fi rst b eing struck.
Atk Options acid s heath, trample 2d6+15 plus 2d6 acid The oozes seem to instinctively recognize chat other corrup-
Special Actions acid burst
tures aren't prey.
Abilities Str 31, Dex l , Co n 29, Int - , Wis 1, Cha l
SQ amphibious, ooze traits
Skills Clim b +18, Listen - 5, Swim +18
"Foul things! Corn-tptHres come to ptmish us for om sins
Advancement 12- 22 HD (Huge); 23- 33 HD (Ga rgant uan) against ,wture. \What lrnve you done to invoke nature's
wrniJi?''
Acid Sheath (Ex) A corruptu re 's body produces corrosive
- Craggar, half-ore druid, shortly before his dearh
slime. Any creature that st rikes or touches a co rrupture
with its body, or that grapples a corruptu re, automatically
takes 2d6 po ints of acid damage. A creature t akes SAMPLE ENCOUNTER
damage from this ability only once per turn. A corrupture migh t b e encou nrered with more of its kind or
Trample (Ex) Reflex DC 25 half. The save DC is Stren gth- with o ther creatures that despoil t he n amral world.
based. Guards (EL 12): A young adult b lack dragon uses rwo
Acid Burst (Ex) A corrup tu re can activate an acid bL1rst
corrup ru res to g ua rd its lair, keeping rhem in a huge pit
as a st andard ac tion. Any crea ture within 20 feet mus t
succeed o n a DC 24 Refl ex save or ta ke 6d6 point s of acid t hat surro unds rhe su b merged entrance. The dragon, being
d amage. A successful save results in half da mage. The immune ro acid, is ignored by t h e oozes and k eeps rhem
save DC is Constitu tion-based. from wand ering by bringing them m eat when ever it en ters
Amphibious (Ex) A corruptu re can survive indefi nitely on th e cave. The oozes arrack an)rrh ing th at comes within range
land or u nderwater.
Skills A corru pt ure has a +8 racial bonus on Clim b checks
and can always choose to take 70 on Climb checks, even CORRUPTURE LORE
if rushed or threatened. In add ition, it has a +8 racial Characters with ra nks in Knowled ge (d ungeoneering) can learn
bonus on any Swim check to perform some specia l act ion mo re about corruptures. When a character makes a successful
or avoid a hazard. It can always choose to take 10 on a skill check, t he following lore is revealed, including the informa-
Swim check, eve n if dist racted or e nda ngered. It can use tion from lower DCs.
the run action while swimming, provided it swims in a
straigh t line. Knowledge (Dungeoneering)
DC Result
Disgusting bags of acid-filled flesh, corruptures res ult from 19 Corruptures are acid-spraying oozes that feed on
t he warping of narure. They h unger for m eat and m indlessly flesh. This result revea ls all ooze traits.
attack living things even as th ey dissolve rh e environmenr 24 Co rruptures are equally at home on la nd o r
unde rwater. They move relatively swiftly a nd can
rhar supports their prey.
climb and swi m as well.
29 Corruptures come into being wherever the wilde r-
ness has been horribly befouled or natural laws have
been repeatedly broken. They hunger end lessly for
flesh, which they dissolve with their acid.
of their blindsight. The dragon flies over rhe battle m<l uses skin of a corruprure is covered wi t h the residue of these
irs breath weapon on as many invaders as it can. lt conrinucs emptions, coating it in a caustic slime.
rouse this s trategy for as long as tbe corruptures live and its Alignment: Mindless feeding machines, corrnpwres are
brearh weapon seems robe harming foes. While ir waits for always neurral.
irs breath weapon ro recharge, it rakes the o ppornmity ro cast
si1ielcf and mnge nrrnoron irsel[ The Mo11ster Mn111111/ presenLs TYPICAL TREASURE
statistics for a young adulr black dragon on page 72: Replace
A corruprure never carries treasure, but the equipment of the
rhe dragon's Wi..ngover fea r with Flyby Arrack and its protrr-
ooze·s victims might be lefr behind ifit can smviverheooze's
!1011 from goad spell wirh s!irrld.
acidic rouch. A c~rruprure has only a 50°0 chance of having
goods or magic items, which musr be metallic or srnne, and
ECOLOGY 1/ 10 srandard treasure in coins.
Corruptures come inro being wherever rhc wilderness has
been horribly befouled or n:nural lows have been repeared ly
broken. In such places, na nr re reacts with a renr in existence
CORRUPTU RES JN EBERRON
Corruprures roll out of the dead-gray mist bordering the
rhar births a corr uprnre before closing, an embodimenr of
Mournland 10 arrack rbose foolish enough ro approach.
rhe cancerous damage ro the world. Corruprures commonly
Hundreds exisr within char foggy fringe surrounding the
appear in wilderness areas 1har have been poisoned or dis-
war-rorn bndscape, but corruprures can also be found wan-
eased, or that are hea\ily influenced by magic or another
dering in Thrane, Oarguun, and the Talenta Plains. It was
plane. Rarely rhey appear in civilized areas. l\lundane
long thought rhar the mists somehow made rhe crearures,
<lefi lemenr, such as razing a forest or draining a swamp, isn't
bur recently adventurers rerurned from Xen'drik with tales
enough ro create a corrupru re, bur an arca.ne laboratory used
of corruprures in the cyclopean ru ins. What connection
for magical experimentation on c rearures mig ht well do so.
rbe Mou rnlanJ rnighr have w irh evenrs on char mysterious
A corrupture is a mind less humer, driven by insrinc t ro
continent remains unknown.
hum down rhe n earesr prey of fair size. .It draws food and
warer directly rhrough irs skin, first dissolving flesh with its
acid and then movi.ng over rhe gooey remains. Corruprures CORRUPTURES TN FAERUN
are able ro survive on planr matter for a shore rime bur need Corrupmres roam many places in Faer(111, bm they are mosr
meac ac leasr once a week. They can feed on carrion if neces- common in sires ried ro failing myrha ls a nd the Necherese
sary, bur they prefer fresh, fluid-filled prey. arcanisrs of old. Un<lerrnountain hosts its share of corrup-
Corruprures have no gender and do nor mare: They just rnres, as do Myth Drannor and rhe Di re Wood in the High
get bigger. An undamaged corrupture witb plenty 10 eat Forest. Rumor holds that dozens of corruptures inhabit secret
molts its omer flesh as ir grows. This process takes a momh places in rhe city of Shade, an d rhar rhe shades who live wirh
of uninrerrupted hibernarion. After this time, the corruprure them keep 1he oozes for some plor. Of course, no invesriga-
has an even more voracious appetire for several weeks. Larger, rion has confirmed rhe rumor, and I he shades laugh offsuch
ancient corruprures begin co lose the ability ro move under a preposterous suggesrion.
rheir own power. Such massive sacks of flesh can
actually become srarionary and srarve.
Environment: Corruprures can
appear in any sullied environmem,
even rhe sea.
Typical Physical Characteris-
tics: A corruprnre is a large mass
of semi fluid flesh approximarely 15
feet m diameter. Ir constantly undu-
lares and pulses, making irs exact
mass diffi.rnlr co derermine, but
a rypical example weighs about
6,000 pounds. Corruprures' 0esh
varies in color from ran ro pink
ro angry red, and is covered in
a web of veins, bruises, and
sores. Boils of thick, vellow
acid swell up on irs s{1rface
every few seconds, bursr-
i ng to spray rhe area. The
d es troying the defacer restores a corpse's face and frees
DEFACER
The screaming and wailing you've been hearing for some time
the soul.
For l day after stealing a face, the defacer's blank
seems to be comingfrom the stone beneath your feet. Suddenly visage takes the shape of that creature's face in the same
a gray shape looms up from the ground. Its muscular form looks manner as a creature affected by its stunning possession.
solid and strong, but its featureless head is surrounded by many This effec t ends if the defacer uses its earth gl ide abi lity,
ghostly faces. As it swings a heavy fist at you, one of I.he faces which it is loath to do unless it th inks it can t ake another
rushes up its arm. creature's face that day.
If a defacer stole a creature's face by killing it and is
DEFACER CR 6 destroyed within 24 hours of that act, its victim returns to
Always NE Medium undead life (stable at O hit points) if its body is largely whole. Its
lnit +2; Senses darkvision 60 ft., tremorsense 60 ft.; face is restored. This return to life does not result in level
Listen +15 , Spot +15 loss or ability drain.
Languages understands creator's orders
Aura frightful keening (60 ft.)
A defacer arises when a spellcasrer creares an undead being
AC 19, touch 12, flat-footed 17; Dodge, Mobi lity from rhe corpse of a doppe!ganger or orher creature that
(+2 Dex, +7 natural)
assumes orhers' visages. Torrured by its inabiliry to mimic
hp 71 (11 HD); DR 10/silver
orhcrs, a defacer steals rhe faces of rhose it kills and of
Immune undead immunities
th e recen tly dead, rrapping their souls by defiling their
Fort +3, Ref +5, Will +8
corpses.
Speed 30 ft. (6 squares) ; Spring Attack, earth glide
Melee 2 slams +10 each (l d8 +4 plus stunning possession)
Space 5 ft.; Reach 5 ft. STRATEGIES AND TACTICS
Base Atk +5; Grp +9 A defacer rypically anacks from benearh the earrh's surface,
Atk Options stunning possession using Spring Attack ro glide up toward a foe, s rrike it, and
Special Actions steal face
d1c n d isapp ear und ergro und. When it sruns a creature, a
Abilities Str 18, Dex 15, Con-, Int 7, Wis 13, Cha 14 d eface r moves up ro m ake a full atrnck, hoping to keep rhe
SQ undead tra its crcar ure stunned and kill it to steal its face. Once it steals a
Feats Dodge, Mobility, Spring Attack, Weapon Focus (slam)
foce, a defacer rypically flees aboveground so that ircan keep
Skills Listen -t-15, Spot +15
the capru red soul's visage for a whole day.
Advancement -
Evil spellcasters use defacers as guardians, exploiring
Frightful Kee ning (Su) The faces that whirl about the head of
thei r frighrfu l keening ro create ambiance-one rhat also
a defacer constantly wa il and scream. This noise can be
serves as an alarm system ofsons. Movement of the keen ing
heard through earth and stone as easily as it can through
air. A defacer cannot stop this keening. Any creature tha: indicares chat the defacers are arracking, allowing che spell-
can hear the sound and that is within 60 feet of a defacer caster ro cake appropriare measures. When rraveling wirh
is automatically shaken. This is a sonic, mind-affecting their creation s, such spellcasters usually cast a silence spell
fear effect. on defacers ro suppress their keeni n g if they desire srealrh
Earth Glide (Ex) A defacer glides through stone, d irt , and or are not immune to fear.
any other sort of earth except metal as easily as a fi sh
swims th rough water. Its burrowing leaves behind no "I ac11lcd a defmcr 011cc. Tt ivas a grnvr crro1:"
tunnel or hole, nor does it create a ripple or any other - Black Onhal. human n:ecrom a nci:r
signs of its presence (although its frightful keening can
still be heard).
Stunning Possession (Su) A creature with an Intelligence of SAMPLE ENCOUNTER
3 or higher that is struck by a defacer's s lam attack must /\ defocer typically accompanies rhe spellcaster who created
succeed on a DC 17 Wi ll save or be stunned for l ro und . ir, nlong with other undead minions.
The save DC is Charisma-based. A defacer wirhom a conrroller mighr be encountered
While stunned. the creature's face takes on the
alone or in the company of incorporeal undead attracred by
shape of one of the defacer's victims and screams for
irs frigh tful keening. Alrhough rhe defacer does nor com-
help and release us ing the languages that soul knew in
life. When the effect ends , the ghostly face returns to municare wirh the other undead, it doesn'r concern itsel f if
the deface r. they follow it and aid its arracks against the living.
Steal Face (S u) If a defacer's slam attack ki lls a crea ture wit h Bod yguard s (EL 14): An 11th-level wizard lich (MM
an Intelligence of 3 or higher, or if the defacer touches 166) uses cwo d efacers and rwo bodaks as bodygu ards. The
the body of such a creature within 1 day of its death, defacers attack foes to srun rhem and prevent them from
the defacer steals its face as an immediate action. This approaching the lich while rbe bodaks simply Stand guard,
physically erases the facial features of the body. including allowing rheir death gazes co do rbeir work. The lich casts
bone structure, mouth, and teeth, leaving a smooth spe lls from behind th e bodaks.
and blank s urface. Attem pts to cast speak with dead o n
victims of this attack always fail.
This defi lement of the corpse also d raws the soul of ECOLOGY
the creature to the defacer, and it becomes one of the As undead beings that prey only on intelligent life, defacers
keening faces that whirl about the defacer's head. This do nor comribure to the ecology of an area. Even so, they
prevents the soul from reaching the afterlife, becoming bave an effecr on rhe region. A defacer seeks ro rake a face at
undead, or being raised o r resurrected. Nothing short of
least once a week, add ing rhe unfonun ate victim to irs h osr
Environment: Defacers can exist in any environment
but rypically accompany the spellcasters who created
them. Some roam free, whether created by misrake,
'Defacer released on purpose, or aba ndoned afrer the death
of a controller. These defacers seek out civilized
areas and gravitate toward burial grounds. A
defacer might leave a community alone, prefer-
ring to visit a nearby grave ya rd to steal the face of
som eone recenrly buried and spend a day in t hat
individual's coffin before leaving. The screaming
of the trapped souls gives the graveya rd a dire
reputation .
Typical Physical Characteristics: The body of
a creature turned inro a defacer loses the charac-
teristics it had in life and gains the typical defacer
shape and appearance. Faceless and gray, a defacer's
chick-skinned and m uscular body srands roughly 6
feet tall and weighs nearly 260 pounds.
Alignment: Defacers are always neutral evil.

TYPICAL TREASURE
Defacers do not carry treasure and cann ot carry
objects w ith chem as rhey glide through rhe earth.

FOR PLAYER CHARACTERS


A spellcaster of 14-th or higher level can eceate a
defacer by casting create undead on the corp se of
a crearure thar m imics other crearures, such as a doppel-
ganger.

DEFACERS IN EBERRON
Intrigued by defacers' ability to keep souls from remrning
of captured souls. Alrhough only half a dozen or so of these to life and to prevem bodies from revealing secrets, agents
spirits appear on a defacer's head at any given time, no 1mit ofKarrnatb tried ro use the crearures as assassins during rhe
seems ro exist on the number of faces one can sreal, and it is Lase War. They mer wirh some success, but rhe program was
always hungry for more. haired after high-ranking m embers of the Karrnathi army
Defacers have no societ y and do not cornmunicare. They were fo und faceless. The head of the program, a human nec-
lack the abiliry to speak and don't seem to undersrand any romancer named Clavius Kreel, disappeared at rhat time and
language, although they srill obey the instructions of those hasn't been seen since.
who can comman d them. Changelings turn ed inro undead souietimes spontane-
ously rise as defacers insread ofwhat rheir c:rearors intended.
When .Dolurrh is coterminous, dead changelings become
defacers under circumstances when chey might orherwise
DEFACER LORE
Characters with ranks in Knowledge (religion) can learn more become ghosts
about defacers. When a character makes a successful skill
check, the following lore is revealed, including the information DEFACERS IN FAERUN
from lower DCs. Rtunors from Skullpon insist rhar a sorcerer lich hailing
from Chessenta recently arrived in the underground city
Knowledge (Religion)
DC Result with several defacers as bodyguards.The lich apparently went
16 This creature is a defacer, an undead creature that into Undermow1rain to set up a base of operations. With the
steals faces from corpses. This result reveals all spells and magic items at its disposal, and the ability to rake
undead traits. orher's shapes, the lich presents a serious th reat t0 the Lords
21 A defacer's attacks can stun creatures and cause of Waterdeep. The recent appearance of a faceless corpse
them to be momentarily possessed by one of the near the City of the Dead confirm s t he Lords' suspicions,
defacer's victims. Defacers are vulnerable to and now rhey quietly seek powerful aidvcnrurers willing to
silvered weapons. rake on the difficult rask oflocari11g and destroying the lich
26 A defacer that st eals a face doesn't like to move
and its guards.
through the earth for a day afterward unless it
plans on stealing another face very soon.
True Seeing (Su) As the true seeing spell; continuo us ; caster
DEMON
E vil and chaot ic ro rhe core, demons Ii ke nothing more than
level 20th.
Aura ofUnlife (Su) Creatures take 2d6 points of damage
ro maim and desrro~•- They are native ro rhe Infinire Layers at th e e nd of each of the deathdrinker's turns if they
of the Abyss, and rheir environmcnr complemcnrs rheir are within 10 feet of it. This is a negative energy e ffect.
natures. Demons rake pleasure in the pain and m isfonune Undead are inst ead healed of a like amount of damage.
of o rhers. So me are snea k)' and sly, w hile oth e rs arc more Glory in Slaughte r (Ex) A deathdrinker gai ns a + 5 mora le
bonus on attack ro lls , damage ro lls, and savi ng throws for
direct and brutal.
1 minute after it kills a worthy opponent (a creature with
A number ofdemons belong to a race (and subtype) known
at least 10 HD).
as t:he ranar'ri. The tanar'ri form the largest an d most diverse Deathdrink (Su) If a d eathdrinker deals e nough d am age to
group of dem on s, and they are the unchallenged rnasrers a c reature to kill it, with either its death aura o r a m elee
of rhe Abyss (at least in t heir own eyes). Tanar'ri possess a attack, it instan tly heals l d8 p oi nts of damage per H D of
number of rac ial t raits, summ arized in rhe glossary. the crea ture it killed.
Excepr where orherwise n oted, demons speak Abyssal ,
Celestial, and Draconic. A dearhd r in ker collects souls from those hapless enough
10 cross its p ath. Creatures of bru re force and gory ba1rle,
rhey seek o ur combat wilh sadistic glee, spreading fear even
DEATHDRINKER among other demons.
This massive creature is the size ofa giant, and it sports chipped,
antlerlike horns from which hang desiccated bodies and skulls.
The creature wears intricate armor, and dark, pitted plates cover Strategies and Tactics
legs that end in hooves. Its many-fingered hand holds a broad A dearhdri nker is very mobile o n the barrlefield, usin g qu ick-
longsword. en ed greilter ldcpnrl t o reach sp el lcasrer s o r arche rs who h ang
back from melee. T h e dem on has air walh acrive at all times,
DEATHDRINKER CR 18 allowing ir ro telcport n exr to flying creatures. I r enjoys rhe
Always CE Huge outsider (chaotic. evil, extra p lana r) fea r and p anic 1har en sues when it uses quicken ed grc11!t'I'
Init +6; Senses true seeing; Listen +30, Spot + 30 lelrporr ro m ove n exr ro a flying spellcaster before unleash-
Aura unlire (10 ft.) ing a barrage o f powerful m e lec at racks. Ir does nor h esirare
La nguages Abyssal, Common l'O use qui ck ened gre11/erdi5pd "111gic ro soften up foes before
AC 35. touch 10, flat-footed 33 engagi ng in me lee. It generally employs Power Arrack unless
(-2 size, +2 Dex, -,.7 armo r,+18 natural) an enem y is difficulr ro hiL
hp 337 (27 H D); DR 15/good a nd lawful A d ea thclrin ker uses i ts allies to g reat personal ad vantage,
Immune negative energy, poison
s i nee iris often accompanied by undead rhar bask in its aura
Resist acid 10, cold 10, e lectricity 70, fire 10; SR 29
o f u nlife. A wou nd ed death d r in ker d oes nor hesitate ro kill
Fort +23, Ref + 17, Will +17
one of i rs injured or minor minions to heal itself and then
Speed 35 ft. (7 squares) in breastplate; base s peed 50 ft.
use Cleave ro arrack an enemy withi n reach.
Melee +J adamantine lo11gsword +38/+33/+28/+23
(3d6+ 73/ 17- 20)
Space l 5 ft.; Reach 75 ft.
Base Atk +27; Grp +45
Atk Options Cleave. Combat Reflexes, Great Cleave, Power
Attack, Quick Draw, Quicken Spell-Like Abili ty (great.er
DEATH DRINKER LORE
teleport), Quicken Spell-Li ke Ability (greater dispel magiC:1, Cha racters with ra nks in Knowledge (the planes) can learn
aligned st rike (chaotic, evi l), glory in sla ugh te r
m ore abo ut dea thd rinke rs. When a character ma kes a suc-
Combat Gear oil of align weapon, oil ofbless weapon, oil of
cessful skill check, the following lore is revealed, including the
corrupt weapon
information from lower DCs.
Spell-Like Abilities (CL 20th) :
At will- air walk (self only) greater dispel magic, greater
Knowledge (the Planes)
teleport (self plus 50 lb. of objects only)
DC Result
Abilities Str 30, Dex 14, Con 27, Int l 0, Wis 11, Cha 17 15 This horrible creature is clearly a demon of some
SQ deathdrink kind. This result reveals all outsider traits.
Feats Cleave, Combat Reflexes, Great Cleave, Improved 28 This demon is known as a death d rinker. It revels in
Critical (lo ngsword), Im proved Initiative, Iron Will, Power s laughter.
Attack, Q u ick Draw, Quicken Spell-Like Ability (greater 33 A deathdrinker is resistant to acid, cold, electricity,
teleport), Quicken Spell-Like Abi lity (greater dispel magic) and flre. Negative energy does not harm it, nor
Skills Concentration +38, Hide +21, Intimidate +30, Jump does poison, but its attacks emphasize the powers
+37, Knowledge (the planes) +30, Listen +30, Move of death.
Silently +29, Spot -,.30, Survival +0 (+2 on other planes) 38 Killing another creature heals a deathdrinke r and
Advancement by character class; Favored Class cleric; im p roves its battle prowess. A deathdrinke r
se e text sometimes even kills its allies to gain these
Possessions combat gear pl us +2 breastplate, +3 adamantine be nefits.
longsword, ge ms and jewelry (13,000 gp).
Sample Encoum:ers Typical Treasure
A dearhdrinker makes a formida ble opponeni. 11 is ofren A dea1hdrinker has treasure appropriate to its Chal lenge
accompanied by lower-CR undead or demons. Although Raring, about 36,000 gp. Mosr ofits rreasurc is in the for m of
these additional crearures rarely add significanr threat co its magic weapon and armor. If given access to ct.her magic,
the encounter in themselves, a dearhdrinker's willingness it favors items t.har make it a more effecrive killer, such as
to sacrifice its minions to bolster irself usua lly increases rhe better armor or items rbat overcome damage reduction. The
expected Encounter level. remaining treasure it typically carries in rhe form ofjewelry,
Dread Company (EL 18+): A deac.hdrinker is usually usually fearuring grisly rnorifs such as skulls, faces distorted
accompanied by undead, frequently by other dea1hdrinkers, in anguish, or torrure implements.
and occasionally by orher demons of various kinds.
EL 18: Barrow-walker is a deathdrinker wirh ambition lt
keeps a rroupe of undead as aU.ies (and fodder if ir needs 10
'l>e.~thdrmker
heal irseU· reliably in combat). Its minions include two
dread wraiths (lvL\1258) and an elire vampire (MM 251).

Ecology
Deathdrinkers reproduce by
dripping some of their blood i nco
specially prepared pits of vile essence.
The blood mingles wirh rhe muck, then clots
and grows. Lesser demons tend to a breeding
pir, regularly stirring its conrenrs and
adding fresh corpses and blood.
Eventually a fully formed death•
drinker emerges.
As omsiders, dearhdrinkers
do nor need to eat, sleep, or
breathe. However, rhey enjoy
creating and personalizing lairs,
decorared with skulls and orher
symbols of dearh, where they lounge
on large piles of corpses or bones.
Environment: Dearh<lrinkers live in rhe lnfi.n.ire
Layers of rhe Abyss. They prefer ro make rheir lairs near re·
cenr banles, enjoying rhe bounty of corpses.
Typical Physical Characteristics: A deathdrinker stand~
approx:i.marely 18 feer rail and weighs about 3,000 pmmds,
Deathdrinkers with Class Levels
mosr ofir muscle. It has broad shoulders, bulgi.ng biceps, and
A deathd ri 11.ker usually lacks the ambirion ro pursue
a Oar, muscular c besr.
Alignment: Dearhdrinkers are always chaotic evil. T hey a class. For one rha t does, irs favored class is cleric, usL1a lly
of a neutral evil or chaotic evil god of dearl1. Many choose
are seU:serving, egocentric crearures thar h appily kill their
allies if doing so suirs rhem- or if rhey simply feel Like nor ro worship a god (believing rhar no one is more worrhy
seeing some blood. of worship rhan themselves) and insrcad simply choose
domains. The mosr popular are Death, Desrrucrion, and Evi I.
Society A dearhd rinker cleric mosr enjoys creating LI ndead rhar i r can
use ro bolster its talenrs.
Dearhdrinkers live in rhe Abyss buc are nor ranar'ri. They
A dearhdrinker automatically gual..i.fies for rhe assassin
use rhis disti nction to set rhemselves aparr from political
prestige class (DMC L80).
intrigue and power srruggles, viewing themselves as above
such petty concerns. They're rough and powerful combat·
ants, but rhey are nor evil masrerminds or clever generals.
Deathdrinkers in Eberron
Dearhdrinkers have only one overriding interesr: them- Dearhdrin kers inhabir Dolurrh, the Realm of rhe Dead,
selves. They are extraord inarily egocentric. They see rheir acri.ng as lords o( 1he place. Dearhdrinkers in Eberron
race as superior to all others, and each considers itself rhc are even more ambitious, active, and power-hungry rhan
ultimate represenra1ive of the race. When r.hey come together described above. Undead flock to the sides of dearhdrinkers
to enjoy rhe benefit of their aura of unlife.
in socialsimations, they prefer ro associare wirh or her dea1h-
drinkers, but they also enjoy the company of creatures d1a1
praise, admire, and flatter them (although they might no1
Deathdrinkers in FaerOn
Dearhdrinkers of1en lead demonic raiding parries char seek
publicly admit as much). Crafty, powerful individuals some·
times acquire rhe services of a dearhdrinker by sending it ro steal souls from rhe fugue Plane. Their aura of unlife
many gifts and fawning emissaries. atcracrs dead souls, so these excursions rypically result Ln
large harvests.
Strategies and Tactics
This hideous demon's body ripples with muscle. Its massive head A kastighur loves melee corn bar and cakes ro ban le with great
is heavy with long hams while its powerful legs end in clo~en relish. Ir charges foes as often as possible, rrying rostun rhem
hooves. Most of its head is hidden by an enormous steel helm and leave rhem shaken as it lands lethal blows.
that has been bolted to the creature's neck. A breastplate fas- A kastighur typically begins combat by charging a foe,
tened onto its body provides additional protection for its already s topping m t he limit of its reach (15 feet). If it sruns its targer,
tough hide. it c ha rges again on the following round, closing the remain-
ing distance to stand adjacent to its enemy. Irrhen begi ns ro
KASTIG H UR CR 11 make full attacks wirh irs gore and slams, dealing horrific
Always CE Huge outsider (chaotic, extra planar, evil, tanar'ri) damage with Power Arrack.
lnit - 1; Senses darkvision 60 ft., scent; Listen +19, Spot +19 A kasrighur can telepon at will, and three rimes per day
Aura frightful presence (60 ft., DC 18) it can use its Quicken SpelJ-Like Ability feat to teleporl as a
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
swi [1 action . In com bar, a kasrighur often uses a quickened
AC 23, touch 7, flat-footed 23 tdcµor l to move 10 feet or more away from a panicular foe
(- 2 size, -1 Dex, +7 armor, +9 natural) and then charge ir. A kasrighur might also use rbis ability ro
hp 172 (15 HD); DR 10/cold iron or good
attack a flying crearure by teleporring above rhe enemy in
Immune acid, electricity, poison
Resist cold 10, fire 10; SR 17 the hopes of grappling ir and bearing it to rhe ground.
Fort +16, Ref +8, Will +10 Kastighurs use tclcportation rnctics with some trepidation
because rhey do not possess the greatcrleleport ability enjoyed
Speed 30 ft. (6 squares) in breastplate; base speed 40 ft.
Melee gore +21 (2d6+8) and by many fiends and generally don't have time to become
2 slams +19 each (ld8+4) familiar with mosr battlefields. They are loarb ro celeporr
Space 15 ft.: Reach 15 ft. great distances and keep even battle/ield teleports as short
Base Atk +1 5; Grp +31 as possible.
Atk Options Improved Bull Rush, Improved Overrun, Power
Attack, Powerful Charge, Quicken Spell-Like Ability Sample Encounter
(teleport), aligned strike (chaotic, evil), fear bolstered, Since a kasrighur doesn't possess a reliable mean s of trans·
stunning charge 5d6+12 porting irself from one pla.n e to the next, ir rypically depends
Spell-Like Abilities (CL 18th): upon more powerful demons or even magic irems to provide
At will-featherfall, teleport (self only) the means ro rravel in this manner. A kasrighur also enjoys
Abilities Str 27, Dex 8, Con 25, Int 8, Wis 12, Cha 8 the pain and suffering that it can inCTict on the Material
SQ tanar'ri traits Pla ne when called by a powerful evil spellcasrer using gate
Feats Ability Focus (frightfu l presence), Improved Bull Rus h, o r greater µl.anar ally.
Improved Overrun, Multiattack, Power Attack, Powerful
Charge, Quicken Spell-Like Ability 8 (teleport), Track 8 An encounter with a kasrighm should emphasize its charge
Skills Concentration +15, Diplomacy -rl, Intimidate+17, tactics and how much it enjoys terrifying ocher crearures.
Knowledge (dungeoneering) + 4, Knowledge (nature) +6, Kasrighurs might pair up with other creatures rhar cause fear
Knowledge (the planes) +5, Listen +19, Search +8, Sense (such as evil dragons) or that can p rovide ranged support.
Motive +13, Spellcraft +8, Spot +19, Survival +19 (+21 on Flying allies m ake a particularly potent combination.
other planes, +21 following tracks, +21 in aboveground
environments, +21 underground)
Advancement 16-30 HD (Huge) ; 31-45 HD (Gargantuan)
Possessions +2 breastplate KAST!GHUR LORE
Frightful Presence (Su) A kastighur can inspire terror by Characters with ranks in Knowledge (the planes) can learn
charging o r attacking. Affected creatures must succeed mo re a bout kastighurs. When a character makes a s uccessful
on a DC 18 Will save or become shaken, remaining in skill check, the following lore is revealed, including t he informa-
that condition as long as they remain with 60 fee t of the tion fro m lower DCs.
kastighur. The save DC is Charisma-based and includes
the bonus from the Ability Focus feat. Knowledge (the Planes)
DC Resu lt
Fear Bolstered (Ex) A kastighur delights in attacking terrified
opponents and gains a +2 bonus on attack rolls against 15 This horrible creature is clearly a demon ofsome
shaken, frightened, or panicked creatures. kind. This result reveals all outsider traits.
Stunning Charge (Ex) A kastighur typically begins a ba ttle 21 A kastighur is a kind of tanar'ri and shares many of
by charging at an opponent. In addition to the no rmal that race's t raits, but it is also immune to acid. It is
benefits and hazards of a charge, this allows the difficult to hurt, and it is resistant to most magic.
kastighur to make a s ingle gore attack with a +23 attack 26 These demons work as jailers and hunters in the
bonus that deals 5d6+12 points of damage. The struck Abyss. A kastighur loves to charge enemies and
creature must succeed on a DC 25 Fortitude save or be gore them with its horns. A physical blow from a
stunned for l round. The save DC is Strength-based. kastighur can terrify those struck by it.
31 Unlike many tanar'ri, a kas tighu r teleports with
some risk and might end up elsewhere tha n its
Cruel and sadisric, rhe brutish kasrigburs act as hunrers and intended destination. Occasionally it can teleport
prison wardens among the tanar'ri. ln combat, they teleport as quick as a blink, appearing and attacking before
abounhe battlefield and use stunning charges to i ncapacitare anyone can react.
and terrify foes.
Alignment: A kastighur is always chaotic evil-
capricious, depraved, and fiendish. l ts grearesr delight is
in breaking the will of orher crearnres, either rbrough
physical torture or rhe relemless hunt.

Society
Not rerribly brighr by narnre, kastighurs t ypica lly
serve more intelligen t and powerful demons. They
work as humers and jailers among rhe ranar'ri, roles
in which rhey rake grear pleasure. When a ranar'ri
needs to find a creamre bur lacks the power to create
a rerriever, it calls upon a kastighur or two ro hunt the
individual down.
A kastighu r's appetite for fear and the hunt some-
times gers rhe better of ir-a focr that can frustrate its
master. A kasrighur sometimes inrenrionally allows
one of its prisoners ro escape, jus.r so ir can hunt down
rhe fleeing crearure. On a banlcfield, a unir of kasri-
ghurs often breaks ranks ro chase enemies who seem
frightened.
Left to its own devices, a kas tighur roams che
Abyss hunting and killing whatever suits its
foncy, whether a dam ned soul or even another
kastighur. le sees others of irs kind as comperic ion
for the atrenrion of che greal generals and demon
lords who can rake it ro hunting groW1ds on other
planes. Thus, kasrighurs despise one another unless
rhey serve rhe same master. Even rhen, they view their
service as a competition, and each always arremprs ro
outdo the ocher in feats of combat. A kastighur that
has managed Lo survive, and thrive, for a long time
mighL grow ro Gargantuan size. Such a fiend looks for
opportunities to enslave and torture creatures of great
1..-auigbw· power, including dragons, powerful mortals, and ocher
porenr oursiders.
Fox Hunt (EL 16): Two kastigb urs ridi ng fiendish roes
and led by a flying pack of six half-fiend digesrers tracked Typical Treasure
an escaped hound arcbon prisoner through a gate to rhe A kasrighur typically possesses half the sta ndard creasure for
Material Plane. Now rhey seek the celestial bur g leefully a crearure of its Challenge Rating, usually in the form of the
arrack any ocher creatures in Lheir path. The kastighurs use magic breast place bolted ro its body. A kastighur travels lig ht,
teleport orfcat!icrfnll ro land when they s pot foes so they can and any treasure it finds usually goes co its masters.
set up srunning charges. The half-fiend diges1ers use spell- These creatures might aJso seek magic items char grant
like abilities and acid sprays 10 harry aerial and landbound movement. beyond their normal capabilities. Items rhat allow
foes wirhour regard ro the kascig hurs. The roes make flyby chem ro fly, burrow, and climb are all good, bur kastighurs
at.racks against £lying enemies and snatch up those without prize items that confer plane shi.ft above all ochers.
the ability to fly.
Kastighurs in Eberron
Ecology Kastigh u rs inhabit Mabar, che Endless Night. Here they
Air hough kastighurs don't ear or drink in the trad ti ion al maintain prisons and torture creatu res in rhe eternal dark-
sense, they do feed off rhe fear, panic, and hopelessness of ness of the plane. They travel ro rhe Material Plane when che
chose they imprison or rrack down. They delight in rhe hum opportunity presents itself, where they hum in che deepest
and physical corrure, and prolong both over great lengths of reaches of Khyber.
time to savor the rich emonons.
E nvironment: Kastighurs live in the In finite Layers of Kastighurs in FaerGn
rhe Abyss. Kastighurs make their home on the Barrens of Doom and
Typical Ph ysical Characterist ics: Kas tighurs stand any- Despair, where they compete for service under Loviarnr
where from 15 feet ro 20 feer rn ll, and can weigh as muc h as and Ta lona. They are frequently s um moned to Toril to serve
10,000 pounds. The horns on their massive heads grow slowly power ful spellcascers, such as Larloch, Manshoon, and Fzoul
bur constantly, and che demons enjoy filing them or carving Chembryl.
them with symbols or words.
or even weeks. Occasionally, their tenacity is such that rhey
A nightmarish amalgamation ofbony spikes and talons leaps at will follow p rey through a porral co another plane.
you from an Abyssal plateau. Its lithe form is covered by thick,
glistening chitin, and it glares at you balefully from a cluster of Strategies and Tactics
eyes in the center of its body. A n:is hrou is a fie rce ligh ter that p resents a significant
c halle nge ro eve n seasoned planar lrnveler s. W h e n fighring in
a pack, the dem ons charge h eadlong im o rh e thickest groups
N ASHROU CR 2 of enem ies, se ekin g to disrupt formation s and deal as much
Always CE La rge outsider (chaotic, evil, extraplanar) damage as p ossible w irh their goring arms and scythelike
Init +6; Senses darkv1sion 60 ft., scent; Listen +7, Spot +7 secondary claws.
La nguages - A solitary nashrou lights more cautiously, p referring ro
AC 15, touch 11 , flat-footed 13 stalk in rhe s h adows unril i1 c,rn catch its prey at a vulner-
(-1 size, +2 Dex, +4 natural) able m ornenr. A lone n ash rou rn rely if ever arrack s a group of
hp 42 (4 HD); DR 5/cold iro n o r go od more rh an two creatures, and i1 o frc n flees if outn umbered
Fort +l0, Ref+6, Will +4
i n a confro ntatio11.
Weakness vulnerability to crit ica ls
Speed 50 ft. (10 squares)
Melee 2 gores +5 each (ld8+2) and ''We tVere coming ncross the _nrst layer of the Abyss
2 claws +3 each (l d6+ l) when tlrcy sce11ted us. First tl1cre were tliree or four,
At k Options aligned strike (chaotic, evil) llrc11 tc11 thell n hundred. Mali ,md Skrit 1vc11t down
1
Space 10 ft.; Reach 10 ft.
i11 lht' firs/ few seconds; the rest of 11s nrn. I don't lrnon 1
Base Atk +4; Grp +10
where tire oll1rrs arc-hells, 1 do11't know when' I nm.
Abilitie s Str 15, Dex 14, Con 22, Int 2, Wis 11, Cha 8
Feats Im proved Initiative, Multiatt ack
All I brow 1s t.ha.t diving tliro11glr that portal lupl
Skills Jum p +17, Listen +7, Spot +7, Survival +7 111e nlive.''
Advancement 5-9 HD (La rge); 10-15 HD (Huge) - Berrin Orlan,
former advenrurer and
Vulnerability to Criticals (Ex) A nashrou has a unique
unwirring planar cr.weler
weakness that can allow a clever or lucky opponent to
slay it in a single blow. A successful critical h it instantly
reduces the creature to - 10 hit points; no saving t hrow Sample Encounter
or damage reduction appl ies. The attack must dea l A n ashrou is usua lly e ncou nrered i n the Abyss, bur it mighr
sufficient damage to ove rcome the nashrou's d amage p u rs ue pr ey through plan ar p o n als and end up far from
reduction. h o me.
Individual (El 2): A lone nnsh rou is usually t he sole sur-
Nashrous are vicious, animalisric predarors that roam rhe vivor of a decimared pack.
blasred volcanic plains of rhe Abyss. Reaving claws extend EL 2: In rhe desen village of Ahlmad, the people whisper
in four directions from a nashrou's central body, and many of the "poisoned raker from the desen." A nashrou pursued
legs propel it rapidly across rhe ground. Nash rous are swiit, a plan ar t rave ler thro ugh a gnfe a n d en ded up alone on the
rireless hunte rs t hat have been known to pur~ue prey for days Ma1eri:1l Pla ne.
l?ack (EL 5- 8): Roving p acks of rh ree ro ten n ashrous are
"natu r3l" hazards of rhe Abyss.
CL5:This group of five nash rous stalk s rbe Plain oflnfinire
NASHROU LORE Portals, hunting wayward travelers.
Characters with ranks in Knowledge (the planes) can learn
more about nashrous. When a character makes a successful
skill check, the following lore is revea led, including the informa- Ecology
tion from lower DCs. Li kc most crearures of the Abyss, n ashrous have no t rue
ecology as rhe sages of the Material Plane understand the
Knowledge (the Planes) con ccp 1. They exisr only for t he pleasure of rending and
DC Result devo uring any ot her creatu re t h ar c rosses rheir p ath. Some
12 Nashrous are evil, predatory demons from the sch o la rs hyp o th esize that they are Abyssal perversions of
Abyss. This result reveals all outsider traits. nat u ral p red ators such as wolves or lions .
17 Nashrous are difficu lt to injure unless struck wi th a Environment: Nasbrous dwell in the Infinite Layers of
weapon of cold iron or one blessed by the powers rhe Abyss. They arc most commonly encountered on rhe
of good.
Plain of l nftnile Ponals, the firsr layer of rhe Abyss. which
22 Nashrous form hunting packs. The weakest
members seek out prey, while the strongest appea rs 10 be their native habitat. T h rough their use as
terrorize and slaugh ter victims. "hunt ing hounds" by many Abyssal lords an d other power ful
27 Nash ro us have a weak spot, and ifyoL1 hit o ne in dem o ns, how ever, rhey m ight be en counte red on any layer.
th e right s pot-or just really hard - it m ight T h ey arc somet imes fo und on rhe Mater ial Plane, having
sim ply d ie. in adve rtently passed rhrough ~t portal or been summoned
to serve a powerfu l spellcaster. Packs of nashrous rove the
Abyss. while solirary demons are more common on the Typical Treasure
Material Plane. While corpses left in rheir wake might retain some former
Typical Physical Characteristics: A nashrou stands possessions, nashrous do not collect treasure. They have a
approximately 10 feet call, with fo ur long, rhin legs excel- tendency co devour their prey whe re ir falls, so valuables
lenrly aJapred ro running or jumping. Irs six fighting limbs seldom accrue at a communal lair.
are designed ro counrcr a wide va riety of th rears, alt hough
rhe demon can use only four limbs at a rime while fight- For Player Characters
ing. The massive goring arms impa le dangerous foes while A nashrou can be sum moned with mnmron monster 111 or
the lighter. fasre r claws allow the crearure ro deal with a higher-level s1rnrn1011 monsfa spel I. Treat rhe nash rou
other rhreats. An average nashrou weighs abour as being on the 3rd-level Lisr on rhe
800 pounds. Nash rous do nm grow larger by Summon Monster table (PH 287).
any natural process but seem to grow more Although lesser planar ally could ca II
powerful with every creature rhey shred one or more nashrous, t:he vicious
and devour. creatures arc so intracrable rhar they
Alignment: Nashrous have onl y are nea rly impossible ro bargain
a rudimentary inrellecr at with. Shon periods of compelled
best, bur they are sadistic service are preferable.
and twisted creatures of rhe
lower Planes through Nashrous in
and rhrough. They are Eberron
always chaotic evil. In Eberron , nash rous
hail from rhe plane
Society of Sbavararh, the
Nashrous are no Bartleground. \Xlild
more intelligent na sh ro u packs
than animals. but roam rhe blasted
within rhe pack lands claimed by
srrucrure a "sociery" demonic armies,
exists a fcer a fashion. while enterpris-
A strict hierarchy ing demons (and
ofimponance and somet imes eve 11
privilege exists devils) seek ro
within a nashrou caprure rhc fc-
pack, which de- ra l creat ures
rerm i nes when for use as shoe k
and how much an troops. Occasion-
individual is permit- ally nashrous end up
ted to feed (nash rous on the .Material Plane
do not require food, of when Shavararh is co-
course, bur rhey rnke a sav- rermi nous, showing up
NasbrGll
age joy in devouring rhe flesh i 11 1he Mournland more
and blood of orher crearnres). rhan any other region.
The smallesr, weakest members of che pack arc driven
ahead of the main body to scour for potential prey. These Nashrous in FaerCrn
scours either grow strong and rough enough co claim a place In the cosmology of the Forgonen Real ms, nashrous dwell in
wirhin rhe ma in body of a pack, or rhey die in short order. the Abyss. They arc varyingly said to be debased creations ol
The larger, swifter nashrous harry rhe pack's chosen prey, Malar the .Beastlord or Garagos rhe Reaver, god of destruction
sometimes for hours, sometimes for days. Srudenrs or the and war, though they do not sh are either deity's home plane.
creatures have dubbed these pack members "sralkers.'' Possibly ,1 bloodreaver (a zealous cleric of Garagos) unleashed
Once rhe stalkers have worked the prey into a frenzy of the horror·s within the Abyss, perhaps ro tesr rhern against
fear, the highest rank moves in. Called '·slayers," rhese largest, the destruc1ivc beings char live rhere or ro roughen rhem fur-
strongest members of the pack are e\·en more bloodthirsty ther. The beasts rook ro rhe chaotic plane and rapidly spread
and savage than their packmares. across irs upper layers.
WHISPER DEMON Thoroughl y evil and insane, whisper demons lust ro warch
An insubstantial, ghostly, demonic creature smirks and leers. oth er creatu res take their own lives and then ro enslave their
Though humanoid in shape, it has distorted features. Its brow lost souls. The fi ends' maddening telepathic whispers can
looms over its face, and its long chin thrusts forward. Its flesh is d rive the strongest-willed hero to do herselfhann, and their
a mottled green. merest touch can rend flesh and break bone.

WH ISP ER DEMON CR 9 Strategies and Tactics


Always CE Med ium outside r (chaotic, evil, extraplana r, A whisper demon typically travels with a cadre of allips
incorpo real)
under i rs comrol. Th e allips precede the whisper demon,
!nit +S; Senses da rkvision 60 ft.; Listen+ 14, Spot +14
ba bbling consramly and fascinating crearures to prevenr
Aura madden ing whispers (60 ft., DC 21)
escape. Aga inst enemies th at aren't affected by rhe babble
Languages Abyssal, Celestial, Draconic; telepathy 60 ft.
ability, the w h isper demon orders t he allips ro drain rhc
AC 20, touch 20, flat-footed 15; Dodge, Mob ility
creatures' W isdom scores, reducing t heir abili1y to withstand
(+S Dex, +5 deflection)
its maddening whispers. The demon then arracks w ith its
Miss Chance 50% (incorpo real)
hp 90 (12 HD) ; DR 5/cold iron or good incorporeal couches, hoping that a confused foe will finish
Immune confusion, electric ity, hypnotism, insanity, poison. itself off with a final lethal blow.
Wisdom damage and drain
Resist acid 10 , cold 10, and fi re 10 "I'd n:ither (nee 11 balor."
Fort+11, Ref+ 13, Will + 13 - Lord Wind±ell,
Speed fly 40 ft. (8 squares) (perfect); Flyby Attack after losing h is son ro a whisper d emon
Melee 2 incorporeal touches + 17 each (2d6/l 9- 20)
Space 5 ~ -; Reach S ft. Sample Encounters
Base Atk + 12; Grp - ln any encounter, a whisper demon seeks to d r ive others to
Atk Options al igned strike (chaotic, evil) madness and sel£-desrruction. Whisper demons are usually
Abilities Str-, Dex 20, Con 16, Int 10, Wis 5, Cha 20 accompanied by allips, but other undead might also associ-
SQ create spawn, incorpo rea l traits, madness ate with one of these insane demons. An undead creature's
Feats Alertness, Dodge, Flyby Attack, Improved Critical immunity to rhe demon's maddening whispers makes it a
(inco rporeal touch), Mobi lity potem ally. Other demons, and tanar'r.i in particular, usu-
Skills Bluff +20, Diplomacy +9, Disguise +5 (+7 acting).
ally avoid w h isper demons, bur might risk association to
Hide +20, Intimidate +22, Knowledge (re ligion) +15,
achieve some goal.
Knowled ge (the planes) +15, Listen +14, Sense Motive
+12, Spot +14 Slaving Exped ition (EL 10): A vvbisper demon , accompa-
Advancement 13-24 HD (Medium) nied by four allips, is looking for more victims to transform
i n ro aJ] ip slaves.
Maddening Whispers (Su) Any living creature within 60 feet of
a wh isper demon hears its maddening tele pathic wh ispers It's You r Funeral (EL 14): A mad lich (human lich wiz-
and must succeed on a DC 21 Will save or become ard 11.; MM 166) used a planar binding spell co call and bind
confused for 1 round. When rolling d% to determ ine the a whisper demon. Reali zing that its new servant will be
actions of a creature confused by madden ing whispers,
on a roll o f 51 or higher, instead of the normal confusion
result, the creature autom atically deals damage to itself
equal to its normal melee damage with the weapon it WHISPER DEMON LORE
currently wie lds or its primary natural wea pon, whichever Cha racters with ranks in Knowledge (the planes) can lea rn
deals mo re damage. A creature that succeeds on th e Will more about wh isper demons. When a character makes a suc-
save cannot be affected by the same whis per demon's cessful skill check, the fol lowing lore is revealed, incl uding the
madden ing whispers for 1 round. This is a mind-affecting information from lower DCs.
compulsion effect. The save DC is Charisma- based.
This abil ity does not al low a whis per demon to Knowle d ge (t he Pla nes)
exercise mental control over a creature, and thus the DC Res ult
protection from evil spell does not provide imm un ity to 19 A whisper demon is fl kind of demon. It can harm
this effect. Demons are immu ne to a wh is per demon 's with a to uch. A wh isper demo n is inco rporeal, but
maddening whispers. it isn't undead. This res ult reveals all outsider and
Create Spawn (Su) A living creature that kills itse lf within incorporea l traits.
60 feet of a whisper demon rises as an al lip under the 24 A whisper demon em its an aura of madd ening
whisper demon's control l round late r. A whisper demon telepa th ic whispers. Those who fall prey to the
can control up to nine al li ps it creates. Al lips creat ed by a whispe rs often attack themselves .
whisper demon in excess of this limit arise free-willed. 29 Cold iron and good weapons dea l better damage
Madness (Ex) Whisper demons use their Cha risma mod ifier to a whisper demon, but if t hey aren't magical, t hey
on Will saves instead of their Wisdom mod if ier, and pass right through the inco rpo real creatures.
they have immunity to confusion and insanity effects. 34 Allips accompany whisper d emons. These
In addit ion, anyone target ing a whisper demon with a c reatures are the souls of those who killed
thought detection, mind control, or telepath ic abil ity t hemselves while under the influence of the
makes d irect contact with its tortured mind and ta kes l d4 demon's wh ispers.
points of Wisdom damage.
more powerful with allip slaves, the lich seeks creatures for Society
the whisper demon co turn into allips, as well as new magic Whisper demons exisr to drive others ro rake their own
items and spells for icself. The ..funeral procession" consists lives. They nnd noch ing so exquisite as a crearure losing all
of che lich, nine derro who worship ic as a god, and the whis- hope or its grip on sanity. Gleefully
per demon. The hooded derro carry the lich lying in scatc insane, whisper demons possess
on a bier while th e incorporeal demon rides along, no sense oI community or fa ir
hiding wirhin the lich's body. The derro m arch play. They rarely talk, bur when
solemnly roward any semiem creatures rhey they do, a flood of hate Cu I de-
meer. \When the s trangers are within sires issues forrh in every
che ra nge of rhe demon's maddening language they can speak.
whispers. the group attacks. Whisper demons exist
The derro ace as rhe lich's ourside rbe power srruct u res
bodyguards and stay dose and society of the Abyss. They
to the undead, using ranged represe nt a formid able threar
arracks and their sound burst co ocher fiends. Alrhough their
abiliry against foes. The whis- maddening whispers do not
per demon charges, using its ha rm demons, contacting
incorporeal touches and bri ng- them w ith teleparhy does
i_ng as many foes as possible damage a demon's Wisdom,
within range of its mad- wh ile thei r incorporea 1
dening w his per s. The touch ignores damage re-
lich cases offensive spells ducrion. In addi tion, the
with abandon, not car- allips that often accom-
ing whether the demon pany rhem can harm
or its dcrro worshipers are other denizens of the
caught in their effects. Abyss. Thus, only more
powerful demons equipped
Ecology with magic weapons risk
Whisper demons are strange dealing with whisper de-
crearures. Although narive to mons_ All others ig nore
rhc Abyss, they prefer to vis- t hem it possible and flee
it orher planes and ply their otherwise. lf a creatme
powers upon susceptible foes. does decide it wants ro
They can be found anywhere use a whisper demon, it
in the mulriverse. usually offers rranspona-
Environ m ent : Whisper rion ro the Material Plane
demons inhabit the Infinite in exchange for the fiend's
Layers of the Abyss bur leave service.
whenever they can to find
more sane minds on which Typical Treasure
to prey. Whis per demons don'c nor-
Typica l Ph ysical mally have treasure, but one migh t
Charact eris tics: Whis- carry abouL a ghost touch item,
per demons are roughly suc h as a shield. simply for the sensation of
rhe size and shape of manipu b tinga material object.
humans, but as incor-
poreal creatures chey Whisper Demons in Eberron
possess no weight. Their 1//hi Jpe,· dm:on \Xfhispe1· demons come from Xoriat, the Realm
skin is a motclcd green. ofMadness, and embody much of rhe plane's :mno-
If one is wou nded, rhe spbere. They act as weird envoys and visitors lO Shavarath, the
area of the injury rurns a brighrer green and appears 10 ooze Banleground, and consort with various demons there.
a green, bloodlike substance, though this ·'blood" is also in-
corporeal. The demons' brows and chins jut forward, making Whisper Demons in FaerGn
their wild eyes look very deeply set. A whisper demon's sneer- Whisper demons are native ro rhe Abyss. Ever hungry to
ing, cunning expression displays its delighr in evil. i.nllict m adness upo n morra ls, they spend much of rhei r time
Alignment : W hisper demons are always chaotic ev il. seeking a means to travel to the M aterial Plane. W hisper
Mad and hatelu I, they live for rhe opportu n iry ro sec others' demons ofren lurk near both sides of a porlnl connecri ng che
misforrune. Material Plane and 1he Abyss.
DEMON HIVE
Firsr seen on one of rhe lnfini1e Layers of rhe Ab)'SS, demon-
Strategies and Tactics
As the hive's providers, demon hive arrendanrs kill creatures
hives are now [ound rhroughour the Lower Planes. \Virh and bring their carcasses back fo r rhe queen and demonet
rheir agg ressive and blooclrhirs1y members, demonhives swarms to feed on. They 111 tack any crearure that enrers
threaten all cre:1tures 1hey encounrer and lay wasre to rhe their hive and any crea1ure la rger 1han Fine size rbar they
areas rhey inhabit. lf 1hcy were allowed ro continue their encounte r wh ile foraging. In combar, artendants prefer co
overwhelm a single foe before moving to the neirr, unless
rampage unchecked, dc monhives might spread across
entire planes. enemies th reaten the queen. l n s uch cases, rhey divide their
efforts between blocking approach to the queen and attack-
ing those who come nea r.
DEMONHIVE ATTENDANT
A chitinous and horned insectoid creature approximately the
size ofo dog flaps toward you on translucent red wings. It grins DEMON ET SWARM
to reveal a mouth of wolfish teeth and reaches toward you with Hundreds ofdisgusting, black, larvalike creatures flit through the
disturbingly humanoid, clawed hands. air on tiny red insect wings, creating a dizzying drone.

DEMONHIVE ATTENDANT CR 2 DEMON ET SWARM CR 2


Always NE Small outsider (evil, extraplanar) Always NE Tiny outsider (evil, extraplanar, swarm)
!nit +6; Senses darkvision 60 ft.; Listen +7, Spot +7 I nit +7; Senses darkvision 60 ft.; Listen +7, Spot +7
Languages - Languages -
AC 15, touch 13, Oat-footed 13 Aura demonic drone (60 ft.)
(+1 size, +2 Dex, -1-2 natural) AC 15, touch 15, Oat-footed 12
hp 19 (3 HD) (+2 size, +3 Dex)
Immune sonic hp 19 (3 HD)
Fort +5, Ref +5, Will +4 Immune sonic
Speed 40 ft. (8 squares), fly 40 ft. (good) Resist half damage from slashing and piercing
Melee 2 claws +4 each (ld4) and Immune swarm immunities
bite +2 (1d4) Fort +5, Ref +6, Will +2
Space 5 ft. ; Reach 5 ft. Speed 20 ft. (4 squares) , fly 40 ft. (good)
Base Atk +3; Grp -1 Melee swarm (ld6 plus distraction)
Atk Options aligned strike (evil) , frenzied haste Space 10 ft .; Reach O ft.
Abilities Str 11 , Dex 15, Con 14, Int 2, Wis 13, Cha l Base Atk +3 ; Grp -
SQ hive mind Atk Options aligned strike (evil)
Feats Improved Initiative, MLlltiattack Abilities Str 1, Dex 16, Con 14, Int 1, Wis 9, Cha 1
Skills Climb +6, Hide +9, )u mp +4, Listen +7, Move SQ hive mind, swarm traits
Silently +5, Spot +7 Feats Alertness, Improved Initiative
Advancement - Skills Hide +17. Listen +7, Spot +7
Frenzied Haste (Ex) Whenever a demonhive queen ta kes Advancement -
damage, all the hive's attendants shudder with nervous Demonic Drone (Ex) Creatures within 60 feet of a demo net
energy. When the queen is reduced to -1 hit points swarm ta ke a -2 penalty on attack rolls, skill checks, ability
or below, attendants enter a state of frenzied haste. checks, and saving throws. This is a sonic mind-affecting
Each attendant gains a +2 haste bonus on attack rolls effect. Demonhive attendants, dernonet swarms, and
and damage rolls, and one additional claw attack at demonhive queens are immune to this effect.
its highest attack bonus (3 claws -1-6 each [ld4+2] Distraction (Ex) Fortitude DC 13, nauseated 1 round. The
and bite +4 l7d4+21). This frenzied haste lasts for the save DC is Constitution-based.
remainder of the encounter, after which the attendant is Hive Mind (Ex) As demonhive attendant.
fatigued for 10 minutes.
Hive Mind (Ex) All demonhive members within 2 miles of Alrhough individually less dangerous rban rars, demonets
a demonhive queen are in constant communication. If gather in huge Aying swarms, whose buzzing creates a mind-
one is aware of a particular danger, they all are. If one
numbing drone.
in an encounter is not flat-footed, none of them are.
No demonhive member in an encounter is considered
flanked unless all of them are. Strategies and Tactics
A demonet swarm follows the lead o(demonhive attendants
and rhe demon h ive queen, \XI hen a1tendants or queens seem
Demon hive ;mendanrs arc rhe workers and hunters of the
agirated or en ter com bat, the demone1 swarms do likewise.
hive. Tbey attack nearly any crearure rhey encounrer, and
They do not use sophisricarecl rncrics bur simpl y swarm
they kill regardless of hunge r or the colony's needs.
around whatever the queen o r a1rendams are fighting. A
demonet swarm docs not arrack othe r demone1s.
DEMONHIVE QUEEN A demonh ive queen is the heart of the hive and exists only
Swollen with f at and a thousand unborn young, this black, worm-
like creature has a toothy mouth flanked by snapping pincers. to perpetuate its wanton desrrucrion. Dernonhjve anendams
Wings too flimsy to support its prodigious bulk hang limplyfrom serve a11d protect the queen, but she cares little for rhem.
its back, while obscenely human-looking arms reach from its In stead, she values rhe demonets from which a new queen
body to slowly drag it along the ground. might ar i.se.

DEMO N HIVE QU EEN CR 6 Strategies and Tactics


Always NE Large outsider (evil, extraplanar) The queen remains at rhe cemer of rhe hive, barely able to
lnit - 1; Senses da rkvision 60 ft.; Listen +14, Spot +14 move. She relies on her attendants to defend herself and
Languages - rhe precious dernon et swarms. If rhe swarms die, the queen
AC 15, touch 8, flat-footed 15 begins to scream. If the queen is injured or killed, rhe ar ren-
(-1 size, -1 Dex, +7 natural) dants enter a fren zied haste.
hp 114 (8 HD)
Immune sonic
Fort +14, Ref +5, Will +9 SAMPLE ENCOUNTERS
Speed 20 ft. (4 squares) A demon hive presenrs iuteresr ing encounrers ch at can form
Melee bite +1 0 (3d6+4) rhe backbone of a short adventure. All rhe members of a
Space l O ft. ; Reach 5 ft. demon hive should be encountered rogerheras much as pos-
Base Atk +8; Grp +15 sible, since rh ey rarely stray far from rhe queen. The abilities
Atk Options a ligned strike (evil) of rb.e queen, arrendants, and swarms also complement. each
Special Actio ns maternal scream oth er. As a result, the difficulty of a demonhive encounter is
Abilities Str 17, Dex 9, Con 27, Int 2, Wis 16, Cha 2 in large par t determined by the tactical. choices made by the
SQ hive mind PCs. From the characters' perspective, an optimal approach
Feats Improved Toughness, Toughness (2) is to defeat the artendanrs first , rhen rhe queen, and finally
Skills Climb +14, Listen +14, Spot +14, Survival +14 the demoner swarms. In ihis way, t he surviving monsters do
Advancement 9- 11 HD (Large), 12- 24 (H uge)
no r benefit from the orhers' sp ecia l abilities.
Maternal Scream (Ex) The fi rst time each round a demonet Th e PCs m ighr encounter demon.hive anendanrs on rhe
swarm is d ispersed or destroyed, a demon hive queen lets hun t, either alone or in small groups, then clash wirh m ore
loose a terrible screech as an immediate action. If all her
atten dants and demoner swarms ar the enrrance to the h ive.
de monet swarms are dead, a demonhive queen screams
once per round as a free action. This effect deals 3d6 Demon hive queens always have a few swarms and anenclams
points of sonic damage to all creatures within 60 feet. nearby, and are normally found in the birthing chamber of
Creat ures in t he area can attempt a DC 22 Fortitude save the h ive. In some circumstances, a party mighr encounter a
to take half damage. The save DC is Constitution-based. queen accompanied by attendant bodyg uards and demonet
Hive Mind (Ex) As demon hive attendant. swarms as the h ive moves from an untn habitable lair to find
a new one.
Hunt ing Wing (El 6): Four demonhive attendants fly
DEMONHIVE LORE through the woods harrying a small herd of deer. When
Characters with ranks in Knowledge (the planes) can learn the creatures spot the PCs, rhey veer off to arrack. If the PCs
more about demonhives. When a character ma kes a successful remain in rhe area after the battle, a new hunting wing soon
skill check, the following lore is revealed, including the informa- shows up, alerted to the combat through r he arrendanrs' hive
tion from lower DCs. 11lind ability.
Entran ce Guar dians (EL 7): Two demonet swarms flit
Knowledge {t he Planes)
DC Result abo ut the enrran ce to a demon hive, eager for rhe return of a
13 Demonhives are colonies of evil insectlike hun ting wing with prey. Two atten dants srand guard at the
outsiders. This result reveals all outsider traits. entrance, and two others have almost reached rhe hive along
18 Three kinds of creatures form a demonhive: with freshly caught prey- a dying hailli.ng.
demonets that gather in swarms, male attendants Queen and Comp a n y (EL 9): The queen lies in rbe
that hunt for the hive, and the hive's queen. hive's birthing chamber, guarded by five attendants and in
23 Attendants are the "worker bees'' of the hive and the company of three demonet swarms. When rhe queen or
go into a frenzy if their queen is severe ly wounded attendants n otice a threat, the d emonet swarms fly about rhe
or killed. The demonet swarms make a hideous enemy while the attendants move ro attack chose who e ngage
droning noise that makes fighting them d ifficu lt.
the queen.
28 The queen is very protective of her demone ts and
emits a devastating scream if they are killed. The
hive members are immune to this a nd other sonic
effects.
much as 2,000 pounds, but a well-fed and long-lived queen
ECOLOGY can grow ro Huge size.
The ecology of a demon hive resembles rha t o[ a beehive. A Ahgnmen t : Demonhives in fest any region wirh a food
reproductive quee n gives birth co t housa nJs of demonets,
supply; they don't care about laws o r borders. However, their
mosr of which grow up ro be atte ndants tha t care for tbe demonic or igins make them rut hless predators, and rhe crea-
queen and her demonets. i\rtendants hunr in the surround-
rures seem ro enjoy the screams of rhei r prey being ripped to
ing territory and work ro construct the h ive. Demo nhives pieces. Thus, demonhives are always neut ra l evil.
p refer ro occupy caves o r building complexes rhar they dis-
cover, bur arrendants can slowly dig out a warren or runnels
for rhe hive ro occupy should rhe need arise. DEMONHJVES TN EBERRON
Demonhive members ear only carrion and fresh meat. The firsr demonhive appeared in Eberron o nly live yea rs ago
The arrendanrs hunt singly or in small groups and attack in sourhern Zilargo. Jr was attacked and destroyed by gnome
any living rhing rhey encounrer. A combat rhar doesn't e nd adventurers. The gnomes claim rhat a shipwreck on their
quickly in vicrory draws orher hunting artendanrs ro the southern coast yielded evidence in a logbook that the demon-
area within 5 minutes. The artendanrs hunt throughout a hive was brought from Xen'drik. Many dispute that claim,
2-mile-radius area around rhe hive. This is rhe range of their choosing instead ro believe I hat rhe gnomes engineered the
hive mind, and rhey never willingly leave ir. An area well demonhive as a weapon. Some 01hers find cause tO believe
populared \"l'irh prey can susrain a demonhive for several this theory because demon hives appeared in several nations
monrhs, bur when food runs out, rhe queen begins ro starve. across Khorvaire in rhe monrhs leading up to rhe signing of
In rhis srare. she cominues 10 give birth bur kills one of rhc Treary ofThronehold. O rhers agree with the gnomes but
her arrendanrs each day. The queen does no r ear rhe corpse still have reason to suspecr rheir motives. One rumor holds
bur instead leaves ir for he r demo ners and o ther arrendants rhat the shipwrecked vessel did not come from Xen'drik, or
ro feed on. When the queen dies, her surviving demonet e\·en the sea ar all, but instead hailed from Mabar and some-
swarms and arrendants separate ro create new hives in more how sailed rhe void betwee n planes. The mystery endures
bountiful areas. i:o rhis day, because t he gnomes cannot or will not produce
A queen gives birrb to a demonel every 10 minures, creat- rhe ship o r its logbook.
ing enough to consti rute a swarm af1er I wee k. Demonets
do nor hunt, a nd indeed rhey don't even attack intruders
unless an a ttendant or rhe queen attacks fo-sr. Demonets
DEMONHIVES IN FAERUN
Demon hives probably origi na1ed i n the Demonweb Pits,
arc born genderless, bur wi1h a regular d ie t of mear, mosr
where rhey preyed upon the plane's man y spiders and were in
m ature into male demo nh ive attendants. Roug hly one in
rum preyed upon by them. Demon hives 1hen spread rhrough
three tho usand demoners is fe male. These females remain
portals to rhe Abyss, where some ranar'r i iook a special
immantre a nd s wa rm wi th 1heir siblings as long as t he
i nterest in them. From rhere they traveled ro Fury's Hearl,
queen lives.
where their rapacious narure earned the favor of Malar. Now
When the queen dies, fe male demoncts release a scene rha1
dernonhivcs can be found in all th ree pla nes, but Malar and
draws surviving anendanrs 10 them. The at tendanrs rhen
demons also bring the insectlike o utsiders to the Material
hum for and guard rhe swarm umil its members marure
Plane. Demons some times herd them through open portals,
into more arcendan1s and a queen. Should several demonet
whereas Malar often inflicts them on the weak but annoying
swarms produce queens in 1his way, the swarms and atten-
enemies of his vicious hunters, which rhus can spend rheir
dants split up, each seeking a new location for a hive.
energy hunring more worthy prey.
Environment: Demonhives once existed only on one
layer of 1he Abyss, bm rhey have si nee spread to or her layers,
as well as or her planes, through gales and deliberate transfers
by fiends interested in causing havoc. Such transplants tend
robe shorr-lived in rhe Upper Planes, where inhabicanrs rake
pains ro eradicate rbe rhrear, bu1 rhe Material Plane offers a
pleasant environmem for demon hives to thrive.
Demonhives can exisr in any temperate and warm lands,
bur rhey are mos1 successful in forests and jungles. With
no prorecrion from the elements bur their hives and hides,
demonhive members find cold lands inhospirable.
Typical Ph ysical Characteristics: A demoner is approxi-
marely rhe size and weight of a rar. A demo n hive arrendanr
measures about 3 feer long and weighs abo ut 40 pounds. A
demonhive queen is enormous, measuring IO feet long and
nearly as much around. Her wings are feeble things, approxi-
mately rhe size of an atrendanr's. A typical queen weighs as
DWARF ANCESTOR
A great statue come to life blocks the way threateningly. It looks
A dwa rf ancestor is the spirir of an ancienr dwarf hero
brought back from the afrerlife to serve by che wiU and
like a dwarfwarrior clad in splint mail, allformed ofdark granite. prayers oCa dwarf cleric. It comes ro those who plead to Mora-
It raises an enormous axe and challenges you in a gravelly voice. din the Soul Forger for aid. When fi rst summoned, a dwarf
ancestor rakes up residence within a srarue of a dwarf hero,
D W AR F AN C ESTOR CR 6 an i mating it. As a result, many mistake rhe stony creatures
Always LG Large outsider (native) for con structs on first encounreri.ng rhem.
lnit - 1; Senses darkvisio n 60 ft.; Listen +9, Spot +9
Aura ancestra l spirit (30 ft.)
Languages Dwarven
STRATEGIES AND TACTICS
A dwarf ancestor is called ro aid its people in times of crisis.
AC 26, touch 8, fl at-footed 26 Il defends clwarven halls wirh gr.im dererminarion, and it
(- 1 size, - 7 Dex, +18 na tural)
does n ot retreat or give quarter. It fights umil destroyed or
hp 67 (5 H D); DR 70/ adamantine
Fort +73, Ref+3 , Will +5
until th ose dwarves it is protecting are safe.
A lt hough of lawful good alignment, rhe ancesror does
Speed 20 ft. (4 squa res)
not distinguish between enemies on the basis of their moral
Melee +1 greataxe +11 (l d12+70/x 3)
Space 70 ft.; Reach l O ft.
philosophies. Jf its descendants are in danger, it arracks al l
Base Atk + 5; G rp +15 who threaten them. It is not unintelligent, though , and rhe
Atk Options Cleave, Power Att ack possessing spirit was usually a warrior in a previous life. Tr
focuses on the most dangermLs-looking combatant fust and
Abilities Str 22, Dex 8, Con 28, Int 8, Wis 73, Cha 14
SQ blink out exploits its Power Attack to m axi mize damage (raking its
Feats Cleave, Power Attack opponent's armor into consideration) ro defeat it qu ickly,
Skills Climb +14, Intim idate +70, jump -4, Knowledge rnrningon the next with a Cleave attack whenever possible.
(history) +7, Knowled ge (the planes ) +7, Listen +9, Despite its impressive damage reduction, it has no special
Spot +9, Su rvival +l (+3 on other planes) protection against spells, so i.t targets obvious spellcasrers
Advancement 6- 18 HD (La rge) ; see text as quickly as possible.
Possessions + 7 greataxe lt is unusual to encounter more than one or two dwarf
Ancestral Spirit (Su) Any dwarf within 30 feet of a dwarf ancestors, although i11 times of war the priests of Morad in
ancestor gains a + l mo ra le bonus on attack ro lls and might call for additional assistance. Usually an ancesror
damage rolls . provides a bulwark in melee for a group of dwarf soldiers.
Blink Out (Su) Once per day, a dwarf an ces tor can become
incorporeal unti l the beginning of its next turn. Ac tivat in g
this abi lity is a free action t hat does not provo ke at tacks SAMPLE ENCOUNTERS
of o pportunity. Dwarf ancesrors are most often guardians that defend their
charges with unflaggi ng zeal.
Guardian s (EL 6): A single dwarf ancestor is called to
protect a sacred sire, such as the tomb of a champion or a
temp le to Moradin.
EL 6: Ulfgar Silverhand was a dwa rven defender who was
killed prorecring his king from a squad ofore raiders. N ow he
watches over rhe king's tomb as an ancestral spirit. Two dwarf
crossbow archers also guard the site, allowing the ancesror
to engage foes in melee while they attack from range.
Corrupted Guardians (EL 8): Dwarfancestors were cor-
rupted by duergar invaders. The ancesror spirits now guard
the evil duergar as if they were rhe original dwarves.
EL 8: Duergar made an unholy pact w irh a group of mind
flayers, trading slaves in return for rhe mind flayers' aid in
capturing Fellhammer shrine with l.ittle bloodshed. Once
the dwa rves guarding tbe shrine were captured, the
duerga r entered rh e structure and bound the ances-
tral spirits ro their own purposes. Two corrupted
dwarf ancestors and fou r duergar warriors guard
the shrine.

ECOLOGY
Dwarf ancestors appear only when rhey are called
ro defend. They are the spirits of heroes long
dead, returned to the Material Plane in rim es
of need. They have no need of food, drink,
sleep, or air. An ancestor might stand for
centuries ro guard a h oly place, but m ost often ir comes for a stone) weighs 3,000 ro 4,000 pounds. The s um mone d spi r it
specific battle a nd is released afterward. Dwarves are loath can be char of anything from a relat ively low-level fight er
ro imprison such valiam sou ls, preferring 10 send them back ro a great c h ampion. The ounvard appearance of the statue
ro Moradin's halls as soon as possible. gh-es no him as ro rhe screngrh of rhe outsider within.
The bond be1ween dwa r f ancestor and irs srarue host Alrhough the example given here is armed with a greara.--..:e,
cannot be severed by any m eans excep t slay ing the crearurc a dwarf an ccsror can w ield wh atever weapon t he srarue bears
or banishing ir back to Moradin's h alls (alrhough the sraruc (usually a dwarven warnxe, m aul, o r grearclub).
remains behind. inen, in rhe latter case). Alignment: Dwarf ancestors are always lawful good. They
Corrnpted AtlCl'Stor;: Dwarf ancesrors som ecimes fall into are rhe spirits of those who foughr selflessly for their people,
rhe hands of d uergar. These unfortu nacc so u ls are u s ually and they are rhe implacable en emies of all tbar t hrcaten rhe
corrupted by the du ergar (whom t he ances rors see o n ly dwarf clan s. Corrupted ances tors, however, are usually lawful
as dwarves) and tu rned agai n st their true nature. In lands evil.
where dwarf Strongholds ha\'e fallen to duergar arrack, some
deranged an cestors parrol ancienr corridors, looking ro
assuage their pain in the blood of living crcarnres.
SOCIETY
Dwarf ancesrors answer the call of Moradin's b eleaguered
Environme nt: Dwarf ancestors ar e nearly always
fairhfu l, because they were h eroes who protect those in
found in underground complexes, forming the l ast
need. Man>' were themselves killed in bau le and welcome
line of defense for a communiry. Roya l halls, ancestral
the opponuniry ro fight o nce m ore againsr their people's
homes, and rem pies are some of the places most Ii kc ly
enemies. Their srony bodies suffer no pain, and they c an
to be guarded b>' a dwarf ancestor, a ltho ugh some dwarf
fight ro utter desrruction w ith out fea r, sin ce r hey reru rn to
priesrs can summ o n rhese c ha mpio n s o f M orad in i n to
Moradin's hall ar the end of th e battle.
or her battles for a short ri me.
Dwarf warriors are fierce and fearless, but these reconsri-
Typical Phys ical Characteristics : A rypical dwarf ances-
rured champions fight wirh a ruthlessness and !use for barrle
cor enrcrs a statue 12 feer ral l. The srarue is carved from rhe
that is awe-inspiring. They have norhing ro lose, and rheir
native rock, often granite, and (depending on che kLnd of
cause is the most noble. They shour am] sin g in their grind-
ing, boom ing voices as I heir weapon s n•hi.rl.

DWARF ANCESTOR LORE


Characters with ranks in Knowledge (local), Knowledge (reli-
SAMPLE LAIR:
gion), or Knowled ge (the planes) can learn more about dwarf CORRUPTED TEMPLE OF MORADJN
ancestors . When a character makes a successful skill check, A once-proud dwarf remplc has been occupied by a foul group
the following lore is revealed, incl uding the information from
of ducrgar. The place is sti ll protecred by a pair of dwarf
lower DCs.
ancestors su=oned cenruries ago. and they now follow
Know le dge (Loca l) rhe will of the duergar.
DC Resu lt 1. H a ll o f W orship: Th is area is where ceremo nies dedi-
16 Dwarves revere their ancestra l heroes and cated 10 Morad in rook place. Fou r Starnes of dwarf heroes
sometimes call them into battle. stand watch over th e cemple area (n one of rhern contai n
21 Legend holds that these heroes dwell with Moradin ancestors). Two m ore inanimate srarues £lank rhe alrar.
the Soul Forger unt il called by their living ancestors. 2. The Gr eat For ge (EL 4): This chamber was for forgi n g
and blessing magic weapo ns. Only t he priests, remple smith,
Knowle d g e (Re ligion) and weapon creators en tered t his sacred p lace whe n dwa rves
DC Result
dwelr h ere, bur now duergar come and go as rhey please,
10 Moradin is a lawful good dwarven deity and the
using the forge as they see fir. A linllow spell is centered on
creator of his people.
16 Moradin sometimes answers prayers for help by the forge. Four duergar wa rriors work rhe forge.
sending an emissary. D11crg,ll' Wnrnors (4): hp 9 e ach; MM 9 1.
21 A dwarf ancestor is the spirit of a dwarf hero called 3. Corrupte d Dwarf Ancest ors (EL 8): Two grea r statues
to aid and defend its people. of ~loradin srand in th ese locations, each desecrated with
blood and offal. and greatly damaged by the srrokes of ham-
Knowle dge (the Planes ) mers and picks. The rwo s tarues comain d\varf an cestors,
DC Result set ro guard rhe i n n er sanctum bm now corrupted by rhe
16 This creature is a dwarf ancestor, the spirit of a duergar. \X'hen any n onduergar at tempts ro p ass rhrough the
dwarf hero. This result reveals all outsider traits. doors leading west, they move to arrack.
21 Priests of Moradin call on dwarf ancestors to
Dll'ar( Ancestors (2): hp 67 each; see above.
defend their people in times of crisis.
26 Dwarf ancestors are extremely resistant to damage. 4. Cl erics' Cells : These austere sleeping quarrers con rain
31 The summoned s pi rit can range greatly in power- ruined cots.
some spirits are th e souls of simple warriors who 5. Hig h P riest's Q u arter s : T h is larger ch amber housed
served honorably in their day, and some are the the remple's high priest. Ir is m o re com fon ably appoimed
souls of epic heroes. Discovering the strength of the than rhc other cells, rhough its furnishi11gs have decayed
spirit requires entering combat with the ancestor. m·e r rhe }'Cars. An unlocked chesr conta ins ceremonia I robes
and a scroll of hen/.
but no magic would summon a god. Only the imminent
destruction of his people m ight b ring the Soul Forger ro
fight in person.

FOR PLAYER CHARACTERS


A cleric of Moradin can summon a dwarf ancestor using
summon monster Vora higher-level summon monster spell or
can call on a dwarf ancestor for longer periods of service with
a planar nll.y spell. The basic version of the creature can be
called using /.esser pla1w rally, bur advanced ancestors require
higher-level versions of rhe spell.
A summoner must still pay the price required for the
ancestor's service. However, because iris called in defense of
Moradin's children, the gp cost equivalent is one-half normal.
Typically this offeli ng is used to era& superior or magica1barrle
gear for the serrlemem's defenses. The cleric might instead
perform a service for the serdemenr, such as raising dead
combatants at no charge or embarking on a perilous quest.

DWARF ANCESTORS IN EBERRON


The dwarf clans of the Mror Holds arerhe undispured masters
off111ance in Eberron, and the massive vaulrs beneath Korunda
Gare are filled with incalculable weaIth in barb precious metals
and magical arrifacts. Dwarf ancestors, rhemselves ofren the
spirits of long-dead leaders of House Kundarak, stand guard
over these riches. Defending the wealth of clients (and of the
house) is as vital to rhese rnercamile dwarves as protecring
their people in wa r. However, no one spirit is required ro spend
6. Library (EL 5): The temple's religious and secular texts
more rhan rwo centuries performing this dury. Lesser vaults
are still on rhe shelves. but time and damp have made them in orher centers ofHouse Kunda rak might also have ancestor
spirits watching over rhem.
nearly unreadable. Of greater imeresr is a trove of engraved
scone tablets that coma in liturgicallore. Six duergar warriors Spirits for such duty are sent by Kol Korran, rhe Lord of
guard this room. World and Wealth, rather than by Morad in, and they demand
Duergar Warriors (6): hp 9 each; ,\,fM 91. the normal price for their service. Those who answer rhe call
lO defend tbeix people are summoned through prayers TO Dol
Dorn and require only one-half normal paymen t.
TYPICAL TREASURE
A d,varf ancesror, being a spirit called into this world, pos-
sesses no treasure. A slain spirit does not leave behind DWARF ANCESTORS TN FAERUN
its weapon, which is destroyed along with the statue rl1ar Although any dwarf community mighr cail on ancestors
houses the ancestor. When an cesrors are encoumered with for aid, the most famed statues of dwarf heroes are found
a warband or company of dwarves, the group yields treasure in Mithra ! Hall. This great city of the shield dwarves in the
(largely in the form of equipment) commen surate with its Silver Marches was reclaimed from the dragon Shimmer-
Encounter Level. If the PCs dare ro plunder a temple of gloom only a bv short decades earlier, and many warriors fell
Moradin, they can recover the offerings made to summon an at the side of their champion, Bruenor Banlehammer. King
ancestor (ifthe money has not already been used). Bruenor is now dedicated to restoring the city's ancient glory
and to removing the rh rear from rhe Un derdark for good.
Many spirits of fallen champions now inhabit rhe statues
ADVANCED DWARF ANCESTORS of Mirhral Hall, and they accompany war parries into the
Although rhe size and appearance of the statue does nor Underdark or stand guard over the mithral miners who h ave
change, rhe spirir within might be rhat of a very powerful once again ventured inro the haunted hmnels.
warrior. A dwarf ancestor can have up ro 18 Hit Dice (rhe In addition ro Moradin, the dwarven deities .Berronar
maximum allowed by the greater plnirnr ally spell) but is still Truesilver, Clangeddin Silverbeard, and Corm Gulthyn
l arge size. More powerful champions are avatars ofMorad in som etimes send ancestor spirits in response ro prayer. These
and require epic-level magic to call upon. These spirits are gods share the portfolios of defending the dwarf community
housed in Huge starues; such sculptures exist only in the and are receptive to re guests for aid.
grearesr centers of Moradin's worship. Legend holds chat
Moradin himself once appeared in the form of an ancestor,
Atk Options poison (drow po ison. DC 13, u nconscious
ELF, DROW l minute/unconscious 2d4 hours), sudden strike +2d6
Initially presenred in the Monster Mn 1111111, drow are a depraved Special Actions
and evil subterranean offshoo1of elves. The examples below Combat Gear 3 doses of drow poison. 2 bags of caltrops , 2
represent four archerypes ch at can fill out drow encounters: smokes ticks, elixir of hiding, elixir ofsneaking, potion of
a silenr assassin, a mobile archer, a spellslinging fighrcr, and cure moderate wounds
a fearsome cleric ofLolth. Spell-Like Abilities (CL 4th):
l /day-dancing lights, da rkness, faerie fire
Abilities Sir 12, Dex 17, Con 14, Int 12, Wis 14 , Cha 10
LOLTH'S STING SQ able to notice secret or concealed doors, ghost step,
A black-skinned elf leaps from the shadows, stark white hair and great leap, ki power 4/day, poison use, t rapnnding
flashing steel blade only momentarily visible before the creature Feats Das h'', Weapon Finesse
vanishes. *Feat described in Complete Warrior
Skills Bluff +7, Diplomacy +4, Disguise +O (+2 acting), H ide
LO LTH'S STING CR 5 +10, Intim idate +2, Jump ;-7, Listen +11, Move Silently
Female drow ninja* 4 +10, Search +3, Sense Motive +9, Spot +11, Tumble + 10
''(lass described in Complete Adventurer Possessions combat gea r plus +1 leather armor, masterwo rk
NE Medium humanoid (elf) rapier, dagger, amulet of health +2
lnit +3; Senses darkvision 120 ft.; Listen +ll, Spot +11 Light Blindness (Ex) Abrupt exposure to bright ligh t
Languages Common, Drow S ign Lan guage, Elven, (such as sunlight o r a daylight s pell) bli nd s drow for l
Undercommon round. In addition, they take a - l circum stance penalty
AC 18, touch 15, flat-footed 15 on attack rolls, saves, and checks while operating in
(-'-3 Dex, +3 armor, +2 Wis) bright light.
hp 25 (4 HD) Sudden Strike (Ex) As sneak attack (PH 50), but no extra
Immune slee p damage when flanking. Complete Adventurer 8.
SR 15 Great Leap (Su) Always makes Jum p checks as if runni ng
Fort +3, Ref +7, Will +3 (+5 with ki pool) (+5/+7 against with t he Run feat. Complete Adventurer 8 .
spells and spell -like abi lities) Ki Power (Su) Expend one da ily use to activate ki-based
Weakness light blindness abilities (ghost step or ki dodge); +2 bonus on Will
saves as long as at least one daily use remains. Complete
Speed 35 ft. (7 squares)
Adventurer 8.
Melee mwk rapier +7 (ldG+l / 18 - 20 plus poison)
Ghost Step (Su) Swift action , one d aily ki power use,
Ranged dagger + 6 (ld4+ l/19- 20 plus poison)
invisib ility for l round. Complete Adventurer 8.
Base Atk +3; Grp +4
In drow culrure, assassination is a frequent means of advance- Ab ilities Str 13, Dex 20, Con 12, Int 12, Wis 12, Cha 10
ment or o f keeping one's status. The clerics of Lolrh, inrenr SQ able to no tice secret or concealed d oors, battle
on reraining th eir rop position, t rain an elite group offemale fortitude + l , fast movement, poiso n use, tra ckless step,
drow assassins. The best of these are given the ra n k oflolth's tra pfi nding
Sting. Feats Dodge, Mobility, Point Blank Shot, Shot on t he Run 8
The Lolth's Sting presented here had the following abil- Skills Balance +16, Climb +10, Diplo macy +2, Hide +19, Jump
+12, Listen +12, Move Silently +14, Search +12, Sen se
iry scores before racial adjustments, Hit Dice ability score
Motive +6, Spot +12, Tumble +15
increases, and equipment bonuses: Srr 12, Dex 1.5, Con 14,
Possessions combat gear plus mith ral shi rt, +7 composite
lnr JO, Wis 13, Cha 8.
longbow (+ l St r bonus) with 50 a rrows , maste rwo rk
rapier, gloves of Dexterity +2, cloak of elvenkind
Strategies and Tactics Light Blindness (Ex) As Lolth's Sting.
S realrh and s urprise are the cornerstones o f a Scing's tactics. Flawless Stride (Ex) A da rk sniper ignores movemen t
When stalking her rarge t, she prepares by con suming her penalties in any terrain that s lows movement . Complete
elixir of hiding and rlixir of snenlzi11g, increasi ng her Hide and Adventurer 13.
Move Silemly b onuses to +20. Skirmish (Ex) + l bonus on dam age ro lls and to AC in any
A lolth's Sri ng tries ro m ake her first anack from h i.ding, ro lind in wh ich the dark snip er moves at least 10 feet.
gaining her sudden strike bonus witbou r requiring a use Complete Adventurer 12.
of ghost step. Once combat begins, she uses ghost step to Battle Fortitude (Ex) Bonus on initia tive checks and Fort it ude
remain invisible, attacking w irh her sudden strike from a saves whi le wearing ligh t or no armor and carrying a fight
load. Included above. Comp/.ete Adventurer 12.
d ifferenr direction each round.
Tf her foe is formidable and resisranr ro drow p oison, a
Dark snipers patrol the caverns and runnels near draw
Lolth's Sting retrears under cover of dnrlmess or sm oke, cour-
settlements and ourposts. They use th eir m obility ro h arass
resy of a smokestick. She lingers iJ.1 rhe area long enough to
opponents until stronger reinforcements arrive.
detem, ine if her target succum bs TO her poison's secondary
effect, perhaps rejoining bar rle if an e nemy falls unconscious The dark sniper presented here ha d rhe following abil-
ity scores before racial adjustments, Hit Dice abili ty score
and evens th e odds againsr her.
increases, an d equipment bonuses: Str 13, Dex 15, Con 14,
In groups, Stings use invisibiliry, smoke, an d dnr/mcss m
Inr LO, W is 12, Cha 8.
conceal rheir true numbers. Half the group atracks at once,
while the orhers cover their weapons w ith drow poison. In
alternaring rou n ds the g roups switch roles.
Strategies and Tactics
Da rk snipers choose hiding places along the thoroughfares
of th e sub terranean realm. They fully exploit rh eir s uperior
DARK SNIPER darkvision, typicall y launching arrows when targets are still
A drow holds his bow at the ready, a hunter's gleam in his eye. His nearly 100 feet away.
cloak makes him seem to blend into the surrounding /:errain. 111 close combat, a dark sn.iper is constantly on t he move,
using Sh ot on the Run extensively after moving at least 10
DARK SN I PER CR 7 fee t so t hat he gains the benefit of h is skirmish ability. His
Male d row scout* 6 Tumble skill allows him ro safely w ithdraw from foes that
*Class described in Complete Adventurer close ro melee r ange. His fovorite racric involves wai ting unril
CE Medium humanoid (elf)
a t arget has moved within 30 feet, rhen making an arrack
Init +6; Senses darkvis io n 120 ft.; Listen +12, Spot +12
wh ile backing away, preventing oppon ents from making
Languages Common, Drow Sign Language, Elven,
Undercom mon mo re than a single attack against h im.
A dark sniper uses terrain ro h is advantage and rries ro
AC 19, touch 15, flat-footed 19; Dodge, Mobi lity, uncanny
prevent oppon ents from charging by moving through t er-
dodge
(+S Dex, +4 armor) rain tha t slows movement. Jn groups, dark sniper s split u p;
hp 36 (6 HD) if one is arracked, rhe oth er s are sri.11 free to ma neuver and
Immune s leep a track from other directions.
Resist evasion; SR 17
Fort +4, Ref +10, Will +3 (+5 against spells and spell-like
abilities)
ARCANE GUARD
Weakness light blindness
This humanoid looks somewhat like a young elf with a shock of
white hair and coal-black skin. He swings a spiked chain lazily
Speed 40 ft. (8 sq uares); Shot on the Run, flawless stride with one arm, while with the other he makes a magical gesture.
Melee mwk ra pier +6 (ld6+l /l8-20 plus poison)
Ranged + J composite longbow +l O (ld8+2/x 3)
Base Atk +4; Grp +5 ARCANE GUARD CR 8
Atk Options Point Blank Shot, poison (drow poison, DC 13, Ma le drow fighte r 2/wizard 5
unconscious l minute/unconscious 2d4 hours), skirmis h NE Medium humanoid (elf)
(+2d6, +l AC) Init +7; Senses darkvision 120 ft.; Listen + 6, Spot +7
Combat Gear 5 doses of drow poison Languages Abyssa l, Common, Draconic, Drow Sign
Spell-Like Abilities (C L 6th): Language, Elven, Undercommon
l /day-dancing lights, darkness, faerie fire AC 18, to uch 14, flat-footed 15; Dodge
(+3 Dex, + 4 armor,+ l deflection)
hp 35 (7 HD) an enemy spellcasrer or other ranged attacker, alrernating
Immune sleep beiween spiked chain anacks and ra nged spells.
SR 18 l n groups, arcane guards focus rheir spells on rhe illOSt
Fort +5, Ref +4, Will +4 (+6 agains t spells and s pell-like dangerous ta rger or on a healer, if rhar individual becomes a
abilities) nuisance.
Weakness light blindness
Speed 30 ft. (6 squa res)
Melee + 1 spiked chain +9 (2d4+2) or DROW PRIESTESS
Ranged mwk hand crossbow +8 (1 d4/ l 9- 20 plus poison) The humanoid has smooth, black skin and pale silver hair. She is
Reach 5 ft. (10 ft. with spiked chain) slightly shorter and slimmer than a human. She wears a black-
Base Atk +4; Grp +5 ened breastplate with a human-headed spider embossed on it,
Atk Options poison (drow poison, DC 13, unconscious l and she carries a light shield with a similar decoration.
minute/ unconscious 2d4 hours)
Combat Gear 3 doses of drow poison, wand of magic missile DROW PRIESTESS CR 9
(CL 5th, 25 charges), potion of bear's endurance, potion of Female drow cleric 8
cure serious wounds, potion of haste NE Medium humanoid (elf)
Wizard Spells Prepared (CL5th; 10% arcane spell failure lnit +3 ; Senses darkvision 120 ft.; Lis ten +6, Spot +6
chance): Languages Commo n, Drow Sign Language, Elven,
3rd-fly, empowered burning hands (DC 14) Undercommon
2nd- scorching ray (+7 ranged touch), invisibility. see AC 22, touch 14, fla t-footed 19
invisibility (+3 Dex, +6 armor, +2 shield, +l deflection)
l st-magic m issile, ray ofenfeeblement (+7 ranged to uch), hp 48 (8 HD)
shield, true strike Immune sleep
0-detect magic, ghost sound (DC 13), touch offatigue SR 19
(+5 melee touch, DC 13), resistance Fort +7, Ref +5, Will +10 (+12 against s pells and spell-like
Spell-Like Abilities (CL 7th): abilities)
l / day- dancing lights, darkness, fa erie fire Weakness light blindness
Abilities Str 13, Dex 16, Con 12, Int 17, Wis 10, Cha 10 Speed 20 ft. (4 squares) in breastplate; base speed 30 ft.
SQ able to notice secret or concealed doors Melee mw k dagger +8/+3 (ld4+l / l9- 20 plus poison) or
Feats Dodge, Em power Spells, Exotic Weapon Proficiency Melee light mace +7/+2 (ld6+l)
(spiked chain), Improved Initiative, Scribe Scroll", Base Atk +6; Grp +7
Weapon Finesses, Weapon Focus 8 (spiked chain) Atk Options poison (drow poison, DC 13, unconscious 1
Skills Climb +6, Concentration +10, Intimidate +4, Jum p +6, minute/unconscious 2d4 ho urs). s mite l /day (+4 attack,
Listen +6, Search +5, Spellcraft +11 , Spot +7 +8 da mage)
Possessions combat gear plus mithral shirt, + 1 spiked Special Actions rebu ke undead 3/day (+O, 2d6+8, 8th),
chain, masterwork hand crossbow with 20 bolts, ring of spontaneous casting (inflict spells)
protection + 1, 12 gp Combat Gear 2 doses of drow poison, wand of cure moderate
Spellbook s pells pre pared plus 0- all; 1st-alarm, animate wounds (34 charges)
rope, identify, silent image; 2nd- spider clim b, web; 3rd- Cleric Spells Prepared (CL 8th , l d20;-l 0 to overcome SR):
vampiric touch 4th- air walk.freedom of m ovement, summon monster IV,
Light Blindness (Ex) As Lolth's Sting. unholy blight0 (DC 18, CL 9th)
3rd-bestow curse (+8 melee touch, DC 17), dispel magic,
invisibility purge, magic circle against good 0 (CL 9th),
Arcane guards are rn ulri talenred male drow who 1,•ield both summon monster Ill
steel and spell. They are nor quite powerful enough ro con · 2nd-cure moderate wounds, death knell (DC 16, CL 9th) ,
rinue rhei r wizardly pursuits, bur they understand rhe inner shatterD (DC 16), sound burst (DC 16) , summon
workings of arcane institutes well enough rhar powerful monster II
drow wizards and sorcerers wa nr to keep them in the fold. 1st-bane, cure light wounds, doom (DC 15), entropic
Arcane guards have also been trai ned ro fi.ghr, combining shield, inflict light wounds0 (+8 melee to uch) , summon
magic with their marrial abi licies. monster I
0- cure minor wounds (2), detect magic, detect poison,
The arcane guard presented here had the following abil·
guidance, resistance
icy scores before racial adj us1menrs, Hit Dice ability score D: Domai n spell. Deity: Lolth. Domains: Destruction, Evil.
increases, and equipment bonuses: Srr 12, Dex 13, Cot1 14, Spell-Like Abilities (CL 8th):
[nr 15, Wis 10, Cha 8. l /day- dancing lights, darkness, fa erie fi re
Abilities Str 13, Dex 16, Con 12, Int 12, Wis 19, Cha 10
Strategies and Tactics SQ able to notice secret or concealed doors
If he has rime to prepare, an arcane guard casts shield and Feats Augment Summoning, Combat Casting, Spell
fly before banle. H e then tries co fly up out of reach of his Penetration
foes, to cake advantage of his spi ked cha in's greater reach , Skills Concentration +12, Diplomacy +5, Knowledge
and uses his potion of lrnste ifhe needs to make more melce (religion) +4, Knowledge (the planes) +4, Listen +6,
arracks. Search +3, Spellcraft +12, Spot +6
If flying, an arcane guard first reduces the rbrear of the Possessions combat gear plus + J breastplate, + 1 light steel
most capable-looking m elee combatam by using rny of shield, masterwork dagger, light mace, gloves of Dexterity
+ 2, periapt ofWisdom + 2, ring of protection +1
enfecbleme11t. He rhen tries to place himself within 10 feer of
Light Blindness (Ex) As Lolth's Sti ng.
N o group or organization w ields more power il1 d row society If one of her allies should be reduced ro negative hirpoints,
than the clerics of lolrh. D row priestesses are respecred, or t he pries tess rush es t0 the sid e of her fallen comrade- nor
at leasr fea red , by nearly all other drow. They act on the will to heal, but t o casr death knell to gain p ower from h is ebbing
of the Spider Queen, a nd occasionally on their own wh im , life force.
always vying for m ore power and the favor of their goddess.
They serve as battle field commanders, constables, detectives, "The spider is a pe1fect a en/111-e: elegant in lier symmetry,
and judges, as the situation requires. silcn l in her step, and deadly i11 her lnmting. In short,
The drow priesress presented here had rhe followi ng abil-
she is muc/1 like a draw."
iry scores before racial adjus trn ems, Hir Dice abilit y score
-Kaellara, cler ic of Lohh
increases, and equipmem bonuses: Srr 13, Dex 12, Con 14,
Im 10, Wis 15, Cha 8.
SAMPLE ENCOUNTERS
Strategies and Tactics Drow usually op erate in smalJ groups dedicated ro acco m -
A drnw priestess relishes sowing confusion among her plishing som e mission. Dark snipers could w ork in concert
opponems. Rarely e ncountered without other m in ion,, a with l olrh's Stings, or at the behest of a drow priestess.
priestess does not immediately endanger herself in melee, M ost encounter s with cl row include more tha n one of rh e
instead using swm11011 mons ter spells to ca II additional a !lies dark elves-an encounrer uwolving four ro six is common .
to her side. A single drow is more likely ro find rei n forcements before
A drow priestess is w illing to con verr many of h er spells ro engaging foes, ar th e very least to provide witnesses to her
ow n p rowess.
spontaneously cast i11f!ict wo1md,, though sh e saves ai r walk
and freedom of movement in case she needs to escape. Pat rol (EL 9-11): Groups of d ark snip ers most often patrol
a community's b o undaries as rhe firsr layer of defense.
El 1.1: A squad offour m ale dark sniper s (Krizzun, Lurnad,
Tet blar, and Z akpha r) are charged w ith keepu1g a lookour
DROW LORE for intruders. Th ey occupy a rem ote outpost that overlooks
Characters with ranks in Knowledge (dungeoneeri ng), l<nowl• a point wh ere a trade route crosses a deep chasm. The group
edge (history), or Knowledge (religion) can lea rn more about would love to capture on e of tl1eir opponents TO rake h ome
drow. When a character ma kes a successful s kill check, t1e for questionin g.
following lore is revealed, including the information from
lower DCs. Strike Force (EL 9+): If the leaders of a drow conrnrnniry
detect a thr eat, they mobilize a strike force quickly. M any
Knowledge (Dungeoneering) drow j ump at the chance to prove th e ir abilities, curry th e
DC Res ult fovor of superiors, or simply e11gage in random b loodshe d.
15 This creat ure is a drow, a subterranea n and A srrike force includes mulriple cl row, with one- usually a
generally evil elf. This res ult reveals all e lf tra its. priestess- in ob vious command.
20 Drow have strong res istance to magic but a re £L 10: A drow priestess has b een dispatch ed to deal wit h
vu lnera ble to light. This result reveals all d raw an incursion. Moving quietly through th e shad ows behind
traits (MM 103). he r, three Lolth 's Sti ngs await her command to kill. When
she gives the word, they eagerly move ahead invisibly ro deal
Knowledge (History)
death ro their foes.
DC Result
12 Th is creature is a drow, a subterra nea n and
generally evil elf. ECOLOGY
17 The draw trace the ir lineage back to an e lf s plinter U n li ke surface-dwelling elves, drow rhrive in the light-
grou p that rejected the elves' love of freedom and
deprived depths. Their d ark vision exceeds that of most of rhe
natu re.
22 Some draw live o n the surface, but m ost live other denizens and provides a significam advantage. Their
underground and e merge only at night to co nd uct spell-like abilities also give them a great deal ofconn-o l over
trade or m ake ra ids. illumination.
27 Slaves perform most of the phys ical la bor in d row Like mosr ht1manoids, drow shape their environment ro
society. suit them. They create cities and serrlements near valuable
resources s uc h as potable water or mitbral mines. They u se
Knowledge (Religion) slaves to farm mushrooms and other underground plants, as
DC Result well as domest icate monsrrous spiders for u se as mounts and
15 Most drowworshi p Lolth, t he s pide r goddess. She guards.
once fo mented rebellio n against t he other elven
Envi ron ment: 1-fost drow loathe rhe sun and prefer ro
gods and then literally led her followers
unde rgro und. dwel l deep underground. They construct sprawling u n der-
20 Lolth is both cruel an d capricious; she de mands ground cities of stone and met al. Their grandesr buildings
many sacrifices an d demonstrations of loyalty. She h ave bizarre sh apes wirh weirdly e legant sculp tu ral adorn-
also foments inte rnal discord to keep her chosen ments. Perm anent effec ts that resemble faerie fire cover many
people tough and ru th less. of th eir buildings, giving drow cities a ghosrly l ook.
25 Religious infigh ting plagues the drow. Those Ty pical Ph y sical Characteristics: Like other elves, drow
d isaffected with Lolth 's rule seek other gods. are shor t an d willowy in comparison to hum ans. Females are
slightl y la rger than m ales; an adult female is from 5 to 5-1/ 2
feer tall and weigh s between 95 and 120 pounds. Males are
around 5 fee t iall and weigh berween 80 and l 10 pounds.
DROW AND THE
Drow have smooch black skin and finely chiseled fearures. LOLTH-TOUCHED TEMPLATE
They have pale hair; white is rhe mosr common color, but Lolrh-rouched mounrs and beasrs of burden (usually vermin)
silver, gray, or whi te-gold hair is not unknown. abound in drow society and are mainly used by the nobiliry
Alignment: Most drow are neurral evil, bur many are and the priestly classes. They are far stronger and hardier
chaotic evil. In spire of their penchant for s tarus and titles, than ordinary crearures of their kind, and they ease covert
few drow arc lawful. They value unpredictabiliry travel. Occasionally, a drow might become Lolth-
and a talent for improvisation. rouched, and such individuals (even males) are
highly respected in drow society.
SOCIETY for more about Lolth-rouched
creatures, see page 92.
Drow consider themselves superior
to ail other mortal beings and
h:irbor a virulent disdain for sur- DROW JN
face elves and other drow who
have rerurned ro sunlit lands.
EBERRON
Drow love pleasure and despise The split between drow and elf
physical labor-excepr for occurred long before the giants
fighting and killing. Slaves of Xen'drik enslaved che elves.
perform nearly all the Secure in their underground
heavy work ind row soci- enclaves, rhe chow were spared the
ety. The drow's strange humiliation of servirude.
archirecrure and epicu- Today. the drow have nomi-
rean rasres are only rwo nal control of rhe continent of
aspecrs of rbeir hedonism. Xen'dri k and the ruins of the
Drow society is matriarchal. giams' falle n empire. Thei r
Males are valued bur considered largesr sertlemenrs srill lie
expendable. Drow clerics wield tre- underground in Khyber, partly
mendous influence, and rbe fac tion because of che drow's sensiriv-
who can boast the senior priesress of iry co lighr bur also bec;iuse rhe
Lolrh in a communiry has enough s urface of Xen'drik is a wild and
prestige to claim comrol, at least dangerous p ince teemi ng with giants
outwardly. Drow priestesses and other fearsome monsters. Sri 11,
jealously guard Lolth·s srarus rhe drow believe thar rhey, who have
as the parron of all drow and never been slaves, are rhe rrue keepers
root our any backsliders of elven valor and dignity.
who dare pur another dei ty The drow of Xen'drik worship
before Lolrh. the scorpion god Vulkoor. Els ew-
The priesthood is just one layer ln a ere, most drow revere the fury.
society rhat has a preponderance of titles. Lolrh is unknown on Eberron.
Drow sociery is frngmenred into many
noble houses, merchant families, and DROW IN FAERUN
guilds, all vying for power. The drow believe Dro\Y rule large srrerches of rhe faeriinian
rhar the srrongesr should rule, and the various 'Drr,'IV p,·ieJleH Underdark. I nrernal srrife has driven many back
drow factions consrantly Strive to prove rhar rhey co rhe surface, wh ere the drow are engaged in a
are the srrongest, often by undermining their rivals. concened e[forr ro reclaim the forest of Cormanrhor from
rhe elves.
TYPICAL TREASURE Drow merchants handle a lively trade with anyone who
Drow have standard rreasure for NPCs of rheir Challenge values wealth over any moral qualms, including the Zhenrs
Rating, but mosr encounrered outside their lairs carry little and certa in merchant houses ofSembia.
besides fighting gear and a few spare coins. At home, drow fnrern:il strife among the drow is reflected in batcles
cover plarinum and adaman1ine trinkets and je,velry. They between 1he drow deities (or perhaps ir's rhe 01her way
also ha\·e a taste for fanras1ic sculpmres and tapesrries, around). Lolth remains cbe patron of the race. Rival deities
though mosr surface-dwellers fi nd these items obscene or include Chaunadau r (1he Elder Eye), KiarnnsaJee (a deiry of
at least disrnrbi ng. the dead), and Vhaeraun (patron of rogues and male drow).
The goddess Eilistraee is rhe patron of good-aligned drow
who wish to live in peace on rhe surface of the world.
DROW AS CHARACTERS
See page 103 of the .MonfterM111urnl for information on drow
as characters.
GIANT, CRAA'GHORAN
Twisted and deformed, this massive giant appears to have jagged
O nce a craa'ghoran has a group split up, ir moves in fosr,
arrempting ro drop single opponems as quickly as possible,
stone formations growingfrom its body at odd angles. Its expres- using Power Arrack and rend ro good effect. It mighr even
sion is wild and frenetic as it shambles forward. rise from below rhe surface or emerge from rhe ceiling ro
attac k.
CRAA'G HORAN G IANT CR 10
Usually NE Huge giant (ea rth) SAMPLE ENCOUNTERS
Init +0; Senses d arkvision 60 ft., low-light vis ion, Crna'ghoran giants gather in small groups. They somerimes
rremorsense 60 fr.; Listen +ll , Spot +11 ally wirh evil stone gia111s, and they often garherorcs, ogres,
Languages Giant, Terran
and orher smaller crearures as slaves or grudging allies.
AC 24, touch 8, flat-footed 24 Slaver (EL 10): An ambitious craa'ghoran seeks ro caprure
(-2 size, +16 natural) dwarves 10 enslave as skilled artisans. The cream re uses earrh
hp 157 (15 HD); DR 5/-
glide ro discreetly spy on an advenruring parry with a dwarf
Fort +15, Ref +S, Will +8
mem bct·. W h e n ir fin ally at t:icks, it uses wall of stone ro sepa-
Speed 40 ft. (8 squares); ea rth glide rnre the dwarf from rhe res r ofrhe group. It chen attacks ro
Me lee 2 claws +20 each (3d8+ l 0)
subdue its victim, inirially dealing normal damage before
Ranged rock +9 (2d8+10)
swirching ro nonlethal blows as the barrle progresses. If rhe
Space l S ft.; Reach l 5 ft.
Base Atk + 11 ; Grp +29 craa'ghoran has a clear escape path, it grapples the dwarf and
Atk Options Awesome Blow, Cleave, Power Attack, rend arremprs ro carry him off.
4d8+15 Twi11s (EL 12): A pair ofcraa"ghoran giants use their earrh
Spell-Like Abilities (CL 15th): glide ,ibi liry ro confuse and frighten rheirenemies. These two
3/day-spike stones (DC 13), wall of stone crear ures were b orn ident ica I tw ins and use rheir similariry
Abilit ies Str 31, Dex 10, Con 23, Int 12, Wis 13, Cha 8 to misdi rect opponenrs. T he g ia nrs attack as normal, but they
Feats Awesome Blow, Cleave, Improved Natural Attack leap i nro the fray one at a rime. The first giant a tracks, rears
(claw), Iron Will, Power Attack, Weapon Focus (claw) inro irs foes, and rhen flel.!S inro rhe grotLnd when ir has Josr
Skills Craft (stoneworking) +15, Jump+14, Knowledge one-half or more of its hit points. After a round or two, when
(natu re) +13, Listen +11, Spot +11 , Survival +11 (+13 in the parry finally relaxes its guard, rhe second giant emerges
aboveground natural environments) from the earth. The first giant uses 111111/ of sbme to prorecr
Advancement by character class; Favored Class expe rt; its sibling and fru srrate the parry's arremprs to coordinare
see text
atrncks. Ir th en rejoins the mclee at an opporrune momenr.
Earth Glide (Ex) A craa'ghoran giant can glide th ro ugh stone,
dirt, or almost any other sort of earth except metal as
easily as a fish swims through water. Its burrowing leaves ECOLOGY
behind no tunnel or hole, nor does it create any ripple O' Craa'ghorans were originally creared by blending stone gianrs
other signs of its presence. and rhe essence of earth elemenrals. The influx of elemental
Rend (Ex) If a craa'ghoran giant hits with both claw attacks, energy warped and rwisted the gianrs, leaving them with the
1r latches onto the opponent's body and tears the flesh.
This attack automatically deals an additional 4d8+15
points of damage.
CRAA'GHORAN GIANT LORE
Craa'ghoran g ian rs nre rare srone giant offshoms created Characte rs with ranks in Knowledge (nature) can learn more
millennia ago when ea rth elemental energy warped and about craa'ghoran giants. When a character makes a success-
twisted their ancesrors. They can glide rhrough stone like ful skill check, the following lore is revealed, including the
information from lower DCs.
earrh elementals. Combined wirh rheir power ro cast 1!'111/ of
stone, craa'ghorans excel at building deadly, int ric:tte traps
Know ledge (Nature)
and ambush poinrs high in the mountains. DC Result
20 This strange, twisted creature is a craa'ghoran, a
STRATEGIES AND TACTICS gia nt t hat has been warped a nd a ltered with
e lemental energy. This result revea ls all giant tra its
Though bestial in appearance, a craa'ghoran gianr is a canny
and the earth subtype.
hunrer and uses irs environment and its wnll fl[ slo11c abiliry 25 A craa'gho ran giant's thick, rocky hide absorbs
to divide a group before it srrikes, eliminating its opponents some of the force of every blow that strikes it.
singly when possible. A typical craa·ghoran carefully builds 30 A craa'ghoran giant's most dangerous talent is its
an inrricare series of passages, bridges. and tunnels in a1:d ability to walk through stone as a fish swims
near its lair using 11'11/l of stout'. Ir delights in creating sh arp through water. These fierce creatures can emerge
turns rhar prevent intruders from seeing IOo for ah ead. In from t he ground below a traveling party.
such cramped, right quarrcrs, t h e gianr can 11se n single wall 35 A craa'ghoran giant can gene rate walls of stone as
ofslo11e ro d ivide its opponenrs. The giant's cart h g l icle abi Iity a magical ab ility. It uses these ba rriers to trap and
allows ir ro ignore scone barrier s as ir moves ro at rack. se pa rate its enemies.
abiliry ro comrol and shape eanb bur forever altering rheir I.airs and territories. Travelers who e11ter a craa'ghoran's
physical appearance. They can subsisr on rocks and din, but terrirory m ighr see elaborate starues , massive bas-relief
rhey panicularly enjoy rbe taste and texrure of worked srone. carvings wrought into cliff faces, and other archi-
Craa'ghorans garher gems, precious m etals, and tectural wonders. Few suspecr tha t such beautiful
orher items as trophies and works are rhe products of fundamentally
trade goods. malevolent crearures. .lvlany dungeons and
Environment: other old, monster-infested strucru res were
Craa'ghoran gian ts originally crafted by craa'ghoran giants as
prefer mountainous demonsrrarions of rheir skill wirh srone
terrain, particularly and earrh.
i.f a region contains
a great deal of stone TYPICAL TREASURE
nearby. When not h um- Craa'ghoran gia11ts have treasure ap-
ing or defending rheir terrirory, propriare ro their Challenge Rating,
craa'ghoran giams en_joy manipu- about 5,800 gp. Th ey frequently de-
lating their environment IO suit ma nd nibute from lesser gianrs a11d
their living needs and tastes, and orher creatures that might be in a
they often create elaborate struc- position ro serve rhem. Wh ile they
tur~s ofsrone usi ngtheir magical have lirrle use for magic items rhey do nor
abilities. undersrand, and likely believe most such
Typical Physical Char- items IO be inferior to rheir own in-
acteristics: A t ypica I born p owers, craa'ghoran giants are
craa·ghoran giant stands up fond of gems, fine jewelry, gold, and
ro 2 0 feet rail and can weigh
platinum. They use such goods to
as much as 14,000 pounds. enhance the 11arural beaury of t heir
Infused with the pow-
works, as well as IO trade for useful
er of elementa l earth,
magic items and other goods.
these creatures can live
up to 800 years.
Alignment: Craa'ghoran CRAA'GHORAN
giants are usually neutral evil.
Extremely selfish and inherently cruel, they are
GIANTS WITH
also rarely predictable. switching between spon- CLASS LEVELS
taneous and planned action at a moment's notice. Craa'gborans do not usually enter a class, but
More contemplative members of the race a few become renowned m aster sculptors and
might be neutral, though rhey are. rare. rake levels of experr.
Level Adj1.1St111cnt: +4.
Cr1u1'ghora11 gia,rf
SOCIETY
Craa'ghoran giants prefer to live alone, since each one needs CRAA'GHORAN GIANTS
space to build the inrric.are passages, mazes, bridges, and other
structures it prefers. They are fiercely territorial, bur some-
IN EBERRON
Though unusual, craa'ghora n giants can be found on the con-
times small families of related craa'ghora ns live together.
rinent of Xen'drik livi ng among ot hers of rheir k ind, most
These clans claim wide stretches of territory. They dem and
typically stone giants. Here the craa'ghorans are still great
rolls for those who use the paths they make in rhe mountains,
builders, looking to relive the glorious past by constructing
and they quickly capmre and kill travelers who emer their
massive stone monuments. Clausrrophobic as a group, they
domain. Evil warlords sometimes pay tribute ro craa'ghornn
shun the halls of Khyber, preferri ng ro live in more open
giants for rhe righr ro travel u rnuolested th rough the moun-
dwellings of their own construction aboveground.
rains rhey inhabit. The ever-greedy, mercenary craa'ghorans
happily take s uch bribes from multiple sources bur allow only
rhe highest bidder access ro rheir mounrain passes. CRAA'GHORAN GlANTS IN FAERUN
Craa'ghoran giants us ually keep ores, d,varves, goblins, Created by druids devoted to Gond in ancient times in an at-
and ogres as slaves and servanrs. An ore tribe might provide rernpt to more ably fend offNerherese 1vizards. craa'ghora n
scours and guardians for th e giant's rerriIOry. Craa'ghora ns giants have since had the opportunity to spread rhroughout
love ro enslave dwarves in particular: The stout folk's skil l Faer(in. \Vherever large mountains or s:rone mesas are found ,
in working meral and stone makes them excellenr aides a group of adventu rers mighr encounter one of rhese crea-
and helpers. Craa'ghorans take pride in the srone si:ruc- tures, though they tend to be less social the farther north
tures they erect. Among rheir kind, craa'ghorans judge they live. However, rhis insulariry doesn'r make the creatures
presrige and ab ility by the beaut y and majesry of their any less dangerous.
GITHYANKI
Initially presented in the Monster Mamrnl, the relenrlessly
Strategies and Tactics
C ithyanki soldiers ar e resourceful cornbarams who d isdain
simple fronra l artacks. They prefeno fight on their own rerms
miliraristic, psionics-using g ithyanki dwell on the Astral
Plane. A dour, brutal, and harsh race, they were once slaves and at r im es of thei r c hoosing. Before a fight, soldiers activate
t heir blur ~biliries for an exrra defensive edge.
of rhe mind flayers. Now they travel rbe planes, conqL1ering
worlds and hunting mind flayers w herever t hey can be found,
all in the name of their dreaded heh-queen. GISH
Girhyanki are consummate artisans and metalsmiths. This wiry humanoid is clad in a chain shirt with silver and gray
W hen not waging war or staging raids, they keep busy links that form bands and swirls like a stormy sky. The creature
forging tbe in1plemenrs rhey need for furure conflicts. T hey also wears a buffcolored tunic that nearly matches her sallow
believe rhat only rhe stron g survive and that rh e on ly true skin, and she carries a bow and an elaborate greatsword.
freedom lies in power. Th e githyanki have vowed never to
be subjugated again.
GISH CR 8
Female githyanki fig hter 2/evoker 5
Below are several examples of typ ical g ithyan ki adven-
LE Medium humanoid (extra planar)
turers might encounter, separately or as a marauding raider lnit +2; Senses da rkvision 60 ft.; Listen +3, Spot +3
party. Languages Common, Draconic, Githyanki, Infernal,
Und e rcommon
GITHYANKI SOLDIER AC 18, to uch 13, fl at-footed 16
This humanoid is about the size of a human but seems thin and (+2 Dex, +5 armor, +l deflection)
gaunt; the creature's sallow skin gives him a skeletal look. He has hp 42 (7 HD)
long hair the color ofdrying blood, arranged in loose braids stud- SR 12
ded with beads. He wears an elaborate, but functional, breast- Fort + 6, Ref +S, Will +S
plate, and he carries an equally ornate and deadly greatsword. Speed 30 ft. (6 squares)
Melee mwk greatsword +7 (2d6+3/l 9- 20} or
GITHYANKI SOLDIER CR 4 Melee dagge r +6 (l d4+2/ l 9- 20)
Male githya nki fighter 3 Ranged mwk composite longbow +7 (l d8+2/x3) or
LE Medium humanoid (ex traplana r) Ranged dagge r + 6 (l d4+2/l 9- 20)
lnit +2; Senses darkvision 60 ft.; Listen +2, Spot +2 Base Atk +4; Grp + 6
Languages Githyanki Atk Options Point Blan k Shot, Precise Shot
AC 19, touch 13, flat-footed 17; Dodge Combat Gear potion of cure serious wounds, wand of bull's
(+2 Dex, +6 armor,+1 deflection) strength (37 charges)
hp 30 (3 HD) Wizard Spells Prepared (CL 7th):
SR 8 3rd-haste, hold person (DC 17), lightning bolt (DC 17)
Fort +6, Ref +3, Will+ l 2nd- glitterdust (DC 16), Me/fs acid arrow (+6 ranged
touch) , scorching ray (2) (+6 ranged touch)
Speed 20 ft . (4 squares) in breast plate; base speed 30 ft. l st-magic missile (2) , ray of enfeeblement (+6 ranged
Melee mwk greatsword +7 (2d6+3/l9- 20) or t ouch), shield-;-, true strike
Melee dagger +5 (1 d4 +2/l 9- 20) 0- detect magic, ray offrost (2) (+6 ranged to uch),
Ranged mwk composite longbow +6 (1 d8+2/x3) or message, resistance
Ranged dagge r +5 (ld4+2/l9- 20) -j·Already cast
Base Atk +3; Grp +5 Spell-Like Abilities (CL 7th):
Atk Options Point Blank Shot, Power Attack 3/day-blur, daze (DC 9), mage hand, dimension door
Combat Gear tanglefoot bag, t hunderstone
Spell-Like Abilities (CL 3rd): Ab ilities Str 14, Dex 15, Con 14, Int 18, Wis 8, Cha 8
Feats Githyanki Battlecaster*", Iro n Wi ll, Lightning Reflexes,
3/day- blur, daze (DC 9), mage hand
Point Blank Shot3 , Practiced Spellcaster"j", Precise Shot8 ,
Abilities: Str 15, Dex 15, Con 16, Int 10, Wis 10, Cha 8 Scribe Scroll"
Feats Dodge, Point Blank Shot•, Power Attack, Wea pon ''Feat described on page 202
Focus (greatsword) 8 "j"Feat desc rib ed in Complete Arcane
Skills Intimidate +3, Liste n +2, Spot +2 Skills Concentration+10, Intimidate +4, Knowledge (arcana)
Possessions combat gear pl us+ 7 breastplate, maste rwo rk +9, Knowledge (t he p lanes) +6, Listen +3, Ride +7,
greatswo rd, masterwo rk composite longbow (+2 Str Spellcraft +l l, Spot +3
bonus) with 20 arrows, dagger, ring ofprotection + 1 Possessions com bat gear plus + I chain shirt, masterwork
greatsword, masterwork composite longbow (+2 Str
Githyanki soldiers exempl ify rhe grim attitude of their bonus) with 20 arrows, 2 da ggers, headband ofintellect
people. They approach rheir roles wirh ruthless efficien cy. +2, ring of protection + 1
The githyan k i soldjer presented bere had rhe following Spell book spells p repa red plus 0 - al l except illusion and
ability scores before racial adjustments: Str 15, Dex 13, Con necroma ncy; l st- burning hands, grease, sleep; 2nd-
14, Int 10, W is 12, Cha 8. darkness, see invisibility, spider climb; 3rd- dispel magic

Gish are t h e war wizards of rhe githyanki and lead others


in to battle.
Skills Bluff +5, Concent ration +7, Diplo macy +2, Disguise +0
The gish presented here h ad rhe following ab ili ry scores
(+2 act ing) , Hide +4, Inti midate +2, Knowledge (religion)
before racial adju srmenrs, H ir D ice abiliry score incr eases,
+3, Liste n+ l, Ride +5, Spot +l
and equipment bonuses: Str 14, Dex 13, Con 12, Im 15, Possessions combat gear plus +1 breastplate, silver sword,
Wis 10, Cha 8. masterwo rk com posit e lo ngbow (+4 Str bon us) with
20 arrows, 2 dagge rs, gauntlets of ogre power, ring of
Strategies and Tactics protection + 1
Gish typ ically lead sma II squads of soldiers or serve as support
for girhyanki captaim (see below). Though capable in both Agirhyanki captain leads s trike forces and raids, sometimes
m e lee and ranged combat, t hey prefer ro direct a battle from
flying at the van guard on a red dragon mount.
the rear, where tbey can use rheir spells to support their
The gi.thyanki captain pr esented h ere had r he following
follower s. abiliry scores b efore racia l adjustments , Hit Dice ab ilit y
A gish uses haste ar rhe outset of combat to improve he r
scor e increases, and equipment bonuses: Str 15, Dex 8, Con
a Uies' offense and defen se. Th e following round, sh e uses glit-
14, lm 12, Wis 13, Cha 10.
tcrdust, hoping to b lind some of the en emy. Sh e the n targets
any nonblinded melee combatant wirh hold perso11 or rny of
Strategies and Tactics
enfeeblement.
like their underlings, girhyanki c aptains make sure ro acti-
·If able, be fore combar, a gish uses her blur ability and
vate blmfor defense. They make free use of di111ension door in
employs he r wm1d of b111l"s stre11gth to boost her soldiers and
combat. If they need LO escape, they use plane sl11ft.
captain.
When g iven rime ro prepare, a githyanki caprain casts co1~
nrpt weapon just before banle, so th at his critical threats are
GITHYANKI CAPTAIN auro marically confirmed again st goo d foes. He also seeks
This sli~ humanoid is as strong and lithe as a hunting cat. He
wears a;et-black breastplate that resembles a skeletal torso with
ribs outlined in burnished gold. He wields a m assive silver sword
and carries a composite bow. GfTHYANKf LORE
Cha_r~cters with ran ks in Knowledge (t he planes) or Knowledge
GITHYANKI CAPTAIN CR 10 (religio n) can learn more about githya nki. When a character
Male githyanki fight er 7/ blackguard 2 ~akes_a successful skill check, the following lore is revealed ,
LE Med ium humano id (extraplana r) includ ing t he information from lowe r DCs.
lnit +0 ; Senses da rkvision 60 ft.; Listen +l , Spot +l
Languages Draconic, Githyanki Knowledge (the Planes)
AC 17, touch 11, flat-footed 17 DC Result
(+6 armor, +l deflection) 12 Th is creature is a githyan ki, a n Astra l Plane-
hp 81 (9 HD) dwelling h uma noid. This result reveals al l
SR 14 humanoid traits a nd t he extraplanar s ubtype.
Fort +ll , Ref+2, Will +5 17 Githya nki a re gene rally host ile to nongithyan ki,
but they harbor a special hat red for m ind flaye rs
Speed 20 ft. (4 squares) in breast plate; base speed 30 ft.
because they are descended from slaves who
Melee silver sword+15/ + 70 (2d6+9/ 17-20 pl us po ison) or
st aged a revol t aga inst the illithids. They also have
Melee dagger+13/+8 (ld4+4/l9- 20)
part icularly ho stile feelings toward githzerai,
Ranged mwk composite longbow+ 70/+5 (ld8+4/x3) or
Ranged dagge r +9 (l d4+4/19-20) another race descended from the o rigina l slaves.
22 Githyanki have an array of psionic powers a nd a
Base Atk +9 ; Grp + 73
small resistan ce to magic. O ne of a githyanki's
Atk Options Cleave, Improved Sunder, Power Att ack, poison
inna te abil iti es enab les it to beco me difficul t to
(purple worm poison, DC 24, ld6 Str/ 2d6 Str) , s mite
d iscern.
good 1/ d ay (+0 attack, +2 damage)
Combat Gear thu nderstone , l dose o f purple worm poiso n, 27 Another githyanki a bility tra ns ports it ins tantly
potion ofcure moderate wounds across a battlefield. Githyanki of especially hi gh
level can also travel be tween the planes .
Blackguard Spells Prepared (CL 2nd):
32 A githyanki silver 5Word can sever an astral
1st- corrupt weapon, doom (DC 12)
trave ler's silver cord (MM 128). The githyanki
Spell-Like Abilities (CL 9th):
re lentlessly pursue any nongithyan ki who manages
At will- detect good
3/day- blur, daze (DC 10). mage hand, dimension door, to steal o ne of thei r silver swords.
telekinesis (DC 75), plane shift (DC 17)
Knowledge (Religion)
Abilities Str 18, Dex 70, Con 16, Int 12, Wis 12, Cha 10 DC Result
SQ aura of evil, po iso n use 17 The githya nki eschew religio n and have no clerics .
Feats Cleave 3 , Git hya nki Dragonrider*, Imp roved Critica l 22 The git_hyanki revere a lich-queen as their temporal
(greatsword), Imp rove d Sunders, Iron Will, Powe r a nd s piritua l leade r. She is said to d estroy any
Attacks, Wea pon Focus (greatsword) , Weapon gi thyan ki who grow too powerfu l.
Specialization (greatsword) •
* Feat described o n page 202
our psionics-using enemies, using his ;1/wr sword (MM 128) I::L IJ : The girbyanki captain Zymurani and her rwo gish,
to disrup1 their psionic abil i1ies. Catrnuk and Satiim, lead a force of ten soldiers in a light-
When fighting from drngonback, a githya nk i captai n rains ning raid o n a town in search of a lost silvcrsword. Zymu ra11i
down arrows on his enem ies, allowing t he dragon to breathe oversees t he raid fro m I he bac k of her moum, the young red
fire once o r Lwice before jumping down inro combat. d ragon Tournoach, i11i1iat ing the raid wi1 h a flyover of rhe
tow n and a well-placed cone o f fi e ry breach. PCs might save
"Revellio11 is a seriot1s cri111c1 nbliorn.:nt to ot1r queen. the town by defeating the girhyank i, or by convincing them
The only c:w1sc for n'ht'll1on 1s s11ffrss." to stop a tracking long en ough fo r the parry co find rhe miss·
-Zerch'r'r in g sword .

SAMPLE ENCOUNTERS ECOLOGY


Excepc for 1he occasiona l scour or spy, gi1hya nki seldom MosLgithya n ki live in massive casilcs on rhe Asrral Plane.
travel or work alone. They are most ofren encountered in There eating and drinking are nor necessary, and the
companies of I wo to four soldiers plus a leader. githyanki have lost their appetite for food. They require
Githyanki Compan y (EL 6- 9): A typical githya nki com- nourish me nt when venruring onro other planes, howe\"er,
pany consists of rwo ro four soldiers led by a gish. l ts favorite and most of 1heir As1ral settlements include caves where
tactic is to ambush 1argers who have fallen for simp le hair, fa rmers raise some liveswck and tend fungus beds. Gich-
such as an apparendy discarded weap· yanki food is notoriously bland, in keeping
on or a solitary githyanki. with their general lack of inceresi in rhe
ELS: A company of four sol- culinary arts. field rations usually in·
diers, led by a gish, are ou1 elude salted meat, dried mushrooms,
looking for any loor 1hey and a smarrering of other pre-
can find and have se1 served foods, such as dried fruit
up an ambush. Most and hardtack, which 1hcy have
of the com pany swlen o r acq u ired
hides behind cover, through rrade.
bur one soldier si1s
in plain sigh1 to
acr as a decoy. The
girhyanki fight to
rhe death, having
no wish ro re port
failure to t heir
superiors. They
will, however, Girhyan ki
allow their foes consider all ocher
co withdraw sentient creatures
after eac h to be en emies,
one gives up and rhey harbor
a weapon or a special barred
magic item for mind flay-
worth at ers. In a batrle,
least 300 1hey usually rry
gp or rhe IO elim inate any
equirnlenr in mind flayers first.
gold. Girhyanki might
Raidi n g Force i nrervene when ad-
(EL 11-16): A gi1h- venturers are fighting
yanki raiding force is mind flayers, on ly co
comma nded by a capta in , curn on rhe parry once
\Vith nearly a dozen soldiers rhe iUichids are dead.
and a pairofgish forsuppon. Env irmunent: Girh-
A captain ofsrntus migh t nlso yan ki are most ar home
ride a young or juvenile red o n t he As rral Plane,
:t, / (
dragon. where condirions such
as graviry, i nclem e nr

Githy,111ki soldi~r, giJh, and captlli11


weather, or hunger don't bother them. On cbe Marerial Plane, ro rime, and t hese small internal revolts are generally toler-
githyanki can be found wherever rhey can prey on ocher be- ated as long as the m utineers succeed and can demonstrate
ings. They usually remain near t he fringes of civilization, that they did nor act capriciou sly. Githyanki who rebel and
where they have a good chance of staging successful raids fail face swift execution .
without encountering too much opposition . The current leader of all githyanki is Queen Vlaakith,
Typical Physical Characteristics: See page 127 of rhe who has reigned for more than a thousand years. Vlaakirh
Monster Manual for information on typical githyanki h eight is a 24th-level \Vizard and a lich . She slays all githyan ki who
and weight. become powerful enough to challenge her rule (MM 128).
Alignment: Most githyanki have evil alignments, although Scholars well versed in imerplan ar affairs suspect that these
rhey mighr be lawful, neurral, or chaotic. The girhyanki's evil sacrifices are part ofVlaakith's conrinuing effort to achieve
largely seems from their k ill-or-be-killed philosophy. Lawful godhood. Those githyanki who draw the lich-queen's ire or
girhyanki embrace their militaristic society, and rhey thrive fail in an assignment might be destroyed even before t hey
on the srrucrure it provides. Chaotic girh yan ki chafe under reach sufficient power to be viewed as a threat. Most gith-
the yoke ofmilitary discipline and generally do all they can to yanki are blissfully unaware ofV!aakith's inten tions coward
work independendy or in small groups far away from a supe- them when d1ey reach higher levels, wh.ich is why she has
rior's influence. Neurralgirbyanki acknowledge the benefits m led uncontested for so long- and because her actions leave
of an established social order bur privarely doubt char it is the no witnesses.
only way their people can sm vive. Whatever Vlaa kith's rrue motivarions for slaying her
brighrest subjects, the gitbyanki have a culture without a
god and largely without rel igion, which suits their desire
SOCIETY for self.sufficiency. They do not have any clerics, bllt a few
By rheir own accounr, rhe girhyanb once served the mind
pursue alternative divine spellcasting classes, mostly rang-
flayers as slaves and charrel. They won rheir freedom through
ers and blackguards. Most githyanki revere Girh, but sh e is
a brilliantly and patiently organized revolt- quire an ac-
honored as a legendar y ancesror and heroine, nor as a deity.
complishment in the face of the mind flayers' ability co read
thoughts. A female named Gith organized the revolt. When
rhe rime to act was right, the slaves rose as one. Small groups TYPICAL TREASURE
escaped into the Astral Plane, where they regrouped and Mosr githyan.ki have standard rreasure for NPCs of their
fought offscores of mind flayers rhat pursued th em. Eventu- Challenge Raring. Th ey favor masterwork weapons and
ally, rhe mind flayers were forced to give u p th e struggle (or armor, and usually carry a few other offensive items as
chose to give it up, according ro rhe mind flayers). When th e well.
war finally ended, rhe slaves chose the name githyauki, which
means "children of Girh" in rhe secret rongu e the slaves de-
veloped for their revolt.
GJTHYANKJ AS CHARACTERS
See page 128 of the 1-,,fonster Manu al for information on
Tbe githyanki h ave never know n peace. Just after h elp-
githyanki as characters.
ing chem win cbeir freedom, Girb ordered t he g ithyan ki
to begin a full-scale extermination of the m ind fl ayers.
But one group among rh e freed slaves believed rhar Git h GITHYANKI IN EBERRON
was simply replacin g one tyrannical regime wirh another. When th e Gatekeepers severed th e connection ro Xoriat,
A male named Zerthimon led rhis group of rebels, and rhe rhe girhyanki and girhzerai rook the opportuniry ro rnrn on
crusade again st the mind flayers ended prematurely as civil their mind flayer masters, escaping their slavery en masse.
war erupred among che newly freed slaves. In rhe end, rhe The girhyanki recreated to the Astral Plane, lured by its time-
race splintered into rwo factions: those who fled ro rhe As- less qualities. A few girhyan ki and githzerai stayed on the
tral Plane and followed Gich (rhe git hyanki) and those who Marerial Plane and formed small communities dedicated to
fled to Limbo and followed Zerchimon (rhe githzerai). To maintaining rhe magic sea Is imprisoning powerful remnants
rhis day, the r aces can not srand each other, and girhyanki of the Xoriat interlop ers. Explorer's Hnndbook. derails one such
and girhzerai attack each other on sighr. O nly the sight of community: Kara] Hazath, on the Breland- Droaam border.
a mind flayer can cause a githyank i and gith zerai to tem- Githyanki raiding parties in Eberron are usually encoun-
porarily pur aside rheir differences and unite against the rered as they hum mind flayers in rhe depths of Khyber.
common, most hared foe. U nlike rhose in other D&D worlds, Eberron's girhyanki have
Githyanki live in fortified sertlemenrs organized along no special connection to red dragons.
military lines. Each community has a ruler, w hose orders all
subordinates are bound ro obey. Each commu11iry leader in
turn has a superior based in a larger settlement. A githyanki
leader's position is far from secure. Individuals rend m be
loyal to rheir people as a whole, nor to particular leaders.
Mutinies that remove incompetent leaders occur from time
One square = 5 feet
GNOLL be nets a foe or two. H e then administers a few nonlethal
blows ro entangled creatures, swirching to lethal at tacks
lnirially presented in rhe Mom/er Ma1111al, gnolls are savage only if pressed or if a foe is resilient. T he gnolls and hyenas
humanoids rhat delight i.n cruelry and are always hungr y that follow a slave-raker don't take orders well from t heir
for the meat of t h in king crearures. When g nolls look u pon nominal leader, but they know not co fea.st upon ner-covered
the works of civilization, they see on ly the towering flames foes or those a slave-taker stands over. Creatures rendered
and slaughter they wish to wreak upon them. Yeenoghu, the unconscious by rhc aicack are dragged ro t he gnolls' camp
Demon Prince of Cnolls, warches b is children and bares a
and imprisoned.
feral grin with each arrociry they commit.

SLAVE-TAKER FIENDISH CLERIC OF YEENOGHU


This hyena-headed being has darker f ur than others of her kind,
This humanoid is slightly taller than a human. It has a furry body and her eyes smolder like red coals. She barks an order and begins
and a head like a hyena's with a brown-gray mane. Its eyes reflect to cast a spell.
a malevolent glint in the dusk as it hefts a net.

FIENDISH CLERIC OF YEENOGHU CR4


SLAVE-TAKER CR 3 Female fiend ish gnoll cleric 3
Male gnoll ranger 2 CE Medium humanoid
CE Medium humanoid I nit +4; Senses darkvision 60 ft.; Listen +8, Spot +8
lnit +1; Senses darkvision 60 ft.; Listen +2, Spot +3 Languages Gnoll
La nguages Gnoll
AC 21 , touch l 0, fl at-foo ted 21
AC 17, touch 11, fl at-footed 16; Two-Weapo n Defe nse (+8 a rmor, +2 shie ld,+l natural)
(+l Dex, +4 armor, +1 s hield, +l natural) hp 41 (5 HD); DR 5/magic
hp 37 (4 HD) Resist cold 5, fire 5; SR 10
Fort+10, Ref +4, Will +3 Fort+10, Ref +2, Will +7
Speed 30 ft. (6 squares) Speed 20 ft. (4 squares)
Melee mwk short swo rd +9 (ld6+4/ l 9- 20) o r Melee mwk flail +8 (ld8+3)
Melee mwk short sword +7 (l d6+4/19- 20) and Base At k +3; Grp +6
mwk short swo rd +7 (l d6+2/ 19-20) Atk Options smite good 1/ day (+5 damage)
Ranged mwk compos ite lo ngbow +5 (l d8 +4/x 3) or Special Actions rebuke undead 7/day (- 2, 2d6+1, 3rd)
Ranged net +0 touch (entangle, PH 11 9) spontaneous casting (inflict spells)
Base At k +3; Grp +7 Combat Gear potion of barkskin (+2), 2 scrolls of cure light
Atk Options favo red enemy humans +2 wounds, scroll of shield offaith
Combat Gear potion ofcat's grace, potion ofbull's strength Cleric Spells Prepared (CL 3rd) :
Abilities Str 18, Dex 13, Con 18, Int 8, Wis 12, Cha 6 2nd-cure moderate wounds, bear's endurance, spiritual
SQ wild empathy +0 (- 4 magical beasts) weapon° (+6 melee, ld8+1)
Feats Iron Will, Track8 , Two-Weapon Fighting". Weapon 1st- bane (DC 14) , cause fe ar (DC 14), cure light wounds,
Focus (short sword) magic weapon°
Skills Hide +5, Listen +2, Spot +3 , Survival +6 0- cure minor wounds (2). detect magic, touch offatigue
Possessions combat gear plus masterwork cha in shirt, 2 (+6 me lee touch , DC 13)
masterwork short swords, 3 nets, masterwork composite D: Domain spell. De ity: Yeenogh u. Domains: Evil, War
longbow (+4 Str bonus) with 20 a rrows Abilities Str 17, Dex l 0, Con 16, Int l 0, Wis 16, Cha 6
Feats Combat Casting, Imp roved Initiative, Martial Weapon
Gnolls regularly capture slaves in their assaulrs on ot her Proficiency (flail)s, Weapon Focus (flail) 8
races. They rrear slaves harsh ly and tend ro t bi nk of the slave Skills Conce ntration +7, Knowled ge (religion) +2, Liste n +8,
population as a living larder, so they replenish their supply at Spot +8
ever y opportun ity. T his d ury ofren falls to a gnoll slave-raker. Possessions combat gear plus full plate, heavy steel shield,
In the hierarchy of the pack, a slave-raker usually occupies masterwork flail, cloak of resistance+ 1
the loweSt rank above the general popularion .
The gnoll slave-raker presented here had rhe followi11g abil- Although some gnolls worsh ip Erythnul, rnosr tribes pay
ity scores before racialadjustmenrs and Hit Dice abilit y score homage to Yeenoghu, the Dem on Pri nee of Gnolls. As a
increases: Srr 14, Dex 13, Con 15, Int 10, Wis 12, Cha 8. demon lord, Ycenogh u lacks the power of a true deity, bur
he "blesses" his worshipers with visitations by demons t hat
Strategies and Tactics commun icate his desires. These demons often breed with tl1e
A gnoll slave-raker rarely acts alon e. Most often, a mix of gnolls, produci.ng half-fiends that t hen foster bloodlines of
gnolls and hyenas accompanies one. Large tribes might foster fiendish gnolls. Half-fiend gnolls usually become leaders of
groups of slave-rakers, while smaller tribes might send out a their trib es, and rheir .fiendish gnoll offspring serve benearh
slave-raker with jus t a few hyenas as support. them as lieutenants. Many half-fien ds demand thar t heir
In barrle, a slave-taker uses nonlethal tactics so that some children become clerics of Yeenoghu ro repay the Dem on
foes survive the fight to become slaves. He allows his com- Prince and give them access to healing magic.
panions to charge while h e bides and sneaks close enough Fiendish gnoll clerics ofYeenogh u serve as advisors and
for an accurate net arrack. 1f be has rhe advantage of sur- bodyguards to a tribe's leader rather than as spiritual lead-
prise, a slave-taker attempts to hold his allies in check while ers. The awe gnolls feel for Yeenoghu extends to only t hose
he drinks potions in preparation. Once he emers the fray, servams wh o show t hemselves ro be srrong enough ro lead.
Most fiendish clerics ofYeenoghu choose Evil, Desrrncrion , Spell-Like Abilities (CL 4th):
o r War as domains. Typically subservient to a tribe's h al f- At will-detect magic
fiend, these clerics save their spells ro p reserve themselves 3 /day- darkness
and their leader. l /day- desecrate, unholy blight (DC 17)
The fiendish gnoll cleric presented here had the following Abilities Str 16, Dex 14, Con 18, Int 14, Wis 13, Cha 16
abiliry scores before racial adjustments and Hit Dice abil- SQ deceive item
ity score increases: Srr 13, Dex 10, Con 14, Im 12, \Vis 15, Feats Hover, Po int Blank Shot, Precise Shot
Cha 8. Skills Bluff +8, Di plomacy +7, Disguise +3 (+S acting),
Hide +4, Int imidate +7, Knowledge (arcana) +4,
l( nowledge (religion) +4, Knowledge (the p lanes) +4 ,
St rat egies and Tactics Listen +6, Move Silently +4. Sense Motive +6, Spellcraft
Fiendish gnoll clerics have as much aurhority as the l<•ader +7 (+9 decipheri ng scrolls), Spot +6, Survival +3, Use
of the tribe grams them at any given moment. W h en in Magic Device +10 (+12 scrolls)
command of other gnolls, they can be ruthless masters, but Possessions combat gea r plus + 7 chain shirt. cloak of
if lacking such aurhority, t hey rend to keep ro themselves. resistance + 7, ring ofprotection + 7
Fiendish gnoll clerics n ever leave rheir lead er 's side unless Eldritch Blast (Sp) Standard action; range 60 feet; +7 ranged
commanded, relishing rhe priv ileges they are granted as touch; 2d6 damage. Complete Arcane 7.
advisors and fearing the leader's wrath shou ld they nor be Deceive Item When ma king a Use Magic Device check, a
present when desired. half-fiend gnoll warlock can take 10 even if d istracted or
1n combat, afiendish gnoll cleric relies on others to occupy th reatened. Complete Arcane 8,
foes whi le she casts spells. O nce she has girded herself w ith
magic, rhe d eric enters melee to arrack w ith her flail and Yeenoghu often grants half-fiend gn olls rhe dark powers of
inflict sp ells. She saves her healing magic for h erself and her a warlock. W irh such obvious blessings, a half-fiend w arlock
leader, and she uses touch of fatigue on a foe al ready affec ted rarely faces challenges to h er rule, and her occulr ab iliries
by bane or cause fear. often cut such ch allenges shon. Half-fiend g nolls produce
fiendish offspring to buttress rhei.r positio n s of power, and
rhey use their un common wit and charisma to inrimidare
HALF-FIEND GNOLL WARLOCK and m a nipulate would-be challengers into allies.
A creature of nightmares, this horned hyenalike humanoid flaps
huge membranous wings as she takes to the air, her cloven hooves The h al C-Gcnd g noll warlock presented here h ad rhe fol-
lifting offthe cracked earth beneath her foul form. lowing abiliry scores befor e rac::ia l adjust menrs and Hir Dice
abiliry score increases: Str 8, Dex lO, Con 14, Int 12, Wis 13,
Cha 15.
HALF-FIEND GNOLL WARLOCK CR 6
Female half-fiend gnoll warlock* 4
*Class des cribed in Complete Arcane St rategies and Tactics
CE Medium o utsider (a ugmented huma noid, native) A lialf-fiend gnoll warlock takes to rhe air when combat
Init +2; Senses darkvisio n 60 ft.; Listen +6, Spot +6 begins, hovering high above while using pro receive and bol-
Languages Abyssal, Common, Gnoll stering scrolls on herself W he n ready, she remains alofr to
AC 20, touch 13, flat-footed 18 shoot foes w ith her el.dri/"ch bla.st, re lying o n her resisrances,
(+2 Dex, +5 armor, +2 natu ra l, +1 deflectio n) dam age reduction, and entropic wn n.iing to protect her from
hp 50 (6 HD) ; DR 5/magic, 1/cold iron enemy spells and ranged atracks. She uses unholy b/igltt
Miss Chance 20% ranged attacks only (entro pic warding) against a group of wou nded foes, and if n ecessary, uses da rl,-
Immune poison iwss to cover ber escape.
Resist acid 10, cold 10, electricity 10, fire 10; SR 16
Fort +9, Ref + 4, Will +6
"Beware the gno/1s,_fo r they 11re n demon's paum.s. Let
Speed 30 ft. (6 sq uares), fly 30 ft. (average) tl1e111 11 ot breed in 11wnbers,for they will 11111ke a
Melee 2 claws +7 each (ld6+3) and
bite +2 (ld4 +1) wasteland of their lands and yours. Shun tlicm. for tliey
Base Atk +4; Grp +8 nrc /rnr6111gcrs of dcalh."
Atk Options Point Blank Shot, Precise Shot, m agic s trike, - Corneliu s, sarvr cleric of Ehlonna
s mite good 1/ day (+6 damage)
Special Actions Point Blank Shot, Precise Shot, eldritch blait
2d6 (CL 4th, +7 ranged touch) SAMPLE ENCOUNTERS
Combat Gear scroll of blur, scroll of cat's grace, 4 scrolls of Cnolls can make challenging enco unters for characters of
cure light wounds, scroll of glitterdust, scroll of greater varying levels.
invisibility Slavers (EL 6): A gnoll slave-raker, two ordinary g nolls
Invocations l(nown (CL 4th): (.,'vfM 130), and four h yenas wander the edge of the woods
Least (at will)- eldritch spear* (eldritch blast range in search of humanoids to eat and rake as slaves. The hyenas
250 ft.) , entropic warding (as entropic shield p lus pass charge any likely targets at first sight wh iJe tbe gnolls remain
without trace; cannot be tracked by scent but can
behi n d ro Ji.re arrows. The slave-raker follows the hyenas inro
be detected),frightfu/ blast** (creatu res struck by
m elee. Once any spellcasters and archer s are netted, he ca.11,
eldritch blast must succeed on a DC 15 Will save or be
frightened for 1 minute) cbe rwo gnolls ro join the melee.
'"Blast shape invocatio n Raiding Party (EL 9): A fiendish gnoll cleric commands
•b',Eldritch essence invocati on rbree gnoll slave-rakers, eight o rdinary g n olls, and four h y-
enas. Their mission is to burn a nearby sertlernenr ro rhe orher thought. The you ng grow up in creches, lefr in the care
ground and kill or enslave its people. The slave-takers move ofwer nurses and slaves until rhey can fend for themselves. A.f..
in advance of rhe raiders, hoping ro hide in the settlement ter rhe first two months, a younggnoll begins to grow rapidly
and idenrify the most potenr defenders before arracking. The and develop impressive muscle mass. Ir begins to eat meat at
gnolls carry torches ro set fire to buildings while the hyenas rhis rime. Weaned pups move co a differem cave where they
arrack whateve r gets in their way. The fiendish cleric hangs practice hunting skills and observe the behavior of adults.
back and cam spells. Ir is nor safe for them to enrer rhe main
Tribal Leadership (EL 12): A body of the tribe unril they reach adult
halI-fi.end gnoll warlock has pleased size-a pup rhar gets underfoot makes
Yeenoghu enough char the as good a meal as anything else.
Demon Prince of Gnolls has C nolls reach adolescence in two
sent rhe half-fiend's demonic years, when they enrer the rest of
father ro help defend her in rhe tribe and begin ro hum and
her hour of need. When makewaron rheirown.
advenrurers fight their A gnoll tribe ra re ly c re-
way ro the hearr of the ates its own dwelling bur
gnolls' lair, they find rhe moves into a cave, ruined
half-fiend gnoll warlock, four building, or dungeon thar has
fiendish gnoll clerics, and a been abandoned by previous
hezrou (.\1},l 44) waiting for denizens. Sometimes ano ther
chem. The hezrou imme· occupam i nhabirs rhe place,
diately summons more and if it is weak or rbey our-
ranar'ri and then uses number ir, the gnolls ki Il ir or
irs spell-like abilities. The drive it our. Occasionally the
gnolls give the demon a wide tribe makes an arrangemem to
benh ro amid its stench. coexist wirh a powerful in-
All four clerics charge into habiram, but more often the
melee, bur when t he hez- gnolls simply look for an-
rou finally emers combat, other suitable home.
they retreat ro cast rheir Once a rribe has
own spells. The warlock claimed an area, the dom-
Dies high above and anacks inanr fema le chooses rhe
with her eldrrtcl1 blast, descending roomiest, most desirable quarters
only ro receive healing. for herselI. The leader then marks
her terrirory, not with musk
ECOLOGY as an nni111al docs, bur
wirh a clan sigil drawn
Gnolls ear only mear, prefer-
ably uncooked. They hunr and in blood. The "donor"
rnid under cover of darkness is the nearest lesser
and sleep rhrough much tribe member, whose
of rhe day. They rake spe- neck t he leader bites
cial delight in rormenring in a demonstration
and devouring intelligent of aut hority. She then
beings. designa tes areas for c hi ld-
A gnoll's life span is rearing and marks rhem in
around forry years, though an the same way. After this,
individual that reaches s uch the other gnolls compete
an advanced age is a rema rk- among rhcmselves for liv-
able specimen. Mosr gnolls ing space. Scraps of fur or
die in their twenties while leat her sometimes mark
in battle or from the rigors of a the den of a moderately
primitive life. high-ranking member.
A female gnoll gives birth Environment: Cnolls
to rwo ro four pups about sL\: live on warm plains, prefer-
months after conception. The ring hghtly wooded hills
pups are nearly helpless for eighr rhar border grass lands.
weeks, doing little besides suck- T hey often encroach on
ling and sleepi ng. A warrior foresrs. mainly for hunring,
gnoll hands o£f the pups imme- which brings rhem into
diarely after birth and rcrn rns ro conflict with elves.
her normal activities wit hour an-
G110I/ slnve-taker,fiendisb cleric if Tunr,ghu,
and baf/-fic,rd t,:0/1-rv,11·/oclc
Typical Physical Characteristics: An adulr male gnoll to menial posirions wirhin the tribe-especial ly c hild-rear-
is abour 7 fee t rail and weighs 250 pounds. Females rend to ing. Yer even these humble individuals far owrank slaves,
be larger, about 7-1/2 feet ra il and weighi ng 300 pounds. who mus r endure consranr m alnourishment and regular
Gnolls strongly resemble hyenas, wich very powerful jaws bearings. C nolls use slaves for cleaning and mending, and
and upper bodies. Their brown fur bears spors and srreaks, for hard labor such as digging or felling rrees.
and a bristly mane runs down the back of rhe head a nd shou l- The gn olls' worship ofYeenoghu is closely tied \"Vith the
ders. phases of the moon and rheirmatriarchalsociery. Yeenoghu
Alignment: Tbe brutal and compericive natu re of their represems the ulrimace mate fur female gnolls. The new
sociery, as we! I as Lheir demonic parron, rends to makc gnolls moon is ,1 rime for great sacrifices co the Demon Prince,
chaoric evil in ourlook. Some are neurral evil, but a gnol I wirh and gnol ls increase rheir arracks du ri ng rhese ti mes to take
a good or lawful ourlook is unheard-of. as many cnpcives as possible. The g nolls bri ng captured
humanoids to a special cave rhat represents Yeenoghu's den.
There, brown-robed and blood-soaked acolytes slaughrer the
SOCJETY captives wh ile rhe tribe's leader a nd her atte ndant clerics
O r her beings generally view gnolls as vicious, bruc ish, and
howl for Yecnoghu's favor. A gnoll leader ferve ntly desires
filrhy-wbich they are. But they are not srupid, nor are they
Yeenoghu's personal appearance, bu t rhe best she can realis-
as simple as many assume. To u nderesri mate them as enemies
tically hope for is for him ro send a demon. If rhe tribe lacks
is ro fall ro their cunning strategies. The smartest gnoll lead-
a half-fiend leader, or has a weak leader, rhis demon likely
ers actually play up rhis repurnrion so as ro lull opponents
takes com ma ne! of the tribe and mares with several gnolls
inro fa lse confidence. Only 1hen do rbe gnolls mike- with
10 produce half-fiends rhar will one day rule in irs place.
devasraring effect.
Like hyenas, gnolls have a marriarchal sociery. The females
grow larger and stronger rha n males, and the alpha fe male is TYPICAL TREASURE
the absolute ru !er of a rribe for as long as s he can de(e nd ber Gnolls have s tandard rreaSLLre for NPCs of their Challenge
rank. She rakes for a mate rhe finest specimen of the tribe, Raring. They favor armor and weapons, but clerics and war-
bur they form no lasting relarionship. Below the alpha, cbe locks also use scrolls and potions.
orher gnolls son themselves according ro the s imple rule of
mighr, bur t he leader of the tribe can elevate or demote any
tribe member, regardless ofstarus. The most aggressive males
GNOLLS AS CHARACTERS
See page 130 of t he Mo11sla Mm ,uni for information on gnolls
can sometimes hold high rank within the tribe, al rhough
as characters.
they musr endure challenges much more frequently rhan
females. Gnol ls with rhe least srarus, and the old, are relegnred
GNOLLS JN EBERRON
The largesr populations of gnolls in Khorvaire roam the
GNOLL LORE monsrrous realm ofDroaa m. They form si7.able communities
Characters with ranks in Knowledge (local), Know ledge rh roughou t t h atland and referro rhemse Ives overa 11as a "brorh-
(nature), or Knowledge (religion) can learn more about gnolls. e rhood." However, they form the backbone of all the other
When a character makes a successful skill check, the following armies in comperiri011 for resources and power in Droaam.
lore 1s revealed, including the information from lower DCs. The clever gnolls have figured out that rhis keeps them 011 rhe
winning side regardless of rhe fu1al outcom e, bur t hey have also
Knowledge (Local) or Knowledge (Nature) created a kind ofsrabilir y. They don't care whom rhey work for,
DC Result and rhey don'r arrack other gnol ls. As a result, a rough balance
11 This creature is a gnoll, a savage humanoid with of power exisrs bet"\¥een rbe various factions in Droaam.
features of a hyena. This result reveals all
Many g nol ls ofEberro.n are fol lowers of rhe Devourer, the
humanoid traits, including darkvision.
16 Gnoll society is based on strength and Shadow, o r I he Traveler. A few fol low dark druid ic traditions.
intimidation. The biggest and strongest lead the Some do revere Yeenoghu as one of rhe l ords of Dusr, espe-
others, and a female typically leads a tribe. cially rhe fiendish clerics, bur most of these gnolls inhabit
21 Chaotic as well as evil, gnolls practice some strategy rhe Labyrinrh in the Demon Wastes.
in combat, but they sometimes succumb to their
hunger and attack with the savage fury of beasts.
GNOLLS IN FAERUN
Knowledge (Religion) Norrh of rhe Moonsea, rhe Great Gray Land of Thar gives
DC Result way to the open steppe known as the Ride and the Tortured
11 Gnolls revere the phases of the moon but have few Land. The Torrured land holds the ruins of a forgotten city
clerics. sun·ounded by countless rribes ofllind-led gnolls. Frozen Flin-
16 Yeenoghu, the patron god of gnolls, is actually a dyke, as it is known to bards, mighr have once been rhe cencer
demon lord. The phases of the moon have a of a fl ind-ru led civlization, or it migh t have been a bastion of
strange relationship with the worship ofYeenoghu. humanit)' am id a sea of cani ne huma noids. The gnolls and
Gnolls are most prone to violence and raiding flinds of the Tortured land are led by shamans of Yeenoghu,
during the nights of a new moon.
21 Most clerics among gnolls are fiendish whose predecessors supposedly summoned the Trio N efari-
descendants of a half-fiend leader. ous that laid Myth Dra11 11or low, and they skirmish consrandy
wirh each other and the human barbarian tribes of the Ride.
Bands of nomadic gnoll hunrers also wander rhe Shaar, 3. Sleeping Area: Eighty-seven unclassed gnolls inhabit
hu.nring rhe large h erds of herbivores rhat wander I he grass- rhis large, unfurnished section of rhe cavern; during the day,
lands. Mosr of rhe sourhern gnoll tribes have tradi tion al two-rhirds of rhem sleep he re while a few parrol the region
homes throughout rhe hills and lower moun tain slopes of or prepare food.
every range across the Shaar, including rhe Dun Hills, the 4. Creche: Currcnrly sixry-rwo infanrs and young pups
Urbangol Mountains, and rhe Wy rmbones. They are most sray here under rhe care oflow-ranki ng and old females (see
common in the western half of t he Shaar, especia lly along area 5).
rhe various ridges north of the Channa th Vale. Gnolls have 5. Nurses: Sixreen noncombarant female gnolls care for
hisrorically preyed upon senlemenrs along the shores of rhe tribe's young.
Lake Lhespen and the caravans thar move through that 6 . Slave Pen: High heaps of mined-out rock exrend naw-
region. Because of this, rbe lapaliiyans ro rhe sourhwesr ral ridges in the walls ro bu ild up a prison area for the rribe's
have mounted major drives 10 eradicare rhem several rimes slaves. Thirty kobolds are penned here when rhey are not
in rhe pasr. working, and rwo gnolls watch rhern. Twelve gnolls guard
rhe kobolds when they are at work.
7. Common Arca : Food preparation , skinning, and eating
SAMPLE LAIR: THE GREAT GEODE rake place here. Was re is dumped i mo rhe scream where it
An enormous bubble formed long ago wirhin a range of
exirs l he pool.
ancient hills, possibly rhe result of an i.nrrusion from rhe Ele-
8. Chieft ain's Q u arters (EL 6): The nibe's leader, Gnash-
memal Plane ofEanh. The hollow is complerely encrusted
wirh amerhysrs, oflirrle value but breathtakingly beauriful. rcorh (female gnoll ranger 5/ adepr L), has appropriated rhis
chamber for herself. Behind a private store of food and drink
A recenr earthquake cracked rhe rock over this formation,
is a secret exit hatch (Spot DC 22).
diveni.ng a surface srrearn inro rhe hollow so rhat it n ow
9.Elite Q uart ers (EL 6): The rribe's highesr-ranking
flows our rhrough a fissure in rhe hillside. A gnoll rribe has
taken over rhis area. warriors (six fighrer 2, two fighter 4) bun k in rhis smaller
1. Entrance (EL 6): Four gnoll guards (rhree fighrer 2, one
cavern. At any given time, four are on guard in area 1 while
the others relax here.
figh ter+) are always on dury, rwo j usr inside the entrance and
one in rhe brush on each side of the srrearn. They are armed 10.Escape Tunnels: A purple worm once runneled
ch.rough the area, leaving wide passages suitable for emer-
wirh barrleaxes and light crossbows.
2. The Pool: Th is immense chamber forms rhe living area
gency escape. The tunnel entrance in rhe m ain chamber is
for low-ranking rribe members. Kobold slaves have been covered by a heap of rubble, which a group of gnolls can clear
digging up gems, Starting with those on the floor. Heaps o[ away in 10 rounds. The secrer harch in Gnashrootb's quar-
ters covers another passage for her own use. These tun nels
wasre srone fo rm low walls rhat partially divide rhe cavern
inro smaller areas. meander for hundreds of feet and eventu ally exit th rough
camouflaged openings fort her along the hillside.
GOLEM, FANG
A hulking, bestial form looms from ihe shadows. It looks like a
crcat Lt res to provide a physical threat that complements their
own magical abilities.
wild animal, but its shape is jagged and unnatural. The creature
rears up, and suddenly the air is filled with spikes! STRATEGIES AND TACTICS
Fang golem s are tenacious in corn ba r and very st rong. l3eing
FANG GOLEM CR 6 m indless, they do n othing withou t orders from their ere·
Always N Large construct ator. T hey follow instruction s eiq)licid y and are incapable
lnit +3; Senses darkvision 60 ft., low-light vision; Listen +C, of inclependenr strategy or tactics. Emotionless in combar,
Spot-0 they cannot be provoked or intimidated.
Languages understands creator's orders
A fang golem's creator can command it i.f rhe goJem is
AC 20, touch 12, flat-footed 17 wit hi n 60 feer and can see and hear its crearor. l f uncom-
(-1 size, +3 Dex, +8 natu ral) 111:inded, a gole m usually follows its lasr insr ruction to the
hp 74 (8 HD); DR 5/adamantine or bludgeon ing
best ofits abiliry, though if artacked, it responds in kind. The
Immune constru ct immunities, magic
Fort +2, Ref +S, Will ~2 crcnmr can give rhe golern a simple command to govern its
Weakness sonic (see immunity to magic) acrions in his or her absence, even ordering ir to obey the
commands of anorher person (who might in rurn place rhe
Speed 30 ft. (6 squares)
golem under someone else's command). Reassuming conrroJ
Melee 2 claws +9 each (2d6+4)
Ranged spikes +8 (2d6+4) over rhe gole rn is as si mple as commanding ir ro obey irs ere·
Space 10 ft.; Reac h 5 ft. ator alon e.
Base Atk +6; Grp +14 A fang golern usually accompanies irs druid or foy con-
Atk Options verdant surge trollers. Wirhout a conrroller., it executes irs last orders
Special Actio ns spikes relcnrlessly. Sometimes an evil druid proreci:s her gro\'e
Abilities Str 19, Dex 17, Con-, Int-, Wis 11, Cha l with several of these horror s, and a party of adventurers
SQ construct traits migb r e ncounter such a druid accompanied by one or rwo
Feats- fang golern bodyguards. The dru id launches the consrrucrs
Skills Listen +0, Spot .,.O aga ins t her enemies and hurls cnll liglilni11g and flame slnhe
Advancement 9-15 HD (Large); 16-30 HD (Huge) spells imo rhe midst of rhe melee, knowing this magic can nor
Immunity to Magic (Ex) A fang golem is immune to any harm rhe goJems.
spell or spell-like ability that allows spell resistance,
except shout or greater shout and any orb ofsound spell
(Complete Arcane 116). SAMPLE ENCOUNTERS
Any magical attack against a fang golem tha t d eals Fang golcms musr be created and positioned in a lootion.
cold damage heals 1 point of damage for every 3 points Once placed, they do not leave rhe area unless directed ro
of damage it would otherwise deal. If the amount of do so by their crearor.
healing would cause the golem to exceed its full normal Fey Guardian (EL 8): Two malicious pLx.ies and a fang
hit points, it gains any excess as temporary hit points, golem shap ed somerhing like a bear parrol rhe woods. The
up to a maximum of twice its full normal hit point total. p ixies scout ahead of the golem, endeavoring ro surprise any
These temporary hit points last for up to 1 hour. A fang
crean 1res they encounter. T hey artack Crom hidingwirh their
golem gets no saving throw against magical at tac ks that
s leep arrows, then order the golem ro charge in and slay rhe
deal cold damage.
Verdant Surge (Su) Any creature hit by a fang golem's melee s leeping crearnres nrsr. Afcer rhe barrle begins, the pixies use
attack or spikes ability takes a -2 penalty on saving rheir sleep arrows on crearures wounded by rhe golem (and
throws made to resist the effects of a druid spell or a t hus affected by irs verdam surge abili1y).
spell or ab ility from a fey creature. This effect lasts fo r
1 minute.
Spikes (Ex) A fang golem can launch a volley of spikes to a FANG GOLEM LORE
range of 80 feet with no range increment. All targets mu;t Characters with ranks in Knowle dge (arcana) can learn more
be within 30 feet of each other. A fang golem can use this about fang golems. When a character makes a successful skill
ability up to five times in any 24-hour period. check, the following lore is revealed, including the information
Death Throes (Ex) When kil led, a fang golem explodes in from lower DCs. Knowledge (nature) can also be used, but all
a 20-foot-rad ius burst tha t deals 8d6 points of pierc ing check DCs increase by 5.
damage to everything in the area (Reflex DC 14 half).
The save DC is Constitution-based. Knowledge (Arcana)
DC Result
16 This is a fang golem, a kind of construct created by
A fang golem is I he hideous crea1ion of a twisted druid who
twisted druids to serve as a guardian. This result
built ir ro resemble a wild beas1, composed entirely of claws, reveals all construct traits.
fangs, and rnsks. Such druids of1en sec these cons1Tuccs ro 21 A fang golem can hu rl a vo lley of sharp s pikes to
guard unholy groves, buc o ther creamrs loose fa ng golcrns hit mu ltiple targets .
upon nearby popularions ro terrorize rhem and 1hus drive 26 Fang golems are immune to most types of energy
1hem from untrammeled naturr. A number of fang golems damage and might be found in dangerous
srill wander long after their creators' deaths. their original environments. They are somewhat vulnerable to
purpose forgo1 ren. Powerful fey occasionally cons1ruct rbese sonic effects.
Bodyguards (EL 10): Arlerhin do'lrdrin (NE female draw FOR PLAYER CHARACTERS
druid 9), a denizen of rhe subterranean realms, maintains a A player characrer with a dark edge might consider a fang
sacred "grove"' of oversized mushrooms. where she and her golem guardian. Its price is n or beyond the reach of a mid- to
circle conducrdisturbing rituals. She is accompanied by r.vo high-level PC. However, most people consider fang golems
fang golems, crafted ro combine che feamres of subterranean to be abominarions, which m akes social inreracrions more
lizards and enormous spiders. The druid uses several simple dillicult for a party accompan ied by such a creation.
animals as scouts and spies, but 1hese creatures do 1101 join in Depending on rbe golem's shape, ir might serve as a mount.
the fighr. In any battle, 1he druid trears the golems and her Since the creature is mindless, the Ride skiU is of no use in
animal companion as expendable, seeking only to preserve controlling it. le can carry loads or a rider only in noncom-
her own life. bar siruarions. During combat, che conrroller is bener off
dismounting to let the crearure fighr on irs own.
ECOLOGY
Being consrrucrs, fang golems have no need ro ear, sleep, or Fang Golem Construction
brcarhc. They can exisr wherever their creator places rhem, The cost to creare a fang golem includes che cosr of rhe physi-
be it underwater, in subterranean chambers, or even cal body and all the materials and spell componenrs char are
hostile envirorunents such as volcanic caverns. They consumed or become a permanent pare of
have no narural prey but attack whatever and when- the golem. Creating a golem is essemially
ever rheir instructions direc1. si.Inilar ro creating any son of magic
Crearingsuchagolern requires "-. item (DMC 282). However, a
killing many crearures (or at "- golem's body includes costly
leasr collecting parts from those maceri3] com ponents that
already dead) and then binding require some extrn prepara-
a spirit into the assembled tion. The golem's crearor
form. Non-evil druids see can assemble the body or
rhe very idea as an abomina- hire someone else co do rhe
tion, and they try to - job, but the builder must
destroy such creations as have lhe appropriate skill,
well as those responsible as described below.
for their existence. Completing rh e
En vironment: As consnucts, go lem 's creation
fang golems can be found any- drains rhe indicated
where. Bur as rhe creations--clf' XP from the crearor
druids, they usually share and requires casting
rhe same environment as any spells on the final
rhose who creared them. day. The creator muse cast rhe spells
Such places include srand-
ing srones in haunred
wastelands, underground
Fanggclem \ personally, but they can come from
ourside sources such as scrolls.
A fang golem's body must be
runnels, corrupted fores rs, assembled Crom fangs, claws, msks, and the like, with a rora l
and similar forbidding locnles. weight of at least 1,000 pounds (more for larger specimens).
Typical Physical Characteristics: A fang golem is the These are bound w ith cords or scrips of hide to wood laths,
size ofa dire ani mal, ranging from 8 to 15 feer in length and all rreaced with preservative oils costing 500 gp. Creating
weighing up to 2,000 pounds. The example presented here rhe body requires a DC 15 Crafr (sculpting) or Craft (weav-
is about LO feet long and weighs arotmd 1,000 pounds. ing) check.
F:ing golems can come i11 many shapes and sizes. Elephanr- The market price of an advanced golcm increases by 5,000
sized specimens have been found in remore places, and gp for each additio nal Hit Die. Add an addirional 50,000
massive fang golems resembling crabs (ofren incorporai:i ng gp if the golem's size increases. T he X P cost for creating an
pincers and sharks' teeth) scunle on the ocean fioor. advanced golem is equal ro 1/25 rhc increased marker price
Alignment: A fang golem is as mindless as any other minus the cost of che special m aterials required.
golem, existing on ly to carry our orders. Ir is always neutral. Cl 7rh; Craft Consrruct. grcntcr mngic fnng, rei11cnrnntc,
s;,ikt' stones, caster musr bear least 7th level; Price 15,000 gp;
Cost 8,000 gp + 580 XP.
TYPICAL TREASURE
Fang golems never have treasure, bur their magical bodies
might be treasure i11 rheir own righr. Destroying a fang FANG GOLEMS IN FAERUN
golem sharcers the assemblage of fangs, claws, and 1l1sks In the Rawlinswood of Faeriin's Grear Dale, rhe warped
chat formed, rlrns releasing rhe spirir. However, carefully followers of the Rotting Man spread corruprion throug h
collecting the materials can allow another creator to ani- che vasr forests from their srronghold of Du n-Tharos. Black-
mate a similar golem for one-half the normal material cosr. beaned rreants rove side by side wirh fang golems, whicJ1 arc
Alrernarively, ivory from these components can be sold for often crafted from the remains of crearures desrroyed by the
1/20 rhe golem·s consrruction cosr. corrupred ones· advance.
HOWLER WASP
Howler wasps are bizarre creatures created by rhc mighry
Inciting Pheromone (Ex) If a melee a ttack reduces a howler
was p to O or fewe r hit points, or if the wasp takes a
critical hit from a melee attack, it ca n attempt to douse
wizard Ori luke. Orilu ke soughr ro produce a fusion of i nsecr its foe with a pheromone (+3 melee touch). The wasp
and mammal that would guard his cower against a caba; of uses this ability as an immediate action before resolving
slaadi thar soughr roslay him. Thefirsr experiments produced the effect of the damage.
rhe howler wasps. Orilu ke inrendcd ro destroy rhe creatures, The pheromone draws other howler was ps to the
since rhey attacked friendly visiwrs as well as h is enem ies. target, inciting them into a fearsome rage. All howler
Unfortunately, the slaadi arracked soon after he complered wasps within 60 feel of a creature doused with the
his first experimenrs. In the confusion of rhe bat rle, some pheromone gain a +l bonus on attack rolls and a. +2
of rhe howler wasps escaped. They and rbeir offspring have bonus on damage rolls against the doused creature.
since spread their nests t hroughout rhe world. Howle r was ps de tect the doused creature as if they had
blindsense. The phe romone's effects last for 10 minutes,
though a doused creature can wash the substance off by
Hovering in the air, its wings buzzing with a constant low drone, submerging in water.
appears to be a hornet with a baboon/ike head. It screeches at
you in fury.
The example presenred above is a typical worker. Ir builds
1he nest, forages for food, and defends the colony and irs
HOWLER WASP CR 1
Usually CE Small aberration queen.
lnit +l; Senses darkvision 60 ft.; Listen +3, Spot +4
Languages - HOWLER WASP QUEEN
AC 14, touch 12, Oat-footed 13 A bear-sized, wingless creature lies in the center of the hive. Its
(+ l size,+ l Dex, +2 natural) swollen shape combinesfeatures of baboons and hornets.
hp 13 (2 HD)
Fort -'-2, Ref +l, Will +4 HOW LER WASP QUEEN CR 5
Speed 10 ft. (2 squares), 0y 60 ft. (good) Us ually CE Large aberration
Melee bite +3 (l d4+l ) and Init +0; Senses darkvisio n 60 ft.; Listen +9, Spot +10
2 claws+ l each (l d3) o r La nguages -
Melee sting +3 (l d3-'-l plus poison) AC 18, touch 9, flat-footed 18
Space 5 ft.; Reach 5 ft.
(-1 size, +9 natural)
Base Atk +l; Grp - 2
hp 71 (8 HD)
Atk Options poison (DC 13, ld6 Dex/ld6 Dex)
Fort •1-6, Ref +2, Will +8
Abilities Str 12, Dex 13, Con 15, Int 3, Wis 13, Cha 6
Speed 20 ft. (4 squares)
SQ inciting pheromone
Melee bite +9 (ld8+4) and
Feats M ultiattack
2 claws +7 each (1d6+2) or
Skills Listen +3, Spot +4 Mclee sting +9 (ld8+4 plus poison)
Advancement 3-7 HD (Medium); 8 HD (Large)
Space l O ft. ; Reach 5 ft.
Base Atk +6; Grp +14
Atk Options poison (DC 18, ld8 Dex/ld8 Dex)
HOWLER WASP LORE Abilities Str 18, Dex 11, Con 18, Int 6, Wis 15, Cha 8
Characters with ranks in Knowledge (dungeoneering) or SQ inciting pheromone
Knowledge (arcana) can learn more abou t howle r wasps. When Feats Alertness, Multiattack, Toughness
a character ma kes a successful skill check, the fol lowing lore is Skills Listen +9, Spot +10
revealed, including the information from lower DCs. Advancement -
Inciting Phe romone (Ex) As howler wasp; +9 melee touch.
Knowledge (Dungeoneering)
DC Result
11 This creature is a howler wasp, a vicious aberration The colony's queen , like thar o[ a mundane wasp nest, is
that a ttacks anythi ng approaching within l O miles responsible for layi ng eggs. Male howler wasps crowd about
of its nest. This result reveals all abe rration traits. her ar all rimes.
15 A howle r wasp flies back to its nest to fetch
reinforcements whe n attacked. A howler wasp
queen is much larger than the others, and she STRATEGIES AND TACTICS
rarely if ever leaves the nest. Individually, a howler wasp arracks whatever is closest to it.
16 The sting of a howle r wasp can paralyze its victim. ln g roups, though, howler wasps change rhei r rac rics as soon
21 When wounded, howler wasps spray their attacker as one of them delivers a spray of i nciting pheromone. They
wirh a substance that incites other howler wasps to nll a11ack any crearure doused wirh rhe pheromone.
attack it. Water can wash the s ubstance off. Wounded bowler wasps a lw::iys fly back ro I he nest, wh ere
they gathe r mo re howler wasps ro eliminate the threat. Thus,
Knowledge (Arcana) iris imperative ro defear every howler wasp encountered or
DC Res ult
ro be far away by rhe 1ime reinforcements arrive.
15 The wizard Otiluke created the howler wasps. He
never intended to release them into t he wild.
become the new queen. Usually one female slays all her com-
SAMPLE ENCOUNTERS perirors, bur occasionally several females leave to scan their
Because howler wasps hun r for food near rheir homes, they own nests. The single female builds and enters a cocoon like
are frequenrly encountered within a few miles of their nest. structure, rhere undergoing a biological rransformation into
H owler wasps are fearless and aggressive. They see all orher a queen, which takes a week.
creatures as cirhe, food or threats, and rhey try to kill any- Gin nr wasps and giam spiders present the
thing rhey find edible or menacing. most common threats to howler wasp nests.
Individual (EL 1): A single howler wasp is usually on Apes and dire apes also come inroconflict with
rhe prowl for food . Ir attacks wirhour hesirarion, flying
howler wasps.
back ro the nest for reinforcemenrs if injured. Environment: Howler wasps prefer for-
Hunting Group (EL 2-4): Small groups ested environmenrs, bur they can
of rwo ro four make their homes in nearly any
howler wasps warm location. When-
drifr, seeming- everpossible, rhey occupy
ly aimlessly, at dereliet buildings. They
distances of up are especially fond of
to 10 miles from the old libraries and temples,
nest, arracking any liv- which contain paper for
ing creature. building rheir nests.
Raiding Wing (EL They are rarely fou nd
5-8): A raidi ng wing underground.
comprising five to sixteen Typical Physical Char-
howler wasps prowls the acteristics: The average
countryside, gathering food
howler wasp measures less
and resources, as well as
than 4 feet long and weighs
defending the nest from
around 30 pounds. The queen
possible arrackers.
is around 8 feer long, and she
Nest (EL 9-13): A
weighs abour 250 pounds.
nest can contain anywhere
Physically, male and female
from sevenreen to sixty-four
howler wasps are nearly identical.
howler wasps, in addition ro the
The on ly drfforencc is that a ma le
queen.
howler wasp dies !d++L rounds
afrer delivering a sting arrack.
ECOLOGY Howler wasps encountered our-
Howler wasps build nests of side the nest are always female;
paper, dried leaves, and ski.ns of about 2090 of those encounrered
dead animals. Such nests range inside the nest are males.
in complexity from single cham- Alignment: Howler wasps
bers ro multiple consecurive cells, hate all or her living creatures and
each of which might hold as many as six howler wasps. The kill them with no provocation, whether the wasps need food
wasps incorporate items and gearta ken from slain opponents or nor. They care for nothing other than killing and their
into their nests: Shields, suits of armor, and similar equip- own survival, and only a howler wasp queen has any hope
menr serve as useful framing material. The paper walls of a ofrnling a h owler wasp hive wirhour su pernaruralaid. Thus,
howler wasp nest h ave hardness 0 and 3 hit poi nrs per inch howler wasps are usually chaotic evil
of thickness.
A queen sits ar the center of a howler wasp nest, produc-
ing rhe colony's eggs wirh rhe aid of ma le howler wasps
TYPfCAL TREASURE
Howler wasps have no individual treasure, but they use
who swarm around her, never leaving rhe nest. She and her
any irems rhey find to build their nests. They particularly
consorrs protect the eggs umil they hatch. The queen lays
love shields and other flat objects thar serve as srurdy fram-
anywhere from thirty to sixty eggs each month, each egg
ing material, or scrolls as a source of paper. Tearing aparr a
hatching in about a week. Because the nesr might nor be
nesr's srrucrure reveals a small bouncy of magic irerns, coins,
able to suppon so many new howler wasps, the queen and
and ocher treasure with a standard value for the Chai lenge
the healthiest larvae devour the weakest young ones. The
Raring of rhe nesr.
survivors reach maruriry i.n about three weeks. The average
howler wasp lives for about six monrhs, rhough rhe queen's
Life span mig ht be years. FOR PLAYER CHARACTERS
Female howler wasps that grow to more than 2 Hit Dice A typical howler wasp can be s ummoned by a cleric wirh
are a threat to the quee n, who mercilessly dispatches such access ro rhe Chaos domain, using summon 111011sfer I I or a
potential rivals. lf the queen dies, rhe ocher females in the higher-level s111111110 11 monslcr spell. Treat the howler wasp
nest begin ro grow freely. They gain 1 extra Hit Die each as if ir were on rhe 2nd-level lisr on rhe Summon Monster
week until they reach 8 Hir Dice, at which point they vie to cable (PH 287).
INFERNO SPIDER
This monstrous arachnid appears to be composed entire/~ of
STRATEGIES AND TACTICS
Inferno spiders hunr am] feed o n crearures weaker chan
magma. Liquid flame drips from its fangs, ond its eight blazing themselves. They use rheir flame webs co caprure prey rhar
eyes are devoid of all expression. mighr otherw ise be too quick and ni mble. ln combar, inferno
spiders firsr at rempr lO entangle prey wirh t he ir webs and
INFERNO SPIDER CR 8 th e n close LO bire wirh th ei r poisonous fangs. Possessing
Always N Large elemental (extraplanar, fire) only limited intelligence, infe rno spiders remain cunning
Init +7; Senses darkvision 60 fi., tremorsense 60 ft.; Listen and tenacious hunters, using Spring Arcack ro clan in and
+6, Spot +6 our of combat.
Languages lgnan
AC 22, touch 12, fla t-footed 19; Dodge, Mo bility
(-1 size, + 3 Dex, +10 na tural ) SAMPLE ENCOUNTER
hp 119 (14 H D); DR 5/- Inferno spiders can be fmtnd in rbe company of fire elemen-
lmmune fire; e lemental immunities ta ls, salamanders, and clerics of fire deities. The spiders are
Fort +8, Ref+12, Will +6 i nrelligenr enough rofollow simple orders and ro realize che
Weakness vul nerability to cold ben efits of allying with stronger c realllrcs.
Speed 40 ft. (8 squares), climb 40 ft.; Spring Attack Templ e Guardians (EL 13): Inside a remote volcano,
Melee bite +14 (2d6-,.7 plus caustic poison) Kaerlak, a pyrornaniacal 10th-level cleric of O bad-Hai, has
Ranged flame web T12 ranged touch (2d6 fire plus entangle) cowed rwo inferno spiders into guarding his temple. Kaer-
Space 10 ft.; Reach 5 ft. lak found t he spiders in rhe volca nic chambers beneath rhe
Base Atk +10; Grp +19 temple, along wi t h a group of fou r aver age salama nders. The
Atk Options Com bat Reflexes, ca ustic poison (DC 21 , 3d6
in ferno spiders freely stalk rhe passages of rbe fire temple,
fire/3d6 fi re), fire shield
:ind Kaerlak and rhe salamanders have resolved ro draw
Abilities Str 20, Dex 16, Con 18, Int 6, Wis 11, Cha 11 more fire crearures ro the sire. While Kaerlak and his min·
SQ elemental tra its ions aren 'c wanwnly destructive, their fiery rravels rhrough
Feats Alertness 8 , Combat Refl exes, Dodge, Improved
nearby woodlands and the ir sroking of rhe volcano's fires
lnitiative 8 , Iro n Will, Mobility, Spring Attack
h ave drawn rhe ar renrion of a sm all group of d ruids who are
Skills Climb +13, Hide +8, Jum p +9, Listen +6, Spot +6
Advancement 15-20 HD (Large): 21-28 HD (Huge); 29-40 devoted ro E hlonna. These druids now seek help to protect
HD (Gargantuan ) their forest from rhe threat of Kaerlak's temple.
Flame Web (Ex) Inferno spiders can throw a burning web
eight times per day. This is similar to an attack with a ECOLOGY
net but has a maximum range of 100 fee t, wi th a range Voracious p redators, even among others of their kind,
increment o f 20 feet, and is effective against targets up inferno spiders lead solitary lives on rhe Elemental Plane of
to one size category larger than the inferno spider. The
Fire. The weaker den izens of thar plane universally loathe
web anchors the target in place, allowing no movement.
Each rou nd, at the end of t he inferno spider's turn, an rh cm, and inferno spiders avoid contact wi1h o chers of their
entangled creature takes 2d6 points o f fire damage. kind as well.
An entangled creature can escape the web with a
successful DC 21 Escape Artist check or burst it with a
DC 25 Strength check. The check DCs are Constitution-
based, and the Strength check DC includes a +4 racia l INFERNO SPIDER LORE
bonus. The web has 12 hit po ints and ha rdness 5. If any Characters with ran ks in Knowledge (the planes) can learn
part of the flame web takes 5 or more points o f cold more about in ferno s piders. When a cha racter makes a suc-
damage, th e flame is extinguished and the web becomes cessful s kill check, the following lore is revealed, including the
cold and brittle, reducing the difficulty of the Escape information from lower DCs.
Artist check to DC 16 and the Strength check to DC 20.
Fire Shield (Su) An inferno s pide r's body produces Knowledge (the Planes)
tremendous heat. Any creature that strikes or touches an DC Result
inferno spide r with its body or a weapon, or that gra pples 18 This is an inferno spider, a kind offire elemental.
an inferno spider, automatically takes ld6 points of fire This result reveals all elemental traits and the fire
damage. A creature takes damage from this abi lity only subtype.
once per turn. 23 Inferno spiders fling strands of naming web to
Skills Inferno spiders have a +8 racial bonus on Climb immobilize their prey. Com posed of a fie ry
checks. An inferno spider can always choose to take 10 su bstance, these webs are particularly vu lnerable
on Climb checks, even if rus hed or threatened. to cold.
28 The bite of an inferno spider delivers a fiery poison
Their fangs bu rning with elemental fury, inferno spiders a:e that burns a victim from within.
deadly predators. These hu nters are ofren :iligned with priests 33 Infe rn o s piders can be summoned by those who
of flame deicies or groups of cunning salamanders, l!sing learn the proper procedure to do so.
their abiliries co complement those of other fire creatures.
swirling mass of molten rock rhar forms the creature's inter-
nal srrucrure, and flames dance in random panerns across
rhe bulk of its abdomen and legs.
Alignment: l nfemo spiders are always ncurral. They care
only forrheirown survival as a race, and hu m, Uve, and ma re
for this purpose only.

TYPICAL TREASURE
Inferno spiders rarely have any rreasure.
Their fiery bodies and lairs destro)'
valuable items quickly.

FOR PLAYER
CHARACTERS
An inferno spider can be
summoned by a wizard, by a sor-
cerer, or by a cleric wirh access ro rhe
fire domain, using mmmo11 momter
Vl or a higher-level s1m1111on mo11-
stcr spell. Trear the inferno spider
as if ir were on the 6th-level lis1
on rhe Summon Monster cable
(l'H 287). Clerics with access to
rhe Fire domain can also use a greater
plmwrally spell to call an inferno spider,
which usually demands ample food as paymenc.
To accomplish any of rhese casks, a spe!lcaster
must have at leasr 5 ranks in Knowledge (rhe p lanes).
Additionally, rhe spellcasrer musr complete a
magica l ritual rhar requires the powder of fire
opals worth 100 gp. Researching rhe ri tual requires two
Inferno spider· days of in rense study.

Once in the life of an inferno spicier, rypically when ir has INFERNO SPIDERS fN EBERRON
become advanced in size as well as years, rhe crearure seeks a Inferno spiders come from Femia, the Sea of Fire. There,
mare. Two courring inferno spiders foll inro a srrange, ritualis- rhey skip across rhe surface of the molten landscape like
ric dance, during which rhey circle each orher for hours or, in giganric warer s rriders, hunting, eating, and mating as rhe)'
some cases, days. Arrhe end of rhe ri tual, rhe rwo inferno spi- conrinue the endless cycle of life. Sometimes the creatures
ders charge one another, whereupon they collide and explode, shifr to Eberron wben Fernia is coterminous, and rhere
giving birch IQ hundreds of )'Ot111g. Enemies and predators of rhey ser up lairs in volcanic caverns. A gigamic specimen is
inferno spiders ofren hide near the dancing mares, wairi ng ro rumored IQ nest in rhe crater of Haka·wrvhak's peak, miles
slay as many of rhe offspring as pos~ible. The )'Oung also arcack below rhe fiendish ciry.
one anOLher. Very few inferno spiders survive ro become large
enough ro hum prey orher rhan rheir siblings.
l n fcrno spiders are arrrncred ro inclividLtals who possess
INFERNO SPIDERS TN FAERUN
Inferno spiders live on the Elemental Plane of Fire. The vast
grear arcane or divine power, fi nding ser vice wirh those
majoriry of rhese creatures are serv:1nts of Kossurh, rhe Iord
knowledgeable enough ro summon and com mand rhem.
of Flames, whom they revere. The deity appears to them as
Environment: lnferno spiders inhabir any warm region
an enormous inferno spider of great age and srrengrh. The
of rhe Marerial Plane, as well as the Elemenral Plane of Fire.
zealots of the Burning Braziers face ion seek m introduce
They are occasionally called to service by powerful spell-
inferno spiders to Toril in their quest to cleanse rhe world.
casrers on other planes of existence, particularly by those
So far, rhe Firelord has allowed only limited summoning.
who serve or revere fire deities.
\Vherher the distant and unknowable dei ty has some other
Typical Physical Characteristics: Inferno spiders stand
plan in mind for the creatures, or simply does nor care,
approximately'~feer rall and have a diame rcr of 8 fccr. Com-
none can say.
posed mostly of magma and Aame, an ii1ferno spider can
weigh as much as 600 pounds. Transparent places reveal a
TOYSTEALER
You face a cruelly beautiful, insubstantial being. It looks a little
bonus on Hide checks, and rhey take advan tage ofshad ow s,
clutter, undergrowth, and the like. lf they achieve surprise,
like an elf, but the feral smile and glittering, gemlike eyes betray they arrack a single target and drain ir to h elplessn ess. Their
it as something else. superior reflexe s give them an excellem chance of catching
opponenrs flat-footed after the surprise round, allowing them
jOYSTEALER CR 5 to potentially incapacirate a second targer.
Usually NE Medium fey (i ncorporeal)
lnit +7; Senses low-light vis ion, sense emotions 60 ft. ;
Listen +12, Spot +12
SAMPLE ENCOUNTERS
Joystealersoften work in reams to feed efficienily. Such gangs
Languages Common, Sylvan, Khen-Zai (Fiend Folio 65)
consume whatever strong emotions arc avajlable- fear being
AC 17, touch 17, flat-footed 14
a common one, especially as the joysrealcrs continue to feed.
(+3 Dex, +4 deflection)
Joyst ealers sometimes join w irh o ther cruel fey, wh o use their
Miss Chance 50% (incorporeal)
hp 27 (6 HD ); DR 5/cold iron abilities to incapacitate victims that the joystealers then drain
Fort +3, Ref +8, Will +6 of Charisma and emotion. Th ey leave beh ind hopeless husks
that often just give up on living.
Speed fly 30 ft. (perfect) (6 squares)
Melee incorporeal touch +6 (l d4 Cha)
Individual (EL 5): Lone joysrealers are rhreats in urban
Space 5 ft.; Reach 5 ft. environments or in other places ,v here strong emotions are
Base Atk +3; Grp - plentiful, such as battlefields. Occasionally, a single joy-
Special Actions d rain emotions stealer m ight be exploring n ew feeding grounds or be rhe
Abilities Str - , Dex 17, Con 12, Int 13, Wis 12, Cha 19 sole sur v ivor of a larger group.
SQ incorporeal traits Dark Pranksters (EL 8): A spiteful pi.xie enjoys pun ish-
Feats Alertness, Improved Initiative, Track ing mortals who en croach on its territory, using its sleep
Skills Bluff +13, Diplomacy +8, Disguise +4 (+6 acting) , arrows or Otto's irresislib/e dance and then allowi ng irs rwo
Hide +16, Intimidate + 6, l(nowledge (nature) +8, companion joysrealers to dra in the victims' emotions.
Knowledge (the planes) +5, Listen +12, Sense Motive
+10, Spot +12, Survival +10 (+12 in a bovegrou nd natu ral
environments) ECOLOGY
Advancement by character class; Favored Class rogue; Joystealers lead a strange du.al existence. They are boun d ro
see text the Ethereal Plane but always hunger for rhe emotions of
Sense Emotions (Su) This ability functions like blindsense, cr eal"ures from rhe material wo rld.
except t hat a joystealer can detect only the presence and The ancestor s of joyst ealers were unseelie fey that fed on
positions of livi ng creatu res. the emotions of ordinary m ortals. When the erhergaunts, or
Drain Emotions (Su) Once a joystealer has reduced a living khen-zai as they call themselves (l:iend Folio 64), decided ro
creature to OCharisma, it can drain emotion completely recla im th e Marerial Plane, they sought slaves rhar wo uld be
from t hat opponent as a standard action. A creature so
drained can't be affected by morale bonuses or penalties,
can' t rage, and can' t receive t he benefits of any other
ability d erived through ins piration or emotion. The JOYSTEALER LORE
affected creature is also im mune to fear effects. Characters with ranks in Knowledge (the planes) or Knowledge
The dra in emotions effect can be co untered only by (nature) can learn more about joystealers. When a character
finding and des troyi ng the joystealer who caused it or makes a successful skill check, the following lore is revealed,
by cas ting a remove curse spell on the affl icted creature including the information from lower DCs.
within the area of a hallow spell.
Skills joystealers have a +4 racial bonus on Hide checks. Knowledge (t he Planes)
DC Result
Beamiful, haunting, and cruel beyond mortal ken, joysteal- 15 This is a joysteale r, a fey t ied to the Ethereal Plane.
ers hum passion, feed on fea r, and revel in the ernorions rh:H This resu lt reveals all incorpo real traits.
the y steal from others. Once rhey labored i..n serv itude for 20 A joystealer's incorporeal touch saps hope. These
creatures feed on t he emot ions of intelligent beings.
ethereal masters, b ut now tbey haum the streers of cities or
25 Joyst ealers are the escaped slaves of ethergaunts ,
srride thro ugh forests ar the side of other fey creatures.
wh_o now hunt them down.

STRATEGIES AND TACTICS Knowledge (Nature)


Indiv idual joystea lers seduce mortals w ith words and deeds, DC Result
75 Th is is a joystealer, an u rban fey creature. This
often rrying to incite love or happiness, whic h they .find
result revea ls all fey t ra its.
tasty with a touch of surprise and fear. If forced ro fight for
20 Joystealers became bonded to the Eth ereal Plane
its sustena nce, a joystealer remains in a combat only long and cannot ta ke solid form. This res ult reveals all
enough to reduce one living creature co O Charisma. Then incorporeal tra its.
it uses irs drain emotions ability, fleeing there a fcer to digest 25 A joystealer's incorporea I touch saps hope. These
the passions it has stolen. creat ures feed on the emotions of intelligent beings.
A group of joystealers begins an arrack from ambush, 30 Joystealers were transformed into ethereal
hiding partially wirhin solid objects. Though rhey are not c reatures by an ancient race.
invisible, these incorporeal creatures enjoy a n excellenr racial
useful to their cause of emotional purification and physical lands, ma ny fey retreated before rhem. The insoril li ngered,
eradication. The joystealers were a perfect rool. being ma re- for humans were a rich and plentiful source of intense emo-
rial beings rhar destroyed the emorions of other material tions-far tastier and easier to harvest tha n those of other
beings. The black erhergaunts began to amass large annies of fey, elves, and rhe like. If several insoril previously <lwelt by
joystealers, whose abilities had no effect on rheir own "per- a riverside, they rema ined in the wharves and alleyways of
lected" minds. T he fey had never been especia Ily numerous, a river city. If rhey once inhabited a wood, rhey haunted rhe
so it wasn't long before all of rhem had been raken by parks and back s1reets of a growing town.
the khen-zai. Through magical manipulation and The insoril saw themselves as a neces-
long-term habiruarion to ethereal ell.isrence, sary part of the world, draining
rhe joysrealers became insubsrantial, panly excess emotions that would
fastened to the Ethereal Plane. only lead ro conflict or pain.
Joys1ealers have been bound ro rhe Ethe- Indeed, rhey were proud of
real Plane for millennia, almost beyond their role. They saw their feed-
the realm of mortal memory or record. ing as being on a higher level
However, they hunger still for the feel- rhan rhe bloodstained hum or che
ings and passions of the morral world. hard labor of fa rming. After being
Under the subjugation of the e1her- enslaved by che ethergaunts, the
gaums, joysrealers have become insoril were pur co work as mere
cruel and evil ro rhe exrreme. hunrers, and rhey resenred such
Even after escaping ethergaunt debasement. But escape has nor
rule, they retain their vicious- freed rhem, and their feeding is
ness, willing to drai n a morral now a desperare scramble instead of
of emotion eternally for a 1he refined culling they once cook
momenr·s revel in the joys of pride in. They hate the ethergaunrs
rhe stolen passion. for poisoning their puriry so. As far
Like all fey, joystealers are as other in1elligenr creatures are
long-lived and mature slowly. concerned, rhough,joystealers are
Environment: Joysrealers as selfish and terrible as ever.
are inexrricably bound to the
Ethereal Plane now, bur rhey
were urban fey before their TYPICAL
enslavement. T hey are most TREASURE
likely to beencounrered within During their enslavement, joysre-
large cities, where plenry of emo- alers possessed nothing of their
tion is expressed in the daily lives Jo;!lealer own, and being incorporeal, they
of residents. Most joysrealers restrict have no material treasure.
themselves co consuming rhe emotional energy of socie1y's
forgorren, unless in desperate srra its, to avoid drawing atten-
tion to themselves. Slums and wacerfronrs are their preferred
JOYSTEALERS WITH CLASS LEVELS
haunts. The presence of other creatures also helps rhe joysre- NPC joystealers adva nee by character class, most as rogues.
alers conceal the mselves from pursuers once rhey have fed . Afew become spellcas1ers, though material components are
Typical Physical Characteristics: A joystealer is a <lei i- a problem for incorporea I creatures. The rare joysrea ler cleric
care being that resembles an exrremelypale elfwith long hair usually follows Nerull or Wee Jas.
Lewl ,\djustmenl: ++.
and androgynous fearures. Ir is coldly arrracrive by human-
oid standards, bm its eyes immediately give away its rrue
nature. They resemble gems, luminous and without pupils. JOYSTEALERS IN EBERRON
A joysrealer's eyes are deep ruby red when 1he creature is The erhergaums served the daelkyr, their crearors, nearly
hungry but glow golden once it has fed. A 1ypicaljoysrealer ten rhousand years ago. while the inhabitanrs ofXoriar ran
stands about 5 fee1 tall and h as a slight form. free on Khorvaire. When rhe gares ro Xoriat were closed, the
Alignment: Joystealers are concerned only with rbeir erhergaunts wok refuge on the Etherea I Plane. After the fall
own weli-bei11g, without regard for how rhei r behavior affec1s of rlie Dhakaani civilization, humans began ro move i nro the
01hers. By rbat standard, rhey would have been considered goblinoid lands. The joystealers srayed to feed. Erhergaunrs
evi I even before their transformation. :"Jow r heir resenrrnenr observed 1hem and began to collecr rhem as slaves.
and despair has furrher darkened their sou ls. Joystealers are During rhe last \Xia r, the bartlegrou nds of Cyre provided an
usually nemral evil. excellent base for che erhergaunrs. Amid the warrime horrors,
tales o( crcaiures that drained the very heart did nor stand out
SOCIETY much. O nly the passion of an army ofThrane zealots allowed
"Joystealers" is a name conferred on the creatu res by frigh1- rhe joysrealers ro make rheir escape. ~ow many oi I he fugi-
ened survivors of their attacks. They call themselves insord. ti\·es linger in the Mournla11d, hidi.ng in the dead-gray misc.
lnsoril are extremely unusual fey in that rhey adapted to Travelers never suspect that i nsubsra ntial cream res within rhe
urban environmenrs. When huma ns spread into rhe untamed misr mig ht be responsible for thei r spiritual deadening.
TUSTT CE ARC HON
Archons are celesrials from the plane of Celestia. The}' guard
Justice archons consider rhemselves 1he purest champions
of jusrice in Celcsria. Decisive and self-righreous, rheir
rhar plane and all who are good or innocent, figh1 ing fiends desire ro acr swifrly on behalf of justice sometimes leads
1h em asrray.
wherever rhey find such crea1ures. Alrhough g lorious ro
behold and c reared from th e essence of good, archons are
rerrifying e nemies of any they see as evil.
Strategies and Tactics
A jusrice archon does nor attack withour provocation, bur irs
A glorious but menacing angel dives ioward you. She is a radi- highly ru ned sense oi jusrice and retribution ofren causes
ant warrior clad in bright full plate, wielding a greatsword that it ro become incensed ar rhe mere sight of an evil being or
crackles with divine power. even rhe suspicion of an evil acc. lf iris unsure of who was

JUST ICE ARCH ON CR 6


Always LG Medium outsider (archon, extraplanar, good,
lawful)
Init+1; Senses darkvision 60 ft.. low-light vision; Listen +10,
Spot+10
Aura magic ci rcle against evil (10 ft.), menace (20 ft., DC 17)
Languages Celestial, Draconic, Infernal, tongues
AC 19, touch 11, flat-footed 18
(+1 Dex, +8 armor)
hp 63 (6 HD); DR 10/evil
Immune electriciry and petrification
SR 16
Fort +l0 (+14 against poison), Ref +8, Will +8
Speed 20 ft. (4 squares) in full plate, base
speed 30 ft.; fly 40 ft. (good) in full plate,
base fly speed 60 ft.
Melee +l greatsword +10/+5 (2d6-i-5/19-20)
Space S ft.; Reach 5 ft.
Base Atk +6; Grp +9
Atk Options al igned strike (good, lawful),
justice strike
Special Actions teleport (self plus 50 lb. of
objects only)
Spell-Like Abilities (CL 6th):
At will-aid, conrinual flame, detect evil
Abilities Str 16, Dex 12, Con 21, In t 10, Wis 13 ,
Cha 14
SQ archon tra its
Feats Iron Will, Improved Toughness (Complete
Warrior 101 ), Lightning Reflexes
Skills Concentration +14, Diplomacy Tl3, Intimidate
+11, Knowledge (the planes) +9, Listen +10, Move
Silently +4, Sense Motive +10, Spot +10, Survival +1
(+3 on other planes)
Advancement by character class; Favored Class paladin;
see text
Possessions full plate armor, + 7 greaisword
Tongues (Su) As the tongues spell; continuous; caster J11,ti.e ,1rchon
level 14th.
Magic Circle against Evil (Su) As the magic circle against. evil
responsible for the wrongdoing, a justice arc hon uses its cletccl
spell; continuous; caster level 14th.
1•11// abi lity to locate evil crcaru r es and c h arges headlong inro
Aura of Menace (Su) - 2 penalty on attack rolls, AC, an d
saves for 24 hours; Will save negates. ball le with dreadful cries of ven geance, laying inro the near·
Justice Strike (Su) A justice archon that hits with a melee es1 opponent wirh i1s grearsword. It uses rhc weapon's normal
attack can choose to use this special ability instead of <lamage unril it can discover 1he narure of its opponenr·s
dealing normal weapon damage. justice st rike dea ls the mclce arrack (generally as a resu lt of being hie), rhen uses its
damage of the struck o pponent's primary melee attack. jus t ice srrike if that is more effective. lf the opp o n ent pro·
This damage includes effects that apply automatically on vi des a serious challenge, rhe justice archon telepons away
a hit, such as energy damage or poison, but not those to bring reinforcemenrs or to strike again when it has some
from optional effects or feats, such as Power Attack. other adva nrage.
Teleport (Su) As the teleport spell; at will; caster level 14th.
JUSTICE ARCHON CHAMPION squads of hound archons, or a squad of sword arc hons (Book
of £-cnltt·d Deeds 160).
This imposing figure appears os an armored knight. swooping
on golden wings. His oir of authority and menace is almost
palpable. fuming c11il agamst itself 1s the l11gliest .for111 of jmtrce.
- Cre do of rhe archons
JUSTIC E ARCHON CHAMPION CR 10
justice archon oaladin 4
0 SAMPLE ENCOUNTER
LG Medium ou tsider (archon, extraplanar, good , lawful) Just ice archons ofren fight alone, buc rhey frequently
Init +1: Senses darkvision 60 ft., low-light vision; Listen +9,
Spot+9 accompany other champions of good. T hey provide aerial
Aura courage (1 0 ft., allies +4 against fear), magic circle suppon to squads of hou nd arcbons or answer magical
against evil (10 ft.), menace (20 ft. , Will DC 18 negates) summons ro aid clerics of lawful good deities. Celestial
Languages Celestial, Dracon ic, Infern al, tongues giant eagles or ce lestial g ia m owls regularl y accompany
AC 23. touch 11 , flat-footed 22
justice arc hons.
(+1 Dex, .,.10 armor, +2 natural) Fallen Angel (EL 8): The jus1ice archon Hanzuriel always
hp 129 (10 HD); DR 10/evil detls swifr judgmenr and harsh justice ro wrongdoers. Over
Immune d isease, electricity, fear, petrification rhe years, his imperuous decisions have slowly bur steadily
SR 20 drawn him off the path of righ teousness. Admonished by
Fort +19 (+23 against poison) , Ref +12, Will +11 superiors ,md acc used of fa lli ng from grace, H anzu riel fled
Speed 20 ft. (4 squares) in full plate, base speed 30 ft.; fly rheheavcns, convinced of his mora l superior ity over '·hand-
40 ft. (good) in full plate, base fly speed 60 ft. wringing layabouts that hide in Celesria while evil does irs
Melee .,. J greatsword +17/+12 (2d6+8/19-20) foul works." :--lo w unwittingly lawful neutral, Hanzuriel
Base Atk +10; Grp +15 rra~·els rhe Material Plane with rwo like-minded hound
Atk Options aligned strike (good, lawful). Justice strike, arc hons, judging crimes and punishing ..criminals" ar will.
smite evil l /day (+3 attack, +4 damage) Hanzuriel's hound archon allies impcrso11are morrnls ro root
Special Actions lay on hands 12 poin ts /day, te le port (self ourrhe malefactors in a commu niry. When they find some-
plus SO lb. of objects only), turn undead 6/day (+5,
one rhey th ink has broken a law ( by rheir sense of w hat is
2d6+4, 1s t)
Paladin Spells Prepared (CL 2nd): lawful), they repo rt ro Hanzuriel, and he and they retu rn to
1st-divine favor des;roy the individual.
Spell-Like Abilities (CL 6th) :
At will- aid, continual flame, detect evil ECOLOGY
Abilities Str 21 , Dex 12. Con 24, Int 10, Wis 11. Cha 17 As an outsider, a jusrice archon does not n eed to eat. drink,
SQ archon tra its or sleep. A justice archon d oes nor comribu1e to the ecol-
Feats Iron Will, Improved Toughness, Lightning Reflexes, ogy of an area, a nd an archon avo ids raking any acrion chat
Weapon Focus (greatsword)
mighr alter an area's narural balance, unless pu rsuit o fjusrice
Skills Concentrat ion +16, Diplomacy +14, Intimidate +12,
Knowledge (the planes) +9, Knowledge (rel igion) +5, requires doing so.
Listen +9, Move Silently +5, Sense Motive +9, Spot +9, Environment : Justice archon s are native to rhe Seven
Survival +0 (+2 on other planes) Mounting H eavens o f Celesri;1. They inhabit Empyrea, rhe
Possessions .,.2 full plate armor, + i greats word, amulet of Ciry of Tempered Sou ls, on Celesria's fifrh layer Merrion ,
natural armor-'-2 where reflections of rheir go lden wings flash in its crystal-
Tongues (Su) As standard justice archon. clear ware rs.
Magic Circle against Evil (Su) As standard justice archon. ,\ few just ice arc hons choose volumary exile from rhe
Aura of Menace (Su) As standard justice arc hon. shining realm of Celestia. These c ha mpions remain on rhe
Justice Strike (Su) As standard justice archon. Material Plane to maintain eternal watch. on infernal portals
Teleport (Su) As s tandard justice archon. that border the Lo\-ver Planes, guarding against incursions
by fi.ends.
Some jusrice archons take levels in paladin to become more Typical Phys ical Characteristics: A typical justice
focused champions of 1heir cause. The justice archon cham- archon stands about 6 feet ta ll and weighs 1.90 pounds. It
pion presented here had rhe follow ing abiliry scores before looks li ke a beamiful humanoid, usually an elf or human,
racial ndjustmenrs a nd Hit Dice ability score increases: Srr 15, wirh gleaming golde n eyes, skin, and hair. Justice archons
Dex 12, Con 14, Inr 10, Wis 8 1 Cha 13. favor full plate armor and rwo-handed weapons, usua lly
gre2rswords but occasionally greaiaxes or glaives.
Strategies a nd Tact ics Jusrice archons have no gender, though one mig ht resem-
Whe n a j ustice archon c hampion decides violence is jus· ble a male or female humanoid.
tificd, ir makes sure of its overwhelming superiority. I n Aligrunent: Natives of Celesria, justice archons always
addi1 ion ro casring aid on itself, ir casts dw111c fnvor before begin existence lawful good. When in the th roes of r ighteous
joining battle. fury, though, they mighr lash ouc ar all who oppose them,
A justice archon champion usually leads a la rge group of and doing this 100 often can lead a justice archon 10 change
other arc hons, generally six ro eight _justice archons. several alignment.
TYPICAL TREASURE
Justice arc ho ns ourshi ne orher archons in zealo us devotio n A JUS tice archon has srnnclnrd treasure for its Challenge
IO whar is good and righr. They willingly bring succor IO Rating, mosrly in the form of magic weapons a nd armor. It
rhe injured and the abused, bur rheir passion lies more in also mig ht wear protective items and use porions to improve
exacting re tribution against rhose responsible for sud, mis- irs combat abiliries. Remaining possessions usually ser ve ro
rrearmenr. Justice archons are at the forefront of war parties enhance the archon's glorious and imposing appea rance.
that htmr down fiends, and they frequently come 10 rhe aid Jusrice archons favor golden necklaces, cores, circlets, and
of clerics who pray for assistance against evil. They harbor a o ther such jewelry, as well as gold enhancements to armor
special e nmity toward yugo lorhs. T hey despise beings tha r and clo1b ing.
do nor cleave to a philosophy bur exist o nly to cause as muc h
misery as possible.
Tfjustice archon s have a weakness, iris rhat rheir lust for
JUSTICE ARCHONS WITH
vengeance ca n cloud their sense of rig ht a nd •.vrong. L-J igh CLASS LEVELS
priests wirh ambirions toward great temporal power have The abiliries of the paladin class mesh well with justice
exploited rhis tendencv by d irecting rhe archons' fury against arc hons' natural desire to combat evil. Their innate spell-like
"evil" rule rs. Should a j ustice archon learn ir has been so abilities <lo not increase in caster level with the addition of
manipulated, rhough, irs revenge againsr the true villain is paladin levels, bur their spell resistance does increase.
swift, violcnr, and horrifying. In its fury, ir might destroy all Level Adjmt111c11t: +5.
who surround r.he object of vengeance, whether rhey share
guilt or nor.
Justice archons consider themselves t he puresr champions
FOR PLAYER CHARACTERS
A justice archon can be summoned using s11111111011 momtrr
of justice in Celestia. Throne archons (Boo/~ of Exnlterl Deeds
VII or a higher-level rnmmon monster speU. Trear rhe justice
L62) are rhe judges of the heavens, bur their cold de[ibe ra1ion
archon ns if it were on the 7th -level list on the Summon
and resentment of being called to the Material Plane make
Monster table (PH 287).
them roo distant in che eyes of the justice archons. The sum-
mo ns to defeat evil and injustice, wherever it mighr be found, When a justice archon is called by one of rhe plnmi r ally
is too loud to ignore, and justice archons eagerly answer. spells, it demands o nly half the us ua l payment if asked to
Cooler-headed celestials recognize the usefulness of such fight fi ends, and no payment if yugoloths are the e nemy. A
zealotry, bur many believe the jusrice archons are too easily justice archon might continue to fighr remaining yugolorhs,
aroused- and thus too prone ro act rashly and harm rhe even if it has accomplished rhe lerrerof a bargain stmck with
its caller.
blameless who gcr between rhem and their prey. These other
celesria ls e ncourage justice arc hons IO engage in raids against
the lower Planes, in which no innocents are ar risk. JUSTICE ARCHONS TN EBERRON
Justice archons are vangua rd commanders in rhe eternal
battles 1hat rage across rhe plane of Shavararh. Yugoloths
JUSTICE ARCHON LORE do not dwell there, though, being denizens of Mahar. The
Characters with ranks in Kn owledge (the planes) can learn fiendish armies sometimes summon yugo loths, which brings
more about justice archons. When a character makes a suc- justice arc hons in swarms. Justice arc hons rnigh, e nrer E ber-
cessful skill check, the following lore is revealed, including the ron when Mahar is corerminous and yugolorhs e merge to
information from lower DCs. plague mortals.

Knowledge (the Planes)


DC Result JUSTICE ARCHONS IN FAERUN
16 This is a justice archon, a zealous native of Justice archons are native to the H ouse of rhe Triad, home
Celestia. Such archo ns frequently lead squads of to deities ofjusrice and rigl1teous warfare, including H elm,
other archons o r earthly champions of good Torm, and Tyr. T hey are especially hostile to denizens of rhe
against evil enemies of great power. This result Barrens of Doom and Despair, servants of deiries who delight
reveals all outsider and archon traits. in inflicting random pain and misery.
21 Justice archons can s trike an enemy for the
da mage it deals, including additional damage from
energy or poison. They are resistant to magic and
ignore some of the da mage dealt by non-evil
wea pons.
26 Justice archons hate yugoloths. A justice archon
that ans wers a planar ally spell usually agrees to
fight yugoloths for no payment. However, justice
archons can be impetuous in thei r pursuit of
justice, and they a re quick to judge.
LIZARDFOLK, DARK TALON CHAMPION
DARK TALON TRIBE
As derailed in the Monster Manual, lizardfolk are primitive
This hulking, reptilian humanoid has scales tinged with black. He
snarls and hefts a jagged spear.
reptilian humanoids t hat lurk in swam p y places. Mosr lizard-
folk tend coward neurraliry, but the example tribe descr ibed DARK T ALON CHAM PI ON ( RAG I NG} CR 4
Male lizardfolk barbari an 3
here is an e xcept ion. Encounters wi th rhe Dark Talon lizard-
NE Medi um hu mano id (reptilian)
folk can form the b asis of an adventure path. Init +l ; Senses Listen +7, Spot+l
The Dark Talons are murderous lizardfolk, toughened by Languages Common, Draco nic
alchemical infusion with black dragon b lood , that seek to
AC 18, touch 9, flat-footed 18; uncanny dodge
conquer lands controlled by other human oid races. Spurred (+l Dex, +4 armor, +5 natu ral, - 2 raging)
on by their mad k ing, Yarshag, and fa n atical d ruids, the Dark hp 59 (5 H D)
Talons march from rh eir swam p on a sinister crusade. Fort +8, Ref +5, Will +4
Speed 40 ft . (8 squares)
DARK TALON SOLDIER Melee mwk falchion +11 (2d4+9/l 8-20) and
This hulking, reptilian humanoid has scales tinged with black. He bite +8 (ld4+3) or
swings an enormous club. Melee 2 claws+ lO each (ld4+6) a nd
bite +8 (l d 4+3)
Ranged javelin +5 (ld6+6)
DARK TALON SOLD IE R CR 2 Base Atk +4; Grp +10
NE Medium humano id (reptilian) Atk Options Blind-Fight, rage l /day (8 round s)
lnit +l; Senses Listen +l , Spot +l Combat Gear javelin oflightning, potion of bull's strength
Languages Common, Draconic
Abilities Str 22, Dex 13, Con 20, In t 8, Wis 12, Cha 8
AC 19, touch 11, flat-footed 18 SQ fast movement, ho ld breath (80 rounds), trap sense +l
(+l Dex, +3 armor, +5 natu ral) Feats Blind-Fight, Multiattac k
hp 19 (2 HD) Skills Balance +6, Jump +19, Lis ten +7, Spot +1, Swim +12
Fort +3, Ref +4, Will + l Possessions combat gea r plus + J studded leather armor,
Speed 30 ft. (6 sq uares) masterwork falch ion, 2 javelins
Melee mwk maqua huitl +5 (l dl0+4/x3) and
bite - 1 (l d4+l )or When not raging, a Dark Talon champion has the following
Melee 2 claws +4 each (ld4+3) and changed statistics:
bite -1 (ld4 +l ) AC 20, touch l l , flat-footed 20
Ranged javelin +2 (ld6+3) hp 49 (5 HD)
Base Atk +1; Grp +4 Fort +6, Will +2
Atk Options Blind-Fight Melee mwk fa lchion +9 (2d4+9/l 8-20) and
Combat Gear potion of bull's strength, 2 potions ofcure bite +6 (l d4+2) o r
moderate wounds Melee 2 claws +8 each (l d4+4) and
Abilities Str 17, Dex 13, Con 16, Int 8, Wis 12, Cha 8 bite +6 (l d4+2)
SQ hold breath (64 rounds) Ranged jave lin +S (l d6+4)
Feats Blind-Fight Grp+8
Skills Balance +6, Jump +7, Lis ten +l , Spot +l , Swim +7 Abilities Str 18, Con 16
Possessions combat gear plus masterwork stud ded leather, SQ hold breath (64 ro unds)
masterwork maquah uitl, 5 javelins Skills Jum p +17, Swim +10

Mosr of rbe Dark Talon tribe's field comm anders and cham-
Yarshag's alchemical process m akes one out of three Dark
Talon lizardfolksrronger, rougher, and meaner. These troops pions are barbarians. Th ese b erserkers were among the first
lizard folk sp awned w irh Yarsh ag's alchemical process.
are given special training with rhe greatclub.
The Dark Talon soldier presented h ere h ad rhe follow- The Dark Talon champion presented here h ad rhe follow-
ing abiliry scores before racial adj ustments and Hit Dice
ing ability scores before racial adjustments: Str 15, Dex 13,
Con 14, Im 10, W is 1.2, Cha 8. abiJiry score i ncreases: Srr 15, Dex 13, C on 14, Im 10, W is 12,
Cha 8.
Strategies and Tactics
Dark Talon soldiers practice figlirin g in foggy conditions
Strategies and Tactics
and excel ar making accu rate arracks ,vhen sight is li m ited . Dark Talon champions are straighrforward melee combaran ts
who lead Dark Talon charges, raging all the way. Like Dark
T h ey use bushed calls in Drnconic to keep in contact wirb
each orher. Talon soldiers, rhese c h ampions are adept ar fighting withour
rbe convenien ce of sighr.
Champions lead wa rbands of six to ten soldiers. Th ey also
serve as bod yguards and sergeants for the trib e's druids.
DARK TALON WASP RTDER DARK TALON SHAMAN
An enormous wasp the size of a horse buzzes toward you. On its An imposing reptilian humanoid, festooned with ialisrnans,
back is a reptilian humanoid, who levels a lance at your heart. raises her hands to ca/I lightning from the skies as she shouts a
command.
DARK TALON WASP RIDER CR 2
NE Medium humanoid (re ptilian) DARK TALON SHAMAN CR 6
Init +2; Senses Listen +0, Spot +0 Female lizardfol k druid 5
Languages Common, Draconic NE Medium humanoid (reptilian)
AC 20, touch 12, flat-footed 18 Init +0; Senses Listen +3, Spot +3
(...-2 Dex +3 armor, +S natural) Languages Au ran, Common, Draconic. Druidic
hp 19 (2 HD) AC 18, touch 10, flat-footed 1&
Fort +3, Ref +S, Will +0 (+3 armor, +5 natural)
Speed 30 ft. (6 squares) hp 49 (7 HD)
Melee mwk lance +4 (ld8+3/x3) and Fort +7, Ref +5, Will +8; +4 against spell-like abilities offey
bite -2 (1 d4+1) or Speed 30 ft. (6 squares); woodland stride
Melee 2 claws +3 each (ld4+2) and Me lee 2 claws +4 each (l d4) and
bite - 2 (ld4+1) bite +2 (1 d4)
Ranged javelin +3 (ld6+2) or Base Atk +4; Grp +4
Ranged sling +3 (ld4+2) Atk Options Blind-Fight
Base Atk +1; Grp +3 Special Actions spontaneous casting (summon nature's ally
Combat Gear potion ofcat's grace, 2 potions of ciffe moderate spells) , wild shape 1/day (S hours)
wounds, 5 flasks of alchemist's fire Combat Gear potion of cure moderate wounds
Abilities Str 15, Dex 15, Con 16, Int l 0, Wis 10, Cha 8 Druid Spells Prepared (CL 5th):
SQ hold breath (64 rounds) 3rd-cnll lightning (DC 16), poison (+4 melee touch,
Feats Martial Weapon Proficiency (lance) DC 16)
Skills Balance +7, Jump +7, Listen -'-0, Ride +7, Spot +0, 2nd-barkskin, bear's endurance, fog cloud
Swim +9 1st-entangle (DC 14),jump, longstrider, obscuring mist
Possessions combat gear plus master.vork studded leather, 0- create water, cure minor wounds, detect magic, light,
masterwork lance, 3 javelins, sling with 20 bullets, giant resistance
wasp mount Abilities Str l 0, Dex l 0, Con 15, Int 12, Wis 16, Cha 12
SQ animal companion, hold breath (60 rounds), link with
\Xlasp riders are chosen fm rheir exceLlent rellcxes, and tbey companion, share spells, trackless step, wild empathy +8
receive special rraining wit h rhe lance. The Dark Talon wasp (+4 magical beasts)
rider presented here had the followingabiliry scores before racial Feats Blind- Fight, Combat Casting, Multiattack
adjustmems: Ser 13, Dex 15, Con H, Im 12, Wis 10, Cha S. Skills Balance +9, Concentration +10, Handle Animal +6,
)ump +9, Knowledge (nature) +7, Listen T3, Ride +2,
Spellcraft +5, Spot +3, Survival +9, Swim -,-9
Strategies and Tactics Possessions combat gear plus + l leather armor, cloak of
Wasp riders are rhe firs c wave of a Dark Ta Ion at tack. Tl:ese resistance+ 1
warriors sofren up rhc enemy wich a few volleys before the
Animal Companion monitor lizard (MM 275)
main army engages. Once I he warband meets rhe enemy,
rhe wasp riders patrol rhe air ro guard ag;1ins t 1·he enemy's
The typical Dark Talon shaman is ambitious, inrelligcnt, and
reinforcemenrs, hunr clown foes chac flee, and pick off any
charismatic. These lizardfolk see Yarshag as a near-divine
targecs of opporruni1y.
bei ng whose dicrates mus1 be obeyed. They view nature as a
des1 ructivc force iliac exiscs 10 serve che li.zardfolk, and rhey
GIANT WASP MOUNT CR 3
a re responsible for capru ring and crai ning monsters. leading
N Large vermin
I nit +l; Senses darkvision 60 ft.; Listen +l, Spot +9 warbands, and polidng rhe rribe for heresy. They fight along-
side the rribe's soldiers, chough chey prefer rouse rheir spells
AC 14, touch 10, Oat-footed 13
10 support assaults, wading inro melee only if forced to.
(- 1 size,+ 1 Dex, +4 na tural)
hp 32 (5 HD) The Dark Talon shaman presented here had rhe follow-
Immune vermin immunities ing ,1bility scores before racial adjustmems and Hi, Dice
Fort +6, Ref +2, Will +2 ability score increases: Str 8, Dex 10, Con 13, Inc H , \X/is 15,
Speed 20 ft. (4 squares), ny 60 ft. (good) Cha 12.
Melee sting +6 (ld3+6 plus poison)
Atk Options poison (DC 14, l d6 Dex/ld6 Dex) Strategies and Tactics
Space 10 ft.; Reach 5 ft. A typica l Dark Talon warband includes a shaman, who uses
Base Atk +3; Grp +11 spells such as fog clo11d w cover the troops. Call /1glil11mg is
Abilities Str 18, Dex 12, Con 14, Int - , Wis 13, Cha 11 useful against £lying enemies and targets char are roo rough
Immune vermin traits for 1he soldiers tO rake dow11 quickly. The shaman keeps
Feats- o!Jmir111g 1111st and e11l.i11g/,· in reserve ro cover a re1rear or
Skills Listen +l. Spot +9. Survival -l (+5 to orient itself) befuddle a porenr foe. O1her spells augment the shaman's
combar potenc)'-
YARSHAG, DARK TALON KING 'lJnri: Tnlom (top lo bollomj:
The king of the Dark Talons stands before you in shining plate 11•,:;p rider. cbampio11, soldier, ,md ,bt1m n11
made of onyx-colored dragon scales. His form seems large in
the bulky armor and horned helm he wears.
The shield on his arm is like glistening ebony,
and even his curved sword is a lustrous black_
Beside him stands a massive horned beetle with
a dusky carapace.

YARSHAG CR 11
Male liza rdfolk figh ter 1/ druid 5/vermin keeper* 4
* Prest ige class descri bed in Underdark
N E Medium h umanoid (reptilian)
lnit +0 ; Senses Listen +S, Spot +5
Languages Common, Draconic
AC 28, touch 10, flat-footed 28
(+9 armor, +4 shie ld, -5 natural)
hp 84 (12 HD)
Immune venom
Fort +13, Ref +6, Will +16; +4 aga inst spell-like abilities
of fey
Speed 20 ft. (4 squares) in full plate; base spe ed 30 ft.;
woodland st ride
Melee + 7 scimitar+9 (ld6+1/1 8-20 plus poison ) and
bite + 6 (1d4) o r
Melee 2 claws +8 e ach (l d4) and
bite +6 (1d4)
Base Atk +8 ; Grp +8
Atk Options Blind-Fight, poison (giant wasp, DC 14, ld6
Dex/ 1d6 Dex)
Special Actions spon taneo us casting
(summon nature's ally s pells), vermin form or wild
shape 3/ day (5 hours)
Combat Gear l 0 doses of giant wasp poison, 3 potions
ofcure serious wounds, 5 flasks of alchemist's fire,
3 thunderstones, smokest ick
Druid Spells Prepared (CL 9th):
5th- animal growth (DC 20), insect plague
4th- giant vermin, ice storm (2)
3rd-call lightning (DC 18), poison (+8 me lee
touc h, DC 18), protection from energy, wind wall
2nd- barkskin, bear's endurance, bull's strength,
fog cloud, summon swarm
1st- cure light wounds (2), entangle (2) (DC 16) ,
faerie fire, longstrider
0- cure m inor wounds, detect magic, de tect poison,
guidance, purify food and drink, resistance
Abilities Str 10, Dex 10, Con 14, Int 11 , Wis 20, Cha 14
SQ animal companion, handle vermin, hold breath (56
rounds), link with com panion, share spells, trackless
step, vermin co mpanion, verm in empathy, wild
empathy +9 (+5 ma gical beasts)
Feats Blind-Figh t8 , Craft Construct , Craft Magic Arm s and
Armor, Craft Wondrous Ite m, Extra Wi ld Shape', Iro n
Will. Mult iat tack
Skills Appraise +0 (+ 2 alch emical), Balance +2.
Co ncentration +9, Craft (alchemy) .,.10, Handle
Animal ...10, Jump - 3, Knowledge (nature) ..-12, Listen +5,
Ride +2, Spot +5, Survival +12 (+14 in aboveground
natura l environments), Swi m +2
Possessions combat gea r plus +J black dragonhide plate,
-'-2 darkwood shield, + 1 scimitar. periapt of Wisdom +2,
cloak ofresistance -1, ring of swimming, 5 tind ertwigs,
jewelry worth 1,000 gp
Vermin Form (Su) Spend one use of wild shape to transform Sho uld rhe clash rake a turn for rhe worst, Yarshag casrs
into a Tiny, Small, or Medium vermin. Underda rk 45.
r11rn11gle fo l lowed by fog clo11cl. He uses fog clowl immediately
Handle Vermin (Ex) Apply Handle Animal to vermin.
Underdark 45. if a me lee combatant directly arracks him. He then rakes the
Vermin Empathy (Ex) Apply wild empathy to ve rmin. form of a gianL wasp for added mobility and an easy mer bod
Underdark 45. of escape, LI Sing Blind-Fighc (or fnme fire) to get the berrer
of his assa ilant. Jf forceJ i mo direct melee, Yarshag t1Ses his
scimirar (wirh poison) or his claws. He casts poison on one
GIANT STAG BEETLE VERMIN COMPANION CR-
N Large vermin
of his attackers if he can afford the risk. He srill uses .fog
I nit +0; Senses darkvision 60 ft.; Listen +9, Spot +9 rloucl and his giant wasp vermin form when rhc going gets
rough.
AC 21, touch 9, flat-footed 21
H defear seems immi nenr, Ya rs hag expecrs bis followers co
(-1 size, +12 natural)
hp 68 (9 HD) fight to rhe death- he gladly sacrifices tbem for his survival.
Fort +9, Ref +3, Will +4 The king of the Dark Talons would rather die rhan acrually
surrender, bu r he m ight feign capit·u larion to buy h imself
Speed 20 ft. (4 squares)
Melee bite +12 (4d6+10) time. In any case, the fo rm of a Tiny vermin provides an easy
Atk Options trample 2d8+3 opporrunity for a timely geraway.
Space 10 ft.; Reach 5 ft.
Base Atk +6; Grp +17 Other Creatures and Allies
Abilities Str 24, Dex 11 , Con 17, Int 2, Wis 12, Cha 10 l n addition ro tbe tactics discussed earlier, a Dark Talon army
Feats Alertness, Cleave, Improved Bull Rush, Power Attack marches into battle with a number of monsrrous allies. Sham-
Skills Listen +9, Spot .,.9 bling mounds use rheir mighry tendrils to rip apan a town's
Trample (Ex) Refl ex DC 21 half. The save DC is Strength- fortifications. Srirges swarm over the battlefield, descend-
based. ing upon enemy sold iers moments before rhe Dark Talon's
army attacks. Ankhegs burrow runnels under walls, creating
breaches for Dark Talon soldiers, and arrack enemy troops
A would-be fighter who found his place as a tribal druid, Yar- from underneath or behind. The appearance of lizardfolk
shag looks the parr of rhe liznrdfolk warlord he has always i:iding giant wasps and a bank of fog is often t he beginn ing
wanied to be. H e wears rhe skin of rhe black dragon t haronce of rhe end [or rhe Dark Talon's foes, most of whom expect a
oppressed his rribe, and he always surrounds himself wi rh
simple, di rccr attack.
able-bodied defenders. Not one ro lead an arrack from rhe Ankhegs (M}.,f 14): The Dark Talons managed to capture
fronr rank, Yarshag supports his rroops from a safe position several clutches of an kheg eggs. Now these beasts serve as
where he can observe and cast spells. When a battle is won, runnelers (for sieges and home building) and gllardians.
he ceremoniously rides his vermin companion in 10 claim Assassin Vines (MM 20): The rribe's druids plam these
the credir and rhe besr spoi Is. crcanires a long unused paths and in our-of-the-way places
Yarshag had 1he following ability scores before racial
near Da rk Talon settlemenrs.
adjustments, Hit Dice ability score increases, and equipmem Blackscalc Lizarclfolk (MM IJ J 95): These towering
bonuses: Str 8, Dex to. Con 12, Int 13, Wis LS, Cha I•L brures are among the mosr fanatical members of rhe Dark
Talon tribe.
Strategies and Tactics . . Fang Golems (page 72): Yarshag has imparted cbe tcch-
Yarshag is never alone. His personal rettnue includes two niqL1es for m~king these c reatures ro his subordi narcs. A few
fang golems (see page 72), a shambling mound (under a co111- of the most porenc Dark Talon shamanss have made fang
mm1d plant5 spell), half a dozen Dark Talon champions, r\'/o golems for 1hemselves.
Dark Talon shamans, and h is beetle companion. Giant and Monstrous Vermin (MM 285): Dark Talon
When Yarshag fighrs, he relies on his spells. Selfish 10 the dru ids include a num ber:of vermin keepers. who train giant
core, he uses every augmenting spell he has on himself and wasps to accept riders and orher monstrous vermin co serve
his companion ifhe has rime. In the first round of combat, he as war beasts.
has his fang golems engage the enemy and cases ,er i lorn1 on Lizarclfolk (MM 169): Many of the rribe's combaranrs are
the ensuing melee. He rhe n casts call l1ghl11ing, so he always
normal liza rd folk.
has the option oflashing out wirh a lighmin_g bolt during his Poison Dusk Lizard folk (1"!1vJ 1If 96): The Dark Talons
rum. 1f he needs to, he uses wind tl'lill 10 [end off ,1ccurate include scvera I clans of rhese lizard folk. They serve as scours
ranged arracks. . and weaponsmirhs.
To insure his ncrackers have little chance to ger to him Shambling Mounds (MM 222): Sh ambli ng mou nds
quickly withoul magical aid, Yarshag casts ani11ial growth serve as living siege weapons in the Dark Talon war machine.
as soon as he can on rhe monitor lizards that serve Lhe two Powerful shamans sornerimes ride rhese monstrous planes
Dark Talon shamans. The Dark Talon king follows rhal up inro bank:.
with a g1anl ver111i11 spell cast on three spiders he carries in Stirges (MA,f 236): Dark Talon d ruids tend several s rorms
a ceramic flask. larer in rhe battle, he might sponr:meously ofstirges, wh ich in rnrn serve the tribe in war.
cast summon rrnlure's ally to conjure reptiles or elementals,
further stymieing direct assaults.
minaring in a coup that placed Yarshag on the throne. The
SAMPLE ENCOUNTERS few who spoke against Yarshag'splans,panicularly his desire
The Dark Talons' racrics have rhus far been effecrive in co expand his experiments co aU rhe tribe's young, were then
overwhelming villages a nd small rowns on rhe swamp's cowed or killed.
edge. Tales have spread rh rough rhe land of a sinister mist Since Ya rsbag's rise to power, he bas inflamed the tribe's
char rolls in fro m the swamp and brings terrible monsters. covetousness and ha t red for the outside world. These two
The fear and unce rtainty bred by such ru mo rs sometimes passions combine to make the newly renamed Dark Ta lon
causes the tribe's enemies to flee in panic rat her than s rand tribe into a powerfu l force. Tribal druids have tamed and
and figb1. raised a number of swamp monsters. E vangelists from the
Scouting Party (EL 6): Two Dark Talon soldiers, along tribe have formed alliances with other lizardfolk. The clans
wirh a wasp rider and his mounr, patrol Dark Talon terrirory that ally with Ya rs hag's tribe become pan of1he Dark Talon's
for inrruders. The wasp rider locates the enemy and then army. Those rbar resist become targets for conquest.
reports ro rhe soldiers. O nce rhe soldiers strike, the wasp Unless Yarshag is defeated and his horrific experiments
rider arracks from above ro pick off spelkasrers or ourflank
ended, he could leave behind an enduring legacy of destruc-
the enemy. Sometimes a wasp rider scours ahead of a single tion, misery, and warfare.
blackscale lizardfolk. Environment: Lizardfol k usually i nhabit temperate
Raiders (EL 8): A Dark Talon shaman and four soldiers marshes, bur rhe Dar k Talons prefer under water, air-filled
form a raiding party to rest and estimate defenses before a
caves and burrows accessible only by swimming. Such loca-
Dark Talon assau lt. A raiding band might ins tead include a tions are highly defensible and difficult co derecr.
shaman, four poison dusk lizardfolk, and a poison dusk lieu-
Typical Physical Characteristics: The el ire of the Dark
tenant (ranger 3) on a quick and stealthy survey mission.
Talon tribe have been infused w ith black dragon blood
through Yarshag's alchemical process. They are larger, faster,
HISTORY and cougher than ordinary lizardfolk, close ro 7 feet rail and
The Dark Talon rribe arose from a peaceful lizard folk clan weighing nearly 250 pounds. Their scales are dusky, reflect-
called rhe Emerald Eyes. For years, a black dragon ruled over ing their draconic heritage.
rhe Emerald Eyes' swamp, and che lizardfolk were forced co Yarshag's process warps the young lizardfolk's minds as
give the dragon tribuce- usually a few young lizard folk for irenhances and strengthens their bodies. These tendencies
irs larder-in rec II rn for rheir comi nued existence. A greedy breed true in the next ge neration of lizard.folk, wirhour
and ambiriousdruid named Yarshag, who was 1he tribe's elder Yarsbag's influence.
shaman, helped broker the deal. Yarshag thereby won a bir Aligruu ent: The Dark Talons' ferocity and cruelty sec
of the dragon's favor, and be undermined or quietly mur- rhese Lizardfolk apa n from o thers. These stronger, tougher
dered rhose lizard folk who spoke our again st rhis ghastly specimens have a natura l disposition toward violence.
arrangement. They're nor arbitrary in their attacks, however, nor are they
One day, a band of dragonslayers entered the swamp to wantonly desmcctive. Dark Talon lizardfolk are often neutral
find and kill the black dragon. They sought the Emerald evil, but a great number of them are neutral.
Eyes· help in finding the dragon's lair. When Yarshag saw
char rhe interlopers were actually srrong enough to eliminate
the dragon, he gladly betrayed his misrress and offered to DARK TALON LIZARDFOLK LORE
lead rhe hunters ro her. However, he secretly bid his beetle Characters with ranks in Knowledge (local) can learn more
companion ro bear a message of warning to the dragon. If about Dark Talon lizardfolk. When a character makes a suc-
the slayers won their batcle, Yarshag would be hailed as a cessful skill check, the following lore is re-vealed, including the
wise leader who seized the chance ro free his people. I( the information from lower DCs.
dragon was victorious, s urely she would reward Yarshag for
Knowledge (Local)
leading the intruders to their doom. DC Result
The battle between t he slayers and the black dragon turned 11 This is a lizardfolk, a reptilian humanoid, who
our for berrer than Yarshag could have dreamr. They slew the belongs to the Dark Talon tribe. This result reveals
dragon, bm only one of them, a dwarf berserker, survived. all humanoid and reptilian traits.
Yarshag hid during the clash and watched from a di.stance, 16 Many Dark Talon lizardfolk are stronger, faster, and
and when rhe dragon feU, the treacherous druid leapt upon tougher than their ordinary kin. The tribe also
the dwarf and finished him off. Thus, Yarshag was left wirh includes clans of blackscale and poison dusk
the dragon's hoard and. more imponanr, a small clutch of lizardfolk.
dragon eggs. 21 The Dark Talons were once a peaceful clan but
Yarshag believed thar he could hatch the dragons and har· have become aggressive conquerors who are
spreading rapidly and overwhelming small
vesr their blood, then employ rhe liquid to impart dracon ic
settlements.
srrengrh and cunning to the tribe's young. He perfected this 26 Yarshag. the Dark Talon king, developed an
process on his own children, making them srranger, tougher, alchemical process to infuse liza rdfolk with black
and faster. W it h the great wealth looted from the dragon's dragon blood and continues to experiment on the
rrove, he instilled greed and ambition in the tribe. Lizardfolk t ribe's young.
who received bis gifts swore personal allegiance to him, cul-
This horrific chamber also holds dozens oflizardfolk eggs, a
Yarshag is rhe king of the Dark Talon rribe, and his rr.ost crude alche1niST's lab thar processes rhe blood, and wols used
to seed each egg wirh the vile concocrion.
rrusred lieutenams serve as field commanders and lords of
smaller settlements and Dark Talon domains. By forcing Dark Talon soldiers keep wa rch at a communiry's palisade.
bis most powerful underlings to scatter across a number of Conlingenrs of four or more guards prorecr key poi nrs in
villages and regions, Yarshag makes it almost impossible for rhe se1tlcment, the importance of the pose deter mini ng rhe
poremial rivals to organize and overthrow him. These feudal numberand s trength of its sencinels. lfan arrack breaches rhe
leaders have tremendous autonomy in rheir rerritory, Jut wall, the sold iers leap from the cop of o ne burrow to a nor her
during rhe ensuing melee, avoiding rhe traps.
rhey all know that anv fail ure invariably leads to execurion.
Yarshag rules by fear. yer he richly rewards rhosc lizardfolk Yarshag and rhe Dark Talon 1ribe have one weakness that
who besr serve his needs. could porenrially spell their doom. Several lizard folk clerics
Clergy among the Dark Talons are all dru ids. These liz- ofSemuanya, along with rheir followers,have secretly formed
an underg round resistance. These lizardfolkknow Semuanya
ard folk have abandoned rhe worship of Semw1nya because
is n't dead. They are horrified by Yarshag's ta mpering wirh
Yarshag reaches thar rhe god is dead, sl ain by the deities of
their people's eggs. They watch friends and allies beiJ1g
or her races. Yarshag claims rhar the cleiry's spi ri r appea red
conqt1cred or forced ro submit ro Yarshag. and the y e ndure
to him in a dream and exboned him ro wreak vengeance
while icons co their god are cast clown and destroyed. With
upon rhe civilized races. This philosophy helps stoke rhe
the right allies, these lizard folk could lead an upris ing rhar
fury of rhe lizard folk. particularly those rhar feel wronged
ends Yarshag's evil forever.
by peoples from bevond rhe swamps. The emerging Dark
Talon cult holds char Yarshag is a cleific figure who will
one day lead the lizard fol k LO control rhe world. Religious TYPICAL TREASURE
impetus also he lps overcome rhe fea rs and concerns some Da rk Talon lizarclfolk have sra ndard treasure for rheir
lizardfolk fee l abour m i.ngling black clrngon blood with Chn I lcngc Raring. The soldiers adorn themselves wirh rrin-
rheir precious eggs. The stron g, vicious lizardfolk born of kers from fa llen foes. A Dark Talon village features dozens of
such tampering seem to confirm Yarshag's teach ings rhat banners, crude sracues, and mher landmarks festooned w1th
their people muse engage in a campaign against all orher 1rophies rhar proclaim each soldier's accomplishments. Each
humanoids. marker stands oursicle a soldier's dwelling.
The Dark Talon tribe measures starure and prestige solely
in terms ofsuccess in barrle. Trophies raken from fol !en oppo·
nents, treasure looted from cities, and orhe1· tangible items
FOR PLAYER CHARACTERS
Dark Ta lo n li:zardfol} chan1pLons wield weapons they call
ser ve as an easy barometer for a soldier's success. Females
maqua h uitl. These martial weapons are greatclubs embel-
are just as li.kely to become soldiers as males, particularly
lished w ith teeth or c laws so that rhey deal piercing damage
rhose strengthened by Yarshag's process. Dark Talons also
as wel l as bludgeoning damage.
win honor and prestige for rhe deeds of their children. This
social impetus ensures the tribe's numbers remain high It Dmg (S) Dmg(M) Critical Weight'
Type
also demands ei..-pansion into new territory. ld8 l dl0 X2 70 lb.Bludgeoning
A typical Dark Talon village is a heavily armed and a nd piercing
defended fortress. It fea tu res a wooden pal isade or thick l Weight is for a Medium weapon. Small weapo ns weigh
brambles tended by the village's druids- a b,1rrie r t ha t half as much, and La rge weapons weigh twice as much.
serves as cover and a ral lying point should the commu-
nit y come under arrack. Within these ourer defenses, t he
Dark Talons build rheir homes with the assumption rhat
DARK TALON LIZARDFOLK
they will eventually be assaulred. They prefer underwa ter, AS CHARACTERS
air-filled caves and burrows, bur if such dwellings aren'r See page 169 of the J-..fomfcr i\fn,11111I for information o n lizard-
possible, rhe lizard folk live in burro\vecl mounds or huts. folk as ch aracters. Orher than rheir physical enhancemenrs,
Pathways ber ween 1he bur rows are filled with pit traps, re fl ecrncl in game terms by eli1e srarisrics, Dark T:ilon lizard-
snares, and other hazards. If the village is at tac ked, t he folk have the same racial abi Ii1 ies as their ordinary kin.
noncombatants rush ro ser these rraps before rnk ing cover
in rhe bmrows.
The cenrral structure of a Dark Talon village is a laby-
rinrhine collection of narrow runnels, flooded passages,
and right qua rters. This place serves as the living space for
rhe druid who leads the village. A larger set1lemen1, or one
recently convened ro Dark Talon control, ustwlly holds
one of rhe black dragon harchlings rhat provides the blood
needed ro enhance unbo rn lizardfolk. The dragon is kepr
deep within a room in the central complex and feel heavy
doses of a poison rhat reduces its intellect and keeps ir docile.
. r I. Shrine
2. Bedchamber
1 3. Priest's chamber
4- Entry hail with
·covered pit traps
5. Barracks
6.Armory
7. Kennels
8. Lesser hall
9. Storage
10".'Grear hall
II. Kit~hen
LODESTONE MARAUDER
This frightful creature stalks about on four enormous legs. Its ikin
STRATEGIES AND TACTICS
A lo des ton e m arauder is nor a subtle crearure. Ir knows its
resembles dull metal and is covered in rusty spikes. most formidable w eapo ns are its magnetic abiliries, an d
it uses rb em ro keep irs foes off balance a nd disarmed. A
LODESTONE MARAUDER CR 9 hungry lodestone marauder firs r produces a bu rst of m ag-
Usual ly N Large aberrat ion ne tic repulsion an d follows this up w irh attraction. \Vhe n
Init +5; Senses darkvis ion 60 ft. ; Listen +8, Spot +8 creatures draw near, it rips inro the m with its fea rsome claws
Languages- a nd fangs.
AC 24, touch 10, flat-footed 23; magnetic defense
(-1 size, +l Dex, +1 4 natural) ''T he marnurlel' 1rmnelcd into tl1r armory aln 10st a weeh
hp 115 (11 H D)
Resist stability (+4 against bull rush a nd trip)
ago. Our ll'nrriors twrc tossed arow rd like mg dolls and
Fort +9, Ref +4, Will +8 nonr wuld get close rnot1glt to lrnrnr the heasl. One o.f
Speed 30 ft. (6 squares), burrow 20 ft., clim b 20 ft. 011r h11111el ru1111rrs reported am, lhe monster was last
Melee bite+15 (1 d8+7) an d sec11 .feasti11g on tf1e melts of hmnmcrs and axes."
2 claws +12 each (ld6+3) - Magda Armbrichcer, quartermaster
Space l Oft.; Reach 10 ft.
Base Atk + 8; Grp + 19
Atk Options Power Attack SAMPLE ENCOUNTERS
Special Actions magnetic attraction, magnetic repuls ion A l.odesrone marauder is ofren encountered indi vidually. Ir
Ab ilities Str 24, Dex 13, Con 22, Int 2, Wis 12, Cha 8 terrorizes a locarion and moves on o nce ir has gorged itself.
SQ magne tic defe nse, stabili ty Individual (EL 9): M osr lod estone marauders are solitary
Feats Im proved Initiative, Multiattack, Powe r Attack, 1hrea1s tha t are a tt racted ro p laces wirh large arnou nrs of
Wea pon Focus (bite) metal o r creatures tl1at ca rry meta llic objec[s.
Skills Climb+ l 5, Liscen +8, Spot +8 EI 9: A marure lodesto ne maraude r recendy moved into a
Advancement 12- 20 HD (La rge) s mall baro ny. 11 is d rawn ro the large amounts of sreel to be
Magnetic Defense (Su} A lodes tone marauder gains a +4 round th e re, th e Tesull or rhe b aron's recem prepararions for
deflection bonus to AC aga inst all attacks from sources a military cam paign.
made wholly or substantially of metal. Mated P ai r (EL 11): Lodesrone m arauders seek mares, and
Stability (Ex) A lodestone marauder has a +4 bonus on ability breeding pairs lair roget her.
checks made to resist being bull rushed o r tripped when EL 11 : Sah n Ilmat, a p ower ful necromancer, raised rwo
standing on the ground (but not when climbing, flying, or l.oclesrone marauders, now a mated p air, to ac r as sentries
o therwise not standing firm ly on the ground).
for h is laboratory. Th ey escaped captivity and n ow ro am rbe
Magnetic Attraction (Su) A lodestone marauder can c reate
wilds looking for food and a place to live.
a puls e of magnetic energy within a 30-foot-radius
emanation that sends me ta l objects hurtl ing toward it . An
affected creature carrying such an object m us t succeed
on a DC 21 Reflex save or drop the o bject in it s space.
ECOLOGY
Lodes tone marauders a re the result of magical experimen-
Objects fastened down in some way, such as pro perly
rarion and have no place in the natural wor ld. They were
donned armor, automatically succeed o n the save. At
the ma raude r's option, he ld or unattend ed objects that
fail this save are drawn In a straight line toward it. S,1ch
objects stick to its body, and they can be removed o nly
on the maraude r's death or with a DC 21 Strength check. LODESTONE MARAUDER LORE
The save and check DCs are Constitution- bas ed. Characters with ranks in Knowledge (dungeo neering) can learn
Magnetic Repulsion (Su) This a bility works like magne tic mo re about lod eston e marauders. When a character makes a
attraction, except repulsion pushes objects away from successful skill check, the following lore is revea led, including
the m arauder within a 30-foot-rad ius burst. An affected the information from lower DCs.
creature ca rrying such an object must succeed on a
DC 21 Refl ex save or d rop the o bject in its s pace. All Knowledge (Dungeoneering)
creatures wearing metal arm o r or carrying meta l shield s DC Resu lt
within the area of the marauder must suceed on DC 21 19 This is a lodestone marauder, a strange aberration.
Reflex saves or be knocked pro ne. The save DC is This result reveals all aberration traits.
Constitution-based. 24 Lodes tone marauders eat meta l objects and
Skills Lodesto ne marauders have a +8 racial bonus on Clim) possess t he a bility to attract or repel metal.
checks. A lodestone mara ud er can a lways choose to take 29 Metallic weapons are less effective against
10 o n Climb checks , even if rushed o r th reate ned. lodestone marauders. The creatures have some
sort of deflective field.
Lodesrone ma rauders are dangerous abe rration s w ith an 34 Lodestone m araude rs a re s ma rt enough to be
insariable appetite for flesh a nd metal. They are som etimes trai ned as gua rd ians.
rrained as guardians for vaults, armories, a nd other strong-
h olds.
originallv bred as guardians, bur mosr were coo wild for th.is sider food rather rha11 rreasure. A lodestone marauder has
cask and escaped. Some remain in cap1iviry, where rbey serve standard treasure for irs Challenge Raring, abour 4,500 gp,
in rheir original roles. wh.ich is made up exclusively of metal irems.
These crearures spend 1hcir rime hunring for prey and
large caches of metal. They can subsisr on both meat and
metallic obiecrs. Their bodies assim ilare metal and use tbe
FOR PLAYER CHARACTERS
"nurrienr~" ·in the substance to enhance 1heir hides. As a Training a lodestone marauder to take orders requires six
weeks of work and a DC 20 Handle Animal check. Marauder
lodestone marauder grows, so too do the number and size
eggs are worth 4,000 gp apiece on the open marker, wh.ile
of rhe spikes on its body. A marauder chat s ubsisrs on raw
young arc wonh 6,000 gp. Professional rrainerscharge 2,500
ore grows more slowly than one char feasts on worked meral
objecrs. gp to rear or train a lodestone marauder.
Simple-minded and foc used on earing and prorccring
their hunring grounds. lodestone marauders ace much like LODESTONE MARAUDERS
rerritorial animals. Larger, older individuals fend off younger
i nredopers rhar attempt ro take over.
IN EBERRON
lfa lodesrone marauder locares an area with plenrifu I food, Lodestone marauders arc common in the Mror Holds, where
it gorges itself and esrablishes a den. There, it gathers a pile they are drawn to 601h rhe iron deposits in che mou ntains
of merallic objects to arrracr a mare. Counship is brief, bur and rhe vast armo ries in the vaults of the dwarves. A few
mates are usually lifelong companions. enrerprising dwarves capture newborn lodestone marauders
Afrer breeding, females lay two to six iron-encased eggs, and rrain cbern as guardians.
wbich are tended by both parents and hatch in f"\vo monrhs.
Lodestone marauder infants stay wirh rheir parenrs for abou1 LODESTONE MARAUDERS
six monrhs and rhen leave to esrabl ish rheir own rerritories.
No familial bond remains.
IN FAERUN
Environm ent: Lodesrone marauders are commonly Lodestone m arauders can be found allover Faertm. Thev are
found in mountainous areas and underground where\'er iron most comm on in rhe Underdark, where they prey o~ rhe
deposirs are plentiful. However, some find their way i nto hordes of drow. duergar, and or her underground dwellers.
populared areas, posing a serious clanger ro rhe inhabitants. The boldesr races capture them for training.
Typica I Physical Cha r acteristics: A bu Iky quadruped,
a lodesrone marauder is 10 feet rail and long, weighing 3,500
pounds. Jagged, rusty spikes cover irs mera l-i nfused body,
and rhe crearure moves abou t on spindly bu1 power-
ful legs char end in rerrible hooks. Its mourh is
filled with numerous mandibles cha1are capa-
ble of shartering iron and steel. Visually,
it's impossible 10 cell rhe difference
berween male and female
lodestone marauders.
Alignment: Lodcsrone
marauders are typica ll y
neurral. As ani.malisric crea-
rures driven by basic needs,
rhey are unconcerned with
ethica I matters. Their vora-
cious nature pushes some
toward chaos or evil,
however, wh.ilegua rdian
lodesrone marauders are
somerimes lawful.

TYPICAL
TREASURE
Lodestone marauders of-
ren carry a number of
metallic objects on
rhei r carapaces,
which they con-
LOLTH-TOUCHED CREATURE
Lolrh-touched creamres are blessed specially by the Spider
and destroy driders. Wherher rhis is an inexplicable fun her
tesr of rhose supposedly failed drow or jusr an expression of
Goddess or I he drow. They are stronger. rougher, and sneakier hacred, none can sa}'-
rhan normal.
Strategies and Tactics
A Lolth-touched bcbilirh is a cunning predaror like its kin,
LOLTH-TOUCHED BEBIUTH bur irs improved physical characteristics m ake its webs
An immense, twisted, spiderlike [,end looms above you. The harder ro escape and irs poison more deadly. Its roughness
emblem of a spider is limned faintly on its monstrous head. and fearlessness make it bolder, and ir's less likely ro retreat
from battle. lt srans out using a generous amount of its base
LOLTH-TOUCHED BEBILITH CR 11 at tac k bonus wirh Power Arrack, backing off on this aggres-
Always CE Huge outsider (chaotic, evil, extraplanar) siveness only wb en it finds its targe1·s roo hard to bir.
lnit +5; Senses darkvision 60 ft. , scent; Listen +16, Spot +16
Languages understands Abyssal, telepathy 100 ft.
AC 22, touch 9, flat-footed 21 LOLTH-TOUCHED DROW RANGER
(- 2 size, +l Dex, .,.13 natural) This lithe humanoid has ink-black skin and a shock ofwhite hair.
hp 186 (12 HD}; DR 10/good She appears stronger tlwn others of her kind, and her shadowy
Immune fear armor is adorned with a spider emblem.
Fort +19, Ref +9, Will +9
Speed 40 ft. (8 squares), climb 20 ft. LOLTH-TOUCHED DROW RANGER CR 7
Melee bite +22 (2d6-.-12 plus poison) and Female drow ranger 5
2 claws +17 each (2d4+6) CE Medium humanoid (elf)
Ranged web+11 touch (entangle} Init +2; Senses darkvision 120 ft.; Listen +10, Spot +10
Space 15 ft.; Reach 10 ft. Languages Common, Elven. Undercommon
Base Atk +12; Grp +36 AC 16, to uch 12, fla t-footed 14; Dodge
Atk Options Cleave, Power Attack, aligned strike (chaotic, (+2 Dex, +4 armor)
evil), poison (DC 27, l d6 Con/2d6 Con), rend armo r hp 46 (5 HD)
Special Actions plane shift (self only} Immune fear, sleep
Abilities Str 34, Dex 12, Con 32, Int 11, Wis 13, Cha 13 SR 16
Feats Cleave, Improved Initiative, Improved Grapple, Power Fort +8, Ref +6, Will +2 (+4 against enchantments);
Attack, Track +4 against spells and spell-like abilities of fey
Skills Climb +35, Diplomacy +3, Hide +20, Jump +31, Listen Weakness light blindness
+16, Move Silently +20, Search+15, Sense Motive+16, Speed 30 ft. (6 squares)
Spot +16, Survival+ l (+3 following tracks) Melee + 7 scimitar+11 (1 d6+7/18- 20) and
Advancement 13-18 HD (Huge); 19- 36 HD (Gargantuan) mwk short sword +10 (ld6+3/19-20) or
Web (Ex) A Lolth-touched bebilith can throw a web up to Me lee + l scimitar ...13 (ld6+7/18-20}
four times per day. This is similar to an attack with a Ranged mwk hand crossbow +8 (ld4/19-20 plus poison)
net but has a maximum range of30 feet, with a range Base Atk +5; Grp +11
increment of l O feet, and is effective against ta rgets of up Atk Options favored enemy aberra tions +4, favored
to Gargantuan size. The web anchors the target in place, enemy hu mans +2, poison (drow poison, DC 13,
allowing no movement. unconsciousness 1 minute/ unconsciousness 2d4 hours)
An entangled creature can escape the web with Combat Gear 3 doses of drow poison, 2 potions of cure
a DC 27 Escape Artist check or burst it with a DC 27 moderate wounds, potion ofbarkskin (+3)
Strength check. The check DCs are Constitution-based. Ranger Spells Prepared (CL 2nd}:
The web has 14 hit points and hardness 0. It has a 75% 1st-longstrider
chance of not burning when any sort of fi re is applied to it Spell-Like Abilities (C L 5th}:
(check each round). 1/ day- dancing lights, darkness,Jaerie fire
Rend Armor (Ex) A Lolth-touched bebilith that hits with both Abilities Str 22, Dex 15, Con 18, Int 10, Wis 12, Cha 12
claw attacks pulls apart any armor worn by its foe. This SQ able to notice secret or concealed doors, animal
attack automatically deals 4d6+24 points of damage to companion, link with companion, share spells, wild
the opponent's armor. Armor reduced to O hit points is empathy +6 (+2 magical beasts}
destroyed. Feats Dodge, Endurance 8 , Track 8 , Two-Weapon Fighting8 ,
Plane Shift (Su) As the plane shift spell; at will; caster Weapon Focus (scimitar)
level 12th. Skills Hide +14, Knowledge (dungeoneering) +6, Knowledge
Skills A Lolth-touched bebilith's dark, mottled coloration (nature) +4, Knowledge (religion) +l , Listen +10,
gives it a +12 racial bonus on Hide checks. It has a +4 Move Silently +19, Search +2, Spot +10, Survival "-9
racial bonus on Move Silently checks. A Loi th-touched (+ l l underground)
bebilith has a +8 racial bonus on Climb checks and can Possessions combat gear plus + 7 silent. moves studded
always choose to take l O on Climb checks, even if' rushed leather, +1 scimitar, masterwork short sword, masterwork
or threatened. hand crossbow with 20 bolts
Animal Companion Medium viper (MM 280).
When Lolrh so favors a bebilith, she usually has :i s pecial Skills A Lolth-touched drow ranger has a +4 racial bonus on
purpose in mind. Such spider demons ofren hum down Hide and Move Silently checks.
A Lolrh-rouched d row ranger is a fierce hunter who scouts Space l 0 ft.; Reach 5 ft.
rhe caverns and cor ridors of the undergroun d, raking out Base Atk +3; Grp -12
enemies she can h andle alo ne, and leading h er strike ream Atk Options poison (DC 76, ld6 Str/ld6 Str)
against orhers. T h e Lolrh-rouched drow ranger presented Abilities Str 21, Dex 17, Con 18, Int-, Wis 10, Cha 2
here had the followi ng ab iliry scores before racial adj usr- Feats -
m enrs an<l Hir D ice ab ility score in creases: Str 15, Dex 13, Skills Climb +13, Hide +7, Ju mp +15, Listen +0, Move
Con H, Im 8, Wis 12, Cha 10.
Sile ntly +7, Spot +8
Advancement 5-7 HD (Large)
Strategies and Tactics Web (Ex) A Lolth•touched monstrous spider can throw a
A Lohh-touched dro,v ranger specializes in surprise :macks. web eight times per day. This is similar to an artack with
a net but has a maximum range of 100 feet, with a range
She prefers lO track h er pn,y unnoticed unti l rhe tactical situ-
increment of 20 feet, and is effective against targets up to
arion is right, rhen arrack with surprise if possible. Before
one size category large r tha n the spider. The web anchors
enrering combat, she drinks her po ti on ofbnrl1slm1 and casts the target in place, allowing no movement.
lo11gslnrlcron herself. Her v ip er an i ma! companion weaken s An entangled creature can escape the web with a
opponents w ith its poisono us bite an d helps ro ser up fla n k- successful DC 21 Escape Ar tist check or burst it wi th a
ing siruarions. DC 21 Strength check. The check DCs a re Strengt h-based
and include a +4 racial bonus. The web has 12 hit points
and hardness 0, and takes double damage from fire.
LOLTH-TOUCHED Skills Leith-touched monstro us hunting spiders have a TlO
MONSTROUS SPIDER racial bonus on Jump checks; a +8 racial bonus on Climb,
An enormous, dusky spider looms ohead. Its swollen body, Hide, and Spot checks; and a +4 racial bonus on Move
marked by a faint emblem, arches up on powerful legs as it Silently c hecks. A Leith-touched monstrous s pide r can
lunges. always choose to take 10 on Climb checks, even if rushed
o r threatened.

LOLTH-TOUCHED MONSTROUS
This is a monstrous hunring spider exahcd w sentinel srnrus
HUNTING SPIDER CR 3
in a remple to Lolth.
Always CE large vermin
Init +3; Senses darkvision 60 ft.. tremorsense 60 ft.; Us ten
~0.Spot - 8 Strategies and Tactics
Languages - A l olrh-rouched mon strous spider behaves much l ike a
AC 14, touch 12, fl at-footed 11 spider of irs size, bur ir is unafraid of larger o r roug her prey.
(-1 size, +3 Dex, +2 na tu ral)
hp 34 (4 HD) CREATING A
Immune vermin immunities
Fort ... g, Ref +4, Will + l LOLTH-TOUCHED CREATURE
Speed 30 ft. (6 squares), climb 20 ft . ..Lolrh-rouchcd" is an acquired remplate that can be added w
Melee bite +7 (ld8+7 plus any- nongood, non lawfu !, corporeal living crcamre (relerred ro
poison) herea frer as the base crearu re).
Ranged web +5 touch C h alle nge Rating: Sa me
(entangle) as th e base c reature +1.
Alig nment: The
creature's alignment
changes to chaotic
evi l.

Lolth-louched beb,litb, dnr.,;, and m omtrour rpid er


Abilities: Increase from the base creature as foUows : Str
+6, Con +6. ECOLOGY
Skills: A Lolrh-touched crearure ga ins a +4 racial bonus lolth-touched crearures exisr alongside drow and rheir allies.
on Hide and Move Silently checks. Sometimes they serve Lolth direcrly in tbe Demon web or are
Special Qualities: A Lolrh-touched creature has a11 tbe sent on sp ecific m issions by th e Queen of Spiders.
special qualities of rhe base creature, plus th e following ope- Env ironment: Lolth-rouched creatures are usually found
cial quality. underground, regardless of the b ase creature's n orma l babi-
Fearless (Ex):Lolrh-rouch ed creatures have im mu n ity to all tar. M ost such crearurcs were natives of the underground.
fear effects. Lolrh-rouched crearnres that ser ve t he Queen of Spiders
Lev el Adjustment: Sa111e as the base creature + L d irectly dwell in the Demon web, the 66th layer of the Abyss.
Typical Physical Characteristics: A Lolth-rouched crea-
ture is more m uscular and builder than ordinary creatures
SAMPLE ENCOUNTERS of irs kind. It stands ra iler if it is bipedal, and i ts coloration
Lolth-rouch ed creatures ar e a select few who us ual.ly lead o r is darker than would be natural for the b ase creature. This
suppor t groups of rheir lesser kin. They accompa n y priest· coloration allows a Lolth-touched creature ro fade into the
esses oflolth, guard the god's temples, and serve as enhanced shadows more easily. Sometim es ir sports a faint emblem of
mounts or war beasts in drow armies. Occasionally, a favored a sp id er to mark its favored status.
drow servant of Lolrh might be so blessed. Alignment: A Lolrh-rouched creature shifrs its align menr
Individual (EL 1-12): A single Lolth-rouch ed crearure is to chaotic evi l, matching that of the Spider Goddess.
usually an e lite guardian or agenL
EL3: A Lolth-t0uched Large monsnous spider lurks among
the spider carvings i.n a m in or temple ro Lolth . .I ts superior
TYPICAL TREASURE
Hide skill makes it difficult to distinguish from its surrou nd- If t h e base crearu re ordi nariJ.y possesses treasure, rhe Lolrh-
ings, a.nd it waits tmril potemial prey has wandered close touchecl creature does roo, accord ing co its Challenge Raring.
before it strikes. A drow vermin keeper (U11dmlarh 44) h as Lolth-tou ched creatures favor rhe same sons of items as do
normal specimens of rheir k ind.
trai n ed the spid er afrer a fa shion, so chat it does not atrnck
anyone displaying rhe holy sym bol of Lolrh.
EL 11: A Lolth-rouched bebilirh prowls rhe walls of a LOLTH-TOUCHED CREATURES
subterranean chasm, hu nrin g t he driders that inhabit cliff
dwellings an d caves withi11. Somerimes it takes a web-
IN EBERRON
Lolth is n or presen t in the m a instream panrheons of ·Eber-
swathed victim wirh ir to the Abyss, either to ear at its leisure
or ar rhe behest of rhe Queen of the Demomveb Pits. ron, nor is she worshiped among the lesser seers. M osr of
Eberron's drow revere the Fury, an d rhis sinister goddess of
Patrol (EL 3-15): The Lolth-roucbed often rise to positions
p assion fills rhe role of Lolrb in m any respects. The Lolrh-
ofleadership among rhe cl row, commanding elite squads t bat
patrol the subt erranean rerrit0r y near drow cities. touched templare can be used in an Eberron campaign with
no changes, creating "Fury-touc h ed" creatures in stead. Drow
EL 9: In'zad ila, a Lolch-coLtched ranger as described above,
of Xen 'drik worship Vulkoor, a scorpion deity who m ight
is charged w ith hunting rh e choldrirhs (Monsters of Faen}n
favor his followers in rhe same way.
27), who lead th eirchirine followers in raids against h er home
The C u lts of the Dragon Below are numerous and var ied.
ciry. Although she often works alone when spying on chitinc
O bjects of their worsh ip mig hr be an cient fiends or spirits no
activities, wh en she acrs decisively, she leads a squad of four
4th-level drow rangers as a strike ream. longer rememb ered in the civilized lands, so inrroducing Lolth
into an Eberron campaign is as simple as crearing a cult that
worships a spider demon. Lolth could even be a rakshasa rajah,
a potent fiendish overlord trapped deep within Khyber.
LOLTH-TOUCHED CREATURE LORE
Characters with ranks in Kn owledge (religion) can learn more
about Lolth-to uched creatures. When a character makes a suc- LOLTH-TOUCHED CREATURES
cessful skill check, the followi ng lore is revealed, incl ud ing t he
information from lower DCs.
IN FAERUN
The base creature and its characteristics must be ident ified Drow judicators (Underdnrk 33) are feared knights who serve
using the appropriate skill according to the base creature's Selvera rm, rhe Champion of Lo 1th. Their service grams t hem
type. many fearsome powers, and rhey can call spiderlike mon-
sters as servants. These dread champions are ofre.n blessed as
Knowledge (Religion) Lolrh-touched, whicb makes them much more dangerous in
DC Result combat and stren g thens their venom while in spider form.
15 This is a Lolth-touched creature, a superio r A p anic tL[ady b lessed judicaror might h ave a lolrh -rouched
specimen. Lolth is the spider goddess o f t he servanr as weU.
drew and Queen of the Demonweb Pits.
In the drow metropolis of .Menzoberranza.n, Lolrh-
15 + CR Lolth-touched creatures can be of almost any
touch ed guardians protect rhe tra ining academies on Tier
kind , and they have greatly increased Strength
and Constitution. They are utterly fearless. Breche. Loltb-touch ed bodyguards also arrend rhe high
nobles when they venture out of the questionable safet y of
the ir estates.
LUNAR RAVAGER
For a moment, the tall, humanoid figure seems to f1icker like
STRATEGIES AND TACTICS
When a lunar ravager fighrs alone , it relies on its sp ell-like
moonlight ref1ected on a pond. It hefts a massive, crescent- abiliries to surprise its foes, using pnss witho ut trnce to leave no
bladed battleaxe in one hand and a shield emblazoned with cres- sign of its presence and invisibility co close wirh an enem y. A
cent moons in the other. Its eyes have a pale, malevolent glint. ravager observes its pr ey for a t ime to d e termine its victim 's
abilities and possibly gain a terrain advantage. If the adver-
LUNAR RAVAGER CR 7 sary seem s worthy, rhe lunar ravager uses air walk ro strike
Usually CE Large fey from above. Once engaged in barrle, ir tests its opp onent's
Init +7; Senses superior low-light vision; Listen +19, Spot +19
defenses before using Power Arrack. A lon e lunar ravager
Languages Common, Giant
facing a group usua l ly seeks ro slay a single foe, grab char
AC 24, tou ch 12, flat-footed 21
victim's body, and flee with rhe rrophy ro a safe place to use
(- 1 size, +3 Dex, +4 armor, +3 shield, +5 natural)
hp 105 (14 HD); DR 5/magic and cold iron its moon rider ability.
Fort +8, Ref +12, Will +ll Ravagers rry ro cover a large area during a hum. They
spread o ut in a ragged line, puttin g betwee n 'LOOfeer and half
Speed 40 ft. (8 squares)
Melee mwk battleaxe +14/ +9 (2d6 +6/x 3)
a mile betwee n each hunter. E ach ravager casrs pnss without
Ranged javelin +9 (l d8+6) trnce on itself to evade trackers. Then they sweep across the
Space 10 ft.; Reach 10 ft . region, dr.iving all crearures before them. They scream war
Base Atk + 7; Grp +17 cries, sound their bronze horns, and call out to each other
Atk Options Cleave, Power Attack t0 remai n in conracr and rrack prey.
Spell-Like Abilities (CL 14th): When one ravager spots a porentia l m ark- anything from
At will- air walk, faerie fire a dragon roused from i.ts lair t0 a hapless farmer caught our
3/ day- invisibility (self only), pass without trace ar night- it sounds its horn. The entire party rhen uses
1Jday- clairaudiencejclairvoyance (see text)
invisibility. Funher horn calls tell the hunters w here ro go to
Abilities Str 23, Dex 16, Con 18, Int 11 , Wis 14 , Cha 8 prepare a n ambush, while a single ravager drives the quarry
SQ moon rider roward its allies. lunar ravagers fight with vicious abando n
Feats Cleave, Im proved Init iat ive, Power Attack, Track,
afier they've encircled rheir [mend ed kill. Several use nir
Weapon Focus (battleaxe)
Skills Hide +15*, Jump +9, Knowledge (nature) +19, Listen
walk ro attack from ab ove, and the rest close in and use rheir
+19, Move Silent ly +19, Spot +19, Survival +19 (+21 in great size to cut off escape. A few u se Power Arrack right
aboveground natu ral environments) from the start, with the resr follow ing suir if rhe bold ones
*A lunar ravage r gains a +10 racial bonus on Hide checks are successful. The hunters cominue rhis process rh.rougb-
made outdoors at night. our rhe night, raking t rophies and lootLng the dead. A lunar
Advancement by character class; Favored Class barbarian; ravager hunting party usually flees afrer half its members
see text are slain.
Possessions + l studded leather armor, + 1 heavy wooden
shield, masterwork bat tleaxe, 8 javelins, bronze signaling
"I'lle heard the liorns that come with the full moon. I'llc
horn
helped burv the headless bodies of those t1;ho'vc ventured
Superior Low-Light Vision (Ex) A lunar ravager can see five
times as far a s a human can in s hadowy illum ination, and into the forest OJ! mch nights. uiiless you wish to en d up
ten times as far if moon light is p resent. as n mvngds tropliy, I mggcst yo11 spmd tl1e night here."
Clairaudience/Clairvoyance (Sp) Visual only; a lunar ravager - Ostler rhe barkeep, advising R egdar
can view only areas it is familiar with, wh ich must be
illuminated with moonl ight at the t ime of the viewing.
Moon Rider (Su) As the greater teleport spell; at will; SAMPLE ENCOUNTERS
caster level 18th. Using this ability requires 1 m inute of lunarravagers hunt alo ne or in groups. The greater a ravager's
concentration. When outside a lunar ravager lodge, a ability and status, the more likely tb at it seeks g lory alon e.
lunar ravage r mus t stand in moo nlight to use this abi lity, Sometimes, younger lu nar ravagers em bark on solo hums to
and it can transport only itself a nd items it carries to the prove their mettle and earn the resp ect of their clan .
nearest lodge. When inside a lodge, a lu na r rava ger can Individual (EL 7): A lone lunar ravager is on a quest for
use this ability to travel to any point within 10 m iles of the blood and fame.
lodge. A lunar ravager becomes misty and insubstan tial
EI 7: R av nha, a young lunar ravager o ur ro prove herself,
the moment before it teleports.
has set a rrap near a wooden bridge w hiJe under the effect
of her pnss without trace ability. She has broken several of tbe
lunar ravagers are ferociou s fey chat live ro hunr. These fear-
br idge's suppons and watches rhe n earby road for travelers,
some crearures dwell in hunring lodges nestled among rhe
When she spies a suitable group, she uses invisibility and air
clouds. On rhe nights when the moon is visible in the sk y,
walli. She then p u shes out a rem ain i ng c ritical support and
they ride beam s of moonlighr ro the surface world in order
leaps ro arrack from above as the bridge collapses.
ro hum and slay. lunar ravagers collecr grim uophies and
Hunting Party (EL 11+): Four or more lunar ravagers
treasure from their v ictims before rerurning to their lodge
form a hunting parry.
tO celebrate, res r, and prepare for the n ext hunt.
Typica l Physical Characteristics: lunar rav-
agers stand just over 9 feet ca!l, on average, and
weigh in the neighborhood of 550 pounds.
Their skin is fair, though fem ales rend
toward pale, nnd their hair is always blond.
Alignment: l un ar ravagers arc blood-
thirsty, s:iv.ige, remorseless killers who pay
lit tlc heed to the welfare of or hers even
among rhei r kind. Thus, rhey are usually
chaotic cviI. Some lunar ravager bands are
chaotic ncurral, hunting co resr rheir skill
and rnrely killing weak foes for sporr.
These neurral fey might even rradc with
ocher creatures.

SOCIETY
Lunar ravager society is clannish and
based on the principles of srrengrh,
battle prowess, blusrer, and wealth. Each
clan is a family or individuals relared by
blood or mating. A lunar ravager wins
starus in its clan by returning from raids
with ample loor, fine trophies, and rich
food and drink. Female and male lunar
ravagers equally earn standing in their
society, based on merir.
A clan oflunar r:ivagerslives in a hum-
inglodge built on a cloud. The residenrs
of a l.odge have basic control over their
d irecrion of I ravel, bur rhe chaoric rav-
agers usually allow the wind to carry
Lhem where it will. They prefer to keep
moving rather than linger in one place
for too long. Th is strategy prevents over-
huming of an area. It also makes lunar
ravagers difficult to handle, since they
attack randomly and move on before rhe local aurhoriries
can organize.
EL 11: Arbha, Clonach, Ebhla, and Nuil prowl a
Relations berween lunar ravager clans are similarly hap-
moonlit forest on a midnight hunt. They use char-
hazard. l n a chance meeting, rwo clans might clash, trade
acteristic tactics for a hunting parry, as described above.
goods, swap news, engage in a debauched revel, exchange a
few members, or rob each other. Ofren, some or aU of these
ECOLOGY events occur, and in no particular order.
Lunar ravagers are supernarnral hunters that some say These wicked fey see crafts that lack a direcr connection
embody narnre's viciousness. However, rhey're largely dis- to fighting, srarus, or easy living as a wasre of rime. Ahhough
placed from rhe natural world. Lirrle more rhan overgrown they forge their own weapons and armor, build lodges, and
scavengers, they see the land below rheir lodges as fenile make macabre jewelry, they care li11 le for consmtcring orher
ground for riches and prey. They hunt for mear, and rhey items. They prefer to rake rools and implemenrs from orhers,
raid serrlements for strong drink and supplies. along with basic needs such as provisions.
Maring among lunar ravagers is rhoughr robe much as ir Living as raiders and hunters, lu nar ravagers usually seek
is among humanoids. susrenance in remote locales, spend ing a few nighrs each
Environment: Lunarrnvagers hum in any rerrain, rhough month pillagi ng and slay ing on rhe surface. They avoid large
rhey only ra rely vem urc underground.They prefer areas wirb setrlemems, where resistance might be a real threat. lf the
a clear view of Lhe sky, close enough ro civilization for easy ravagers come across a rarm o r ,1 poorly defended village,
raiding bur for enough 10 avoid large armies andotherth rears. rhough, they load their sacl<s wir h food, casks of ale, live-
Lunar ravagers l ivc within lodges rhat float on the clouds. l n s rock, and even a peasa nr or two. As dawn nears, they sound
this environment, rhey hunt birds am! other flying crearures their horns one final rime before rcrurning to their lodge ro
berween raids ro the surface world. feast, drink, and celebrate rhe liu nr.

' . . .... ·,

.J '
....'·•' . . .. ·.
~ . -- , f"'. , ·•
Lunar ravagers e:-..'1.llr in roying wirh rheir vicrims, an<l dard treasure for the crearures' Challenge Racing. largely in
rbey underesrimare smaller creatures. This tendency works rhe form of coins and arr objecrs. However, a lunar ravager
against chem when they face skilled opposirion. Lunar rav- encountered alone carries lirrle rreasure besides irs weapon
agers hate cowardice, bur chey are nor fools, and rbey retrea t and armor, along with any t rophies it mighc have taken
before an opponem rhar seems co have rhe upper ha nd. A earlier in rh e hunt.
lLmar ravager's belt is m uc h more likely ro carry the sku ] Is l u na r ravagers cherish cheir hunring ho rns, handed down
of dire animals, magical bensrs, and common folk rhan t hose t h rough rh c ages wit hin cla ns. These ancien t bron ze horns
of dragons, fiend s, and heroes. produce a bone-ch ii Ii ng rone chat u n mistakably declare the
Some lunar ravagers embark on long journeys ro demon- approach of rhe hunt.
strate their fighringtalents and imprO\·e their prestige. Such
ambitious ravagers are rhe smartest, bravest, and most cun-
ning of their ki nd. They aLly with other vicious creatures,
LUNAR RAVAGERS WfTH
most notably werewolves and evil fey, ro wreak h avoc w he r- CLASS LEVELS
ever they go. T heir aim is to return home laden wi th enough lunar ravagers' favored class is barba rian, in keepin g with
wealrh and fa me m anain leadership of rheir clan. rheir brut ish tendency and love of ball le, although ran gers
Srranded ravagers are s imilarly da ngerous. Such an unfo r- and rogues are also com mon. Among their kind, a s1vi fr knife
tunate usually wanders roo far from its lodge o r srays on the in the back is the preferred m erhod of sen ling a disp ure.
surface coo long, becoming rrapped withour rhe moonlight lunar ravager clerics worship Ery1 h nu I. Thar d read deity's
ir needs 10 ride home. Whet her this siruation arises because bloodchirsry ceachings appeal ro their casce for murder and
of a plot by a jealous rival o r mere happenstance, when rhe desrrucrion.
next night comes around, rhe marooned reaver discovers Level A dj 11s/111e11t: +6.
thar irs cloud lodge has dri fted away. Such ravagers seek
our weaker buc like-minded creatures, panicularly ores and
ogres, co cormenr and command. A n ore tribe led by a luna r
LUNAR RAVAGERS IN EBERRON
The lunar ravagers ofEberron dwell primarily in Xen'dri k.
ravager poses a g rear rhrear, for chc ravager's intellect, strong
legends rell of six floating castles, each positioned high over
personality, and insighr make it a keen commander.
the continent, thar once served as important cemers of magi-
A few lunar ravagers intentionally leave rheir lodges
cal research for the empire of rhe giants. Lunar ravage rs have
behind, preferring ro rule smaller folk on earrh rather than
long since descended into savagery, bm their homes are srill
serve among t heir kLnd amid the clouds.
filled wirh unrold wonders.

TYPICAL TREASURE LUNAR RAVAGERS IN FAERUN


A lunar ravager lodge is filled with a vast array of treasu res
Lunar ravagers are spread across Tori!. They avoid civilized
and rrophies, accumula red through un rold centuries o f
lands, having learned wdl rhe power of a vengeful H arper
murder and theft. Si nee these fey are greedy folk who mea-
or a skilled mage. Rumors abound that the Red Wtzards of
sure their presrige b y rhe possessions rhey have srolen, rhey
Thay have entered inro a pacr wirh several lu nar ravager clans.
scavenge every com and valuable objecr rbey can find . They
The Thayans pay rhe ra\·age i:s gems, gold, and orher r iches
rake particular de light in rob bing monals of heirlooms a nd
in rerurn fo r t ransport and service as mercenaries. Pe rhaps
sentimenral valuables. Ravager lodges have do uble the s ran-
rh e b u n ter fey arc part of rhe Red Wi za rds' larest scheme
againsr Rashemen.

LUNAR RAVAG ER LORE


Characters with ranks in Knowledge (nature) can learn more
about lunar ravagers. When a character makes a successful
skill check, the following lore is revea led, including the informa•
tion from lower DCs.

Knowledge {Nature)
DC Result
17 This is a lunar ravager, a murderous, aggressive
fey. This result reveals all fey traits.
22 Lunar ravagers are expert trackers and hunters.
They can follow their prey for miles across rough
terrain.
27 Lunar ravagers can turn invisible and walk on the
air. They use these abilities to stalk their enemies.
32 A lunar ravager can transport itself back to a
hun ting lodge in the clouds , but this ab ility ta kes a
while to use a nd requires a clear, moonlit night.
mi nute. If t he target has no spells prepared, no remaining
MAGERIPPER SWARM
A writhing mass ofbizarre little creatures swarms across the floor,
spell slots, and no uses of spell-like abilities remaining,
this ability has no effect. A mageripper swarm cannot
myriad tentacles waving like a111ennae. They are eyeless, their choose which spell to drain; determine this randomly.
bodies little more than gaping jaws filled with teeth, yet. they For each spell drained in this way, a swarm gains
move unerringly toward you. tempora ry hit points equal to 5 x the spell's level.
These temporary hit poi nts fun ctio n as described in the
MAGER IPPER SWARM CR 6 dispelling au ra ability.
Always CN Tiny aberration (swarm) Dis traction (Ex) Fortitude DC 16, nauseated 1 round. The
ln it +4; Senses blind, blindsense 30 ft., sense magic 30 ft.; save DC is Constitution-based.
Listen + 12 Skills Mage ripper swarms have a +8 racial bonus on Climb
Language s - checks and can always choose to take 10 on Climb
Aura dispel ling checks, eve n if rushed o r threate ned.
AC 18, touc h 16, flat-footed 14 /\ mageripp er swarm consisrs of aro u nd rhree h undred Tiny
(+2 size, +4 Dex, +2 natura l)
horrors that seek out and feed on magical energy. The crea-
hp 55 (10 HD)
tu rcs are hazards co spellcasrers of all kinds.
Resist half damage from piercing and slashing weapons
Immune gaze attacks, illusions, visual effects; swarm
immunities STRATEGf ES AND TACTICS
SR 21 W hen it detecrs nearby m agical auras, a mager ip per swarm
Fort +4, Ref +7, Will +8
moves immediately roward the strongest aura or the strongest
Weakness swarm vulnerab ilities
spellcasrer. It attacks relentlessly, filling the target's space and
Speed 20 ft. (4 squares). climb 10 ft. draining as much magical energy as it can. Ir stops only when
Melee swarm (2d6 plus magic leech)
destroyed or rhe source is complerely drained.
Space 10 ft.; Reach Oft.
Base Atk +7; Grp -
Atk Options d istraction, magic leech SAMPLE ENCOUNTER
Abilities Str 4, Dex 19, Con 12, Int 6, Wis 12, Cha 15 A mageripp er swarm is always encountered alon e, alrhough
SQ swarm traits it might be found near inrelligenr crearures that use it co
Feats Ability Focus (magic leech), Skill Focus (Listen). prorecr against spellcasting enemies. Multiple S\varms can
Stealthy, Track infest rhe same general area if they get our of control and
Skills Climb +5, Listen +12, Move Silently +6, Surviva l +6 t he supply of magical energy is plenriful enough , bu t such
Advancement 11-19 HD; see t ext
swa rm s don'r work 1·ogerber .
Sense Magic (S u) A mageripper swarm automatically detects Indiv idual (EL 6): The lone wizard Edgar(N male human
magic auras within 30 feet, and it knows the strengt h an d wizard 4) has become a prisoner in his rower since a magerip·
location of each. It can also detect creatures that possess
per swarm discovered his retreat. After escaping the swarm·s
the ability to cast spells or use spell-like abilities.
initial assau lts, he scaled himseliin an inner laborarory. The
Dispelling Aura (Su) At the end of each of a mageripper
swarm's turns, it ca n attempt a dispel check against windowless room keeps out rh e swarm, bur the su pply of food
one random ly selected ongoing spell or s pell-like effect ~nd air is limited . Occasionally h e th rows open the door and
on each creature in its space. This works like the area b las ts the swarm w ith scorching ray spells, bur h e can't dea l
dispel effect of the dispel magic spell, with the fo llowing enough damage to overcome it complerely. The swarm has
differences. The dispelled spell is selected randomly from infested bis arcane workshop, which is fi lied wirb completed
those currently active on an affected creature, rather than
being the one with the h ighest caster level. This ability
has no e ffect on perma nent magic items. MAGERIPPER SWARM LORE
For each spe ll dis pelled by its aura, a mage ri pper Cha racters with ranks in Knowledge (du ngeoneeri ng) can learn
swarm gains temporary hit points equal to 2 x tha t more a bout mageripper swarms. When a character makes a
spell's level. These temporary hit points last for up to successful skil l check, the following lore is revealed, including
24 hours, and a swarm can gain a maximum number of the information from lower DCs. Knowledge (arcana) can also
temporary hit points equal to iis full normal hit point be used, but all check DCs increase by 5.
total. A magerippe r swa rm that gains the maximum
number of temporary hit points and retai ns them fo r the Knowledge (Dungeoneering)
full 24 hours advance s 1 Hi t Die at the end of th is pe riod , DC Result
increasing its capabilities as normal for advancement. 10 This is a mageripper swarm, a mass ofTiny
Magic Leech (Su) In addition to dealing damage to creatures aberrations. This result reveals all aberration and
whose space it occupies, a mageripper swarm drains swarm traits.
away the ability to cast spells and use spell-like abilities, 16 Mage ripper swarms consume magical energy.
feeding on the magica l energy. 21 These creatu res are a serious th reat to areas of
At the end of a mageri pper swarm's turn, each spellcasting activity. Once they begin feedi ng, they
creature in its space mus t succeed on a DC 19 W ill save don 't s top un ti l they h ave co nsumed everything in
or lose one prepared spell or spell slot of the highest le•,el the area.
available. The save DC is Charisma-based. A creature 26 Magerippers might have been created to defend
with a spell-like ability that fails its saving throw loses one against magic. Some creatures keep swarms for
daily use of its highest-level ability. If this spell-like ability t his purpose.
is usable at will, the creatu re is unable to use it for 1
and half-finished potions, wands, and the like. During one mark rhe location of specialized organs rhar sense magi-
of his sorties, Edgar acrivared a Qunal's jcntltcr tolw1 (bml) ro cal energy.
rake a distress message ro the nearby wizards' academy. Alignment: Magcripper swarms are solely concerned
\-vith acqu iring sustenance and multiplying. They are not
imenrionally destructive or malicious, bur rhey do acr
ECOLOGY errarically. They are always chaoric newral.
Mageripper swarms are so bi,wrre that they are unlikely to
have arisen narurally. Most scholars believe rhar rhey were
creared deliberately for some purpose. TYPICAL TREASURE
A mageripper swarm relies 011 no11visual senses ro discern Mageripper swarms do nor accumulate money or mosr
irs environment. The crearures chat make up rhe swarm can sons of treasure, and mosr folk have no use for rhe horrible
subsisr 011 meat, bur rhev rhrive on magical energy and prefer lirrle rhings. However, rhey are often found in rhe vicinity
ro live where that food source is easy co find. Such swarms of hoards of magic items, and rhe swarm is more likely to
are real threats in larger cities, where they in.fest the magic gather around stronger magical a urns. A mage1ipper swarm
districts, and in areas inhabited by beings such as elves or has double sran<larcl treasure for irs Challenge Rating, abour
fey that use magic rourinely. 4,000 gp, all of which is magic items.
A le hough rhey cannot consume the magical energy stored
in magic items, the auras ofsuch items srill arrracr magerip-
per swanns, much as a candle flame arrracrs moths. The
MAGERTPPER SWARMS IN EBERRON
The fanatical Ashbound druids regard all arcane magic as
confused and hungry crearures mill abour rhe item unril
unnarural, but they do nor believe in wanton killing. They
rhey are desrroyed or find somethi ng else to ear.
find rnageripper swarms co be effective deterrents. The crea-
Consuming magical energy allows rhe crearnres LO
rures are nor common within che Eldeen Reaches, though,
reproduce, increasing the swarm's size. Individual swarm
and seeking them out can lead into the dangerous territories
members live only for a year or so, bur when the swarm
of c.he Demon Wastes or the Shadow Marches. Aundair's
devours magic, irs constiruenr crearures can double their
ci;ies suffer from recurring infestations of mageripper
numbers within days. They reproduce ase::-.."Ually, wirh young
swarms, and they make good sources for Ash bound druids
budding from the backs of rhe adults. If a mageripper swarm
who are wi 11 i ng ro enrer cities.
grows ro double irs original size (rhar is, ro 20 Hie Dice), ir
With its lingering arcane energy and living spells, rhe
splirs i nro two swarms with JO Hit Dice each.
Mourn land is a ferrile feeding ground for magerippers. The
Beings char are inimical ro magic sometimes encourage
creatures might even have arisen there, perhaps mutated from
swarms ro inhabit their environs. Magerippers make effec-
mundane pests in the afterm ath of the Day of Mourning.
rive guardians, although they move to more feni.le [eeding
grounds if roe few spellcasrers inhabir rhe area. Or her crea-
rures use them co defend against magical assaulrs. These MAGERTPPER SWARMS TN FAERUN
keepers sometimes cast spells on a helpless caprive or caprure The sewers of Warerdeep lead to innumerable and mysteri-
and bind a spellcaster, leaving the prisoner as food within ous places-havens for crime gangs, weird cul rs, and strange
the swarm's territory. creatures. Mageripper swarms are also found in large num-
Magerippers are senrient, although their intelligence is bers in Skullporr.
more the cunning of a predator. They are capable of adap ting The Red Wizards of Thay have scr up trading enclaves
theirractics to fit new circumstances. Though driven largely throughou t faen'.in, where they offer rare and useful magic
by rhe instinct to feed and reproduce, mageripper swarms for sale. Such large concenrrarions of magic items arc
can modify their behavior in response to stimuli. magnets for mageripper swarms. Keeping the dangerous
Individuals become sluggish and unresponsive if crearures under control is a con-
separated from the swarm, and they soon die. stanr worry for che Thaya ns.
Environment: Mage ripper swarms can be found
in any temperate envi ron ment and are aru acred co
urban areas. They can'r rolerate extremes ofhear and
cold. Often a swarm infests the cellar
of a wizards' enclave or an ancient
dungeon.
Typical Physical Characteris-
tics: A typical mageripper is about 1
foor long and weighs 3 ro 5 pounds.
Ir seems to be fashioned from a
jumble of unrelared pieces, wirh
big chewing jaws, inscctlike
legs, and renracles like those of
a displacer beasr. Its coloration
is unnatural, with overtones
of sickly purple, blue, or pink.
Circular blotches along rhe body
MINOTAUR, GREATHORN
Before you is a tall and thickset minotaur with short, slate-
fin ish off its intended vicrim , a grea rhorn minora ur attacks
ferocious ly and u ses Power AHack as m uch as it can.
colored fu r. Its horns extend nearly 5 fee t from its head, and it
wields a massive hammer.
SAMPLE ENCOUNTERS
Creathorn minotaurs are like ly co be en countered w ith in
GREATHORN MINOTAUR CR 7 their lairs or lead ing other mi.n~taurs underground.
Usually CE Large monstrous humanoid (earth) Individual (EL 7): A lone g reath orn minotaur h as carved
I n it -1 ; Senses darkvis ion 60 ft ., scent, tremorsense 120 ft.;
a maze close ro duergar territor y, h oping ro captu re and
Liste n +8, Spot +8
devour as many g ray dwarves as possible. lr ambushes any
Languages Gia nt, Un derco m mo n
humanoids rhat cross irs parh.
AC 15, to uch 8, flat-footed 15
Pair (.EL 9): Recentl y bonded, a mared p air figh ts as a t eam.
(- 1 size, - 1 Dex, +7 natu ral)
The fema le launches rhe initia l arrack. Once bat tle is joined,
hp 104 (11 HD); DR 5/ -
Fort +l 0, Ref +6, Will +7 the male emerg es from rhe rock ro catch an o pponen t from
a fl ank.
Speed 30 ft . (6 sq uares); earth glide
Templars (EL 11): Four grearhorn minotaurs h ave banded
Melee gore +17 (2d6+ 10) o r
togeth er in service lO a temple ro the earth aspect of che E lder
Melee greathammer +1 7/+12/+7 (3d 6+1 0/x4) and
gore +12 (2d6+3 ) Elementa l .Eye (see p age 8). They patrol rhe area n ear the
Space 10 ft .; Reach 10 ft. temple, driving off interlopers . The mi.noraurs use h it-and-
Base Atk +11; Grp +2 2 run tac tics to s.lowly sap an enemy group's srreng th. l f h ard
Atk Options Awesome Blow, Powe r Attack pressed, t h ey flee or h ide w ithin the stone, and the wounded
Special Actions earth warp retreat to rhe temple to r ouse it s occupants and avenge cheir
Abilities Str 24, Dex 8 , Con 20, Int 9, Wis 10, Cha 10 fa.lien comrades.
SQ natu ral cunning
Feats Awesome Blow3 , Great Fortitude, Improved Natu ra l
Attack (go re ), Powe r Attack, Track
ECOLOGY
Skills Intim idate +3, Lis ten +8, Search +3, Spot +8, Greathorn m in o raurs arose i11 the unrold reac hes of rhe
Survival +3 underground realm as an offshoot of the minotaur r ace. Great
Advancement by characte r class; Favored Class barbarian; wells of elementa l earth en ergy warped an d twisted several
see text m i.n otaur tribes, yielding the fe arsome beings that n ow p rowl
Possessions greathamme r l ab yrinrhs and passages d eep w itb in rhe e an h .
Earth Glide (Ex) A greathorn m inot aur can glide th rough Greathorn m inotaurs hunt for food, eating j ust about any·
s ton e, d irt, or almost any ot he r sort of ea rth except metal thing they ki ll. H owever, they love the rasre ofthe flesh of
as easily as a fish s wi ms through wa ter. Its burrowing sentient creatures above all other foods. H u ma n oid prey is
leaves behind no tunnel or hole, nor does it create any rhei r favoti te.
ripple o r other signs of its presence. O n ce every few years, grearhorn min ot aurs embark on a
Earth Warp (Su) As a swift action, a gre athorn m inotaur can great m i.gration. Sages believe 1har the m inorau rs follow th e
cause the earth and rock arou nd it to twist and warp in 3
ebb and flow of elemental earrh en erg y.
60-foot -radius emanation around it, doubl ing movement
Environment: Greatborn min otaurs live underground
costs through t hat area. Natu ral stone , fin ished stone,
and di rt surfaces a re subjec t to this effect. The effect and ra rely venture co the surface. They steal developed ter-
d oes not move with the m inotaur; when the m inotaur ritory from other deni zens when possible, altering it to th eir
leaves the area , the grou nd return s to normal. The
minotaur ignores the move me nt penalties genera ted by
its own or another greathorn's earth warp ab ility, GREATHORN MINOTAUR LORE
Natural Cunning (Ex) Greathorn m inot aurs have immuni ty to Characters wit h ranks in Knowledge (natu re) can learn more
maze spells, neve r become lo st, an d can track enemies. about greatho rn m inotau rs. When a cha racter makes a s uc-
They are never caught fl at-footed. cessfu l skill check, the following lore is revealed, includ ing the
Skills Greatho rn mi nota urs have a +4 racial bonus on Liste1, info rmatio n from lower DCs.
Sea rch, and Spot checks.
Knowledge (Nature)
A greathorn is a p owerfu l subrerran ea n relat ive of normal DC Result
minoraurs, It is in fused with rhe power of elem enta l earth, 17 This is a grea thorn minotaur, a monstrous
m aki ng it stronger and g ran ting i; t he ability to m anipulare humanoid that lives underground and is infused
earth and s tone around it. with e lemental eart h. This result reveals al l
mons trous humanoid traits and the earth subty pe .
22 Greathorn m inotaurs have tough, rocklike skin.
STRATEGIES AND TACTICS They use their enormous horns to gore t heir
A greathorn minoraur lu rks beneath the ground, emerging to oppone nt s.
arrack prey from behind. I t prefers to p ick off weaker mem- 27 These creatures can hide within stone, emerging to
slay all who stum ble onto their hunting grounds.
bers of a group firsr, slowing escape and would-be rescuers
32 Greathorn m inot aurs can warp the e arth , m aking
wirh its earth warp abiliry. The beast uses Awesome Blow to
movement difficult around them. They excel at
knock porent fighters aw ay from ir, rhen renews its assault isolating an opponent from a llies.
against th e original target. Relying on its g rea tham rn er to
liking. Otherwise, they carve our long, winding mazes as servant Ogremoch, the Prince of
Grearh,.ru 111i1:ol arsr Evil Elemental Earth. Even the
their '3irs, complete wirh numerous dead ends, pits, and
orher 1raps. When on rhe surface, grearborn minoiaurs mosr belligerenr male defers ro
hide during the day and move about at night. an albino priesress's wisdom
Typical Physical Characteristics: and srrength.
Greathorn minotaurs are larger
and bulkier than theirordi- TYPICAL TREASURE
nary kin, standing over Grearhorn minoraurs relish treasure,
9 feet rail and weighing which rhev use to attract mares and
nearly a ton. They ger their show off their power. They have sran·
name from their enormous <lard treasure for their Challenge
horns, which can extend Raring, about 2,600 gp, and prefer
5 or more feet from shiny, gaudy lrems, including coins,
rheir massive skulls. metallic arr, and wea pons of all kinds.
Grcarhorn m ino- Only the priestesses read or write,
raurs lack the rhick, so most greathoms disca rd scrolls,
shaggy coars of their spellbooks, and other paper items they
mundane cousins, instead acquire. For a randomly determined
sponing shon. coarse fur rhe color of hoard, replace any such irems wirh
slare. coins.
Males are larger rhan females, and
rheir horns are longer. The ru roffemales tends
coward lighter colors, and individ uals with pure FOR PLAYER
whire fur have been documcnred. CHARACTERS
Alignment: Grearhorn minotaurs thrive on Greathorn minotaurs wield
mayhem and violence, killing and
these big, hea\·y hammers,
destroying with no regard and
which a re considered exotic
seeing only might as worrhy
weapons for orher crearnres.
of respect. Mosr g rearhorn mi·
The incredibly heavy head of
norau rs a re chaotic evi I.
rhe hammer allows it co make
<levasrn1ing stril<es against weap-
SOCIETY ons and shields.granting the wielder
Greathorn minoraurs are as greedy and vain as they are a -'-2 bonus on opposed arrack rolls ro sunder an enemy's
glunonous and domineering. They ofren senle disputes weapon or shield.
by killing and dernuring those thar displease rhem. On
rhe other hand, rhey gladly work as mercenaries for Jrow, Dmg (S) Dmg (M) Critical Weight' Type
duergar, derro, and orher evil creatures that provide them ldlO ldl2 19- 20/x4 30 lb. Bludgeoning
with wealth and the meat of humanoids. Mind flayers par- l Weight is for a Medium weapon. Small weapons weigh
ricularly fovor grearhorn mi notaur sellswords, whic h make half as much, and La rge weapo ns weigh twice as much.
excellent guards.
Greathorns go our of rheir way 10 murder or browbeat
others of rheir kind, seeing rhem as rivals-except when
GREATHORNS WITH CLASS LEVELS
Grearhorn minoraurs' favored class is barbarian. Narnrally
rhe creatures are involved in courtshipor maring. .\!ales pur
aggressive and prone ro firs of rage, they take ro this class
on great displays ofborh prosperity and prowess 10 attract a
readily. Grcarhorn minotaur clerics worship rhe Elder
mare. Once bonded, a pair stays together for life and has as
Eiemenral Eye (sec page 7), usually choosing Desrrucrion
many children as possible.
and Earrh as I heir domains. They have no k nowledge of rh is
ln areas with "lesser" m inotaurs, grearhorn minotaurs are
deity's rrue nature.
rhe undisputed leaders. Blessed wi th higherinrelligencc rhan
Level Atljuslmrnt: +6.
their kin, grearhorns unify 1ribes of ordinary minotaurs into
armies that rerrorize rhe surrounding area. An army of I his
son is shorr-lived-rhe fractious nature of rhe minotaurs GREATHORNS IN EBERRON
soon rears ir apa rr. When they are nor around ochers of their Greathorn minotaurs are mosr common in Droaam, where
kind, greathorn minotaurs have been known ro dominate rhey rule entire communiries of minotaurs. The tribes view
evil humanoids such as ores, bugbears, and gnolls. rhe asce nsion of a grearhorn as an auspicious evenr, ofren
Temples dedicated co the earth aspect of the Elder Elcmen· using rhe occasion as an excuse co start a grab for more ter-
ral Eye are s trangely atrraCl'ive ro grcathorn m inoraurs, which ritory. Sma rrer monsters of Droaam, especially medusas
are among such temples' most ardent supporters. Given their and ogre mages, commonly employ grea1horns as officers
egotism, piety of any orher sort is rare among grea1horn of minotaur units in their personal armies.
minmaurs. They do have clerics, though, all of whom are A healrhy population of grearborn minotaurs lives in 1he
female. Those femaleswirh white fur are groomed from birth rwiscing chasms of the Demon Wastes.
to become priestesses of rhe Elder Elemenral Eye :ind its
NAGATHA
This creature has the lower body of a worm, the head of a snake
SAMPLE ENCOUNTERS
A g iven group of nagat has is loyal to rhe spirit naga rhat cre-
with milky white eyes, and two long arms that terminate in ated them, and they are usually encountered in the company
enormous bone claws. It holds its body at about the height of a of rheir master or while performing some m ission. They
human as it rises to attack.
p,m ol their masrer's d om ain for intruders. Spirit nagas also
th 1·ow n agath as aga i_nst superior forces as fodder.
N AGATHA CR 4
Always CE Medium monstrous humanoid Guardians (EL 6): A pair of nagarhas patrols the marshy
Init -1; Senses blind, blindsight 60 ft.; Listen +15 ourer reaches of a spirit naga's lair, seeking victims.
Languages Abyssal, Common Sweeper s (EL 8) : Four nagarhas slirher through the
AC 17, touch 9, fl at-footed 17 rem ains of an ancient churchyard, prorecting rhe nearby
(-1 Dex, +8 natural) sanctum of 1b ei r master.
hp 60 (8 HD) Naga W r i the (EL 11): In the heart of a mined temple, a
Imm une gaze attacks, illusions, visual effecrs spirit naga schemes while six nagailias stand watch.
Fort +7, Ref +5, Will +7
Speed 10 ft. (2 squares), burrow 10 ft. ECOLOGY
Melee 2 claws +10 each (1d8 +2) and
Nagarhas are the product of a p rocess practiced by spirit
bite +5 (l d4+1 plus poison)
nagas that magica Ily com1prs the bodies ofcaptured Medium
Space 5 ft.; Reach S ft.
Base Atk +8; Grp +10 humanoids i1110 sickening, worm like crearures wirh sharp
Atk Options poison (DC 17, 2d4 Wis/2d4 Wis) claws. Humanoids that unsuccessfu lly raid spirit naga lairs
provide rh e m ost abundant raw material for nagath as. Those
Abilities Str 14, Dex 8, Con 16, Int 6, Wis 73, Cha 9
SQ viper's speed left uncon scious in b attle often end up being harvested for
Feats Great Fortitude, Improved Natural Attack (claws), Skill this purpose.
Focus (Listen) Survivors of such rransformation bear no resemblance to
Skills Listen +15 th eir pr eviou s forms. Their legs are fused into a wormli.ke
Advancement 9-15 HD (Medium); see tex t lower bod y, usi.ng up much of the muscle mass from the
Viper's Speed (Ex) Whenever a nagatha takes two move subject's abdomen and legs. Arm bones re-form and solidify
actions to move twice its land speed or a full-round into enormous bone claws. Their beads stretch into rhe Like-
action to run, it gains a 40-foot bonus to its land speed, ness of vipers, and rhey lose theire>'esighr. Raw mareriaJ from
allowing it to move up to 100 feet with two move action; snakes provides the b asis for a nagarha's poison.
or run up to 200 feet. T he final a nd perhaps m ost i nvasive alteration is made ro
the SLtbJec t's mi nd. Th e spirit 11agas du ll its mental faculties
Nagathas are worm like crearures created by e\"il spirit nagas ro dcsrroy any porenrial for arcane spellcasring, and erase
from the bodies of normal humanoids. They enjoy eviscer- memories a11d knowledge of irs previous exisrence, bur they
ating rheir v ic rims and rake sadistic glee in rhe pain and dcliberarely leave a painful emotional echo, allowi ng a nagarha
suffering oflivin g crearures. Theircruelry remai ns the mosr to realize that someth ing imponan t h as been taken from ir.
obvious and t wisted expression of rhe pain rhcy endu red
during the hideous transformation into their currenr form.
NAGATHA LORE
STRATEGIES ANO TACTICS Characters with ra nks in Knowledge (dungeoneering) or
Nagarhas are blin d, so they rely on their keen h en ring to Knowledge (nature) can learn more about nagathas. When a
detecr crearures beyond rhe 60-foot range of their bl i ndsighr.
character makes a successful skill check, the following lore is
revealed, including the information from lower DCs.
They are inteJligenr enough to fear ranged attacks fro:n
outside char distance. If nagarhas hear enemies approac::i- Knowledge (Dungeoneering) or Knowledge (Nature)
ing from far away, they burrow jusr beneath rhe su rfnce and DC Result
strike from an am bush position. Similarly, nagat h as burrow 14 This is a nagatha, a horrific monstrous humanoid
to protect themselves from arracks by opponents rhcy can't twisted into a wormlike form. This result reveals all
hear or sense wirh blindsight. monstrous humanoid traits.
Nagathas guarding an enrry often hide benearh the 19 A nagatha has a poisonous bite that saps a victim's
earrh in the doorway, wai ri ng ro waylay inrerlopers. P~rrcl- mental alertness.
ling nagar has space themselves out, using their b linclsigh t 24 A nagatha is blind beyond 60 feet and ambushes
for increased effectiveness an d mutual prorecrion. When
opponents by burrowing underground.
29 All nagathas used to be humanoid, but they were
encounrered with their naga master, guardian nagathas
transformed by evil spirit nagas and can no longer
engage inrrnders in melce, keeping them stuck in combat remember th eir former lives.
as rhe naga casts spells from a far.
Environment: Nagathas inhabit temperate marshes, TYPICAL TREASURE
making their homes in an ancient ruin or cnnn bling forrress Individual nagarhas have no treasure bur happily collect
wich the spirit naga that dominates them. Nagachas leave riches for their naga maste rs. A spirit naga with five to eight
such areas only if rheir naga maste r has been defeated in a nagathas has srandard coins, dou ble goods, and standard
bat tle they survived. irems for the g roup's Encounter l eve l. A spirit naga accom-
Typical Physical Characteristics: Nagar bas have wor m- panied by nine to twe lve nagathas has standard coins, dou ble
like lower bodies, which e lo ngate and contract whe n they goods, an d double item s.
move. A nagatha's head resembles n large viper·s, complete
wirh fangs, and si newy arms swing its oversized bone
claws. These claws m ake wielding man ufacmred weap· ADVANCED NAGATHAS
ons all bur impossible. Nagarhas usually advance by Hit Dice, growing m ore
The average nagarha is abour 7 fee t long and pocem as g uard ians over 1he span of rheir miser-
weighs 150 co 250 pounds. able lives. Those that take class levels usually
Alignm e nt: N agathas are always chao ric adva nce as figh ters or barbarians, and t he y
evil, being pain-d riven and urre rly sadistic. never enrer a spellcas ti ng class.
Their spirit naga creators encourage and Level Adj usl111e11I: +2.
foster hatred of other creatures, especially
humanoids. NAGATHAS IN EBERRON
Nagathas live where spirit nagas dwell, and
SOCIETY rhe swamps of th e Shadow Marches hold the
The only solace nagathas can find after being largest n um ber of r hese abominations.
transformed is in t he misery of similar I n the ruins left by t he Daelk yr War,
company. N agathas retain no memory nagarhas g uard tbeir masters, while
of their hu manoid existence, bm t he spirit 11agas hoa rd Eberro n
they are filled with a lingering d r agonsh ards and seek
feeling of emptiness: Some- ways to ope n rhe dimen·
thing imporranr to chem has sional seals. The Basura
been forever losr. Since this Swamp of Q'ba rra is
feeling is com mon to all also borne ro sp irit
naga rhas, they openly nagas and thei r vile
commisera te wirh c reations.
each other. Nobody
understands t he pain
a nagatha feels be rrer
NAGATHAS
than another nagatha. IN FAERUN
Spirit nagas capiral- The- sarrukb crea red
ize on this sense of loss, nagas ro be naturally in-
having cultivared it in their quisitive, especially abour
c rearions, and rake care the A n, but the y also made
ro express understanding. n agas fiercely self-cemered.
Nagathas consequenrly look Each seeks a domain where irs
to their sym pathe tic-seeming will is supreme. I ndepe ndem spirit nagas
"parents" for a sense of purpose. T he)' are happiest .Vag,1th11 are common in che caves a long the Nagaflow in rhe
when attacking invaders rhat enter rheir m asters' Nagalands of Chondarh an d Sespech, where lie an-
realm, since battle a llows them ro focus their pain- cient naga spawning g rounds. The powerful am ong
ful confusion i nto a fury that is bo th carhanic and c rue l. these n agas create many nagat has fro m local folk.
The procedure for crearing a nagatha incorporates a Spirit nagas congregate in Naja ra, t he Kingdom of Sn akes,
d111r111 person speU cast on the o riginal humano id, ma ki ng in the Western Heartlands, where a dozen of them serve
che nagatha loyal to rhe spirir naga even afrer 1ransforma- King Ebarnaje directly. The evil nagas of this realm have
tion into a mon strous h umanoid. The spe ll is permanenrl)' crafred nagarha servants from hu manoid slaves.
woven into naga thas so that rbey always regard rheir spirit
naga c reator as a rrusred friend or close relarive. Naga rhas
react wich rage to any suggestion that their master could in
any way be responsible for rheir pai n.
Tliecreaho-e before
NECROSIS CARNEX
l1ornd amalgam of rollingjksli bo1111d
you 1sa
keep ing their foes wit hin their mJlign aura. These crea-
rmes love to slay the living and use their necrotic ro11ch on
to twisted 1,mbs. 11 wa!b 011 all ft111r of its mvh1vcml 11ppc11dages, an unconscious buc living foe if an opporruniry presents
itscl f.
and great bn11(1s of black iron sc,·m lo hold tltr t1nrio111 pieces of
putrid lm11c together.
SAMPLE ENCOUNTERS
NECROSIS CARNEX CR 3 Necrosis carnexes are ofren found in the company of other
Always NE Medium undead undead. Powerful mrelligem undead keep these creatures
lnit - 3: Senses darkvision 60 ft.: Listen +S, Spot +4 as pers and personal companions, knowing tharrhe necroric
languages understands creator's orders
energy of a carnex's touch can mend rheir lifeless flesh.
Aura malign (30 ft.)
Gat e Guards (EL 5): A pair of bugbear zombies guard
AC 21, touch 17, flat-footed 18; Mobility rh e entrance to a secret und erground remple, forrifi.ecl by a
(+3 Dex, +4 deflection, +4 natural)
necrosis carn ex. When combat begins, rhe zombies lumber
hp 26 (4 HD)
forward while rhe necrosis carnex hangs back ro heal rhem,
Immune undead immunities
Fort +3, Ref +4, Will .,_5 arcempri ng to keep foes within irs malign aura.
Weakness vulnerability to good UndeadRaiders (EL6):A vampi re spawn leads two trog-
lodyte zombies and a necrosis carnex on a raid. T h e creatures
Speed 40 ft. (8 squares)
h ide w ithin a temple dedicated to Nerull duri11g the day,
Melee touch +5 (ld6+2)
Space 5 ft.; Reach 5 ft. emerging at night to s talk their prey among rhe back alleys
Atk Options necrotic touch o[ a major ciry. The rcmple pries rs deny any involvement with
Special Actions unholy burst the undead.
Base Atk +2: Grp +3 Graveyard Lord (EL 7): In a secrer warren beneath an
Abilities Str 12, Dex 17, Con-, Int 3, Wis 12, Cha 7 ancient graveyard, a wighr leads fol1r ghouls and a necrosis
SQ undead tra its c:irnex. The wigh t is a su·i ct t acrician , ordering rhe ghou ls ro
Feats Great Fortitude, Mobility8, Weapon Finesse move into fla nki..ng positions or to a id it in irs arracks (wirh
Skills Jump +5, Listen -'-S, Spot +4 the aid another acrion). lr uses rhe carncx as a healer for itself
Advancement 5-7 HD (Medium): 8- 14 HD (Large) and irs ghoul minions.
Malign Aura (Su) Living creatures take a - 2 penalty on attack
rolls and saving throws when they are within 30 feet of"
necrosis carnex.
ECOLOGY
Vu lnerability to Good (Ex) Necrosis carnexes ta ke half again Necrosis carnexes arc beings outside nature. They have a
as much (+50%) damage as normal from good-aligned si mple an d stark existence, stemming entirely from their
weapons and spells. origin as pu rposefully created undead. Their limited inrelli-
Necrotic Touch (Su) If a necrosis carnex hits a living creature gcnce means char they respond to siruarions on an instinctive
with its touch attack, it deals damage equal to 1d6 + 1 per level, although rhey have som e capacity co retain inst ruc-
2 HD of the necrosis carnex. Undead are instead healed t ions and learn the most effective ways ro help their allies.
by the same amount, gai ni ng any hit points over the ir full
norma l tota l as temporary hit points that last fo r u p to 10
minutes.
Unholy Burst (Ex) When destroyed, a necrosis carncx NECROSIS CARNEX LORE
explodes in a 30-foot-radius spread that deals damage Characters with ranks in Knowledge (religion) can learn more
equal to 1d6 + l per 2 HD of the necrosis carnex to all about necrosis carnexes. When a. character makes a successful
living creatures in the area. Undead are instead healed s kill check, the following lore is revealed, including the info rma-
by the same amount, gai ni ng any hit points over the ir tio n from lower DCs .
norma l tota l as temporary hi t points, as described above.
Knowledge (Religion)
DC Result
A necrosis carnex is a ghastly collection of corpse-flesh
13 This is a necrosis carnex, an undead creation that
bound together into an engine of desrrucrion. It is something
unleashes a burst of life-stealing energy when it is
like an undead flesh golem, but it retains a glimmer of intel- destroyed. This result reveals all undead traits.
ligence and ca n follow simple orders. Necrosis carncxes serve 18 These creatures exude a de bilitating aura out to a
undead armies as both shock troops and combar medics. ran ge of 30 feet, and the ir mere touch can ca use
woun ds.
23 Necrosis carnexes are particularly vulnerable to
STRATEGIES AND TACTICS damage from good-aligned weapons and spells.
Necrosis carncxes employ simple bur effective tactics in 28 A necrosis carnex is created from several corpses
combar. Usun ll y teamed wirh o ther undead, the carnexes bound together with cold iron bands. It serves to
know rhat they arc ar rheir most effective when using their su ppor t armies of other undead, though its
foul touch ro h eal rheir companions. To fac ili rarc this, t hey behavior is largely instinctive.
remain just behind rbe from rank of their undead allies,
They make few an empts ro communicate and
understand only rhe simplest commands.
Carnexes automatically arrack and kill
living creatures unless instructed not to by
their masters. In the absence of a master, rhey
view the most powerful intelligent u ndead
cre3ture in t heir presence as a figure of
authority and willingly obey that crearure's
commands. ln the rare evenr that camexes
find themselves on their own, they seek
our other undead, preferring potent and
sentient undead ro which they can ally
themselves.
En v ironment: Necrosis carnexes can be
found wherever their abilities are needed.
They have no native environment, though
they ofren share che habicars of intelligent
undead.
Ty pical Physical Characteristics: Every
necrosis carnex is different, because each one
is cobbled cogerher from several corpses. It
might walk on four hands, or have no arms at
all. Each unholy creation is held rogether by
cold iron bands.
Alignment: Although it is barely i ntel-
ligent, a necrosis carnex understands irs
duty-ro kill and ro protecr its undead allies. Their umh ink-
ing ferociry. and the horrific process used ro create them,
make necrosis carnexes always neurral evil.
Undead servanrs of the Blood of Vol favor necrosis
TYPJCAL TREASURE carnexes as compan ions and healers. Carnexes occasionally
A necrosis carnex carries no treasure of its own, unless a parricipate in missions wirh Emerald Claw soldiers who are
patron has granted it a protective magic item of some kind. led by an undead creature. The necromancers of the Emerald
The cold iron bands that hold cogether its undead flesh weigh Claw also value necrosis carnexes as supporr for their mind-
LO pounds and are worth 200 gp. Separating the iron from less undead sla\·es.
the moldering meat of a necrosis carnex's corpse requires
1 minme of effort:.
NECROSIS CARNEXES IN FAERUN
Necrosis carnexes are relatively ra re in Faerun, as is the lore
FOR PLAYER CHARACTERS of their construction.
A spellcasrer of urh level or higher can creare a necrosis Only a couple of groups use these crearnres with any regu-
carnex with an t1 11m1atc dead spell. To do so requires three larity. Kia ransalee·s worshipers sometimes create necrosis
corpses from Med ium creatu res :rnd cold-hammered iron c2rnexes ro prorecr and bols ter rheir other undead creations.
bands worth 200 gp. None of rhis m ateria I is consumed i n Thayan necromancers produce and keep carnexes in th eir
the casring and but instead becomes the undead amalgam enclaves scallered l'hrougholll Faeru.n_ These creatures are
of the carnex. When used to create a necrosis carnex, the never allowed to muddy rhe fa,;:ade so important ro rhe
<1111111,1te dead spel I has a casting time of 10 minures. Thayan representatives, but some enclaves harbor secret
reServes of undead rroops. i\ si ngle necrosis carnex can make
such a fo rce much m ore effective.
NECROSIS CARNEXES TN EBERRON
Ranks ofKarrnathi undead soldiers are seeded wirh necro-
sis carnexes when ever possible. A unit's carnex func tions
as a battlefield healer. Unlike a typical humanoid healer, a
necrosis carnex can move ro the from of a massed group of
undead and, by being des troyed, lay waste ranks of enemy
soldiers while rejuvenating irs allied rroops. I ntroduced late
i n the Last \Xlar, necrosis carnexes had a decisive inf1uen ce
on several harries involving Karrnarh's legions.
OAKEN DEFENDER
The thicket seems to come alive around you as a massii,e form
when m ore rha n four foes arc wi rhin reach; in such a case,
irs gore has a +12 bon us on rhe arrn ck roll a n d deals 2d 6+23
bursts from the earth. It is covered with cruel spikes. and many points of d a mage.
brancfilike tentacles flail about it.
SAMPLE ENCOUNTERS
OAKEN DEFENDER CR 12 To face an oaken defe nder is to be the en emy of a d ryad and its
Usually NG Huge plant tree. The dryads of a grove len d their suppon ro rhe defender,
I nit +0; Senses darkvision 60 ft., low-light vision, as do any treams and other forest prorecrors in rhe area.
tremorsense 60 ft.; Listen +1, Spot+l
Sometim es dryads adopr a miliTan r srance and draw rr avelcrs
Languages un derstands Sylva n, empathic link 900 ft.
into h osti lities, even th ose wh o h ave n o evil i nren r. Even in
AC 23, touch 8, flat-footed 23 such cases, an oak en defe nder rises to assisr.
(-2 size, +15 natural) Guardian (EL 12): The roors of a dryad's rree have grown
hp 207 (1 8 HD); DR 10/magic
over and com plerely enclosed a sacred arrifacr rh ar is the only
Immune pla nt immunities
h ope of r epelling a fien d ish invasion. The d r yad is un w ill-
SR 24
Fort +18, Ref +6, Will +7 ing to risk death even for such a v ital n eed, and rhc grove's
defender hears her silenr cry.
Speed 20 ft. (4 squares), burrow 10 ft. (loose soil)
Pair (EL 14): An army on its way to war has camped ar
Melee go re +23 (2d6+12) a nd
2 slams +21 each (l d8 +6) rhe edge of an ancie nt forest, a n d a squad of sold ier s is cu l•
Space 15 ft.; Reach 10 ft. ting d ow n trees for fuel w irhout rega rd for rhc dryads rhar
Base Atk +13; Grp +33 live rhere. Too many soldiers are encamped for rhe dryads ro
Atk Options Cleave, Great Cleave, Power Attack, Whirlwi nd influence w irh rbeir spell-like abi liries, and even rhe grove's
Attack, magic strike d e fender ca n'r d efeat them all. A second d efender com es ro
Ab ilities Str 35 , Dex 10, Con 24, Int 8, Wis 13, Cha 13 t he aid of t he assau lte d g rove.
SQ find oaken defender, plant traits
Feats Cleave, Diehard, Endurance, Great Cleave, Multiattack,
Power At tack, Track, Whirlwind Attack 5
ECOLOGY
Skills Hide - 8''. Listen+ l , Intimidate +22, Spot + l O aken d e [e nders are massive, lo ng-lived creat ures that
*An oaken defende r gains a+15 bonus on Hide checks em body the fury of narure. They resem ble enormous m asses
when settled in its grove. of vegerarion.
Advanceme nt 19-30 HD (H uge); 31- 54 HD (Ga rgan tuan) An oaken defender is quiescenr for almost all its eA--ren-
Emp athic Link (Su) An oaken defender has a n empathic sivc life, resting just be neath rh e surface of a faerie g rove.
link with the d ryads of its grove, through wh ich it can Ir m ight sleep for centuries, wh i le g rass, undergrowth, and
sense their needs and fee lings. This link extends up to small shrubs grow on irs hide and obscure its vicious spikes.
900 feet. It is in consram empathic contact with the dryads of rhe
Find Oaken Defender (Su) As the discern location s pell; grove, t h o ug h , and at rhcir alarm, ii' rises like a m ountai n to
always active; caster level 18th. An oaken d efend er can 1heir defe nse. O nce th e t hreat h as passed, ir sinks again inro
use this ability only to find another oaken defender on the slumber.
same plane as itself. All oaken defenders are considered
While sleeping, an oaken defender does nor eat. The
to have seen one anot her for th e purpose of this ab ility.
e n ds of i ts le nracula r lim bs sprout absorbent r issues that
p ro trude fro m th e soil around rh e grove ro collecr rain-
Oaken defenders are ferocious protectors of t he sac red
wa ter. T he dryads supporr ir wirh nourishment from their
groves rhar dryads inhabit. They are rare creat ures, usually
trees, wh ich gro,-..• delicate roots inro its outer skin. Once
appearing only when a dryad's oak is attacked. W h en roused ,
an oaken de fender rem ain s o nly as long as is necessary ro
desrroy the dryad's enemies. OAKEN DEFENDER LORE
Characters with ranks in Knowledge (nature) can learn more
about oaken defenders. When a character makes a successful
STRATEGIES AND TACTICS s kill check, the followi ng lo re is revealed , including the info rma-
As guardia ns of t h eir groves, oaken defe nd ers immed iately
tio n from lowe r DCs.
arrack hos rile i nrruders, unless a dryad or other fey is pres-
em to calm them. An oaken defender lurks parria lly under Knowledge (Nature)
rhe ground of its chosen home, hiding in rhe undergrow rh, DC Res ult
rising up in t h e m idst of inte rlopers when most or all 011·hem 15 This is an oaken defender, a savage and intelligent
have moved w it hin irs reach. p lant creature. This resu lt reveals all plant traits.
An oaken defender rakes advamage of irs great size ar.d 22 Oaken defenders are rare beings that protect
overpowering strength, using Po\ver Attack to deal maxi- d ryads' groves. spending most of their time as lee p.
mum dam age. J rs mu lri ple Iirnbs can serve as bo rb ar m s and They can live fo r more t han a t housand yea rs.
27 O aken defenders are resistant to damage from
legs as needed . Against one o r two foes, it m oves about on
nonmagic weapons.
four limbs and thrashes with rhe orher two. When it faces a 32 Oaken defe nders can s ense each other at any
large number of enemies, ir prefers to sray in place a n<l smash distance, allowing them to come to each other's
all its foes us ing Whirlwi nd An ack. It commonly uses Power aid when needed .
Attack in conj u nct ion w ith W h irlwind A rtack, especially
an oaken defender bas come awake, though, the fury of its roughly equal intervals from its body, serving as arms or legs
arrack makes ir ravenous. It consumes its fallen enemies and as rhe sintarion requires. lrs body has a woody appearance,
rnigbr even purs ue chose who flee 10 satiate its rapacious somethi11g like an exposed roor, and large spikes protrude
hunger. from che rop, as long as shortspears. In most siruarions, oaken
When an oaken defender ages ro a thousand years, it defenders' bodies are covered with soil and vegetation, so that
begins the process of reproduction. The new defender starts they look like rhe earth has come ro Lfe_
our as an acorn from a dryad's tree 1har incubates within a The upper surface of a defender's centra l body resembles
follicle inside the "parent'' oaken defender. There, ir absorbs an enormous, angry face, making it even more
nurrienrs from rhe parent's body, causing rhe parenr ro draw inrimidaring in com bar. Ir has an immense
more nourishment in rnrn from 1he grove, and ic trans- mouth, like a jagged split in wood, wit h
forms inco an embryonic which it eats defeated ad,·ersaries. Ics
defender. The seed "eyes" are actually lighr- and hear-sensi-
becomes somerhing tive bulges that let it pinpoinr enemies
like an egg, and the as well as a sighted being can.
developing creatu re Oaken defenders have no gender,
spends nearly a cen- rep roduci ng in the ma nner
rury slowly growing described above.
within. At rhe end of Alig nment: Oaken
this period, it is about defenders are peace-
one-quarrer che size of ful by narure, as rheir
the parent, whose body alliance wirh d ryads
is visibly distended by suggests. They are
che enlarged cyst. The merciless w hen
new defender is ·'born" defending their
by bursting from groves, however,
1he body of the old, making the de-
which is killeJ in cision to arrack
the process. The par- innuders based on
ent's corpse provides the siruariona I needs
nourishment for a of che dryads. As such,
new growth spun , after most oaken defenders are
which the young defender neutral good. The fev defenders
rakes up the dmies of the old one. char fall outside chis ethos are usually neu-
Oaken ,frfi:11der tral. If a grove's dryads are corrupt, their defender
Sometimes rwo acorns are incuba red
in this way, so that a newborn defender can mighr also be wicked.
leave ro protect a different grove. None of this takes place in
isolarion. The dryads of rhe grove tend ro rhe old defe nder, SOCIETY
comfomngit and making rheir farewelis. They then assist Oaken defenders are solitary beings, bur rhey are intimately
rhe young one with acclirnaring ro irs new existence. entwined with the dryads and rhe rreesof their groves. This
Oaken defenders can grow rru ly m assive, dependi ng on link is both physical, in rhar they are sustained by their
rheir age, rhe size of the gro,·e they inhabit, and how ma ny charges, and spiritual. through rhe psychic and emotional
arrackers they have consumed. Conversely, n defender might bond they share. Oaken defenders see themselves as bul-
decrease in size if the grove is under srress, valuing rh~ health warks of n arure's defense, and they are very confident in
of the trees (and the dryads who depend on them) over irs cbeir ability 10 protect rhe sacred groves-
own. In extreme circumstances such as drought, a defender Because rhey are so widely separated and spend so much of
mighr even allow itself ro srarve for rhe sake of rhe oak s' rheir lives asleep, oaken defenders don'r form commun iries
survival. wirh 01hers of rheir kind. They do maintain a sorr of dream
Environm ent: Oaken defenders inbabir the same rem- link, rhrough which rhey are subconsciously aware of one
perare forests as I he dryads they protect. The presence of anorhcr's m oods and concerns.
rhe defender is signaled by a ''faerie ring" 1ha1 encircles_ the An individual defender doesn't· have a name but rather
grove with mushroornli.ke gro,vrhs (acmally the ends ol the identifies irself by those it guards. For example, one that
creature's limbs). dwells in a lakeside grove inhabited by two dryads might be
Variants of oaken defenders m ight insread rake up resi- known as Twin Sisters Shore.
dence in other sons ofenvironments. For example, an ore ad
(Fiend Folio 134) might h:1ve a ..rocky defender," which grows
from a magical gem, as a guardian. The waterfall of a fos- TYPICAL TREASURE
sergrim (fiend Folro 79) could host a "cascade defender" char Oaken defenders do 1101 collect treasure. The dryads rhey
slumbers beneath the falls' ledge. protect do, however, and rhese fey certainly keep useful
Typical Phys ical Charactei:is tics: An oaken defender is ire ms left after the defender has dispatched a rh reat. Such
a gigantic, disk-shaped being up ro 15 feet across and weigh- dryads might have double the standard treasure for rbeir
ing 5 tons- Six nexible limbs resembling tentacles sprout at Challenge Raring.
OAKEN DEFENDERS IN EBERRON SAMPLE LAIR: THE FAERlE R1NG
Ancient trees, some of which are aware, call the Eldecn Three d r yads inhabi r a r ugged hi llside deep in the heart of
Reaches ho me, and in the cleprhs of rhe foresrs dwell many an ancient grove. An oaken defender protects them.
fey of all sons. The western pan of rbe Towering Wood is
a manifest zone linked ro Thelan is. Here fc)' powers are I. Faerie Ring
augmented, and oaken defenders are unusually large and A clearing lies among the ancient trees. Low berry bushes cluster
numerous. The nearness of the Faerie Courr m ight have here and there, and colorful mushrooms sprout in a ring 30 feet
produced Lhe firsr defenders, born in rhe faerie ri ngs and across.
mounds chat spri ng from the earth in this reg ion. T he elder
\Vardens of the ,,:rood also maintain psychic comacr with the The area e nclosed by rhe "nrnshroorns" is the resring place
oaken defenders 10 S11pplement rhe forest's defenses. Oalian of che g rove's gua rdian. The clumps of bushes grow around
is said ro speak to rhem in rheir dreams, and legend holds t he creature' spines.
char the same Gare keeper druid who 1Hl'nl,encd rhe great pine Parr of the ring extends over a steep hillside. When rhe
was respons ible for crearing the defenders. g uard ian awa kens, it can move horizonrally out of rhe hjjl
i ( chat is more a<lvanrageous.
OAKEN DEFENDERS JN FAERUN 2. Dryad Oaks
The followers of Mielikki revere dryads and orher wood- Three magnificent oak trees stand out from the rest of the
land fey, and rhey consider it a sacred d uty to nu rtu re oaken forest.
defenders. During che Four Feasts, worshipers bring offer-
ings of necta r to dryad g roves and pour rhcse c:1reful ly abo ut
Three trees arc keyed ro chis enr ry. Each is the home of a
the faerie rings. The birrh of a ne\"\" defender is a rare and
d r)•ad rhat has take n rhc shape of a m o re ordinary-lookin g
joyous occasion, t hough tinged with sadness ar the death of
tre e in rhe surroumling woods. Unless intruders ac rivel}'
rhe o ld o ne. Whe n a young defender rakes up residence in
da mage a tree or engage in o ther destrucrive ac tivity, the
a heretofore unprotected grove, the local clerics and druids
dryads remain camouflaged and wai t for rhern to leave. They
of lviielikki hold a special festival of celebration called
use dup sl11111berand drnrn1 per,on againsr rhrears. calling on
Greenhome. for rhree days, rhey pr.i)' and make offerings
rhe oa ken defender only 1l the opposi tion is more than they
of food. and cbey unclerrakc ser vices for both the grnve a nd
can deal with.
its defender.
The ogre scour presented here had the following ability
OGRE scores before racia l adjustments and Hit Dice ability score
Grear size and s trength make ogres formidable foes in melee, increases: Str 1.4, Dex 15, Con 14, I m 10, W is 12, Cha 8.
as derailed in the M on;ter Mnm1al-but, h andicapped by a
brutish culture and poor grasp of strategy, they cannot w ir1 Strategies and Tactics .
wars or command terrirory. The savage and stupid gia nts An ogre scout prefers to anack hom amb ush, so rhar she can
rarely amount ro much without the i n fluence of a more intel- land the hrs t blmv. If p ossible, she drin ks her potions before
ligent leader. Many other creatures coerce or entice ogres initiating a hghr. In combat , she stays on rhe move, maneu-
inro aiding them and accepting their training. vering roward a nd away from foes using Spring Attack and
This entry presen ts several examples of unusual ogres that thus raking advantage of her skirmish ability. W ith her long-
present interesting challenges to player charact er s: a spear- spear in her hands, an ogre scour rh rearens squares 15 and
wielding scour, a furious tempest, and a strange servanr of 20 ieer away. She threatens squares up to 10 feet away with
mind flayers. her spiked armor. W hen an en emy stands adjacent to an ogre
scout, she moves away, counting o n her extreme rnobiliry ro
OGRE SCOUT prorecr her from attacks of opportunity.
A female ogre in spiked leather rushes forward with surprising
alacrity and lightness of step. As she closes, she points a spear the
length of a ship's mast at yoi1.
OGRE TEMPEST
An enormous male ogre in breastplate armor bearing a crude
emblem of Gruumsh lumbers toward you. With his thick hands,
OGRE SCOUT CR 5 he spins an oversized axe around himself as he moves.
Female ogre scout'' 4
*Class described in Complete Adventurer
NE Large giant
OGRE TEMPEST CR 9
Init +3; Senses darkvis ion 60 ft., low-light vision; Lis ten +4, Male ogre fighter 4/ tem pest''' 2
* Prestige class descr ibed in Complete Adventurer
Spot +8
Languages Common, Giant CE Large giant
lnit +3; Senses darkvision 60 ft., low-light visio n; Listen +2,
AC 20, touch 11 , flat-footed 20; Dodge, Mobility, uncanny Spot+3
dodge Languages Common, Gia nt
(-1 size, +2 Dex, +4 armor, +5 natural)
AC 24, to uch 12, flat-footed 21; Dodge, Mo bility, tempest
hp 71 (8 HD)
Fort +10, Ref +7, Will +3 defense+l
(- 1 size, +3 Dex, +6 armor, +5 natu ral, + l tempest
Speed 50 ft. (1 0 squares); Spring At tack defense)
Melee +1 longspear +l3 /+8 (2d6+11/x3) or hp 106 (10 HD)
Melee mwk armo r spikes+13/ +8 (l d8+7) Fort +16, Ref + 6. Wi ll +2
Ranged spear +7 (2d6+7 /x 3)
Space 10 ft.; Reach 10 ft. (20 ft. with + 1 longspear) Speed 40 ft. (8 squares); Spring Attack
Base Atk +6; Grp +17 Melee +Jore double axe +15/+10 (2d6 +S/x3) and
Atk Options Com bat Reflexes, skirm ish (+ 1d6 damage, mwk orcdouble axe +l5/+10 (2d6+3/x3) or
+l AC) Melee + 1 ore double axe +16/+ 11 (2d6+11 /x 3)
Combat Gear potion of cat's grace, potion of bull's strength Ranged spear +11 (2d6+7/x3)
Space 10 ft. ; Reach 10 ft.
Abilities Str 24, Dex 74, Con 18, In t 6, Wis 12, Cha 4 Base Atk +9; Grp +20
SQ battle fortitud e +1, fast movement, trackless s tep, Combat Gear oil of magic weapon, potion of bull's strength,
trapfinding potion of cure light wounds, potion of protection from good,
Feats Combat Refl exes, Dodge, Mobility, Spring Attack9 potion of shield offaith (+2)
Skills Hide +9, Jump +16, Lis ten +4, Move Silently +11,
Spot +8 Abilities Str 25, Dex 17, Con 18, Int 5, Wis 8, Cha 3
Possessions combat gear plus + 1 studded leather with SQ ambidexterity
masterwork armor spikes, +1 longspear, 3 spears Feats Dodge, Exotic Weapon Proficiency (ore double axe) 8 ,
Improved Toughness (Complete Warrior 101 ), Im proved
Skirmish (Ex) +l bonus on damage rol ls and to AC in any Two-Weapon Fighting•, Mobility, Spring Attack", Two-
round during which the scout moves at least 10 feet. Weapon Fighting
Complete Adventurer 12. Skills Jump +16, Listen +2, Spot +3
Battle Fortitude (Ex) Bonus on Init iative checks and Possessions combat gear p lus+ I mithral breastplate,
Fortitude saves while wearing light or no armor + 1/masterwork ore double axe, cloak of resistance+ 1,
and carrying a light load. Incl uded above. Complete 3 spears
Adventurer 12.
Ambidexterity (Ex) When wielding two w ea pons or a
Most ogres can't fathom the racrics of a scour, but som etimes
do uble weapon, an ogre tem pest 's penalt ies for fighting
a member of another race rakes the rime n ecessary rn rrain with two weapons are red uced by l. Included above.
an ogre for the role. Ogre scouts focus on melee attacks to Complete Adventruer 87.
ta ke advantage of their great reach and enormous strength. Tempest Defense (Ex) When wielding two weapons or a
\Virh rhe extra sp eed granted by her class, an ogre scour can doub le weapon, an ogre te mpest gains a +1 bonus to
charge as far as someone can throw a spear. Even so, ogre Armor Class. Incl uded above. Complete Adventurer 81.
scours usually carry a ranged weapon to attack flying e nem ies
or those who are otherw ise beyond their reach.
Meetings between ores and ogres are violent. Arri.mes, ogres ogre gua rd thralls in its mind blast, it must choose one to
who win such bartles rake ores as slaves instead ofkilling them; use this ability. The save DC is Constitution-based.
at other times, the ores tr iumph and take ogres captive. Ores Guard Mind Flayer (Ex) As long as an ogre guard thrall is not
recognize rhe value of ogres in batrle, and rhey treat the cap- fla t-footed or immobilized, it automatically protects any
rive giants with surprising fairness. Ifan ogre seems tractable, mind flayers within reach, granting each a +2 bo nus to
ores adopt ir inro rheir tribe, convening it ro their worship of AC. lfa mind flayer commands it to do so (a free action) ,
Gruumsh. Mosr such ogres become barbarians, but ore tribes a guard thrall can use the aid another action to grant that
that foster fighters sometimes rrain ogres as tempests. mind flayer an additional +2 bonus to AC on the next
The ogre tempest presented here bad the fol lowing ability melee attack against it.
scores before racial adjU-Stmenrs and Hit Dice ability score
increases: Str 15, Dex 18, Con 14, lnr 9, Wis 8, Cha 7. Mind flayers regularly arrack ogre tribes in subte rranean
bc1rtles, consuming the creatLt res' ample if underused brain
Strategies and Tactics matter. The weak-willed ogres succumb readily to the dep-
An ogre tempest acrs as an ore n-ibe's champion and mascot. redations of the illithids. The mii1d flayers stumbled upon a
Wielding an ore double axe and covered with markings in s trange phenomenon during their feeding-an ogre uses so
homage to Gruumsh, an ogre tempest making an appear- little of its primitive brain chm it can survive having much
ance on a battle.field can strike terror into the enemy and of it consumed. Of course, treating normal ogres in such
rally s haken ores. a fashion leaves them comamse, but the insidiously clever
An ogre tempesr uses little sn-ategy. His firs t attack is usu- i!lithids were intrigued by the idea. They began a process of
ally a charge while swinging his axe wirh two hands at a foe. captive breeding and experimenrarion that resu lted in the
Then he moves slowly through the batrle.field, ma king f ull creation of ogre guard rhralls, powerful bm mindless ogres
anacks whe never possible. Brutish and srubborn, an ogre with extraordinary healing ability.
rempesr fells one foe before moving on to cue down ano rher. When am ind .flayer is within 100 feer, what little remains
He uses Spring Attack primarily while fleeing from combat, of an ogre guard thrall's mind picks up the illithid's unspo-
gening i n a few blows as he rerrears. ken desires, and rhe living automaton does as the mind flayer
wish es. This connection alone is not enough to make rhe
transformed ogres into adequ.ate bodyguards, so rhe mind
OGRE GUARD THRALL flayers implant psionically receptive crystals within their
An ogre wielding a greataxe lum bers toward you, its gaze unfo- skulls. The resulr is a powerful combatant capable of echoing
cused and its face slack. As it nears, you see four circular depres- a mind flayer's mi11d blasts.
sions in its forehead, each like a scarred-over hole.
Strategies and Tactics
OGRE GUARD THRALL CR6 An ogre guard thrall uses \vharever tactics a mind flayer
Always N Large giant commands it to follow. Much like a golem, it is incapable of
lnit-1 ; Senses da rkvision 60 ft., low-light vision; Listen - 2, following complicated commands or rhinking on irs own.
Spot - 2
Ogre guard rhraJls do nor innovate, and they cannor inter-
Languages -
pret commands differently for a new situation. Thus, mosr
AC 20, touch 8, flat-footed 20 iJlithids keep them close by, so rhey can direct the thralls in
(- 1 size, - l Dex, +7 armo r, +5 natural) everything. Commanding an ogre guard rhrall is a free action
hp 37 (4 HD); fast healing 5
that any mind flayer within 100 feet can rake. A guard thrall
Immune mind-affecting spells and abilities, stunning
Fort +8, Ref +0, Will - 1 always follows the last command ir was give n. No illithid
has established exclusive control of an ogre guard thrall,
Speed 30 ft. (6 squares) in half- plate; base speed 40 ft.
and no nonillitbid has discovered a means of commanding
Melee mwk greataxe +10 (3d6+10/x3)
Special Actions echo mind blast the creatures.
Space 10 ft.; Reach 10 ft. Mind flayers rha r are expecting trouble keep ogre guard
Base Atk +3; Grp +14 t h ralls nearby. If combat begins, an illirhid backs away from
Abilities Str 25, Dex 8, Con 19, Int - , Wis 6, Cha l its thral Is in hopes of covering a wider area \Yirb its ow n and
SQ guard mind flayer rhe th ralls' echoed mind !,last.
Feats Toughness"
Skills Listen -2, Spot -2 ''Dini-witted? Yes. Unpredictable? Yes. But useful,
Advancement - Gweral A ldar/, useful. Why waste the lives of our
Possessions half-plate, masterwork greataxe
soldiers hilling these og,,es ivhe11 we can conve1i them ?"
Echo Mind Blast (Su) Being mindless, ogre guard thralls are -J\zthaker, Red H and war sorcerer and
unaffected by mind blast. When a mind flayer catches advisor to a hobgoblin general
an ogre guard thrall in the a rea of a mind blast, as a free
action, it can choose to emit a second, weaker mind
blast through the guard th rall. This secondary mind blast SAMPLE ENCOUNTERS
is a 60-foot cone that stuns those caught in its area for Ogres rarely operare alone, preferring ro ream up with
ld4 rou nds; a successful DC 16 Will save negates the members of their tribe or another race. Training the chao tic
stunning effect. An ogre guard thrall can echo o nly one and brutish ogres as specialists rakes a great investmem il1
mind blast per round. If a mind flayer catches multiple time, materials, and effort. Such an outlay likely means that
such ogres are put rouse as a core part of a military force. A
"minder" thar is fluenr in Common or Gianr accompanies a Hunting Illithids (EL 12): Two mind flayers travel
specialist ogre almost consranrly, exccpr when rhc ogre is back ro rheir lair along with four ogre guard thralls rhar are
given a very simple task or a suicide mission, or rhe minder dragging nets filled with stunned and wounded captives.
is an illirhid. The prisoners are human miners the mind flayers intend to
Scouting Party (EL 6): An ogre scour, a bugbear, and rwo experi mem wirh and use as food. Periodically, a mind flayer
hobgoblins are SCOLII ing for a warband of hobgoblins travel- rakes a moment to use 111111111,lnst on rhe guard thralls and cap-
ing to raid a village. They move at half speed, hiding and rives (a ffecring the larrer rwice). When rhey encounter other
moving silently as rhey go, inrending to avoid nmice and ser creatures, rhe mind flayers command rhree guard thralls to
up ambushes. The bugbear and hobgoblins hang 50 feet back arrack. The illirhids scand adjacent to and behind the fourth
from rhe scout so their movement doesn't give rhem all away. rhrall, using their mind blnsts and other psionic abilities.
\X'hen rhe ogre sees an inrelligenr crearure, she arracks ifshe
is sporred, but otherwise she waits and arracks from behind
when rhe enemy h as engaged rhe orhers in her parry. W h en
ECOLOGY
combat occurs, rhe bugbear charges in, flanking wirh rhe Ogres sleep through the day and hunt ar n ight, although
ogre when possible. The hobgoblins try to stay om of melee calling such forays "hunrmg" is mislead mg. The tribe mem-
and ready acrions to throw javelins ar spel !casters. bers arise at sunset and wander in small groups about rbeir
Rear Guard (EL 9): Four ogre scours travel abour a m i.le territory for hours, arracking and eating any creatures they
behi.J1d a warband of hobgoblins on horseback. The ogres happen upon. They supplement rhis diet with fru it and car-
simply follow rhe obvious tracks oftheir masters through the rion they find along rhe way. This random lifesryle often
woods and arrack any inrelligenr creanires they encounter, leads ro some ogres bemg left hungry and agitated, which
including anyone else who follows tbe warband. When fight- causes in fighting and makes any encounter with them likely
ing. rhe ogre scouL, atrempr to surround enemies, corning from ro begin wirb bloodshed. Wimer hirs ogres ha rd, and a tribe
several directions and cove1ing a wide area with their reach. resorts to raidmg to make it through rhat season.
Tempest Unit (EL 10): An ogre rempcsr, rwo ore battle Ogres mare and give birrh much as humans do. A tribe's
priesrs (see page 115). and four ores seek glory in barrle. The members are usually related, so when tribes of ogres meet.
banle priests sray behind rhe ogre rempesr and use all their roaring is foremost on their minds. Ogres lack a sense
spells ro heal rhe giant, while the other ores charge in to of emmional attach-
flank foes. menr. Despite their
Fighting Core (EL 12): An ogre tempest and rwo 4rh- greedy namre, rhey
level barbarian ogres (MM 199) form rhe fig hti ng core of an aren't possessive
ore raiding party. Accompanying rhese ogres are five ore ber- about mares or par-
serkers and a war howler (see page 114). The war howler leads ticularly
the group. chanting to bolster the ogres
and ocher ores. He then rumbles
into melee to attack vulner-
able opponenrs and enters
a rage. Other members of
the fighting core simply
charge foes, employing
flanking attacks if they
can.
concerned wirh a young ogre's parentage. The feast-or-fomine
naru re of the ogre lifesryle ha rshly affects ogre child ren, :;o TYPICAL TREASURE
rhar just one in th ree reaches maturity. Ogres have standard treasure for NPCs of rheir Challenge
Environment: Most ogres live in rempera te hills, but Rating. They favor armor and weapons, bur ogres subjugated
nearly any land can host an ogre population, especially if ii by anorher race carry whatever equipment is g iven them.
conrains a cave or cavern n etwork in which ro take sbelrer
from inclement weather. Ogres also inhabit rhe grottoes of OGRES AS CHARACTERS
the underground. See p age 199 of the Monster Man11al for information on ogres
Typical Physical Characteristics: An adult male ogre is as c haracters. Ogre guard thrnlls, being mindless, are nor
abour 10 feet tall and weighs roughly 650 pounds. Fem ,1les suitable choices for player characters.
are smaller, s tanding about 9 feer call and weigh ing 600
pounds.
An ogre guard thrall is sometimes gray-skinned and has a OGRES IN EBERRON
vapid expression. When not commanded by a mind flaye:-, it Most ofEberro11's ogres live in Droaam, where rhey ser ve in
does little bur srand and d rool. Indeed, guard thralls wo uld the monstrous armies of rhat n ario n. Long exposure ro other
starve to death if they we re nor commanded to feed upon the races bas caused the ogres of Eberron to be more c ultured
victims of their i llirhid masters. if nor m ore intelligent. Og res of higher intelligence and
Alignment: Small-minded, selfish, and w rathful, ogres charisma appear regularly in Droaam's armies and am ong
are usually chaotic evil. Ogres raken as slaves by another race the wild ogre rribes.
might shift alignment if trained and exposed to consistent
trearmenr. Paladins hoping to convert ogres to rhe side of OGRES f N FAERUN
light should think twice, though. An ogre m ight become Alth ough ogres live all across Faerun, their largest concenrra-
neutral evil or chaotic neutral, bur only rhe most unusual rion is found in the Grear Gray Land ofThar, which was once
ogre becomes wholly neutral, !er alone lawfu l or good. ruled by a line of ogre "tharkuls" (kings). Tbe Small Teeth of
Arnn were a lso once ogre-held rerdtory, until Crown Prince
SOCIETY Imnel of Arnn prevailed during the Ogre \Xlars. In recent
Ogres live in small, primitive tribes. An ogre chieftain leads years, the surviving ogres of Arnn have flocked ro the banner
a given tribe by right of might, relinquishing command of of the Sothillisian Empire, centered on rhe newly conquered
pon city of Murann.
the group \vhen he loses a battle ro another ogre. A c h iefrain
r har gives up any measure of aurhoriry loses it a ll.
Few ogres are capable of constructing items, so most L:se
crude weapons such as g rea rclubs and stone mauls, and rhey
OGRE LORE
Characters wit h ran ks in Knowledge (nature) can learn more
wear hide armor. Ogres scavenge what they can from sbin about ogres. Characters with ranks in Knowledge (dungeoneer•
foes, but since they possess lirrle ability to think in rhe long ing) can learn more about ogre guard th ralls. When a cha racter
rerm, few take good care of such irerns, which often end up ma kes a successful skill check, t he fol lowing lore is revealed,
broken or lost. including the information from lower DCs.
Similarly, ogres rarely construct dwelli ngs, preferring ro
live in caves, in ruins, or simply under the open sky. Some Knowledge (Nature)
rribes copy rhe dwellings rhey see other crearnres using, DC Result
making crude tents of anin1al skins or ramshackle buildi11gs 13 This is an ogre, an evil and s avage giant. This result
of piled logs, but such structures rarely srand for m ore than reveals all giant t ra its.
a year. 18 In ogre society, the strongest leads the others.
These giants have a primitive lifestyle a nd make no
Ogres seldom practice religion unless rhey are introduced items of note.
to rhe wors hip of a deity by another race. Th ose that have a 23 Othe r races, ores and hobgoblins in particula r,
greardeal of contact with ores, even as enemies, might revere sometimes capt ure and t rain ogres. Such ogres are
Cruumsh. Ogres bossed about by other giants worsh ip those us ually form idable.
gianrs' deities. Such ·'worship" consist of Little more than
howling rhe deiry's name in battle, bur ogres can be taught l<nowledge (Dungeoneering)
to pray in more convenrional ways. DC Result
Terrirorial by nacure, ogres come into conflic t with any 16 This creature is an o gre gua rd th ra ll, a mindless
other inrelligem crearures they encounter. Unfortunately giant created by mind flaye rs. It is immune to
mind-affecting magic. This result reveals all giant
for ogres, they lack the wirs to carr y on protracted confli.crs.
traits.
They ofren flee the area if t heir first couple of assaults ca.n't 21 An ogre guard th rall protects its mind flayer cha rges
crush resistance. with surprising ability. The process of creating a
Mosr ogres have a simple rnenrality. Other creatures guard thrall renders it immune to stunni ng attacks
can force ogres ro do as they desire by demonstrations of and able to heal at an alarming rate.
srrength. T hus, ogres often end up living and working with 26 Ari ogre guard th rall is physically potent, but it a lso
such crea tures. Even much weaker beings can intimidate a has the da nge ro us ability to echo a mi nd flaye r's
rribe of ogres by consisremly defeating rhem. m ind blast.
Mithral
Mines~:

1. Royal ~ambers
2. Slave pens • Ii
.....
3. Talus pile
4 . Stores .. ......
.
~-..t
t.

5.Homes l

'. i ,.
~ ' J_
ORC
Ores are among rhe rnosr dangerous of evil humanoids
An ore ber serker is a skilled warrior who has proven himself
in combat, both in war and in duels against his r ivals in the
because oftheir grear strength and relemless, ,varlike nature. tribe. He is vicious and selfish. The typical berserker cares
An ore arpeace is an ore looking for a 6ght. As derailed in rhe onl y ab our acquiring p ersonal prestige, treasure, and power.
Monster .Manual, ore society is like an army waging conrinual If the trib e also h app ens to defear a foe, so much rhe bener.
war against all other crearures. Ir pauses only ro rest between Berserkers don't so much lead as have rerinues of warriors
barrles. lts allies are temporary. wh o want to share in their fame. The easiest way for an o re
Ores are organized into tribes and clans w i.rh a h ierarchy warrior to ascend in the tribe's ranks is to impress a berserker
based solely on personal power. As long as an ore ch ieftain and earn his favor. O r e chieftains look upon their berserk-
can continue to lead his tr ibe to success in b artle, they sup- ers almost as prized pets. As tribal champions, berserkers
port him. Loot is a measu re of triumph. An ore horde 111 igh r are the backbon e of the grou p 's figh ting ability . Their vic-
fail to defeat an enemy army, but rhe ores see the a ttack as tories enhance rhe chiefs reputation. To keep them in line
a victory as long as the warriors sack a few vil lages, carry and douse any thoughts t h ey m ight h ave of ta king power
off plenty of food, drink, and treasure, and escape ro fight for themselves, a chieftain lavishes his ber serker s with 1001
another day. second only t o what he takes for himself.
This entry provides several archetypical ore adversa r ies: a The or e b er serker p resented her e h ad the following abiliry
raging berserker, a feral bard , and a bart!e priest of Gru umsh. scores before racial adju stmenrs and H it Dice ability score
In addition, rwo more unusual ore characters m ight t luea ren increases: Str 15, Dex 13, Con 14, Int 8, Wis 12, Cha 10.
the PCs: a cleric of pestilence touched by a grim deity, and a
spy who ca n pass for human . Strategy and Tactics
In bat tle, a berserker a Ilows his \>.1 arrior hangers-on to engage
the en emy before joining rhe melee. H e drinks his potions
ORC BERSERKER while the warriors move in. A berserker expects his encou-
A brutish, battle-scarred ore charges toward you, his jagged rage ro create 11a11king opporrun ities for him, even if they
greataxe held high. have co submit to attacks of opportunity to do so. When
figh ting, a berserker aims to deal as much damage as possible,
ORC BERSERKER (RACING) CR 4 using Power Attack even before learning whether he can hit
Male ore barbarian 4 h is opponent.
CE Medium humanoid An ore berserker's bluster h ides a core of cowardice. He
Init +1 ; Senses darkvision 60 Ft.; Listen +7, Spot +0
p refers ro terrorize easy targets. Unless a berserker h as a
Languages Common, Ore
m unberof warriors to back him up, h e escapes from a capable
AC 14, touch 9, flat-footed 14; uncanny dodge foe to fetch rein forcements. The tribe is simply a resource
(+l Dex, +S armor, -2 raging)
t hat he uses for s ustenance and protection. A w i.ly ore ber-
hp 48 (4 HD)
serker knows that if he flees a losing battle, he can always
Fort +9, Ref +3, Will +4
Weakness light sensitivity join a new tribe.

Speed 40 ft . (8 squares)
Melee mwk greataxe +13 (1dl2+10/x3) WAR HOWLER
Ranged javelin +5 (ld6+7) At the f orefront of the ore army is a tattooed figu re who howls
Base Atk +4; Grp +11 terrible imprecations as his followers roar with fury.
Atk Options Power Attack, rage 2/day (7 rounds)
Combat Gear potion ofjump, potion of shield offait h (+4)
WAR HOWLER (RACING) CR 4
Abilities Str 24, Dex 13, Con 18, Int 6, Wis 10, Cha 8 Male ore barbaria n 2/bard 2
SQ fast move ment , trap sense+1 CE Mediu m huma noid
Feats Power Attack, Weapon Focus (greataxe) lnit +2; Senses da rkvision 60 ft.; Listen +6, Spot -1
Skills Jum p+17, Listen +7, Spot +0 Languages Common, Ore
Possessions com bat gear plus+ I chain shirt, maste rwo rk
AC 14, touch 10, flat-footed 14; Dodge, Mobility, uncanny
greataxe, 3 javelins, cloak of resistance+ 1
dodge
(+2 Dex, +4 armo r, -2 raging)
When not ragi ng, an ore berserker has th e following changed
hp 34 (4 HD)
statistics:
Fort + 6, Ref +S, Will +4
AC 16, touch 11, -flat-footed 16
Weakness ligh t sensitivity
hp 40 (4 HD)
Fort +7, Will +2 Speed 40 ft. (8 squares)
Melee mwk greataxe +11 (1d 12+7/x 3) Melee mwk g reataxe +7 (l d12+4/x3)
Ranged javelin +S (ld6+5) Ranged javelin +5 (ld6+3)
Grp +9 Base Atk +3; Grp +6
Abilities Str 20, Con 14 Atk Options rage 1/ day (6 rou nd s)
Skills Jump +15 Combat Gear necklace offireba/15 (type I)
Abilities Str 16, Dex 14, Con 16, Int 11 , Wis 8, Cha 14 ORC BATTLE PRIEST
SQ fast movement This shamanistic figure is tattooed with blood-red symbols, domi-
Feats Dodge, Mobility nated by the eye ofGruumsh. Bone fetishes and feathers dangle
Skills Balance +4, Intimidate +8, Ju mp +16, Listen +6, from his hair and clothing. He shouts a guttural, savage prayer.
Spot -l
Possessions combat gear plus + 1 studded leather armor,
masterwork greataxe, 4 javelins 0RC BATTLE PRIEST CR l
Male o re cleric l
When not raging, an ore war howler has the following CE Medium humanoid
changed statistics: Init + l ; Senses dark vision 60 ft. ; Listen + 1, Spot +l
AC 16, touch 12, fiat-footed 16 Languages Common, O re
hp 26 (4 HD) AC 17, touch 11, fiat-footed 16
Fort +4, Will +2 (+ l Dex, +6 armor)
Me lee mwk greataxe +5 (ldl2+1/x3) hp l0(l HD)
Ranged javelin +S (7d6+1 ) Fort +4, Ref+l, Will +3
Grp +4 Weakness light sensitivity
Special Actions bardic music 2/day (inspire courage+1,
Speed 20 ft. (4 squares) in banded mail; base speed 30 ft.
fascinate l target, countersong)
Bard Spells Known (CL 2nd): Melee mwk spear +4 (ld8+3/x3)
l st (1 /day) - wuse fear ( DC 13), cure light wounds Ranged spear -2 (ld8 +2/x3)
0 (3/day) -daze (DC 12), detect magic, know direction.
Base Atk +0; Grp +2
prestidigitation, resistance Special Actions feat of strength (+l Str, l round), rebuke
undead 3/day (+0, 2d6+1, 1s t), spontaneous casting
Abilities Str 12, Con 72
SQ bardic knowledge +4
(inflict spells)
Skills Bluff +7, Diplomacy +4, Disguise +2 (+4 acting) , jump
Combat Gear potion of aid
+14, Knowledge (history) +5, Perform +7, Tumble +9 Cleric Spells Prepared (CL l st) :
1st-bless, enlarge person° (DC 72), shield offaith
0-cure minor wounds, detect magic, resistance
\Var howlers are rare among ores, bu1 rheir ralem for inspir- D: Domain spell. Deity: Gruumsh. Domains: Strength, War
ing blood rhirst in r.he tribe's warriors makes rhem highly Abilities Str 14, Dex 12, Con 14, Int 6, Wis 13, Cha 11
valuable. Few of chem survive to become prac1icetl war- Feats Combat Casting, Weapon Focus (spear) 8
riors-rheir obvious leadership skills make them prime Skills Concentration +4, Know ledge (religion) +0, Listen+ l,
rivals for rhe chieftain's supre macy. Only rhe greatest ore Spot +l
warlords, those whose ru le and ta lent are beyond reproach, Possessions combat gear plus banded mail, masterwork
have the confidence co field many war howlers. spear, 3 spears
War howlers are the bards of rhe ores. They memo rize
anc1enr chants of hatred against all ocher races. The clerics An ore barrle priest travels with ore raidi ng parries and wa r
of Gruumsh reach 1har the orher humanoids srole the lands bands ro provide counsel and religious i nscrucrion. The priest
rhac were r.he ores' birthright. The litanies lisr rheir enemies' reads the omens, invokes prayers ro Gruurnsh, and makes the
many crimes, and rhe wa r howlers' srinin g delivery drives proper sacrifices before and afrer bnule. A barde priesr uses
the other warriors forward in battle. his spells to e nhance other ore warriors. He granrs rhem che
The ore war howler presenrcd here had the following abil- blessing 01Cruumsh so char they migh t slay their enemies
iry scores before racial adjusrmen ts and Hit Dice ability score and win glory in rhe deity's name.
increases: Str 8, Dex 14, Con 12, l nt 13, W is 10, Cha 15. Ores compete for a barrle priest's fovor by offering him
bribes and orher gifts. They know rhat warriors who receive
Strategy and Tactics spells from a priest have a much bet1er chance of survivi ng
True fanarics, war howlers lead from rhe fro m . An ore ber- a barrle.
serker might have a coterie of ad m iring warrio rs, but a war The ore bar rle priesr presented here had rhe following abil-
howler is a functional field comma nd er. The courage a howler i1y scores before racial adjustme nts: Su 10, Dex 12, Con 14,
stokes, along with his devo l ion ro the o re cause, makes him lnr 8, W is 15, C ha 13.
an inspiring figure on rhe banleftcld.
Ore war howlers seek our enemy spellcasters, correctly rea- Strategy and Tactics
soning thar such enemies can scythe through rhe ore ranks A battle priest casrs bless ar the srnrr of an encounter, then
with rheir spells. A howler srans a bartle wirh his inspire casrs ;)!leld of fnrr/1 on himself. He saves enlarge person for
courage abiliry. He rhen casls rnusl' fear on a spellcastcr's near- anorher warrior who has shown skill and talent in comba1.
es1 defender, and fina lly he rages. Relying on superior speed These priorities change if an enemy cleric, particularly a
and his Mobiliry fear. he lunges past the remaining enemy cleric of Corel Ion larerhian, is involved in r.he fight. In rhis
warriors to arrack his chosen foe. i nspired ores follow him case, che priest casts enlarge pcrsoll on himself and charges
in, some of them tying up the enemy's front-line figh ters and forward to slay his rival.
others protecting the wa r howler's back Barde priests illustrate rhe funda mental conrradicrion in
ore culture. They love war, exulr in slaughter, and lust after
gold, jewels, anti o rher loot, but they value their O\Vll skin
over the good of rhe tri be as a whole . A p riest eK pccts 1he 2d6 points of d amage aga inst good creatures. Heroes of
warriors ro fight and die fo r his benefit, as bcfirs ;1 c hosen Horror 157.
disciple of Cruumsh. Yet Gruumsh's eye watches his priesrs. Familial Charm (Su) A plague speaker's mother acts as if
under a constant charm person spe ll generated by the
The deity can forgive sel f-inreresred behavior, bm he ca nnor
plague speaker. Heroes of Horror 157.
abide a cleric who cowers in rhe face of a rrue adversa r y. A
barrle priest m ig ht hem and haw at the edge ofa b.11t le, but h e Ore plague speakers are the accu rsed represema Lives ofYurr-
charges inco th e conflict wb en an enemy cleric is revealed. rus, the ore god of pestilence. Plague speakers do nor choose
their parh but arc born ro ir. Legend holds that o nce each year,
o n the winte r solsrice, Yunrus reaches our and muches an
ORC PLAGUE SPEAKER infonr ore in rhe womb. This ore is born wirh w h itish skin,
A pallid, scrawny ore wearingf u/1 plate points a bony claw toword pink eyes, and a sle nder, weak fram e. Other ores d are not slay
you, muttering terrible words of death and disease. t h is abomi na t·io n, for these trai ts m ark the child as Yunrus's
c hosen speaker.
0RC PLAGUE SPEAKER CR 7 A plague s peaker is a hallowed figure who strikes terror
Male unholy scion* ore cleric 5 inro the rest of the tribe. Yunrus is said ro visit plagues upon
*Template described in Heroes of Horror ores who stray from Gruumsh's d ire ctives. Ore tribes rhat go
NE Medium outsider (aug me nted humanoid, evil, na tive) Loo long w ithout rn id ing t heir neigh bors, slaying dwa rves
lnit .,.5; Se nses darkvision 60 ft .; Listen + 4, Spot +4
and elves, and despoiling the land court desrrucrion ar
Langua ges Abyssal, Common, Gia nt, Infernal, Ore
Yurrrus's hands.
AC 22, touch 13, flat-footed 21 A plague speaker is an emissary ofYurtrus, bur he is an
(+1 Dex, +9 armor, +2 deflection) o u rcasr. A lthough rhe rest of I he ores respect h is position,
Immune m ind -affecting spells and abilities. poison
t hey also foa r h im, h is blasphemous origins, and his vile god.
Resist acid 5, co ld 5, fire 5; SR 15
He is given a secure place ro sleep (well away from the rest of
hp 36 (5 HD); fast healing 4; DR 5/good or magic
Fort +6, Re f +2, Will +8 the tribe), ample food and drink, and a share of the treasure
Weakness light sensitivity from any raids. The speaker spends his days re nding a small
shrine ro Yurt rus, caring for the sick and rhe dead, and ensur-
Speed 20 ft. (4 squares) in full plate; base speed 30 rt.
Melee heavy mace +4 (ld8+1 plus unholy strike) and ing that the ch ieftain does notliing to rouse the ore deities'
claw-1 (l d4 plus unholy strike) or ire. A plague speaker's only company is usually h is mother,
Mclee 2 claws +4 each (ld4+1 plus unholy strike) who idolizes him and might herself be a porenr spellcasrer.
Base Atk +3; Grp .,.4 The ore p lague speaker presented here h ad rhe following
Atk Options unholy strike abi I it y scor es befor e racial and rem plate adjustments, Hit
Special Actions de ath touch 1/ d ay (Sd6). reb uke undead 5/ Dice abilit y score in creases, and equ ipment bonuses: S rr 8,
day (+4, 2d6+7, 5th), smite 1/ day (1-4 attack, +5 damage). Dex 10, Con ·t+, Im 12. Wis 15, Cba 13.
spontaneous casting (inflict spells)
Com bat Ge ar potion of cure light wounds, Quaal'sfeather
Strategy and Tactics
token (whip)
Since a plag ue speak er dwells nea r an ore lair, bur usually
Cleric Spe lls Prepared (CL 5th):
3rd-contagion° (+4 melee touch, DC 17), dispel magic, not within it, he often b ecomes aware of disturbances in
meld into stone the tribal domain before he is personally threatened. When
2nd-aid, bull's strength, death kne/1° (DC 16), hold this happens, he readies himself ro come to rhe tribe's aid
person (DC 16) and rake intruders by surprise. Though rhe tribe's warriors
1st-bane (DC 15), cause fea r0 (DC 15), deathwatch, cure g l,1dly t ake adva n tage of an y confusion b e causes, they d on't
light wounds, shield offaith fig ht by h is side. A plague speaker st an ds alone.
0-create water, cure minor wounds, detect magic, read Whenever possi ble, before enter ing batrle, a plague
magic, resistance speaker cases dcnthwatch. He then follows wich (lid, protccl1on
D: Domain spell. Deity: Yurtrus (Faiths and Pantheons
fro m good, res1str111cc, and shield of fa ,th ro protect himself, and
151). Domains: Death, Destruction
h11ll's slrenglh co increase his damage p otemial. H e usually
Spell-Like Abilities (CL 5th):
3/day-charm person (DC 13), protection from good announ ces bis p resence w ith l,nnc, followed by cause frnr or
1/day-desecrate, enervation (+4 ranged touch) )1old pmo11 aga i nsL a foe t hat looks like a tough fighrer. If he
is able, he casts an area dispel mngic and then co11tngio1I, which
Abilit ies Str 12, Dex 12. Con 14 , Int 16, Wis 18, Cha 15
SQ familial charm he delivers on the lirsr chance h e gets after entering com bar.
Feats Combat Casting, Improved Initiative /\ p lague sp e aker pr efer s LO confer Yu rrrus's special gift of
Skills Concentration +10, Heal +12, Knowledge (a rcana) +8, co1dng iu11 by us ing a claw at tack on an oppone m chat appears
Knowledge (religion} +11, Knowledge (the planes) + 6, lrai I.
Listen + 4. Spellcraft T 13, Spot ~4 1[ the situation rakes a bad turn, or if the ores appear to be
Possessions combat gear plus+ l full plate. heavy mace, o n the verge of defeat, a plague speaker uses meld into sloni'
periapt of Wisdom +2 to escape h is en em ies. If t he Jt tackers dest roy h is tribe, a
Unholy Strike (Su) A plague s peaker's natu ral an d armed plague spea ker t ravels in searc h of a new home. A n y ore t ribe
melee artacks are considered evil-aligned for the purpose he meets must g rudgingly accept him, lest they call down
of overcoming damage reduction, and they deal an extra Yurrrus's wrath.
Straiegy and Tactics
HALF-ORC INFILTRATOR A half-ore i.n.filtraror·s goal is ro gather imelligence for the
Only close examination reveals the nonhuman ancestry of this
rribe and to organize an arrack from within. She is not a com-
traveler. She seems harmless, but in a flash she drives a dagger
toward your belly. batant. A n infilrrator either reports her findings IQ the tribal
chief or conducts a guerrilla campaign in rhe hours before
rhe tribe attacks. She might open a cown gate and disable
HALF-ORC INFILTRATOR CR 3 rhe mechan ism used ro close it, assassi.nate or impersonate
Female half-ore rogue 3
NE Medium humanoid (ore) an officer in the militia. free jailed convicts IQ help spread
Init +6; Senses da rkvision 60 ft. ; Listen +0, Spot +0 confusion, srarr fires, ancl so forrh. L[ aninfi lrraror is exposed,
Languages Common, Ore she flees as quickly as possible. She marks those who h ave
AC 16, touch 12, flat-footed 14
harmed her and rerurns lO hound such persons as soon as she
(+2 Dex, +4 a rm or) can, perhaps using a disguise ro ge t close ro her enemies.
hp 16 (3 HD) A hal f-ore infi ltraror's com bat proficie ncy is weak com•
Resist evasion pared ro a typical ore champion's, bur her excellenr skills
Fort +2, Ref +5, Will +l make her a subrle opponenr. She uses Bluff ro fei nr or ro
Speed 30 ft. (6 squares) create a d iversion ro escape when she must .fight a roug h
Me lee mwk dagger +5 (ld4/l9- 20) opponent alone, a nd she employs Tumble IQ get an
Ranged mwk dagge r +S (l d4/l9-20) adva nrageous position on the banlefield.
Bas e Atk +2; Grp +2 If an infi lcraror is with a rribe under artack,
Atk Options sneak attack +2d6 she uses one of two basic srratcgies. She
Combat Gear potion ofinvisibility, potion ofreduce person might hide at the edge of the camp or
Abilities Str 10, Dex 15, Con 13, Int 10, Wis 10, in a rarely used side passage, trailing her
Chal2
SQ trapfinding
Feats Improved Initiative,
Weapon Finesse
Skills Balance -,--4, Bluff T6, Ore ben,·rker, w.ar b<n1•/rr,
Diplomacy +5, Disguise +9 (+11 acting) , b1111/e prier!,
Gather Informa tion +6, Hide +8, ,md b,1/fnrc mfiltrator
Intimidate +3, Jump +2, Knowledge (local)
-5, Listen +0, Move Silently +8, Open Lock
+7, Search +4, Sense Motive +5, Spot +0,
Tumble +7
Possessions combat gear plus.,.. 7 studded leather
armor, 2 masterwork daggers, disguise kit,
masterwork th ieves' tools

A half-ore born roan ore tribe usuallv fills the same


role any other o re mig ht. Sometimes,' a ha] f-orc who
favors her huma n parent serves a forward-thi nking ore
chieftain as a spy.
In most cases, a half-ore i nfiltra ror is encou nrered
i.n a large serrlemenr. She emers rhe area, usu-
ally posing as a mercenary or vendor, and
assesses its defenses fro m inside. While
she gathers information qu ie tly, she
also makes maps of rhe place. An infil-
rraror might enter the town's sewers in
search of a secrer entrance tbar avoids
the walls and their guards.
If an e,·il culr or similar
group operates in rhe com-
munity, the infiltraror makes
comac1 wirb them ro offer an
a lliance.
The half-ore infilrraror presented here
had the following ability scores before racia I
adjustmen ts: Srr 8, Dex ·15 , Con 13, Int 12,
\Xfis to, Cha H .
enemies and taking chem from behind w he n rhey engage Omnivorous and n ot lhe leas t bit picky, ores can subsisron
or her ores. Alcernatively, she might pose as a slave ro i nsin u- provisions th at 01 her humanoids find u nacceprable, includ-
ace herself in to a group ofsofr-h eancd oppon enrs, choosing ing ca rri on and the flesh o f se m ie nt crearures. Still, most
a srraregic ra rge l to elimin are when the rime is rig hr. ores p refer fresh meat and blood.
An infiltraror is no fool. lf she is unnoticed but can't use Env ironm e nt: O res usually inhabit remperare h ills,
her sn eak arrack, she doesn't reveal herself. Discretio n is rh e but t hey m ove in to any region where they can exploir thc
better pa rt of valor, and she flees if the siruation looks d ire resources. O res still prefer areas w irh natural shelter from
or if attackers rargcr her for elimination. direc t sunlight.
Typical Phy sical Ch aract eris t ics: An adulr m a le o re is a
''You got 11otlw1g I can't 111/w, 1vcnkl111g." lirrle over 6 fee t rail anJ weig hs about 210 pounds. Females
- Tareg. ore berserker are slighrly s maller bu r often ju s:r as strong. All ores have gray
skin and sport w ild, coarse hai1;1 b ut ind ividuals vary wid ely
in appea ra nce.
SAMPLE ENCOUNTERS Alig nment: Ores arc brutish an d bloodthirsty, selfish
Ores are raiders and warmongers. They travel in bands and
a nd devious. They k ill and desuoy w irhom a thoughr ro t he
are rarely fou nd alone.
con seque nces, and t hey dominate a nd persecute even other
Individ ual (EL 1/2-3): A lone ore is a rare sight, and such
ores. Every o re craves person al aurhority and comforr and
a wanderer is usually a scout for a larger group and a capatle
is w i lling ro erndica re rivals ro secure rhese wanrs. As su ch,
individual. E ven ore scouls usually travel in pairs.
o res a rc often clrnoric evil, with c haotic neurral being rhe
EL 3: Bnnma is a half.ore i n.filrraLOr rrave l i ng ro th e near-
esr senlemenr to scope it om for her rribe. She appea rs to be
a somewhat civi Ii zed half-ore.
Gang (EL 1- 7): Young ores group into gangs of rwo ro four ORC LORE
ro underrake small-scale forays imo the ter ritory of orher Characters with ranks in Knowledge (local) can learn more
human oids. looking ro p ick off rravders a nd raid o u il ying a bo ut ores or half-o res. A character with Knowledge (religion)
forms and homes for glory a nd loot. Somerimes rhe m e mbers can lea rn more a bo ut ore rel igious practices. When a character
of these gangs are redoubrable. makes a successful skill check, the following lore is revealed,
EL 5: Dagu, Gar, and Tareg form a gang rha1 aims to waylay includ ing the information from lower DCs .
trekkers on a nearby carava n tra il. Ta reg, an ore berserker, is
Know ledge (Local)
rhe group's leader, bur even he listens ro the cou n sel of Gar
DC Result
rhe banle p riest. Dagu is a 1ypical ore warrior(MM 203) along
10 This is an ore (o r half-ore), a strong and usually
for rhe fu n. b loodthirsty humanoid. This result revea ls all
Raiders (EL 6-9): A squad of ore raiders includes up 10 humanoid and ore traits.
twen ty wa rriors and a few elite individuals who lead. 15 Ores a re bellicose and warlike. Their culture is
EL 9: On Brnun a's heels comes a crusade led by Sh,1111oz, a based on t he right of m igh t and the warrior ideal,
war howler. A b erserker named Heg has taken up Sh amoz's so they often t ake what they wa nt and need from
bann er, along w ith four ba1rle priests and a doze n warriors. ot hers by raiding. They hate al l other humanoid
races but rese rve a specia l loathi ng for e lves.
20 Ore crafts are based on war, religion, or survival.
ECOLOGY Male ores dominate, while females form the stable
Ores are ferocious crearures w ith no respect for life or rheir base of an ore tribe.
surroundings. Whenever possible, Lh ey in habit narnral
shelters or sertlemenrs buili by orher creamres, rather than Knowledge (Religion)
building forri£cat ions from scratch. Wasteful a nd ob livious DC Result
lO Ores practice a dark religion centered on t heir war
to rh eir consum p1ion, ores st rip rhcir territory bare i f rhey
deity, Gruumsh. The ore deities hate the elven and
can't expand inro new lands. Their inefficiency fuels 1h eir
dwarven deities.
desire to con quer. 15 The ore pa ntheon includes Gru umsh's war
Harsh living an d con sta nt warfare, both of whic h con- lieu tenants; th e mo ther goddess Luthie,
tribute ro their high mortali ry race, define che exisrence of Gruumsh's wife; Sharga as, the ore god of darkness
ores. These fac rors are offse1 by a srrong reproductive urge, and t rickery; and Yu rm.1s, the o re deity of death
and consequen d y a h igb b ir rh ra re. Ore fem ales carr y 1heir and d isease.
children to term in only s ix m onths, and mu ltiple birrhs 20 Oral ore litanies teach that the gods of other
are common. Some ore children die due ro the rribe's u n for- humanoid races, particularly elves and dwarves,
giving way of life, bur m any g row up rou ghened b y I heir cheated Gruumsh out of good places for his
people to dwel l. This belief is the basis of ore
upbringing.
hatred and rage.
Ores reach physical marnriry in abour thirteen years, and
25 The ore deities sometimes bless ores with unholy
mosr are ready t o rake up the axe for 1heir tribe a year or rwo offsp ring. These powerfu l young always rise to
farer. Ores age quickly, reac hing old age after only 1hi n y- pos itions of power with in an ore tribe.
seven years.
most common exception. An ore individual or group might sufficiently srrong female ore can carve our a place for herself
adopra differing outlook, but anorher crearure ofren conrrols if she can defear rhe males who wo uld subjugare her.
or governs such ores-one they fear or revere. Few professions have specific gender associations in ore
culrnre. Male ores happen ro favor warrior roles, and gi feed
females favor spellcasting. This larrer instance foments a
SOCIETY beliefamong ores rhat noncom bat magic is a feminine era tr;
Ore society is tribal, and ir is based around rhe ideals of males who practice magic had better be useful in battle to
survival, srrengch, fear, and war. These principles are, in turn, avoid the appearance of weakness.
founded in rhe orcs'venerarion ofGruumsh. Ores of borh genders are averse ro jobs char are labor-
Ores consider ir a gifr from Gruurnsh tha1 tbey can imensive with lirrlc quick rewa rd. Thus, ores rake sentient
survive in places where other senrient creatures can't or creatures as slaves. Slaves do the work no ore wanrs ro do,
won't, bu1 rhey bave nothing resembling racial sol idariry.
such as forming or mining. An ore wbo owns a slave ga ins
Each values his or her life and comfon above the lives of
srarus, wealrb, and personal comfort based on rhe amount of
or hers. An ore doesn·r rrus t feUow rribe members enough
work rhar slave provides.
10 becmne attached ro them or b e willing to sacrifice for
them, bur seeks as much pleasure, power, an d wealth as can
be acquired. TYPICAL TREASURE
These views are an obstacle ro racial u n iry. Ores focus Though a tribe's wealrh is disproporrionately distributed
much of rheir energy on gaining and m aim aining status roward the top of rhe cbai n of com rna nd, ores have s tanda rd
wirhin the tribe. The srrong rule the weak, rhe clever control treasure for their Challenge Rar ing. Most ores favor weapons,
rhe foolish. and rhe feeble are lefr with nothing. This world- armor, and portable rreasures rhar display borh affluence
view spills over inro ores' r rearmenr of every, h ing. Continued and ability. An ore berserker might string rhe eve teeth of
existence is a right only of the fir. dwarves he has slain inro a silver necklace, while another
Survival requires resources, however, and ores see the ore mighr wield a bejeweled elven lo11gsword ro show his
world as rheirs for rhe raking. Ore religion holds rhar the enemies he has beaten a rich adversary.
dwarven and elven deities unfairly cbeared Gruumsh out
of territory fo r h is creatio ns. So Gruumsh smote rhe lands
to make c:ives and badl:mds for the ores. He also made h is
ORCS AS CHARACTERS
See page 204 of che lvfonsfe r M1rn1rnl fo:r information on ores
children srrong, so they could rake whatever rhey needed
as characters.
from orhers. He made them bloodrhirsty and selfish, so rhe
frail couldn't drag down the mighty
Ores learn these credos at an early age, m osrly from cruel ORCS IN EBERRON
e,q,erience. lnfanrs are weaned quickly, lest rhey weaken The ores of Eberron number fewer rhan most orher human-
chc morher. As they grow, ore toddlers are more and more aid races, and they live in inhospitable and remore places.
expected to fulfill rheir needs and wams for themselves. They are unusua Ii n rhar they are neither as desrrucrive nor as
Some long-sighted ore mo thers help their children in ways evil, in genera I, as ores in or her settings. Most ores live in the
rhar won'r make the child dependenr or incompetent, secu r- Shadow Marches, and thelronrootand EndworldMounrains
ing rhe young one's loy3\ry later in life. Children who succeed hold decenr populations. Khorvaire's OI"C5 cling ro rradirional
at raking whac they need become resilient and capable by ore ways, and rhose of rhe Shadow Marches live and interbreed
s tandards, and rhey earn a place among rhe adulrs. with hu mans. .Many ores still serve rhe Gatekeeper druid
Modeled after Gruumsh's absolute aurbority over h is seer rha 1 helped cur Eberron's ties wirh Xoriar during the
lessers in the ore panrheon. ore rribes are usually led by a ancienr war wirb rhe daelkyr. Too many ores, however, have
chiefrain who is rhe strongest male in the tri be. Male ores rurned againST rhe ancient ways and now worship the Dragon
have complete power over the fa re of their mares and chi1- Below, fighting rhei r kin co release rbe horrors rhe Gatekeep-
dren. Clerics of Gruumsh, who are also always male, are very ers rrapped in Khyber.
influenrial. They cull the weak and underm ine ineffecrual
chiefs.
Females among rhe ores are commonly subservienr, and
ORCS IN FAERUN
norhing about ore ma ring is roman tic or monogamous, with Ores in faerun are varied. Those from the North and the
rhe mightiest warriors ra king as many mares as they can sup- Spine of the \Vorld are known as mounrain ores, and rbey are
rheoldestof rheir kind on Tori!. The fasr is home ro gray ores,
pon. Bur every ore subconsciously knows that rhose who
which are more civilized and devour rhan mounrain ores
provide for rhe tribal home a11d give birth ro rhe next gen-
eration are rhe tribe's backbone. further, while many femal e bur no less evil. Ra re in rh e lands li.t by the sun, deep ores,
ores do linle more than bear children and garher food, strong
or orogs, are descended from mountain ores rhar became
crapped underground.
females are barred only from becoming clerics of Gruumsh.
Many powerful male ores are fiercely loyal ro rheir rnorhcrs,
giving such fem a!es sway in tbe rribe desp ite the appeara nee
of male aurhority. M agical power also grants influence, and a
PLAGUE WALKER
Staggering forward with an uneven gait, this moving corpse is a
though th at possibilit y ra rely preven rs clerics of Gruumsh
irom mak ing and using p lague wa lkers.
large sphere ofbloated, rottingjlesh. Its bloodshot eyes dart back Clever hobgoblin wa rlords order rheir arche rs ro target a
and forth, and a gurgling sound issues from deep in its throa1. plague wa lker when it comes inro contact with rhc enemv and
evil spellcasrers typically use ligl1h1111g bolt,firebn/1, and si~ilar
PLAGUE WALKER CR 3 sp ells againsr iL ln add itio n ro in j ur ing those near rhe plague
Always CE Medium undead walker, such spells ofte n trigger chc walker's putrid burst.
lnit -2; Senses darkvision 60 ft.; Listen +10, Spot+ l Imclligent undead, parricularly those spellcasrers tharcan
La ng uages understands creator's orders create rhcse monsters, pair plague walker s wirh incorporeal
AC 12, touch 8, nat-footed 12 undead serva nrs. Ifa walker explodes, irs compa n ions ignore
(-2 Dex, +4 natural) t he effect a nd conrinue ro fighr. Th is combination is pa rricu-
hp 42 (6 HD) la rly lethal against enemies incapacitared by nausea.
Immune undead immunities
Fort +2, Ref +0, Will +6
SAMPLE ENCOUNTERS
Speed 20 ft. (4 squares)
1 n m any ways, plague walkers are u ndead war mach ines
M elee 2 claws +8 each (l d6+4 plus diseased touch)
Set loose on the barrlefield. An improperly deployed plague
Space 5 ft.; Reach S ft.
wa lker ca n cause as much rrouble for irs allies as for rhe
Base Atk +3; Grp +7
Atk Options d iseased touch e nem y, so these rnoJ1s1ers are rnosr popular with evil h uman-
Special Actions putrid burst o ids and spellcasrer s, who have the skill and intelligence ro
form battle plans and use group tactics.
Abilities Str 18, Dex 6, Con - , Int 4, Wis 13, Cha 3
SQ bloated target, undead traits Living Trap (EL 3): Temples ofHexror ofren use plague
Feats Skill Focus (Listen). To ughness, Weapon Focus (claws) wa lkers as livi ng t raps. The h igh pr iest s order a pit rrap con-
Skills Climb +7, Listen ... Jo, Spot +l slrucred jus t in side the main doors ro t he temple area. When
Diseased Touch (Su) Any living creature struck by a plague intruders atrack, one of rhe clerics arms rhe trap while the
walker's claws must succeed on a DC 13 Fortitude save or rest fortify rhe tem ple. A plague walker srands wirhin the
be overcom e with racking pain and nausea, ca us ing that pit. W h en ;1n intruder fa !ls i n , the sprin g-loaded cover snaps
creature to become sicke ned fo r l minute. The sa ve DC back and Jocks in p lace, leaving the inrruder trapped inside
is Constitu tion-based. Creatures that have immunity to the pir with the undead horror_
disease are not affected by this ability. Trear chis rrap like a CR 2 pir trap ( DMG 71), except rhar
Putrid Burst (Ex) When reduced to one-quarter of it s sta rting the cover sn aps back in p lace after it is acrivared . The cover
hit poin ts or fewer, a plague walker can use a swift ac ti01 c an s uppo rt u p ro 400 po unds. It has h ardness 5, 10 hit
to explode . This burst has a 30-foot radius and dea ls poinrs, an d a break DC of 18. Destroying the mechanism
3d6 points of damage to everything in the area. All living
rha t holds the pi t 's cover in place requires a DC 15 Disable
creatures in the area are nauseated for l round; a DC 15
Device c h eck .
Reflex save ha lves the dam age and negates t he nauseated
effec t. The save DC is Co nstitu tion-based and incl udes a Team (EL 5): A barg hesr emp loyed as a scour by a hob-
+2 racial bonus. goblin wa rlord accompanies a plague walker. Ir shadows
If reduced to O hit points before it can activate its rhe walker from afar and wairs for an enemy ro a Hack. The
putrid b urst, a plague wa lker simply dissolves into a pile ba rghest uses irs spell-like abillries, such as cr11slii11g despmr,
of rotti ng fl esh. to ha mpcropponenrs whi le rbe>' dea I w ith the plag ue wa lkcr.
Bloated Target (Ex) The -4 penalty for firing into me lee does l rn m ediarely after the p lague walker deronares, the barghesc
not apply to ranged attacks made against a plague walker. uses tli111ms1011 tloor ro appear in their midsr and aHack.
This penalty does, however, apply to other creatures in
melee with it.

A plague wa lker is an undead weapon created by evil mages Pl.AGUE WALKER LORE
and clerics. Its wrrured body is filled wirh roning flesh, dis- Characters with ranks in Knowledge (religion) can learn more
eased marrer, ancl or her pu tri d fi lrh. l n bartle, it ca n ex plode a bout plag ue wa lkers. When a c haracter m akes a successful
when sufficientl y injured, s howering the area around ii w irh skill check, the following lo re is revealed , including the info rma-
sickening debris. ti on from lower DCs.

Knowledge (Religion)
STRATEGIES AND TACTICS DC Res ult
Plague walke rs are roo dim to operate indepe nde n tl y; rhey 13 This creature is a plague walke r, a d is gusting ki nd
are usually commanded in ba ttle by their crearors or anot her of und ead. This result reveals all und ead traits.
18 A plague walker's filth-encrusted claws can sicken
leader. Due ro their putrid bursr abiliry, plague walkers usu-
a creature.
ally roam in advance of rheir all ies.Hobgoblins in pa rtic ul ar
23 Wh e n a plague walke r t akes e nough damage, it
love co e mp loy t hese creatures, because their ar mi es and detonates in a sicke ning blas t. If it is killed
fighring units h ave rhe discipline ro hold back un til afcera outright, before it triggers it s body to explode, it
plague walker detonates. Ores and other chaotic creat ures collapses into a pile of p utrid flesh.
rush inro the fray and ger ought in the crea rures' blasts,
ECOLOGY 11 /ag,ue 11,a/ka
As undead crearures crafred for use in war, plague walkers
have no place in the narura l en\"ironmenr. Tales claim 1har
rhey arise as rhe result of a rare conragion, bur in trm h any
diseased corpse serves ro produce th ese monstrosities.
A plague walker thar becomes separated f"rom its mas ter
remains in place and attempts to fulfill its last orders 10
rhe best of irs abilities. Thus, a walker ordered ro stand
guard deep withi n a dungeon might do so fo r cenruries
until inrruders dis turb it. A lehough a plagu e walker is
barely i nrelligenl, it can un ders tand simple phrases
in Common and can be ordered to ignore creatures
bearing a certain holy symbol or speaking a
password. Since a walker lacks the imelligcnce
to deal w ith complex siruations or conditions,
i1s musr rely on simple signs to distinguish
friend from foe. For exam ple. a plague walker
might be ordered never to auack a hobgoblin, or
to arrack only elves.
Clever adven ru rers who don an opponent's uni-
form, display an appropriate holy symbol, or pull
off some orher form of deception can confuse a
plague walker or slip by it unmolested. Thus, a
plague wa Ike r's master mus t com ma nd it ca re-
fu lly, since unclea r or easily subverted orders
render rhe creature ineffective.
Environment: Plague wal_kers are found
wherever the dark secret of rbeir manufac-
ture spreads.
Typical Physical Char acteris tics: A
plague walker s tands roughly 6 feet tall and
weighs 300 pounds.
Alignment: Created only 10 sicken and desrroy, plague
walkers were unreliable during large barrles unless they
walkers are always chaocic evil.
were massed in large for mations rhat could nor be easily
avoided.
FOR PLAYER CHARACTERS Blood of Vol p riests, parricularly those with rhe ri me and
Creating a plague walker is a relatively simple process, resources to create 1hem in numbers, use plague wal kers as
though its cost prevents most spellcasters from producing guardians and enforcers. O ne fac t ion of the culc in Sharn
the creatures in great numbers Olllside of wartime. Any scarions plague walkers in irs main temple. lf i mruders
arcane or divine caster of6th level or higher who can casr nec- penerrate the inner shri ne, the clerics ru n ro a secu re room ,
romancy spells can craft a plague walker. Doi ng so involves lock themselves in, and throw a switch. Thai ac t drops a
performing a horrific rirual rhar requires 800 gp worrh of portcullis, trappi ng the intruders in rhe remple, and opens
unholy warer, the corpses of four .Medium creatures that the secre t doors to four cubicles, each of which contains a
died of disease, and two days of prayer. (Two Small corpses walker. Even if the intruders defeat t he walkers, rhe sub-
are equiva lem ro one Medium corpse, and one Large body sequent explosions leave 1hem in poor shape ro hand le the
counrs as two M edium corpses.) At the end of the ritual, the clerics· cou m erarrac k.
remains meld into a single plague walker, which obeys its
creator's commands ro rbe best of its ability.
A plague walker's creator can order the crearure ro obey
PLAGUE WALKERS IN FAERUN
Plague Walkers firs r appea red cent uries ago during the Roe-
an underling's commands, effectively cedi ng control 01 the
tin g War of Chonda1h. The process of creating plague wa Ikers
crearure. Th is arrangement makes ir possible for armies to
has since spread across Faerun rhan ks ro the mach inations
field plague walkers under the control of nonspellcas1ing
of the Church ofTalona. The Red Wizards of Thay produce
officers.
plague walkers and sell them across the world. Since trans-
ferring command of a plag ue walker is so easy, che creatures
PLAGUE WALKERS IN EBERRON make excclle111 guards and soldiers for a warlord who need,
The necromancers of Karrna1h know how 10 create plague reliable troops. Cri me lords and oche rs who face !'reacher,
walkers, and thar nation employed rhem dming sieges and from wi thin their own ranks see plague walkers as intimi
other special operations during rhe Las r \'(tar. However, the daring, perfecrly faithful bodyguards.
a neutralize poison or remove disease spell, or is the
OUANLOS
The size ofa large dog, this insectoid creature drones through the
beneficiary of a s uccessfu l DC 20 Heal check to remove
the larvae.
air on buzzing wings. A long, vicious-looking stinger protrudes If a quanlos takes more t han 15 points of cold
from its abdomen. damage from a single attack, it cannot use its devouring
larvae ability for 24 hours.
QUAN LOS CR 6
Always N Small magical beast A 4uanlos is an insectoid rnons1rosiry 1har haunrs tropical
lnit +4; Senses darkvision 60 ft., low-light vis ion; Listen +4, swamps and marsh lands. Ir is a fiercely cerritodal, solitary
Spot +4 crea1 ure rhar uses an insidious poison TO conrroJ oilier
Languages-
crea1 ures. A quanlos's rhralls defend irs territory, hum for
AC 21, touch 15, flat-footed 17; Dodge prey, and ser ve as vessels for irs young-lirern lly working
(+1 size, +4 Dex, +6 natural) themselves to dearh. Young quanloses burrow through a
hp 45 (6 HD) hos1's flesh, earing ir from rhe inside our as they grow ro
Fort +7, Ref +9, Will +3
adulthood.
Speed 30 ft. (6 squares), fly 60 ft. (good) Because of rheir ghoulish mea ns of reproduction and
Melee sting +11 (1d8 plus controlling sting or devouring mind-contr olling venom, quan,loses are often called abyssal
larvae) and
wasps and i ncorreccly idenrified as a kind of fiend.
bite +6 (ld4)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +2 STRATEGIES AND TACTICS
Atk Options controlling sting, devouring larvae Quanloscs avoid mingling with their own kind. Instead, a
Abilities Str 10, Dex 19, Con 15, Int 1, Wis 12, Cha 6 qua nlos relies on i rs thralls ro aid in defense, patrol irs 1erri-
Feats Ability Focus (controlling sting), Dodge, Improved rory, :ind slay intruders. A rypical quanlos conrrols several
Natural Attack (sting) 8 , Weapon Finesse weak-willed animnls appropriate ro its narive e nviron ment,
Skills Hide+11, Listen +4, Spot +4 such as wolves, bears, and the like. \'(fben faced wirh intrud-
Advancement 7- 9 HD (Small); 10-15 HD (Medium) ers, it commands s11ch guardians ro arrack and warcbes the
Controlling Sting (Su) As the dominate monster spell; bartle Crom hiding. If possible, ir dares in ro seize control of
3/day; Fort DC 19 negates; caster level 10th. Th_e save an artacker and rurn ir against .he others.
DC is Constitution-based and 111cludes a +2 racial A qu,m los rypically avoids direc1con fl icr. Ir uses irs brvae
bonus.
A quanlos can choose to in1ect a victim of its sting to sap opponents' srrengrh o r to encourage chem to leave
attack wi th a potent magic toxin, instead of placing irs territory for safer gro11nds. However, a quan los without
its devouring larvae (see below). This poison saps thralls is exceptionally aggressive. Ir actively seeks our poten-
the victim's will and makes it susceptible to mental tia I victims, targeting lone creatures thar ir can lure away
compuls ion by the quanlos. without in terference.
A quanlos's puny intellect prevents it from
exercising a fine level of control over its thralls. The
creature lacks the sophis tication to order a group of
dwarf artisans to build a castle for it, or to command
QUANLOS LORE
an elf wiza rd to use a specifi c spell to protect it Characte rs with ran ks in Knowledge (arcana) can learn more
Instead, it relies on a limited set of general commands:
about quanloses. When a character_ makes a successful s_kill
attack, defe nd, gather food, and so forth. check, the fol lowing lo re is revealed, 111clud111g the 1nformat1on
A quanlos can control a number of creatures equal
from lower DCs.
to its total Hit Dice at one time. If it takes control of A successful DC 15 Knowledge (the planes) check debunks
a creature beyond this Ii mit, it must choose one of the rumo r that quanloses a re infernal creatures.
its thralls to release from service. Thralls are freed
immediately upon the death of the controlling quanlos.
Knowledge (Arcana)
Devouring Larvae (Ex) When a quanlos hits a Smal~ or
DC Resu lt
larger creature with its s ting, it injects the foe with a 16 Quanloses are magical beasts that_resemble _
small numbe r of larvae. The target must succeed on insects. This result reveals all magical beast traits.
a DC 17 Fortitude save or become infested with the 21 Quan loses are tough for their size. It takes several
larvae, which s lowly devour the host from the inside s tout blows to defeat one.
out. This ability's save DC is Constitution-based and 26 Quanlos venom has magical mind-contro lling
includes a +2 racial bonus. properties that the creature uses to secure hosts
Treat this infestation as a poison that deals 1d6
for its young.
points of damage as its initial and secondary effects. 31 Quanlos larvae infes tation is potentially deadly, but
The poison deals its initial da mage as normal and magic t hat cures diseases can treat it_ Cold
its secondary damage once per round_A successful
damage also inhibits this attack.
save does not end the effeci. The infected creature
must continue to attempt saves until it dies, receives
Quanloses subsist primarily on a d ier of small birds,
SAMPLE ENCOUNTERS snakes, and mammals. They seldom attack anything even as
Unlike rhe insects they resemble, quanloses are solirary large as a Small animal unless seekin g ro inject a bosr \Vith
from the day they burst forth from their larval hosts as their devouring larvae. They ma.ke n o lairs or nests, and
full-grown crearnres. Each is irs own "queen" and, as_with sages have n ever observed any sort of sleep cycle or dormant
mundane insects, does nor tolerate another queen m its period.
territory. Characters are most likely to face a quanlos along Envi.ronrnent: Quanloses favor warm marshes but
with its thralls. can som etimes be found in jungles or forests in similar
Individual (EL 7): The farmers of a local village climates. They do not thrive in cold regions; tbe
tell mies of the "haunted" swamp low temperature renders their larvae dormant and
where cattle, pigs, and people occa- temporarily halts their repro-
sionally go missing. The town sfolk duc tive cycle.
are convinced the marsh is Typical Physical Char-
haunted, bm in fac t a qua nlos acteristics: Quanloses are
dwells there. This crearure has approximately 4 feet long
enslaved a pair of hunters from mandible to stinger,
(3rd-level human rang- with a wing span of 9
ers). If the PCs enrer fee1. When heavy with
rhe swamp, rhe quanlos larvae, they can weigh
directs rhe h LLnters to arrack up to 120 pounds.
them. To avoid k illing these
innocent beings, the PCs
must overcome them with TYPICAL TREASURE
nonlethal force or .find and Quanloses accum ulate bright, shiny objects
defeat the qua nlos. such as coins, metals, and so forth for their
simple nests. A qua nlos might order a human-
oid under its control to divest irsclf of all such
ECOLOGY objects other rban weapons and armor. "Un in-
Quanloses are something of an teresting" objects, such as scrolls or boots,
oddity. They appear to be insects, would n or be part of a quanlos's h oard.
bur each is essentially a self- Extracted quanlos venom is a prized com-
contained hive. They reproduce modity among those who use such subsrances.
asexually, genera ting any where The venom sells for 50 gp per dose, and an adult
from fifry ro five h undred eggs in lare au- quanlos yields t d4 doses.
rumn to early win ter. A quanlos carries its Quanl.os stingers are prized in some regions,
eggs in a thick, rubbery sac beneath its chitin- where they are m ade inro ornamental daggers
ous abdominal plates. The eggs begin ro harch (and someri.mes crafted into daggers of venom).
in !are winter, and the wormli.ke larvae irnrne- A complete stinger sel ls for 1,000 gp in regions
dia rely fall ro devouring each other and any where this practice is fashionable, or 500 gp else-
eggs that have nor yer hatched. By late spri ng, where.
fiz!1,mlos
only ten to fifty larvae remain, and rhe parent
quan los enters its fu1al reproducrive phase. Th e
creantre becomes more aggressive and begins to seek hosts, QUANLOSES TN EBERRON
attacking anyrh ingthat wanders into irs territory. The quan- Quanloses are narive ro the lusb jungles and swamps of
los uses its conrrolling sting ro keep irs victim srill wh ile it Aerenal. Some have migrated to the southern reaches of
injects five ro ren larvae into the host's belly. The larvae ges- Khorvaire, including tbe swamps of the Shadow M arches
rare for a week to a mont h, devou ring rhe creatme's virals, and Droaam.
then burst free as adulrs (these new qua nloscs are Tiny and
have 2 HD). Tbe erstwhile nesnn ates, sated by their hos t's QUANLOSES IN FAERUN
flesh, do not attack each other bur scarrer to find their own Quan loses have spread from the vast jungles of Cbult, slowly
terrirories. The harchling quanloses reach adulthood in a creeping northward and eastvvard into more civilized regions
year, and the cycle begins anew. of Faen'.m . They are most common in rhe marshes of the
Despite their shorr reproductive cycle, quanloses remain south, including the Grear Swamp east ofHalruaa, bur they
relatively rare. Roughly rhree-quaners are slain by oth er have been reported as far n orth as the Marsh ofTun.
quanloses with in the first monrhs of their lives as they
search for territory, and a significant num ber fall ro other
predators.
SAILSNAKE
Gliding on the warm air currents that rise around the stone pillars
attack ano rher in pre[erence over 0 1her enemies. SaLlsn akes
have only the mos t primirive i nre lligence an d do not adapr
is a glittering serpent, its finlike membranes spread to catch the rheir sta ndard tactics to new situations.
wind. It would be beautiful, except for ,ts longfangs and the C:oud Sometimes yuan-ti use sailina kes for recreational hunri ng
ofvenomous spray it spits toward you. in rhe sa me way human nobles hunt wirh trained falcons.
T he snakes ca n be tra i ned after a fashion, learnin 2 to ar rack
SAILSNAKE CR 2 :i g iven ta rge t, butcannor learn complex ti-icks. A la rge pan
Always N Medium animal of a snake's training i ,wolves suppressing its insti net to arrack
lnit -.-7; Senses low-light vision, scent; Listen +8, Spot +8 or her sai Isnakes.
Languages-
AC 15, touch 13, nat-footed 12
(+3 Dex, +2 natural) SAMPLE ENCOUNTERS
hp 19 (3 HD) Characrers are most likely to run inro a sailsnake as a solitary
Fort +5, Ref +6, Will +2 th reat wi1hi 11 a jungle or a desert ruin.
Speed 20 ft. (4 squares), clim b 20 ft., fl y 30 ft. (poor); Individual (EL 2- 3): Encountering a sailsnake on th e
Flyby Attack ground is fairly straightforward, and rhe encounrer level is
Melee bite +5 (ld8+3) the same as its Challenge Rar ing. A sailinake rhar has rhe
Space 5 ft.; Reach 5 ft. advantage of heighr and concealment is likely to surprise
Base Atk +2; Grp +4 1he par ty, m :1ki ng tbe encounrer m o re dangero us.
Special Actions venom spray EL 3: A sreamy jungle, fi lled with 0 owers and bright rropi-
Abilities Str 14, Dex 17, Con 15, Intl. Wis 12, Cha 10 cal birds, has overgrown rhe ruins of an ancient yuan-ti city.
Feats Flyby Attack, Improved Initiative, Improved Natura l O n a vine-covered pillar, a sai l snake lurks.
Wea pon 8 , Weapon Finesse 8 Hunting Party (EL 5- 9): Yuan-t i halfblood s enjoy bunt-
Skills Balance + 11 , Climb +11 , Listen +8, Spot +8 ing huma no ids with their trained sa i lsn akes. Ht1nters might
Advancement 4-5 HD (Medium); 6- 12 HD (Large) be e ncountered singly or in gaJ1gs of up ro four.
Venom Spray (Ex) 20-ft. cone, once every 6 rounds, blind EL S: Ssivilerh and Haassorass a re a mated pair of half-
for ld4 rounds, Fortitude DC 13 half. The save DC is b loods wh o clelighr in hu nting dow n the wild elves thar
Constitution-based. inhabit thei r forest. Ssivilerh has a Large sa ilsnake she
Skills Sailsnakes have a +8 rac ial bonus on Balance and Climb trained from childhood (adva nced ro 6 HD). w hile Haasso-
checks and a +4 racial bonus on Listen and Spot checks. A
rass has only recendy taken up the sport and is in rhe process
sa1lsnake uses its Dexterity modifier instead of its Strength
modifier for Climb checks, and can always choose to take of training his per (Medium size). Because its rrn i n ing is not
10 on Climb checks, even if rushed or threatened. complete, the re is a SO'A, chance th ac rhe per wi l I n ot obey his
commands a nd attack a random en emy or rhe 01 her sailsnake
instead.
A sailsnake is an unusual breed of viper rhar uses its ftns
to glide from tree ro tree, or ro coast from rhe rop oi a cliff
down inro a gorge. Ir is often bea utifully colo red a nd a lways ECOLOGY
aggressive. Sailsnakes are kepr as pets or guardia n bcasrs :iy Sails nakes inhabit wa rm climates, usually in colorful
yuan-ti. mil ieus, and are n ot found close LO civilization except when
domesti cated by yuan-1i. They hunt small anima ls and m agi-
ca I beasts, and have a taste for shocke r Iizards. (They hun t th is
STRATEGIES AND TACTICS
Sailsnakes ar e terriroi-ial cream res rha1 a11ack without hesira-
tion, even against threats brger rhan rhcy are.
SAILSNAKE LORE
A mature sa ilsnake has b rig hc coloracion, w h ich is both a Characters with ranks in Knowledge (nature) can learn more
proud d isplay and a dire th rea r. Ar the approach of in truders, about sailsnakes. When a character makes a successful skill
the animal rears up, flares irs forward sail fins (much as a check. the following lore is revealed, including the information
cobra spreads irs neck hood ), and hisses loudly. lt gra nrs just from lowe r DCs.
rr
one wa rning. the oppo ne nr continues ro draw closer, the
sailsnake lets loose a blas r o[ venom in an arremp t co drive Knowledge (Nature)
it away. DC Resu lt
Sailsnakes spi:nd most of I heir time off the grou nd, either 12 Sailsnakes are mutated vipers that can glide. This
result reve als all anima l traits and basic
draped abou t tree branches or coiled on pillars, nar urn I rock
information o n viper snakes.
formatio ns, ruined walls, and rhe like. This pms them in posi-
17 A sailsnake is an agg ress ive creature that sprays a
tion ro ambush porenrial prey or rhrears. W hen on the hunt, blast of venom to blind opponents.
a sailsnake lies quierlv. When prey comes within range, the 22 Sailsnakes might have been b red by yuan-ti, and
r
snake hurls itsel from irs perch. Ir spreads its fins ns it nea rs the s na ke people so me t imes use these ani mals as
che target, expelling its veno m spray ar the same t i me. pe ts, guardi ans , hunting beasts, or even familiars
Sailsnakes arc hostile to o cl1ers of their own kind, so rhe and animal companio ns.
crearures do noc work wge1 her in combat. One serpcnr m ighr
dangerous prey only when rhey fi nd an isola1e<l individual,
and do nor pursue if rhe Lizard resists 1be veno m spray.)
Sailsna kes arrack larger crearures I bar threaren l hem.
a nd if trained 10 hunr, will srrike withouc provo-
carion. They are preyed upon in turn by giant ~
eagles, griffons, and larger snakes such as
king cobras.A sailsnake also makes a meaJ
for a shocker lizard clutch char survives
ics arcack.
Sailsnakes can live up to 1welve years,
bu1 in rhe wild a liie span of five 10 seven
years is m ore I ypical. The mati ng season is
very shorr,jusc a couple of weeks in 1he early autumn.
During rhis rime, che males become vibra nrly col-
ored and quesc abou1 restlessly in search of Cemales.
Females are ve ry picky and might nor mare a l all in a
season if rhey find no one ro I heir liking. A compat-
ible pair stays roge1her during I his rime. The sailsnake
mating rirual is a rare but wondrous sighr-rhe pair
en1wine in free foll, then separate and spread rhcirsails
just before impac t. The snakes go their separate ,vays afrc r
t he season ends, and rhe fem ale locates a st1i1 able nesting
area in rhe hollow of a tree. As birrhing rime approaches,
she becomes pudgy and sluggish, nor moving from her nesr
except in dire e mergency.
Sailsnakcs arc ovoviviparous: Their eggs h~tch imerna l ly,
and rhe you ng e merge from the morher's body. A rypical Snilmake
clutch concains eight ro rwelve harchlings. The morlier
watches over rhe young for a few days bm rhen leaves rhem
co fend for themselves. A newborn sailsnJke is ravenous,
TYPICAL TREASURE
Being ani mals, sailsnakcs do nor keep treasure. If found in
quintupling its s ize withi n 1he firs1 month of life. Its d ie t
rhe company of yuan-ri, use the normal treasure for a yuan-ti
during rhis time consists of rree frogs, riny mammals such
encounter of the appropriate level (sailsnakes mighr increase
as shrews or baby mice, and even insecrs. lr reaches adulr size
the encounter level depending on their numbers and rhe
within a year.
Challenge Rarings of rhe yuan-ri involved).
Large specimens are rarely found in rhe wild. Yuan-ri
sometimes breed larger versio ns of sailsnakes for hunt ing
more challenging prey, or for service as guardians. A yua n-ti FOR PLAYER CHARACTERS
druid n:tigbr choose a sailsnake as an animal companion , so Treat a sail snake as an alternarive animalcompanion available
that it gains addi tional Hit Dice bur does nor grow in s ize. ro druids of 4th level or hig her. Yuan-1 i rangers sometimes
Environment: Sailsnakes arc usualiy foLmd in warm for- use rhem to help hunr down victims for sacrifices.
ests, which they sh are wirh yuan-ti. Any warm climate will A spellcasrerwho wishes to rake a sai !s nake famili:ir must
suit, however, a nd some varieties of sailsnake prefer warm have the lmproved Familiar feat (DMG 200) and musr have
deserts. especia lly among multicolored, wind-can'ed rock an arcane easier level of 5th or higher.
formarions.
Typical Physical Characteristics: A rypical sailsnake is
4 to 6 feer long and can weigh up to 50 pounds.
SAILSNAKES IN EBERRON
in Khorvaire, rhe son of terrain tha t sailsnakes favor is
Young sailsnakes have fair!)• drab coloration that camou-
found o nly in the j ungles of sourheasrern Qbarra. Still. the
fbges them until they are large e nough to defend themselves
crearures are nor common there. Most sailsnakes live on
effectively. As rhc scrpenr ages, its scales become more bril-
Xen·<lrik, where rhey inhabit rhe ancient ruins along wirh
lia111, acquiring a metallic sheen. Streaks and splorches of
drow a nd yuan-ti.
green, scarier, orange, or bl ue a1·e common. The sails11a ke's
environment contributes to its color; minerals in rhe soil or
pigrnems from prey animals 1inr irs scales. The sail fins are SAJLSNAKES IN FAERUN
usually golden, bronze, or salmon-pink, with a fine rraccry In Faerun, sailsnakes are de nizens of rhe Serpent Hills. They
of blood vessels. Females a re slightl y larger rhan males, bur are bred by rbe yuan-ti as more manageable variants of the
there is otherwise li1tle difference berween rhc sexes. brger wi nged viper (FoRconrn R_c,11,;11s Ca111pnig11 Set tr11g 309).
Alignment: Sailsnakes have a very basic animal i nrel- Winget.I vipers inhabir the same areas and som etimes prey on
ligence and arc incapable of moral judgments. Hence, they rheir smaller relatives, although as often as nor, :i sailsnake
are always neurral. ends up feedi ng on its would-be predator.
SKIURID
A hissing, chittering sound fills the air in the darkened wood.
1he em ire group. Among creatures of animal imelligencc,
however, rh is cooperation is a ma t1er of instinct, n o r rea-
Out ofthe corner of your eye, you see a small, black form dash soned rac rics.
between the tree branches. Skiurids prefer nor to arrack with rheir feeble bire, using ir
only as a last resorr when they are cau ghr in melee. If things
SKI U RI D go poorly with a chill darkness am c k, rhey qu ickly disappea r
CR 1/2
Always NE Tiny magical beast (extraplanar) i nro the shadows.
lnit ..-3; Senses darkvision 60 ft., low-light vision: Listen +3, Skiurids are often encounrered with other crearnres of
Spot +7 shad ow. Their chill darkness abi l iry reinforces rhe hunc-
Languages - i ng methods o f the o th er cre atu res, w hich are nor harmed
AC 15, touch 15, flat-footed 12 by ir.
(+2 size, +3 Dex)
hp 2 (l/2 HD) "Co 11/iend. L1111gl1. r did, 011ce. Oner."
Fort +2, Ref +5, Will + l -Gru1 hark, embittered half.ore
Speed 30 ft. (6 squares), clim b 20 ft.
Mele e bite +6 (ld3- 4)
Space 2-1/2 ft.; Reach O ft.
SAMPLE ENCOUNTIER
Base Atk + 1; Grp - 11 Skiurids might b e accompanied by bein gs from 1he Plane of
Special Actions chill darkness 3/day Sha dow or could b e fou nd in t h e groves of da rk fey.
Colony (EL 5- 10): Skiurids form colonies consisting of up
Abilities Str 3, Dex 17, Con l 0, Int 2, Wis 12, Cha 12
ro several dozen individuals. They are alone only under e...._,raor·
SQ shadow jump
Feats Alertness, Weapon Fi nesse 3 di nary circumsrances (such as being caught in a t rap).
Skills Bala nce +11 , Clim b +11 , Hide +19, Listen +3, Move EL 9: A colo ny o f twenty sk iu r ids in h abirs a dar k g rove in
Silently+11 , Spot +7 a forest in hab ired by shadar-kai (Fiend Folw 150). The shadow
Advancement - fey prize rhc coalesced shadows on which skiurids feed, and
Shadow Jump (Su) As the dimension door spell; up to 3/day; they often drive orher beings rnward rhe grove co main tain
caster level 1st. a h igh level of p roduction .
The magical transpo rt must begin and e nd in an area Umbra! Bany an Nest (EL 10-12): Skiuritls often live
with at least some shadow. A skiurid can jump up to 30 in or near umbra! banyans (lvfmrnal of the Planes I 71), which
feet each day in ihis manner; this can be a single jump offer p rotecrion and a ready supply of captives from which
or a combination of jumps whose distance tota ls 30 feet. to d rain li te.
This amount can be s pli t among seve ral jum ps , but each EL 12: T his umbra! banyan supporrs a colo ny of rb irty-
one, no matter how small, counts as a 10-foot increment. four skiurids. They wait until rhe dark rree snares a living
Chill Darkness (Su) As the darkness spell; 3/day;
c rearure, rhen blanket the area wirh their chill darkness.
caster level 3rd.
A creature within the rad ius of this effect takes l d 6
points of damage and also takes 1 point of Stre ngth
damage unless it succeeds on a DC 13 Fortitude save. SKI URID KNOWLEDGE
The creature takes no further damage as long as it Characters with ranks in Knowle dge (arcana) and Knowl edge
remains within the area, but if it leaves an d ree nte rs , it (the planes) can lea rn more a bo ut ski urids. When a character
is subject to both types o f damage aga in. The save DC is makes a successful skill check, the fo llowi ng lore is revealed,
Charisma-based and includes a +2 racial bonus. incl ud ing the information from lower DCs.
At the end of the effect's duration, if any creature has
taken damage within its area, the shadows coalesce into a Knowledge (Arcana)
small nod ule, about the s ize of a peach pit, that provides DC Result
nourishm ent for the skiu rid . 10 Skiurids are magical beasts native to the Plane of
This ability has no effect on undead or creatures Shadow. This result reveals all magical beast traits
native to the Plane of Shadow. The shadowy illumination and the extraplanar subtype.
created by this ability is s ufficient for the skiurid to use its 15 Sometim es skiurids enter the Mate rial Plane.
shadow jum p ability. 20 Skiurids feed on concentrated life energy, which
Skills Skiurids have a +8 rac ial bonus on Balance. Climb, t hey d rain from living creatures and store up.
Hide, and Move Silently checks. A skiurid can always 25 The concentrated life e nergy is valuable as a spell
choose to take 10 on Climb checks, even if rushed or component for necromancy magic.
threate ned. A skiurid uses its Dexterity mod ifier ins tead
of its Streng th modifier fo r Climb checks. Knowledge (t he Planes)
DC Result
10 Skiurids are magical beasts native to the Plane of
A skiurid is a shadow-born version of a squirrel, dist urbingly Shadow. This result reveals all magical beast traits
familiar in appearance bur u nden iably malicious. and the extraplana r subtype.
15 They feed on concentra ted life e nergy. wh ich th ey
drain from living creatures and store up.
STRATEGIES AND TACTICS 20 Skiurids often inhabit groves where an umbra!
Skiurids operate in colonies, raking advantage of their n atu- banyan grows, and they work with the tree to drain
ral agiliry and s1ealrh. A nest o( them uses chill darkness 10 th e life from livi ng things.
cloak as large an area as possible, thus providing food for
ECOLOGY
Skiurids are narivc 10 rhe Plane of
Shadow and feed solely on life
energy. Unlike shadows, which
arrack victims direcrly, skiurids
blanker an area with chill dark-
ness and let iT drain life force
from crearures thar emer it. They
rhen garher up the "nuggets-
of coalesced shadow and store
them wirhin rhei_r dens for later
consumption. This propensit y
makes skiurids tempting prey
for o ther shadow creacures,
which cover the concentrated
life energy. Shadow masriffs and
dusk beasrs (Manual of the Planes
169) are their usual predators,
but spel lcasters also seek our rhe
coalesced shadow for use in nec-
romantic magic.
Skiurids form large colo-
nies, allowing chem IO pool rheir
abilities and harvest large quan-
riries of life energy. They ofren Sl.:iw·ids
live in or near umbra I banyans. Coordinating
their efforts helps the uee dispatch its prey coalesced shadow is worth t ,000 gp. Skiurids share thei r
more quickly and allows che skiurids to harvest the dying dens, so obcaining a hoard usually requires defeating large
crearure·s Life force before it succumbs. T he relationship is numbers of them (as well as any ocher creatures found in
mmually beneficial. rhe den).
A typical skiurid lives two ro three yea rs, with five years A skiurid nest rypically contains one shadow nugget per
being rhe maximum. It is mamre ar six months of age, and a four adulcs, representing the excess stored by che colony for
female can produce severallirrers in a year, depending on the lean rimes and for rea1;ng young.
availabiliry of food. Adults feed their young life energy; they
gnaw on a nugger of coalesced shadow to exrracr rhe nour-
ishmenc and rhen allow the pups ro sip from their mouths.
FOR PLAYER CHARACTERS
A nugget o[ stored life energy can serve as an oprional mare-
A single nugger can sustain a liner of six to cighr young for
rial component for necromancy spells. I t has a 50?o chance
one dav.
of increasing such a spell's effective caster level by 2.
Environment: Skiurids are narive co the Plane ofShadow
but often end up u1 ocher planes of existence a long with rhe
crearures with which they associate. SKIURIDS TN EBERRON
Sometimes skiurids get lefr behi nd accidentally when an Skiurids are usually found in Ma bar m anifest w nes. These
umbra! banyan shifts ro a haunted fores t on the Material are mosr common in the Shadow Marches, blll rhe ju ngles
Plane. Despire rhe disruption, such migran ts usually thrive ofXen'drik might bide such deadly groves.
as long as they remain in the dark bean of che forest. They When Mabar is coterminous wirh Eberron, rhe da rk
are occasionally found with rhe bircer shadar-kai. places of rhe world become blacker and more dangerous. At
Typical Physical Characteristics: A skiurid is around 14 iliese rimes, shadow beings can more easily slip between the
inches in length, excluding the rail. I I looks something Ii ke worlds, and colonies of skiu rids end up in earchly forests,
a gaunr, outsized squirrel, but a m alevolent reddish glea m especially the fey woods of the Eldeen Reaches.
shines in irs eyes. Its body is a deep gray or black, and the
crcacure blends readily into shadows.
Alignment: Skiurids are interested only in feeding and
SKIURIDS IN FAERUN
Devotees of the Shadow Weave. dark fey, and crearures of
are inimical to most life forms ocher than those of the Plane
shadow share a mysrical connection \Vith Shar, the deiry of
ofShadow. Their coral disregard for other beings makes them
dark magic. Such crearures not onl y inhabit her home, rhe
neutral evil.
Plane of Shadow, but also favor areas ofFaer(m where Sha r's
influence is strong. The Da rk house of Saeldoon (Faiths and
TYPICAL TREASURE Pautlieons 163) is an example of a cult devoted co rhe l ady
Skiurids do nor collect treasure, bur their stores of life energy of loss. Adding a colony of skiurids IO irs groves is a simple
are prized by many beings. Necromancers in particu lar marrer. Perhaps rbe culr uses skiurids rn exrr:ict life energy
seek om skiurid hoards and pay well for them; a nugget of from prisoners.
SPAWN OFTJAMAT
The deity Tiamat, Creator of Evil Oragonhnd, has long
marches its color, which combined wirh rhe word ·'spawn,"
for ms part of its name. Blackspawn raiders and blackspawn
sought domination of che world for herself and her prog- stalkers, for example, are born only ro black dragons.
eny. For eons she has struggled against Bahannu, the King Although spawn first began to appear within clutches of
of Good Dragons, in a conflict called the Dragonfall dragon eggs, most of them breed true and now are rapidly
War, and most people believed that ch is battle would m u ltiplying.
lasr for millennia ro come. Evil dragons recognize the birrh of a spawn of
Recently, h owever, Tiamar unveiled her latest and Tiamat as a fonunare omen, a sign of their creator's
most terrifying tactic. She created diverse and numer- favor. That said, spawn rarely remai 11 with their pa rems
ous crearures with rhe blood of chromatic drngons for 1011g. They mature much more quickly rhan true
and sent forrh these spawn ro spread desrruc tion dragons, reaching adulthood in only a few years.
a11d evil. This incursion ofevil dragonblood Spawn ofTiamat usually congregate with other
creatures chreatens rhe balance of the war crearures, whether in packs of their ki n d or
and, by extension, the world. with like-minded individuals ofor her races,
To thwart her ambitions, Bahamut particularly evil dragons. Reports h ave
created rhe noble dragonborn (Races surfaced recently of h obgoblin clerics
of the Dragon 5), bur rhe challenge and warlords gathering spawn of
of fighti ng evil dragonkind Tiamat .ind other evil dragons for a
demands even more heroes grear battle. Whether this is p an of
rhan the Platinum Dragon Tiamat's plan for the Dragonfall
can produce. Today, Tiamat War or srems from the goblinoids'
has the upper hand. lt might general anti pathy toward other
well fall rn the player char- races is u nk nown.
acters ro prevent her spawn Regardless of rh eir place in
from permanen rly tipping the world, a11 spawn share an
the Dragonfall War in favor u11swerving loyalty ro Tia mar, which their
of evil. would-be allies would do well to remember.
Every spawn of Tiamar has some vestige The spawn of Tiamat also share her undying
of the power of the Queen of Evil Dragons in its hatred of good dragonkind, and they look down upon
blood. Many, though, are born not directly to her no ndragons of all sorts.
but to individual evil dragons th roughout the world.
Whether chosen by Tia mar herself or only by fi ckle Spawn ofTiamat in Eberron
chance, some chromatic dragon eggs hatch into rhe H,,!y symbol Tiamat is n or pleased wirh the attitude many of her chil-
spawn described in rhis section. Usually a single o/Timnnt dren have adopted. She is proud of rhe role chrom atic
egg is so touched, bur occasionally an entire clutch dragons played in defeating the ii.ends and the quori,
produces spawn ofTiamat (which might not even be all rhe but she feels that they now waste time worrying abour
sa.me kind). A given spawn is born only ro a dragon that rhc Prop hecy instead of subjugating rhe world.
Some chromatic dragons agree with her and h ave
rededicated themselves to her cause. [n addition, she has
whispered promises of a return of the great Dhakaani
TIAMAT Empire to certain hobgoblin warlords in Darguun. Using
The Chromatic Dragon, Creator of Evil Dragonkind these conracts, Tiamat has been able ro seed rhe world with
Lesser Deit y her spawn, and they are ready for when the call ro b anle
Symbol: Five-headed dragon goes fort h.
Home Plane: Baator Chromatic dragons n ot allied with Tiamat see the spawn's
Alignment: Lawful evil
arriva l as a dire portent that must somehow be relared to the
Portfolio: Evil dragons, conquest, greed
Prophecy, but they are oblivious to tbe true danger. They
Worshipers: Evil dragons, spawn ofTiamat, conquerors
Cleric Alignments: NE, LE continue to do that for which Tia mat condemns them: They
Domains: Destruction, Dragon''', Evil, Greed'', Law, wa ir and watch, hoping ro learn the true nature of these
Trickery, [Hatred, Scalykind, Tyranny] new d ragonblood rhrough observation and reflection on
Favored Weapon: Heavy p ick (bite) the Prophecy.
''Domains described in Draconomicon. All manner of spawn now il1babit Argonnessen. The dif-
Domains presented inside brackets are found in feren t varieties h ave begun ro cit:cu1ate throughout the world
the FORGOTTEN REALMS® Campaign Setting. If your and can be found in Xen'drik, Kh orvaire, andAerenal. Few
campaign is se t in Faerun, you can add these have gained a foothold in Sarlona.
domains to the dei ty's list (possibly replacing See specific spawn entries for more details on their place
o ther domains if desired).
in Eberron.
BLACKSPAWN RAIDER
SPAWN OF TIAMAT LORE This humanlike creature has black-scaled skin with glints
Characte rs with ra nks in Knowledge {arcana) can learn mo'e of green. Two horns jut from the sides of its head, curving
about spawn of Tiamat in general. When a character makes a forward around its skull. It wields a falchion.
success ful skill check, the following lore is revealed, including
the information from lowe r DCs. Those who recognize the BLACKSPAWN RAIDER CR4
creatures' ancestry can also use Knowledge (religion) to learn Always CE Medium monstrous humanoid (dragon blood)
more. Init +6; Senses darkvision 60 ft., low-light vision; Listen +6,
Individual spawn ofTiamat entries provid e Knowledge check Spot +6
DCs to learn about their s pecific details. Languages Com mon, Draconic
Knowledge (Arcana) AC 15, touch 12, flat-footed 13
DC Result (+2 Dex, +3 natural)
10 Descendants of a dragon aren't always of the hp 60 (8 HD); DR 5/magic or good
dragon type. Immune acid, pa ralys is, sleep
15 This creature doesn't seem to be a half-dragon but Fort +5, Ref +8, Will +6
clearly has strong chromatic dragon he ritage . This Speed 40 rt. (8 squares)
res ult reveals all d ragon blood traits. Melee falch ion + l 0/+5 (2d4+3/l 8-20)
20 Many strange dragon-descended creatures with Ranged javelin+10 (ld6+2)
chromatic heritage have been appearing recently, Space 5 ft .; Reach 5 ft.
perhaps suggesting some new activity o n the part Base Atk +8; Grp +10
of chromatic dragon kind. Atk Options Power Attack
Special Actions breath wea pon
Knowledge (Religion) Combat Gear oi/ of magic weapon, potion of cure moderate
DC Result wounds, 2 potions ofinvisibility, potion ofjump, potion of
10 Tiamat is an evil dragon god. pass without trace, potion of protection from good
15 Tiamat wages war against Bahamut, the King of Abilities Str 14, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Good Dragons, thro ugh various mortal pawns, Feats Im p roved Initiative, Power Attack, Track
some of which she creates. Skills jump +6, Listen +6, Spot +6, Survival +10
20 The spawn are Tiamat's latest escalation of Advancement by character class; Favored Class ninja
hostilities in the Dragonfall War, and they serve her (Complete Adventurer 5); see text
cause faithfully. Some even work under the Possessions combat gear plus falchion, 2 javelins, silk ro pe
direction of her cleric s. (50 ft.) , 5 tige r eyes worth 10 gp each
Breath Weapon (Su) 40-ft. line, once every ld4 rounds,
4d4 acid, Reflex DC 17 half. The breath weapon dama ge
Spawn ofTiamat in FaerGn increases by l d 4 for every 2 add itional HD.
The first spawn, gills from lhe Dragon Q u een, were
summoned by Tiamat's followers in Unrher. Her temples Blackspawn ra iders are vicious hunters. They are proud ro
have been secrerly breeding more and more spawn and sm ug- be descen ded from Tiam at, and they revel in making her
gling them our: of the countr y ro prevent th eir discovery by w ill m a ni fest.
rhe Mulhorandi occuparion force.
The church ofTiamat has since managed to spread spawn Strategies and Tactics
throughom lhe O ld Empires and beyond. Ma ny lu rk in d ark Blacksp aw n raiders favor au ackin g from ambush. Th ey
comers of the world, roam ing swamps,jungles, and c:iverns p refer to o pe rate in Im m ing packs, usually grou ps of t wo
as rhey hunr their prey and wair for the call to join Tiamar's to four. Toge rher, they set up a good location to lie in wait.
army. Some have allied themselves with rhe Cul1 of rhe Jf che p rey is imelligenr, they use feinring cactics: One
Dragon, thoug h tbar group's goals never rnke precede nce ra id er an acks wi th a ranged weapon a nd then pre tends to
over serving the will ofTiamat. flee, lu ri ng t he quarry into the ambush.
Rumors have surfaced of hobgoblins and spawn massing Ar the srarr of an ambush, blackspawn raiders are cun-
around the Rath gaunr H ills in the southern Sh aa r. Th eir n ing and even cooperate on ar lacks. T hey usually start by
appearance co uld i ndicate that the Dragon fo ll War is about con centra ting on an e n em y tha t can be easily su rround ed
ro spill over into Faenin. on rhe edge of a group. Once rhey a re in the thick of the
See specific spawn entries for more derails on rheir place figh t, though, their competitive nature inter feres wirh the
in Faenin . p lan. Agg ressive a nd blood rh irsry, rhe c rearures value per-
sonal g lo r y a nd b ragging rights above all. Thus, each seeks
lO kill lhc biggest and besr foe.
Good dragons are raiders' preferred prey, and against
a mix e d g roup of foes, their fi rst targe t. The b lackspawn
rniders' lust co ki ll good dragons overrides rheir innate
competitiveness, and rhey work well as a group against
su c h ene m ies. ln th ese situai:ions, they concentrate on a
sing le foe unti l it's dead o r dying, then sh ift rhei r focus to
the n ext one.
Blackspawn Exterminator Bla£'kspt111111
This humanlike creature has black-scaled skin and two cur11- t·nid er
ing horns juttingfrom its head. A dark strip ofcloth co,1ers its
face. It sports both a short sword and a shortbow.

BLACKSPAWN EXTERMINATOR CRlO


Female blackspawn raid er ninja* 6
*Class descri bed in Comple te Adventurer
CE Medium monstrous humanoid
(dragonblood)
lnit +10; Senses darkvision 60 ft., low-light
vision; Listen +14, Spot +74
Languages Common, Draconic
AC 22, touch 19, flat-footed 76; ki dodge
(+6 Dex, +3 natural, +2 Wis, + l class)
hp 88 (14 HD); DR 5/magic or good
Immune acid, paralysis, sleep
Fort + 6, Ref +17, Will +10 (+12 with ki pool)
Speed 40 ft_ (8 squares)
Melee +J short sword +19/+14/+9 (7d6 +4/1 9-20 plus poison)
Ranged +J composite shortbow +19/+14/ +9 (7d6+4/x3 plus
poison)
Base Atk +72; Grp +75
Atk Options Cleave, Power Attack, poison (sasso ne leaf
residue, DC 16, 2dl2 hp/ld6 Con), sudden strike +3d6
Special Actions breath weapon
Combat Gear 2 bags of caltrops, 3 doses of sassone leaf Strategies
residue, oil ofmagic weapon, potion ofcure moderate wounds, and Tact ics
2 potions ofinvisibility, potion ofprotection from good, 2 doses Blackspawn
of purple worm poison (DC 24, 7d 6 Str/2d6 Str) exterminators '.
Abilities Sir 16, Dex 22, Con 74, Int 10, Wis 14, Cha 71 usual ly lead groups
SQ great leap, ki power 5/ day, ghost step, poison use, of two tO four black-
trapfindin g spawn raiders. They acr as supporr ,-..,hen artacking from
Feats Cleave, Improved Init iative, Power Attack, Track, ambush and provide flanking opportunities.
Weapon Finesse This exterminator begins by drinking a potion of i11visihility
Skills Balance + 8, Climb +8, Hide +1 5, Jum p +15, Listen +14,
ro get into a good initial position. During com bar, she uses
Move Silently+14, Spot +74, Survival+ 72, Tumble +14
her ghost step ability to b ecome invisible and then makes
Possessions com bat gear plus+ l short sword, + 1 composite
shortbow (+3 Str bonus), quiver of Ehlonna with 20 arrows, a sudden strike for extra damage. Her excellent tumb ling
70 adamantine arrows, 70 cold iron arrows, and 10 silver ability allows her tO m aneuver wirhour peril on all bur the
arrows, gloves of Dexterity +2, Heward's handy haversack, most crowded battlefields.
grappling hoo k, silk rope (50 ft .)
Ki Dodge (Su) Swift action, one dai ly ki power use, Sample Encounters
concealment (20% miss chance) for l round. Complete PCs are most likely ro interact with b lackspawn raiders
Adventurer 8. as adversaries. The h unrin g party is the most common
Sudden Strike (Ex) As sneak attack (PH 50), but no extra encouncer.
damage when flanking. Complete Adventurer 8. Hunting Party (EL 6-8): These groups usually contain
Breath Weapon (Su) 40-ft. line, once every l d4 rounds, 7d4 rwo to four individuals.
acid, Reflex DC 16 ha lf. EL 8: Drago, Vthex, and Sserh are three young males all
Great Leap (Su) Always makes Jum p checks as if running
seeking to impress the same fema le, Ssvess, who is leading
with the Run feat. Complete Adventurer 8.
rhis particular hunt. The males all want ro bag notewor-
Ki Power (Su) Expend one daily use to activate ki-based abilities
(ghost step or ki dodge). +2 bon us on Will saves as long as thy prey and succeed in rhe m ission, but they also want to
at least one dai ly use remains. Complete Adventurer 8. impress Ssvess so th at she'll choose one or m ore of chem the
Ghost Step (Su) Swift action, one daily ki power use, next time she seeks a mate.
invisibility fo r 1 round. Complete Adventurer 8. Warband (EL 10-14): Blackspawn exterminators acr as
captains of small groups.
Ninjas lead smaller groups of blackspawn raiders. A ninja EL 11: Korth, a blackspawn exrerminaror (ninja 6), leads
who attains 6th level earns the title "exterminator." a hunting parry of four raiders ro bring down a very young
The blackspawn exrerminator presented here had rhe copper dragon.
following ability scores before racial adjustments, Hit Dice Tribe (EL 17): A tr ibe usually cons is rs of a war leader (n inja
ability score increases, and equipmem bonuses: Str 12, Dex 10), two exterminators (ninja 6), four sergeants (ninja 2), and
15, Con 8 , lnr 10, \Xlis 14, Cha 13. sixteen adult blackspawn raiders. Accompanying rhem are
rwo dozen immature noncombaranrs. They also guard about
forry eggs.
Ecology Alignment: Blackspawn rniders are always chaotic evil.
Blackspawn raiders are nomadic carn ivores. They hunt to Tia mat bestowed m uch of rhe look and all th e philosophy of
ear and aren't picky abom their prey. Rars, boar, elves-ir black dragons upon rhesc spawn. Social codes forbid killing
doesn'c marter. Some creatures tasre berter than orhers, but o rh er blackspawn raiders or directly hindering rheir ability
they're all edible. ro reproduce, bur everything else is fair game in the drive to
Beyond hunting for mere food, though, blacks pawn raiders advance personal starus.
frequently kill for pleasme. Tracking, fi ndi ng, and bringing
down a challenging foe ful.fi.lls a p rimal desire. After a .fi.gl1r, Society
rbey ritually sample rhe flesh of a fresh ki 11 and drink a sip Blacks pawn raiders call themselves the Children ofTiamaL
of its blood. One kind of prey rhrills a blackspawn raider Their lives focus on Tiamat and manifesting her will in rhe
with the prospect of both the hum and the g rear feast after: world. They revere her as both rl1e lireral morher of rhei r race
a good-aligned dragon. and their spiritual mother.
Besides hunting, blackspawn raiders a re driven to repro- If a raider sights a good dragon or the rribe gains i n for-
duce. T hey do this through laying eggs. Females become mation leading to a good dragon's lair, everyone in t he
fertile about four times a year and fight am ong rhemselves ro community bands rogerher. Perry rivalries and social rnachi-
choose mates. Gesration rakes approximately fo m weeks. A narions are temporarily laid aside. Everyone works toward the
female lays rwo to eighr eggs at a rime, each of which mighL common goal ofhunti ng down and killing this favored prey.
have been fenilized by a dillerenr male. (The n ormal selfishness, greed, and one-upmanship resume
The eggs are durable, with rhick, leathery shells Each is once the b unt is over.)
abour 6 inches in diameter. In order ro hatch, the eggs musr If a group is skillful and lucky enough ro bring down the
be kept warm and protected from violent morion, such ~s dragon, an extended holiday ensues. Th e community moves
shaking. After about 4 weeks, Tiny harchLngs emerge. A the corpse to its encampmenr or camps beside a corpse that
hatchling develops into an adult in approximately one year. is too large to move. A rremendous feast celebrates those
Environment: Favoring rheir black dragon hcrirage, who actively participated in the hunt. The whole commu-
blackspawn raiders are mosr at home in warm marshes. nity shares rhe dragon meat, eating it fresh , raw, and bloody.
However, they can live almost anywhere, and they move their Consuming rhe flesh is an act of wo rship-a paean ro
camps ro find be tter hunting grou nds. They might travel for Tiamar-and the blackspawn raiders use every scrap. Any
many miles to follow up a rumor about favorite prey. meat left from the feast is dried and smoked; rhe tribe won't
Typical Physical Characteristics: A blackspawn raider hunt again until t hey have earen the enrire corpse.
stands 6 fee t rall and weigh s 200 pounds. Creating more spawn is rhc second holy d uty of black-
Females are larger and meaner than m ales. Males have spawn raiders. The leaders of a tribe are a council of fem ales,
deeper coloration and more striking green-and-black pat- eac h of whom has at least fi ve living adult children , earning
rems on their scales. Except for these mi.nor facets, li Ltle her rhc honorific "spawnmothe.-.''The spawnmorhers handle
dillerentiares the two genders. all the daily duries of leadership: allocaring resources and
deciding whether the tribe should move, and if so, where ir
s hould go. They also make all the grand straregic decisions.
This form of matriarchy among a chaoric evil people
BLACKSPAWN RAIDER LORE
leads to constanr machinations and politics. The srarns of a
Characters with ranks in Knowledge {nature) can learn more
about blackspawn raiders. When a character makes a success- spawn mo ther is often in flux: Ifher living adult progeny ever
ful skill check, the following lore is revealed, including the in- become fewer tha n five, she loses her position. Thus, spawn-
formation from lower DCs. Those who recognize the creatures' mothers Cavor enterprises rhar protecr their children (and rhus
ancestry can also use Knowledge (religion) to learn more. their positions) while purti..ng rheir rivals' offspring ar risk.
One common example i.s stealing eggs from a rival and replac-
Knowledge (Nature) ing them with infertile ones or even arti.li.cial repli.cas.
DC Resu lt A chosen few blackspawn raiders are indocn-inated into a
14 This creature is a blackspawn raider, a monstrous secret society with in the tribe and trained in combat tech-
humanoid descended from black dragons. This niques to become even more dangerous killers. Th.is n inja
result reveals all monstrous humanoid traits.
tra ining crearcs rhe blackspawn ex termi.narors, rhe most
19 Blackspawn raiders are immune to acid, paralysis,
and sleep effects. They have an acid breath experienced of whom become war leaders. These rnctical
weapon. leaders handle milirary matter s and run individual hunts,
24 These vicious carnivo res favor stealth and ambus h. and they m ight be sent to dispatch any significant rhreat to
They ty pically employ potions in combat. the tribe or the spawnmothers.
29 The ultima te achievement for blackspawn raiders Ik ing a spawnmother does not preclude tactical leader-
is killing a good dragon. They are known to bargain ship. A ferti le fe m ale with suf fi cient training could be borh
for information leading to a good d ragon or its lair. a spawnmorher (social leader) and an ex terrninaror (hum
leader). lt's advantageo us for even a very fertile fema le ro
Knowledge (Religion) hone her ninja skills, since the posi rion of spawnmorher is
DC Result
so rronsitory.
14 Blackspawn raiders are some ofTiamat's s pawn.
19 Blackspawn raiders worship Tia mat as their creator Most races and groups acquai med with blackspawn raiders
and their god. do no t seek diplomaric relarions wirh these brutal hu nters.
Occasionally a daring, evil organization endeavors to en list a
tribe for a specific mission.An emissary who survives inil ial 50°0 cl1ild); females rry ro keep a close warch on their eggs.
conrac1 with a scour or huming grou p is brough1 before r he 4. Dragon Corpse: This tribe has bad a successful hum,
council of spawnmothers. A sufficiendy large or imporrant having recenrly slain an adult copper dragon.
incenrive, such as rbe gift of a good dragon's hide or 1he loca- 5. Campfire: The blackspawn raiders are smoking and
tion of a good dragon's lair, mighr buy rhe tribe's aid. drying excess meat from the copper d ragon's corpse.

Typical Treasure
SAMPLE LAIR: Blackspawn raiders have s tandard rreasure for their
BLACKSPAWN RAIDER ENCAMPMENT Challenge Raring, about 1,200 gp. They srore much of their
This map shows a rypical blackspawn raider camp, ser up \\·ealrh in the fonn of potions.
near a dragon corpse. A blackspawn extermin.nor bas standard treasure for an
1. War Leader's Tent: In addirion ro housing the war leader, NPC of Cha!lenge Raring 10, :ibour 16,000 gp. Exterminarors
rhis rem is where planning rakes place. Hunringparries gather use a variery of poisons, which is included in rheir treasure.
here before setting our, consulting maps, inierviewing scotHs,
and discussing where IO tra,·el and seek prey. Blackspawn Raiders with Class Levels
Hand-drawn maps on a rough folding table depicr the local Blackspawn raiders' favored class is the ninja from Co111plefr
area, sho,...-ing m ajor geographic features and trails. A DC Ativeiiturn. They are sneaky killers. (If you are nor using
10 Knowledge (geography) check reveals that several ideal Complete /\dvcuturer in your campaign, subsriture rogue as
ambush locarions arc ma rked. A locked chesr coma ins the rhe favored class.)
personal property of the war leader, who carries the key. A Level /\ajuslment: +3.
linle piece of gold dragon hide adorns the tem·s cor.
2. Community Tent: The ruling spawn.mothers meet Blackspawn Raiders in Eberron
in this larger renr, which is also where the community as a I berron blackspawn raide rs feel less cerrainty about their
whole meers and where guesrs sray. Communiry supplies ,i re origin, but rhey suspect the fulfilling of rhe draconic
SIOred here. Prophecy would be very bad for their race. They take plea-
A few large, misshapen sacks contain dried mear and other sure in ki lling dragonmarked characrers and dragons of
surplus supplies, and rhey are also used as improvised sear- any alignmem, believing that doing so will stave off a great
ing. The rem conrains nothing of significanr value. catastrophe.
3. Family Tents: Each rem shelrers cwo IO six individuals Blackspawn raiders live in unserded areas of rhe world,
(one ro three adu lts and one ro rhree children). A rem al most alchough hunring parties venture closer lO civilizarion ro
always conrai11s a blackspawn raider (50% chance of ad ul1, find noteworthy prey.
Spit Acid (Su) A blackspawn starker can spit its acidic saliva
BLACKSPAWN STALKER up to 60 feet as a standard action. This is a ra nged touch
Looking like a cross between a black dragon and a spider of night- attack with no range increment that deals Sd6 points of
marish proportions, this creature glares out at the world with ,ix acid damage.
baleful eyes. It drools a putrid green acid that steams and hissls. This acid damage increases by 1d6 for every 2
Two spined tails eject globules ofsticky webbing. additional HD.
Tiamat's Blessing (Acid) (Su) All spawn ofTiamat within 5
B LACK SPAW N STALKER CR 9 feet of a blacks pawn stalker gain immunity to acid.
Always CE Large magical beast (dragonblood) Skills Blackspawn stalkers have a +8 racial bonus on Climb
Init +2; Senses darkvision 60 ft., low-light vision, scent, checks and can always choose to take 10 on Climb
tremorsense 60 ft.; Listen +3. Spot -'-3 checks, even if rushed or threatened.
Languages Draconic
AC 25, touch 11, flat-footed 23 Blac kspawn stall<ers are consummare hunrers but lack cbe
(- 1 size. +2 Dex, +14 natu ral) intcl I igence of their d rnconic progenirors. They were creared
hp 105 (10 HD) byTiamatto insrill fear and panici.n tbeirprey, from which the
Immune acid
Queen of Evil Dragons draws srrengrh. Blackspa,vn stalkers
Fort - 12, Ref +9, Will +4
are voracious, always on 1he lookout for rheir nen meal.
Speed 40 ft. (8 squares), climb 40 ft.
Melee bite +15 (2d6+6/l 9-20 plus ld6 acid) and
2 tail slaps +13 each (l d8 +3)
Strategies and Tactics
Ranged 2 webs+11 ranged touch each (entangle) Dlackspawn sralkers are paciem. They ser traps, rypical!y
Space 70 ft.; Reach 5 ft. (10 ft. with tail slap) laying webs across the ground or up in rrees, as rhe sirua·
Base Atk -'-10; Grp +20 1ion demands. If the prey manages to evade irs web, a stalker
Atk Options Power Attack, deadly charge 4d6-'-9 readily rakes a more active role, usually slinging webs at the
Special Actions spit acid quarry. Ir firs t aucmp1s ro weaken stronger prey by spiu ing
Abilities Str 23, Dex 15, Con 21 , Int 5, Wis 73, Cha 11 acid, rhen charges in for a devasraring gore arrack.
SQ Tiamat's blessing (acid)
Feats Improved Critical (bite). Multiattack, Power Attack,
Track
Skills Climb +16, Jump +12, Listen +3, Spot +3. Survival +6 BLACKSPAWN STALKER LORE
Advancement 11 - 18 HD (Large); 19-30 HD (Huge) Characters with ranks in Knowledge (arcana) can learn more
about blacks pawn stalkers. When a character makes a success-
Deadly Charge (Ex) A bfackspawn stalker typically begins fu l skill check, the fo llowing lore is revealed, including the in-
a battle by charging at an opponent. In addition lo the fo rmation from lower DCs. Those who recognize the creatures'
normal benefits and hazards of a charge, this allows ancestry can also use Knowledge (religion) to learn more.
the blackspawn stalker to make a single gore attack
with a +15 attack bonus that deals 4d6+9 points of Knowledge (Arcana)
damage. DC Result
Web (Ex) A blackspawn stalker can throw two webs per 14 This creature is a blackspawn stalker, a predatory
round, up to eight times per day. Each of these attacks magical beast related to black dragons. This result
is similar to an attack with a net but has a maximum reveals all magical beast traits.
range of 50 fe et, with a range increment of 10 fee t, and 19 Blackspawn stalke rs are immune to acid. Their
is effective against targets up to Huge size. The web saliva is extremely acidic, and the stalkers can spit
anchors the target in place, allowing no movement. it quite a distance. They can spin webs and sling
Attempts to escape or burst the webbing gain a +5 webbing at their prey when hunting.
bonus if the trapped creature has something to walk on 24 A blackspawn stalker frequently begins combat by
or grab while pulling free. charging and goring an opponent with its massive
An entangled creature can escape with a DC 20 ho rns. Male blacks pawn stalkers also use their
Escape Artist check or burst it with a DC 20 Strength horns in contests of strength to win a mate.
check. The check DCs are Constitution-based. The web 29 Blackspawn stalkers prefer to hunt from the safety
has 12 hit points, hardness 0, and takes double damage of trees, using their climbing abilities ro gain an
from fire. advantage over their prey.
A blacks pawn stalker can create sheets of sticky 34 Blackspawn stalkers mate annually, creating as
webbing up to 20 feet square. It usually positions many as six nests of eggs. Many large birds or
these sheets to snare flying creatures but can also try birdlike creatures prey upon the eggs.
to trap prey on the ground. Approaching creatures
must succeed on a DC 20 Spot check to notice a web; Knowledge (Religion)
otherwise they stumble into it and become trapped as DC Result
though by a successful web attack. Each 5-foot section 14 Blackspawn stalkers are some ofTiamat's spawn.
of webbing has 12 hit points and damage reduction 19 Blackspawn stalkers are sometimes found in the
5/- . company of worshi pers ofTiamat, typically black
A blacks pawn stalker can move across its own dragons.
sheet web at its climb speed and can determine the 24 Blackspawn stalkers seek to breed the ultimate
exact location of any creature touching the web. servant ofTiamat.
Sample Encounters
Blackspawn stalkers are solirary creatures, rhough
mared pairs can be encountered. True dragons (particu-
larly black, bur sometimes green or red) employ rhese
crearures as guards or assistant h unters.
Pair (EL 11): Two blackspawn stalkers have taken
up residence in the swamp just ro rhe north of rhe
Celadon forest. They have created six nests lined with
eggs, and rhey are now hunting for prey ro place in
rhese nesrs for 1heir hungry offspring ro feed upon
once hatched.
Hunters (EL 10-12): Aconnax, a greenspawn sneak
raid leader(see page 148), rides a blackspawn scalkeron
rhe fringes of rhe Dragon Queen's rerrirory. The rwo
parrol in search of inrerlopers, especially adventurers,
rhen arrempr co ambush rhem. If rhey rnn into trouble,
rhey retreat 10 a preset fa llbac.k poinr where rwo other
blackspawn srn 1kers lair.

Ecology
Blackspawn stalkers are nearly mindless crearurcs that
view each other as competition for food and mates.
They look favorably upon strength, however, and take
pride in serving a powerful masrer. Blackspawn stalk-
ers willingly serve true dragons and orher spawn. They
prefer black dragons. but red and green dragons also
admire the hunti_ng capabilities of these horrid crea-
rures and sometimes ream up with rhem. If 3 dragon
or spawn mistreats a blac kspawn stalker, or demon-
s rrares weakness, the servant leaves, ofren ru rning on
rhe master first.
Blackspawn stalkers see Tiam at as rheir ulrimare
masrer, and they believe thar through breeding, they
can create the ultimate servanr-one rha1 the Dragon
Queen migh t find worrhy enough ro rake as her own. Blnckspn11111 stalker
When left ro rheirown devices, or if their master is slai n,
blackspawn s1alkers reproduce as m uch as possible. 10 feer in diamerer. Jr can weigh as much as 5,000 pounds.
When blackspawn stalkers mate, they do so for life, unlike Females rend to be larger, dominating rheir male counter-
the arachnids they resemble. A mated pair lays eggs annually, pans.
distributing them in up to half a dozen nests to improve rhe Alignment: Blackspawn stalkers are always chaotic evil.
chances of survival. The eggs are an important food source They value srreng1h 10 subjugate ochers, bur rhey also seek
for many other creatures, so very few ma nage to hatch. On an accep rable mas ter to serve.
rare occasions, when an entire clutch remai ns undistllrbed,
rhe harchlings go on a massed rampage, killing everything Typical Treasure
they encounter. Blackspawn stalkers have r reasure typical for rhei r Challenge
Blackspawn s talkers are carnivores. \Xlith their unique Rating, abour +,500 gp. Unlike rheir draconic progenirors,
combination of fearures, rhey can switch readily between these crealtl.res disperse their treasure among many hidden
hiring and rearing ar prey or dissolving ir wirh acidic saliva locarions, rarher than keeping it all in one great hoard.
and sucking up the remains.
like dragons, blackspawn stalkers grow larger and more Blackspawn Stalkers in Eberron
powerful wirh age. This is especially rrue of the most capable Servants of rhe dragons ofArgonnessen, blacks pawn sral kers
hunters, particularly chose used ro hunr good dragons (and are rarely found far from rheir masters. However, rhose aware
alloweJ to consume the remains afrerward). of rhese crearures' existence conjecnLre that some might be
Environment: Blackspawn sta lkers prefer warm or tem- fotmd in rhe fores red land of Q'barra.
perate swamps, but they can adapt to de nse fores ts as well.
Wherever they live, they seek out the uppe r branches of trees Blackspawn Stalkers in FaerGn
where rhey build rheir nests and lay eggs. These fou I creatures can be found roaming rhe sourhern
Typical Physical Characteristics: A typical blackspawn iungles of Chu!t, spreading rhei_r progeny ar wil I. They vie for
stalker srands from 6 to 8 feer rail, wirh a leg span of 7 to rerrirory against rha1 land's predatory flying dinosaurs.
T hey fighr to rhe dearh only wh e n com manded to do so by
BLUESPAWN AMBUSHER an evil d ragon or a follower ofT iamac.
The ground trembles, and a blue form bursts from the ground in
a shower ofdirt and stones. The creature has the shape ofa giant Bluespawn ambushers thar serve as guardians lure i ntrud-
badger, but it bears the thick scales, sharp horn, and gnashing ers into tight, dangerous qu arte rs such as narrmv corridors
teeth ofa blue dragon. Suddenly, its body crackles with elect.ricity or rrai Is. The amb usher s re main out of sighr, beneath the
as sparks leap and arc across its scales. su rfo ce, rhen burst rrom rhe ground be h ind rh e ir foes to
a1rnc k. This man e uve r cu rs off rhe im ruders' escape roure,
BLUESPAWN AM BUSHER CR 4 w h ile 1he ambushers' electricity bursts serve as b eacons 10
Always LE Medium magical beast (dragonblood) draw more guards or alert t heir masters.
lnit +0; Senses darkvision 60 ft., low-light vision,
tre morsense 60 ft.; Listen +4, Spot +4 Sample Encounter
Languages Draconic Bluespawn amb ush ers hum in pac ks, u sually co ntai n ing
AC 18, touch 10, flat-footed 18 an equ a l number of ma les and fem ales. An od d number
(+8 natural) li kely represents a group of males protecting a nest or a
hp 30 (4 HD) group of females out hunti ng after giving binh (see Ecol-
Immune electricity
ogy below). .Eith er makes for a more dangerous encoumer,
Fort +6, Ref +4, Will -,-3
si nee bluespaw n am bushers b ecome m uch more aggressive
Speed 20 ft. (4 squa res), burrow 20 ft. (earth and stone) in s uch cases.
Melee 2 claws +8 each (l d 8+4) and
Pack (EL 9 or 11): Six males let loose lig htning bu rsrs in to
gore +6 (l d6+2)
the nig hr to call back females from rhe h um as t heir young
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +8 h atch. The young have nor yer emerged from rhe eggs, and the
Special Actions electricity burst fema les are som e distance off. PCs who investigate the lighrs
on 1he h orizon might encounter t he six female s dragging
Abilities Str 19, Dex 10, Con 14, Int 3, Wis 14, Cha 13
Feats Ability Focus (electricity burst), Multiat tack
Skills Clim b +7, Hide +0, Lis te n +4, Spot + 4
Advancement 5-10 H D (Medi um) BLUESPAWN AMBUSHER LORE
Electricity Burst (Su) A blues pawn ambusher can activate Characters with ranks in Knowledge (a rcana) can learn more
an electricity bursr 2s a standard action once every about blues pawn ambushers. When a character m akes a sue·
ld4 rounds. Any creature within 10 feet must succeed cessful skill check, the fol lowing lore is revealed , including
on a DC 16 Reflex save or take 4d6 points of electricity the info rmation from lower DCs. Those who recognize the
da mage. A s uccessfu l save results in half damage. The creatures ' ancestry can also use Knowledge (religion) to learn
save DC is Constitution-based. mo re .
The burst damage increases by ld6 for each
additional HD. Knowledge (Arcana)
DC Result
14 This creature is a bluespawn ambusher, a
Bluespawn ambushers worsh ip Tiamat as rbeir progenitor, predatory magical beast related to blue dragons.
and rhey w il lingly serve ev i l dragons and o rh e r fo llowers This result reveals a ll magical beast traits .
of T iamar as g uards and hun1ers. A lthough dim-w itted, 19 Blues pawn ambus he rs are immune to e lectricity.
rhey"re more t han simple beasts nnd are capable of cu nning They can release b urs ts of e lectricity from their
racri.cs. bodies and swiftly burrow beneath the earth.
24 Bluespawn ambushers prefer to attack prey near
Strategies and Tactics sources of water in the deserts in which they dwell.
Bluespawn ambushers live up 10 their nam e . T hey hunr in They possess a degree of intelligence and can
speak pidgin Draconic.
righr-knit packs contai ning as many as a dozen m embers.
29 Bluespawn am bushers fol low regular migra tion
A pack roams o n 1he surface o r lies in wair near a sou rce of
patterns when hunt ing. Some desert dwe lle rs
water until prey approaches, then swiftly disappears below know these patterns and trave l to avoid the
rhe ground. Tunneling, the bluespawn ambushers surround creatu res.
rheirprey, and rhen claw thei r way ro rhe surface. Upo n resur- 34 Bluespawn ambushers produce offspring only
facing, rhey blast rhe prey wit h their electricity bu rs t. once every ten years. Females lay eggs
T he a mbus he rs don't ex pcc1 anything to s u rv ive this unde rgro und, then leave to hunt. Males watch the
assault, so t hey remain on lhl! surface for a momcnc a£1e r- eggs and signal hatching with electricity bursts at
ward TO verify rhe kill. Should prey Live ro fight back or flee, nigh t.
they burrow underground again the nexr round. Thcreafcer,
Knowledge (Religion)
each bluespawn ambusher pursues rhe quarry from u nder-
DC Result
ground, risi ng 10 rhe surface 10 use irs electricit y burs 1,
14 Blues pawn ambushers are some ofTiamat 's
then return ing below t he surfoce ro wail unti l 1he abi liry spawn.
recharges. 19 Bluespawn am bushers revere Tia mat as thei r
If this stra1cgy doesn't work, bluespawn ambushers relv progenitor and often fol low the orders of her more
on rheir claw and gore arracks. Ul1 imarely, rhey prefer ro live intelligent worshipers.
and fight a not her day, so they typically flee if overwhelmed.
food back ro rheir nesrs or rhe whole pack of
twelve as they await the emergence of rhe
barchlings.

Ecology
Bluespawn ambushers ear anyrhing
char fa lls ro theLr electricity burst
bur rarely trouble t hemselves with
Tiny or smaller prey. Instead, they
wait for a suitable numberofSmall
or larger crearnres before spring-
ing rheir ambush. A single
ambusher can subsist for more
rhan a monrh on a Small crea-
rure.
After a large meal, bluespawn
ambushers rerreat underground
ro rest. They lie just beneath
the surface, wirh only rhe
rips of their noses exposed
(allowing rhern ro breathe). Mosr
inrelligenrcreatures recognize th is
and understand the dange r (by s uc-
ceeding on a Spor check opposed by
rhe bluespawn ambusher's Hide check
ro notice it). Scavengers, anracred ro the
carcasses, some rimes fa II prev ro a second surprise attack
by the bluespawn ambushers. Blu<',paw11 ambush,:,-
Bluespawn ambushers mate for life and produce offspring
only once every ten yea rs. After laying eggs underground, darken as rhey age. The sca les of the oldest are darkly fringed
rhe females leave ro hun t while the males warch over the or lLned with black.
clutches. A male signals the hatc h ing with elecrriciry bursts, Alignment: W ith their simple agenda and loyalry ro blL1e
summoning rhe female so that both parents can arcend the dragon masrers, bluespawn ambushers are always lawful
emerging young. evil.
Other spawn of Tiamar value bluespawn ambushers as
guardians and sentinels. The ambushers· abiliry ro lurk below Typical Treasure
ground and rheir tremorsense form a porenr combination. Bluespawn ambushers rarely have any rreasure, bur they do
Blue dragons, powerful half-dragons, and blackspawn raid- share a hoarding insrLncr wirh dragons. Should their prey
ers all make use of these creatu res. Though ambushers are be carrying treasure, ambushers bmy 1he spoils near a water
desert natives, their masters bring them across the world on source on their migration route so I hey ca n admire ir as rhey
campaigns in Tiamar's name. pass through. Only a 20°6 chance exists thar they have coins,
Envirollnlent: Bluespawn ambushers prefer warm des- goods, or irems.
erts, especially those wirh dunes of loose sand char make
burrowing easier. ln such environments, packs of fou r ro Bluespawn Ambushers in Eberron
rweh-e ambushers migrare from watering hole ro oasis ro .Most bluespawn ambushers live mainly in the Blade Desert
creek, preying on crea[llres that go to such places ro d rink. of Valenar. Scholars trace t heir a ncesrry ro a blue dragon
Their travel path depends on rhc season and what prey is named Blaphinex, who was killed by other dragons as pun-
likely co be available in given areas, and it rarely c hanges. ishmenr for what they saw as unna tural inreresr in rhe beas ts
Some deserr dweDers have learned these migration pat rems of rhe deserts.
and avoid watering holes when bluespawn ambushers are
likely to be nearby. They might travel far across rhe desert Bluespawn Ambushers in Faerun
ro avoid the voracious hunrers. Bluespawn ambushers can be found wherever blue dragons
Typical Physical Characteristics: Bluespawn ambushers live, but most dwell in Un ther, the scat ofTiamar's power.
are thick-bodied, burly creatures. A rypicalspecimenstands Several packs serve Hurthoogul, a male hobgoblin worshiper
abour 3 feet tall at rhe shoulder, and its body is abour 4 Feet of the Chromatic Dragon, who claimed the title ·Talon of
long and nearly as wide. With its dense muscles and 1hick Tiamac." H e has ma rshaled a few tri bes 01goblins and hob-
scales, it weigh s abouc 350 pounds. goblins into a small army on rhc Black Ash Plain, and he
Female bluespawn ambushers can be disringuished from hopes ro gar her more forces ro expel Mulhorand's influence
males by their slightly narrower heads and longer horns. and gain dominance over Lhe narion. The Mulhorandi have
Young bluespawn ambushers have scales ofligbr blue, which not discovered this fact.
BLUESPAWN BURROWER Roaming rhe desert wastes in organized packs, bluespaw n
Possessing a h.ead tha'. closely re.sembles that of a blue drago11 burrowers are Ltsed by blue dragons to scour rheir domains.
and armed with a pa,r of massive claws, this creature moves Other spawn of Tia mat employ bluespawn burrowers to dig
t~rough the sand as ifit were swimming in water. /ts tail is spiked out defensive fonifications and erect glass mon umems w
like the head of a great mace, with electricity visibly coursing up their dread queen.
and down its length.
Strategies and Tactics
BLUES PAW N BURROW ER CR 9 In the wild, a solitary bluespawn burrower bursts from
Al'."'ays LE Large magical beast (dragonblood) beneath the sand1 attempting ro grab rhe closesr enemy
lmt +2; Senses da rkvision 60 ft., low-light vision, wh ile using _its tail slap and lightning sweep ro clear away
tremorsense 60 ft.; Listen +4, Spot +4
Languages Draconic other foes. It it is seriously injured (in game terms, below 40
h it points), it rerrears under the sand, possibly draggi ng an
AC 25, touch 11 , flat-footed 23 opponent with ir.
(-1 size, +2 Dex, +14 natural)
hp 114 (12 HD) Bluespawn burrowers usually hu nt in groups. They hide
Immune electricity undergrou nd with enough distance between rhern so that
Fort +12, Ref+10, Will +5 they can simultaneously attack from multiple sides.
Speed 30 ft . (6 squares) , burrow 20 ft. Th ese creatures are particularly dangerous when led by
Melee tail slap +18 (ld8+10/19-20 plus shock) and dragons or more intelligent spawn ofTiamar, who can guide
2 claws +1 7 each (2d8+3) rhei r tactics. In these situations, r.he burrowers focus on a
Space 10 ft.; Reach 5 ft. (10 ft. with tail slap) sing le target in melee and methodically eliminate it while
Base Atk +12; Grp +23 overlapping their li.ghming sweeps.
Atk Options Combat Refl exes, improved grab, shock
Special Actions lightning sweep
Abilities Str 25, Dex 15, Con 19, Int 3, Wis 8, Cha 11
SQ electricity shield, Tiamat's blessing (electricity)
Feats Combat Refl exes, Improved Critical (tail slap), Iron BLUESPAWN BURROWER LORE
Will, Multiattack, Wea pon Focus (claw) Characters with ranks in Knowledge (arcana) can learn more
Skills Listen +4, Sense Motive +4, Spot +4 about bluespawn burrowers. When a character makes a suc-
Advancement 13- 17 HD (Large) ; 18- 30 HD (Huge) cessfu l skill check, the following lore is revealed, includin""
Improved Grab (Ex) To use this ability, a bluespawn burrower the information from lower DCs. Those who recognize th;
must hit an opponent up to one size large r than itself creatures' ancestry can also use Knowledge (religion) to learn
with a claw at tack. It can then attempt to start a grapple more.
as a free action without provoking attacks of opportunity.
Shock (Su) A bluespawn burrower deals an extra 2d6 points l<nowledge (Arcana)
of electricity damage with its tail slap attack. In additio n DC Result
to this extra electricity da mage, the tail slap attack deals 14 This creature is a blues pawn burrower, a predatory
an extra l dlO points of electricity damage on a successfol magical beast related to blue dragons. This result
critical hit. reveals all magical beast traits.
Lightning Sweep (Su) 60-ft. cone, 3/day, standa rd action, 19 Bluespawn burrowers are immune to electricity.
damage 6d6 electricity, Reflex DC 20 half. The save DC is They can generate massive electrical damage when
Constitution-based. they strike with their tails. Additionally, they can
The ligh tning sweep damage increases by l d6 fo r create a cone of electricity by sweeping their tails.
every 2 additional HD. 24 Bluespawn burrowers produce so much electricity
Electricity Shield (Su) A blues pawn burrower's body that when one is struck in melee, electricity arcs
generates a prodigious electrical charge that arcs to from its body to strike the attacker.
nearby creatures. Any creature that strikes or touches 29 Blues pawn burrowers attempt to drag single
a bluespawn burrower with its body or a weapon, or opponents beneath the sands.
that grapples a bluespawn burrower, automatically
takes 2d6 points of electricity damage (Reflex DC 20 Knowledge (Religion)
half). A creature wielding a metal weapon takes a - 2 DC Result
circumstance penalty on this saving throw. The save DC 14 Blues pawn burrowers are some ofTiamat's spawn.
is Constitution-based. A creature takes damage from this 19 Bluespawn burrowers a re sometimes found in the
ability only once per round. company of worshipers of Tia mat, typically blue
Tiamat's Blessing (Electricity) (Su) All spawn ofTiamat dragons.
within 5 feet ofor riding on a bluespawn burrower gain 24 In the deepest parts of the desert stand monolithic
immunity to electricity. structures composed entirely of glass, which are
somehow related to the burrowers' wors hip of
Tiamat.
Sample Encounters Other spawn ofTiamar launch expeditions into rhe deserr
Whether arracking enemies singly or as a group, bluespawn territories ofbluespawn burrowers ro enlist the beasts inro
burrowers always rry to use 1he surrounding terrain to best their armies. The spawn direct the burrowers to fuse sand
advantage. They are most likely robe found in small packs into glass with their lightning, crearinggreat monoliths rhar
of rwo to four. declare the spawn's service to Tia mat.
Bluespawn burrowers En vir on men t : Bluespawn burrowers live in rhe deepest
also serve rhe armies regions of the desert, typically near an oasis or wherever
of Tiama1 as shock /!,L'J Bl11t•sp1111m
other crearnres might congregare.
rroops char can ~?.,?;ii bu,.,.<rwer
Typical Physical Charact eristics: An average bluespawn
burrow into an ~J ' burrower is about 5 feet high and 8 ro 10 feet in length, weigh-
enemy forrress -=-,,'r ing as much as +,000 pounds. The creatures start liJe with
and destroy it ·r dusky gray coloration, and as they grow, rheir scales change
from within. to a deep, dark blue. In rhe light ohhc sun, an adult bur•
Indiv idual rower is somewhat pearlescenr.
(EL 9): A single Like d ragon s, blucspawn burrowers grow
bluespawn bur- larger an d more powerful with age. As
rower might lurk they increase in size, they shed rheir
nearcheemrance roa skins like great serpems.
blue dragon·s lair, seek Alignm ent: Bluespawn burrowers
a new lrnnring ground are always lawfu Ievil. These crearures
for its pack, or launch an highly value loya lty and obedience.
initial foray inro a forrifica- Typically, rheir association with
rion or sertlemenr ro gauge blue dragons aligns the goa ls
its defenses. of the grou p with tha r of
Guard Pack (EL 11- rheir draconic masters.
13): Occasionally blue When left ro rheir
dragons or other spawn own devices, rhey
organrze bluespawn bur· are less concerned
rowers inro units that patrol with controlling
rhei r 1errirory. an area rhan with
EL 13: A quar ter of blue- simpl}' earing.
spawn burrowers parrol
rbe area around rhe lair of Typical Treasu re
rheir mistress, the blue Bluespawn burrowers
wyrm Thunder Rose. have treasure rypica I
They have instructions 10 for rheir Challenge
waylav any possible threat, Raring, abour +,500
and rhey rep on daily on gp. Most of th is rrea-
the progress of any crea- su re lies am ong rhe
tures too powerful for rhem remains of pasr vic-
ro deal with. tims, half buried in rhe sands arou nd the oases where
rhe burrowers lurk.
Ecology
Bluespawn burrowers usually form sma I! packs, serv- Bluespawn Burrowers in Eberron
ing blue dragons or spawn char are more powerful. The Bluespawn burrowers roam a hidden desert deep in rhe inte-
creatures organ ize themselves according to age, size, and rior ofXen'drik, awairi ng t he day rhei r blue dragon masters
ability: Larger members make good soldiers and hu11 rers, will rerurn from Argonnessen to lead them against rhe giants
while smaller, weaker com baranrs create an d mainrai 11 t he who rem ain in the conrinent'sjungles.
group's home.
Bluespawn burrowers are ferocious carnivores bur can go Bluespawn Burrowers in Faerun
many days, somerimes weeks, withour food ; 1hey expend Roaming 1he sands of the deep Calim deserr, bluespawn
lirrle energy when resring in rheir burrows. Despite their burrowers are rhoughr ro ser\·e blue dragon masters in rhat
size, they do nor require much water. However, they lurk near inhospitable land. Scholars speculate that one band of rhe
oases and watering holes, which draw the deserrcrearures on crearures has come underthe conrrol ofa powerful mtLm my
which they prey. O nce they have depleted t he food resources lord rhat has turned the crcarures into undead.
of one area, they move on ro the next p romising spo1.
knock foes th rough and inro rhe reach of the orh ers, allow-
BLUESPAWN GODSLAYER ing them ro make arracks of opporruniry.
An enormous blue-scaled creature lumbers into view bearing a
huge sword and bearing a dragon skull as a shield. Its head locks
something like that of a blue dragon, and as it gnashes its teeth Sample Encounters
and bangs its sword against its shield, electricity sparks from its 13luespaw n godslayers are often encounrere d in sm all groups
mouth and weapon. o r w i1 h blue d ragons, who p ro tect rh e spaw n from n ying
e ne m ies. They guard blue d ragon la ir s or work with orher
B LUESPAWN GODSLAYER CR10 spawn ofT iam ar, serving as heavy birrers a n d an chor poinrs
Usually LE Huge monstrous humanoid (dragon blood) in an arm y.
lnit -2; Senses darkvis1on 60 ft.; listen -'-2, Spot +3 Pa trol (EL 11- 13): Blue dragons ofren deploy guard
Languages Draconic patrols contain i ng b luespawn godslayers and bluespawn
AC 23, tou ch 6, nat-footed 23 bu r rowers (see page 138).
(-2 size, - 2 Dex, +2 shie ld, +15 natural) EL 11: l3rakanax, a bluesp awn godslayer, an d irs "guard
hp 138 (1 2 H D); DR 10/chaotic dogs," r:wo b lu espawn burrowers, p atrol the caverns rha t
Im m une e lectricity, paralysis , sleep
lead l'o a blue dragon 's lair. T hey atcack any intruders.
SR 20
Braka na x blocks rhe passage while rhe burrowers runnel
Fort +11. Ref +6, Will +8
behind inrcrlopers ro flank them and use t:heir elcctriciry
Speed 30 ft. (6 squares)
sweeps.
Melee -2 bastard sword +23/+l 8/+13 (3d8+12/17-20 p lus
Clutc hmat es (EL 12-16): Several bluespawn godslayers
2d6 elec tricity) and
bite+15 (2d6+5 plus 2d6 electricity) born 10 a s ingle d ragon might rema in wirh their parent as
Space 15 ft.; Reach 15 ft. g uards an d compan ion s.
Base Atk +12; Grp +30 E L 14.: Tusen rnaug, a young ad u lt b lue d ragon, soars h igh
Atk Options Awesome Blow, Im proved Bull Rus h, Powe r above rhc d esert seeking a caravan to raid. No i fa r beh ind
Attack, d rago n slayer, o uts ider slayer jog t h rec bluespawn god slayers t h ar arrack rhe dragon's prey
Abilities Str 30, Dex 6, Con 25, Int 8, Wis 11, Cha 10 w h ile the dragon strafes wit h lig hrni ng.
Feats Awesome Blow, Improved Bull Rush, Improved
Critical (bas tard sword), Power Attack, Weapon Focus
(bastard swo rd)
Skills Climb +15, jump +15, Listen +2, Spot +3
Advancement by character class; Favored Class fighte r;
see text
BLUESPAWN GODSLAYER LORE
Characte rs with ra nks in Knowle dge (natu re ) ca n learn mo re
Possessions +2 bastard sword, heavy dragons ku ll s hie ld
abo ut blues pawn god s layers. Wh en a character m akes a suc-
Dragon Slayer (Su) A bluespawn godslayer deals an cessfu l s kill check, t he follow ing lo re is reve aled, including
extra 2d6 points of damage when it hits a dragon o r the information fro m lower DC;;. Those who recognize the
dragonblood creature. creatures' ancestry can also use Knowledge (religion) to
Outsider Slayer (Su) A bluespawn godslayer deals an extra learn more.
2d6 points of damage when it hits an outsider.
Knowledge (Nature)
Bluespawn godsl ayers live ror on e purpose: ro slay Ti,1 mat's DC Res ult
enemies. T h ey de ligh t in com bar a nd rake pr ide in th e ir 20 This creature is a bluespawn godslayer, a rarely
experrise w irh weapons. Cods layer s guard th e la irs of blue encountered monstrous humanoid related to blue
dragons and seek our and slaughrer good dragons. dragons. This result reveals a ll monstrous
humanoid traits.
25 Blues pawn godslayers are immune to electricity,
Strategies and Tactics paralysis, and sleep, and their blows de liver a
Bluespawn god slayers possess linle skill with ranged dangero us e lectrical charge.
weapons, and rheir melee anacks explode wi th electri ciry, 30 Bluespawn godslayers hate good dragons and
so they rush ro ger foes w ithin thei r reac h. A bl ues pawn good outsiders. Their attacks against such
godslayer pre fe rs to arr:ick th ose ir can read il y iden rify ;;s creatures are particularly pote nt.
enemies of Tia m at. This caregory includes a ny d ragons or 35 Blues pawn gods layers a re born only to bl ue
outsiders that oppose rhem and anyone carrying symbo ls d ragons by some twist of fate.
representing good dragons.
Against smaller foes, a godslayer mo\·es adjacent and uses Knowledge (Re ligion)
DC Resu lt
Awesome Blow LO knock rhe foe away. \'((hen the fallen
20 Bluespawn godslayers are some ofTiamat's
creature rries ro rise Crom pron e, srill within reach , the
spawn.
godslayer m akes an anack of opportunit y aga i n sr it and 25 Blues pawn godslayers worshi p Tiamat and serve
rhen makes a full attack on irs nexr rurn (prov id ing rh ~r her arm ies as heav y troo ps.
oppon e nt did nor nee). 30 BIL1espawn god slayers a re born to blue dragons
Tn groups. bluespawn gods layers surround foes bu r keep blessed by Tia mat.
rhem jusr wi rhi n reach. Then, each uses Awesome Blow ro
Ecology Neverrheless. all spawn ofTiamat and chromatic dragons arc
Bluespawn godslaycrs are genderless and possess no means of wary around godslayers; rhcir repu taiion as dragon killers is
procrearion. l nsread, 1hey are born ro blue dragons blessed by wd! known among rhe worshipers ofTiama1.
Tia mar. Blue dragons not devored ro rhe Chromaric Dragon
ofren despise godslayers, bur rhey recognize these creatures' T!,!pical Treasure
value as guardians. They also fea r invoki ng Tiamar's wn11.h , Bluespawn godslayers carry little treasure. What valuables
which mighr bring godslayers born of other blue dragons they find l hey give ro their mm hers or to whoever leads chem
against them. against Tiamat·s foes . .Mos1 are encountered just wirh t heir
Godslavers are carnivorouscrearures that devour anything signarure weapons and shields. Godslayers despise being
thar falls ro rheir blades, including other spawn or even chro- slowed down on the barrlefi.eld, but a few leaders convince
matic dragons rhar oppose tbern. They have the metabolism chem ro wear light arm or, such as a chai n shin fashion ed
of dragons, gorging themselves in a spree of slaughrer and for a gia nt.
then nor earing for monrhs ar a rime.
Environm ent: Bluespawn godslayers live in temperate "Y,-s. I 11111 hlcs5cd. I h,111,· /ionic Tin mat's c/1,/ci 111 Her
and warm deserts, along with rhe blue dragons rhat gave stead. Holv be Her plmb, ,llld 1;111y tliose 111111 11st' this
birth ro rhem. god;laycr w111c to fn1ilio11 ... s1t•i_ftly."
Typical Physical Characteris tics: t\ bluespawn god-
-K11:crnntltc11n11s1 t11tcicnl bl11c dragon
slayer stands about 18 fee r rall and weig hs nearly l8,000
pounds.
Bluespawn Godslayers in Eberron
Alignment: Bluespawn gods layers are usually lawfu I evi I.
The birth of a bluespawn godslayer is considered a dire
Sometimes neurral evil godslayers arise that are willful and
omen. Dragon custom dictates that the mother abandon the
often more imelligenr. Thus, rhey are more likely 10 resist
harchling godslayer in some distant land and then go imo
the influences of their mothers and mher spawn. Chaotic
seclusion to comemplare what the birth m ight mean for the
and good godslaycrs arc un heard-of.
Prophecy. This leaves bluespawn godslayers 10 live om rhcir
lives in solitude or in sma ll grou ps of siblings rhroughour
Society
Eberron. Si nee the rise oft he humanoid races on Khorvai.re,
Tiamai designed bluespawn godslayers ro kill enemy
blue dragons ha\·e ta ken to leaving gods layers in rhe Demon
oursiders and rncrallic dragons, and to face the aspects of
rival dragon gods. They are born to blue dragons who earn \Vasres, the Blade Descn, and in wilderness areas on rhe
continents of Sarlona and Xen'drik.
Tiamar·s favor or who are near ro foes of interest to rhc
Chromaric Dragon.
Bluespawn god slayers kno\v they are the favored spawn
Bluespawn Godslayers in Faerun
Blucspawn godslayers live where blue dragons make their
of Tiamar because they are born only to dragons,
homes. In p arricu!ar, they roam Anauroch, rhe Calim
Oesen,and Raurin, the Dust Desert. Blue dragons
consider rhe birrh of a b!uespawn godslaye r
Rluespa11111
IO be a grea t boon. These spawn of
god.<!ayer
Tiam ;H become able guardians of the
dragons' lairs instead of
furure rivals. The god-
slayers happily serve
in rhis role unril Tiamar
calls 1hem ro service. Each
and because night, rhey hope to hear her
rhey hear her dis- call ro them in their d reams,
ta 111 roa rs in their commanding rhem 10 rake rheir
dreams. They insrinctively place in her great armies.
recognize all spawn as chil-
dren of Tiamat, but they believe
godslayers ro be s upe rior
all the rest. Fon unarely
for s marter spawn and
1he blue dragons who
foster godslayers as
children, rhe crea-
rurrs are dull-witted
and rarely possess
leadership abili ry.
the e nemy tO avoid the lines of lightning. Against creatures
BLUESPAWN STORM LIZARD wirh immunity or significant resisrance ro elecrriciry, srorm-
A hulking creature, as big as a horse and twice as wide, circ.'es
around you with surprising speed. It looks similar to a wingless lizards c hange rheir racrics, relying on their gore arracks and
blue dragon, but its body shape is more burly. It lowers its horn setling up Ranks.
at you but seems to be waiting f or something. Suddenly you
notice another ofthe beasts circling you, taking a similar stance. Samp le Encounters
Electricity crackles along their horns. lllucspawn storm lizards are almost never encountered a lo ne.
Usua lly rhey travel in groups of four or eighr, wirh equal
BLUESPAWN STORM LIZARD CR 6 numbers of males and females.
Always LE Large magical beast (dragonblood) Black spawn Knights (El 9): Two blackspawn raiders
lnit -1; Senses darkvision 60 ft., low-light vision; Listen +5, (see page 130) ride on rwin bluespawn srornilizar<ls. Eager
Spot+8 for glory, both r aiders charge the ir mounts into melee and lei
Languages-
the sto rm I izards decide whether or nor to use r:heir cleciriciry
AC 23, touch 8, flat-footed 23 Link.
(-1 size, - 1 Dex, +15 natura l) Pack (E.L 10- 12): Packs of storm lizard s might be g roups
hp 69 (6 HD ); DR 5/magic
of mates or simply siblings.
Immune electrici ty
EL IO: Four bluespawn srormlizards, cwo male rwins and
Fort + 11, Ref +4, Will +4
two fema le twins, hunt together for a meal large enough 10
Speed 40 ft. (8 squares)
sate all o[ rhem. The individuals range far apa n from one
Melee gore +13 (2d6-l 2)
ano ch er, keeping rheir eyes open for Medium or larger crea-
Space 10 ft.; Reach 5 ft.
Base Atk + 6; Grp +18 tures. \Xt'hen one spors likely prey, it roars loudly to alert the
Atk Options Improved Bull Rush, Improved Overrun, Power oth ers and c ha rges in ro occupy t he quarry umil t he resr of
Attack, dead ly charge 4d6-i-12, magic strike the pac k arrives.
Special Actions electricity a rc, electricity link
Abilities Sir 27, Dex 9, Con 22, Int 2, Wis 14, Cha 8 Ecology
SQ Tiamat's blessing (electricity) Bluespawn srorrnlizards are always same-sex rwins. Each
Feats Improved Bull Rush, Improved Overrun, Power Attack egg h olds r1110 swrrn lizards, and the rwins hatch and develop
Skills Jump+12, Listen +5, Spot +8 together, inseparable for life. A lrho ugh an adult can use irs
Advancement 7- 11 HD (Large); 12- 17 HD (Huge); 18 HD
(Gargantuan)
Deadly Charge (Ex} A bluespawn stormlizard typica lly BLUE~PAWN STORMLIZARD LORE
begins a battle by charging at an opponent. In Characters wit h ranks in Knowled ge (a rca na) can learn more
addition to the normal benefits and hazards of a about bluespawn stormlizards. When a characte r makes a
charge. th is allows the bluespawn stormlizard to dea l successful skill check, the following lore is revealed, includ-
4d6+12 points of damage with its gore attack. ing the information from lower DCs. Those who recognize
Electricity Arc (Su) 100-ft. line, once every ld4 rounds, the creatures' an cesiry can also use Knowledge (religion) to
standard action, damage 6d6 electricity, Reflex DC 19 learn more.
half. The save DC is Constitution-based.
Electricity Link (Su) When bluespawn stormlizards gather, Knowledge {Arcana)
e lectricity s urges between them. As a swift act io n, a DC Resu lt
bluespawn stormlizard ca n cause a line of e lectricity 16 This creature is a bluespawn stormlizard, a
to fire from its horn to that of another blue spawn p redatory magical beast related to blue dragons.
stormlizard within 100 feet . Creatures in the line must This result reveals all magical beast traits.
succeed on a DC 19 Reflex save or take 3d6 points of 21 Bluespawn stormlizards are immune to electricity.
electricity damage. The save DC is Constitution-based. They attack with their horns and cause terrible
Tiamat's Blessing (Electricity) (Su) All spawn ofTiamat damage when they charge. One can release a line
within 5 feet of or riding on a bluespawn storm lizard of e lectricity from its horn to strike the horn of
gain immu nity to electricity. a nother. The boom and crackle o f lightning gives
t he m thei r names.
Tiamac created b luespawn s w rmlizards tO serve he r o rher 26 Bluespawn stormlizards are born in same-sex
spawn as mounrs, a role they rake to readily. Often o n rhe pairs, and twins spend their whole lives together,
forefront of her forces. storm lizards enjov charging over foes, 31 Bluespawn stormlizard twins ha tch from the same
egg. If one twin is killed, the other flies into a
or pushing imo an enemy Line and then blasting crearures
mu rderous rage .
be1ween them with 1heir eleciriciry link.
Knowledge (Religion)
Strategies and Tactics DC Resu lt
Bluespawn s tormlizards wo rk besr in a pack of two to e ight. 16 Bluespawn storm lizards a re som e ofTiamat's
Roughly half of the pack's members charge i 1110 m e lee, while spawn.
rhe rest circle around to set up a killing zone w irh rheir 21 Bluespawn storm lizards often serve followers of
electricity link, preferably c:aching several foes at once. T he Tia mat as mounts or guardians.
s1ormlizardscontinually shifr positions to make ii harder for
elecrrici1y link w ith anv 01her storm lizard, ir firsr learns to For Player Characters
use 1he abiliry with its twin. Bluespawn srormlizards make useful mounrs, especially if
If one of a pair is killed, the other flies into a rage ofgrief raised from rhe egg in caprivity and properly handled. Scorm-
and loss, killing indiscriminately until ir is killed itself. If lizard twi ns muse remain near each ocher, and ofren a pair
separated for long, both become I isrless and refuse ro eat, of rwins is rrained rogerher. Riding a srormlizard requires
slowly starving to dearh unless re united. Thus, a pair must an exotic saddle.
seek a norher pair of twins as mares, and aII four use the same Even a domesricared srormlizMd retains its evil alignment
lair for egg laying. However, srormlizards don·c mate for and rakes pleasure i n slaug hter, so controlling ir can be dif-
life, and e\·en wirhin a mated pack, partners mighr change. ficuh if a rider does nor wish co ki ll an o ppone m (Handle
All members of a mated group provide for and guard the Animal DC 20). The DCs of H andle Animal and Ride checks
harchlings, bu1 once rheir young are old enough ro hum, increase by 5 for nonspawn riders. All DCs furcher increase
rhe parents split up: Twin fat hers rake rwin sons and twin by 10 if a s rormlizard is separared from its twin.
mothers rake rwin daughters. Carrying Capacity: A lighr load for a bluespawn srorm-
Any creature capable of 1rai n ing wild animals ca n ride lizard is up to 1,04 0 pounds; a medi um load, 1,041-2,080
bluespawn scorm lizards as mou nts. They are surprisingly pounds; a nd a heavy load, 2,081- 3, 120 pounds.
traceable so long as rwi ns remain within sig ht or hearing
of each another. Fortunately for rhose who ride them, rheir Bluespawn Stormlizards in Eberron
elecrriciry link never affects a rider unless one somehow gers Bluespawn srormlizards live in large numbers on Argon-
between ocher srormlizards. However, bluespawn storm· ne,sen and Xen'drik. Far smaller populations eke our an
lizards are driven to kill; if a rider repeatedly spares enem ies, exisrence in less hospirable regions of Khorvaire, mainly
rhe moum grows irri rable and eventually rebels. Some riders arrhe edges of Q'barra and withi n Droaa m. The m onsrrous
cry to keep their srormlizard mounts in check by "fleeing" armies of Droaa m have yer to discover rhe beasts' usefulness
from foes they don't wis h LO kill, bur the y play a da ngerous as mou nrs, seeing the m on ly as da ngerous predators, but ir's
game by doing so. only a m auer of ti me u ntil storm lizard cavalry forms the
E nvironment: Bluespawn srorrnlizards live in wa rm vangua rd of their forces.
lands. They"re more populous in arid region s buc can adapt
ro any temperate or warm em·ironment that provides a dry Bluespawn Stormlizards in Faerun
place ro sleep. Maced pairs look for dry caverns in which ro Many evil crearures ride srormlizard moums, including
lay eggs and rend young; lacking rh is, rhey make do wi th members of the Cu lt of rhe Dragon. Wbar their riders don't
an area oflarge boulders or even a know is that the beasts h ave a higher loyalry. Bluespawn
closely packed stand of trees. storm lizards recognize other spawn of Tiamar as kindred
Typical Physical Char- creatures and refuse to arrack 1hem. Whe n rhe rime
acteristics: A bluespawn is right for Tiamat's assau lt on rhe world,
srormlizard stands rough ly her stormlizards will serve no orher
6 feer rail at the shoulder master.
and weighs abour 4,000
poun<ls. Males carry slighrly
more bulk than fem ales,
bur otherwise rhey look very
s imilar. With plentiful feed-
ing, though, srormlizards
can auain rrcmendous size.
Such behemoths ofren serve
bluespawn godslayers as
mounts.
Older storrnlizards have
darker scales a nd scarred
faces, rhe result of sparring
marches over mares.
Align ment: With their
blue dragon herirage and an-
imal intelligence, blucspawn
storm lizards are always lawful
evil.

Typical Treasure
Bluespawn srormlizards don't carry
treasure or eat metal when feeding.

Bluespa1n1 starmli:z.ird
GREENSPAWN LEAPER Pair (EL 4): l ea pers occasionally pair off, wherher for
The sound of shaking branches and scrabbling claws grows near. mmi ng or dominance displays, and an inrerrup tion usually
Suddenly you spy a green-scaled, dragonlike creature climbing d raws an arrack.
along the underside ofa thick tree limb. About the size ofa dwarf, EI 4: A pair of courting greenspawn leapers engage in
it is clearly a predator built for life in the trees. r itual d ances and raucous calls, driv ing m osr foresr animals
i n to hiding. Characters investigating the noise soon find
G REENSPAWN LEAPER CR 2 rhemselves facing rwo enraged spawn.
Always NE Med ium magical beast (dragonblood) Ambush Party (EL 4- 7): Patrolling greenspa wn sneaks
lnit +4; Senses da rkvision 60 ft., low-light vision ; Listen +2, ride b 1pers through rhe forest to extend cheir range and
Spot +2
quickly move into ambush posirions.
Languages -
El 6': Two sneaks and their g reenspawn leap er m ounLs
AC 18, touch 14, flat-footed 74 p r epare an ambush along a forest parh that runs p ast a small
(+4 Dex, +4 natural)
pon d. The sneaks lurk in the p ond while rhe leapers crouch
hp 19 (3 HD)
nearby in trees. When travelers approach, the leapers roar as
Immune acid
Fort +4, Ref +7, Will +3 they j ump down to arrack. After a moment, rhe sneal<s rise
from rhe water to surprise and flank th eir targers.
Speed 40 ft. (8 squares), climb 40 ft.
Melee bite +8 (ld6+4)
Space 5 ft.; Reach 5 ft. Ecology
Base Atk +3; Grp +6 Greenspawn leapers are territorial carnivores that prowl for-
Special Actions poison burs t ests an d jungles as solitary hunters. They spend mos t of rheir
Abilities Str 77, Dex 19, Con 12, Int 2, W is 15, Cha 8 lives in rhe tr eerop s, touching the ground only when they
Feats Weapon Finesse, Weapon Focus (bite) drop on prey from above. They feed mostly on small prey rhey
Skills Bala nce +74, Clim b +17, Hide +74, Jump +7 7, Listen +2, can s urprise or chase down, such as birds and canopy-dwell-
Spot+2 ing mammals. They also hunt bigger crearures that live o n
Advancement 4-9 HD (Medium) the forest floor but rarely attack an ything la rger than t hem-
Poison Burst (Ex) A greenspawn leaper can release a burs t selves. A greensp awn leaper is car eful to avoid d amage when
of poison gas as a standard action once per day. Any atracking prey, despite its p oison bursr abiliry. Greenspaw n
creature with in 5 feet is affected. This insidious poison leapers learn early that rbe acidic spray costs rhem mea ls, so
is absorbed through the skin and converts to acid. rbey use ir only as a lasr resorr.
Wheneve r t he greens pawn lea per takes damage from an
attack, it can activate th is abili ty as an immed iate ac tion.
It can still use it only once per day. GREENSPAWN LEAPER LORE
Contact; Fortitude DC 12; initial an d seconda ry Cha racte rs with ran ks in Knowledge (arcana) can learn more
damage 2d6 acid. The save DC is Constitution-based. abou t greens pawn leapers. When a character makes a s uccess-
Skills Greenspawn leapers have a + 10 racia l bonus on ful skill check, the following lore is revealed, incl ud ing t he in-
Balance, Hide, and Ju mp chec ks. In addition, they have formation from lower DCs. Those who recognize the creatures'
a +8 raci al bonus on Climb chec ks a nd can a lways a ncestry ca n also use Knowledge (religion) to learn more.
choose to t ake 70 on Cli m b checks, even if ru s hed or
threatened. Knowledge (Arcana)
DC Result
Predarory and terrirorial, greenspawn leapers hunt the 72 This creature is a greens pawn leaper, a predatory
unwary in the wild and serve rhe smaller sp awn ofTiamat. magical beast related to green dragons t hat lives in
Greenspawn sneaks (see page 148) use leap ers as mounts, t he forest canopy. This res ult reveals all magical
beasrs of burden, and guardians. beas t traits.
17 Greenspawn leapers are immune to acid and
Strategies and Tactics re lease a burst of acidic poison from th eir bodies
A greenspawn leaper uses i ts treerop mobility to approach when wounded. They are vicio us and selfish
creatures.
prey unseen . Although it h as litrle chan ce of quieting its
22 G reens pawn leapers are ve ry territorial and engage
final approach, the leaper stays hidden behind bra n ches anJ
in races against others of t hei r ki nd through the
foliage and uses romes that are impassible on the ground. ca nopy t o det ermine dom inance.
Once close enough, the leaper j umps onto prey from above 27 Gree nspawn leapers dislike being out of t heir trees
or srrikes from a nearby bra ncb. Ir tries to avoid injury, bur an d ra re ly cross open ground o r ente r water.
it srays dose to prey so that it can use it s poison burs t as a 32 Greenspawn lea pe rs mate o nce every three years.
last-ditc h tactic if ir does get hurt. A leaper might even risk A leaper raised in ca pt iv ity can serve a Small
an attack ofopportunity to make a bull rush at tempt again st h uma noid as a mo unt among the trees, but it
an opponent in the n:ees, hoping ro finish it with poison retai ns its vicious dispositio n.
and the fall.
Knowledge (Religion)
DC Resu lt
Sample Encounters 12 Greenspawn lea pers a re some ofTiamat's spawn.
G reen spaw11 leape rs are most often encountered alone or in 17 Gree nspawn lea pers can somet imes be fou nd
the compan y of greenspawn sneaks. among worsh ipers ofTiamat.
A single leaper claims vast areas of a forest as its hunring In regions where tTees shed their leaves in winter,
grounds, marking trees wirh scratches and spoor. Most mect- greens pawn leapers spend the fall gorging and hibernate in
i ngs between leapers result in loud fig hrs for dominance that hollowed-om tree trunks. In warmer climes, leapers are ac-
cake rhe form of races abour rhe treetops. The contestanrs tive all year round.
climb swiftly through rhe trees, each close by rhe other, try- Typical Physical Charact eristics : A g reenspawn leaper
ing robe rhe firs r to take a risky jump or balance on a narrow is about tbe size of a leopard or large dog. An adult is abom
branch. The first leaper ro fa I! from rbe tree or refuse to fol- 4 feet long and weighs roughly 100 pounds.
low its comperitor loses the comest and retreats. The scales ofleapers bear shades
The race pirs confidence against bravado as each leaper of green appropriate to
attempts ro outdo and outsmart the other. An experienced rhe forests in which they
leaper often a!Jows irs opponenr ro lead and attempt a fool- dwell. Young and domes-
hardy move. (Of comse, this can backfire by giving rheorher ricated greenspawn leapers
leaper an opporruniry ro get lucky.) Although of often have more uniform
animal imelligence, greenspawn leapers are coloration as a result of their
cunning competitors that engage in mali- limited territory. .Eggs share this
cious "chearing" during such marches. An green color for camouflage ro protect
enterprising leaper might lead a rival toward them from predarors.
a branch ir knows is weak and then fall be- Alignment: Immensely self-
hind, or one in the lead mighr make ish and terrirorial, greenspawn
a jump and then move th e branch leapers are always neutral evil.
when its opponent arrempts the same
maneuver. Typical Treasure
One year out of th ree is Green spaw11 leapers don't carry or
a madng year, when males hoard treasure.
leave rheir territory ro invade
the terrirory of females. For Pla!:Jer Characters
Within a given female's Greenspawn leapers make good rreerop
rerriror y, males race mounrs for Small riders, if the crearures are
against each orher for rhe raised from the egg in captivity and properly
tight ro mate wirh her. The handled. Riding one requires an exotic sadd le,
winner remains with the fe- and borh the leaper and its r ider must undergo
male for several days un til she lengthy and dangerous training ro accustom rhe
grows rired of his presence and chas- creature to its role. A g reen spawn leaper retain s
es him away. A retreating male faces territorial arrirudes roward orher leapers, and irs
a rough homecoming, crossing vicious disposition ma kes it extraordinarily di f-
rhe rerrirory of other males and ficulr to handle (+5 on Han dle Animal and
undergoing challenges, ofren re- Ride DCs). The DCs of Handle Animal and
turning to find h is rerrirory lost ro Ride checks increase by an additional 5 for
inrerlopers while he was away. nonspawn riders.
A pregnant female constructs an egg bed our of Carrying Capacity: A light load for
inrerwoven leafy branches. She incubates the eggs a greenspawn leaper is up to 130 poun ds; a
for about two weeks, leaving only once a day to hunt for a medium load, 131-255 pounds; and a heavy load, 256- 390
few hours. Once the young leapers hatch, the female leaves pounds.
them to fend for themselves within her territory. The hatch-
lings hone cheir instinctive abilities to climb, jump, and bide, Greenspawn Leapers in Eberron
hunting insecrs at first but gradually raking on larger prey. Green spawn leapers were first discovered in rhe jungles of
\Vhen rhey grow to adolescence, their mother drives them Xen'drik. Explorers brought back several captured speci-
our of her rerricory, and they must carve out an area of rhe mens and eggs ro Khorvaire for an exhibition during the
canopy for themselves. Lase War, but the crearures escaped. (Some say rhey were
Greenspawn leapers live for an average of five years in the stolen by Seren barbarians.) Where rhe creatures are now
wild. Living in a forest canopy is difficult for such a relatively is a mystery yet to be solved.
large creature, and dangerous races take their coll. In captiv-
ity (such as when a greenspawn sn eak ranger rakes a leaper Greenspawn Leap ers in Fae r un
as an animal companion), a greens pawn leaper can live up to Greenspawn leapers live primarily in rhe warmer climes of
ten years. Only domesticated leapers are likely to live long the south, especially the Cbulran jungles, bur greens pawn
enough to advance in Hit Dice. sneaks (see page 148) have transplanted them ro wherever
Environment: Greenspawn leapers inhabit warm and tem- lhey live. Typically, sneaks establish a population ofleapers
perate forestS.They live a!most entirely in the canopy, leaving around an outpost to serve as mounts and guards. The sneaks
the trees only to arrack prey. Large bodies of water, treeless sometimes culrivare and shape narural breaks in the forest
hills or cliffs, and grassy plains form natural barriers against ca nopy ro serve as barriers, 1raining the leapers to patrol
leapers, since they are loath ro leave the trees for long. smaller territories.
GREENSPAWN RAZORFJEND Agai.nsr mul tiple foes, a single razorfiend m aneuvers to
A draconic shape leaps from the water, slashing with razor- carch as many creatures as p ossible in its acid brearh , even
tipped, clawed wings. A frill on its forehead and extending down if this p rovokes attacks of opp ortu n ity. A surrou nded razor-
iis back suggests a green dragon was somehow involved in the fi.end tries to fight its way our, focusin g 011 o n e enemy uncil
creation ofthis beast. it can clea r a p at h for escape.
Razor fiends are m osr dangerous in groups. They are intel-
GREENSPAWN RAZORFIEND CR 7 ligen t enough to focus all their attacks o n on e individual,
Always LE Large magical beast (dragonblood) typically the o ne that most rhreatens the group. They use
lnit +7; Senses da rkvision 60 ft., low-light vis ion; Lis ten +8, t h eir breath weapons liberally, since they are immun e ro
Spot +9 acid, and spray one ano ther with impun ity.
Languages Draconic
AC 19, touch 12, flat-footed 16 ; Dodge, Mobility Sample Encounters
(-1 size, +3 Dex, +7 natura l) Razorfiends might be en countered alone or in mated pairs,
hp 85 (10 H D); DR 5/magic
or used to guard Tiam at's arm ies.
Immune acid, paralys is , sleep
Fort +10, Ref +10, Will +5
Mated Pair (EL 7 or 9): The party stumbles upon the nest
of a p air of razorfiends. Only one is in the lair, guarding t he
Speed 50 ft. (10 squares), swim 50 ft. ; Spring Attack
eggs, and it viciously arracks r b e intrud ers. Once combar
Melee 2 wingblades +15 each (2d6 +6/18- 20/x3) and
begins, the razorfi.end calls for its mate with a sharp roar.
bite +10 (l d8+3)
Space 10 ft.; Reach 5 ft. (70 ft. with bite) The mate arrives 1d4 rounds later and tries to pick off a PC
Base Atk +70 ; Grp +20 near th e periphery of the b attle.
Atk Options augme nted critical, magic strike Group (EL 10+): Three or more razorfiends work
Special Actions breath weapon togeth er to take down large prey or slaughrer many weaker
Abilrties Str 22, Dex 17, Con 16, Int 5, Wis 15, Cha 72 creatures.
SQ Tia mat's blessing (acid), wa ter breathing
Feats Dodge, Improved Initiative, Mobility, Spring Attack
Skills jump +22, Listen +8, Spot +9, Swim+14
Advancement 11- 19 HD (Large) ; 20-30 HD (Huge)
GREENSPAWN RAZORFJEND LORE
Augmented Critical (Ex) A greenspawn razorfiend's Characters with ranks in Knowledge (arca na) can lea rn more
wingblade threatens a critical hit on a natu ral attack about greens pawn razorfiends. When a character makes a
roll of 18-20, dea ling triple d amage on a successful successful skill check, t he fo llowing lore is revea led, incl ud-
critical hit. ing the information from lower DCs. Those who recognize
Breath Weapon (Su) 20-ft. cone, once every 7d4 rounds, the creatures' ancestry can also use l<nowledge (religio n) to
Sd6 acid da mage, Reflex DC 18 half. learn more.
The breath weapon's damage increases by l d6 for
eve ry 2 additi onal HD. Knowledge (Arcana)
Tiamat's Blessing (Acid) (Su) All spawn ofTiamat within 5 DC Resu lt
feet of a greenspawn razorfiend gain immu nity to acid. 17 This creature is a greenspawn razo rfie nd , a vicious
Water Breathing (Ex) A green spawn razorfiend can breathe magical beast related t o green dragons. This result
underwate r indefinitely and ca n freely use its breath reveals all magica l be.ist t ra its.
wea pon while su bmerged . 22 Greenspawn razorfiends are imm une to acid,
Skills A gree ns pawn razor fi end has a +8 racial bonus on pa ra lys is, and sleep. They have an acidic breath
Jump checks. It also has a +8 racial bonus on any Swim wea pon an d extremely sharp, bladed wi ngs with
check to pe rform some s pecial action or avoid a ha zard. which they s lash at foes.
It can always choose to take l Oona Swim check, even if 27 Green spawn razorfiends live to kill and prefer to
distracted o r endangered. It ca n use th e run action wh ile ambush oppo nents, lea pi ng in an d out of combat
swimming, provided it swims in a straight line. to rip prey to sh reds.
32 Gree nspawn razorfiends fo rm mated pairs that
Sometimes called "harrowblades" by wood elves and or her defend t heir nests ferociously. One guards the
foresr denizens, g reen spawn razorfiends are vor acious preda- eggs wh ile t he other hunts, staying n ea rby to
tors of woodland and swamps. Due ro rbeirmodified w ings, respond to an alarm.
rhey lack rhe abiliry ro fly, bur rhey can jump a surprising
distance. Knowledge (Religion)
DC Res ult
17 Greenspawn razo rfie nds are som e ofTiam at's
Strategy and Tactics _ s pawn.
Razor.fiends are cunning hunters rhac ar e fond ot h it-and- 22 Greenspawn razorfie nds can often be found
run racrics. They rypically l ie in wair u nder rhe sur face of among wo rshipe rs ofTiamat.
water or amid undergrowth, rhen use Spring Arrack to great 27 Tia mat's ar mies use greenspawn razorfiends as
advantage. They know that one blow will eventually srrike a s hock t roops to take advant age of their fe rocity
vulnerable spot and deal massive damage. an d love ofsla ught er.
Those employed by orher spawn roa m about encarnp-
menrs but are barely under contTol. In battle, they are
Gn?empawn released first as shock troops.
raz(Jrjiend In rhe wild, razorftends mare for life. Each year,
the fema le produces a clurch of three to six eggs,
which she buries under loose dirt or hides in a
shallow bog. Mares rake turns guarding their nest.
One ,rays with rhe eggs while the other hunts and
protects their territory.
Environment: Greenspawn razorfiends
live primarily iu t emperate or warm forests and
marshes. They prefer to build nests near bodies of
fresh water, which they also use to ambush p rey.
Typical Physical Characteristics : A green-
spawn razorfiend srands about 6 feer call at the
shoulder and can reach 20 01· more feet in length.
An adult weighs roughly 6,000 p ounds. Its wings
are modili.ed for slashing attacks, and as a razor-
fiend grows older, the claws become Longer and the
membranes shrink. When folded, a razorfiend's
wings resemble knife blades.
Razorfi.ends' scales have a dirty green color that
helps them lurk in forest pools.
Aligntnent: Greenspawn razorfiends live for
slaughter, bur their green dragon heritage and
modest intelligence predispose them to a lawful
evil alignmenr.

Treas ure
Greenspawn razor fiends have inherited the dra-
conic trait of hoarding wealth, and rhey collect
from their prey anything that gliners or shines.
As a result, a razorfi.end hoard includes double coins
and double goods, with standard items. They never h ave
objects made from cloth, leather, or similar materials, gener-
EL 11: Four ally preferring metal.
razorfiends have been let
loose by their hobgoblin handler near a busy trade rome to Greens pawn Razorfiends in Eberron
perfect rheir violence in the ''wild." They initiate rhe attack Many greenspawn rnzorfiends are found within and near
with their acid breach, then use Spring Attack w move in , the strongholds of h obgoblin warlords in Darguun wh o
slash once, and back away. In subsequent rounds, they harry have pledged themselves to Tiamat's army. The razorfiends
foes from multiple directions, concentrating first on whoever guard h atcheries that incubate eggs of all orher kinds of
deals rhe most damage. spawn. Other razorfiend populations have been established
in Q'barra and th e swamplands of the Shadow Marches, as
Ecology well as t he interim· ofXen'drik.
Greenspawn razorfiends were among the first spawn cre-
ared by Tiamat, and the first origin ated in her realm in the Greenspawn Razorfiends in FaerGn
Nine Hells. Scores of eggs were distributed to her draconic Greenspawn razorfiends are thriving in forests throughout
and hobgoblin servants throughout the world, interbred as Faerim. They have been spotted within the Chondalwood,
troops for Tiamat's grand army. as well as within Th esk and Aglarond. Reports of creatures
Now, razorfiends are present in nearly every force of resembling razorfiencls have surfaced around the High Moor
Tia.ma r's followers, guarding key installation s such as dragon- and the Serpent Hills, despite their inhospitable climes, and
spawn hatcheries. Her servants have placed other razor fiends rumors exist ofsimilar beings Ln the Vasr Swamp of eastern
in carefully selected region s to harass setrlemenrs and fron- Cormyr.
tier areas in preparation for rhe great invasion.
Greenspawn razorfiends arrack anything that enters their
territory. Ir isn't rhe hum they enjoy so much as the killing,
and rhey slay larger and smaller creatures with equal glee.
GREENSPAWN SN EAK make sneak atracks or melts a1vay ro attack again larer from
You heor a rustle in the bushes and turn in time to see a green- a differenr position . In a larger rnelee, greenspawn sneaks
skinned humanoid burst from hiding. Its obvious speed arrd fla n k foes , usuaU)' artempri..ng 10 surround and elirn in are
agility contrast with its squat body and thick scales. It looks one en emy at a rime.
something like a short lizardfolk, but with a distinctly draconic A.lrhough nor innate swimmers, greenspawn sneaks
appearance. Wielding two blades and wearing leather armor, it inherited the green dragon ability to brearhe underwa ter.
charges toward you. Tbey prefer to spy from or wait jn ambush in bodies of water,
usually near bridges or fords rha r their foes are likely to u se.
GREENSPAWN SNEAK CR 2 With their poor swimm ing ability an d sm all size, how ever,
Always LE Small monstrous humanoid (dragon blood) chey leave rhe wa ter to engage foes.
Init +3; Senses darkvision 60 ft.; Listen +2, Spot +2
Languages Draconic
Greenspawn Sneak Raid Leader
AC 19, touch 14, flat-footed 16 An arrow streaks toward you, and a blur ofblack leather and
(+ l size, +3 Dex, +2 armor, +3 natu ral) green scales tumbles in after it. You whirl to face the creature
hp 11 (2 H D) as it pops up behind you, already stabbing with a gleaming
Immune acid blade.
Fort +l, Ref +6, Will +3
Speed 30 ft. (6 squares) GREENS PAWN SNEAK RAID LEADER CR 7
Melee d ragonsplit +4/+4 (l d4/19 - 20 or x 4) or Male green spawn sneak ranger 2/scout'' 3
Melee dragonsplit +6 (l d4/19- 20 or x4) ,~class described in Complete Adventurer
Ranged dagge r +6 (ld3) LE Small monstrous humano id (d rago nblood)
Space 5 ft.; Reach 5 ft . Init + 6; Senses darkvision 60 ft.; Listen +7, Spot +7
Base Atk +2; Grp -2 Languages Draconic
Atk Options sneak attack +2d6 AC 23, touch 16, flat-footed 23; Two-Weapon Defense,
Combat Gear 4 flasks of acid uncanny dodge
Abilities Str 11, Dex 16, Con 13, In t 10, Wis 11, Cha 15 (+l s ize, + 5 Dex, +3 armor, +l shield, +3 natural )
SQ wate r breathing hp 56 (7 HD)
Feats Two-Wea pon Fighting•, Weapon Finesse Immune acid
Skills Bluff +9, Hide +14, Listen +2, Move Silently+10, Fort + 8, Ref +l4, Will +7
Spot +2 Speed 40 ft. (8 squares)
Advancement by character class; Favored Class ranger; Melee + 7 dragonsplit +12/+7 (l d4+3/ l 9- 20 or X4) and
see text dragonspl it +11 (ld4+1/19- 20 orx4) or
Possessions combat gear plus leather armo r, 2 dragons pl its, Melee + 7 dragonsplit +14/+9 (l d4+3/19-20 or x4)
2 daggers Ranged longbow +12/+7 (ld6/x3)
Sneak Attack (Ex) Extra da mage to fl an ked or fla t-footed Base Atk +6; Grp +4
target; PH 50. This sneak attack damage stacks with thar Atk Options favo red enemy humans +2, skirmish (+ld6,
granted by class levels. + l AC) , sneak attack +2d6
Water Breathing (Ex} A greenspawn s neak can breathe Combat Gear 4 flasks of acid
underwater indefi nitely. Abilities Str 15, Dex 20, Con 16, Int 10, Wis 12, Cha 12
Skills Green spawn sneaks have a +5 racia l bon us on Bluff, SQ battle fortitude+l , fast movemen t, trackless step,
Hide, and Move Silently checks. trapfi nd ing, wate r breathing, wild empathy +3
(-1 magical beasts)
Feats Iron Will, Track 8, Two-Weapon Defense 8 , Two-Weapo n
Greenspawn sneaks are th e eyes and ears of Tiamac's
Fighting8 , Weapon Finesse, Weapon Focus (d ragonsplit)
army. Spellcasrers might scr y on foes, an d dragons mighr
Skills Ba lance +7, Bluff +10, Hide +22, jump + 4, Listen +7,
spy 011 enemy troop movement from high i11 the sky, bu r Move Silent ly +16, Spot +7, Survival +5, Swi m +7,
greenspawn sneaks are scouts on the ground and in t he Tumb le +15
rhick of che action. Possessions combat gear plus + J leather, + 1 dragonsplit,
d ragonsp lit, longbow with 20 arrows, ring of swimming
Strategies and Tactics Skirmish (Ex)+l bonus on damage rolls and to AC in any
Greenspawn sneaks rravel alone or in small groups on scour- round in wh ich the green spawn sneak raid leader moves
ing missions. They move carefully, scayi.ng hidden from at least 10 feet. Complete Ad11enturer 12.
porenrial ambushers. \Vhen rime is of the esse n ce, the)' Sneak Attack (Ex) As greenspawn sneak.
attempt ro run silemly (- 20 penalty on Move Silently checks, Battle Fortitude (Ex) Bonus on initiative checks and Fortitude
wi th additional penalries for rerrain; PH 79). On the prowl, saves wh ile wearing light o r no armor and carrying a light
sneaks communicare mos tly with gesture and body language, load . Inc luded above. Complete Adventurer 12.
Water Breathing (Ex) As greenspawn sneak.
bur if members of a strike ream can't see one anoth er, they
call our in short words or phrases ofDraconic made to sound
Raid leaders are rangers, scours, or rogues who command
like animal noises.
strike reams of orher greenspaw n sn eaks.
Creenspawn sneaks prefer to a n ack from hiding. Afrer
The greenspawn sn eak raid leader presenred here had the
gaining surprise or ar leas t catching opponents flat-footed,
following abiliry scores before racia l adjustments and H it
they employ Bluff co feint in com bat or create a cl iversion TO
Dice ability score increases: Str 15, Dex 14 , Con 13, I nt 10,
hide (PH 68). A sneak char successfully feints uses th e oppot·-
Wis 12, Ch a 8.
cunity co deliver a sneak attack. If able ro hide, it continues to
Strategies and Tactics c:he srrike teams to arrack the caravan·s mber horses so that
A greenspawn sneak raid leader commands two to four srrike none can follow as he flees with rhe treasure.
teams on a mission to arrack an enemy position. Such raids O utpost (EL 14}: An ourposr of greenspa\vn sneaks is
have specific goals beyond mere slaughter and looting: For htdden in a hill or an underground cave accessible only by
example, three srrike rea ms might assaulr a village ro divert warer. There, invaders often encounter a prelate (cleric 10), an
atrenrion from another srrikc tea m char is infiltrating to acolyte (cleric L), two raid leaders (ranger 2/scour 3), a scour
garher supplies or assassinate an e nemy leader. (ranger 4) wi1h a greenspawn leaper mount, rwe ncy adu lts,
A raid leader always puts himself where he can most effec- and abour 1wo dozen immature noncombatams, as well as
tively supporr rbe m ission. This usually means working wirh eggs. Some favored ourposrs are led by a Talon of Tiarna1
rhe ream mosr likely re encounter difficulty; in rhe (cleric 6, talon ofTiamat 4 [D1woJ101111-
example of rhe village raid given above, he might coJ1 13-1-]) instead of a prelate.
accompany rhe infilrrnrion team if rhe assassi-
nation target seems a rough combaranr or rhe Ecology
supplies are well defended. Against clever foes, An ourpost of greenspawn sneaks
a raid leader mig ht take personal act ion, using has a surprisingly small impact o n
rhe 01 her strike reams to cover h is effort. rhe local environmenr. This isn'1
Greenspawn sneak raid leaders employ due ro any love of narure, bu r
manv of the same racrics that sneaks rarher ro a desire ro disguise rhe
use, bur those with levels in rogue or sneaks' presence in an area.
scour also rumble past opponents Omnivorous eaters,
to flank and use sneak arracks or greenspawn sneaks have
skirmish. A lrh ough rhey can in herired some of dragons'
a rrack at range, even sniping slow metabolism . Each ca n
from hiding, raid leaders prefer subsis1 o n less than half
melee combat. rhe food thar a halfling
needs, Iimiring rhe tribe's
Sample Encounters impact on the area's flora
Adventurers are most likely ro and fauna. Sneaks are
encounter green spawn sneaks primarily hunter-gath-
singly or in s mall strike reams. erers, but they rend w ild
Larger groups assau lt ene my posi- plan ts t hey particularl y
rions and guard spawn ourposts. enjoy eating and h us-
The s rrike ream is rhe mos t band rhe local animal
common encounter. resources.
Srrike Team (EL 5): A srrike Reproduction follows a
ream usually consists of rhree schedule determined by rhe
sneaks and a single leader wirh rribe's prelare. who sets a limit on egg
one level in a class. hatc hing based on what is best for
EL 5: Crayka, Gru kex, and t he rr ibe a nd for accomp lish-
Klaykcx follow the orders of ing Tiam at's aims. Us ually
Kleknax, a lsr-level ranger. a number of eggs sur-
The 1hree sneaks are on their vive each year equal to
firsr scouring m ission, so rhey are rhe number of sneaks
eager to prove rhernselves. but they're in rhe tribe. but when
also wary of displeasing Kleknax. buildi ng up for war, rhe
Scout (EL 5- 9): A greenspawn sneak found prelate migh t allow five 10 ten times as many
alone is Iikely to be a low- to mid-level ra nger on patrol or eggs ro hatch. The t ri be sets aside rhe remaining eggs for use
senr 10 scout an enemy srrong poi 111. as flasks oCacid in barrle (t hese eggs are fi lled wirh a causric
EL 7: Graxliss is a -1-rh-level range r who rides a greenspawn fluid rha r embryon ic sneaks breathe and subsist on).
leaper (see page 144), as she roams the sneaks' rerritory keep- Young greenspawn sneaks are raised com munally by rribe
ing an eye out for intruders. She is eager ro charge her mounr members assigned 10 the task. Parenrs claim no ownership
imo baule, where ir can use its poison bursr, and isn't con- ofoffspring-all are children ofTiamar. The prelate judges
cerned about irs possible injury. young sneaks' capabiliries and assigns rhem their adult roles
Raid (EL 9- 10): In a raid, several strike reams work under in rhe tribe. Few greenspawn sneaks ever deviare from rhese
a si nglc raid leader. unless reriring from acrive d ut y to be carera kers of rhe young
EL IO: A greenspawn sneak raid leader direcrs fou r srrike and in firm.
reams against a carava n trans porti.ng offerings to a good When assigning a tribal role, t he prelate also names rhe
dragon. The srrike reams harry and disrracr rhe guardians harcbling. Grcenspawn sneak names have one or two syl-
while 1he raid leader kills rhe driver and ra kes command of lables. A hard consonant ("g" o r "k" / begins the name: "g"
rhe treasure wagon. When he's in place, his whisrle signals i.ndicares a female. and -k," a male.
Environme nt: Greenspawn sneaks pri marily in habit Th ree central tenets g uide greenspawn sneaks' ex-isrence:
remperare o r warm foresrs and marshes. They live in small, dury, s tealth, and trickery. Duty to Tia mat and t ribe comes
bidden settlements in wilderness areas abuuing the lands firsr. The second mos1irnporram ideal, srealrh, allows them
of crearures they consider foes ofTiarnar. Sneaks always set 10 do rheir duty. As scoms forthe Chromatic Dragon's divine
up their ourposrs near a sou rce or fresh warer, be i1 a pm:d, army, green spawn sneaks live i11 small settlements, which
srream, or underg round font. This provides drin king water they ca.II o utposts, on the fringes of e nemy rerri tory. They
and a means ol escape or concealmem for noncombarnnts know they are tl1e recon naissa11ee force preparing the way
should an om post be attacked. for 1he great assault. Thus, t hey mus t be circumspect, strik-
Typical Physical Ch aracteristics: Greenspawn sneaks ing when the opportunity presents itselfbm never revealing
average 3-1/ 2 feer in height and 50 pounds in weighr. their position or intenr co others.
Females tend to be slightly broader and weigh up ro LO Trickery is rhe wol rhat gives greenspawn sneaks an edge
pounds more rhan males, depending on whether t hey are over foes. Deceit comes naturally IO them, and in their social
carrying eggs. imerac tions they conceal e morions and disguise their true
Alignment: Greenspawn sneaks are nearly always lawful aims. W hen t he young hatch, the cleverest get arrenrion
evil. Those that cannot follow rhe brutal rules oft heir society an<l rrnining, not the strongesr or loudest. These individu-
rarely live long. als attain the highly honored roles of scours and strike team
members, and one among rhem migh r even become prelate.
Society Those with less talent for deceit and strategy become guards,
Greenspawn s neaks have a rheocratic and orderly society. egg inc ubators, and carernkers for chi ldren and the elderly.
They are wholly devoted tO Tia mat and think of themselves Ofcou rse, trickery musr serve the higher goal ofhelpi ng the
as belonging to a great army wirh her as their god and tribe and honoring Tiamar; in.fighting is punished by sum-
general. mary execurion.
Chromatic dragons and Olher spawn serve Tia ma r's army A high-ranking cleric ofTiamat called a prelate leads a
in a multit ude of ways, but g reenspawn sneaks know rhefr 1ribe of greenspawn sneaks. As the mourh of Tiama1 , rhe
duty with perfect clarity: Strike wi1h surp rise, confomid prcla te com ma nds comple te loyalty 1-1 e or sh e chooses a
and kill, then melt av,ray before 1he enemy even understands single s uccessor, ca lled an acolyte, from among rhe young
what happened. Every aspec t of their lives revolves arou1:d of I he tribe. Alrhough rhis acolyte has no official author-
this role. ity, in pracrice, the two clerics act as a unit and are rarely
separated. This close relationship prevems power grabs
or ba t ties for succession-g reenspawn sneaks refuse 10
fo llow anyone who can nor speak for Tia mat. Indeed, a t ribe
GRHNSPAWN SNEAK LORE
rhar loses both its prelate and acoly te submirs to rhe rule
Characters with ranks in Know ledge (nature) can learn mo re
about greenspawn sneaks. When a character makes a success- of anorher t ribe's prelate rather than electing a new leader
ful s kill check, the following lore is revealed, including the ir- from among rheir number.
formation from lower DCs. Those who recognize the creatures' As servants of Tiamat, greenspawn sneaks obey her
ancestry can also use Knowledge (religion) to learn mo re. h ighest aurhority. In mos t cases, this is the prelate, bu1
some times a t ribe serves a powerfu l evil dragon or even
Knowledge (Nature) ;i not her group of spawn. Greenspaw n sneaks prefer ro work
DC Result with green dragons and other lawful followers ofTiamat.
12 This creature is a greenspawn sneak, a monstrous friction and confusion nearly always result when a leader
humanoid related to green dragons. This result doesn't appreciate their regimented oudook or rhe reners of
reveals all monstrous humanoid traits.
1hei r societ y.
17 Greenspawn sneaks are immune to acid, and they
can breathe underwater.
22 Greens pawn sneaks are true to their name. They Typical Treasure
often use tricks and distractions to overcome foes. Crecnspawn sneaks have standard items for their Chai lcnge
27 Greenspawn sneaks always lair near a source of Rating bur rarely carry goods or coins. Such wealth is
fresh water, but that source is sometimes broughr back ro the outpost and hoarded there as a bed for
underground. egg-laying and to offer 10 evil dr agons rhe sneaks encounter.
In addition, an outpost often holds a large cache of non incu-
Knowledge (Religion) bated eggs that serve as acid ilasks. Grccnspawn sn eaks cm ft
DC Res ult rheir own tools, weapons, and armo r, bur orher items were
12 Greens pawn sneaks are some ofTiamat's spawn.
17 Greens pawn sneaks worship Tiamat and serve her likely taken from a foe or stolen in a raid.
armies as scouts.
22 Greenspawn sneaks have a theocratic society and Greenspawn Sneaks with Class Levels
refuse to follow anyone who doesn't speak for Although 1heir favored class is ranger, many g reenspawn
Tiamat. If their clerics are killed, they might leave the sneaks become rogues, n injas,or scouts. (The n inja and scour
region to find and serve another priest ofTiamat. classes a re described in Complete Ad11c11l11rn.)
Th,· llnnies of Tilllna! mm·dJ to 111,,r

Rangers ofren use green spawn leapers as mounts, and they Dragonsplirs are no t do uble weapons. Instead, a wielder
ride rhem through the treerops and inro barrle. t\ greenspawn chooses rouse cit her rhe piercing edge for a grearer critical
sneak ranger who takes the rwo-weapon combat sryle gains threat range or the slashing edge for a devasraring (bur rarer)
rhe Two-Weapon Defense fear in place of the Two-Weapon quadruple-damage critical.
Fighring fear. Most greenspawn sneak rangers pick human-
oid races as favored enemies. Greenspawn Sneaks in Eberron
Despite their close relationship wirh the narura I environ- Greenspawn sneaks believe themselves tO be the favored
ment, greenspawn sneaks never become druids. descendanrs of green dragons, an idea char most green
Greenspawn sneaks speak Draconic. Those wirh a ralenr dragons dispute. Nevertheless, the sneaks revere green
for languages learn those of rheir foes, ofren Common and dragons and wish ro serve t hem exclusively. Good dragons
Elven. usually refuse chis service; sneaks rake such rejection in
Level Adj11st111e11I: +4. stride and look for ,inothcr to worship.

For Player Characters Greenspawn Sneaks in FaerGn


A greenspawn sneak wields a pair of dragonsplits, one- Greenspawn sneaks live undiscovered in many forests and
handed exotic melee weapons with which all sneaks are swamps chroughour Faerun. They a,·oid areas wirh a large
proficien1. A dragonsplir can be used as a piercing weapon popularion ofelves or orher good crearures rhar might inform
like a short sword. Alternative grips use its long edge for the world of their presence. Major communities exis1 in the
slashing :macks or irs shorr edge for chopping and hacking. Lurkwood, Mere of Dead Men, High Moor, Marsh of Tun,
[r counts as a lighr weapon for rhe purpose ofTwo-Weapon Winrerwood, Umber Marshes, and Mhair Jungles, bur small
Fighring and Weapon finesse. 1ribes live in hundreds of other secret locarions. Recent
arracks by rogue drngons have the greenspawn hopeful for
Dmg (S) Dmg (M) Critical Weight' Type a new Rage Of Drngons, and they warch the skies for the
ld4 l d6 19-20/x2 (P) 2 lb. Piercing rernrn of a srar rh e elves call the K1ngslayer, which they
o r x4 (S) or slashing believe will be a sign from Tiamar that he r divine wa r has al
1 Weight is fo r a Medium weapon. Small weapons weigh last begun. They rrus1 no humans and thus never work wirh
half as much, and Large weapons weigh twice as much. the Cult of rhe Dragon.
REDSPAWN ARCANTSS tactics beyond relying on their £ire spell affinity and immu-
A humanoid, covered in red scales with yellow and orange flame- nit y rn fire. Even in melee, rhey prefer rouse magic.
like markings, leaps at you. It wears studded leather armor and An arcaniss casrs fire spells recklessly, centering fireballs
carries a buckler, and it spits harsh sounds as its empty hand on itself ro harm flanking foes and using burning /rn11ds and
reaches into a spell component pouch. scorrlri11g ray spells, all the while healing itself. Should fire
spells be ineffectual, a rcdspawn arca niss prefers ro rerrear,
REDSPAWN ARCANISS CR 6 using other magic as ii does so. Ir casts fire spel ls ro heal,
Always CE Medium monstrous humanoid (dragonblood, then usually rerums wirh orher spawn of Tiamat ro rake
flre) revenge.
Init +l ; Senses darkvision 60 ft., low-light vision; Listen +0, lf in battle it spots a dragonblood character (such as a
Spot +0 spcl Iscale or dragon born from the Rnccs of !lie Dragon supple-
languages Common, Draconic
mcnr) or any creature with a connection to good dragons, a
AC 18, touch 11 , flat-footed 17; armored mage rcdspawn arcaniss focuses on rbat enemy. Even dire opposi-
(...1 Dex, +3 armor, + 2 shield, +2 natural) tion does nor discourage an arcaniss from pleasing Tiamat
hp 52 (8 HD); fire spell affinity
by killing one of her haced foes.
Immune fire, paralysis, sleep
A redspawn arcaniss typically \vears lighrarmorand a lighr
Fort ...4, Ref +7, Will T6
Weakness vulne rability to cold shield, keeping one hand free for spellcasting. It also carries
a si mple weapon, such as a heavy mace, for rhe rare occasions
Speed 40 ft. (8 squares)
Melee mwk heavy mace +9/+4 (ld8) when ir must resort lo physical comb.a.
Space 5 ft.; Reach 5 ft.
Base Atk +8; Grp +8 Sample Encounter
Atk Options Point Blank Shot, Precise Shot Redspawn arcanisses know howro handle foes: Burn them ro
Combat Gear potion of shield offaith (+3), potion of cure ci ndcrs and feast on rheir charred bones. They usually form
moderate wounds raiding parries to maximize rhe destruction.
Sorcerer Spells Known (Cl 6th) : Raiders (EL 10): Three redsp awn nrcanisses and a red-
3rd (4/day)-fireball (DC 16; CL 8th) spawn firebelcher (see page 154) attack a rown ar night,
2nd (6/day)- Me/fs acid arrow (+10 ranged touch), serring ever ything alight as they roam rbe srreers. One
scorching ray (+1 0 ranged touch; CL 8th)
arcaniss rides rhe firebelcher and directs irs arracks in the
1st (7/day) -burning hands (DC 14; CL 8th), chill touch
(+8 melee touch; DC 14), magic missile, true strike
most useful m anner. The other two stay dose, reserving
0 (6/day)-acid splash (+10 ranged touch), det ect magic, thci r fi reball spells for when rhe people of 1he rnwn m ou n1 a
disrupt undead (+10 ranged touch), ghost sound
(DC 13) , message. ray of frost (+10 ranged touch),
touch offatigue (+8 melee touch; DC 13) REOSPAWN ARCANISS LORE
Abilities Str 10, Dex 13, Con 15 , Int 10, Wis 10. Cha 17 Characters with ranks in Knowledge (nature) can learn more
Feats Point Blank Shot, Precise Shot, Weapon Focus about reds pawn arcanisses. When a character makes a success-
(ranged touch) fu l skill check, the following lore is revealed, including the in-
Skills Concentration+13, )um p +4, Knowledge (arcana) +11 , fo rmation from lower DCs. Those who recognize the creatures·
Listen +0, Spot +0 ancestry can also use l<nowledge (religion) to learn more.
Possessions combat gear plus masterwork studded
lealher armor,+ 7 buckler, masterwork heavy mace, Knowledge (Nature)
spell component pouch, gold pendant shaped like a red DC Result
dragon's head worth 100 gp 16 This creature is a redspawn arcaniss, a monstrous
Advancement by character class; Favored Class sorcerer; humanoid descended from red dragons. This
see text res ult reveals all monstrous humanoid traits.
21 Redspawn arcanisses are vulnerable to cold and
Fire Spell Affinity (Ex) A redspawn arcaniss casts fire spells immune to fire, paralysis, and sleep. They cast
at .,..2 caster level. In addition, the redspawn arcaniss spells like sorcerers but can wear armor and use
heals 2 points of damage per spell level each time it casts shields.
a fire spell. 26 Redspawn arcanisses can heal themselves by
Armored Mage (Ex) A reds pawn arcaniss can wear light casting fire spells, and their fire spells are
armor and use light shields without an arcane s pell fai lure abnormally potent.
chance. Complete Arcane 12. 31 Redspawn arcanisses hate good dragons and focus
all their attacks on them or creatures that show
Tiamat created the redspawn arcanisses co be her spell- allegiance to them.
casters in battle, imbuing rhcm wirh a red dragon's love cf
carnage and rhe magic all true dragons inherit w ith age. l<nowledge (Religion)
The arcanisses serve her as engines of desrruction, w ildly DC Result
hurling deadly spells amid t·he Chromatic Dragon's more 16 Redspawn arcanisses are some ofTiamat's spawn.
21 Reds pawn arcanisses worshi p Tiamat and use their
melee-oriented forces.
potent spellcasting in her service.
26 Redspawn arcanisses believe themselves to be the
Strategies and Tactics most highly favored ofTiamat's children, destined
Redspawn arca nisses enjoy comba1 and charge inrn frays. to destroy her enemies and rule in her name.
Tbey rake a direct approach in comba1, rarely using guile or
resistance and begin to surround rhem. The arcanisses have Typical Ph ysical Charac te ris tics : A redspawn arcaniss
come in search of weapons and armor for their unharched srands about 6 feer rail and weighs appro ximaiely 200 pou nds.
children. Having overcome resisra nee ac r he vil !age gace, chey When young, an arcaniss has much mo re yellow and orange
burn rheir way coward an armorer·s shop. in its coloring. As it ages, chese colors grow redder, evenrnally
deepening i n color co almos t black.
Ecology Alignment: Reds pawn arcanisses are always chaoric evil.
Redspawn arca nisses are carnivores rhat prefer fres hl y They revel in ruin am l pain. They bel ieve that every acr
killed, well-roasred meat and blackened bones. They of des1rucrion should honor Tiamat, 1heir mot her
lack skill ar huniing and trapping, buc can u sually and god.
bring dO\vn game by a well-placed scorch111g rny or
even a fir~ball. Society
Arcanisses live for the destruction ofTiamar's foes. Redspawn arcanisses call themselves the Burn-
They roam rhe w ilderness in pu rsui1 of her ene- ing O nes of Tiamat. They believe themselves
mies, slaughtering and feeding on the 10 be the most favored of her spawn: Through
hapless creatures rhey encounrer. fire and destruction, rhey will
Their nomadic natures cleanse 1he world of
mean redspawn ar- non<lragons and rule
canisses rarely have over a ll dragon kind.
a great effecr on t he Their holy books,
local environmem, the Scrolls of Fire, in-
although a foresr fire struct 1he arcanisses
can be a sign of rheir in these marrers. Pur-
passing. portedly wrirren by
Bands of arcanisses T iamat herself, the
stay on rhe move, cx- Scro!ls tell arcanisses
cepr when laying co go forth and corch
and harching eggs. the land.
Females become fer- Redspawn arcanisses spend
tile for one week, once little rime in large groups,
a year. A monrh after us ually roving the wil-
ma1ing, a female lays a derness in small bands of
single egg. She keeps it in a heated two to six. They wander as
place, such as a ho1 spring, a volca- whim or rumor takes rhem,
nic venr, or even a well-tended fire ever ca refu I not co sertle in
pit. The egg grows quickly in rhe nrcanis~- one place coo long or grow
heat and hacches in approximarely rwo weeks. roo dependern on one anorher. Most meetings
Hatchli ng redspawn arcanisses e me rge fully for med between bands are chance encounters, such as when two or
and adulr-sized. They can speak, and rhey complete ly un- more groups seek che lair c,f a good dragon or o r her en emy
derstand how rouse the spells Tia mat g ranted chem. The ofTiamaL These meerings prov ide a brief opportun it y to
band spends anmher week with the newborns, teaching share news, and individuals mingle freely before forming
rhem about the lay of the land and offeri ng borh religious new groups and heading their separace ways. Several band;,
and pracrical information. Usually, a mother provides her might work together to defeat a common foe, but more
child wirb a book or a scroll with excerpts from the Scro!ls ofren, chc most n umerous group wins 1hat honor while rhe
of fire (see Socie ty) and speaks of the great destiny awairi ng orhers seek new conquests.
their race as children ofTiamar. The parents and chi ldren
mix and splic into two or three new bands, then go their Typical Treasure
separate ways. Redspawn arca nisses have standard treasure for NPCs of
their Challenge Rating. They have a s,rong hoarding instinct,
A lwndrcd small fimn es star/ a hundred fires that 1111glrl but chcy rarely take more rreasure than chey can carry. Near!)
bcco111e a lrnndret.l ho11/ires and a l11111drcd rm~hty [1/11zcs all their combat e qui.pment is s tole n from o ther creatures 01
liglit111g llie rnd of IIH,-world. Go fortl1 011d b,~·11 liot 1111d crafted for them by a more settled race ofTiamar's spawn.
bn g l1 t. Fire spre11ds. They like to acquire items of fine qu.aliry, especially those
-Excer p1 lrom the Scrol ls of I-i re wirh draconic themes. Much of an arca niss's treasure is in
the form of an objecrs and jewe lry.
E n vi ronment: Redspawn arcan isses haunt rhe Fringes
of c ivilization and move frequently. T hey don't mind living
Redspawn Arcan isses with Class Levels
Sorcerer is rhe favored class of redspawn arcanisses. As an
in the rough for long periods, and 1hey"re most at ho me in
associa1ed class, levels of sorcerer srack wi1h an arca n iss's
large caves in warm hills. Where it is safe for rhem ro do so,
innare spellcasting abiliry. Levels of ocher classes (even
rhey sometimes venrure inro towns 10 buy and sell goods and
spellcasting classes) are nonassociaced.
seek infonnario n.
Level Aclj11sf111e11I: T+.
rhey prefer lava and avo id e nte ring water unl ess o rdered
REDSPAWN Ff REBELCHER to do so.
A red-scaled, dragonlike creature lumbers toward you with sur-
prising speed. As it opens its fearsome jaws to roar, you can see
fire flare within. Sample Encounter
Firebelchers can be encountered indiv idually, b m m osr of rhe
lime rhey form hun ting groups: of three to twelve They also
REDSPAWN F IREBELCHER CR 6
Always CE Large magical beast (dragonblood, fire) serve oth er spawn ofTiarnar as mounts or guard beasrs.
lnit -1; Senses darkvision 60 ft., low-light vision; Listen +5, Hunting Party (EL 12): A party of twelve blackspawn
Spot+6 raiders (see page 130) have commandeered a colony of red-
Languages - spawn fi.rebelchers ro serve the m. The raiders are looking
AC 18, touch 8, fl at-footed 18 tor a sect of dragon shamans (d erailed in Plnyer's Handbook
(-1 size, - l Dex, +10 natu ral) 1l) dedicated to emularing silver d ragons, bm rhey readily
hp 84 (8 HD) arrack ocher crea rures.
Immune fire, paralysis, sleep The spawn divide imo four smaller groups, each containing
Fort + 11, Ref +5, Will -,.2 three raiders and a firebelcher: One blackspawn is mounted
Weakness vulnerability to cold w h ile the other two stay w ithi n 5 feet of rhe fi.rebelcher ar
Speed 40 ft. (8 squares), swim 30 ft. al l rimes ro gain immuni1y ro fire. The spawn arrack from
Melee bite +12 (2d6+6 plus l d6 fire) four directions, with the riders firsr orderi ng rhei r m ounts to
Space 10 ft .; Reach 5 ft. belch fi re. The group then closes. ln m elee, rhe blackspawn
Base Atk +8; Grp +16 raiders on foot rry to flank enemies while staying adjacenr
Atk Options Power Attack ro rhe redspaw n to avoid damage from splashing CTames.
Special Actions belch fire
Abilities Str 19, Dex 8, Con 21, Intl , Wis 11, Cha 6 Ecology
SQ Tiamat's blessing (fire) Red spawn fi rcbelchers prefer extremely hor locales, particu·
Feats Power Attack, Weapo n Focus (bite), Weapon Focus
brly volcanic areas. They spend most of their days basking
(ranged touch)
in t he sun or s licli ng slowly thro ug h lava flows. This la nguid
Skills Jump +8, Listen +S, Spot + 6, Swim +12
Advancement 9- 16 HD (Large); 17-24 HD (Huge) life belies the c reatures' predaror y nature a nd surprising
speed .
Belch Fire (Su) A redspawn firebelcher can belch fire up to
When hungry, firebelchers explode inro the coun rryside,
60 feet as a standard action. This is a ranged touch attack
serring fires ns 1hey incinerate any1hing larger rhan a rabbir
(attack bo nus +7) with no range increment. An oppone~t
hit by th is attack takes 6d6 points of fire dam age. rhat c rosses thei r parhs. Sometimes rhey ride rhe lava flows
Creatures adjacent to the target take 3d6 point s of fi re
damage; a DC 19 Reflex save red uces this dama ge to ha lf.
The save DC is Constitution-based. REDSPAWN FIREBELCHER LORE
Tiamat's Blessing (Fire) (S u) Al l spawn ofTiamat within 5 Characters with ranks in Knowledge (arca na) can lea rn more
feet of o r riding on a redspawn firebelcher gai n immunity about redspawn firebelchers. When a character ma kes a suc-
to fire. cessfu l skill check, th e following lore is revealed, including
Skills A redspawn firebelche r has a +8 racia l bonus on any the information from lower DCs. Those who recognize the
Swim check to perform some special action or avoid a creatures' ancestry can also use Knowledge (religion) to )earn
hazard. It can always choose to take 10 on a Swim check, mo re .
even if distracted or enda ngered. It can use the run action
whi le swimm ing, provided it swims in a straight line .
l<nowledge (Arcana)
DC Resu lt
Ferocious bur stupid, redspawn firebelchers serve T ia mat's
16 This creature is a redspawn firebelcher, a ferocious
more inrel!igenr spawn as mounts. When left to 1heir own magical beast related to red dragons. This result
devices, 1hey live li ke crocodiles, lounging around pools of reveals all magical beast traits.
lava ins read of water. 21 Redspawn fi rebelchers are vul nerable to cold an d
immune to fire, paralysis, and sleep. They live in
Strategies and Tactics volcanic areas but periodically leave them to hun t.
Redspawn fuebelchers immediately arrack any crcarure 26 Reds pawn firebelchers spit gobs of fire and have
rhat comes wirhin charging disrance, except other spawn devastating, fiery bites. They possess the chaotic
ofTiamat and chromatic d ragons./\ redspawn fircbelch er evil nature of re d dragons and kill more than they
can eat.
begins com b ar with its best form of attack: b elc hing fire. l t
rben charges the nearesr foe and bites :tr it savagely, all the
Knowledge (Religion)
while looki ng for another opponunity to belch fire. Ir can DC Result
use rhis special abilit y against enemies up to 60 fcer away 16 Redspawn firebelchers are some ofTiamat's
bur is content to burn rhose within reach , especially if rhey s pawn.
are clusrercd together. 21 Redspawn firebelchers are used as mounts a nd
\Xfhen used as mounts, firebelchers fol low rhe com mands guard beasts by other spawn ofTiamat.
of their rider s. Although rhey are powerful swimmers,
Usually only one hatchling our of a
clutch survives. The mothers and sur-
viving young then go hunring. Young
Jirebelchers gorge rhemselves on fresh
meat and grow at a stupendous race.
They reach adu1r size after re n days,
although they do not become fert ile
for ano ther two years.
Environment: Redspawn fire-
belchers most commonly inhabit
warm hills and mountains, but they
can be found in any area wirh volca-
nic activity.
Typical Phy sical Characteris-
tics: A redspawnfirebelcher measures
about 12 feet from the rip of irs nose LO
rhe end ofits rail It is solidly builr and
weighs about 3,000 pounds.
Alignment: Redspawn firebelchers
are stupid and desrrucrive, embodying
the worst traits of red dragons. They
are always chaoric evil.

Typical Treasure
Redspa11111 jir,·bdchu Redspawn firebelchers don't hoard treasure, and
their fiery digestive systems destroy any small items of value
of volcanic eruptions, usi ng these upheavals as an excuse ro they might consume.
hum and add ro the desrruction. Although fi. rebelcher attacks
are devasraring, the nearby environment adapts ro chem, as For Player Characters
it mighr ro a volcano rhat periodically empts. Rcdspawn fi.rcbelc hers make interesti ng if challenging
A fi.rebelchcr consumes roughly its body weight in meat moun ts. They are exceptionally ornery creatures and di f-
ar one siuing, then rerurns ro its lair. W ith a metabolism ficulr ro rrain. Only a very skilled trainer's rearing one Crom
like that of dragons, it ca n survive up ro rwo years on such infancy has resulted in successful domesricarion. For all bur
a substantial meal. Redspawn firebelchers inherit red rhe spawn ofTiamat, Handle Animal DCs wirh redspawn
dragons pencha nt for cruelry, rhough, and kill far more firebelchers increase by 10 and Ride check DCs increase
than they can cat. by 5.
Ocher, more inrelligenr spawn of Tiamac capcure and Because of rhe rime and efforr involved, a domesticared
train redspawn fircbelchers as mounrs. Although diffi.culr Jirebelcher mount coses 35,000 gp.
ro rame, fi.rcbe lchers are receptive to che commands of Carrying Capacity: A light load for a redspawn fire-
orher spawn-often after earing a few. Such mounts are not belcher is up co 350 pounds; a medium load, 351-700 pounds;
allowed ro car rhcir fill; hunger keeps them ferocious and and a heavy load, 70 I- 1,050 pounds.
prevenrs lethargy. Redspawn arca nisscs (sec page 152) most
commonly use redspawn fircbclchers, bur blackspawn raid- Redspawn Firebelchers in Eberron
ers and even grcen spawn sneaks have been known to rrde R.edspawn firebelchers live in the Menechrarun desert
chem into battle. No one has reported whit.cspawn riding and the Skyraker Claws mountains of Xen'drik. Scholars
fuebelchers, but this is more likely due co their conflicting speculate rhat they might once have been beasts of burden
environmenrs than to innate hosriliry. or guardian beasts for fire giants long ago, when giants were
Adulr female firebelchers come inro season once every culrured builders.
three years, near rhe height ofsummer. Several males vie for
che privilege of roaring with a single female in conflicrs that Redspawn Firebelchers in FaerGn
are bloody bur rarely fatal. Once the fema le has conceived, Redspawn firebelchers inhabit many of Faenin's moun-
she dnves away rhe victorious male. Sbe then lays a clutch tainous areas, of1en in volcanic caverns hidden bene3th
of six 10 eight eggs, each about a foor long and weighing mow-covered peaks. Many large colonies of firebdchers
around 25 pounds. She conceals them wit h small rocks and exist i n the Crags near the Never wimer \Xfood and in the
debris and guards them against all intruders, including other Smoking Mounrai.ns of Unrher. The crearnres ca n also be
fi.rebelchers. found in a few areas near civilization . For example, Th rax-
After a couple of weeks, the baby redspawn fi.rebelchers ara, a young adult red dragon, resides at the top of rhc Blood
break our of their shells, ravenously hungry. They ear any- Hom in Deepingdnle and encourages reclspawn firebelchers
thing they can see and overwhelm, including their siblings. to live near her lair.
War Party (EL 7-9): A war parry comprises two ro four
WHITESPAWN HORDEUNG packs. War panics range aparr from rhe main horde, either
A creature the size of a gnome comes howling at you, slashing
,he air with two short swords made of bone. It has a fang-filled at the behesr of a powerful and i nrel Iigem leader or when
mouth in a head like that ofa white dragon, and thick ivory scales most of the hordelings are involved in some orher activity,
cover its body. such ns egg-laying.
EL /l:Twelve wbircspawn hordelings anack a row n, c harg-
W HITES PAWN H ORDELIN G CR l ing inro rhe outlying houses in the dead of a w inter night.
Usually CE Small monstrous humanoid (cold, dragon blood) They were sent to tesr rhe rown's defenses by a blackspawn
Init +0; Senses darkvision 60 ft.; Listen -1, Spot -1 raider (see page 131), who watches from nearby.
Languages Draconic Horde (EL 10-18): Larger rhan war parries. hordes con-
AC 13, touch 11, Oat-footed 13 tain up ro 150 members, all of whom are combaranrs. One
(+1 size, +2 natural) horde! i ng barbarian cxens some control over the group, bur
hp 13 (2 HD) it is not mucb of a leader.
Immune cold EL 11: Thirty-two whitespawn bordelings descend from
Fort +2, Ref +3 . Will -2
the mountains, led by a 5th-level hordeling ba rbarian. Fleeing
Weakness vulnerability to fire
frosr giams char allacked theirrribe, they desrroy everything
Speed 40 ft. (8 squares), ny 20 ft. (clumsy) in rheir path.
Melee short sword +3 (ld4/ l9-20) and
bite +l (l d4) or
Me lee short sword +l /+l (l d4/19-20) and
Ecology
bite +l (ld4) \Xlhitespaw n horclelings subsist as nomadic hunters, rhe
Ranged dart +3 (l d3) whole horde moving as one group. When prey is sighred,
Space 5 ft.; Reach 5 ft. rhe ho rde splits into packs and war parries. They approach
Base Atk +2; Grp -2 rhc qua rry from several sides, rhen charge in ro kill as many
Special Actions breath weapon creatures as they can. Because horde lings aren't adept at
Abilities Str ll , Dex 10, Con 14, Int 4, Wis 9, Cha 9 st e ;1Ith, s uch a nae ks rarely catch all of a herd. Thus, they fi 11
Feats Multiattack, Two-Weapon Fighting6 rh c role of natural preda tors: The heal1hiesr and most alerr
Skills Balance +10, Climb +5, Hide +4, Jump +4. Listen -1, prey survive ro propagare.
Spot -l t\ horde never remains long in one place. The hordelings
Advancement by character class; Favored Class barbarian; leave lands rhev've hunred our or those whose inhabiranrs
see text dr ive them away. Only mating season slows rhem dow n .
Possessions 2 sho rt swords. 4 darts
t\frer the eggs are bid, the hordeIi ngs hum down large or
Breath Weapon (Su) 30-ft. cone, once every ld4 rounds. numerous prey. They p lace rhe eggs within rhe carcasses and
damage ld6 cold, Reflex DC 13 half.
Skills Whitespawn hordelings have a TS racial bonus on
Balance and Climb checks.
WHITESPAWN HORDELING LORE
Characters with ranks in Knowledge (nature) can learn more
\Xlhitespawn h ordelings live for violence. They rove in huge abo ut whites pawn hordelings. When a character makes a
hordes.figh ti ng anything they encounrer. successfu l skill check, the fol lowing lore is revealed, incl ud-
ing the information from lower DCs. Those who recognize
Strategies an d Tactics the creatures· ancestry can also use Knowledge (religion) to
\'<7hitespawn hordelings employ lit de srraregy. All the mem- learn more.
bers of a group charge and mob foes. Some attack with swords
and bites, whi le others whoca n'r yer ger inro melee hurl dans Knowledge {Nature)
rr
and use their b1·earb weapo ns agninsr enemies. their m elee DC
11
Result
This creature is a whitespawn hordeling, a
arracks cannot pierce a targer's armor, rbey turn to their cold
monstrous humanoid related to white dragons.
breach; if neither racric works, they flee.
This result reveals all monstrous humanoid traits.
16 Whitespawn hordelings are immune to cold and
Sample Encounters vulnerable to fire. They can breathe cones of cold.
Whitespawn horclelings aTe a I most never encounrered alone. 21 Whitespaw11 ho rdelings are most commonly found
Mose groups i nclude ar least six members. in cold la nds. They travel in great hordes and
Pair (EL 2): A pairof wbitespawn hordeli ngs :ire p rob ably attack en masse.
rhe only survivors of a recent barde. 26 Whitespawn hordelings are nomadic but wander
EL 1: Two b lood-sparrered hordelings seek more or their with little direction. They abandon lands they've
overhunted or that othe r creatures drive them from.
kind a.frer a deadly fight wirh ores. They carry rwo severed
ore limbs as food .
Knowledge (Religion)
Pack (EL 5): \\;fhirespawn h ordclings group inro packs of
DC Result
about six rha t fo rm war parties. A single pack has mos t likely 11 Wh itespawn horde lings are some ofTiamat's
splir from the la 1·g er group ro attack a separate rargt!t. spawn.
El 5: Six whirespawn hordelings scour ahead of the rest of 16 Whitespawn hordelings worship Tiamat and serve
a wru: parry. They attack anything except chromatic dragons her armies as expendable troops.
or other spawn.
awair harching. The reason for doing so
is unclear, since rhe bodies provide lirrle
warmrh to the eggs, and ho rdeli ngs arc
unaffecred by col<l. Whircspawn hordel-
ings say rhey wa nt 1he young to "hear the
call ofblood;' a nd this practice e ns ures
an immediare somce of nomishment for
rhe h atch lings. The eggs hatch in about
a week, and the young ma t ure swi frly.
H ordelings rarely live lo ng past 1heir
prime.
Environment: Whitespawn hordel-
ings roam cold lands, rampaging rrom
one area ro the next. Any son of cold ter-
rain. from mounrains IO deserts, mighr
comain them.
Typical Physical Characteristics:
Whirespawn horde-lings :iverage 3-1 / 2
feer in height and 40 pounds in weight.
Females have slighrly narrower shoul-
ders than males and weigh a bir less.
Ahgn.ment: Whirespawn hordelings
are usually chaoric evil. Their society is
sa\·age and dedicated 10 the maleficent
Tiamat. Rarely, a neurral evil hordeli ng
appears; such individuals are usually
clerics. Lawful or good hordelings are
un heard-of. IVbitespa11111 horde/i11g

Society Whitespawn Hordelings in Eberro n


Whirespawn hordelings are barely more intelligent than Whitespawn hordelings live mainly in rhe frosrfell and on
animals, ru led by emo rion and instinc t more than by remote, norrherly islands in the Lhazaar Principalities that
rational thoughL Some nevenhelcss can craft crude rools even the pirare lords dare not approach. The hordelings lack
and weapons of bone or horn. Thei r few cul ru ral traditio ns the means ro build boats, but every five yea rs during the dead
revolve around mari ng and egg lnying. of winter rhey engage in migrarions, fl utre ring and swim-
The most threatening member of rhe horde becomes rhe ming across pack ice ro other islands and even ro Khorvaire.
Leader. Such "leadership" consists mainly of intimidation and Scholars of rhe planes note rhar these migrations coincide
lasts only as long as rhe other hordeli ngs fear and respect that wirh Risia's coterminous period and a re surely related. The
individual. The leader migh t be a barbarian, or occasionally a pirates, and occasionally rhe dwarves of the Mror Holds,
cleric, bur ofren ir's simply another hordeling rhar's meaner have so far dealt w irh these small incursions, bur they worry
rhan rhe rest. that a cold enough winrer could form an ice bridge across
\X'hirespawn hordelings grndgingly accept the rule of rhe Bitter Sea. Such an event would offer an easy crossing to
ocher crearures, usually more intelligent and powerful spawn thousands ofhordelings; if they were to establish a foothold
of Tiamar. However, they willingly serve white dragons, in rhe Demon Wasres, noching would prevem rhem from
which rhe hordelings worship as embodiments ofTiarnat. spreading across rhe continent.
Whirespawn hordelings speak a crude dialect of
Draconic. Whitespawn Hordelings in Faerfm
Whirespawn hordcli ngs can be foL1nd wherever white
Typical Treasure dragons live. Some sages speculate chat rhe crearnres are
\Vhirespawn hordelings typically have no treasure other rhe result of inbreeding among half-white dragon kobolds,
than their weapon s. Even leaders don't carry more than what bur chis rheory doesn'r explain rhei r close associations with
they need ro figbr. Always on the move and trading wirh no white dragons. Metallic dragons say 1he hordelings appeared
one, horde lings don't undersiand the concept of possessions, in Faen'.111 recently (as dragons reckon 1irne) and were loosed
which would o nly weigh 1hem down. on rhe world by Tia mar herself, bur humanoid scholars scoff
at the idea char the god wo u Id cre:Hc such stupid minions.
Whii:espawn Hordel ings with Class Levels
Whitespawn hordelings' favored class is barbarian, rhoughfew
live long enough ro acquire such training. Clerics are usually
neutral evil and serve Tia mat, bm mosr hordes lack them.
Lt>vel Adj11sl111ml: ..-l.
WHfTESPAWN HUNTER Whitespawn Berserker
A white-scaled humanoid slinks along the ice, sizing you up This white-scaled humanoid has a reptilian fa ce with a short crest
with reptilian eyes. Its face is reminiscent of a white dragon's, and a beaklike nose. It whirls a spiked chain, seemingly made
with a short crest and a beaklike nose. It carries a cruel-looki,ig from rusted iron, through the air before it.
polearm.
WH ITESPAWN BERSERKER (RAG I NG} CR 6
W HITESPAWN HUNTER CR 4 Male whites pawn hunter barbarian 2
Always CE Medium monstrous hu manoid (cold, CE Medium mons trous humanoid (cold, dragon blood)
dragonblood) Init +6; Senses da rkvision 60 ft., low-light vision; Listen • -8,
Init +S; Senses darkvision 60 ft., low-light vision : Listen +6, Spot +6
Spot +6 Languages Common, Draconic
Languages Common, Draco nic AC 17, touch 10, flat-footed 17; uncan ny dodge
AC 17, touch 11, nat-footed 16 (+2 Dex, +6 armor, +1 natural, -2 rage)
(+ l Dex, +S armor, +l natural) hp 93 (8 HD)
hp 39 (6 H D) Immune cold, paralysis, sleep
Immune cold, paralysis, sleep Fort +12, Ref +8, Will +9
Fort +4, Ref +6, Will +6 Weakness vulne rability to fi re
Weakness vulnerability to ri re Speed 30 ft. (4 squa res) in breastplate; base s peed 40 ft.
Speed 20 ft. (4 squares) in breastplate; base speed 30 ft. Melee mwk spiked chain +16/+11 (2d4+l 0) or
Melee ranseur +8/ +3 (2d4+3/x3) or Melee handaxe +15/+10 (l d6+7/x3)
Melee handaxe +8/ +3 (ld6+2/x 3) Ranged mwk composite shortbow +11/+6 (1d6+5/x3)
Ranged shortbow +7 (1d6/x3) Space 5 ft; Reach 5 ft. (l Oft. with spiked chain)
Base Atk +6; Grp +8 Base Atk +8; Grp +15
Space 5 ft; Reach 5 ft. (10 ft. with ranseur) Atk Options rage 1/day (9 rounds)
Combat Gear potion ofcure moderate wounds, potion of pass Combat Gear oil of magic weapon, 3 potions ofbull's strength,
without trace, potion of protection from good, potion of 3 potions of cure light wounds, potion of resist fire
resist fire Abilities Str 24, Dex 14, Con 22, Int 6, Wis 12, Cha 13
Abilities Str 15 , Dex 12, Con 14, Int 8, Wis 13, Cha 10 SQ fa st movement, ice step
SQ ice step Feats Alertness, Improved Initiative, Track
Feats Alertness, Improved Initia tive, Track Skills Listen +8, Ride +4, Spot + 6, Survival +8
Skills Listen +6, Spot +6, Survival +8 Possessions combat gear plus+ 7 breastplate, masterwork
Advancement by character class; Favored Class barbarian; spiked chain, handaxe, masterwork composite shortbow
see text (+5 Str bonus) with 20 arrows, 5 adamantine arrows, and
Possessions combat gear plus masterwork breastplate, 10 cold iron arrows, cloak of resistance +1, hemp rope
ranseur, handaxe, shortbow with 20 arrows and 10 cold (SO ft .) , 10 pitons, ivory token ofTiamat worth 200 gp
iron arrows Ice Step (E x) As whitespawn hunter
Ice Step (Ex) Whitespawn hunters ignore all movement
penalties associated with snow or ice on the ground. When not raging, a whitespaw n berserker has the following
They always succeed on Balance checks against effects changed statistics:
caused by ice or by spells or special abilities with the cold AC 19, to uch 12, flat-footed 19
descriptor. hp 77 (8 HD)
Skills Whitespawn hunters have a +4 racial bonus on Fort +10, Will +7
Survival checks. Melee mwk s piked chain +14/+9 (2d4+7) or
Melee handaxe +13/ +8 (l d6+5/x3)
Grp +13
Whitespawn bu mers are brutish, crafty sra I kers of the frozen
Abilities Str 20, Con 18
realms. They revere Tiamat as rhe ulrimare predaror.

Strategies and Tactics Whirespawn berserkers represent the i.deal of the race. They
are borh crafty and merciJess.
Whirespawn hunrers track thei r prey for miles, staying out
The whitespawn berserker presented here had rhe fol-
of sight for as long as possible before launching an attack.
lowing ability scores before racialadj ustmenrs and Hit Dice
They rry co trap their foes in terrain rhar limits escape, such
as ice floes or chasms. Once confidem of rhe kill, after har- abiliry score increases: Str 15, Dex 12, Con 14, Int 8, Wis to,
C h a 13.
rying opponents with their shonbows, they close and attack
with wild abandon. In melee, rhey cake adva ntage of tbeir
weapon's reach .
Strategies and Tactics
Whitespawn berserkers use their superior wilderness skills
Hunting groups prefer to keep one or more individuals out
to pursue prey more effectively, but once in combar, they
ofsight to watch rhe engagement, entering when reinforcc-
yield to u nbridled battle fury.
menrs are required or when vicrory seems cerrain.
Sample Encounters Typical Physical Ch a racterist ics: Wh itespawn hu n t·
Whitespawn hunters prefer w travel in small groups, the ers average 5 feer in height and 125 pounds in weight. They
bener ro bring down prey. However, they are fractious and have white-scaled skin and wiry builds, and they move with
competitive by natme and often ftghr among themselves, surprising grace. Females are slightly sma ller and slimmer,
especially whe n dividing l'he spoils. Leaders of1en ride wirh less p ronounced facial fearures th an males.
whirespawn iceskidders (see page 163). Alignment: Wbitespawn humc rs arc always chaotic evil.
Individual (EL 4): A whil'espawn hunrer encountered They are single-minded when borh hun ti ng and committing
alone is usually a scour for rhc tribe. terrible acts of depravity, especially agains t their slaves.
EI 4: After a run-in with a band of ores, a tribe of
whitespawn hunrers sends ou1 individuals to track down Society
their enemies. life among whirespawn hu nters is brutal and short, with
Pair (.EL 6): Mosr whirespawn huncers rravel in pairs. most acriviry dedicated ro the hLtnl. Srnrus within a tribe
\Xi'hen rhey encounrer prey, one moves in to attack, and rhe depends strictly on srrengrh and the willingness ro defend
mher hangs back ro make a surprise arrack at the oprimal one's position. Males are 1ypically in charge, though in some
moment. nibes powerful females dominate. When a rribe grows roo
EL 6:Two young whitespawn hunters are sem our ro bring large to feed, the leader splits off, raking as many potential
down the largest game possible so thev can be accepted as mares and srurdy combaranrs with him as he can. Massive
aduhs in rhe rribc. They cooperate with each other ro an bloodshed often resulrs from such schisms.
exrenr, bur only one can win the right of adulthood- the Afrer maring, female whitespawn hunters hide rhei r eggs
loser is robe killed or exiled. inside icebergs and orher isolared locations where tempera-
Hunting Group (EL 10): A huming group generally rures rarely rise above freezing, abandoning them to their
consists of rwo whirespawn humers, a whitespa\Yn berserker fate. The eggs hatch afrersix months, and the young must sur-
with a whirespawn iceskidder mount, and an additional vive on rheirown- ofren by devouring their weaker siblings.
iceskidder. The group uses coordinated tac tics to track and The survivors are deemed strong enough co join the tribe
ambush intruders inro their terrirory. They attack anything when it returns ro the area, and rhey are caught additional
they deem edible (rhar is, mosr creatures). skills co become betrer hu nters. Coming of age is a brutal
ritual: A pair of adolescents musr undergo a hunt co bring
Ecology down a large and dangerous creatu re. They hunt toget her,
Whirespawn hu nters prowl the frozen realms fa r from bur only one can brin g dow n rhe prey and earn adult starus.
civilization. Th ey live a nom ad ic lifestyle, following he rds The other is either killed by rhe rest of the tribe or flees into
oflarge, dangerous game s uch as dire el k, p olar bears, and rhe wilderness in hopes of creating his own rribe-few such
even remorhazes. They build and camp in easily trans- individuals survive.
ponable burs, which arc hauled by slaves or whirespawn
horde lings.
Whicespawn hunrers are rapacious
meat-eaters and can quickly deplete an
area's srocks of game. W hen 1imes are
lean, they subsist on carrion, rhe flesh
of slaves, and the bodies of follen tribe
members. They even devour 1he bones,
leaving virruaUy nmhing behind co
indicate rhei.r presence orher 1han bits
of gore and rufrs offur.
Tribes ofwhirespawn humers instinc-
rively know when ro move on ro find
richer game or co avoid rhe worst winter
storms. Their paths often inrersecr with
chose of mher rribes, resulting in open
warfare. The winning tribe seizes slaves
and mares from rhe loser.
Environment: Whirespawn hu nrers
inhabit the mosr desolate wastes, prefer-
ring cold plains an d frozen waterways.
Occasionally a pack finds its way into
a mountainous region where ga me is
more plenriful.

IFhite,ptlw11 berserker
Alrhough racher uninrelligenr, whirespawn hunters value At o ther rimes, a white dragon mig hr rule an entire rribe
slave labor. They some1imes capture sentient beings 10 use as of hunters- as long as i1 is powerful enough ro maintain
porters, enrerrainment, and food. Slaves rarely last more than command. The momenr it shows any weakness, rhe rribe's
a few months, succumbing ro rheir mas1ers' casual bruralny s tron ges1 hunrer s (especiall y berserkers) challenge iis
and the landscape's bi11er cold. Dead slaves arc u nceremoni- ru le.
ously strip ped and eaten by rb e rribe. Whitespawn hu nrers Wh ires pawn berser kcrs ofren become the leaders of rribes.
sometimes d omina1e wh itespawn horde lings. The hu m ers Some leave rh e busin ess of ru li ng ro orhers and focus o n the
despise their weak nnd infe rior cousins and del ig ht in boss- sheer thr ill o f rhe bum. A rruly powerful berserker assumes
ing rhem around. However, rheyare jusr as apt 10 ki II and ear rhe ride "wasresralker:·
hordelings as rhey are lO command chem.
WhiTespawn humers are unimeresred in diplomacy; rhey Typical Treasure
eirher slaughter or enslave anyone unable lO s rop the m, or Whi1espawn hunters have standard treasure for NPCs of
they avoid more powe rful c reatures. Tribes occasion ally th eir Challen ge Ratin g.
trade with other evil beings, notably o res, bur o n ly w hen
desperate. Duril1g these liaison s, they are happy 10 d iv u lge Whitespawn Hunters with Class Levels
rhe location of or her whi res pawn hunrer tribes ro their trad- Wh itespawn hu n ter s' favored cbss is barbarian. They are
ing partners, hoping ro send poremial attackers against rheir cunning and adept stalkers bur reve l in the chaos ofbarcle.
comperirion. Level Adj11st111ent: +2.
Unlike mosc spawn, whitespawn bunters do n01 especially
venerate Tiamat. However, rhey do fear and respect her, and
tribes leave offerings from every kill to appease her. The mos t
SAMPLE LAIR:
elaborare altars to T ia mar boasr the skull of a white dragon, WHfTESPAWN HUNTER
wirh small ite ms of treasure occasiona lly laid beneat h the
meat as addition al offerings. Mosr humers we.ir small ico:1s
ENCAMPMENT
This map s hows a typica l whir.espawn bunter e n campment
of ivor y crudely can·ed in their deity's image.
within a winding ice floe.
Likewise, whitespawn humers do noc revere wbire
dragons; rhey respect rhe creatures· power and majesty
I. Wastestalker Yurt (EL 8)
bur also see chem as competition for food. When rimes are
The inside of the yurt is dark and rank. A pile of smelly furs shs
wugh, whirespawn huncers have no compuncrion ab our to one side, and the walls are adorned with the skulls of various
kil ling w h ite d ragons. indeed , rhey consider such acrior. a animals- some not readily identifiable. A rack made of bone
resramenc ro T ia m at's desi re ro see rhe strongest tri umph . bears the weight of f rozen hunks of meat.

T he leader of rhe rribe, a -1-rh-!evel barbarian, lives in this


WHlTESPAWN HUNTER LORE crude yurr, along w ith his four noncombaram mates. No one
Characters with ranks in Knowledge (nature) can learn more else may enrer his yurr.
about whitespawn hunters. When a character makes a success-
ful skill check, the following lore is revealed, including the in-
2 . Communal Yun
formation from lower DCs. Those who recognize the creatures' This large, open yurt is filthy. Hunks of meat dangle from ropes
ancestry can also use Knowled ge (religion) to learn mo re. in the center. Worn, disgusting pelts of yak, mastodon, and other
large mammals are scattered across the ground, providing places
Knowledge {Nature) to sit. Bits ofbone litter the floor.
DC Result
14 This creature is a whitespawn hunter, a monstrous
humanoid related to white dragons. This result This l:trge yurr is where the tribe gathers for feasts and meet-
reveals all monstrous humanoid traits. ings. The few supplies used by rhe tribe are scored here, as
19 Whitespawn hunters are immune to cold, paralysis. well as a small srock of mear.
and sleep, and they are vulnerable to fi re.
24 These vicious carnivores favor stealth an d am bush 3. Slave Pen (EL 7)
but qu ickly succumb to mindless chaos when The back and sides of this pen butt up against a sheer wall ofice.
combat begins. The remainder is crafted from blocks of ice, with a gate made of
an elaborate array ofanimal bones. The inside is utterly disgust•
Knowledge (Religion) ing, filled with waste, old bones-and the corpse of a young
DC Result
male human.
14 Whitespawn hunters are some ofTiamat's spawn.
19 Whitespawn hunte rs honor Tiamat and wea r small
The tr ibe currently has ten slaves: seven hu ma n common-
ivo ry icons carved in her image.
24 Wh itespawn hunte rs res pect white dragons but are ers, two ore warriors, and an elf commoner. O ne slave h as
not beholden to the m-some tribes hunt them, rece n t ly d ied, but t he tribe has no r yer consumed his corpse.
whi le others live under their thrall. At least th ree wh itcspawn hu mers gua rd rhe pen at a 11 ri mes
when it is occupied.
White spawn Huhter Lair
One square·= 5 feet

4. Family Yurts (EL 6- 7) Whi1:espawn Hunters in Eberron


This yurt appears to be a family dwelling. Whitespawn humers live almosr exclusively in rhe Frostfell,
stalki ng the rundra on the hu nt for game and slaves. Dur ing
Each yurr shelters four to six individuals (half adults and particularly harsh winters, when R isia is coterminous, hunt-
half young). The high ice walls buttress the backs of rhe ers move farther south along drifting pack ice, sometimes
yurts and keep t he wind our. An 80% ch ance exists rhat a making landfall i..n rhe Lhazaar Principalities and rhe Demon
whites pawn hunter occupies a yurt. Each yurt h as one or rwo Wastes. During such campaigns, they rypically command
slaves inside at all times. tribes of whirespawn hordelings ro sweep ahead of them,
softening up poten tial enemies and providing intelligence
5. MeaI Srn rage for a successful htmt.
This chamber has been rudely carved f rom the ice, providing a
place to store meat. It contains the carcasses oftwo elk, several Whitespawn Hunters in Faerun
seals, and two humanoids. The bodies are in various states of Whitespawn hunters live rhroughour rhe frozen norrh of
dismemberment, and some have been roughly hacked apart. Faerun, bur most are fou nd in lcewind Dale and the High
Tee norrh of Anauroch. They prey on the tr ibes of human oid
T his larder, carved into rhe walls of ice, stores the bulk of barbarians and on hunters and fishers caught alone on the
the tribe's meat. It is guarded at all times by two whitespawn windswept ice plains. Rumors persist of whitespawn hunter
hunters, who immediately kill anyone who dares to steal encampments in parts of the Glacier of the Whire Worm.
meat. The creatures avoid the Ci.radel of the W hite Worm, rhough,
being roo fe,-,,, and roo weak ro claim it.
6. Shrine to TiamaI
This structure is cobbled together from the bones of several large •·r tValk the rimewastes, set!11i11g prey for you, Great
animals, topped off with an enormous skull that must be a drag- Mother. Meal for tribe! Glory .for me, 0 T imnat 1"
on's. Several heaps ofmeat, most ofthem frozen, rest among the - Morning prayer of rhe ,vhirespawn hu.nrer
bones, along with at least one humanoid skull.

The tribe has established a small tempora ry altar to Tia mar,


where offerings are left after a successful bunt. This one
includes che skull of a white dragon.
S trength check). Once in melee, rhe iceskidder hires furi-
WHITESPAWN ICESKIDDER ou s])' u nril its targer foils. Ir then slows down an y remai n ing
A long, lizardlike creature slides toward you across the ice, its
toothy maw gaping open and short legs pumping in unison to enemies wit h its b rea th weapon and ma kes irs escape with
propel its white-scaled body fo,ward. Easily as big as a horse, the meal.
it doesn't slow its rapid skid even when nearly touching your
weapon. Sample Encounters
W h itespaw n iceskidders are m ost li kely robe encountered
WHITESPAW N ICESKI DDER CR 6 alon e or in pairs. Other creatures (u sually spawn ofTiamar)
Always CE Large magical beast (cold, dragon blood) sometim es rame iceskidders for use as moun ts or guard
lnit +0; Senses d arkvision 60 ft. , low-light vis ion; Listen +4, beas rs.
Spot +12 Pair (EL 8): A trail of shallowly bu ried treasure leads
Languages -
through the snow co an ice cave in rh e side of a glacier, w h ere
AC 17, touch 9, flat-footed 17 a mated pair of whirespawn iceskidders feed on rheir laresr
(- 1 size, +8 natural) kill. Ru noff from rhe glacier roars through rhe cave in a rush-
hp 85 (9 HD); DR 10/magic
ing stream, covering the sounds of intruders (lisren check
Immune cold
Fort +10, Ref + 6, Will +S
DCs increase by 5).
Weakne.ss vulnerability to fire Whitespawn War Party (EL 6-9 ): Groups of whirespawn
hordelings or hunrers somerimes parrol o n iceskidder
Speed 40 ft. (8 squares)
mounts.
Melee bite +17 (2d6+12)
Space l 0 ft.: Reach 5 ft. EL 7: A war part)' of six whirespawn hordelings anacks,
Base Atk +9; Grp +21 led by a 3rd-level hordcling barbarian and accompanied by a
Atk Options Improved Overrun, Power Attack, magic strike whirespawn iceskidder. The barbarian and anorher hordeling
Special Actions breath weapon ride into barrle on the iceskidder's back, though rhey don'r
Abilitie.s Str 27, Dex 10, Con 18, Int 2, Wis 14, Cha 7 really control its actions. When rhe iccskidder overruns a
SQ ice step, T iamat's blessing (cold) foe, rhe hordelings jump off to arrack che prone crearure.
Feats Ability Focus (breat h weapon) , Improved Overrun, Family (EL 9-10): Ad ult iceskidders in a family group
Power Attack, Weapon Focus (bite) ceach th eir young to hunt.
Skills Jum p +12, Listen +4, Spot +12
Advance ment 10-11 HD (Large); 12-18 HD (Huge)
Breath Weapon (Su) 30-ft. co ne, once eve ry 1d4 rou nds ,
damage 6d6 cold, Reflex DC 20 half. Creatures that fa il WH JTESPAWN ICESKI00ER LORE
the save a re frozen in place. Treat them as tho ugh struck Characters with ranks in Knowled ge (a rcana) ca n learn more
by a tanglefoot bag (PH 128), tak ing a - 2 penalty on about whites pawn iceskidders. When a character makes a
attack ro lls and a -4 penalty to Dexterity and unable t o successf,1I s kill check, th e following lore is revea led, includ-
move unless they succeed on a DC 15 Refl ex save. The ing the information from lower DCs. Those who recognize
effect ends after 2d4 rounds. The save DC against the the creatures' ancestry can also use Knowledge (religion) to
freezing effect increases by 1 for each additional HD. learn more.
In add it ion, surfaces within the area of a wh itespawn
iceskidder's breath weapon become covered with ice Knowledge (Arcana)
sheets (DMG 91). DC Resu lt
Ice Step (Ex) Whitespawn iceskidders ignore all movement 16 This creature is a whitespawn iceskidder, a
penalties associated with snow or ice on the ground. predatory magical beast related to white dragons.
They always succeed on Balance checks against effects This result reveals all magical beast traits.
caused by ice or by spells or special abilities with the cold 21 Whitespawn iceskidders are immune co cold and
descriptor. vulnerable to fire. They breath a cone of cold that
Tiamat's Blessing (Cold) (Su) All spawn of Tia mat within freezes prey in a skin of ice.
5 feet of or riding on a whitespawn iceskidder gain 26 Whitespawn iceskidders live much like bears, but
immunity to cold. they "hibernate" in the warm season.
31 Although of only animal intelligence, whitespawn
Whitespawn iceskidders serve Tiamar's armies as mounrs in iceskidders are innately evil creatures. They
cold environments. When left to themselves, rhey prow l rhe sometimes return after a successful attack simply
rundra in search of pre)'. to terrorize prey.

Knowledge (Relig io n)
S-crategies and Tactics DC Result
Whirespawn iceskidders are typically solitary, bur mared
16 Whitespawn iceskidders are some ofTiamat's
pairs hum rogether. An icesk idder at racks rhe weakest-look- spawn.
ing crearure in a group, hoping for a quick k ill. lt b egins 21 Whitespawn iceskidde rs can sometimes be found
combat by loosing its freezing brearh ro damage prey and in the company of wors h ipe rs orTiamat, se rving as
hold ir in p lace. If a stronger-looking creature gets in tl:e mo unts and gua rdia ns.
way, rhe ices kidder aHempts ro overrun rhar foe (+16 on tl:e
£19; Three whirespawn iceskiddcrs are on the prowl
for a meal: a mother and fotherwith their adoles-
cent child. The young iceskidder is
eager for food and attacks the
ne'7irest creature i mmedi-
ately, forci ng its parents
to catch their child in
their breath weapons
as they follow ry pical
iceskidder racrics. The
parenrs won·t aban-
don the child, so they
fight until ir regains
complete mobility.

Ecology
\Vhirespawn iceskid-
ders live much like
bears, except that
they esrivare rather
than hibernate, sleeping
through the warm season.
They spend most of their
lives as solitary hunters but !Vbt1t:spmvn 1ccsk1d der
gather once a year ro mare. Unlike bears, . .
male iceskidders remain with their mares, hunung wuh Typical Treasure .
the mother until rhe young read, adolescence. Just before Whitespawn iceskidders carry no treasmc, but somenmes
sending off the young iceskidders, the parents lead them on they eat valuable items worn or carried by their prey. Typ!·
a reaching hunr. cally, only gems and precious metals survive in a_n iceskidder s
Despite their bestial natures, whirespawn iceskidders a~e gullet, irritating its stomach so tha t it vomits the~ up_. A 5?o
srill spawn ofTiamat, and this berirnge comes to the for~ in chance exists chat an iccskidder encountered outstdc its lair
their deali ngs with other creatures. They relish terronzmg has consumed some an objects, gem s, or coin s. An iceskid·
prey, and even after carrying off a vicrim from a group, a der lair contains standard treasure for the Encounter Level
iceskidder often returns to attack agam. Having enough (coins, gems. and metal items only), buried amid waste in
food already. the iceskidder usually doesn't ear victims of our-of-rhe-way spots withi n the cave.
the second arrack-it kills for sheer pleasure.
Only chromatic drago ns and spawn o[Tiam~t ha~e any Whitespawn lceskidders in Eberron
chance of taming rhe beasts. White dragons use tcesktdders Whitespawn iceskidders live in the Frost fell and someti_me_s
as "watchdogs," allowing them to Uve wirhin their lairs. drift to Khorvaire or northerly islands of the Lhazaar Pnnct-
Whirespawn horclclings often brave iceskidder lairs to steal palities by clinging to icebergs thar A.oar across rhe Birrer Sea.
their eggs and rnise the harchli..ngs as mou nrs. The two crea- Once on land, the crearures seek out cold lands and might
rures are so often seen rogether that sages speculate they were inhabit unusual terrain, such as high mountain passes. One
born of the same whire dragon parent. that arrives on rhe m ainland might travel very far sourh,
Environment: Whitcspawn iceskidders liYe primarily especially during the birrerly cold winters that come every
in cold marshes and plains, but any place wirh frozen water five years when Risia is coterminous. These iceskidders ofren
makes a 6.ne home. They dwell in ice caves or dig dens in get stranded in marshes when the ice reHeats.
mounds of packed snow, where they ear, mare, lay eggs, and
rear young. Whitespawn lceskidders in Fae.run
Typical Physical Characteristics: An adult whi respawn Whitespawn iceskidders live and bunt in many cold lands,
iceskidder measures rough ly 11 feet from the end of the nose bur their populations are particularly large in rhe Icewind
ro the tip of rhe rail. Its long, serpentine body weighs about Dale and in northern Vaasa, Damara, and Narfell. Winter
2,000 pounds. . migrations push them farther south into 1mpiltur, rhe Grear
Males and fe males look much alike. Only whaespawn Dale, and Thesk in the east and the n orrhern Sword Coast
iceskidders can rel1 rhe difference without close examina- in the west.
tion. Older individuals have broader scales and longer head Despite the beasts' unsuitability for domesricarion, rhe Red
ridges than you nger members of rhe race. Few iceskidders Wizards ofThay are very interested in ices kidders. They offer
live longer than about ren years. . . 5,000 gp for the capture of one and as much as 7,000 gp for
Alignment: Cruel and animalisric, \vhitespawn tcesk1d- an iceskidder egg.
ders are always chaotic evil.
TOMB SPIDER
Tomb spiders are arachnoid crearures suffused wirh negarive
Tomb-Tainted Soul (Ex) A tomb spider is healed by negative
energy and harmed by positive energy as if it were an
undead creature.
energy. Their poison reverses healing spells and effects rhar Skills Tomb spiders have a +4 racial bonus on Hide, Listen,
target rhe p oison ed creature. and Spot checks, a +8 racial bonus on Climb checks, and
Tomb spiders pla111 thei r eggs in the corpses ofhu ma noicis. a +10 racial bonus on Jump checks. A tomb spider can
A hose animates as a web mummy, a zombie Ii kc mockery o[ always choose to take l O on Climb checks, even if rushed
life. As rhe eggs hatch, hund 1·eds of tiny tomb spiders swarm or threatened .
inside the corpse. Ii released, rhey form a broodswarm rhat
£lows overopponems. Thus, rhe three basic life cycle stages of Tomb spiders have a strong connection ro negative energy
a comb spider are the web mummy, broodswarm, and adu'.t. and are significanrly more dangerous than ordinary mon-
strous vermin.
TOMB SPIDER
Chitin flakes offa mottled gray, spindly spider the size of a horse. TOMB SPIDER BROO DSWARM
A swarm off ist-sized, bright red spiders mo~es closer.
To ~rn SPIDER CR 6
Always NE Large magical beas t TOMB SPIDER BROODSWARM CR 2
lnit +5; Senses darkvis1on 60 ft., low-light vision, Always NE Tiny magical beast (swarm)
tremorsense 60 ft.: Listen +ll, Spot +11 lnit +5; Senses darkvision 60 ft., low-light vision,
Languages - tremorse nse 60 ft.; Listen +11, Spot +11
AC 19, touch 14, nat-footed 14 Languages -
(-1 size, +5 Dex, +5 natu ral) AC 17, to uch 17, flat-footed 12
hp 76 (8 HD) ; DR 5/good (+2 size, +5 Dex)
Fort +10, Ref +11 , Will +7 hp 22 (3 HD)
Speed 30 ft. (6 squares), climb 20 ft. Resist half damage from piercing and slashing weapons
Melee bite +12 (2d6-,.7 plus poison) Immune swarm immunities
Ranged web +12 ranged touch (entangle) Fort +S, Ref +8, Will +6
Space l O ft; Reach 5 ft. Weakness swarm vulnerabilities
Base Atk +8; Grp +17 Speed 20 ft . (4 squares), climb 20 ft.
Atk Options poison (DC 18,ld4 hp/ld4 hp) Melee swa rm (1d6 plus poison)
Abilities Str 21, Dex 20, Con 19, Int 3, Wis 76, Cha 78 Space l O ft. ; Reach O ft.
SQ tomb-tainted soul Base Atk -~3 ; Grp -
Feats Alertness, Improved Natural Attack (bite), Iron Will Atk Options distraction, poison (DC 13, ld4 hp/l d4 hp)
Skills Climb +13, Hide ...5*, Jump +iS. Listen +11 , Move Abilities Str 7, Dex 20, Con 15, Int 1, Wis 16, Cha 2
Silently +81·, Spot +11 SQ swarm traits, to mb-tainted soul. web walk
*Tomb s piders gain an additional -,-8 racial bonus on Feats Alertness, Iron Will
Hide and Move Silently checks when in their webs. Skills Climb+73, Hide+11*, Jump +2, Listen - 9, Move
Advancement 9- 72 HD (Large); 13- 24 HD (Huge) Silently +7 1', Spot +9
Poison (Ex) Creatures affected by tomb spider poison are ''Broodswarms gain an additional +8 racial bonus on
healed by negative energy and harmed by positive energy Hide and Move Silently checks whe n moving in tomb
as if they we re undead. This effect lasts for 1 minute after s pider we bs.
a failed save. Advancement -
Web (Ex) A tomb spider can throw a web up to three times Distraction (Ex) Fortitude DC 73, nauseated l round.
per day. This is similar to an attack with a net but has a The save DC is Constitution-based.
maximum range of 60 feet, with a range increment of Poison (Ex) As tomb spider.
10 feet, and is effective against targets of up to Medium Tomb-Tainted Soul (Ex) As tomb spider.
size. The web anchors the target in place, allowing no Web Walk (Ex) A tomb spider broodswarm can move across
movement. tomb spide r sheet webs at its climb speed and can
An entangled creature can escape with a DC 19 determi ne the exact location of any creature touching
Escape Artist check or burst the web with a DC 19 the web.
Strength check. The check DCs are Strength-based. Skills Tomb spider broodswarms have a +4 racial bonus
The web has 12 hit points, hardness 0, and takes double on Hide, Listen, and Spot checks, a +8 racial bonus on
damage from fire. Climb checks, and a + 70 racial bonus on Jump checks.
Atomb spider can create sheets of sticky webbing A broodswarm can always choose to take 10 on Climb
up to 20 feet square. It usually positions these sheets to checks, even if rushed or threatened. A broodswarm uses
snare flying creatures but can also try to trap prey on the its Dexterity modifier instead of its Strength modifier for
ground. Approaching creatures must succeed on a DC 20 Climb checks.
Spot check to notice a we b; otherwise they stumble into
it and become trapped as though by a s uccessful web 13roodswarn1s are dangerous 011 their own, bur even more
attack. Each 5-foot section of webbing has 12 hit points so wh e n a tomb spider parent is present. The swarm moves
and damage reduction 5/-. ro overwhelm any creature tr::ipped by rbe romb spider's
A tomb spider can move across its own sheet web at
its climb speed and can determine the exact location of webs.
any creature touching the web.

~ - • • ~ • ' ~ p
. . . . . . - .' .- ,,· '
. '
Adhesive (Ex) A web mummy is extremely sticky. A weapon
WEB MUMMY that strikes it is stuck fast un less the wielder succeeds
A human-shaped creature completely wrapped in webs shambles on a DC 19 Reflex save. Creatures using natural wea pons
toward you, its skin rippling slightly as if many small creatures are automatically grapple d if th ey fa il the save. Pull ing
squirm inside. a weapon or lim b loose from a web mu mmy requires
a DC 19 Strength check. The save and check DCs a re
WEB MUMMY, HUMA N COMMONER CR 4 Stren gth-based.
Always NE Medium undead Broodswarm Host (Ex) Tom b spiders use web mummies
!nit +1; Senses darkvis ion 60 ft., tremorse nse 60 ft.; as hosts for their young. When a Small o r la rger web
Listen + l, Spot +1 mum my is dest royed, a broodswarm is re leased from the
Languages - corpse and can act on the next round.
Skills A web mummy has a +8 racial bonus on Cli mb checks
AC 20, touch 11, fl at-footed 19
and can always choose to t ake 10 on, Climb checks, even
(+l Dex, +9 nat ural)
if rus hed or threatened.
hp 29 (4 HD); DR 3/ -
lmmune webs; undead immunities
Fort + 3, Ref +2, Will +5 ').7eb mummies are hosts for tomb spider young. They are
Weakness vul nerability to fire found anywhere tomb spid ers live and breed.
Speed 20 ft. (4 squares) , climb 20 ft. This example uses a 1sr-level human comm oner as t h e base
Melee slam +9 (ld6+10) creature. lt h ad rhe followin g ability scores before template
Sp,H;e 5 ft; Reach 5 ft. adjustmems and Hit Dice ability score increases: Ser 13,
Base Atk +2; Grp +9 Dex 1 t, Con 12, Int 8, Wis 10, and Cha 9.
Atk Options enraged
Abilities Str 25, Dex 13, Con - , Int - , Wis 12, Cha 7 Creating a Web Mummy
SQ adhesive, broodswarm host, und ead traits "Web m um m y" is a n acquired template rhar can b e added
Feats Great Fortitude 8 , Toughness 8 to any corporeal giant, humanoid , or m onstrous humanoid
Skills Climb +15, Listen +l , Spot +l (referred to hereafrer as the b ase crearure).
Advancement -
Size and Type: T he cream re's type changes to undead. The
Immunity to Webs (Ex) A web mu mmy's movement is no t creature does not gain the augmented subrype bur retains
affected by webs, including those created by the web other s ubtypes excep t align ment and lmmanoid.
spell.
Hit Dice: Increase all c urrent and forure H it Dice to d12s.
Enraged (Ex) If a web mu m my's creator to mb s pider is
The base creature's Hir Dice increase by 3.
destroyed, the mu mmy becomes enraged , gaining a
+2 bonus on attack rol ls and damage rol ls for the next Challen ge Rating: Depends upon original Hir Dice, as
10 minutes. follows:
Hit Dice Challenge Rating Adlies111e(£x):Awebrnummy is exuemelysricky. A weapon
1-2 4 that strikes a web mummy is sruck fast unless the wielder
3-4 5
succeeds on a Reflex save (DC 10 + 1/2 the web mummy's
5-7 6
8-9 7 HD+ the web mummy's Strength modifier). Creat ures using
10-11 8 mturn l weapons are automatically grappled if they foil rhe
12-14 9 save. Pulli ng a weapon or limb loose from a web mu mmy
15-17 10 req ui res a Strength check with a DC equal to that of the
18-20 11 Reflex save.
Alignment: Always neutral evil. Brno1isivan11 Hosl (Ex): When a Small or larger web mummy
Armor Class: A web mummy's narural armor bonus is is destroyed, a rornb spider broodswarm is released from rbe
-;-9 or rhe base crearure's narnral armor bonus, whichever is corpse and can ace on the next round.
higher. Feats: As a mindless creature, a web mummy loses all tbe
Speed: A web mummy's land speed decreases by 10 feet feats of rhe base creature, bm ir gains Grear Fortitude and
(ro a minimum of 10 fee t). The speeds for o ther movement Toug h ness as bonus feats.
modes are unchanged. A web mummy also g.i ins a climb Skills: A web mummy loses nll rhc skills of t he base crea-
speed of2o feet, if ir did no t already have one. ture. lrs climb speed g rants i1 a +8 racial bonus on Climb
Attack: A web mummy retains all the attacks of the base checks. A web mummy can a lways choose to take 10 on
cream re and also gains a slam arrack ifit didn't a lready have Climb checks, even if rushed or rhrearened..
one. If rhe base creature can use weapons, 1he web mummy Advancement: - .
rerains chis ability. A web mummy with nacural weapons Level Adjustment: - .
rerains those n atural weapons. A web mummy fighting
withour weapons uses eirher its slam arrack o r i1s primary
nacural weapo n (ifir has any). A web mummy armed wirh a
STRATEGIES AND TACTICS
Tomb spiders, broodswarms, and web mummies fi ghr
weapon uses its slam or che weapon, as it desires.
straighrfo rwardly when encounrered alone. When in a mixed
Damage: A web mummy has a slam auack. I ( rhe base
group, a tomb spider ignores attacks against itself if its off-
creature does not have this arrack form, use the appropriare
spring (brood.swarms or web mummies) are rhreatened. It
damage value from the table below according to the creature's
uses its webs against rhe most dangerous-looking foes, and
size.
any broodswarms move over the trapped crearure.
Size Damage
Fine 1 SAMPLE ENCOUNTERS
Diminutive ld2 Tomb spiders, broodswarms, and web mummies can be
Tiny ld3 encounte red individually, but the most porenr threats involve
Small ld4
corn bi mH ions of multiple monscers.
Medium ld6
Large ld8 Individual (EL 6): A comb spider has recently moved ro
Huge 2d6 richer hunring grounds near some isolated farms. Thus far,
Gargantuan 3d6 only a few sheep a nd a dog have disappeared. Now tha t the
Colossal 4d6 spider is ready to lay eggs, ir aggressively seeks a humanoid
h ost.
Attack Options: A web mummy loses a ll the arrack N est (EL 8): The trai I from ,1 romb spider's recent kill
options of the base crearn re and gains the arrack option leads back into its web-strewn l::iir. Two web mummies lurch
described below. arou nd the chamber, while a broodswarm scurries about the
Enraged (Ex): If a web mummy's crearor romb spider is webs. The comb spider hides umil rhe PCs anack, then jumps
desrroyed, rhe mummy becomes enraged, gaining a +2 bonus them from behind.
on arrack rolls and damage rolls for the next LO minmes.
Abilities: A web mum my's ability scores are modified
as follows: Str +12, Dex +2, Wis +2, Cha -2. As a m indless
ECOLOGY
Tomb spiders are carnivorous a nd ear prey ra nging from
undead creature, a web mummy has no Constitution o r Intel-
rnbb its lO horses. H owever, thei r life cycle requires t hem
ligence scores.
to live nea r humano ids, monstrous humanoids, or giants in
Special Qualities: A web mummy loses all the special
order ro reproduce.
qualities of rhe base creature. It gains rremorsense our t0 60
Al I adulrromb spiders are capable ofproducing eggs. When
feet and che special qualities described below.
ready ro reproduce. a comb spider finds a suitable corpse (or
Damage Reduction (Ex): A web mummy's undead bod)' is
kills such a creature), implants its eggs, and wraps rhe corpse
rough and e ncased in webbing, giving ir damage reduction
in webbing. The bosr corpse an imates as a web mummy and
3/-. prorecrs irs creator. The eggs swi rtly hatch, and t he baby
fmmuriity lo Webs (Ex): A web mummy's movement 's
spide rs begi n ro teed on the decaying internal organs o[ rhe
not affected by webs, includi ng rhose created by rhe web
ho~r. Under ideal conditions, the ind ividualspiderl i ngs rhen
spel I.
proceed to ear each o rher unril a si11gle folly-formed adult
Vulnerability to Fire ([x): A web mummy rakes half again as
emerges some weeks later. However, a web mummy is ofren
much (T50°6) poi ms of damage as normal from fire arracks.
destroyed before the enrire maturation process is complete,
releasing a broodswarm of immature spiders. Rarely, an adult
comb spider can arise from an imrnarure broodswarm,
bur without rhe prorecrive en\'ironmem of rhe web
mummy, mosr such young quickly die.
EnvLronment: Tomb spiders prefer co live in
temperate forests at the fringes of civilization. They
roam underground, looking for burial crypts or
similar locations thar have rea<ly access to surface
serclemenrs. Once rhey find a suitable locarion, they
begin infesting any corpses thar they find. When
rhev have depleted rhe ready supply ofbodies, they
begin hunting surface lands.
Typical Physical Characteristics: A Large
comb spider is a dead-gray, s pindly crearure
approximately 10 feer in diameter and weighing
500 pounds. Ind.ividuals can be as large as 20 feer
across and weigh up to 2,000 pounds.
Newly hatched spiderlings of a broods:warm are
bright red in color, darkening to gray within the
first few weeks oflife.
A web mummy begins with the proportions
and weight of the original host. As rhe brood-
swarm inside feeds on rhe host's organs, rbe
mummy's weight decreases and that of rhe swarm
increases.
Alignment: Tomb spiders are corrupted by
negati\'e energy and are alwavs neutral evil. .An a11rit'11f, r; pt becomes r. nest for tomb spid,rs

SOCIETY like the creatures and frequently encourage rheir presence.


While comb spiders have basic intelligence, rhey have no true The largest recorded tomb spider I ives as a '·per" of House
sociery, nor do they speak any language. Their sole concerns :Harrison in Menzoberran zan. Visitors come ro scare i n
are survival and reproduction. For the most pan, rhey are awe ar d1is massive creature, which measures 30 feet in
soliiary, with rheir own hun1ing rerritories, bur rhey share diamete r.
space if prey is plenri.ful.
Drow and driders honor all spiderkind and encourage
tomb spiders co nesr near the borders of rheir rerritories,
whether berween drider and drow settlements or beside TOM B SPIDER LORE
the lands of other creatu res. Prisoners and corpses become Characters with ranks in Knowledge (arcana) and Knowledge
rrea1s for the romb spiders. The spiders look forward co these (religion) can learn more about tomb spiders, broodswarms,
or web mummies. When a character makes a successful skill
meals and don't arrack rheir feede rs unless very hungry or
check, the followin g lore is revealed, including the information
provoked. from lower DCs.

TYPICAL TREASURE Knowledge (Arcana)


DC Result
Tomb spiders do nor collect or hoard treasure, bur rheir lairs
16 Tomb spiders are magical beasts with a special
contain standard rreasure for their Encounrer Level. This connection to negative energy. This result reveals
treasure represems rhe possessions of creatures killed for all magical beast traits.
food or implantation. 21 Creatures affected by their poison are harmed by
magical healing for a short time thereafter.
TOMB SPTDERS IN EBERRON Knowledge (Religion)
Tomb spiders inhabir rhe wilds ofXen"drik. Small numbers DC Result
of rhem have also migrared 10 Khon·aire in recent years in 14 Web mummies are undead creatures animated by
rhe holds ofships. Mosr dwell in forest areas near porr towns. a spider with a connection lo negative energy. This
bur individual creatures or small nests have been found in result reveals all undead traits.
Sham, Wyvernsku.11, and even Vralkek. These romb spiders 19 A tomb spider lays its eggs in a humanoid,
have adapted ro urban environments, living in celbrs and monstrous huma noid, or giant's body, animating
sewer systems. the corpse as a web mu mmy. The resulting
c reature is mindless but very tough. If the web
mummy is destroyed, a tomb spider broodswarm
TOMB SPIDERS IN FAERUN bursts from the body.
Although rhey prefer temperate forests, romb spiders also 24 Web mummies are vulnerable to fire.
find the Underdark robe an optimal environment. Drow
This humanoid stands close 10 7
VARAG
feei tall when fighting but moves
They are vicious crearures, capable of raking opponents by
surprise or by direct confrontation. Varags work as mer-
and runs on all fours. It has a hunched posture, double-jointed cenary scours and raiders for hobgoblin warbands. These
hind legs, and t.hick, sinewy skin. The creature bears a slight crea1urcs are proficienr with all ma rrial weapons.
resemblance to a hairy and ferocious hobgoblin, but it /ms a more
primitive countenance and two curving horns that sweep away
from its skull. It wields a cleaver/ike scimitar.
VARAG PACK LEADER
This feral goblinoid being wears a necklace of human teeth.
Its mouth and face are stained with dried blood, and it moves
VARAG CR l more like a beast that learned to carry a weapon than a true
Usually CE Medium humanoid (goblinoid) humanoid.
lnit -.-6; Senses darkvision 60 ft., scent; Listen +0, Spot +0
Languages Goblin VARAG PACK LEADER CR 5
AC 18, touch 12, nat-footed 16 Male varag scout'' 4
(,-2 Dex, +3 armor, +3 natural) ''Class described in Complete Adventurer
hp 16 (3 HD) LE Med ium humanoid (goblinoid)
Fort +2, Ref +5, Will +l lnit +10; Senses darkvision 60 ft., scent; Listen +8, Spot +8
Speed 60 ft. (12 squares); Run, Spring Attack Languages Goblin
Melee mwk scimitar +6 (ld6+2/l8- 20) AC 22, touch 15, flat-footed 22; uncanny dodge
Space 5 ft.; Reach S ft. (+5 Dex, +4 armor, +3 natural)
Base Atk +2; Grp +4 hp 45 (7 HD)
Combat Gear potion ofcure moderate wounds Fort +6, Ref +13, Will +S
Abilities Str 15, Dex 15, Con 13, Int 6, Wis 10, Cha 10 Speed 70 ft. (14 squares); Run, Spring Attack
Feats Improved Initiative, Run 8 , Spring Attack 6 , Wea pon Me lee+ J scimitar+l 0 (1d6 +4/l 8-20)
Focus (scimitar) Ranged mwk composite shortbow +11 (l d6 +3/x3)
Skills Jum p +17, Listen +0, Move Silently +13''. Spot +0, Space S ft.; Reach 5 ft.
Survival +0 (+4 when tracking by scent) Base Atk +5 ; Grp +8
*A varag can always choose to take 10 on a Move Silently Atk Options skirmish (+l d6, +l AC)
check, even if rushed or threaiened. Combat Gear potion of bull's strength, potion ofcure moderate
Advancement by character class; Favored Class scout wounds
(Complete Adventurer 10); see text Abilities Str 17, Dex 20, Con 14, Int 10, Wis l 0, Cha 8
Possessions combat gear plus masterwork studded leather, SQ battle fortitude+ l , trackless step, tra pfinding
masterwork scimitar Feats Improved Initiative, Iron Will, Run 8 , Spring Attacks,
Skills Va rags have a +8 racial bonus on Move Silently checks Track 6 , Weapon Focus (scimitar)
and a +4 racial bonus on Survival checks when tracking Skills Hide +13, Ju mp +21, Listen +8, Move Silently +21'".
by scent. Spot +8, Survival +10 (+14 when tracking by scent)
*A varag can always choose to take 10 on a Move
Silently check, even if rushed or threatened.
Va rags, also known as blood chasers, are goblinoids rhar are
Possessions combat gear plus + I studded leather armor,
foster, stronger, and more primirive than rheir kin. Less imel- + 1 scimitar, masterwork composite shortbow (+3
ligenr rhan other goblinoids, varags have predarory cunning. Str bonus) with 20 arrows, cloak ofresistance+ 1
Skirmish (Ex) +ld6 bonus on da mage rolls and +l to AC
in any ro und in which the varag pack leader moves at
VARAG LORE least l 0 fee t. Complete Adventurer 12.
Characters with ranks in Knowledge (nature) can learn more Battle Fortitude (Ex) Bonus on initiative checks and
about varags. When a character makes a successful skill check, Fortitude saves while wearing light or no armor
the following lore is revealed, including the information from and carrying a light load. Included above. Complete
lower DCs. Knowledge (local) can also be used, but all check Adventurer 12 .
DCs increase by 5. Skills Varags have a +8 racial bonus on Move Silently
checks and a +4 racial bonus on Survival checks when
Knowledge (Nature) tracking by scent.
DC Result
11 Varags are a feral goblinoid race. This result reveals
all humanoid traits. Varngs for m hunring packs much as wolves do. Occasion-
16 Varags pursue their quarry with unfettered ally n calenred leader rakes levels in scout to direct the hunr
abandon. Fast and agile, a varag can sweep past an more effecrively.
opponent, strike a deadly blow. and scramble away The varag pack leader presented here had rhe following
before the target can react. abi lit y scores before racial adjListmenrs and Hir Dice abil-
21 Varags are silent kille rs. Even when running at ful l ity score increases: Srr 13, Dex 15, Con 1.2, [nr 14, Wis to,
speed, they are surprisingly quiet. Cha 8.
26 Varags are chaotic and difficult to con trol. They are
easiest to defeat when fo rced to stand and fi ght.
Driving Brigade (EL 5-9): A driving brigade consists of
STRATEGIES AND TACTICS five ro eighc varags and a pack leader.
Varags are capable of great stealrh and seek to carch rheir
EL 7: Ki lard, a +th-level varag scout, takes his brigade of six
opponenrs unaware whenever possible. They initiate com bar varags deep inro enemy rerrirory ro piO\v through and dis-
by pouncing from ;ifar, using their superior speed 10 g rear
hearten armies as chey approach o r leave hobgoblin banles.
advanrage.
Va rags rely more on their sense of smell ro track enemies
than on sighr or hearing. Feral and chaotic, they hare fi ghr- ECOLOGY
ing in close formation or under rhe 1ig h1 command of an ln the wi ld, varags alrernate between long periods of resr
officer. The)' are narurally anracred ro fleeing opponenrs and brief, bloody spuns of violence. A pack might slowly
and eagerly run rhem down, even ar great person- cross a srretc h of uninhabited
al risk. Va rags rend ro scatrer across the wasteland until it nears a
bat defield, picking off rouring human sctrlemem , then
warriors and enter ing rhe fray attack wich murderous
only when they sense glee. Varags on the move
the prospecr of fresh are easy ro rrack by the
mcar and loot. burning serrlem e m s,
Varags rely o n ravaged far ms, and
Spring Arrack to g1rnwed corpses rhey
wear down op- leave i n rheir wake.
ponenrs. They Va rags require
s urro und ene- rhree cimes the nor-
mies and rake mal intake of food
rnrns arrack- rha r orher Medium
i ng. Half rh e creatures do, in order
pack stands back to maintain their grear
ro block escape, while speed and stam-
the rest darr in and out ina. Those char
of melee. Varags prefer do nor meet
to arrack lighdy armored, chis nucririon-
weaker creatures rather al requirem ent
rhan rough, protecced e11emies. are less effective
Varags avoid stacic lines of battle. hunters. A varag
If faced with well-organized, nu- rhac eats only
me rous opponenrs, they employ rwice the normal
hie-a nd-run tactics. By the time amount of a Medi-
cheir enemies ready a counterat- um crcarure muse spend
rnck, the varags are Jong gone. most of irs time sleeping to
conserve en ergy. O ne whose daily intake is only that
··111 tlic hiinf~ of ,111 eve, they ll't'rc Hpo11 11s. By the of a Medium creature has its speed reduced ro 30 feel
time I rcadir?d my axe. Br1iold, Dnrgr. 1111 d Xeld1:11 t1 1crr unril ic can consume adequate food.
do1v11 and the tlrmgs were golie.'' . Hobgoblins like co use these feral goblinoids ro supple-
- Kelcra, hall-ore lieurc nam ment their armies, bur because of va rags' h igh food demands,
of the Iron Spire Brigade only rhc weahby can supporr chem . lf not properly cared
for, rhe weakened varags d ie off in bartle or ally themselves
with more powerful hobgoblin ban d.s chac can feed rhem
SAMPLE ENCOUNTERS regularly.
Va rags are namral runners thar doggedly pursue rerreating
Varags understand Goblin but are barely able co speak.
foes regardless of how da ngero us the hu nr becomes, deter-
Their pri m i rive physiology makes forming complex words
mined rocacch rheirquarryor die trying.
diffi.cu le, while their low i ntcllects leave rhem unable ro
Individu al (EL 1): A si.ngle varag is not an uncommon
learn much. Many varags lack language alcogether, com-
encounrer when wichdrawi_ng from a hobgoblin banlcfield.
municating among rbemsclves with hand gcsrures, howls,
EL I: Dure] is so determined ro run down his quarry chat
and shrieks.
h" became separaced by several miles from his ho bgoblin
Va rag females gestate for five to six rnonrhs before giving
allies.
birrh ro two or three children. A varag grows up quickly
Hunting Pack (EL 2-4): Hu nci ng packs comprising rwo to
and is considered an adult by the age of eighr. Mothers care
four varags efficiently root out fleeing opponems. Eac h varng
for thei r c hildren for ha lf of this rime. Ar one year of age,
designates a targec, then they all strike simulcaneously.
2 young varag al ready consumes rbe same daily amoum
EL 3: Belik, Carlon, and Thokas make sport of rerrified ene-
of food as an adulr hobgoblin. Allowing male and fe male
mies running for their lives. keeping callies of their kills.
varags 10 freely inreracr can be da ngernus. lefc unchecked ,
they conrinually ma te u mil rheir birrh rares severely ,ax
loca 1resou recs. TYPICAL TREASURE
Environment: Va rags inhabit warm hills bur can surv:ve Varngs have srandard rreasure for NPCs of rbeir Challenge
in colder regions wirh nod i fn cu lry. They also sleep comfort- Raring, about 600 gp. Their nghring style preclud es rbe use
ably in underground burrows, rhough they are no t nnru rally of shields; reroll any such resu Ii .
equipped to dig o ut s uc h d ens.
Typical P hysical Characteristics: Va rags stand approxi- VA RAGS WITH CLASS LEVE LS
mately 7 feet ra il when figh ting and weig h 320 pounds on Varags' favored c lass is scow, whose abiliries complem ent
average. Va rags move a nd run on all fours, in wh ich posture rheir quick ness a nd hunting talen l's. Va rag clerics worship
they are 3 to 4 feer high ar rh e shou lder. Females are smaller Maglubiyet. His d o mains ,ire Chaos, Dcsrrucrion, Ev il, and
than males, but no less fleet of foor. Va rag body lang uage Trickery. His favored weapon is rhe barrleaxe.
mimics rhe behavior of wolves. Level f\clj 11sl111c11t: +2.
Alignment: Va rags encounrered by PCs are usually cha-
otic evil. They are wild creat ures rhar would easily devolve
into a near-animal scatc we re it not for rhe civil izi ng effecc FOR PLAYER CHARACTERS:
of the hobgoblins who employ chem. THE VARAG RACIAL CLASS
Ifyour DM allows ic, you can play a varagcharacter. While rbese
SOCIETY creatures are vile a11d evil in most settings, rhey can be v iable
Varags' behavior is discincd ~, canine, rhe resulr of special characters. This is especially rrue in the EsERRo:-: campaign
breeding. They are che magical producr of commingling set1ing 1 where alignment is less restrictive, and monstrous
hobgoblins and dire wolves. The resulring race has bred crearures ofren share sertlemencs wirh normal player races.
rrue ever si nee. Normally, you can't begin with a I sr-level varag characrer
Hobgoblins employ varags as mercenaries. In exchange because of the race's level adjuscmenr. \Xlirb your O:v!'s per-
for high-quality weapons, armor, and orher treasures, mission, however, you can use rl,c varng racial class presented
the varags serve as scours and marauders. Varags' chaotic here to begin play, rhough you don'r gain che full comple-
nature makes rh em difficu lr to control, so h obgoblin war- m ent of abilities gra nted by the race unril you are more
lords simply allow them ro run rampant. A varag pack that experienced. In essence, you ,tre applying rhe va rag's level
accepts pay111en1 10 overru n a kingdom loors farms, burns adjustment to your charncrer overtime, increasing effective
senlements ro the grou nd, and kills a ll in irs path. character level (ECL) g radually rnrher rha n ail at once. Effec-
Varags are hig hly val ued me mbers of any hobgobli n t ive c harncter leve l equals rhe varag's racial level on chc Va rag
Racial C lass table d1ar fol lows.
warband. They offer s rrong back up during barrlefield
e ngage me nts and ruth lessly pursue retreati ng enemies.
THEVARAG RACIAL CLASS
Va rags can al so fol low s imple o rders, such as the ferry ing
Racial Class
of healing porions to wounded soldiers. They na rural ly Level Level Special
look for s trong role models ro guide che m and offer 1st 0 Racial Hit Die (ld8) , va rag base tra its,
encourageme nt. natural a rmor +1, feat
Hobgoblins are exceedi ngly fond of varags . .Every 2nd 0 Racial Hit Die (2d8), +2 Dex, scent 10 ft.,
member of a warband knows t har a varag could easily flar- Run
ten him in combat withom breaking a swear, and none take 3rd 0 +2 Con, natural armor +2, scent 20 ft.,
for granted rhe dim-wirred creatures' dependence. Varags Move Silently (+8)
receive generous praise for even the smallesr accomplish- 4th 0 Racial Hit Die (3d8), +2 Dex, scent 30 ft.,
menrs and a lways ear wel l. The crearures in t urn ha\'e feat
5th 0 +2 Str, natural armor +3, Spring Attack,
de\·eloped an i nstincrivc affecrion for al I hobgoblins, which
Move Silently (take 10)
they open ly and unabashedly express. Varags prorecr hob- 6th 1st Ability score increase
goblins at alJ coses. Whenever one wimesses a hobgoblin 7th 2nd
being attacked or in need of help, ic immediately rushes co 8th 3rd Feat
aid wit hour rh e slightest concern for its safety. 9th 4th
Varags' intense devotion wanes when food becomes 10th 5th Ability score increase
scar ce. The more they are forced ro provide susrenance for 11th 6th Feat
themselves, the more restless rhey become, seeki ng out 12th 7th
o rher hobgoblins who can feed them. If chey become des- 13th 8th
perare enough, varags might even serve goblins and ores. To 14th 9th Ability score increase, feat
15th 10t h
control the creaw res' popularion growt h and avoid overtax-
16th 11 th
ing food resources, one cen t rn I and well-protecte d warband 17t h 12th Feat
keeps a stable o[ only fema le varags. Breedin g o ccurs on ly 78th 13th Ability score increase
in colllrolled meetings w hen m ore varags are desired. 19 th 14t h
20th 15th Feat
The varag racial class must be ta ken at character creal ion. Upon anaining any Hir Die roral divisible by 4, a varag
le cannot b~ gained later during a charaC[er's career ir iris characrer increases one abiliry score by I poinr, as any char-
nor inilially chosen. acter does. The player chooses which ability score ro improve
in this case. The abiliry improvement is pennanenr.
Class Features Scent (Ex): At 2 nd level, a varag gains scenr, bur rhis
The following features are gained by charac ters who ta ke ability has a range o r 10 fe er in sread or the no rmal 30 feer.
varag racial levels that are inregrated wit b a standard c lass. Beginning at 3rd level, the range i ncrcascs 10 20 fee t. Ar
Class Level: The Class level column of t he varag racial 4th level, it increases to 30 feet, becoming the normal scenr
class table indicates whether a varag gains a standard class abiliry.
level at any given racial level. Some racial levels provide a R un: At 2nd level, a varag gains Run as a bonus feat.
standard class level, while olhers provide a varag-specific Move Sile n tly: At 3rd level, a varag's racial bonus on Move
ability. Class levels grant a ll che benefits normally associ- Silenrly checks improves by +4, for a torn I o f +8. Upon reach-
ared with a level increase, including another Hit Die and ing 5rh level, a varag can always choose ro take 10 on Move
increasing base attack bonus, base saves, and ability scores, Silently ch ecks, even if rushed or rh re:1tened.
along with other class features. Spring Attack: Ar 5th level, a varag gains Spri ng Attack
Racial Hit D i e: lsr- rh rough 5th-level varags do nor as a bonus feat.
possess class levels. Instead, they gain racial Hit Dice and
abilities. Vita l Stati stics
r\t 1s t level, rhe varag's first racial Hit Die granrs 8 hit You can choose your varag character's srarring age, height,
points and "-0 base arrack bonus, and base saves orFonirude and weight, based on rhe typical physical characrerisrics
+0, Reflex +2, and Will +0. A Lsr-level varag gai ns a number derailed in the ecology section of the monster enrry and rhc
of skill poinrs equal ro (2 + Inr modifier [m i ni mum 1]) X 4. ra ndom ages here. O r, you can use the tables rhar follow ro
lrs racial class skills are Jump, Move Silen tly, am! Su rvival. determ ine these statist ics randomly.
At 2nd level, a varag gains an additional 1d8 hir poi nrs and
+I base arrack bon us, and base saves of Forti tude +0, Reflex RANDOM STARTING Aces
T3, and Will +0. A 2nd-level varag gains a n umber of addi- Barbarian, Bard, Cleric,
tional skill poinrs equal ro 2 + Int modifier (minimum 1). Rogue, Fighter, Druid,
Ar +th level, a varag gains an additional ld8 hit points and Scout, Paladin, Monk,
-0 base anack bon us, and base saves of Fortitude Tl, Reflex Race Adulthood Sorcerer Ranger Wizard
Varag 8 years +l d3 +ld4 +2d4
+3,and Will +l. A 4rh-level varaggains a numberofadditional
skill points equal ro 2 + I nt' modifi er (minimum 1).
Va rag Bas e Traits: Va rags have the following base racial AGING E FFECTS
rraits. Maximum
- +2 Strength, -4 Intelligence. Race Middle Age O ld Venerable Age
-Medium size: Varags have no special bonuses or penal- Varag 16 years 24 years 32 years +2d8 years
ties due ro their size.
- Humanoid (goblinoid): A varag is a h u manoid chat has RANDOM HEIGHT AND WEI G H T
the goblinoid subrype. Base Height Base Weight
- Varng base land speed is 40 feer. Race Height Modifier Weight Modifier
- Darkvision our ro 60 feet. Varag, male 5' 11 · +2dl2 230 lb. x (2d6) lb.
-+4- racial bonus on Move Sile ntly check s and a +4 racial Varag, female 5' 7" +2dl2 200 lb. x (2d 6) lb.
bonus on Survival checks when t racking by scen1.
-Auromaric l anguages: Goblin. Bonus Languages: VARAGS IN EBERRON
Common, Oracon ic, Dwarvcn, Infernal, Gianr, Ore. long ago, Khorvairc was the playground of hobgoblins, who
-Favored Class: Scour (Complete Advwttirer 10). bred goblins and bugbears as slaves and warriors. In rhe same
Natura l Armor (Ex): A varag's skin is rough, and il tough- way, va rags once coiled for the hobgoblins. Wirh t he fall of
ens furcher as rhe varag d ocs-at Lsr level, a varag has a+ I t he Dhaknnni empire, varags now roam across the land , raid -
natural armor bonus. Ar 3rd level, a varag's nanira l ar mor i ng and ki lling as they ple ase. Of al l rhe goblinoid s, varags
bonus increases t o +2. T he varag's narural armor bon us are rhc mosr likely to wander far from Oar guun and ot her
increases ro +3 a r 5rh level. humanoid lands.
Feat: Like ever y ocher character, a varag character gains
one fear ar 1st level and another ar every Hir Dice wtal
divisible by 3. These fears are in addition to any bonus fears
VARAGS JN FAERUN
\'arags have easily can·ed out a corner for themselves in
granted as class fe atures or any ocher bonus fears.
faert"m through sheer physical migh r. Clearly srronger rhan
A b i lity Score I ncreases: At 2nd level, a varag character's
bobgoblins and goblins, varags p rovide a challenge even for
Dexreriry score increases by 2. At 3rd level, Constit ul' ion
bugbea rs. \\:then ir comes ro rhin k i ng rh roug h a ch alle nge,
i ncrcases by 2. Ar 4th level, Dexter ity increases agai n by 2,
however, bugbears h eat the chasers every time.
and at 5th level, Srrengrh increases by 2 .
oath bond is negated by death or magic, the other party
VERDANT PRINCE
A figure blending nature into a humanoid form appears on a
becomes aware that the oath was ended or suppressed
but not how or where.
tree limb. Curved and woody antlers grow from its /iead, a mane Unearthly Grace (Su) A verdant prince adds its Charisma
ofleaves spills down its back, tllom/ike spikes protrude from its modifie r as a bonus on saving th rows, and as a deflection
shoulders, and lie/Jen cavers its wrists like bracers. Its eyes flicker bonus to Armor Class. Included above.
with green light.
Verdant princes lend aid to those in need and gram the
VERDANT PRINCE CR 11 desi res of the greedy, bm those who strike a bargain with the
Usually NE Medium fey fey understand too late what they've given up i.n exchange.
Init +12; Senses low-light vision; Listen +12, Spot +12 Tyrants among faeriekind, verdant princes employ formi-
Languages Elven, Common, Druidic, Sylvan dable spellcasting ability and magic i1ems.
AC 26, touch 23, flat-footed 18; Dodge, Mobility
(+8 Dex, +5 deflection, +3 natural)
hp 136 (16 HD); DR 10/cold iron STRATEGIES AND TACTICS
Resist evasion A verdant prince figh1s much like a sorcerer or wizard. Ir t}'pi-
SR 20 cally begins comba1 by casting drnugcs/11.ff ro create a treanr
Fort +l4, Ref+23. Will-'-17 ally IO engage i.n melee. The prince then rerrears ro a hard-
Weakness double damage from cold iron ro-reacl1 spar, such as a high tree brnnch, from which it can
Speed 40 ft. (8 squares) cas1 spells at Foes ;rnd use magic items. The verdant pri nee
Melee staffofthe woodlands+13/+8 (ld6+6) fen rs foes wielding cold iron and uses repel 111et11/ or sto11e and
Space 5 ft.; Reach 5 ft. 111,ill of tl,orns to keep them at bay. lf engaged i.n melee, it uses
Base Atk +8; Grp +11 Tumble and di11w11s1011 door ro escape.
Combat Gear expended staff of the woodlands (acts as +2 A vcrda nrprince remains i.n combat for as long as possible.
quarterstaffand allows wielder to use pass without trace cas1ing Clll'e crilicnl 11101i,111s ro heal and employing spells and
at will) , wand of magic missile (5th)
ire ms umil they run our. If, despite these efforts, the fey ends
Spell-Like Abilities (CL 16th):
At will-dimension door (only when starting point and up in d ire srrairs, i1 fices for a few rounds using dim,•11s1011 door
destination are adjacent to a tree or plant creature), to gai n some distance and rhen hides and uses disg111sc self in
disguise self ( DC 16) hopes of fooling its foes. If successful in fleeing, a verdant
1/day-baleful polymorph (DC 20). ca/I lightning storm prince often returns 10 the scene of rhc battle the nex1 day
(DC 20). changestaff, cure mtical wounds, fire seeds ro I rack foes and gain revenge through some ambush.
(DC 21), repel metal or stone, wall ofthorns
Abilities Str 17, Dex 26, Con 18, Int 16, Wis 15, Cha 21 SAMPLE ENCOUNTERS
SQ oath bond, unearthly grace
Feats Combat Casting, Dodge, Improved Initiative, Improved The first encounrer with a verdant prince seems inoffensive,
Toughness (Complete Warrior), Mobility, Stealthy, Track; ii a bit sinister. Princes prefer ro bargain wi.tb chose 1he\'
Skills Appraise +8, Balance +15, Bluff Tl 5, Climb +8, encounrer and ro srrike a favorable oath bond. They often
Concentration +13, Diplomacy +14, Disguise +l 0 use d1sg1iise self ro appear less threatening and offer aid 1n
(+12 acting), Escape Artist +13, Gather Information +7, exchange for somet hing they desire. Verdanr princes olren
Handle Animal +6, Hide+15, Intimidate+17, Jump +14, employ evil fey or plan r creatures as al lies in barrle, using
Knowledge (arcana) .,.8, Knowledge (local) +8, Knowledge them as shields aga inst melee combat.
(nature) +10, Listen -12, Move Silently +15, Search +8, Woodland Seraglio (EL 13): A verdant prince uses a
Sense Motive + 11, Sleight of Hand - 15, Spellcraft +10 (+· 2 beauriful foresr glade 10 enrrap travelers. Three saryrs gambol
deciphering scrolls), Spot +12, Survival+ l l (+ l3 following
tracks, +13 in abovegrou nd natural environments) , Swim
+8, Tumble +19, Use Magic Device +19 (+21 for scrolls),
Use Rope +8 (+10 involving bindings)
VERDANT PRINCE LORE
Advancement by character class; Favored Class druid; Characters with ranks in Knowledge (nature) can learn more
about verdan t princes. When a character makes a successful
see text
skill check, the following lore is revealed, including the informa-
Oath Bond (Su) A verdant prince can strike a powerful tion from lower DCs.
supernatural bargain with another willing creature. The
bargain can be nearly anything, but must involve an l<nowledge (Nature)
exchange of services or goods. A verdant prince can make DC Result
an oath bond with only one creature at a time. 21 This creature is a verdant prince, a kind of fey that
If either party does not hold up its end of the bargain, it often aids others in exchange for a service or gift.
takes a -6 penalty to all ability scores and is sickened until This result reveals all fey traits.
the bargain 1s fulfilled. When a bargain isn't fulfilled, the 26 Verdan t princes cast some druid spells and
wronged party becomes immediately aware of the broken possess powerful protections against magic. As
oath and gains a constant awareness of the oathbreaker's with many fey, cold iron wea pons deal mo re
distance and direction. This awareness does not extend damage to them-even more than is typical for
across the boundaries of planes, but it does relate the creatures of their type.
information that an oathbreaker is not on the same plane. 31 Verdant princes are evil and cruel, and they enjoy
Only death or a wish or miracle spell can end an entrapping victims in supernatural oaths that seem
oath bond before the bargain is fulfilled or negate the beneficial but are not.
penalties that a broken oath bond imposes. When the
about the nearby woods playing rhei r pipes, four evil dryads 17e,-d1111t
live in oak rrees surroundingrhe glade, md rwo evil nymph pri,:u
sisrers lmrnriare in a pool in the glaJe's cemer_ The sa1yrs
hope to arrracr senrienr crearnres inro rhe verdanr prince's
trap with their music and tales of pleasant times IO be had.
The other fey lie i n wait, listening for the change in a saty r's
music that signals a n approaching vicrim. When rhe rnrgets
enrcr 1he glade, the dryads and saryrs a11emp1 to pacify rhem
with rnggrstion and dwnn person. If rhat ploy works, rhc ver-
danr prince shows irself ro make an oarh bond wirh the most
pliable person. If the ploy fo ils, the nymphs reveal themselves
to blind and srun foes, then everyone attacks.

ECOLOGY
Dryads or nymphs who mare with verdant princes, or who
are themseh-es evil, someri.mes give birch co verdant princes.
Verdanr princes rn a1 ure swifrly afrer birth, becoming fu ll-
grown and independent after a season. Powerful a nd
convinced of their superiority, verdant princes care lirrle
for their mothers and typically despise their fathers, even
if eirher parent was also a verdanr prince. Like many orhcr
fey, verdam princes are nearly immona I.
Verdant princes have a dier much like thar of humans
bur reguire.one-rh ird of the food a bu man of the same s ize
needs-Thus, verdant princes have lirrle impact o n the e nvi-
ronmenr and often rely o n fey servanrs to Fetch rhem what
chev require.
Environmen t: Verdanr princes prefer remperace foresrs
bm can live in any environrnem rhar sustains humans.
Typical Physical Characteristics: A verdanr prince
srands abom 6 fee t in height. Slender yer muscular, it looks TYPICAL
humanoid wirh a number of plam features. Mosr verdant
princes' leaves and moss remain g reen rhroughour rhe year.
TREASURE
A few, however, rn rn color with rhe seasons; some princes A verdant pri nee typically possesses double s1a ndard treasure
even lose rheir leaves in the fall. for its Challenge Raring, approximately 15,000 gp. This trea-
Alignment: Verd am princes arc born mischievous; rhci r sure is almost always magic items from defeated foes. Having
cruel streak increases as they marure ove r rhe course o( a no power 10 derect magic, ve rdanr princes plunder only obvi•
season. By mamriry, nearly all become evil, bu1 a few might ous magic such as wands, scrolls, potions, and staffs. They
give 01her rreasurero underlings or ro creatures who enter
be more lawful or chaotic than others. Scudenrs of fey lore
inro oath bonds with rhem.
hypothesize char :i verdant prince's alignmenr and vile narure
varies according m rhe season ofbirrh. Spring princes rend to
be chaotic but less cruel, whlle wim er princes cleave rigidly VERDANT PRfNCES WfTH
co their words (even when nor an oath bond) bur are more
despicably black-beaned than most.
CLASS LEVELS
Verdanr princes' favored class is druid_Rogue and scolll (sec
Comp/eh· Acl1 1c11lurer) are associared classes for rhe purpose
SOCfETY oi advancemenL
Verdant princes are leaders of evil fey a nd planr crearurcs. Level Adjmtmcnl: ++.
Those rhar reside long i n a vc rdanr prince's realm ofre n
become evil over time as t hey repea1edly acquiesce to rheir
lord's will and participate in its plors. VERDANT PRINCES fN FAE RUN
A verdant prince lives to fulfill irs selfish desires. The Unknown to all but rhe eldest son and daughter of each
creacure lairs in a home built by its subjecrs. sups on rhe generation, the Adarbrent noble famJy of Waterdeep has
fruit of their labor, benefits from rbem as spies, and takes for decades sent rheir fi rstborn to the Kryptgarden forest to
whatever it desires. Alrbough frequendy cruel and imperi- pledge an oath to King \Xli1ch1horn, a verdanr prince. These
ous 10 individuals, a verd,mt prince makes an efforr to appear children muse perform a n u nspecified service for the prince
magnanimous and forgiving to its subjects at large. by their clevenrh year. ln exchange, the family's businesses
This fey delights in tric king a creature imo an oath bond and homes gain secret fey g uardians_ The bargain has worked
rhar leads ro anguish and despair. The verdant prince rakes •sell for rhe family: King Witchthorn has never asked any-
care ro fulfill irs end of rhe bargain while requesting some- thing of 1hem. Now the Adarbrenrs view the verdanr prince
thing that seems innocuous bur will cause strife. as a farherly benefactor, rhinki ng nothing of chaining ano ther
generatio n ro whatever dark pla ns the fey has in store_
VITREOUS DRINKER
This hunched, shamblingfigure might be able to passfo r human
na useated fo r l round. A s uccessful DC 20 Fortitude save
negates this effect, but a creature must attempt another
save each round it remains within range of the gaze. The
except for the bulging, wet eyes that cover every inch of its skin, save DC is Charis ma- based.
and the long, repulsively prehensile tongue that lolls from its Spectral Ravens (Su) A vitreous drinker is accom panied
gaping mouth. Several translucent, shadowy ravens circle the at all times by s pectral ravens that serve the drinker
creature's head, their beaks open in silent cries. unconditionally. The drinker shares a powerful sym biotic
link with the spectral rave ns. It is constantly aware of what
V ITREO U S DRIN KER CR 11 they see and hear and can direct them as a free action .
Always NE Medium undead The rave ns are incorporeal, and a vitreous drinker can
lnit +8; Senses da rkvision 120 ft.; Listen +2, Spot +19 control them as long as they remain on the same plane
Languages Abyssal, Common, Draconic, Infernal as the drin ker. The ravens are not creatu res, but rather
AC 27, touch 17, flat-footed 23 objects s pawned by the drinker. Each raven has 5 hit
(+4 Dex, +3 deflection, +10 natural) points and AC 15. Otherwise, treat the m as unattended,
hp 91 (14 HD); DR 10/ good Tiny objects. A vitreous drinker is acco mpanied by up to
Immune undead immunities twe nty-four ravens, and if any are destroyed, t he creature
Resist +6 turn resistance; SR 22 can res tore them at a rate of one per day.
Fort +7, Ref+13, Will +14 The ravens have a fly s peed ofl 00 feet and perfect
Speed 30 f t. (6 squares) ma ne uverability. They canno t take independent action,
Melee tongue lash +12/+7 (2d4+1 plus eye drinking) nor can they do anything to physically affect the world
aro und them. They exist solely to observe.
Space 5 ft. ; Reach 5 ft. (10 ft. with tongue las h)
Base Atk +7; Grp +8 Unholy Grace (Su) A vitreous drinker adds its Charis ma
modifier as a bonus on its savi ng throws and as a
Special Actions eye drinking, horrific gaze
Spell-Like Abilities (CL 14th) : defl ection bon us to its AC. Incl uded above.
At will- arcane eye, detect thoughts (DC 15), tongues
3/ day- eyebite (DC 21 ), vampiric touch (+11 touch) A vitreous drinker is a horrific undead servitor ofVecna. This
l / day- dimension door, finger ofdeath (DC 20) crearu re sreals its prey's sighr, rendering the victim par tially
Abilities Str 12, Dex 19, Con-, Int 18, Wis 15, Cha 16 blind. Wors t of all, a vitreous drinker can see through irs
SQ spectral ravens, undead traits, unholy grace victims' eyes. As servitors of Vecna, vitreous drinkers use
Feats Ability Focus (eyebite), Improved Initiative, Lightning their abilit y to pry secrets away from sages, wizards, and
Reflexes, Wea pon Finesse, Weapon Focus (tongue lash) other wise folk The knowledge a vitreous drinker accu-
Skills Bluff +JO, Concentra tion +17, Decipher Script +17, mulates is as feaxsome a weapon as its deadly m agical and
Diplomacy +17, Gather Information +15, Intimidate
p hysical abilities.
+75, Knowledge (arcana) +14, Knowledge (local) +ll,
Knowledge (nature) +8, Knowledge (religion) +8,
Knowledge (the planes) +8, Listen +2, Sense Motive +12, STRATEGIES AND TACTICS
Spot +19, Use Magic Device +19 (+27 scrolls) Vitreous drinkers sen le within towns, cities, or other civi-
Advancement 15- 20 HD (Medium); 21-42 HD (Large)
lized areas. They use their eye drinking ability on a wide
Eye Drinking (Su) A vitreous drinker can use its lashing tongue ra nge of an imals and people within the city or region they
to magicall y steal a creature's ability to see. This ability has haunt. A singlevirreous drin ker migh t ambush and drink rhe
no effect on creatures that lack sight. A creature struck by sight of beggars across the city. These victims are unwitting
the drinker's tongue mus t succeed on a DC 20 Fortitude
save. On a fai led save, the creature's eyes become covered sen tinels for t he drin ker, formi ng a living n etwork of spies
with thick, milky cataracts. The creature cannot see farther
than 60 feet, and all melee and ranged attacks it makes
withi n this range have a 20% miss chance. This effect can V ITREOUS DRIN KER LORE
be removed only with greater rertoration or miracle, or by Characters with ra nks in Knowledge (religion) can learn more
the destruction of the drinker that stole the victim's sight. abou t vitreo us dri nkers. When a character ma kes a s uccessful
The save DC is Charisma-based. s kill check, the fo llowing lore is revealed, including the informa-
A creature who has its sight stolen has a - 4 penalty tion from lower DCs.
on Will saves made to resist the vitreous dri nke r's
abilities and any of its s pell-like abilities. The victi m Knowledge (Religion)
cannot avert its eyes to avoid the drinker's ho rrific gaze DC Result
(see below). 21 This creature is a vitreous drinker, an undead
A vitreous drinker can see through the eyes of a creature that steals sight from its victims. This
creature whose eyes it drinks, using the victim's ful l, result reveals all undead traits.
normal sight. It does not suffer the restrictions and 26 Vitreous drinkers can employ eyebite, vampiric
penalties imposed on a victim of eye drinking. The range touch, and finger of dea th as s pell-like a bilities.
and duration of this ability have no limit, though the 31 Spectral ravens accompany-a vitreous dri nker,
drinker can view through only one victim's eyes at a time. ma nifestations of the negative energy that
A dri nker uses its own Spot skill to view details th rough animates it . The drinker can see whatever the
the victim's eyes and benefits from its darkvision. ravens can see.
Horrific Gaze (Su) A vitreous drinker's disgusting visage 36 Vitreous drinkers can see through their victims'
revolts even the strongest soul. A drinker has a gaze eyes.
attack with a range of 60 feet that causes a creature to be
and watchers rhac ir can access ar a mome nt's notice. A crafty ECOLOGY
drinker char plans ahead can track every movement that an As undead , vitreous drinkers have no true ecology. The crea-
adventuring parry or other target makes in rown. If a creature rures were repuredly created by Vecna for some nefarious
it has rargered wa nders to a spot where ir lacks spies, a vitre- purpose. Some legends scare char Vecna actually advises each
ous drinker uses its spectral ravens to rail the target. of the vitreous drinkers, di.rec ting them ro some m1known
A vitreous drinker is a spy, infiltrator, and information end. Across coumless ,vorlds and rhe i nfinire planes, vitreous
broker. It shies away from direct confrontation unless doing d rinkers work together ro fulfill \Teena's unguessable aims.
so is in its besr interest. lnsread, a vineous drinker prefers Environment: Vitreous drinkers can be found in any
to ambush its enemies, use its eye d rinking ability, and rhen
climate and any terrain. U rban slums with high crime
rer rear to spy upon rhe victim and irs allies. With irs excellent rares, charnel houses, and barrlefi.elds are common places to
Spot skill, rhe drinker artem pts to read rhe lips of anyone its encounter vitreous d rinkers, bur they can be found anywhere
victun can see. where death has a foothold.
In most cases, a vitreous drinker works with powerful Typical Physical Characteristics: Vitreous d rinkers
clerics ofVecna. A single dri nke r migbc sit at the cencer of a are bipedal, human-sh aped beings roughly 6 feet rall and
wide-ranging network of spies, informanrs, and infiltrators.
weighing 150 pounds. Their bodies are genderless, and as
Tr gathers information for wharever goals it pursues. Some
undead, rhey do not age.
d1inkers seek to destabilize an area, weakening its governmem Alignment: Vitreous d r inkers are always neu t ra l evil, as
and i.nstirurions to help usher i..n a wave of chaos. Orhers help befits c reatures so closely aligned with Vecna.
various evi.lgroups achieve their goals, eirher by passing a long
information to the group or harassing and slaying i[s foes.
A vitreous drinker is m ost dangerous when it has power- SOCIETY
ful allies w call on. A drinker mig ht work with an assassins' Vitreous drinkers dwell alone. They rarely work together,
guild, for example, helping the killers formulate plans to cut since their abilities are best suited for a wide, dispersed
down a paladin , cleric of good, or other heroic figure. effort. T hey do work wirh clerics of Vecna, bur they pass
In co mbat, a vitreous dr inker flees unless iris cornered the information they gathe r along
or ir feels ir can defeat its ene mies. It uses fin ger of death to anyone who can help them
early in rbe battle to sttike down someone who looks vul- achieve their mys terious goals. A
nerable (such as an arcane spellcaster or rogue), followed vitreous d rinker is jusr as likely ro
b y eyebile. I ts goal is ro weaken its foes, the n use vnmpiric give information to an ore warlord
to11d1 ro sap rheir strengrb while steadying itself as to a brave paladin if it feels that
againsr any counterattacks. le saves rli111ensio11 either wou ld use the information
door as a lasr resort to escape harm. in a man ner that helps the drinker.
An adventuri ng parry could even
unw irringly serve \Teena under the
SAMPLE ENCOUNTER right circumstances. A drinker usu-
When a virreous drinker goes on the
ally has h umanoid allies responsible
offensive, ir prefers to use hit-and-run
for passing information from the
tactics. Tr attempts to strike a v ictim
drinker to others in rown, who
with its eye drinking ability,
then pass it higher up the cha in
flee, and rhen view irs ene-
of command to Vecna's senior
mies to learn as much about
m ortal representatives.
rheir tactics as p ossible. It
then plans an appropriate
second attack. TYPICAL
Individual (EL 11): A vit-
reous drinker uses its spectral
TREASURE
Vitreo us d rinkers h ave stan-
ravens to ttack a party's move-
dard treas ure for rheir Challenge
m enr. O ver [he course of several
Raring, about 7,500 gp,
days, ir venrures our ro use irs eye~
which serves as bribes or
drinking ability on beggars and other
tools. M uch of a vitreous
unforrunares in rhe area. Once t he
d rinker's rreasure is in
drinker can watch as much of t he
the form of scrolls and
parry·s moveme nts as possible,
wands, which it uses
it makes plans ro ambush and
to make unexpected
arrack rhe weakest member.
magical arracks again st
Even then, it avoids a
enemies.
direcr fighr. It uses eye-
bite to hamper a v ictim,
rhen drinks the crea-
rure's eyes.

Vifl•eous drinke,·
WIN DB LADE
In rhe w indswept deprhs of Pandemonium, w here icy gales
Abilities St r 13, Dex 15, Con l l , Int 8, Wis 12, Cha 6
Feats Flyby Attack, Improved Critical (claw) 8 , Imp roved
Critical (bite)'
scour th e endless run ne ls and create a con stant howling, Skills Balance +4, Cli m b +14, Hide +6, Knowledge
creatures known as windblades flit through the lightless (the planes) +4, Liste n +6, Move Silently +7, Spot +6,
labyrinrhs, committing murder and mayhem in the name of Surviva l +6 (+8 on other planes) , Tumble +7
Erythnul, their lord and creator. Windscyt hes are the grea:er Advancement by cha racter class; Favored Class ranger;
of the windbl ades; wind razors the lesser. see text
Keen Senses (Ex) A windra zor sees fo ur times as well a
human in shadowy illumination.
WJNOBLADES IN EBERRON Rend (Ex) A wind razor tha t hits with both claw att acks
Wi.ndblades make their homes in the constantly ch an ging,
latches onto the opponent's body and tears the flesh.
chaotic plan e of Kythri. Wit hin the Churning Chaos, they This attack a utomatically deals a n extra 2d4+2 points of
practice and p erfect rheir rechniques of slaughter on those damage.
slaadi and g ithzerai unluck y enough to cross their pa1 h. Fearsome Critical (Ex) Whe never a wind razor scores a critical
\Vindscyrhe sages speak of the rimes when Kyrh ri was hi t, al l c reatures within 10 feet must succeed on a DC
coterminous, and their people brought great slaughter i.nto 9 Wi ll saving throw o r become shaken. This is a mind-
rhe material world. affecting fear effect. The save DC is Charisma-based.
\1(/indblades mighr also be en counrered within ma ni fest Skills Wind ra zors have a +8 racia l bo nus on Climb checks
and can choose to ta ke 10 on Clim b checks, even if
zones Jinked ro Kyrhri. Some tribes have survived on Eber-
rushed o r t hreatened.
ron since the plane's lasrcorerminous phase. They form small
groups in high, Ivindy, mo untainous regions, such as rhc
Windrazors are the scouts and hunter s of the windblades.
peaks of Adar in southern Sarlona and rhe Skyraker C laws
Vicious, b loodth irsty creatures, they travel in groups of up
mountains along the north coast ofXen'drik.
lO a dozen, seeking prey for themselves or spon for their
Ery1hnul is unknown in Eberron; instead, windscyrhe
mast:ers. C re ated b y .Erythnul, the god of slaughter, they
clerics revere rhe Fury, embodying the p assion the god rep-
revel i.n bat tle and b lood, constantly seeking new ch ril ls and
resents.
.; levels ofbrurality .
1l
Ji WJNDBLADES IN FAERUN
'tj ln the FoRGOl"l'EN REAL\tS setting, the w indblades were Cie-
~ ared by Talos the Destroyer as a force co ride the currenrs of
j his storms and br ing destruction in their wake. T h ey m ake
~ their h om e witbiu Fury's Hean, rraveling to Tori! wh en
called by servants of rhe Storm Lord. Clerics ofTal os often
call wi11dblades co augment the destruction wrough t by true
believers. A small tribe of windblades is also rumored co be
moving around the Sea of fallen Stars, sticking to regions
of high cliff, and peaks around rhe Inner Sea.

WJNDRAZOR
A gangly creature, all gawky limbs and flaps of leathery skin,
drifts through the air. At the tips of its wings are short, sharp,
bony blades. Its elongated skull boasts knobby, hornlike protru-
sions, and its mouth is full oflong, sharp teeth.

WINDRAZOR CR l
Always CE Small outsider (extraplanar)
I nit +2; Senses darkvision 60 ft., keen senses; Listen +6,
Spot +6
Languages Au ran, Windso ng
AC 13, touch 13, flat-footed 11
(+l size, +2 Dex)
hp9 (2HD)
Fort +3, Ref +5, Will +4
Speed 10 ft. (2 squares), climb 10 ft., fly 40 ft. (good); Flyby
Attack
Melee 2 claws +4 each (l d4 +1/ 19-20) and
bite-1 (l d6/l9-20)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp -1
Atk Options fearsome critical, rend 2d4+2

/Fi11dra;,:,01·
Strateg ies and Tactics
Wind razors a re pack h unters. The y seek prey rogcrher, and
together chey bring ir dow n .
ln com bar, ,v indrazors make effective use ofFlyby A rrack,
approaching in waves, swooping i n, delivering claw attacks,
an d flying away again . This e nsu res thar only foes who read y
attacks ever get a chance to strike back in m elee, wh ile m axi-
mizing rhe number of wind razors char c an attack.
T he influence of their bru ral patron deit y leads windra·
zors to favor full arracks (with the pote nrial for rending)
against wounded foes. O t herwise, the c rearures li nger
near an opponent only if it is poorly armored and ot herwise
easy co hit (not protecred by magical effecrs, for example).

WINDSCYTHE
A heavily muscled creature, long of limb with fl aps of leath-
ery skin, powers through the air, its extended, bladelike tail
sweeping along behind it. At the tips of its wings, short,
bony blades clutch at the wind, as though grasping at the
flesh ofunseen prey. The flier's narro w skull is crowned with
knobby, hornlike protrusions, and its mouth is f ull of sharp
teeth. It wears a tunic of chain armor, and a quiver ofjavelins
is slung low across its back.

WINDSCYTHE CR 4
Always CE Large outsider (extrap lanar)
!nit +1; Senses da rkvision 60 ft., keen senses;
Listen + l 0, Spot +10
Languages Auran, Wi ndso ng
AC 18, touch 70 , fl at-foo ted 17
(-1 size, +4 a rmor, +1 Dex, +4 nat ural) TVindsc;·tb,:
hp 52 (8 H D) \Vindscythes are t he wa rriors, nobles, tyrants, and priests
Fort +8, Ref +7, Will +6
of the windblades. Brutish, violent creatures wit h a vora·
Speed 10 ft. {2 squa res), fly 60 feet (average); Flyby Attack, cious appetite for raw flesh , windscyt hes soar th rough rh eir
Wingover domain with rhe bearing of royalry. l i.ke orher win dblades,
Me lee 2 claws +72 each (l d6+5/ 18- 20/x3) and rhey were created by E ryt hnul, god of slaugh ter, and rhey
bite +7 (l d8+2)
Ranged javelin +9 (l d6+5) exulr in fulfilling his brutal desires, spreadi ng death and
Space 10 ft.; Reach 70 ft. fear whenever t hey can.
Base Atk +8; Grp +77
Atk O ptions augmented crit ical, fearsome c ritical, re nd ;.... of tl1e dept/is of Pandemonium, tlze dangers are
2d6+7 many, not the least of which arc the rn: ors on tlic winds,
Abilities Str 27, Dex 12, Con 14, In t 9, Wis 11 , Cha 8 .for they hunt and hill willi grentfervor, slicing 11•ith
Feats Armor Proficie ncy (light), Flyby Attack, Wingove r 1mseen blades; mil on them with cauho11 ..."
Skills Balance +1, Climb +27, Craft +4, Intimid ate +9, - Excerpt from On Smn111oni11g
Knowledge (the planes) +10, Listen +10, Move
Silently +9, Spot +10, Survival +10 (+7 2 on ot he r pla nes),
Tumble +5 Strateg ies a nd Tact ics
Advancement by characte r class: Favored Class fighter; Windscy rhes are cunni ng killers , williJ1g to use an y
see text srraragem to accompl ish their goals, from hunting alone co
Posses sions chain shirt, 3 javelins employing packs of windrazors.
Keen Senses (Ex) As windrazor A wi ndscythe's favori te com bat racric is a Flyby Attack
Augmented Critical (Ex) A windscythe's claws are rhro ugh a group, attem p ting co shake op ponents wit h its
extraordina rily sharp. They threaten a crit ical hit o n a fearsome critical abi lity. l t conti nues thi s strategy until the
natural attack ro ll of 78- 20, dealing triple damage on foes have d ispersed, then selects one of rhe isolated creat ures
a successful crit ical hit. A wind scyt he's claws are not to arrack with its claws o r bite. M ultiple w indscy thes work
s ubject to e ffects such as keen edge tha t would fu rther i..11 concert ro speed u p rhe dispersal p rocess, rhen com b i..n e
improve the ir t hrea t range. their at tacks o n isolated foes-preferably spellcast ers fi rst.
Fearso me Critical (Ex) As windra zo r; Will save DC 13.
Rend (Ex) As windra zor; damage 2d6+7. When h unting with w ind razors, win dscy rhes le r rheir
s maller cou sins lead t he charge, em ployi ng t hem as shock
troops or directing them t.0 herd opponents into convenient
groupings for rhe windscyrhes t.0 slice 1hr0t1gh.
ECOLOGY
~ Tindblades rega rd the e ntire ry of Pandemonium as their
domain and aggressively pmsue i nn·uders- everyrh ing from
SAMPLE ENCOUNTERS rhe Banished (humanoids, goblinoids, and g iants who h ave
Wind razors usually hu m in packs, some rimes led by wind- been t rapped in Pandemo nium for ages) ro the occasio na l
scythes or de mons in the service ofErythmtl. They are also slaadi or Mends that al'tempt lO carve our some of Pandemo-
occasionally sent ro the Material Plane to g uard temples of nium's rerri to ry for them selves.
Erythnul, wbere they can be Cound in rhe compan y of mortal Environment: The wnncls and caverns where wind-
priests, bugbears, trolls, a nd other fell crearnres. The wind ra- blades dwell are g rim, ligh tless p laces, through which the
zor ilighc is t he mosr common encounter. winds of Pandemonium consla ndy howl. Here and rhere,
Windscythes rarely hun t alone; cbey know rhar rhey are rhough, rhe winds erode enough of the surrounding sronc
more dangerous in numbers and more vulnerable singly to create c ul-de-sacs, a nd there rhe windblades m ake rheir
A windscyrhe tries to travel with an escorr of at least two homes.
windrazors. Windscythes a re frequenrly found in the com- Typical Physical Charact eristics: Windrazors range
pany of other creatures that serve Eryrhnul, and with tbe:n, in height from 3 feer ro 3 feet 10 inches, weigh.ing 38 ro 52
windscythes find their way to the :'.vlarerial Plane. pounds. Though both genders possess the hornlike prorru-
Windrazor Pair (EL 2): Fuuar and Thuafi n are scours senr sions common to rhe race, male wind razors have four while
ro the Material Plane ro serve a powerful bugbear shaman females have only cwo.
dedicated ro Erythnul. The crearures have lirrle respect for \Xii ndscytbes range in height from 10 ro 12 feer, weighing
their savage hosts, so they spend most of their rime away from 550 to 800 pounds. Their tails add another 10 ro 12 feet
from the bugbear encampmenr. They are likely ro run afoul to their overall length. Both genders possess the hornlike
of the adve nrurers either during one of their scouri ng runs protrusions common ro the race, runn ing the length of rheir
or when the parry has been drawn into rhe area in response skulls. The more such horns, rhe o lder rhe windscyrhe.
to the depredations of the bugbear tribe. Alignment: Windblades are always chaoric evil, finding
Windrazor Flight (EL 4): Surrussh, Fl list, Hwool, and their calli11g in violent slaughter and cruel rorrure.
luluru are engaged in o prisoner h unr for rheir windscythe
masters. T bey are most interes1cd in a creature rbat moves
quickly, to provide thei r masters more sport.
SOCIETY
Winclbladcs believe that they were rhe original ma nifesta-
Escort (EL 4+) : Windr.izors sometimes accompany orber
tio ns ofEry rhnu l's will, and rhat they were the Mrst ro serve
servants of the god of slaug hter as guards.
his brutal whims. This belief [uels rhcir philosophy rhar
EL 4: Thu rush and Lishac, 1wo wind razors b rough r ro rhe
Panclemonitim is rheil'S a lone, prov ided they ca n drive our
Material Plane by priests of .Er yth nul, serve as escorrs for a
all invaders. When drnwn to the mo rrn l realm by tbe spells of
quasit named Ka matherdi n. The quasir carries imporram
messages from one temple to anorher. Wirh a higher speed
and the ability tot urn invisible, the quasit is quire willing ro
abandon its wind rnzor escorts to delay any arcackers while ir
WlNDBLADE LORE
makes its escape. Characte rs with ranks in Knowledge (the planes) can learn
Individual Windscythe (EL 4) : Hurrall is a bold young more about windblades. When a character makes a successful
male windscythe who has set off on his own ro prove his skill check, the fol lowing lore is revealed, including the informa-
bravery to the rest of his wi ng. Now, apart from rbem for days tion from lower DCs.
and growi ng increasingly worried rhar he could fall vic tim
to an even more deadly predator, Hurrall has become reck- Knowledge (the Planes)
lessly eager to arrack and ki ll rhe first thing he secs. DC Result
Raid (EL 8+): \Xlindscyt hes often join wirh other bnual 11 Windblades are natives of the Windswept Depths
of Pandemonium. This result reveals all outsider
chaotic crearures, parricula rly those rhar leave rbem free co
traits.
conduct aerial auacks. 16 Windrazors are weaker windblades. Windscythes
EL 8: A group of t wo wi ndscythes and rwo rrolls is based are much larger and more powerful. All windblades
in a shrine to E r ythnul, carefully hidden benearh rhe sewers were created by Erythnul, god of sla ughter, and
of a major city. The raiders, benr only on slaughter, rampage usually accompany other servants of thei r foul
through hal f a dozen house ho lds before rhe advenrurers are patron.
alerted ro their presence. 21 Windrazors hunt in groups, employing flyby tactics
Slaughter (EL 10+): Happy to accompany rhose devoted to confuse and overwhelm their opponents.
to the god of slaug hter, w i ndscythes are a fasr strike force. Windscythes slash with their bladelike tails during
EL 10: Fam windscythes and rwo rrolls, led by a 5th-level s uch attacks, attem pting to scatter groups of foes.
bugbear clel'ic of Erythnul, fall upo n an unsuspecting vil- 26 Windscythes rarely go anyw he re alone; they are
nearly always accompanied by at least two
lage, leaving devastation in rheir wake. The ruined village windrazo rs each.
becomes a have n for disease, and neig hbori ng communities
are deeply trou bled by the arrack.
Eryrhnul's servants, they find every excuse possible to sbed - Racial Skills: A windrazor's oursider levels give it ski 11
morral blood and cau5e death and mayhem. points equal to 5 X (8 + Int modifier, minimum 1). Its class
In wi.ndblade society, windscythes are the lords and m as- skills arc Climb, Kn owledge (the planes), Listen, Move
ters. \Xlindrazors are rrea ted as somet hing between servams Silently, Spot, Survival, and Tumble.
and pets. They care for t he young of the windscythes, g uard -Racia l Fears: A windrazor's outsider levels give it on e
the communal lairs, and patrol the runn els and caverns feat. A windrazor receives I mp roved Critical (claw) and
of Pandemonium agai.nsr inrruders and possible invaders. Improved Critical (bite) as bonus feats.
Windrazors are always second-class citizens, afforded few - Natu ral Weapons: 2 claws (1d4) and bite (1d6).
righrs and considered of minor imponance compared ro their - Special Abilities (see above): Fearsome critical, keen
larger cousins. They allow this system ro continue, despite senses, rend.
their superior numbers, because they fear rhe power and - Aurornaric Languages: Auran, Windsong. Bonus Lan-
spellcasring abilities of the windscythe clerics. guages: Abyssal, Common, Undercommon.
Wi.ndblades have rheir own language, called Windsong. -Favored Class: Ranger.
-Level Adjustment: +2.
TYPICALTREASURE WindSC!Jthe Characters
Windblades have standard treasure for their Challenge
Windscy rhe characters possess t he follow ing racial traits.
Raring (about 600 gp for wind razors, and 1,200 gp for w ind-
- +10 Strength, +2 Dexteriry, +4 Constirution, - 2 I ntel-
scyrbes). They never carry scrolls or oils, which are difficult
ligence, -2 Charisma.
rouse in the windy conditions of Pandemonium.
- Large size. - 1 penalry ro Armor Class, -1 penalty on
\Xlindblades with class levels have treas ure appropria te to
arrack rolls, - 4 penalty on H ide checks, +4 bonus o n grapple
NPCs of their Challenge Raring.
checks.
- A windscythe's base land speed is 10 feer. Ir bas a base
"The 1v111drn: ors ai·e feanonw, yet not tlie most fearso1nc
climb speed of lO feet and a base fly speed of 60 feer, wirh
of their bnd. Their nobles nre lnrger beasts still, nnth tmls average maneuverability.
Iihr scyllie5... - Darkvision out to 60 feer. A windscy1he can also see
- Margin note i n ('>n Swmnoning
four times as well as a human in shadowy light.
- Racial Hit Dice: A windscyrhe begins wirh eight levels
WJNDBLADES AS CHARACTERS of oursider, which provide 8d8 Hit Dice, a base attack bonus
Windrazor leaders rend robe rangers or rog ues. Wi ndra- of +8, and base saving throw bonuses ofForr +6, Ref +6, and
zor clerics are virrually unheard-of; windscyrhes jea lously Will +6.
reserve for themselves the right to commune \Vi.th che gods. - Racial Skills: A windscyrhe·s outsider levels give it skill
Similarly, very few wi.ndrazors are wizards, rhough wind ra- poinrs equal ro 11 x (8 + Inr modifier, minimum 1). Its class
zor sorcerers are relatively common. skills are Climb, Intimidate, Knowledge (the planes), listen,
Windscythe leaders tend ro be fighters or clerics. Some Move Silently, Spot, Survival, and Tumble.
are wi.zards, bur rhese arc exceedingly rare; rhe winds of - Racial Feats: A windscyrhe's oursider levels give ir rhree
Pandemonium make the required srudy nearly impossible. feats.
More windscy thes becom e sorcerers, bur that class ls far - Narural Weapons: 2 claws (1d6) and bite (id8).
more common among the windrazors. -Special Abilities (see above): Augmenred c ritical, fear-
some crit ical, keen sen ses, rend.
Wind razor Charact ers -Automatic lang uages: Wi ndsong, Auran. Bonus Lan-
\Vindrazor characters possess rhe following racial traits. guages: Abyssal, Common, 1Jndercommon.
-+2 Strength, +4 Dexrerity, - 2 Intellige nce, +2 W isdom , -Favored Class: Fighter.
- 4 Charisma. -Level Adjustment: +5.
-Small size. +'l bonus to Armor Class, +1 bonus on
arrack rolls, +4 bonus on H ide checks. - 4 penalry on grapple
checks, lifting and carryin g limits 3/ 4 those of Medi.urn
FOR PLAYER CHARACTERS
f\ wi ndrazor can be called using a lesser pl11na rnflyspell. lt can
characters.
- A wind razor's base land speed is 10 feet. It has a base also be sum rnoned by sw11mo11 n-1011sler fTJ or a higher-level
s1m11110n monster spell. Treatthe windrazor as ifir were on the
climb speed of 10 feet and a base fly speed of 40 feet, with
good maneuverabiliry. 3rd-level Iist on rhe Summon Monster table (PH 287).
A wind scythe can be called using a plana.r ally speU. I r can
- Darkvision out ro 60 feet. A windrazor can also see four
ti.mes as well as a hu man in shado\vy illumin ation. also be su mmoned by swn m on monstrr VI or a higher-level
- Racial Hit Dice: A wi ndrazor begins wirb rwo levels of sumn,on monsler spell. Treat the windscythe as if it were on
outsider, which provide 2d8 Hit Dice, a base arrack bonus rhe 6th-level list on the Summon Monster table (PH 287).
of +2, and base saving throw bonuses of Fort +3, Ref +3, and
Will+3.
WIZENED ELDER
What at first you took for a twisted shrub unfurls to become an
Obviously, such tactics don't work against enemies wirh
ranged at tacks. The eider's thick bark p rotec ts it from most
ancient-looking creature the size ofa dwarf Lichen-covered bark arrow damage, though, and slings are almost ineffective
hangs in shredsfrom its body, and clumps ofstunted leaves sprout against it. When necessar y, it simply retreats. If confronred
from its limbs. Suspicious eyes glare at you from deep crevices. by enem ies wielding fi re, a wizened elder immobilizes t hem
it possib le, t hen seeks others to overwhelm the threat.
WIZENED E LDER CR 2 Copses of wizened elders work rogether to defeat more
Usually CN Medium plant powerful enemies. They use intelligent tactics, granting
lnit +0; Senses low-light vision; Listen +3, Spot +3 flanking bonuses and assisting one another with attacks
Language s peak with plants, Sylvan or defense as the situation merits. They arrack one enemy
AC 14, touch 10, flat-footed 14 ar a t ime, starting with those w ho use slashing weapons or
(+4 natural) an yone wielding fire. If outmatched, they retreat, leaving the
hp 30 (4 HD); DR 5/ slashing enem y stuc k in the impeding terrain, and hide am o ng other
Immune plant im munities shrubs o nce they are our of the enem y's sight.
Resist cold 5
Fort +7, Ref +1, Will -r2
Weakness vulnerability to fire SAMPLE ENCOUNTER
Speed 20 ft. (4 squares) ; im proved woodland stride \Xli zen ed elders are nor especially cooperarive and rarely
Melee 2 s lams +5 each (l d8+1 ) initiate combat. A solitar y specimen is the most common
Space 5 ft.; Reach 5 ft. encoumer, but groups do gather.
Base Atk +3; Grp +4 Pair (EL 4): Two wizened elders keep watch over a warm
Special Actions entangle spring that flows year-rou nd despite the arcric cold. Travel-
Abilities Str 13, Dex 10, Con 17, Int 8, Wis 12, Cha 13 ers often stop here, making it an ideal spor for an ambush.
SQ plant t raits The elders use entangle to slow their foes. They gang up on
Feats Alertness, Weapon Focus (slam) a single opponenr, anempring ro grapple ir, drag ic imo the
Skills Hide +0'\ l(nowledge (nature) +4, Listen +3, Spot +3 .
warer, and drown it.
Survival +3 (+5 in aboveground natural environments)
*Wizened elde rs gain a +8 rac ial bonus o n Hide checks in
Forested a reas. ECOLOGY
Advancement by character class ; Favored Class d ruid; \'Vizened elders are found at high elevat ions or at the edge
see text of tund ra, where trees grow sm all and bonsai like at the very
Speak with Plants (Su) As the speak with plants spell; at will; edge of habitability. They live a very long time b ur never get
caster level 4th. la rger rhan shrubs. Immarure specimens are rarely seen,
Improved Woodland Stride (Ex) A wizened e lder can move since they are virtually indiscinguishable from the ground
through any sort of un dergrowth (such as nat ural thorns, cover and berry bushes of their surroundings. This puts them
briars, overgrown areas, and similar te rra in) at its normal
in danger from b r owsing he rbivores, bm they remain alert
speed and without taki ng da mage or suffering any other
impairmen t. In addition, tho rns, briars, and overgrown to possible threats by l is tening ro the nearby planrs. They
areas that have been magically manipulated do not can d rive off most animals easily- it's nor ofren thac a bir of
impede its motion or otherwise affect it. g reener y slaps back!The mature plants also protect a ny area
Entangle (Su) As the entangle spell; at will; DC 15; caster Lhat har bors younglings, for nor many exist.
level 4th. This ability affects a 60-foot- radius area around Afrer a century or so, a wizened elder is able to live ind e-
the wizened elder and las ts for l minute. The save DC is pendenrly a nd find s its own parch oflicheny rocl, or bogland
Constitution-based. t o inhabit. A t this age, it is capable of reproducing. Hov,1ever,

A wizened elder is a srunred, ancienr-looking plant creature


related to t rea nts bur inhabiting forbidding lands ar the very
edge of the tree line. Alchough nor evil, wizened elders are WIZENED ELDER LORE
birter, cruel creatures that blend perfectly with their h arsh Characters with ranks in Knowled ge (nat ure) can learn more
about wizened elders. When a c haracter ma kes a successful
environment. They creep across the desolate landscape, skill check, the fol lowing lore is revealed, including the informa-
watching fo r and driving off intruders. tion from lower DCs.

Strategies and Tactics Knowledge (Nature)


Wizened elders patrol singly or in small groups (copses). DC Resu lt
T hey have excellent camouflage, being virrually indistin- 12 This creat ure is a wizened e lder, an arctic relative
guishable from other srumed rrees and shrubs, even to t he of treants. This resu lt reveals all plant tra its.
poinr ofhavi..ng one side mossier than rhe resr,just Like a real, 17 A wizened eider's tou gh hide is d ifficult to
ancient tree. They prefer to wait, standing s till and ob serving penetrate with piercing o r blud geoning weapons.
22 Wizened eld ers can cause nea rby plants to ani ma te
the siruarion, cben carch enemies off guard.
and entangle their enemies.
Ifa foe does nor appear too dangerous, a w izened elder uses 27 While the animated plants entangle the elders'
its entaHgle abiliry co ensnare ir, then flails at t he immobilized foes, the e lders can walk t hrough such areas
e nemy with its limbs. Even i.f the foe is nor held, its reduced wit hout hi ndra nce.
speed means ir can't easily outrun the slow plant creature.
so few exisr rhar ft nding a mate is a pro· other races, al rhough they are more likely to be
rracced and often unsuccessful quesr. Both communicarive wir.h druids. Uld ras (Frost-
sexes seek potenrial maces by querying burn 3S) share their environmenr, a.nd
rhe local plam life. Should two elders wizened elders consider these arctic
meet and ..find each or her compatible, fey to be kindred spirits(chough the
they form a lifelong relationship. Re- gentle uldras might nor agree).
production is a complex process, filled In general, religion isn't im-
with rimal. The resulc isa single seed, portant in rheir lives. Those
which rhe parenrs planr nearby. The who are spiritually inclined
offspring roots rhere as it grows (un- usually follow druidic or shamanis-
less forced to move bv a threat) and ric parhs, t hough a few might offer
remains in rhe area f~r the prayers ro grim winter deities.
next cenrury or two. \Xi'izened elder druids are more
A wizened elder advenruresome than rnosr of
roots itself shallowly thei r kin and are rhe m ost
in its chosen spor and likely ro form partnerships
feeds as a plant does, ex- wirh uldras or other druids.
tr:1ccing warer a nd whar nutdems Life is hard. Life is cold. These
it can from the t hin, sour soil. basic tenets of wizened elders' ex-
Decomposing flesh provides ad- istence influence their outlook
ditional nurrienrs, so a wizened and \'alues system. They have no
elder is nor above slaying an incau- patience with any (including rheir
tious crearure to supplement its diet. own kind) who cannot survive a
I nrruders· corpses always go to feed harsh environment. Their scions
rhe soil. q uickly learn to defend themselves
The elders themselves are not ap- agai 11st predarion.
petizing to planr-eaters, although in a Each wizened elder is a nation unro
harsh winrer even such bitter browse itself Central government is unknown ro
mighr attract animals. The plants are these grim folk, and ir isn't necessary when
quite capable of driving off ordinar y beasts, they are so few a.nd widely scanered. Within a copse,
but savage monsters sometimes devour rhcm . au rhoriry naturally goes to the eldest. Wizened elders
They are especia I ly vulnernble ro branrns (Frostb11111 /Vizeued eld-:r who become dru ids often assume leadership roles; they
l 13), which are adapted to such tough fare. are usually th e oldest as well.
Environment: Wizened elders are mosr ofren found in
cold plains, bur the chilly subalpi11e zones of mou.nrains also TY PI CAL TREASURE
hos1 them. They move slowly abouc their region and occa·
Wizened elders have standard treasure for their Challenge
siona11y drift into orher kinds of terrain, although rhey do
Raring, ~bout 600 gp, usually consisting of equipment and
nor remain rhere long.
coins cl rapped by creatures they have overcome. Such items
Typical Physica I Characteristics: A wizened elder rare-
might be parrlv grown over by an eider's bark.
ly exceeds a dwarf in height, usually standing 4 to 5 feet tall
and weighing around 150 pounds.
Males and females are abour the same s ize, and boch pro· WIZENED ELDERS WITH
duce growths resembling pine cones every orher yea r. The
male cones have broadly flaring fins and grow ar joims just
CLASS LEVELS
Druid levels srack wirh a wizened eider's Hit Dice for rhe
below the creature's "face"; female cones are quire small and
purpose of its entangle and speak with plams abilities. Racial
ring the eider's trunk. The two have differing patterns ofleaf
Hit Dice do not stack with druid levels for spellcasting.
growth as well, with males sprouring clumps mosrly along
Wizened elder clerics usually worship Telchur (Frostbum
their backs while females' leaves are dist ribured more evenly
43). His domai.ns are Air, Chaos, Cold", Strength. and Wimer'··.
about their bodies. Leaves are tough and waxy, and rhey sray
His favored weapon is rhe shorrspear or sh on bow.
green year round.
Alignment: Wizened elders are usually cbaoric neutral, "Domain described on page 85 ofFroslb11n1.
Level Ad1ustm~nt: +3.
an atcimde born of solitar)' wacching. Those who become
druids are more likely to be neutral, neutral good, or neutral
evil. Particularly bitter individuals drift toward neucral evil WIZENED ELDERS fN FAERUN
or even chaocic evil behavior, especially in e>..'treme old age. \Vizened elders inhabit cold, forbidding wastes, such as Narfell
and Icewi nd Dale, or some1 imes the high slopes of moumai n
ranges. Occasionally a Harper travels ro speak co these lonely
SOCIETY senrinels about the activities of evil beings in their lands. Some
Wizened elders consider themselves the lasr, lonely defenders
against the creep of"civili zarion• imo rhei r wasres. They consider Urhgard t barbarians share the same region and pay respect to
the ancient treefolk. A smal I offshoorof the Grandfather Tree
m~ams to bediscanr and oveclysofrcou~ins who abandoned them
tribe is dedicated ro protecting the elders.
m inhospitable lands. Theyare i.ndifferem to hosrile roward mosr
WRACKS PAWN
This misshapen monstrosity seems to hove been both flayed and
SAMPLE ENCOUNTER
Wrackspawn s do nor parlay or accept surrender. They exisr
burned, its limbs twisted into dreadful parodies. It is eyeless and only ro make others (eel pain, and rhey relenrlessly pursue
shrieks with mad battle lust. rhat goal. Fiends use wrackspawns as fodder, bullying the
crem ures into combat before them . Those employing wrack-
W RACKSPAWN CR 3 spawns rypically bring four or more along wirh rhern, having
Always CE Medium outsider (chaotic, evil, extraplanar) emptied t heir Abyssal ronure chambers of victims. Mor tals
lnit +0; Senses blind, blindsight 120 ft.; Listen +10 sometim es gain conrrol of wrackspawns chrough th e use of
Languages understands Abyssal summoning spells or as "gifts" from a fiend.
AC 14, touch 10, nat-footed 14 Pack (EL 10): A vrock named Azrarh discovered an open
(+2 armor, +2 natural) gate 10 th e Marerial Plane while transporting four wrack-
hp 45 (4 HD); DR 5/- sp aw ns ro the service of a marilith. The gate closed behind
lmmune gaze attacks, illusions, visual effects
J\2.rarh as ir went through, and now the vrock roams the
Resist fire 10
countryside looking for the being who opened che porral
Fort+10, Ref +4, Will .._4
in hopes of comrolling rhar power. Azrach follows its pack
Speed 20 ft. (4 squares)
of wrackspawns from the air as rbey chase and anack any
Melee bone shortspear +8 (l d6+4 plus pain) and
cre,11 ure larger than a hare. Occasionally the vrock herds rhe
double claw +3 (2d4+2) or
wrnckspawn s toward some target they cannot yet see. W h en
Melee double claw +8 (2d4 +6)
Ranged bone shorts pear +4 (l d6 +4 plus pain) confro nting foes worthy of ics troubl e, Azrarh allows the
Space 5 ft.; Reach S ft. wrackspawns ro attack for a few rounds while casting mirror
Base Atk +4; Grp +8 111rngc and heroism on itself. Then Azrath uses irs stunning
Atk Options aligned strike (chaotic, evil), pain screech on foes from the air before landing to arrack with
Abilities Str 19, Dex 10, Con 22, Int 6, Wis 11, Cha 12 spores and me lee attacks.
Feats Skill Focus (Listen), Toughness
Skills Climb +11, Hide +7, Intimidate +8, Jump +5,
Listen +10, Move Silently +7
ECOLOGY
Advancement 5-8 HD (Medium) \Vrackspawns conrribute nothing to an ecology beyond
Possessions piecemeal armor (counts as leather), bone destruction. Although they do not ear, they maim and kill
shorts pear m will. Typically, they ignore Tiny or smaller creatures in
Pain (Su) A living creature injured by the wrackspawn's bone favor of larger prey, bm wi th nothing else ro arrack, rhey
shortspear takes an extra 2d6 points of damage and is even 1·esort to sm~sh i ng insects. Wrackspawns never attack
sickened with pain for 1 roun d. A DC 18 Fortitude save demons or each o ther, and they care litrle for creatures rh ar
halves the damage and negates the sickened effect. can'r feel pain, such as undead and consrructs. If rhey arc
The save DC is Constitution-based. allowed to roam unchecked chrough an area, r:heir depreda-
tions can lead ro rhe loss oflarge predators and herbivores.
\Vrackspawns exisr because the evil of demons knows no Environment: \X/rackspawns arc n arive ro t h e lnftnire
bounds. The remnams of good souls captured nnd 1or tured Laye rs o[ th e Abyss. As demonic footsol diers, rhey are mosr
in che Abyss, wrackspawns live to inflicr pain upon o thers. often fo und in the to nure chambers where rhey come in to
Fear and pain made rhem what they are, and these are w har
they wish co bring to all forms oflife.

WRACKSPAWN LORE
STRATEGIES AND TACTICS Characters with ranks in Knowledge (the planes) can learn
Wrackspawns chnrge inro combat heedless of a ny danger mo re about wracks pawns. When a cha racter makes a suc-
co themselves. They use no strategy beyond attac king the cessfu l s kill check, th e following lore is revealed, including the
nearest living being. Wrackspawns rypically ignore undead information from lower DCs.
and conscruccs unless attacked by them, and even I hen they
Knowledge (the Planes)
swifrly rnrn roward foes who can feel pain. The only excep-
DC Res ult
rions are their own kind and demons. Wrackspawns innacely
13 This creature is a wracks pawn, a minor demon.
fear demons and fiendish crea ru res, and they shy aw;1y from This result revea ls all outsider traits.
them in comba1. 18 Wrackspawns are the remains of good souls
Wrackspawns wield ugly shorrspears created from rheir tortured beyond sanity. They exist only to cause
own broken bones. They rarely th row rbese treasured objecrs, suffering to others. Their bone shortspears can
preferring to use chem in melee. Faced wirh no alternative, cause sickening pain to living things.
a wrackspawn mighc throw its spear ar an opponen1 ir's sure 23 A wrackspawn often ignores nonliving targets and
it can kill. Tiny or smaller creatures. Despite lacking eyes, it
can detect victims up to 120 feet away-it's
impossible to hide from a wrackspawn within
that range.
being or massing in armies on the Plain ofl nfinite Portals. FOR PLAYER CHARACTERS
Sometimes small groups serve demon lords as guardians or A wrackspawn can be summoned using summon mo11sf.er IV
for use in blood sporr (such as hunri ng condemJ1ed souls). ora higher-level mmmo11 monster spell. Treat the wracks pawn
Typical Physical Characteristics: A wrackspawn is the as if it were on the 4th-level list on the Summon Mon ster
rwisted wreckage of a humanoid being, although it is barely table (PH 287).
reco,mizable as such. The skin has been burned and rorn
froi: its body, and the exposed muscles are blackened. lts
joints are bent in unnarnral directions, limbs sometimes WRACKSPAWNS IN EBERRON
truncated or split. The ravaged face no longer has eyes, and The nightmarish origin of wrackspawns suggests that
few distinguishing fearures remain. they are products of Xoriat. If this is so, they
Most wrackspawns srand about 5 feet tall and weigh 250 are most likely the remnants of beings who
pounds. crossed between the pla-
nar boundaries when last
rhe Realm of Madness was
SOCIETY coterminous with Eberron
\Vrackspawns come into thousands of yea rs ago. An-
being when demons ronure other possibility is that the
captive good souls in the daelkyr created these twist-
Abyss. The process of rrans- ed beings from humanoids,
formation rakes longer for much like they did the dol-
some than others, but most gaunrs and the dolglims.
good souls endure several Their burnt and flayed
years of mistreatmen t at appearance is a physical
the hands of their captors rnanifesrarion ofthe memal
before succumbing to their anguish a normal creature
ministrations and becom i.ng experiences when plunged
wrackspawns. into the mind-shattering
Afrer creatio11 , w rack- environment of Xoriat.
spawns continue their own Whatever the rruth of
suffering by pulling broken rhe ,vrackspawns' origin ,
bones from their bodies they are unmistakably alien
to craft into jagged short-
to the Material Plane now.
spears. These awful weapons Most are in the service of
channel the wrackspawns' demonic armies rhat fight
pain and rage, allowing them endlessly ou the barren
ro inflict tha t p ain upon plains of Shavarath. Do
orhers. A wrackspawn char these rorrured souls find
loses irs bone shon spear does release in death? Even rhe
everything ir can to retrieve eternal gray of Dolurrh
it. ff a wrackspawn cannot would be welcome afrer
regain its weapon, it cannot such an existence. Or do
imbue its attacks ,,,ich pain they reconstitute 011 the
or make a new weapon. Bone battlefield, perhaps as even
shonspears separated from more wretched minions?
wrac kspawns have no special I/Trackrpa111n
quali.ries.
Other demons have little concern for rhe fate of these WRACKSPAWNS IN FAERUN
creatures. In most cases, they are accidental resulrs of ror- Mortals who refuse ro acce pr rhe gods' existence (the Faith-
rure. When a good soul is transfo rmed into a wrackspawn, it less) receive harsh punishment from Kelemvor, the Lord
becomes a crearure of pure evil, and demons find torturing it of the Dead. The Fairhless are transformed into a livi ng
far less entertaining. Even so, wrackspawns are more useful wall around his City of Judgment, and over rime their indi-
in combat than dretches, and demons sometimes use them vidual consciousness breaks down until nothing of rheir
as expendable troops. souls remains. Occasionally, a demon prince opens a portal
ro the Fugue Plane and sends through raiding fiends that
rend the wall and release some of rhose trapped within, car-
TYPICAL TREASURE rying them back to the Abyss. There the maddened souls
\'v'rackspawns possess nothing other tha n their bone weap- endure cruel tormen t that makes rhe doom of the wall seem
ons and piecemeal scraps of armor looted from infernal
a kindness umil, through pain, they are transformed into
battlefields. wrackspawns.
YUAN-TI
As derailed in the Momler 1'1,munl, the deadly yuan-ri are
1st (4/day)-feather fa/1,jump, obscuring mist, true strike
Spell-Like Abilities (CL 12th):
At will-detect poison (Cl 6th}
masters of intrigue and deception, constantly ploning and 1/day-animal trance (DC 12), cause fear (DC 11 ), charm
scheming for power. To rhe yuan-ti, open warfare is a waste person (DC 11 ), darkness, entangle (DC 11)
of resou rces. A dagger in rhe back. a vial of poison slipped
Abilities Str 12 , Dex 18, Con 13, Int 16, Wis 11, Chall
into a drink, an insu n·ection fomenred amo ng rrusred SQ alternate form , poison use, rrapfin ding
rerainers- th esc are che weapons of choice. Con fi.denr tn Feats Alertness 8 , Blind-Fight 8 , Dodge, Mobility, Spring
1heir effecriveness, rhe )'Uan-t i employ rhese methods againsr Attack, Weapon Finesse
iheir O\vn kind and againsr o rher races. Skills Balance +6, Concentration +8, Disguise +14 (+19 when
This secrion presents three sample yuan-ti agenrs. The pure- impersonating a human), Hide +19, Listen -17, Move
blood slayer is a spv and assassin who ventures inro human Silently +19, Spot+17, Tumble +18
society. T he ha! fblood deceiver performs a simi br role among Possessions +2 mithral shirt, + 1 human bane rapier,
masterwork composite longbow (+1 Str bonus) with
the savage huma noids. \'1/'here the slayer targe ts powerful war-
40 a rrows
riors, politicians, and spcl lcasters, rhe deceiver seizcs control
of a rribe and turns it into an unwirring weapon of rhe yuan-ii. Death Attack (Ex} DC 20, paralysis effect lasts 1d6+7 ro un ds
The abomination cul1 leader is an example ofa powerful yuan-
(OMG 180).
ti \vho srands at the center of a vasr network of underlings,
A pureblood slayer is a highly trained assassin charged wirh
conspiracies, and shadowy p lans. Ir manipulates events ro suit
venruring into human lands in disguise, idenrifying power-
its needs, sets its enemies against each other, and uses its skill
ful figures and porenrial threats 10 yuan-ri plans, and either
ac diplom acy to win allies and to isolare enemies.
slaying I hem or subverting rhem w ith bribes, promises of
Yuan-ti racia l trairs are summarized on p age 263 of the
power, a ncl other temptations.
Mo11ster Mn111.ial.
The purcblood slayer presem ed here had the following
abilit·y scores before racia l adjustmems and Hit Dice abil-
PUREBLOOD SLAYER ity score increases: Str 12, Dex LS, Con l3, Inc 14, Wis 10,
The humanoid figure before you is clad in formfitting black Cha 8.
clothing. The glint of c/1oinmoil can be seen from beneath a fo!d
rn her shirt. She appears human, but for a moment her eyes take Strategies and Tactics
on a snakelike appearance. Without a sound, she draws a rapier A pure blood slayer always enters a fight with a clear plan and
and leaps to attack.
well-considered preparations. Unless she has surprise o r can
ambus h her foes, she chooses discretion as rhe better pa r t of
PUREBLOOD SLAYER CRlO va lo r. T h e typical slayer is we ll aware rhat she cannor stand
Female yuan-ti pureblood rogue 1/assassin 7
NE Medium monstrous humanoid toe-to-roe with a heavily armored paladin, a raging barbarian,
lnit +4; Senses darkvision 60 ft.; listen +17, Spot +17 or a skilled fighter. Only when she strikes with surprise can
languages Abyssal, Common, Draconic, Elven, Yuan-Ti she defeat her enemies.
AC 21, touch 14, flat-footed 21; Dodge, Mobility, improved The slayer uses her Disguise skill to draw close to an oppo-
uncanny dodge,uncannydodge nent and observe him for a time. Once she has watched him
(+4 Dex, +6 armor, +1 natural) long enoug h rouse her death au ack abiliry, she hides, casts
hp 60 (12 H D) i11111sibilil.y, po ison s her rapier, and m oves in for rb e ki l I. If
SR 22 possible, she begins h e r prepararion while watching her
Fort +4 (+7 against poison), Ref+lS, Will +6 quarry. 13y using Spring Auack, she can slash ar her opponenc
Speed 30 ft. (6 squares); Spring Attack and move away before he can reacr.
Melee ..,.J human bane rapier+14/+9 (ld6+l/18-20 plus The exact approach tha1 a slayer uses depends on where she
poison) or plans ro make her arrack. She prefers public places with large
Melee + 1 human bane rapier+16/+11 (1d6+3/18-20 plus 2d6
plus poison) against humans
Ranged mwk composite longbow +1 4/+9 (ld8+1/x3 p lus YUA N -Tl LOR E
poison} Characte rs with ranks in Knowledge (nature) can learn more
Space 5 ft.; Reach 5 ft. about yuan-ti. When a character makes a successful skill check,
Base Atk +9; Grp +10 the fol lowing lo re is revealed, including the information from
Atk Options Blind-Fight, death attack, poison (large lower DCs.
scorpion venom, DC 14, ld4 Con/ld4 Con), sneak attack
-.-Sd6 Knowledge (Nature)
Special Actions alternate form DC Result
Combat Gear 3 doses of Large scorpion venom, 1 dose of l3 This is a yuan-ti, an evil snakelike being. This result
purple worm poison (DC 24, ld6 Str/2d6 Str) , 1 dose of reveals all monstrous humanoid traits.
shadow essence (DC 17, l Str dra in/2d6 Str) 18 Yuan-ti have deadly poisonous bites, and some can
Assassin Spells Known (CL 7th, 10% arcane spell fa ilu re also burn enemies with ac id.
chance): 23 Some yuan-ti can disguise themselves to infiltrate
3rd (3/day) - c/eep slumber (DC 16).folse life, magic circle humanoid societies and sow discord.
against good 28 Yuan .ti consider themselves to be favored by their
2nd (4/day)-alter self, cat's grace, fox's cunning, evil deity and wish to advance their own status.
invisibility
crowds and background noise. such as a ravem or inn. The Produce Acid (Sp) A ha lfblood deceiver has the ability to
psionically exude acid from its body, dealing 3d6 points
slayer adopts rhe guise of a rraveler or advenrurer, observes her
of acid damage to the neirt creature it touches, including
rarget as he eats or drinks, and then strikes ar b.im from the a creature hit by its bite attack. If the halfblood deceiver
anonymity of rhe crowd of parrons. This racric allows her ro is gra ppling or pinning a foe whe n it uses this power, its
use a variery of d isguises and keep her oppon e nts off balance. grasp deals Sd6 points of acid damage. The acid becomes
1n rhe wilds, the slayer reli es o n her alter n ate form abi I iry inert when it leaves the halfblood deceive r's body, and
ro draw close ro her victims. She hides in the grass, watc hes the halfb lood deceiver is im mu ne to its effects.
her foe, and srrikes ar him while still in sn ake form. This Chameleon Power (Sp) A halfblood can psionically change
cacric is also useful against a vicrim's mou nt or allies. A well- the color of his equipmen t and skin. gra nting it a+10
placed bite can kill a horse, leaving the victi m stranded in circumstance bonus on Hide checks.
rhe middle of nowhere and giving the slayer plenry of rime
co ploc her next move. A halfblood deceiver infilrrares ore, gobli n , and ogre rribes
When the slayer is forced into a confronrarion, such as while in disguise, assassinates rhe c m rent chieftain or helps
when defendi ng a yuan-ti lair, she relies on Spring Arra ck a puppet r ise ro powe r, ru1d then ma niplllates rhe humanoids
to delcat opponents. She poisons several arrows and uses reserve h is ends. In rhis ma n n er, th e yuan-ti rurns potential
ranged attacks co sofren up resistance before daning in to enemies i n lO useful alJies. A sudden ore arrack or sim ilar
arrack. If possible, she uses 111vmbrl,ty ro stand in rhe open calamity could very well be the work of a halfblood further-
and observe a foe. ing some unguessable yuan-ti mach ination.
The halfblood deceiver presemed here had che following
abiliry scores before racial adjustmenrs and Hit Dice abil-
HALFBLOOD DECEIVER irv score increases: Str 10, Dex 13, Con 14, lnr 12, Wis 8,
This creature is built like an ore warlord, but it moves with
greater speed and confidence. It studies you with the probing Cha l5.
eye of a master tactician. It licks its lips as if carefully weighing
its options. Strategies and Tactics
Ahalfblood deceiver relies o n trickery. His combat rraining
H ALFBLOOD DECEI VER CR 6 and wild rage make him a skilled warrior, bur underneath
Male yuan-ti halfblood barbarian 2 rhar berserker far;:ade lurks a cunning, calcularing mind. A
CE Medium monstrous humanoid deceiver rages only when doing so is a surprise racric or when
lnit +6; Senses darkvision 60 ft.; Listen +1 5, Spot TlS necessary for its survival. The deceiver w ields rhe [ribe he
Languages Common, Draconic, Giant, Gob lin, Ore, leads or i nfl uences like a rapier, ca refully guiding i[ against
Undercommon, Yuan-t i
rhe y uan-ti's enem ies. The deceiver slips from tribe ro tribe,
AC 21, touch 14, flat-footed 21; uncanny dod ge usi ng each of rhem in turn and aba ndoni ng them w hen they
(+2 Dex, +S armor, +4 na tura l) no longer serve his purposes.
hp 77 (9 HD)
A deceiver's campaigns of terror are wide in scope and di f.
SR 18
Fort -8, Ref -7, Will +8 ficult to detect. ln the fall, h e leads his ore tribe ro raid and
burn a ki ngdom's crops, curring inro the food supply. When
Speed 40 ft. (8 squares)
the ores a re linally run down and slain, the deceiver escapes.
Melee mwk greataxe +12/+7 (ldl2+3/x3) and
Over rhe winter, he infiltra tes a goblin tribe in rhe mol111-
bite +10 (ld6+1 /x3 plus poiso n)
Ranged mwk composite longbow+12/+7 (ld8+2/x3) rnins. When spring comes, the deceiver leads rhe gob! ins
Space 5 ft.; Reach 5 ft. on raid s against gra n aries an d o rhcr sto rage centers. These
Base Atk +9; Grp +11 at racks m ig ht appea r unrelated but combine ro pur immense,
Atk Options Blind-Fight, poison (DC 16. ld6 Con/ld6 Con), conrinual pressure on rhe region's food supply. Burnt crops,
produce acid (3d6 acid damage) raided caravans. and destroyed scores all add up ro famine,
Special Actions rage l /day (8 rounds) even during years with excellent weather.
Combat Gear potion ofinvisibility Deceivers seize power rhrough careful manipu!arion and
Spell-Like Abilities (CL 9th): inrelligem planning. Their over whelming personalir ies
At will- detect poison (CL 6th)
and pocem intellects allow rh e m to easily ourmaneuver the
3/day-animal trance (DC 18), cause fear (DC 17), entangle
(DC 17) simple gobli n a nd ore ch ie fta in s th ey en counter. Usually,
l /day-deeper darkness, neutralize poison, suggestion a deceiver helps a subchief attai n power and then rul es
(DC 19) rhrough rhat proxy. \Vhile a deceiver inva riably draws som e
Abilities Str 14, Dex 15, Con 16, Int 20, Wis 16, Cha 22 suspicion, he can deflecr r:he simple-minded ores and goblins
SQ alternate form, chameleon power, fast movement. by leading them on successful raids. Few evil humanoids
trapfinding quesrion a leader who brings them gold, slaves, food, and
Feats Alertness 8 , Blind-Fight&, Imp roved Initiative, strong drink.
Multiattack, Skill Focus (Disguise), Weapon Focus (bite) W h en confronted in banle, a deceiver weighs rhe ris ks of
Skills Bluff+18, Co ncentration + l 0, Diplomacy +14, Disguise exposing himsel[ against th e rewa rd of victory. A deceive r
+21, Hide+ l O (+20 with chameleon power) , Intimidate + 8, n ever focls loyalty to rhe tribe he leads. After all, he n eed
Jump +6, Listen +15, Move Silently +10, Spot +15 on ly adopt a new disguise and find a new tribe ro begi n
Possessions com bat gear plus+ l mithral shirt, masterwork
manipulating a new. The deceiver's long-term, strategic view
greataxe, mas te rwork composite longbow (+2 Str bonus)
ofsiruarions leads him ro cue and run rarher than fighr, unless
with 20 arrows, Quaa/'s fr:a1her token (bird)
he feels rhe odds are absolutely in his favor.
action without provoking at tacks of opportun ity. If it wins
ABOMTNATJON CULT LEADER the grapple check, it establis hes a hold and can constrict.
A bizarre cross between a serpent and a humanoid stands before Aversion (Sp) As the antipathy spell; at will; caster level 16th.
yov. It wears a chainmail shirt and carries a flamingfalchion. A This is a psionic compulsion effect targeting one creature
horde of snaky hvmano,ds, ogres, and other creatures surround within 30 feet. The target must succeed on a DC 25 Will
it. With a single hissed threat, it transforms the rabble into an save or gain an aversion to snakes and yuan-ti for 10
attentive body ofsoldiers that move with well-trained precision. minutes. Affected creatures must stay at least 20 feet
away from any snakes or yuan-ti, alive or dead; if already
ABOMINATION CULT LEADER CR 9 within 20 feet, they move away. A subject unable to move
Yuan-ti abomination marshal* 4 away, or one attacked by a snake or yuan-ti, is overcome
*Class described in Miniatures Handbook with revulsion. This revulsion reduces the creature's
CE Large monstrous humanoid Dexterity score by 4 points until the effect wears off or the
Init +4; Senses darkvision 60 ft., scent; Listen +21, Spot +21 s ubject is no longer within 20 fee t of a snake or yuan-ti.
Languages Common, Draconic, Giant, Gnoll, Goblin, Ore, Grant Move Action (Ex) As a standard action, grant an extra
Undercommon, Yuan-Ti move action to all allies (but not self) within 30 feet.
AC 24, touch 9, flat-footed 24 Each of the affected allies takes this extra move action
(-1 size, +S armor, +10 natural) immediately. Miniatures Handbook 13.
hp 127 (13 H D) Produce Acid (Sp) As the halfblood deceiver.
SR 22 Chameleon Power (Sp) As the halfblood deceiver.
Fort +12, Ref+7, Will +15 Skills A yuan-ti abomination has a +8 racial bonus on Climb
checks and can always choose to take 10 on a Climb check,
Speed 30 ft. (6 squares), climb 20 ft., swim 20 ft. even if rushed or threatened. It also has a +8 racial bonus
Melee + 7 fla mingfalchion +17/+12/+7 (2d6+8/ l 5-20 plus on any Swim check to perform some special action or avoid
ld6 fi re) and a hazard. It can always choose to ta ke 10 on a Swim check,
bite+15 (2d6+2 plus poison) even if distracted or endangered. It can use the run action
Ranged longbow+ 11 /+6/+ l (2d6/x3) while swimming, provided it swims in a straight line.
Space l O ft.; Reach l O ft.
Base Atk +12; Grp +21 An abominarion culr leader is a commander and masrermind
Atk Options Blind-Fight, auras, constrict l d6+7, improved among the yuan-ti. Irleads ,1 smallcellof pure bloods and half.
grab, poison (DC 19, l d6 Con/ ld6 Con), produce acid bloods, and a variery of ores, ogres, and other brurish creatures
Special Actions aversion, grant move action 1/ day who serve as mercenaries, slaves, and allies. The culr leader's
Spell-Like Abilities (CL 13th): magnetic personaliry allows it ro rransform even rhe mosL
At will-animal trance (DC 19), detect poison (CL 6th),
entangle (DC 18) rumbbng rookie inro a confident, hard-fighting warrior.
3/day-deeper darkness, neutralize poison (DC 21), The cult leader presented here had the follow ing ability
suggestion (DC 20) scores before racial adjusnnents and Hit Dice ability score
1/day-baleful polymorph (DC 22; snake form only).fear increases: Sir L3, Dex 8 , Con 14, Int 12, Wis 10, Cha 15.
(DC 21)
Abilities Str 21, Dex l 0, Con 20, Int 22, Wis 20, Cha 24 Strategies and Tactics
SQ alternate form, chameleon power An abomin~tion cu lt leader is ar irs best when surrounded
Feats Alertness 8 , Blind-Fight", Combat Casting, Improved by a number or underlings. lts marshal class levels granr it
Critical (falchion), Improved Initiative, Multiattack, Skill enormous leadership abilities. Even puny goblins or kobolds
Focus• (Diplomacy), Weapon Focus (bite) are dangerous when commanded by a culr leader.
Skills Bluff +1 9, Climb ..-13, Concentration +21, Diplomacy Usually, a culr leader acquires followers from among
+22, Intimidate +21, Knowledge (history) +18, Listen +21, rhe survivors of tribes and clan s subverted by a halfblood
Sense Motive +19, Spot +27, Swim +25 deceiver. As intended, the tribe causes enough rrouble for
Possessions + 7 mithral shirt, + 1flamingfalchion, longbow
with 20 arrows, brooch of shielding civilized lands 1hat a local ruler raises an army ro defeat it. At
rha1 point, rhe deceiver leads the survivors to the cult leader
Auras (Ex) Affects all allies within 60 feet who can hear
rha1 commands him. These survivors become virtual slaves,
an abomi nation cult leader, have Int 3 or higher, and
forced ro choose berween serving rhe yuan-ti and trying ro
understand the abomination. The abomination's aura is
dismissed if it is dazed, unconscious, stunned, paralyzed, sm vivc in the wilds.
or otherwise unable to be heard or understood by its Wi1h ore, ogre, goblin, and gnoll servancs gathered in
allies. Miniatures Handbook 13. this manner, the abomination cult leader is a daunting foe.
The abomination can project one of the following Followers quickly learn rhar ser vitude has irs rewards as the
minor au ras and can switch auras as a swift action. abominac'ion lt.:ads rhem to vicrory in battle an d rewards
Master of Tactics: +7 bonus on damage rolls when flan king. them w ith treasure. The yuan·t i weeds our malconrems and
Motivate Dexterity: +7 bonus on Dexterity-based checks, incompetenrs, then execures rhem.
including initiative checks. The cult leader keeps its morivare dexterity aura active
The abomination projects the following major aura in mosr of rhe time. W hen ban le begins, ir and its allies gain
addition to whichever minor aura it chooses to use.
Motivate Attack: +1 bonus on me lee attack rolls. a significanr bonus on initiati ve. Once ba11le is joined, rhe
Constrict (Ex) An abomination cult leader deals l d6+7 points abomination swircbes ro its masrer of tactics aura. It then
of damage with a successful grapple check. gra ms a move action ro allies ro get chem into flanking pos1·
Improved Grab (Ex) To use this ability, an abomination cult 1ions. Ar that point, rhey CUI through the enemy.
leader must hit an opponent of up to Large size with a While the bat tic rages, the abomination keeps its allies be-
bite attack. It can then attem pt to start a grapple as a free rween it and i.rs enemies. Ir uses its reach ro lash out with its
falchion. Baleful polymorph and mggesl1011 allow it to handle chambers and then abandon t·he clurcb co the care of ser-
foes that are too strong for its allies. When faced with large vanrs called broodguards. Young receive training almost
numbers of oppone111s, it relies on irs fear ability. from hatching and maru re quickly.
An abominarion cult leader seeks power, wealrh, and Environment: Yuan-ti are most comforrable in warm
strength. It deals openly with other evil crearures. Even forests, usually steaming jungles. Sometimes they inhabit
rhe mightiest necromance r or evil priest cannor resis t th e subterranean passages, even right beneath human cities.
abomination's honeyed words, well-considered plans, and Typical Physical Characteris-
thoughrfulcounsel. With both Intelligence and Charisma tics: Purebloods closely resemble
over 20, the abomination is smart enough to create intri- humans and have similar builds.
cate, effective plans and influential enough ro win allies Halfbloods have a variery of ser-
ro help see them th rough. pentine fearures, such as snake
heads or tails. They are otherwise
abo ut rhe size of humans. Abomi-
Tttan•ti p11reblood ;/aye,~ narions are enrirely snakelike; rhey
abomi11ali011 rnlt lead er, and can reach 12 feer in length and weigh
halfblood deceh·er up ro 300 pounds.
Alignment: Tmerested only in ad-
vanci ng their own srnrus within their
cruel sociery, yuan-ri are usua lly cha-
otic evil.

SOCIETY
Yua n-ti society revolves around srarus, with
rhe bigger and more powerfu I abominations
at the top o( the heap. Individual yuan-ri
continually strive to increase thei r srarus,
even at 1he expense of their fellows.
Yuan-ti worship a .fiendish
entity called Merrshaulk, a
great, serpenrine demigod.
They believe themselves robe
the deity's favored children
and sec ocher crearures
Cult
leaders as hr only for ei...-ploi-
command both racio n and slaughter.
halfblood deceiv- All yuan-ti are coldly
ers and pureblood imelligenr, but th e
slayers, setting rhem abominations ru le
both to advance irs subtle aims throug h both brains
and plans. Even rhe yuan-ti under its and physical inrimi-
command have little idea of the darion. The lesser
1rue scope of their master's goals. yuan-ti da re not
disobey their ter-
rifying leaders.
ECOLOGY
Yuan-ti build elaborare cit-
ies, erecring temples to TYPICAL
their evil pantheon and TREASURE
snatchi ng slaves and Yuan-ti have double stan-
sacrifices from the sur- dard treasure for NPCsof their
rounding inhabirams. Challenge Rating. They gather wealth for
Yuan-ti consider rhemselves and especially seek magic
rhcmselves favored and irems ro give them an edge.
devote considerable ac-
cenrion to breeding ever
more perfect speci- YUAN-Tl AS
mens. Affection has CHARACTERS
nothing to do with See page 263 of the Mon-
rhe process. Afrer ster Marmal for informarion
mating, females lay on yuan- ti purebloods as
their eggs in brood characters.
YUAN-TI IGNAN
The creature before you resembles a giant serpent with a human-
lgnnns are rhe product of yuan-ri experimenrarion designed
to creare a crearure resembling an abominarion wirh elemen-
oid upper body. Long, sharp horns crown its head, and its tail ral qualities, in chis case fire. Some pan of yuan-ii ignans·
splits about two-thirds of the way along its length, ending in blood line includes salamanders, bur they are still mosrly
sharp hooks. It carries a heavy mace in one hand and a small SNpcnt.
shield in the other. The colors ofits scales shift from dull brown
to dark red, and a slight heat haze surrounds it.
STRATEG IES AND TACTICS
Yuan-ti ignans are fiercely aggressive creatures, more
YUAN-Tl IGNAN CR 7
Always CE Large monstrous humanoid (fire) inclined to charge inro melee combat than to lay 1raps or
Init -'-l; Senses darkvision 60 ft.; Listen +8, Spot -8 spring ambushes. They are simple, brurisb fighters. When
Languages Common, lgnan, Yuan-Ti the yuan-ti must repel invaders, or when rhey prefer a bl a ram
AC 19, touch l 0, Oat-footed 18 display 01 pure force, they deploy the ignans.
(-1 size,+1 Dex,+ l shield, +8 natural) \'.v'o rking alone, a yuan-Ii ig11an seeks ro pin down enemy
hp 93 (11 HD) ; DR 10/magic spellcaslcrs by grappling them with irs rail, then uses irs
Immune fire heavy mace ro deal with ocher opponents in me lee combar.
SRlS Because yuan-ti ignans are so cruel, 1hough, rhey often save
Fort +7, Ref +8, Will +9 the lasr srrike in a full arrack ro deliver a quick mace blow ro
Weakness vulnerable to cold a grappled opponent.
Speed 30 ft. (6 squares) When working in groups (usuaUy rwo co four), yuan-ri
Melee heavy mace ~16/+l l/+6 (2d6+5 plus ld6 fi re) and ignans are actually less effective. Their bloodlust overrides
gore +13 (l d8+2 plus ld6 fire) and their pllny common sense. \1:'hen one ignan successfully
tail slap +13 (ld8+2 plus l d6 fire) grapples an opponent, the o thers virtually ignore any
Space 10 ft.; Reach 10 ft. remni n ing enemies and insread atrempr to seize conu:ol of
Base Atk +11; Grp +20
the grnppled creature in a gha:srly tug-of-war. (The highest
Atk Options Power Attack, constrict, improved grab, magic
strike, tail grapple grapple check w ins; if the grappled opponent has rhe high-
est result, it rakes advantage of the confusion ro pull free.)
Abilities Str 21, Dex 13, Con 18, Int 6, Wis 14, Cha 11 Once 1he grappled creature is dead or beyond their reach,
Feats Alertness, Multiattack, Power Attack, Weapon Focus
(heavy mace) the orhers rum rheir full atremion back ro rhe remaining
Skills Listen +8, Move Silently +4, Spot +8, Survival ,-5 foes. Wi thout the commanding presence of a smarter yuan-
Advancement by character class; Favored Class barbarian; ti, ignans do nor use batde taccics.
see text
Possessions light steel shield, heavy mace
SAMPLE ENCOUNTERS
Constrict (Ex) A yuan-ti ignan deals automatic tail slap Yuan-ri ignans generally fight for rheir more inrelligem
damage (including fire damage) with a successful grapple yuan-ti masters. Those encountered alone are usually rhe
check. It also deals this damage when it successfully uses
improved grab with its tail slap attack.
Improved Grab (Ex) To use this ability, a yuan-ti ignan must
hit an opponent of up to Large size with a tail slap attack. YUAN-Tl IGNAN LORE
It can then attempt to start a grapple as a free action Characters with ranks in Knowledge (nature) can learn more
without provoking attacks of opportunity. ll'it wins the about yuan-ti ignans. When a character makes a successful skill
grapple check, it establishes a hold and can constrict. check, the fol lowing lore is revea led, including the information
Tail Grapple (Ex) A yuan-ti ignan's long, powerful tail allows from lower DCs.
it to coil around a foe without hampering its ability to
defend itself or to fight with the weapons it wields. If Knowledge (Nature)
the ignan grapples a foe using its improved grab ability, DC Result
it does not lose its Dexterity bonus to AC. It can make 17 This creature is a yuan-ti ignan, the result of bizarre
a single grapple check against the foe grappled in this yuan-ti breeding experiments with elementals. This
manner as a swift action each round. The ignan is free result reveals all mo nstrous humanoid traits and
to perform most other actions as normal; if it wants to the fire subtype.
move, it mus t obey the standard rules for moving while in 22 Yuan-ti ignans are aggressive fighters, their
a grapple. bloodlust fueling their fiery nature. Their skin is
The yuan-ti ignan loses the option to spend its swirt action searing hot to the touch, and they are immune to
in this manner if it uses a standard or full action to fire attacks.
grapple the foe trapped in its tail. The reverse is also 27 The yuan-ti ignan's forked, barbed tail allows it to
true. Once the yuan-ti ignan uses its swift action in this grab and crush an opponent with a single attack.
manner, it cannot take a standard or full ac tion to grapple 32 A yuan-ti ignan attacks by trapping its enemies
the foe already trapped in its tail. within its coils. Even when the ignan has a victim
A yuan-ti ignan can use armed or natural attacks agai nst a grappled, it still fights and dodges its enemies
creature grappled in this manner. without any hindrance.
survivors of a banle rbar destroved a yuan-ri stronghold. enclave is easily identified by the scorched appearance of
\Xfith their grcar srrengrh and physical roughness, ignans rhe surroundings. \Xfhen rhe resr 01 the tribe lairs under-
are bener at surviving rhe chaos ofbanlc o r a surprise raid ground (say, in the ruins of an old temple), yuan-ti ignans
rhan their superiors. gerrerally occupy t he deepest parrs of the enclave, where
Individual (EL 7): A lo ne yua n-ti igna n seeks ro begin rheir imense body hear acrua lly serves rhe tribe by keepin g
an encounter as close ro its o pponents as possible. T his lone the t un ne ls warm.
brute patrols t he ju ngle a rou nd a y uan-ri srrong hold. It slips Typica l Physi cal Characteris ti cs: A yuan-ti igna n is
from one copse of trees ro a not her. Rarher t han rravcl 10 ro l+ feet long and weighs 250 ro 400 pounds.
a sready circuit through an area, it wairs Females arc usually darker than m ales,
ar one senrry point for a time before rending coward grays and browns
moving to rhe nex r spot. rarher rhan reds.
Bod yguard (EL 9): A yuan-ti
abomi narion keeps a single ig-
na n as a personal bodyguard.
TYPICAL
tn battle, the abominatio n T REAS URE
waits for its ignan servanr ro Yuan-ti ignans have standard
grapple a foe. [r then uses treasure for rheir Challenge
its ,wt·rnon ability ro force Rating, a!bout 3,600 gp, bur
che grappled c reature's never carry nammable icems.
a l lies ro move away, These creawres e njoy burn-
making it difficult for ing an<l destroying item s
chem to help. roo much to keep such frag-
ile goods. T hey p re fer gem s,
which are difficu]c to dam age
ECOLOGY with !lames.
Like yuan-ti. ignans
lgnans with class levels
serde wherever rhey can
have treasure appropriare
establish a templ e-
ro N PCs oft heir Challenge
anywhere from remote
Ra ting.
ruins 10 forgorren pas-
sageways undernea th
human serrlemen ts. YUAN-TI
Despite their formi-
dable combat prowess,
IGNANS WITH
ignans are no r rrusred CLASS LEVELS
by rhe majority of yuan- Yuan-ti \Vorship Merrshaul k,
ri, and are considered who prompted and directed
highly expendable. Thei r rhe for marion of rhe yuan-ri
unpredicrable crue lty makes them a bloodline. Yuan-t i ignans ve r y
?i111J1·li ign1111
danger to rhe tribe, a nd when no t sufficiently rarely become clei-ics. They leave spel I-
occupied, they commir ac rs of wanron dest ruc- casting LO the yuan-ti purebloods.
tion our of sheer boredom. Stories persist of yuan-ri Level At!J11Slllle11t: +8.
forrresscs overrun and now controlled by renegade ignans.
Thus, the yuan-ti rake care ro keep beasts and slaves on hand
when they rnus r b reed enough ignans to form a fighting
YUAN-TI IGNANS IN EBERRON
Yuan-ri ignans have been spotted in rhe ju ngles ofXen'dri k.
force. These creat ures form a ready supply of sporr ro keep
rhe ignans occupied. Rumors persis1of a grear stone forrress overrun wirh these
crearures, who fan our in raids on rh e su rround i.ng area. \'v'oe
As a result of t his r isk of insurrection , y uan-ti leaders fre-
ro any expedicion caughr in rhe jung le wbe n rhe ignan s se ek
quenrly manufacture reasons for ig nan gangs ro undc n a ke
victims ro sare rhei r boundless appetite for violence.
lengthy missions outside rhe enclave. \v'ise yuan-ti gather
rheir ignans on the eve of battle, rarely sooner.
Sometimes, a yuan-ti ignan that breaks away from its YUAN-TT JGNANS TN FAERUN
masters forms irs own rribc. These creatu res sometimes see The yuan-ti of the Serpent Hills crea1ed ignans as a favor ro
value in forcing o rhers ro obey their will, especially if doi ng the red dragons who make rheir lairs ch ere, in rerum forcer-
so nets them more c aptives. Wenker humanoid crearnres, rain magical treasures. Red d ragons employ yuan -ri ignans
especially goblin s and kobolds, are prime c and idates fo r as guards [o r their lairs or shock troops in banle against che
scrvirude. area's copper dragon s.
E n vi ronment: As wirh all y ua n-ti, y uan-ti ign,ins are
found most ofren in warm forests. Their pan of the yuan-ri
YUGOLOTH
Greedy, malicious, and beh olden ro no st andard of honor,
A corrupror of fate is a strange creature thar brings bad luck.
It favors stealth and cunning to inllicr suffering.
yugolrhs are fiends nattve ro rhc Bleak Ererniry of Gehenna.
They happily offer t heir services to rhe highest bidder, Corruptor of Fate Assassin
This corpulent creature covers most of its sickly yellow skin with
serving demons and devils alike in th e eternal dashes of
loose black clothing and black studded leather armor.
rhe Lower Planes. They enjoy nothing more rhan ca using
suffering.
T he g lossary lists racial trai ts common to al l yugolorhs.
CORRUPTOR OF FATE ASSASSIN CRlO
Ma le co rrupte r of fate assass in 5
NE Med ium outside r (evi l, ext rapla nar, yugoloth)
CORRUPTOR OF FATE lnit +11; Senses da rkvis ion 60 ft. ; Liste n +15, Spot +15
A corpulent creature with sickly yellow skin wears black studded Languages Abyssa l, Draco nic, Infernal; telepathy 100 ft .
leather armor. It is armed with a short sword and shortbow. As AC 24, t ouch 18, flat-footed 24; Dodge, Mobility, improved
it attacks, a smell ofbrimstone emanatesfrom its body and the uncanny dodge, uncanny dodge
faint sound of rolling dice can be heard. (+7 Dex, +5 armor, +l deflection, +l na tural)
hp lll (12 H D)
(ORRUPTOR OF FATE CR 5 Immune ac id, energy d rain, necrom anti c effect s , negative
Always NE Medium outsider (evil, extrap lanar, yugoloth) energy effects, poison
lnit +8; Senses darkvision 60 ft. ; Listen +10, Spot +10 Resist cold 10, fire 10, electricit y 10; SR 19
Languages Abyssal, Draconic, Infernal; telepathy 100 ft. Fort +ll (+13 against poison), Ref+l 6, Will + 6
AC 18, touch 14, flat-footed 14; Dodge Speed 30 ft. (6 squares)
(+4 Dex, +4 armor) Melee +J short sword+18/+l3 (ld6+4 /l 9- 20 plus bestow
hp 52 (7 HD) cu rse)
Immune acid, energy dra in, necromantic effects , negative Ranged +J composite shortbow +18/ +13 (ld6+4/x3 plus
energy effec ts, poison poiso n)
Resist cold 10, fi re 10, e lectric it y 10; SR 14 Space 5 ft. ; Reach 5 ft.
Fort +8, Ref +9, Will +5 Base Atk +10; Grp +13
Speed 30 ft. (6 squares) Atk O ptions aligned strike (evil), death attack, po ison
Melee mwk short sword +12/+7 (l d6+2/19- 20 plus bestow (sh ad ow essence, DC 17, l S t r d rain/ 2d6 Str) , sneak
curse) attack +3d6
Ranged composite shortbow +l l / +6 (l d6/x 3) Special Actions corrupting gaze
Space 5 ft.; Reach 5 ft. Combat Gear 3 doses of shadow essence, 2 potions of cure
Base Atk +7; Grp +9 serious wounds, potion offly
Atk Options a ligned strike (evil ), bestow curse Assassin Spells Known (CL 5th):
Special Actio ns corrupting ga ze 2nd (2/day) - cat's grace, invisibility, spider climb
l st (4/day)-feather fall.jump, obscuring mist, true strike
Abilities Str 15, Dex 19, Con 17, Int 10, W is 10, Cha 10
SQ unluck, yugoloth tra its Abilities St r 16, Dex 25, Con 20 , Int 13, Wis 10, Cha 8
Feats Dodge, Imp roved Initiative, Weapon Finesse SQ poison use, un luck, yugo loth t raits
Skills Balance +6, Disguise +10, Escape Artist + 14, Feats Dodge, Imp roved Initiative, Mobil ity, Weapo n Finesse
Hide +1 4, Jump +4, Listen +10, Move Silently +14, Skills Balance + 19, Disguise +9, Esca pe Artist + 17,
Sleight of Hand +14, Spot +10, Tumble +14, Use Ro pe +4 Hide +22, Jump +5, Listen + 15, Move Silently +22,
(+6 involvi ng bindings) Sleight of Hand+17, Spot + 15, Tumble +22, Use Rope +7
Advancement by character class; Favored Class rogue; (+9 involving bindings)
see text Possessions com bat gear plus +2 studded leather armor, + 1
Possessions + 1 studded leather armor, maste rwork short short sword, + 7 composite shortbow (+ 3 Str bonus) with 20
sword, composite sho rtbow with 20 arrows arrows, amulet of natural armor +7, ring ofprotection+ 1
Bestow Curse (Su) As th e bestow curse spell; at wi ll ; Will Unluck (Su) As corru pto r of fate .
DC 16; cast er level 7th. Bestow Curse (Su) As corrupto r of fate; Will DC 18; caster
T his a bility affects those touching or touched by a corruptor of level 12th.
fate or its weapons. A cursed subject m ust ro ll pe rcen tile Death Attack (Ex) DC 16, paralys is effect las ts l d 6+ 5 rounds
dice each t urn. On a roll ofOl - 50, it can take no act ion. On (OMG 180).
a rol l of Sl- 100, it can act no rmally. Th is is a necroman tic Corrupting Gaze (Su) As corrupter of fate ; Fort DC 15
effect. Undead are unaffected by a corru pter offate's nega tes.
bestow curse ability. The save DC is Constitutio n-based.
Corrupting Gaze (Su) A corrupte r of fate can blast its enemies In keeping with its solitary and stealthy ways, a corrupror
with a glance, at a range of up to 30 feet. Creatu res t hat of fate often takes levels of assassin ro complement its cruel
meet the corrupter's gaze m ust succeed on a DC 13 abilities.
Fortitude save or take ld6 points of damage and a - 1 T h e conupror of fate assassin presenred here had the fol-
penalty on at tack rolls, s kill checks, an d saving throws for lowing a bility scores before racial adjustmenrs and Hit Dice
l minute. The save DC is Charisma-based.
ability score increases: S tr 12, D ex 1.5, Con 14, Im 13, W ts 10,
Unluck (Su) Roll twice for attacks and damage aga ins t a
C h a 8.
corru pto r offate; the attacker must use the lower resu lt.
This is a m ind-affecting necromantic effect.
Strategies and Tactics offare assassin, usua lly accompanied by one or more allies.
Corruprors offa te work alone or sometimes wi th a group of EI 12: Calamiry (female corrupter offate assassin 5) and a
undead or a construct or two. They rarely ream up with other stone golern guard a gare rhat leads ro Gehenna in an aba n-
corruprors of fare. doned mon asrery on t he M aterial Plane.
\Vhen encountered, corruprors a re usually i n mercenary M ercenary Troopers (EL 12-18): .As mercenary yu go-
service. Their assignments emphasize assassination, bur loths, corruprors of fare mig ht be hi red by demons, devils,
occasionally they're used ro guard a va luable asset, especially or more powerful yugolo1hs.
if rhe owner expects a rh rear. EL 14: Two yugolo rh com manders d ispute
Corruprors offa te rake rhei r assignments the dead liness 01 the devourer compared ro rbe
very seriously, but also have a st rong dread wrairh. T hey each wager their pat ron-
insrincr for self-preservation. l f a cor- age of a thriving corruptor of fate creche. To
rupror is clearly outmatched, it re treats settle rhe bet, t hey have formed a ream
wirh the intent ro ret urn shorrly with of a devourer and a dread wrairb ro
rein forcemcnts. travel rogerher on a killing spree
on t he Material Plane. They have
Sample Encounters added a corrupror of fate 5rh-
Unlike many yugolorhs, corruprors of level assassin named Malice to
fare don't have the innare abiliry to use keep rrack of which undead
plane shift. Transpona1ion is usually ar- made rhe killing blow against
ranged by a corrupror's patron or by a crearure. Each commander
a summoning or calling spell. believes lhat Malice will acr
Ind ividual (EL 5): A lone 10 further her patron's inter-
corrupror of fare might be en- est. !v.!a!ice has taken bribes
countered under a wide variety of from both and doesn't care
circumstances. which undead rriumpbs. In
E[ S: A corrupror of fore named fact, she inrends ro announce
Misforrune is o n an assassination a rie upon her rerurn, no mar-
mission. Her rn rger is the may- ter what the result.
or of a small tow n. Why t he El 16: Soulbinder, a n LLch-
mayor? Misfortu ne doesn't level male hu man wiza rd lic h,
k now. She suspects t he as- is quite cunning. He resides in
signment is part of a much a sunken lair, like an invert-
larger and convoluted plo t ed rower, under rhe sewers
conceived by he r patron, a of a grear merropolis. To pro-
mind £layer. rect him, he has an iron golcm
Guard Duty (EL 6-8): A cratted by his late memor and
corrupror offare is often accom- Malign, a corruptor of fare assas-
panied by undead or consrrucrs. sin 5, as his guards.
Ir prefers the company of intel-
ligent undead such as wrairhs or Ecology
even shadows, bur can be fou11d Corruptors of fare are outsiders wirh
with skelerons and zombies. no need ro sleep, eat, or brearhe. Their
El,: Malefacror, a corruptor offate, and r.
Ccrruptor ~r J,1/e apparent famess is their natural fon11 and
rwo shadows guard a half-fiend's abode. enrirely unconnecred with food inrake. From
Planar Ally (EL 5- 10): A plm111rally spell can call one cor- birth, a corrupror has the basic body proportions of
rupror offare wirh up ro 5 class levels. A greater planarnllyspell an adulr.
can call rwo corruprors of fare with up ro 2 class levels each. Once a year for abour a week, each adult corrupror offare
EL 10: Malfeasance (ma le corruptor of fare assassin 5) has feels rhe urge ro rerurn ro Gehenna and mate. This is rhe
been called ro rhe .Material Plane by a powerful cleric ro only time a corrupror of fare willingly seeks rhe company
eliminate the rhrear of a pesky enemy-possibly rhe PCs. of anorher of irs kind. A young corrupror reaches maruriry
R aiding Party (EL 8- 12): A corruprorof fore might lead a at abour re n years of age.
company of orher yugolorbs, undead, or constructs on a mis- The morher has no marernal feelings coward a newbo rn
sion ro rerrieve an irem, kid nap a person, or kill a cargec. corrupror. She deposits it in a creche (a shared nursery) in
EL 9: Twisted Fare, a corrupro r of fate, a nd t hree canoloth Gehenna robe raised by constructs or u ndead slaves, which
yugolorhs (MM I 11 200) make a st rategic s t ri.ke against a are immune ro rhe necrornanric abilir.ies of the infa nt cor-
small village ro get a holy relic fro m rhe local church. Th eir ruptors.
patron is a powerfu l nycaloth commander (.MM rrr 202) Environment: Corruprors 01fore are na tive ro rhe Bleak
named Genera I Com manclcr Render, who gives orders w ith- Eternity of Gehenna. like other yugoloth s, t hey're plana r
our explanations. mercenaries chat go wherever rhci r employers send th em.
Gat ekeep ers (EL 12-14): Guarding an important sire, Typical Ph ysical Ch arac te ris tics: A corrupror of fare
such as a planar gate, is rhe province of a sk illed corrupror srands abour 5 feet tall and weighs abour 200 pounds. lts body
resembles rhar of a very chubby humanoid. In conrrast, its Typical Treasure
face looks e maciated, wirh thin yellow skin s t retc hed righrly Corruprors offate wirhourclass levels have standard treasure
across irs skull. Its eyes glow with a lurid lighr. for their Challenge Raring, about 1,600 gp. T hey invest i.n
Male and female corruprorsoffate look very simi.br. Borh their equ ipment , demonstrating a kee n sense of self-pres-
have bosom like rolls of fat on their c hesrs, so most perceive ervation. lvtosr of Lheir items a re durable armor or weapons
the m as female (DC 20 Spot check ro correctly de term ine a with perhaps one or cwo po1ions or ot her conSLllnable irems.
corruptor's gender). Assassins ca rry two to five vials of t heir favori te poison.
The smell of brimstone is typical of all corruprors offore,
a by-producr of rheir biology. It is generally no ticeable only For Player Characters
when a corrupror attacks. Skills checks 10 trac k a corrupror A corrupwr of fare can be called using a plc111ttr rtlly spell. lr
of fare using scent receive a +2 bonus. can also be s ummoned by srnmno11 niomter VI or a higher-
A corrupror of fare is accompanied by a Cainr sound of leve l s11111111011 111011stcr spell. Trear the corrupror of fare as if
rolling dice, a supernatural illusion 1eleparhically "hea~d·' ir were o n the 6th-level list on rhe Summon Monster table
by anyo ne in combat wirh the corrupror. lr is an auromatic (PH 287).
response and can nor be stopped.
Alignment: Corruptors of fare, like all yugoloths, are Corruptors of Fate wirh Class Levels
always ne utral evil. Corrup1o rs' lavored class is rogue, and many rn ke levels of rhe
assassin prestige class. T he ra re corrupror offare thar chooses
Society to become ncleric owes allegia11ce to no deity bur ro irs racial
Life for a corruptor offare is generally o ne violent assignment philosophy ofbri nging ill luck and death ro o r hers. Corrup-
after another. from birrh, a corrupror learns ro look to irs own ror clerics choose from the Death, Evil, and Luck domains.
survival, even before rhe demands of a mercenary role. Spell Resistance: A corrnpror of face has spcl I resistance
Growing up is dilliculc. Older corruprors of fare torment equal ro 14 + I per class level.
weaker or younger crearures. A powerfu I yugolorh, usually Level Arlj11sl111ml: H.
of commander level or higher, sponsors each creche. Often
rhe srewardship of the creche changes hands according ro Corruptors of Fare in Eberron
political machinarions and uphea\·als in yugoloth society, Corruptors of fa te are active participants as mercen aries
which affect rhe growing young as well. in the conOicts on Shavararh, rhe Battlegrou mL Alrhougb
The cons rrucrs or undead rhar raise Lhe c hildren are far they are in hn birnnrs ofMabar, rheir creches arc located on
from nurturing or maternal. They are e ntrusted on ly with Dolurrh, the Rea lm of rhe Dead. They are considered native
providing rhe most basic needs, litrle more than keep lng the ro boil1 planes.
you ng safe from external threats. Guardia ns occasionaLly
intervene i [ rhei r young c harges are liable to kil l each Ott.er Cornrptors of Fare in Fae run
during sibling conflicts. Corruprors offace inhabit rhe Barrens of Doom and Despair.
The safesr course ofacrion for a young corrupror is lO avoid They're often found on raids imo Hammergrim because of
notice. This environmenr creates an ideal training ground the many portnls chat link rhe rwo planes, and chey sometimes
for potenrial assassins: They learn rhe merits of stealth and make rheir way rhrough portals ro rhe Marerial Pl:me.
disguise, and they hone rheir desire ro kill. They come ro Corrupror of fate clerics in Faerun choose from rhe Fare,
despise all creamres, especially other corrupto rs of fare, and Hal red, and Luck domains.
feel mosr ar home wirh undead and constructs.
O nce it reaches maturity, a corrupror of fate leaves the
creche ro begin its mercenary career. The creche's cL1rrenr
patron gives a corrupror its firs t assig nme nt (usL1ally to kill CORRUPTOR OF FATE LORE
Cha racte rs with ranks in Knowledge (the planes) can learn
one of rhe patron's rivals}. If rhe newcome r is successful, more about corru ptors offate. When a character makes a suc-
rhe young adult's skills are considered s ufficient ro enter cessful skill check, the following lore is revealed, including the
rhe assassin pres rige class. If unsuccessful- a result rhar information from lower DCs.
usually means death- rhe parron sends a team with a more
experienced corrupror ro finish rhe job. Knowle dge (the Planes)
A yugolorh patron uses corruprors of face for borh lerhal DC Result
assignmenrs anddevastaring·\varnings" 10 rivals or disobedi- 15 Corruptors of fate are a kind of yugoloth, sharing
ent underlings. These "warnings" usually involve ncar-letl:al many of their traits. This result reveals all outsider
attacks char leave che rarget cursed. Through regular, chal- and yugoloth traits.
lenging assignments, a patron e ndeavors to keep a corrupror 20 Touching or being touched by a corruptor of fa te
brings ill fortune.
busy a nd content. 25 A corruptor of fate has a gaze that damages those
A corrupror of fare migh t occasionally decide to d isobey its it looks at as well as bringing bad luck.
patron's orders. Corruptors aren't apt to seize power themselves, 25 Attacks made against a corruptor of fate miss
though, being happie.sr in ser vice. One char goes rogue seeks regu larly. Even successfu l attacks and spells deal
a differenr patron, such as a Ii.end or a mind flayer. Corruprors reduced damage, though the creature doesn't
prefer evil masters bur aren't picky; some even find their way seem to have damage reduction.
into the service of an immoral ruler on the Material Plane.
VOOR DREADFUL LASHER
An enormous, cruelly clawed fiend rips at you with flailing ten-
This hulking creature waddles toward you on stubby legs. Its
enormous arms end in ~icious d aws. Its armored face has no tacles. jagged teeth gnash in an eyeless, domed head.
eyes, and rope/ike tentacles constantly shoot out from its arms
and back. DREADFUL LASHER CR 9
Always NE Huge o utsider (ev il, extra planar, yugoloth)
VooR CR 4 lnit +5; Senses blind , blindse nse 120 ft. ; Listen +21
Always NE Large out sider (evil, extraplanar, yugoloth) Languages Abyssal, Infernal; t elepa thy 100 ft .
Init +2; Senses blind, blindsense 120 ft.; Listen + 11
AC 20, touch 9, flat-footed 19
Languages Abyssa l, Infernal; telepathy 100 ft.
(-2 s ize, + l Dex, + 11 natural )
AC 17, touch 11, flat-footed l 5 hp 142 (15 HD); DR 10 / good
(-1 size, +2 Dex, +6 natu ral) Immune aci d, fire, gaze attacks, illusion, poiso n, visual
hp 37 (5 HD); DR 5/good effects
Immune acid , fire, gaze a tt acks. illusions , poison, vis ual Resist cold 10, electric ity 10: SR 20
effects Fort +14, Ref +lO, Will +8
Resist cold 10, electricity l O; SR 15
Speed 30 ft. (6 squares), climb 20 ft.
Fort +7, Ref +6, Wi ll +3
Melee 4 piercing tentacles +24 each (l d8+ll ) and
Speed 30 ft. (6 squares), climb 20 ft. 2 claws +23 each (ld8 +5)
Melee 4 piercing tentacles +10 each (l d6+6) and Space 15 ft.; Reach 15 ft. (30 ft. wit h tenta cles)
2 claws +8 each (1d6+ 3) Base Atk +1 5; Grp +38
Space 10 ft.; Reach 10 ft . (20 ft. with tentacles) Atk Options Co m bat Reflexes , aligned strike (evil), re nd
Base Atk +5; Grp +19 2d8+16
Atk Options Combat Refl exes , aligned strike (evi l), rend
2d6+9
Abilities Str 32, Dex 13, Con 21, Int 5, Wis 8, Cha 7
SQ scen tless, yugoloth traits
Abilities Str 22, Dex 15, Con 17, Int 5, Wis 8, Cha 7 Feats Com bat Reflexes , Imp ro ved In it iative, Im proved
SQ scentless, yugo loth tra its Natu ra l Armor (2), Mu ltiattack, Weapo n Focus (claw)
Feats Combat Reflexes, M ultiattack Skills Climb +37, Diplomacy +O, Liste n + 21, Move Silently
Skills Climb +22, Diplomacy +0, Listen + 11, Move Silently +19, Sense Motive +17, Su rviva l +17
+10, Sense Moti ve +7, Survival +7
Advancement 6- 10 HD (Large); 11-30 HD (H uge); 31+ HD Rend (Ex) As standa rd voor; damage 2d8+16.
Scentless (Ex) As standard voo r.
(Gargantuan)
Rend (Ex) A voor t hat hits w ith both claw attacks latches
onto the oppone nt's body and tears the fl es h. Th is A dreadful lasher is an especially massive voor, bred and
attack automatically dea ls an extra 2d6+9 points of nurrnred to guard th e forrress of a yugoloth general. Such a
damage. monster might srand guard for m illennia, growing ever farter
Scentless (Ex) A voor exudes no natura l smell and is on rhe flesh of inrruders.
usually undetectable by scent. A voor that has bee n in
combat withi n the past hour stin ks of the blood of its Strateg ies and Tactics
foes and so can be detec ted by scent, bu t only at ha lf Voors work best as guardian s, patiently wairing for foes
the normal ra nge. to approach. Thei r blindsen se often locates creatu res long
Skills A voor has a +8 racia l bonus on Climb checks , an d
before th ey rhemselves are sported. If possible, t hey climb
can always choose to take l O o n Climb checks, even if
rushed or t hreate ned. It also ga ins a + 4 racia l bon us onro a wall or o th er high spot, allowing them ro attack with
on Listen an d grapple checks. their tentacles at range.

Voors, known among fiends as "lasbers," are hul king bru tes
VOOR KNOWLEDGE
primarily used as guardians and prorectors of a fixed loca-
Characters with ranks in Knowledge (t he planes) can learn
tion, o, as the bodyguards and enforcers of a lesser .fiend or
more a bout voors. When a character makes a success fu l skill
underling. check, the followin g lo re is revealed, in cluding the information
from lower DCs.
"Indeed they are stupid, but tire power of I.he voor com.es
in their loyalty, willingness to wnit for interlopers, mid Knowledge (the Planes)
ability to lake orders. They are ideal expendable DC Result
14 This creature is a voor, a kind of yugoloth also
servants." called a lasher. This result reveals all outsider and
- Xerveramas, horned devil commander of rhe
yugolo th traits.
''Teeth of Hel I" unit
19 Voors are b lind and are immune to fi re and poison.
They attack w ith numerous lashing tentacles and
rending claws.
24 Voors are not particularly intell igent and are
commonly used as guardians for temples and
other important sites..
A single voor might be conrenr ro pick off targets one by Society
o ne but is jus1 as likely to r ush inro rbe middle of a g roup, Voors serve as gtwrdians, bodyguards, and enforcers for more
targeting a weak-looki ng Coe with its claws while using its powerful fiends. They arc 10ugh and dangerous bur rarher
tentacles to keep others ac bay. ln groups, voors descend upon d im-witted. They readily take orders from stronger fiends
their prey en masse, spreading our to chreaten overlap pi.ng wirhout question. Voors are inc red ibly patient; one might be
spaces. content to sit and guard an area w it hour moving for weeks on
Because of their capacity as guardians, voors have a keen end, all rhe while awaiting the o pporruniry ro wreak havoc
sense of deter mining iment and are diffi.culc ro crick with and destruction . Voors can o bey on ly relatively simple com-
orders that a re counter to rheir original comma nds. Still, mands, such as "guard this area" or "let only humans that say
they aren't q u i1e brigh1 e noug h ro look beyond rhe letter of 'Orcus' pass." Anything more complex is lose o n che m.
their instructions, so chey take commands literally. Although mo re subservient rhan most fiends, voors sri.11
delight in bu llying lesser c reat ures, perhaps as a way ro
Sample Encounters express their blood lust. Unless given specific o rders to the
Voors arc most likely encounte red guarding a fiendish shrine contrary, they attack and destroy any lesser fiend rhar dares ro
or ocher importa111 site. Occasionally, one o r two might venture inw an area they have been charged with protecring.
be assigned bodyguard du ty for a priesc or other figure of They then place the carcasses abouc as a warning to ochers.
authority.
Individual (EL 4): A sole voor protects an evil cemple. a Typical Treasure
cache of magic items, or a ponal ro another realm. Voors have srandard treasure for rheir Challenge Raring,
Bodyguards (EL 7): Two voors have been charged \virh about 1,200 gp for a basic version. Since the crearures are
guardi11g a pries1 of the Elder Elemental Eye (see page 7). unco ncerned wirh acquiring wealth, this treasure represenrs
The priest (N.E human cleric 5) fights unril reduced ro half the scattered gear of those unfonunme enough ro have fallen
hit points, then anempts to surrender- at which poinr rhe prey to a voor ambush.
voors immediately a1tack him for his treachery.
For Player Characters
Ecology A rypical voor can be ca lled using a lesser plmiar ally spell.
Voors relish rhe rasre of 0esh and especially blood. Their (More powerful voors mighr require planar ally or greater
impacr o n a region is a ram page of slaugbrer and cruelry. pla11ar ally.) 11 can :ilso be summoned by s 1111m1011 monster IV
Voors ped odically spawn broods. Afrer five years, a juve- or a higher-level s 11111111011 1110 11 $lrr spell. Trear the voor as i.f
nile voor reac hes its ma r ure form and is ready for dut y. lt it were on the 4rb-level list on 1hc Summon Monster table
remains near rhe voor rh;ir spawned it, observing rhc best (PH 287).
techniques for guarding a locarion and capturing p rey.
Environment: Voor~ hai l from rhe BleakErerniry
of Gehenna, specifically 1he s mo ldering layer of
Khalas. Their proximi1y to 1he Nine Hells means
that they a re rypically employed by devils, thoug h
others also s ummon them.
Voors prefer underground locations or those wirh
lors of high terrain, such as walls or rock outcroppings,
r.hac allow che m ro climb and berrer ambush foes. Areas
of flame and magma remind them of home, so they are
also attracted ro such locarions.
Typical Physical Characteristics: Voors are
humanoid in shape, bu1 rhe resemblance ends
chere. A voor scands 9 fee1 rail and weighs about
800 pounds. Its body is heavily armored a nd
covered in riny maws thar rhc voor uses ro re nd
opponents a nd drink 1heir blood. The face of a
vooris an eyeless dome of chirin and bone, ending
in a terrible mouth filled wi rh sharp reerh.
The massive arms of a voor end in s harp ra Ions.
Each arm has tentacles rhar exrend and rerracr in a
flash. Voors do nor use these tenracles to grapple, bur instead
spear crearnres with the s harp ends. Addit ional remad es
extend from a voor's shou Ide rs, which ir uses ro hold an
oppo ne nr o r occasionally to transpo rt a charge.
Alignment: Voors arc capricious and cruel, loyal only 10
rhose whom they serve. They are always nemra I evil.
one of t hese form s, it loses the benefits of the form it

A
ZERN
tall, lanky humanoid watches you warily. Its body is covered in
previously held.
Adrenal Surge: The zern's upper-body muscles bulge and
ropy muscles, and it has short tentacles where hair would be. It grow with enha nced power. It gains a +2 bonus on
carries a longspear. attack rolls and a +4 bonus on damage rolls, including
those using its warpi ng energy ability.
CR 6 Boneless Form: The zern's body seems to melt into a
ZERN
puddle of goo as its bones liquefy. It gains a +8 bonus
Usually NE Medium monstrous humanoid
on Escape Artist checks, which increases to +16 o n
Init +3; Senses darkvision 60 ft.; Listen +6, Spot +7
checks made to squeeze through a tight area.
Languages Common , Draconic, Dwarven, Zern
Impervious Hide: The zern's skin shifts into plates of
AC 79, touch 73, flat-footed 16 armor. It gains a +4 bonus to AC and DR 5/ piercing.
(+3 Dex, +6 natu ral) Size Shift: The zern can s hift to Large or Small size. A
hp 68 (8 HD) ; fast healing 5 Large zern gains a +2 bonus to Strength, and its
Immune poison, paralysis, s tunning space and reach increase to 10 feet; one that shifts to
SR 18 Small takes a - 2 Strength penalty. The zern gains t he
Fort +6, Ref +9, Will +7; adaptive defenses standard size bonuses or penalties on attacks, Hide
Speed 30 ft. (6 squares) checks, and so forth.
Me lee warping energy +12 (4d6+2) or Speed Burst: The zern's legs lengthen and its lower body
Melee mwk longspear +12/+7 (l d8+4/x 3) muscles bulge and grow. Its base speed increases by
Ranged warping energy+12 (4d6+2) 30 feet.
Space 5 ft. ; Reach 5 ft. Shifting Guise (Su) As the alter self spel l; at will; caster level
Base Atk +8; Grp +17 8th. A zern can choose to s hift into a different monstrous
Atk Options Point Blank Shot, Precise Shot, malleable fo rm, humanoid form o r any humanoid form.
warping energy Transmutation Affinity (Ex) The save DCs of any
Spell-Like Abilities (CL 8th): trans mutation spells or spell-like abilities used by a zern
At will-reduce person (DC 15) increase by 4.
1/ day- baleful polymorph (DC 19) , gaseous form
Abilities Str 16, Dex 17, Con 18, Int 15, Wis 12, Cha 11 Zerns are hideous, rnalevolem creatures who see other living
SQ shifting guise, transmutation affi nity beings as mere playthings. They warp and sh ifr orh er crea-
Feats Point Blank Shot, Precise Shot, Weapon Focus rures i nto new form s in an attempt co "improve·• rhem. A zern
(warping energy) can magically airer its form
Skills Craft (flesh sculpting) +13, Escape Artist +10, to disguise its true nature.
Heal +12, Intimidate +4, Listen +6, Spot +7, Use Rope +3
Z r-r11
(+5 involving bindings)
Advancement by character class: Favored Class transmuter; STRATEGIES
see text
Possessions masterwork lo ngspea r AND TACTICS
Adaptive Defenses (Ex) A zern's ever-changing Zerns use their body-a lre1i ng
physiology allows it to shrug off effects that attack abilities co adapt to specif-
its endurance or disru pt its bodily functions. It ic combat situations. A zern
is immune to all spells and effects that require a usually activates irs impervious
Fortitude save unless t he effect also works on hide form to protect agains t unex-
objects or is harmless. A zern can choose to allow pected attacks or ambushes. O nce
an effect tha t requires a Fortitude save to affect it. e ngaged, it uses size shift co reac h
Warping Energy (Su) A zern can produce e nergy or corner opponents. If the zern
that rends and tears at its opponent's has the upper hand, it uses adren al
flesh. As a standard ac tion, a zern can
use this ability to make a melee or surge co hasren its vicrory. Ir saves
ranged attack that deals 7d6 points speed bursr to escape if rhe o ppo-
of damage per 2 HD plus the zern's sition is tougher than expected.
Intelligence modifier. The ranged A zern's shifting g uise ability
version of this attack can reach allows ir ro adopt a mulritude of
to 720 feet and has no range forms, especially when setting up
increment. an ambush. A zern m ight even pose as
Malleable Form (Ex) A zern can one of its targets. In chis guise, ir can ob-
rapidly alte r its metabolism, serve irs opponents and srrike when
internal structures, orga ns, and the time is r ig ht.
ot her bodily systems to cope with a
A zern holds back on using
variety of environments and situations.
As a swift action, a zern can gain one its spell-like abilities until ir
of the following benefits. Each benefit learns how its enemies fight,
has an unlimited duration. Generally, preferably before rhey
a zern remains in one form, and close to melee range.
then slips into another one as the It prefers to use ba!efttl
s ituation dictates. When a zern po!ymorph ro neurral-
uses a swift action to gain ize enemy spellcasters
and reduce person to hamper warriors and other primary camps, keeping prisoners in corrals, and mm·e on once rhey
physical rhrears. Otherwise, ir merely blasts away wi th its reach I heir quora.
warping energy. Typical Ph ysical Characteristics: Zerns arc rail, lanky
Zerns rely on rheir blade thralls, creatu res forged in humanoids, standing arou nd 6 feet tall and weighing l 70
their hideous workshops, to do much of their fighring. A pounds. A zern's frame belies irs i ncredible roug hness and
zern prefers ro blast irs enemies from behi nd a squad of abi lil y to shrug off wounds. Its skin covers ropy muscles rha1
blade thralls and ocher servant creatures such as gi bber- shift and twist in unserrl ing ways when ir moves. lnsread
ing mourhers, oryughs, a nd gricks. Sometimes zerns h ire of ha ir, zems h ave several delicate rencacles rhar also serve
grimlock mercenaries. as o lfacror y o rgans. Like starfish, zcrns can slowly regrow
severed digits and limbs.
Align m ent: Zerns see themselves as rhe only true senriem
SAMPLE ENCOUNTER creatures i n rhe cosmos. They experiment on o ther beings
Zerns are most likely to be encounrered during a slaving
in the same way rhar a c hild plays wi t h toys. Supremely self-
raid. T hey prefer to travel in groups, air hough ind ividua Is are
ccntc red, ze rns are usua lly neu1 ral evi l.
occasionally senr our to scout an area before an assault.
Individual (El 6): A lone zern targets a sing le c reat ure
ro caprure and enslave. Ir adopts a disguise and seeks ou1 a SOCIETY
cavern, inn, or or her place where travelers gather, and it tries Zern society is predicared on rhe concepr rhat only the
ro poison its target's food wirh oil of raggit (D,\./C 297). Once zerns are rru ly senrienc. To rhem, all ocher living things
rhe poison rakes hold, rhe zern claims rhar the victim haci a are mere playtbings for experimenrarion. A zern sees
few drinks roo many and offers ro carry him up 10 his room. itself JS the pinnacle of biological development. O t her
From rhere, it spirits 1he victim away. crear ures- those roo primit ive ro control rheir bodies and
a ltcr I heir forms TO suit rhe i r needs-are obviously evolu-
tio nar y dead ends.
ECOLOGY Zerns seek ro discover the perfecc biological for m by
The vas t majority ofzerns live in small enclaves hidden in
alte ring creatures to produce new races. By discovering rhis
rhe dark corners of 1he wo rld. They prefer ro dig hideouts
final form, rbey believe they can finally achieve true rran-
wichi.n deep forests, in a ciry's sewersyscems. and even wirlun
scendcnce and bodily perfection. Unforrunately for o rher
relarively peaceful corners of 1he underground realm. Zerns
crea1 urcs, zc rns experime nt only on rhe strongest, smarresr,
prey on all crearnres, including humans, wild animals, and
a nd mos1s uccessful subjects. They also believe i n pracricing
even drow and giants. A Lern enclave mus t be fo r enough
rheir a r1 as ofte n as possible, learning from rhe process of
from potential victims ro remain safe, bm close e no ug h ro
trial and e rror.
plan and execure raids easily.
Zerns sculp rc rearures inro rwisred, deformed beings that
All zerns begin life as male. Ar around age fony, they
usually d ie on rhe operating table. Somerimes they use mysric
undergo a process rhar rums them female. Once a zern has
processes to curn a subject into one of a variery of horrors,
given binh ro a child (gesmion rakes a full year), ir reveres ro
including arcanovores (see page 197), blade rhralls (see page
a sterile neutral gender, alrhough parenrsare s1ill responsible
198), chokers, errercaps, gibbering m outhers, gricks, and
for the care and educarion of cheir young.
o t yughs. Such monste rs are norma lly fou nd guarding zcrns'
E n vironment: Zerns keep on rhe move, althoug h rhey
lnirs o r hel ping them capture tes1 su bjects.
prefer wetter climares 10 d rie r ones. They scr up tem porary
Altho ug h zerns consider all 0 1her crcarures ro be inferior
be ings, rhey sometimes sell their bizarre creations as living
weapons. A zern community in need of money ro hire mer-
ZERN LORE cenaries or buy a fresh crop of slaves mighr rrade a gibbering
Characters with ranks in Knowledge (nature) can learn more
about zerns. When a character makes a successful skill check, mouther, a few blade thralls, or even an arcano\·ore ro a drow
rhe followin g lore is revealed, including rhe information from outpost, a temple of the Elder Elemental Eye, or a ga ng of
lower DCs. demons.

Knowledge (Nature)
DC Result
TYPICAL TREASURE
16 This creature is a zern, a form-shifting predator. Zcrns have standard rreasure for their Challenge Ra ring,
This result reveals a ll monstrous humanoid traits. abol!I 2,000 gp. They covet i1cms of transmuta tion magic,
21 Zerns are immune to poisons, stunning attacks, especially wands and wondrous irems.
and other abilities that require Fortitude saves.
Their malleable biology allows them to rapid ly
adapt to such attacks. ZERNS WITH CLASS LEVELS
26 Zerns can shift thei r bodies to improve their Zerns' fovored class is transmmer, in keeping with their apri-
defenses, strengthen their attacks, and increase tude for rransmurarion magic. Levels of rransmuter do nor
their speed. inc rease rhe DCs of zerns' spell-like abi liries. Zern clerics
31 Ze rns are masters of transmutation magic. They (wh ich are rare) ,vorship Nerull. They sec the deity as a
can assume new fo rms and polymorph other herald who will one day wipe all imperfect life, ocher rhan
creatures. zerns, from the world.
Lt'11el t\clj11st11w1t: +7.
ZERN EXPERIMENTS Once in combat. a zern arcanovore uses its dispel magic
ability against the opponemwirh rhe largest number of exist-
Zerns (see page 195) crafted orher living creatures into
ing magical auras. lf a spellcaster is causing difficulties, rhe
bizarre forms. Some of rhese monstrous experiments survive
arcanovore moves close and acrivates its a nrimagic field.
rhe process and se rve rbeir crearors as guards. Zems also sell
their crearions to other, ''in ferior" beings.
Sample Encounters
Whether in che company of rheir original creators or other
ZERN A RCANOVORE evil masters, zern arcanovores prefer nor ro emer a fight
A bulbous head with pulsing blood-red veins is perched atop a alone. They are mosr commonly found with mind flayers,
mouled body with bony protrusions extending from its back. A rakshasas, evil outsiders. and evil priesrs_
small beak protrudes from the front ofits seemingly eyeless head. Slaving Party (EL 10): Xal'xnnorix, a mind flayer slaver,
Long, birdlike legs ending in wicked talons emerge from the base has set out to gather thralls and perhaps acquire a few irems
ofits crouching body. of magica l power to increase irs inlluence in its home city.
Accompanied by 1wo loyal rroll rhrnlls and a zern arcanov-
ZERN ARCANOVORE CR 7 ore, the mind flaye r could be encountered by advenrurers
Always LE Small aberration
Init +7; Senses darkvis,on 60 ft.; Listen +0, Spot +0 rraveling overland o r through rhe underground. One of
Languages unders tands Common Xal'xanorix's favorite racrics is to quietly gain conrrol of a
small human community with irs mental powers. The mind
AC 19, touch 14, flat-footed 16; Dodge, Mobility
flayer considers such simple folk uninteresting, bur once rhe
(+1 size, +3 Dex, +5 natural)
Miss Chance 20% (weapon repulsion) community is dominared, it has the villagers call for help,
hp 65 (10 HD) bringing ir a steady stream of adventurers. The mind flayer
SR 23 ambushes the advenrurers (preferably one by one), rakes rhe ir
Fort +S, Ref +6, Will +7 magic equipmenr, an d perhaps ad ds rhe m to its collection o f
Speed 30 ft. (6 squa res) guards i[ rhey have significanr abi lit ies.
Melee 2 claws +7 each (ld4-l) DemonicGang(EL 13): A gang of demons led by Ballhan-
Space 5 ft.: Reach 5 ft. aroth, a hezrou, has gone ro ground underneath a remple of
Base Atk +7; Grp +2 Hex,or. The demons were pan of a hosr that was broken by
Special Actions antimagic field 3/day a group of powerful heroes and a gold wy rm. Ballhanaroth
Spell-Like Abilities (CL 10th): leads rwo vrocks and one zern arcanovore, and he is willing
At will-arcane sigh,, dispel magic, see invisibility
ro aid th e temple in remrn for she lter from the pur s uing
Abilities Str 8, Dex 17, Con 14, Int 6, Wis 11 , Cha 6
Feats Combat Casti ng, Dodge, Improved Initiative, Mob ility
Skills Concentration +5, Hide +7, Listen +0, Spellcraft +4,
Spot+0
Advancement 11 -1 5 HD (Medium); see text
Weapon Repulsion (Su) A zern arcanovore constantly
exudes a field of telekinetic energy that imposes
a 20% miss chance on all attacks against it.
This ability does not function while the zern
arcanovore's antimagic field is active.
Anti magic Field (Su) As the antimagic field spell;
3/day; CL 7th. This fie ld emanates from the
creature, has a 20-foot rad ius and lasts until the
beginning of the arcanovore's next turn.

Arcanovores, among the zerns' most successful cre-


ations, are anathema to magic o[ all kinds. They can
dispel exiscing magical effects arwill and exude an aura
of anti magic that quashes all magic for a sborr rime.

Strategies and Tactics


Zern arcanovores rely on the protection and direction
of more powerful creatures. The zerns sell arcanovores
ro mind flavers, demons, devils, and ocher evil mas-
rers. Created and bred by rhe zerns to serve loyally,
rhe arcanovores ful.lill supporr roles in wharever plans
and encounters their masters co ncocl. Arcanovores are
far from bright, b ur rhey perfor m rheir sp ecific role i 11
comb:u ably, ta rget ing and removing rhe magical protec-
tions of their foes in order to make the arracks of 1heir
allies more effecrh-e.
advenrnrers. T h is service might be t0 arrack a group of less Typical Treasure
powerful adventurers thar has been rhwaning the temple's Zern arcanovores ra rely have any treasu re. alrhougb a wealthy
plans oflare. owner migh r equip one wirh a procecrive magic irem.

Ecology Advanced Zern Arcanovores


The majority of ar canovores make their penn .inenr- homes For eve ry 2 HD gained, 1he c aster level for an a rcanovore's
wirh zerns. T hese creawres are sold co a variery of pla nar spell-Ii kc abiliries inc reases by t. A zem arcanovore w hose
beings bur serve besr when used ro rhwan morr al spellcasr- caster level reaches It th or h ig her uses greater dispel 111agu,
ers aligned agains t their masters. Very rarely, a demon- or instead of dispel magic, as a spell-like ability.
devil-purchased arcanovore accompanies its mascer ro orher
planes of existence.
Zcrn arcanovores feed off rhe dissiparing magical energy
ZERN BLADE THRALL
This creature is a bizarre cross between a humanoid and a
of effects they d ispel and chose suppressed by rheir anti magic greai worm. Its lower body slithers along the ground, while its
fields. humanoid torso has two arms that end in long bone and carti-
E nvironment: Arcanovores' existence is d icrnted by those lage blades.
who purchase them Crom cbe zerns. Most find a place within
undergrou nd lairs, bur a few are kept in aboveground sices, ZE RN BLADE THRALL CR 4
particularly temples dedicated ro rhe Elder Elememal E>·e Always NE Large monst rous humanoid
(see page 7). lnit +l; Senses darkvision 60 ft.; Listen +3, Spot +3
Typical Physical Characteristics : A zern arcanovore La nguages Zern
scands berween 3 and+ feer in heighr and typically weighs AC 15, touch l 0, flat- footed 14
between 80 and 100 pounds. Arcanovores cannot s peak, bur (- 1 size, +l Dex, +S natural)
they understand Common and follow instructions [rnm che:r hp 47 (5 HD); fast healing 2
owners. Immune poison, paralysis, stunn ing
An arcanovo re's ralons resem ble rhose of a bird of prey b ur
Fort +6, Ref +5, Will +3; adaptive defenses
possess prominent opposable claws for grasping and fine Speed 40 ft. (8 squares)
manipulation. Melee 2 bone blades +9 each (2d6+4)
Ranged net +6 touch (e ntangle, PH 11 9)
Alignment: Zem arcanovores are always lnwful evil and
Space 10 ft.; Reach 10 ft.
loyally follow rheir masrers, however cruel or irresolure. Base Atk +S; Grp +13
Like other eviJ creatures, t hey revel in cruelty and take every
opponuniryto cause pain and fear in chose they sec as weaker Abilities St r 18, Dex 12, Con 21, Int 6, Wis 9, Cha 7
Feats Wea pon Focus (bone blade ), Weapon Focus (net)
than themselves. Skills Jump +8, Listen +3, Spot +3
Advance ment by character class: Favored Class fighter;
Society see text
Zem arcanovores are social creatures. preferring rhe com- Possessions net
pany of rheir owners or crcarors co solitary existence. Adaptive Defenses (Ex) A zern blade thrall's resilient
Because of their usefulness against powerful magical physiology allows it to shrug off effects that attack its
effects, arcanovores arc usu a Uy rreared well and procecred endu rance o r d isrupt its bodily funct ions. It is im mune
by their masters. O 1her minio ns, even some more powerful to all s pells and e ffects that require a Fortitude save
than rhe arcanovores, have scricr orde rs regarding the care un less the e ffe ct also works on o bjects or is ha rm less.
and preservatio n of rhese c rearions. A blade th rall can choose to a llow a n effect that requires a
Fortitude save to affect it.

Like arcmovores, blade tbral ls are products of rhe zerns'


ZERN ARCANOVORE LORE
Characters with ranks in Knowledge (dungeoneering) can learn insiJious biological experiments. They serve as warriors,
more about zern a rcanovores. When a character makes a s uc- sen tinels, and bodyguards. Thci r great srrength, roughness,
cessful skill check, the followi ng lore is revea led, including t he anJ ski ll in combar makes the m fearsome enem ies, w hile
information from lower DCs. their poor intelligence and weak person alities ma ke them
ideally s uited as expendable troops. A blade rhrall obeys its
Knowledge (Dungeoneering) zern masrers wirh suicida l fanaticism.
DC Resu lt
17 Zem arcanovores are hideous aberrations. This Strategies and Tactics
result reveals all aberration traits. A zern blade thrall fights lO prorecr irs masters a11d obeys
22 Ze rn arcanovores were created by the zerns, an evil
their every comm and. Typically, a blade rhrall uses its bulk
race skilled in the transmutation of living fl esh.
Zerns often sell thei r arcanovores to other races. to sh ield n zern. While the zern blasts its enemies wit h irs
27 Zern arcanovores feed off magic and have warping energy, rhe blad e th rall fends off arrnc kers and
powerful abilities to d is pel and suppress magical prov ides cover.
effects. The energy of these dispelled effects A blade t hrall em ploys simple tac tics without a zern
sustains them. to guide i1. l t c harges toward 1he n earesr opponent and
fights until che foe is dead. It then switches to a differenr
opponent, and so on, until ir dies or its opponents are a 11
defeated.
Zerns see blade thralls as disposable resources. A zern
always puts its safety above a rhrall's well-being, and rhe
ch rails are bred co willingly accept even suicidal orders from
rheir masters. For example, a rhrnll might barrel through a
rank of enemy fighrers, accepting attacks of opporruniry, ro
a crack an enemy spellcasrer or archer.
Ahhough blade thralls are skilled combatants capable of
dealing great damage, most zerns see chem as lirrle more
than mobile shields. Usually, a rhrall makes a few anacks
ar the sran of a barrle. If its attacks are i neffective, rbe zcrn
commands ir ro focus on defense, especially when facing a
foe rhat rhe thrall cannot possibly overcome. In rbis case, rhe
thrall's sole rask is to protect the zern. h fights defensively
or even rakes the coca) defense acrion co hold our as long as
possible. A blade rhrall might also use the aid anorheraction,
usually ro improve the zern's AC.
Blade thralls also serve zerns by capturing living creatt1 res.
They are trained to wield nets and use chem to enrangle
and neutralize promising resc subjects. Once a crearnrc is
mpped and subdued, the blade thralls drag it back ro the
zerns' lair.
Sometimes rhe zerns sell blade rhralls to ot her races. The
thralls obey their new masters as faithfully as they would
zerns.

Sample Encounter
Blade thralls navel with zerns ro protect them from harm
and provide physical labor.
Collecting Party (EL 8 ): A zern and [WO blade thralls Ze,-,, blnde thrall
travel through a dungeon level in search of fresh vicci ms.
The zern disguises itself as a dwarf cornered and trapped the bat de is over, ir rhanks them for their help and leaves ro
in a ne1 by the rwo thralls, who make a show of arracking fetch reinforcemenrs. Ifit thinks it can defeat the survivors,
it. Once rhe advenrurers leap ro help the "dwarf" the thralls it shifrs form and anacks.
arrack with rheir necs. The disguised zern watches rhe barrle,
gladly sacrificing the thralls ro learn more abour its potential Ecology
subjects. If rhe adventurers clearly outclass the blade thralls, Zern blade thralls exist wherever zerns seu le. They are ser-
the zem waits for them ro finish off the creatures wh ile vants and slaves, and rhei r dim inreUecrs keep chem from
mentally noting their ralems, abilities, and tactics. After being more independent. A blade rhral1 lef1 to its own devices
becomes linle more rhan a wild anim al.
Blade thralls have no gender and cannor reproduce. They
ZERN BLADE THRALL LORE can only be shaped by zerns fro m orher living creatures.
Characters with ranks in Knowledge (nature) can learn more Being unaffected by diseases, poisons, and orher physical
about zern blade thralls. When a character makes a successful ailments, blade thralls are rheorerically immortal, though
skill check, the following lore is revealed, including the informa- mosr die in combat afrer a few yea rs of service.
tion from lower DCs. Environment: Blade thralls have no preferred environ-
ment. They go wherever the zerns command them.
Knowledge (Nature)
Typical Physical Characteristics: Blade thralls stand
DC Result
roughly 7 feec rail and weigh 2,100 pounds on average.
14 This creature is a zern blade thrall, an unnatural
monstrous humanoid. This result reveals all Alignment: Blade rhral ls are always lawful evil, loyally
monstrous humanoid traits. devoted ro rhei r masters.
19 Blade thralls were created co be slaves by a vicious
race called the zerns. The two are usually found Zern Blade Thralls with Class Levels
together, with the thralls protecting their zern Zern blade thralls rarely ndvance, but especially devoted
masters. specimens migh t receive 1:rai ning as fighters. Zern blade
24 Zern bla.de thra lls are imm une to poisons, thralls never become spel !casters- it isn't in their nature.
stunning attacks, and a bilities that require Level AciJ11stme11t: +4.
Fortitude saves.
SAMPLE LAIR: with a LO-foot-wide run nel opening from a side wall inro
area 6 . A very large opening leads inro area 7. Ar rhe lowest
THE DEEPHOLLOWS
The slow drip of water gradually hollowed our this seties of
poi111 of the cavern is an opening inro ye r lower caves (area
8). A stone slab and a mound of rubble cover rhe opening.
caverns, which are suitable for habirarion by s ubterranean I[inhabi1ed by civilized creatures, rhis cave might contain
crearures. mu Ii isrory buildings or cliff dwellings carved into the w:il ls,
as we!1as artificial light sources. Barbaric inhabitants simply
I. Antecham ber camp o n the floor.
Water seeped ch rough a surface crack ro begin forming rhis A wiJe ledge midway up the for wall forms an entrance ro
series of caves. The original opening ro rhe surfoce has since a dead-end network of narrow rnnnels. Civilized crearures
been sealed with a swne plug, and rhe ground above shows might use this area for storage or milirary barracks.
no obvious emrance (Search DC 25 ro locate)./\ runnel con- Ne,ir the cavern's ceiling is an arrow opening i.nro twisting
nects ir ro other underground areas. hollows rhar connect wi th area 4 as well as opening 10 rhe
The Aoor slopes down gmdually ar first, then steeply. Civi- surface, rhus allowing air Lo now through the complex.
lized creatures inhabiting this area might carve rough steps
into the slick stone. 6. Seco ndary Dwellings
A second large cave, about 60 feet across ar rhe widesr, serves
2. Dead End as aJditional living space. If 1he inhabita nts are civilized,
This series ofsteep-walled caverns is connected by extremely this area is home co the wealrhy and influential members of
narrow passages, some barely wide enough ro ndmit a socie ty. Smaller spaces branching off rhe main cave mighr
Medium creature. The passages evenmal1y encl in a blind form privare estates within this privileged disrricr.
a lie>• in which a little s tale water has collected. Civilized Uncivilized inhabirants migh t instead use rhis are:1 for
peoples consign their common criminals (as well as those noncombata nt housing, child-reari ng, and rhe like.
wo poor to pay rent) to this "waste" area, where mere survival
is a brural, consram fight. Uncivilized beings exile rhe dis- 7. Down bclow
eased, cursed, or malformed, and rhose shunned rhroug:1 These smal ler caves con necred by sinuous runnels fonn less
superstition. desirable living space. Brackish water pools in the lowest
The cavern walls are rough, wirh many ledges and shelves cave, drinkable in a pinch but not pleasant (especially since
1har afford a bir of surface for sleeping or pitching n small trash and wastes rend ro spill into ir).
shelrer. l ndividuals with the highest stams inhabit rhe lower Civilized beings relegate rheir lowest classes ro this area.
caves, closer ro the meager supply of warer. The lower areas laborers, foreigners, and t ransienr renters dwell in hovels
a re also less rraveled anti allow a bit of privacy. Fig hts over he re a ml rravel inco area 5 10 work or trade. Barbaric cream res
this rerriwry are [requenr. throw garbage into this area or perhaps keep beasts or slaves
here.
3. The Bridge
A 5-foor-wide n atural bridge spans chis cave. Ir is slick wirh 8. The Deeps
dampness, meaning char 2 squares of movement are needed Ancient warer £lows opened rhe floor of rhe large cavern i nro
co enter each square. and running and charging are prohib- a deep gap wi rhi11 the rock. lts nearly verrical sides make it
ited. Civilized creatures mig htinsrall raili11gs. wh ich allows unsuitable for humanoid dwellings. However, flying and
moveme nt at normal speed as long as a character holds on. climbing monsters sometimes hun t here, such as m onstrous
(Running and charging are still nor allowed.) vermin, carrion crawlers, cloakers, driders, hook horrors,
A hole worn in the cavern's borrom opens into a lower rope rs, a nd other rypical unde rgrou nd threats.
space inro which civi Ii zed residems dump waste (giving rhi; A few smaller openings, as well as runnels dug by burrow-
area a noisome stench). Guards rnigbr be posted at 1he far end ing creatures, open off the bottom of rhis area. A stagnant
of the bridge. pool is home ro a variery of oozes. The net work of runnels
grows every yea r, and event ually a monster migh t burrow
4. The Funnel into the inhabited caves.
Ancient eddies swirled about the rock here, resu lting in a
series of spiraling ledges rhat serve as foo rp,1ths. They arc 9. Reservo ir
narrow and treacherous ( DC 7 Balance check to avoid s lip- A lake has formed at the borrom of rhis enormous cave fed b}'
ping) bur allow passage ro che wider lltnnel at rhe borrom. an underground stream. The water is mineral rich but fresh ,
Civilized creatures 111igh1 construct a lift system for fasrc~ and it supplies rhe dwellings above.
and safer transport. Civilized crearures install winches and cables ro bring up
the water, or use a system of pipes and pumps. less techno-
5. Main Dwelljngs logica Ily advanced beings use a bucke r at rhe end of a rope.
This high-ceilinged cave is abour 150 feet across ar its widest Eno rmous stalactites hang f rom the ceiling. They a re
point, big enough ro conrnin a good-sized e ncampment or strong e nough i-o support hangi ng s t rucrures, suc h as nesrs
several dozen buildings. T he Aoor slopes down g radua lly, or h~m mocks, or even indusrrial bu ii dings.
MONSTER FEATS
Presented below are a number of fears rhat are rypica lly used
Specia l: This fear originally appeared in Dracono11ucon;
this is a revised version. If you have Dmconomrcon, Clinging
Brea!h is rreaced as a Merabrcath fear.
by monsters. Some of rhcm (such as Craft Construct) can also
be useful ro NPCs and player characters.
CRAFT CONSTRUCT [ITEM CREATlON]
ABILITY FOCUS A creat ure wirb rhis fear can create go I.e ms and other magic
automatons that obey its orders.
A particular special abi liry of a creature with this fear is more
porenr than normal. Prerequisites: Craft Magic Arms and Armor, Craft Won-
drous Item.
Prerequisite: Special abiliry char allows a saving throw.
Ben efit: The creamre can creare any consrrucr whose pre--
Benefit: Add 2 ro rhe DC for all saving throws against t:J.e
requisites it meers. Enchanting a consrrucr rakes one day for
special abiliry on which rhe creature focuses.
each J ,000 gp in its marker price. To encham a consrruct, a
Special: A creature can gain rhis fear multiple rimes. Its
spcl lcasrer must spend 1/25 the item's price in XP and use
effecrs do not stack. Each rime rhe crearurc takes the rear, ir
up rnw mate rials costing half of this price.
applies to a d ifferent special abiliry.
The creature can repair constructs that have taken
damnge. ln on e day of work, t he crearure can repair up 10 20
AWESOME BLOW points of damage by expending 50 gp per point of damage
A crearure with rhis fear can choose ro deliver blows rhar send repaired.
irs smaller opponents flying like bowling pins. A newly creaced consrrucr has average hir points for its Hie
Prerequisites: Str 25, Power Arrack, Improved Bull Rush, Dice.
size large or larger.
Benefit: As a standard action, rhe crearure ca n choose to
subtract 4 from its melee arrack roll and deliver a n awesome
FLYBY ATTACK
A c reatu re with this fear can atrnck on rhe wing.
blow. If r.he crearure hirs a corporeal opponent smaller than
Prerequisite: Fly speed.
itself wirh an awesome blow, irs opponent must succeed on a
Ben efit: When £lying, rhe crearure can rake a move action
Reflex save (DC equal ro damage dealt) or be knocked flying
(including a dive) and another standard action at any point
10 feet in a direction of rhe arcacking crearu re's choice and fall
during che move. The creature cannot rake a second move
prone. T he attacking creature can only push the opponent
action during a round wben it makes a flyby arrack.
in a straight line, and the opponem can't move closer ro rhe
Normal: W irhour this feat, rhe creamre takes a standard
arrackingcrearure than the sguare ir scarred in. If an obstacle
ac tion either before or afrcr irs move.
prevenrs the completion of the opponenr's move, the oppo-
nent and rhe obstacle each rake 1d6 points o[ damage, and
rhe opponent stops in rhe space adjacenr ro rhe obstacle. GITHYANKJ BATTLECASTER
Special: A fighter can select Awesome Blow as one of his A creature wirh rhisfear ignores arcane spell failure chances
fighter bonus fears. when wearing light armor.
Prerequisites: Githyanki. abiliry ro cast 2nd-level arcane
spells, base attack bonus +3.
CLINGING BREATH Ben efit: The creature ignores arcane spell failure chances
This fea r enables a crearure's breath weapon ro cling ro crea-
for any k ind of light armor it wears. lf it wears medium or
m res and continue ro affect them after it has brea thed.
heavy armor or canies a shield, it has t he normal arcane spell
Prerequisites: Con 13, breath weapon wit h recharge time
failure c hnnce.
expressed in rounds.
Specia l: A fighreror wizard can choose rhis fear as one of
Benefit: \Vben a creature uses its breath weapon, ir can
rhe bonus fears rhose classes granr.
choose for ir to deal addirional damage in the nexr round
to all crearures and objects affected by it. This addirional
damage is equal to half the damage rhe breath weapon dealr to GITHYANKJ DRAGONRIDER [RACIAL]
thar crearure or object. A second save is nor allowed, but any A crent:urc with rbis feat has a knack for gerring along wirh
crearnre or o bject that avoided all damage from the breath red d rngons.
weapon in rhe firs t round (such as from evasion) does not Prerequisites: Girhyanki, ri de 5 ranks.
rake any extra damage. Benefit : The creature gains a +2 bonus on Diplomacy
As a full-round action, a cargeted creature can at rem pt a checks when dealing with red dragons and a +2 on Ride
Reflex save (using the breath weapon's original save DC) checks ir arremprs when riding a red dragon. While rhe
co remove the clinging breath weapon and negate furrher creature is mounred on a red dragon, ir and irs mounc gain
damage. Rolling around on rhe ground grams 3 +2 bonus on a + I bonus on Reflex saves and a +1 insight bonus to Armor
this save. Class.
This fear o nl y works on a breat h weapon rhat h11s instan- Special: T he Diplomacy bonus from rhis fear stacks with
taneous duration and char deals damage. rhe g irhyank i racial bon us on Diplomacy checks when deal-
When a creature uses this fear, add 1 co che number of ing with red dragons. Agithyanki fighter can choose this fear
rounds it must wait before using irs brearh weapon again. as a bonus fear.
IMPROVED NATURAL ATTACK POWERFUL CHARGE
The narural arrac ks of a cre,11ure w irh rhis fea r are more dan- A creature with rhis fear can charge wi t h extra force.
gerous rhan irs size and type would o therwise dicta te. Prerequisites: Medium or larger, b2se attack bonus+ I..
Prerequisite: Natural weapon, base attack bo nus +4. Benefit: When rhe crearure charges, if its melee attack
Benefit: The damage for one of the crearu re's natural hirs, ic deals an exrra t d8 poi nts of damage (if it is ofMedium
arrack forms increases by o ne step, as if the creature's size size). For Large creatL1res, the extra d amage is 2d6 points; for
had increased by one categor y: Ld2, td3, t d4, 1d6, ids, 2d6, Huge, 3d6; for Garga nruan, 4d6; a nd foT Colossal, 6d6.
3d6, 4d6, 6d6, 8d6, 12d6. A weapon or attack rhar deals 1d10 This feat only works when rhe c rearu re makes a charge. i t
poinrs of damage increases as follows: ldlO, 2d8, 3d8, 4d8, does not work when the c reature is m ounte d. If rhe c rearure
6d8, ads, 12ds. has the abiliry co make mulriple arracks aCrer a charge, it can
only apply rhis extra damage ro one of those arracks.
Special: A fighter can select Powerful Charge as one of
IMPROVED TOUGHNESS his fighter bonus fears.
A crearure wirh rhis fea t is significantly tougher than
normaL
Prerequisite: Base Forrirude save bonus +2. QUICKEN SPELL-LIKE ABILITY
Benefit: The creature gains a number of hit points equal A crearure wirh this fear can employ a spell-! ike abiliry wicb
to its current Hie Dice. Each rime it gains a Hir Die (such a momenr's cboughr.
as by gaining a level or advancing), it gains 1 addirional hit Prerequisite: Spell-like ability ar caster level 10th or
point. If it loses a Hit Die (such as by losing a level), ic loses higher.
l hit point permanenrly. Benefit: The creacure can use one of irs spell-like abiliries
Special: A figh ter can select I mp roved Toughness as one asa quickened spell-like abiliry rhree rimes per day (or less, if
of his fighrer bonus featS. rhe abiliry is normally usable only once or twice per day).
Using a quickened spell-like ability is a swifr accion (see
page 219) chat does not provoke a tracks of oppommicy. The
LINGERING BREATH crearure can pe rfo rm anocher action- including rhe use of
The brearh weapon of a c reature wi th t h is feat forms a .lin-
anorher spell-like abiliry- in rhe same round rhat ir uses a
geri ng cloud.
quickened spell-Li.ke ability. The creature can use o nly one
Prerequis ites: Con 15, brea1h weapon wi th recharge time
quickened spell-like abJicy per rou nd.
expressed in rounds, Clinging Breath.
The crearure can only select a spell-like ability duplicating
Benefit: Whe n che c reature uses its breath weapon, it
a spell with a level less rhan or equal ro half irs caster level
can choose for the effecc to rema in for I mund as a linger-
(round down) minus 4. For a stu11mary, see rhe cable below.
ing cloud of rhe same shape and s ize as 1he original brearh
For example, a crearure rhar uses its spell-like abilicies as a
weapon.
15rh-levelcaster can only qu icken s pell-l ike abilities duplicat-
Anyone who enters che cloud rakes one-half of the breath
ing spells of 3rd level or lower. l n addition, a spell-like ability
weapon's normal effecrs; any saving th row che breath weapon
rbar duplicates a spell with a casting ti me greater than 1 full
normally allows sriJI applies. Damaging breath weapons deal
round cannot be quickened.
one-half rheir normal damage, and brea1h weapons w ith
Normal : Normally rhe use of a spell-like abiliry requires a
effecrs that have duracions last for one-half 1he normal cime.
standard action and provokes attac ks of opporruniry unless
If a crearure is affected by the same nonda maging breath
otherwise noted.
\veapon rwice, rhe effects do nor stack (use only che longer
Special T his fear can be taken mulriple 1imes. Each time
durarion).
it is taken, the crearure can apply ir to a different one of ics
Any crearure in rhe area of che original breach weapon
spell-like abiliries.
cakes no additional effecc from rhe cloud, provided it is om-
side rhe cloud by che end ofirs next rum.
QUICKEN SPELL-LIKE ABILITY
When a creature uses this fear, add 2 to the number of
Spell Cast er Level
rounds it musr wair before using ics breath weapon again. Level to Quicken
Special: This fear origi nally appeared in Dmco11on11co11; 0 8th
rhis is a re\' ised version. If you have Dmco1101111co11. Lingering 1st 10th
Brearh is creared as a Merabrearh fear. 2nd 12th
3rd 14th
4th 16th
MULTIATTACK 5th 18th
A creature with rhis fea r is adcpr ar using all its natural 6th 20th
weapons at once. 7th
Prerequisite: Three o r more narnral acracks. 8th
Benefit: The c rearurc's secondary acracks with natural 9th
weapo ns rake only a -2 penal ty.
Normal: Wit hout th is feac, rh e c reat ure's secondary
anacks wich narural weapons rake a - 5 pen,1lry.
Ogre guard thrall . ... ..... . .... . . 6
MONSTERS RANKED Quanlos . .. , ........ . ..... . . . .. 6 UST OF MONSTERS
BY CHALLENGE Spawn, bluespawn stormlizard .. .. . 6
BY ECL
Spawn, reds pawn arcaniss . . . ..... 6
RATING Spawn, redspawn fi re belche r ...... 6 Monster HD LA ECL
Clockwork mender ........ . .... 1/ 2 Spawn, whitespawn iceskidder ..... 6 Elf, drow:
Skiurid . ..... .. ..... _.... .. ... 1/2 Tom b spider .... ....... ... .... .. 6 Priestess .. . . . .... .... .8 2 10
Yuan-ti, halfblood deceiver .. . ... . . 6 Arcane guard ...... . ... 7 2 9
Clockroach .. . ..... . .. .. ... ..... 1 Zern .. .. .. . .............. . .. ... 6 Dark s niper.. .......... 6 2 8
Howler was p.. .... . . .. . . ..... . . . 1 Lolth's Sting .. ........ .4 2 6
liz.ardfolk, Dark Talon soldier .. . ... 1 Bloodfi re ooze ............. .. ... 7 Giant, craa'ghoran .... . . . 15 4 19
Lizardfolk, Dark Talon wasp rider ... 1 Elf, d row. arcane guard ..... .. ... . 7 Githyanki:
O re battle priest ............... . . 1 Lolth-touched drew ranger .. .... .. 7 Soldier.. . . .. .. ....... .3 2 5
Spawn, whitespawn hordeling...... 1 Minotaur, grea:horn ....... .. ..... 7 Captain ....... . .. ... .. 9 2 11
Va rag ... ... .. . .. . ....... .. ..... 1 Lunar ravager ............. . .. . . . 7 Gish .... .. .. . .. .... .. .7 2 9
Windrazor . . . . ........... . ...... 1 Ore, plague speaker . .. .. . , . ..... . 7 Gno ll:
Spawn, greenspawn razorfiend . . . .. 7 Fiendish cleric
Bloodsilk spider .. ....... .... .... 2 Spawn, greens pawn sneak ofYeenoghu ......... 5 3 8
Demon, nashrou ...... . .. . _..... 2 rard leader... .. . . ....... .. ... . 7 Half-fien d warlock ......6 s 11
Demonhive, demonhive attendant . . 2 Yuan-ti ignan . . ....... . ... . . .. . . 7 Slave-taker . ..... . .... .4 1 5
Demonhive, de monet swarm . . . . .. 2 Zern arcanovore .... . . . ..... ... .. 7 Joysteale r ...............6 4 10
Sallsnake .. .. ......... . .... . . .. . 2 Jus tice archon .. ...... .... 5 5 11
Spawn, greenspawn leaper .. .. .... 2 Bloodhulk crusher ........ • ...... 8 Justice archon champion . . 10 5 15
Spawn, greenspawn sneak ........ 2 Elf, d row, dark snipe r . .. .... .. . .. . 8 Lizardfolk, Dark Ta lon:
Tomb spider, broodswarm .. _..... 2 Githyanki, gish .. .. ..... . . . .. . ... 8 Champion . . . . ... . ... . . S 1 6
Wizened elder ... . ..... . ........ 2 Inferno spider. . ..... . ...... .. .. . 8 King .. ............... 12 1 13
Shaman . . . . ... . ....... 7 1 8
Clockwork mender swarm ..... . . . . 3 Corrupture . __ . .. .. .... . . . ...... 9 Soldier........... . ....2 1 3
Clockwork s teed ..... . . .. .. .. .... 3 Demon, whisper demon .. .. .. . . .. 9 Wasp rider ..... . ......2 1 3
Gnoll. slave-taker . . .. . ... . ..... .. 3 Elf, drow, drow priestess .... .. . . . . 9 Lo Ith- touched
Necrosis carnex ................. 3 Lodestone marauder .. .... .... ... 9 drow ranger ...........5 3 8
Ore, half-ore infiltrator. . ... • .... . . 3 Ogre tempest ... ...... ... ..... . . 9 Lu nar ravager . . ..... .. . . 14 6 20
Plague walker ... ......... . . . .... 3 Spaw n, blackspawn stalker .. . . . ... 9 Minota ur, greathorn . . .. .. 11 6 17
Wrackspawn .... ... .. . ........ .. 3 Spawn, bluespawn burrower ..... . . 9 Nagatha .... . ........ .. .8 2 10
Yuan -ti, abomina tion cult leader . .. . 9 Ogre:
Bloodhulk figh ter . ... .. .. .... . ... 4 Yugoloth, dreadful lasher (voor) .... 9 Scout. . . . ..... . ... .. .8 2 10
Yugoloth, voor ... ........... . .. . 4 Tempest .. .. ......... 10 2 12
Githyanki soldier .. . . . .... .. ..... 4 Balhannoth ... ... . . . . ....... . .. 10 Ore:
Gnoll, fiendish cleric ofYeenoghu .. 4 Giant. craa'ghoran .............. 10 Battle priest ........... 1
Lizardfolk, Dark Talon champion . . . 4 Githyanki captain . ... ..... . . ... . 10 Berserker .......... . . .4 4
Leith -touched monstrous s pider .. . 4 Justice arch on champion .. . . . .. .. 1O Plague speaker .. . .. ....5 5 10
Nagatha . . ....... . . . . ... . .. . . . . 4 Spawn, blackspawn War howler ... . . . .. .. . .4 4
Ore, berserker ...... . ...... . .... 4 raider exterminator ... .... .. .. 1O Half-ore infiltrator ...... 3 3
Ore, war howle r .. .. ........... . . 4 Spawn, bluespawn god slaye r .. ... l O Spawn ofTiamat:
Spawn, blacks pawn raide r . ........ 4 Yuan-ti, pureblood slaye r....... . . 10 Blackspawn
Spawn, bluespawn ambushe r ...... 4 Yugo!oth, corruptor of fate exterminator. ....... 14 3 17
Spawn, whites pawn hunter . .... ... 4 assassin . .. . ..... . ...... . .. 10 Blackspawn raid er . .. .. .8 3 11
Tomb spider, web mummy ..... .. . 4 Greenspawn s neak.. .. ..2 4 6
Varag, pack leader . .. . . ... . • . .... 4 Demon, kastighur .. ..... .. ..... ll Greenspawn sneak
Windblade, windscythe ... . ..... . . 4 Lizardfolk, Ya rshag, raid leader. .. . .. .....7 4 11
Zern blade thrall ................. 4 Dark Talon king ... . .... . .... 11 Redspawn arcaniss .... . 8 4 12
Lolth- touched bebilith . . ... .. ... . 11 Whitespawn hordeling . . .2 1 3
Elf, drow, Lolth's Sting .. . . . ... ... . 5 Verdant prince .. . ......... . .. . . l1 Whitespawn hun ter .....6 2 8
Howler wasp, queen ........ ... .. 5 Vitreous drinker .... . ......... .. 11 Varag ..... .. .. . . .. . .. .. . 3 2 5
Joystealer .. ..... ...... . . . ..... 5 Verdant pr ince .... • ..... 16 4 20
Lizardfolk, Dark Talon shaman ..... S Blighted bloodfire ..... .. ..... . . 12 Windblade:
Ogre scout ...... .. . .. . .. .... ... S Oaken defender ...... . ..... .. .. 12 Windrazor ............. 2 2 4
Yugoloth, corruptor of fate .. .. .... S Windscythe .. . . ... . .. . . 8 3 11
Avatar, waterveiled assassin .... .. 15 Wizened elder .. ........ .4 3 7
Bloodhulk giant ... . .. . .... . ..... 6 Avatar, cyclonic ravager .......... 1S Yuan-ti ignan . .. ..... . .. l1 8 19
Briarvex ... . . .. ................. 6 Avatar, holocaust d isciple . . .... .. 15 Yuan-ti:
Demonhive, queen . . .... ... . .. .. . 6 Abomination
Dwarf ancesto r .. ..... .. . .. .. . ... 6 Demon, deathorinke r.. ... .... ... 17 cult leader.... . ..... 13 7 20
Defacer .... . ..... . ......... . ... 6 Halfblood deceive r ..... 9 S 14
Gno/1, half-fiend warlock .......... 6 Avatar. black rock triskelion ... .... 18 Pureblood slayer . .... . 12 2 14
Golem, fang . . . ......... , .... .. . 6 Yugolo th, corru ptor
Justice archon . . .......... _...... 6 Concordant killer .......... .. ... 19 of Fate . ..... . ......... 7 4 11
Mageripper swarm .. . . .. . ..... .. . 6 Zern... ... . ...... . .... . .8 7 15
Zern blade thrall . .... ... ..5 4 9
Aligned Strike: Arrac ks made by a creature that has this
GLOSSARY
This section ofM011slcr Mn11w1' IV provides definition s and
abiliry are rreated as aligned for t he purpose of overcoming
damage reducrion. When ir applies, ··aligned strike'' appears
descriptions or monster characreristics. If you have come in rhe Ark Options line of a creature's statistics block, fol-
across a term used earlier i 111 his book 1har you're not familiar lowed in p arentheses by a specific alignment (chaotic, evil,
with, rhis is rhe place ro find o u Lmore. good, or lawful).

Aberration Ty p e: An aberrnl'ion has a bizarre anatomy, Alignment: This Line in a mons1er cnrry gives the a lign-
srrange abili ties, an alien mindset, or any combination of ment that the crea1urC' is m osr likely to have. Eve ry e ntry
rhe three. includes a qua Ii lier th at ind icares how broadly that alignment
Fen lures: An aberration has rhe follow ing features. applies to all mon sters of that k ind.
-ds Hir Dice. Always: The crearure is born with rhe indicated alignment.
-Base arrack bonus equal ro 3/4 weal Hir Dice (as cleric). The crearure mighr have a hereditary predisposition co the
-Good \Xiii! saves. alignment or come from a plane that predetermines it. Ir is
-Skill poin1s equal 10 (2 + Int modifier, minimum 1) per possible for individuals ro change alignment, but such indi-
Hit Die, with quadruple skill points for the first Hit Die. viduals are either unique or rare exceprions.
Trnrts: An aberration possesses rhe following rrairs (tmless Umnlly: The majorit >' (m ore than 50°0) of rbese creatures
orherwise noced in a crearurc·s entry). have rhe given alignment. This cou Id be due co strong cul-
-Oarkvision ou1 ro 60 feet. mral influences, or it could be a legacy of the crearnres'
- Proficient wirh its narural weapons.] f generally human- origin. For example. mosr elves inherited their chaotic
oid in form, proficient wirh all simple weapons and any good alignment fro m their creator, 1he deity Corellon
weapon iris described as using. Larethian.
-Proficient with whatever rypc of armor(ligbt, medium, Often: The creature tends roward the given alignment,
or heavy) it is described as wearing, as wcl las all lighter rypes. eirher by nature or nunure, but nor strongly. A pluraliry
Aberrarions nor indicated as wearing armor are nm proficient (40- 50%) of indiv iduals have rhe given alignment, bur excep-
with armor. Aberrations are proficienr with shields i f rhey tions are common.
are proficient wirh any form of armor.
-Aberration s eat, sleep, and breathe. A nimal Type: An animal is a living, nonhuman creature,
usually a venebrnre that has no magical abilities and no
Ability Score Loss (Su ): Some a LLacks reduce the innate capacity for language or c u lture.
opponent's score in one or more abili ties. This loss can be fenl 11rcs: An animal has the following fea1ures (u n less
temporary (ability damage) or permanent (ability drai n). otherwise noted in a creature's en 1ry).
Abrlrty Dnnrnge:This attack ti.i mages a n opponent's abil ity - ds Hit Dice.
score. The crea1u re's descriptive rex1 g ives the abiliry and the -Base arrack bonus equal 10 3/-f 1otal Hit Dice (as
amount of damage. tr an anack that causes abili ty damage cleric).
scores a critical hit, ir deals rwice the indicared amounL of - Good Fortitude and Reflex saves (cerrain ani mals have
damage (if the damage is expressed as a die range, roll two dillerenr good saves).
dice). Ability damage returns at rhe rate oft poinL per day - Skill poinrs equal ro (2 + Int modifier, minimum 1) per
for each affcc1cd ability. Hir Die, wirh quadruple skill poi111s for the first Hit Die.
AIHl1ty Dm111: This effec1 permanently reduces a living Trnils: An animal possesses the following traits (unless
opponenr's ability score when 1hc crea1ure hits with a melee otherwise nored in a crea1ure's entry).
anack. The creature's descriptive 1ex1 gives the ability and - lmelligence score of I. or 2 (no creJture rhar has an lnrel-
rhe amount drained. If an arrack that causes ability drain ligence score of 3 or higher can be an anima! J.
scores a critical hit. it drains twice rhe indicated amounr (if - Low-light vision.
the damage is expressed as a die range, roll two dice). Unless - Alignmem: Always neutral.
orherwise specified in the creature's description, a draining - Treasure: None.
creature gains 5 rempornry hit points ( LO on d ctitical hit) - Proficient with its natural weapo ns only. A noncomba-
whenever it drains an ability score no matter bow many tive herbivore uses its n,m1n:1l weapons as a secondary arrack.
points ir drai ns. Temporary hir poi ms ga ined in this fashion Such atrncks are made w ith a -5 penalty on rhe crearure·s
last for up lO l hour. anack rolls, and the animal receives o nl y 1/ 2 irs Strengrh
Some ability drain anacks a llow a Fortitude save (DC 10 + modifier as a damage adj ustme nr.
1/ 2 draining creature's racial l-10 + draining crearure·s Cha - Proficienr wi rh no armor unless trai ned for war.
modifier; the exact DC is given i n the c reature's descriptive -Animals ear, sleep, a nd brear hc.
text). If no saving rhrow is mentioned, none is allowed.
Aquatic Subtyp e: Crearu res rhat has the aquatic subt ype
Air Subtype: This sub1 ype L1s uall y is used for elementals always h ave swim sp eeds and thus can move in water w ithout
and oursiders wirh a connec1ion 10 rhe Elemenral Plane of making Swim c hecks. An :1qu.11ic crearurc can breathe under-
Air. Air creat ur es always have 0 y speeds and usua lly h ave water. le cannot a lso breathe air unless it h as rhe amphibious
perfect rnaneuverabiliry (sec Movement M odes, page 213). special qualiry.
Archon Subtype: The plane of Celestia is home to a race creature or object. The abili ty's range is specified in rhe crea·
of good outside rs known as rhe archons. rure's descriptive text. The crearnre usua lly does nor need ro
Traits: An archon possesses the following trairs (unless make Spot or Lisren checks to notice c rearures within range
otherwise no ted in a crearu.re's entry). of its b]indsight ability. Unless o therwise noted, blindsighr
-Darkvision our to 60 tee r and low-light vision. is continuous, a nd t he creature need do norhing to use i r.
-Aura of Me nace (Su): A ri.ghreous aura surrounds Some forms of blindsight, however, must be rriggered as a
archons that fig ht or ger angry. Any hostile creature w ithin free action. If so, th is is no ted in rhe crearure's description.
a 20-foor rad ius of an arc hon musr succeed on a W il l save tc If a creature musr trigger its blindsighr abiliry, rbe creature
resist its effects. T he save DC varies wirh rhe ki nd of archon, gains the benefits ofbl i ndsighr on ly during irs rurn.
is Charisma-based, and includes a +2 racial bonus. Th ose who
fail rake a -2 penalty on arracks, AC. and saves for 24 hou rs Breath Weapon (Su): A breath weapon arrack usually
or unril they successfully hit rhe archon rhar generated the deals damage and is often based on some rype of energy
aura. A creature rhar has resisted or broken the effect cannot (s uch as fue). Such breach weapons allow a Reflex save for
be affected agai n by the same archon's aura for 24 hours. half damage (DC IQ + 1/ 2 breathing crearnre's racial HD -
-Immunity to electricity and petrification. brearhing creature's Con modifier; the exact DC is given in
- +4 racial bonus on saves against poison. the creature's descriptive text). A crearure is i_mrnune ro its
-Magic Circle againsr Evil (Su): A magic circle againsr own breath weapon unless otherwise nored. Some breath
evil effect alwa)'S surrounds an archon (casrer level equals rbe weapons allow a Fortitude save or a Will save instead of a
archon's Hie Dice). (The defensive benefics from rhe circle Reflex save.
are nor included in an archon's scarisrics block.)
-Teleporr (Su): Archons can use greater telepon at will, Change Shape (Su ): A creature that has this special qual-
as the spell (caster level 14th), except rhar the creature can ity can assume the appearance of a specific crearure or rype
rransporr only irself and up ro 50 pounds of objects. of creature (usually a humanoid), bur retains mosrof irs own
- Tongues (Su): All archons can speak with any creature physical qualities. A creature can nm change shape ro a form
that has a language, as though using a tongues spell (ca seer more than one size category smaller or larger rhan its original
level 14th). This ability is always active. form. C hanging shape results in the following cha11ges ro rhe
creature:
Augmented Subtype: A c reature receives this subt ype -The creature retains the type and subtype of its original
whenever something happens ro change irs original rype. form . Jr g ains the size o[ its new for m.
Some creatures (those wirh a n inherited templa re) are born - The creature loses the nar ura l weapons, movement
with this subtype; others acq uire ir when rhey rake on an mod es, and extraorcli nary abil ities and at tacks of its origi.nal
acquired template. The augme nred subtype is always paired form.
with the creature's origi nal type. For exa mple, a wizard's -The creature gains rhe nacural weapons, movement
raven familiar is a magica l beast (augmented ani mal). A modes, and extraordinary abilities and attacks of its new
creature with the augmented subtype usually has rhe t rairs for m.
of irs current type, but the features of its original type. For - T he c rc,1ture reta ins all other attacks and special quali-
example, a wiza rd's raven fa m iliar has an animal's features ties of its original form, except for bread, weapons and gaze
and the traits of a magical beasc. attacks.
- The crearure retains the ability scores ofirs original
Blindsense (Ex): Using nonvisual senses, such as acme form.
smell or hearing, a creature that has blindsense no rices - The creature retains its hit poinrs and saves.
rhings it cannot see. The crearure usually does nor need -The creature retains any spellcasting abiliry it had in its
ro make Spar or Lisren checks ro pinpoint rbe location of original forn,, although it must be able rospeak inrelligibly ro
a crearure within range of irs blindsense abilit y, provided casr spells with verbal components and it must have human·
char ir has li_ne of effect ro that crearure. Any opponem the like hands to casr spells with somatic componenrs.
creature cannot see still has roral concealmenr against the -The creature is effectively camouflaged as a creature of
creature rhar bas blindsense, and the creature still has the irs new form, and gains a +JO bonus on Disguise checks if ir
normal miss chance when anacking foes tbat have conceal· uses rhis ability to create a disguise.
menr. Visibiliry s till affects rhe movemenr of a crearure wirh
blindsense. A crearure that has blindsense is still denied its Chaotic Subtype: A subtype usually applied only ro
Dexreriry bonus to Armor Class against arracks from crea· oursiders native to the chaotic-aligned Ourer Planes. Most
rures ir cannot see. crearnres that have this sub, ypc also have chaotic align·
menrs; h owever, if t heir alignments c hange they srill rerain
Blindsight (Ex): This abi li1 y is similar to blinJsense, the subrype. Any effect that depends on alignment affecrs a
bur is far more discerning. Using nonvisual senses, such as creature that has this subtype as if t he c reature has a chaotic
sensiriviry ro vibrations, keen smell, acute hearing, or ccho- alignm e nt, no mal"ter what i1s a l ignrnen1 actually is. T he
locarion, a creatu re that has bli nclsighr maneuvers and fights creature also suffers effects according to its acrual a lignment.
as well as a sighrcd creature. Invisibiliry, darkness, and most A creature that has t he chaotic subtype overcomes damage
kinds of concealment are irrelevant, rhough rhe creature reduction as if its narura I weapons and any weapons it wields
musr have line o[ effect ro a crearu re or object ro discern rhat were chaotic-aligned (see Damage Reduction, below).
Class Skills : Any skill in which a monster has acquired -Immuniry ro any effecr rhar requires a Forti rude save
at leasr one rank or in which rhe crearure has a racial bonus (unless the effect also works on objects, or is harmless).
is considered a class skill for rhar kind of crearure. Some - Not at risk of death from massive damage ( PH 145).
monsrers, such as the rrue dragons, have their class skills Immediately destroyed when reduced ro O hir poinrs or
explicitly lisred. Other monsters' class skills can be dcrer- less.
mined from rhcir srarist ics blocks. -Since it was never alive, a construct cannot be ra ised or
Crearures that have a swim speed always have Swim as resurrec red.
a class skill. Creatures rhar have a climb speed always have -.Because irs body is a mass of un Iivi ng maner, a consrrncr
Climb as a class skill. Skills lisred in an entry merely because is hard ro destroy. lr gains bonus hit poims based on size, as
ofsynergy wirh anorherskill are nor class skills. For example, shown on the following rable.
a whisper demon's class skills are Bluff, Concenrrarion, Diplo-
macy, Knowledge (hisrory), Knowledge (local), Know ledge Bonus Bonus
(nobility), Knowledge (the planes), Lisren, Sense Motive, Construct Size Hit Points Construct Size Hit Points
Spellcraft, and Spor. It has orher skill modifiers, such as Fine Large 30
Disguise, Intimidate, and Survival, due co synergy benefit:s Diminutive Huge 40
Tiny Gargantuan 60
granted by or her skills. The statistics block for the in fcrno
Small 10 Colossal 80
spider also includes a Jump modifier due to irs speed, even
Madium 20
though Jump is nor a class skill for the crearure.

Cold Subtype: A creature that has the cold subtype has -Proficient wirh irs natural weapons only, unless gener-
immunity ro cold. It bas vulnera bility ro fi re, which means ally humanoid in form, in which case proficient with any
it t akes half aga in as much (+50%) damage as normal from weapon menrioned in its en try.
fire, regardless of whether a saving rhrow is allowed or if the - Proficienr with no a rmor.
save is a success or failure. ~ ' - Construct:s do nOI eat, sleep, or breathe.

Constrict (Ex): A creature char has r bis abiliry can crush Damage Redu ct ion (E x o r Su ): A creature that has chis
an opponent, dealing bludgeoning damage, after making a special quality ignores damage from most weapons and
successful grapple check. The amount of damage is given in narural att_a_cks. Wounds heal immediately, or the weapon
the crearnre's entry. If rhe creature also has the improved bounces oil harmlessly (in eirher case, rhe opponent knows
grab ability (see page 214), it deals consrriction damage in the attack \,'as ineffective). The crearu re takes normal damage
addition to damage dea lt by rhe weapon used ro grab. from e nergy attacks (even nonmagica l ones), spells, spell-
like abilities, and supernatura l abilities. A certain ki nd of
Construct Type: A consrrucr is an animated object or weapon can sometimes damage the creature normally, as
artificially constructed cre:iture. noted below.
Features: A construct has rhe following fearures. The enrry indicates the aroounr of damage ignored (usu-
-10-sided H it Dice. ally 5 to 15 poinrs) and rhe type of weapon rhar negates the
-Base arrack bonus equal to 3/4 rocal Hit Dice (as cleric). abili ty. For example, the werewolCs en try reads "damage
-No good saving throws. reducrion 10/ silver": Each time a foe hits a werewolf with
- Skill points equal to (2 + lnt modifier, minimum l) per a weapon, the damage dealt by thar arcack is reduced bv 10
H ir Die, wirh quadruple skill poinrs for the first Hit Die, if poi.ms (to a minimum of 0). However, a silvered weapon d·eals
the construct has an Intelligence score. However, mos r con- full da mage.
srrucrs are mindless and gain no skill po ints or fears. Some monsters are vulnerable to piercing, bludgeoning, or
Trmts: A construcr possesses the following rrairs (unless slashing damage. For example, rhe wizened elder has damage
otherwise n01ed in a creature's entry). r~ducrion 5/ slashing. When it is hir wirh bludgeoning or
- No Conscirurio n score. p1erc111g weapons, the damagedealr by each anack is reduced
-10\v-lig ht vision. by 5 poinrs, bur sl:ishing weapon s deal full damage.
-Darkvision our ro 60 feet. Some monsters are vulnerable ro certain materials,
- Immunity ro all mind-affecting spells and abilities such as alchemical silver, adamant ine, or cold-forged iron.
(charms, compulsions, phantasms, patterns, and mornle Arracks from weapons that are no t made of the correct
effecrs). material have their damage reduced, even if rhe weapon
-Immunity to poison, sleep effects, paralysis, srunning, has an enhancement bon us. Exam ples: the dwarf ancesror's
disease, dearl1 effects, and necromancy effects. damage reducrion 10/ ada manrin e, the joystealer's damage
- Cannot heal damage o n their own, bur often can be reducrion 5/ cold iron, and rhe defac er's damage reducrion
re paired by exposing them to a certain kind of effect (see the 10/ silver.
cream re's description for derails) or through the use of rhe Some monsrers are vulnerable to magic weapons. Any
Craft Construct fear (see page 203). A const ruct rhat hast he weapon rhar has at least a +1 magical e n hancemenr bonus on
fast healing special qualiry s till benefits from that qua li ty. a:'ack rolls and damage rolls overcomes the damage reduc-
- Noc subject ro exrra damage from critical hirs. nonlethal non oft hese monsrers. Such crearures' narural weapons (bur
damage. ability damage, ability drain, fatigue, exhaustion, or nor rhei r attacks with weapons) a re treated as magic weapons
energy drain. for the purpose of overcoming damage reducrion (See Magic
Strike, page 213). For example, 1he balhannorh has damage target dragons also affect it. The sub1ype qualifies a creature
reduction 15/im g ic and can strike as a magic weapon for the ro use magic items normall y only usable by dragons, and
purpose of overcoming d nmage reduccion. qualifies rh e creature to take Cea1s 1hat have the subrype as a
Some monsters are vu ! nernblc co chaotic-, evil-, good-, or prerequisite. The dragon blood subtype a lso makes creatures
la,vful-aligned weapons. When a cleric casts nlig11 wenpon, s ubject co harm[ul effects that affect d ragons.
affected weapons mig ht gain one or more of th ese p roper- The d ragonblood subry pe docs 1101con[er rhe dragon rype
ties, and cerra in mag ic weapo ns have rhese properties as well. or any t ra its associated with rhar rype. For instance, it does
For example, ma n y demons suc h as Lolth-rouc hed bebelith n o t give a c re ature frigh tful presence.
have damage reduction LO/good, while rbe justice arc hon D ragons automatically qualify fo r any classes, prestige
has damage reduction 10/ evil. A crearure chac has an alig n- classes, racial s ubs titurion levels, fea rs, powers, or spells
ment subcype (c haotic, evi l, good, or lawful) c an overcome char require the dragonblood s ubt ype. Crearures presented
this cype of damage reduction wich its natural weapons and i n this book rhat have the clragonblood subtype include
weapons it wields as if che weapons or narural weapons had all rhe spawn o[ Tiamat (see pages 128-l63). Should a
an alignment (or alignments) th ac march rhe subrype(s) of creature acquire the dragon rype, ir loses the dragonblood
the creature. A nashrou demon, for insrance, bas che chaotic subtype.
and evil subcypes, and thus can overcome da mage reductior,
as ifirs weapons and narural weapons were c haoric-alignec Eart h Sub type: This subtype usually is used for elemen-
and evil-aligned (see Aligned Stri ke. page 205). rals and oursiders rhat have a connection co rhe .Elemental
When a damage reduction emry bas a dash (-) afrer rhe Plane of Earrh. Earrh creatures usually have burrow speeds,
slash, no weapo n overcomes rhe damage reduction. and most earth creatures can bunow 1hrough solid rock.
A few creacures are harmed by more than one kind of
weapon. The kasht igur demon, for example, has damage E£fective C h aracter Level (.ECL): This number repre-
reducrion 5/ cold iron or good. Eicher kind of weapon-cold senrs a creature's overall power relative ro rhar of a c haracter
iron or good-overcomes irs damage reducrion. from the Player's f-la11rlhook. A creature that has an ECL of 10
A few other c reatures requ i re combinations of differe111 is roughly equivale nr ro a LOth-lcvel character. A creature's
types of anacks to overcome rheir damage reduction. For ECL is the sum of its Hit Dice (including class levels) and
example, rbe dearhdrinker demon has damage reduction level adjustmen t. for i nsrnnce, a blackspawn raider has 8 HD
15/ good a nd lawful, meaning that a weapon musr b e good- and a +3 lcvcladjus1me n t. It is t he equ ivalenr ofan ·11rh-level
aligned and lawful-aligned i n order ro overcome the demon's character.
damage reduction.
Elemental Type: An elemental is a being com posed of
Darkvis ion (Ex): A creat u re 1hnt has this special ability on e of the four classic al clements: air, earrh, fire, or water.
can see in the dark, out to the distance given in rhe crearure's Feat11 res: An clemcnrnl has the Co l lowing features.
enrry. Darkvision is black a nd white only, bur iris o therwise -8-side<l Hit Dice.
like normal sigh t, and a crenture rh at bas darkv is ion can -Base arrac k bonus equnl to 3/4 tetal Hit Dice (as
funcrionjust fi ne with no lig h r ar all. cleric).
-Good saves d epend o n the elem enr: Forrirude (earth,
Dragon Type: A dragon is a reptilelike creature, usually water) or Reflex (air, fire).
winged, chat has magical or unusual abilities. - Skill points equal to (2 + Int modifier, minimum 1) per
Features: A dragon has che following foarures. H it D ie, with quadruple skill points fo r che first I-lit Die.
-12-sided Hit Dice. Trni!s: An eleme nral possesses rhe fo llowing traits (unless
-Base arrack bonus equal 10 roral Hi1 Dice (as fighrer). o therwise noted in a creature's enrry).
- Good Fortitude, Reflex, and Will saves. -Dark vision out ro 60 fee 1.
- Skill points equal ro (6 + lnr modifier) per Hit Die, with -Immunity ro poison, sleep effects, paralysis, and snm-
quadruple skill points for rhe firsc Hir Die. ning.
Trails: A dragon possesses 1he following t raits (unless oth- - Nor subject co exrra damage from critical hits or flank-
erwise noted in the description of a particular kind ). ing.
- Dark vision out to 60 fee t and low-lighr vision. -Unlike most other living creatures, an elemental does
-Immunity co magic sleep effects and paralysis effects. nor have a dual nature- its soul and body fom1 o ne unit.
-Proficiennvi th its nnt ma! weapons only unless human- When an elemental is slain, no soul is ser loose. Spells 1..ha1
oid in form (or capable of assu ming humanoid form), in res1ore souls to their bodies, such as rrusr dmd, rc111rnn1<1te,
which case proficient wirh all simple weapons and any weap- and rrmrrcclio11, don't work on an elemental. Ir rakes a diller-
ons mentioned i n its entry. enr magical effect, such as li1111lcd w1s/1, 1111sli, mirndc, or true
-Pro fic ie n t with no a rmor. l'Crnrrection, co rescore it ro life.
-Dragons eat, sleep, and breathe. -Proficient with natural weapons o n ly, unless generally
hu m anoid in form, in wh ic h case prof-i cienr wirh all simple
D ragonblood Subtype: A creature rhat has the dragon- weapo ns and a ny weapons men r [once! in its cnrry.
blood subt ype has a strong :iffinity to dragons- wh ich - Pro fi.c ienr wid, whatever type of ar mor (lighr, medium,
means that spells, effeccs, powers, and abilities rhar affec t or or heavy) ir is descr ibed as wea ring, as well as all lighter rypes.
Elementals not indicated as wearing armor are not proficient Extraplanar Su btyp e: A subtype applied to any c reature
with armor. Elementals are proficientwirh shields if they a1·e when ir is on a plane other rha n its native plane. A creature
proficienr wit h any form of armor. that travels rhe p lanes can gain or lose this subrype as it goes
- Elementals do not eat, sleep, or brea[he. from plane ro plane. This book assumes rhar encounters
with creatures rake place on the .lvfaterial Plane, a nd every
E n ergy Drain (Su): This attack saps a living oppon ent's crearnre whose native plane is not the Material Plane has the
vital e ne rgy and happens auromatically when a melee or exuaplanar subtype (but would not have when on its home
ranged attack hits. Each successful energy drain bestows plane). Every extraplanar creature in this book has a home
one or more negative levels (rhe creature's description speci- plane mentioned in its description. These home p lanes are
fies how many). lf an artack that includes an energy drain taken from rhe Grear \Xlbeel cosmology of rhe D&D game
scores a critical hit, it drains twice the given amount. Unless (see Chapter 5 of the Dungeon Master's Guide). If you r cam-
otherwise specified in the creature·s description, a draining paign uses a different cosmology, you will need to assign
creature gains 5 temporary hir poinrs (10 on a critical hit) for differe nt home p lanes to exrraplanar crearures.
each negative level it bestows on an opponent. These tempo- Creatures not labeled as extraplanar are natives of the
rary hit points lasr for up to 1 hour. Material Plane, a nd they gain rhe extrapl.an ar subtype if they
An affected opponen t rakes a -1 penalty on skill c hecks leave the Material Plane. No creature has rhe extraplanar
and ability checks, arrack rolls, and saving throws, and loses subtype when it is on a transitive plane; t he transitive planes
one effective level or H ir Die (whenever level is used in a die in the D&D cosmology are rhe Astral Plane, the Ethereal
roll or calculation) for each negative level. A spellcasrer loses Plane, and rhe Plane of Shadow.
one spell slot of the highest level of spells she can cast and (if
applicable) one prepared spell of thar level; this loss persists Fast Healing (Ex): A creature rbat has rhe fast healing
umil the negative level is removed. special quality regains hit poi ncs ar an exceptionally fast
Negative levels remain until 24 hours have passed or unril rare, usually 1 o r more h it points per round, as given in the
rhey are removed by a spell, s uch as restomtio11. If a nega- cream re's enrry (for example, a blood fire ooze has fast healing
rive level is nor removed before 24 hours have passed, the 8). Except where noted here, fast healing is just like n atural.
a.ffecred creature mus r attem pt a Fortit ude save (DC 10 + healing (PH 146). Fasr healing does not resrore hirpoints Jost
1/ 2 draining crearure's racial HD + draining crearure's Cha from starvation, thirst, o r suffocation, and it does not allow a
modifier; rhe exact DC is given in rhe crearure's descriprive crearnre to regrow lost body pan s. Unless otherwise stated,
text). On a success, the negative level goes away with no harm it does nor allow lost body pans robe reattached.
to the creature. On a failure, the negative level goes away,
bur rhe creat ure's level (or HD) is also reduced by one. A Favo red Class: A mon ster t hat cakes levels in a class (or
separate saving throw is required for each negative level. more t han o ne class) has a favored class, just as player char-
acters do. ln addition, a monster's racial Hit Dice also count
Environment: This entry in a monster description pro- as a favored class, in effect: If the monster becomes a mul-
vides rhe climate and terrain (as defined in Chapter 3 of the ticlass character, neither its favored class nor its racial Hit
Du11geo11Mnstds G11idc) where the creatu.re is typically found. Dice counr whe n determining whether the creamre rakes
Nore thar t hese environments can also exist in portions of an experience point penalty.
dungeons due to magical effects or orh er supernatural inter-
ference, or as features in dungeons or other environment Fear (Su or Sp): fear attacks can have various effects.
areas. Fear Alim (SH) The use of this ability is a free action. The
aura can freeze an oppon ent (such as a mummy's despair)
Evil Subtype : A subtype usually applied only to outsid- or function like the fear spell (for example, the aura of a
ers narive ro rhe evil-aligned Ourer Plan es. Evil o utsiders are gorefang spider). Other effects are possible. A fear aura is
also called fiends. Mos r creatures rhar have this subtype also an a rea effect. Th e descriptive texr gives rhe size and kind
have evil align menrs; howeve r, if thei r alignments ch ange, of area.
rhey still retain rhe sLtbtype. Any effect that depe nds on fen r Cones (Sp) and Rays (S11) These effects usually work
alignment affects a creature that has this subtype as if the like t he fenr spell.
cream re has a n evil a Iignment, no matter what its alignment If a fear effect allows a saving throw, it is a Will save (DC
acmal ly is. The creature also suffers effects according ro its 10 + t/2 fearsome creature's racial HD + c reature's Cha modi-
acrual alignmenr. Acrearure that has the evil subtype over- fier; the exact DC is given in the crearure's descriptive rext).
comes damage reduction as if its narural weapons an d any Ali fear artacks are mind-affecting £ear effects.
weapons ir wields were evil-aligned (see Damage Reduction,
above). Fey Type: A fey is a creamre that has supernatural abilities
a nd connecrions ro naru re or to some other force or place.
Extr aordinary (Ex)Ab ilities: Extraordinary abilities are Fey are usually h uman-sh aped.
nonmagical, don't become ineffecrive in an anrimagic field, Fentu1·es: A fey has rhe following features.
and are not s ubject ro any effect rhat disrupts magic. Using - 6-sided H ir Dice.
an exuaordi..nary abiliry is a free action unless otherwise -Base attack bonus equal to 1/ 2 tatal Hit Dice (as
noted. wizard).
- Good Reflex and Will saves. throw against rhe gaze attack. The creature rhac has the gaze
- Skill points equal to (6 + Im modifier) per Hit Die, with at tack, however, gains conceal ment agains t t hat opp onenr.
quadruple skill poi m s for the firs t Hir Die. Wearing a Blindfold: The opponenr cannot see the crea-
Trnits: A fey possesses the following traits (t Lnless other wise Tllre at all (also possible ro ac hieve by turning o ne's back
noted in a creature's enrrv). on rhe c rearn re o r shmting one's eyes). The crearure rhar
- low-light vision . · has the gaze arrac k gain s total concealment agai nst the
- Proficient w ith all si mple weapons and any weapons oppo nent.
memioned in i ts entry. A creature that has a gaze attack can ac tively gaze as an
- Proficien t wi th wharever rype ofarmor (light, medium, arrack action by choosing a ta rge r wirhi n range. T hat oppo-
or heavy) it is described as wearing, as well as all ligh rer types. ne nt nrnst attempt a saving throw bur can try to avoid this as
Fey nor indicated as wearing armor are nor proficiem w ith described above. Th us, it is possible for an opponent to save
armor. Fey are proficient with shields if rhey are proficient agai ns r a creature's gaze twice during the same round, once
with any form of ar mor. · before the opponent's action and once during the c rearu re's
- Fey ear, sleep, and breathe. tu rn.
Gaze attacks can affect ethereal opponents. A crearure is
Fire Subtype: A creamre that has the fire subtype has immu ne to gaze attacks of orhers ofirs kind unless otherwise
immuniry to fi re. I r has vulnerability co cold, which means noted. Allies of a creatu re rhat has a gaze arrack m ight be
i t rakes half again as much (+50%) damage as normal from affected. Ali rhe creature's a Ilies are considered to be averti11g
cold, regardless of wherher a saving throw is allowed, or i f their eyes from rhe creature tha t has the gaze attack, an d have
the save is a success or failure. a 50% chance ro nor need to attem pt a s aving throw against
rhe gaze arrack each round. T he crearure also can veil its eyes,
Frig htful Presence (E x): This special quality makes a th us n egating its gaze abiliry.
crearure's very presence unsetrling to foes. lt takes effect
automarically when rhe c reatu re performs some sort of Giant 1ype: A gian t is a human oid-shaped creature of
dramatic action (such as charging, attacking, or sn arl.ing). great st rength, usually of at least Large size.
Opponents within range who witness the act ion mjght :Features: A giant has th e following featu res.
become frightened or shaken. -8-sicled H it Dice.
Actions required to trigger the abiliry are given in t he -Base attack bonus equal to 3/4 total Hir Dice (as
creature's descriptive rext. The range is usual ly 30 feet, and cleric).
the duration is us ually Sd6 rounds. - Cood Fortitude saves.
This ability affects only opponenrs rbat have fewer H it - Skill points equal to (2 + Im modifier, minimu m 1) per
Dice or levels than t he creature has. An affected opponenr H it Die, with quad ruple skill points for the first H it Die.
can resist rhe e ffects by making a successful Wil I save (DC T mif.s: A giant possesses the following traits (un less other-
10 + 1/ 2 frightful creature's racial HD + frightful creature's wise noted in a creatu re's entr y).
Cha modi.lier; the exact DC is given in the creature's descrip- -Low-light vision.
tive text). An opp onenr thar succeeds on th e saving throw - Proficient with all simple and martial weapons, as well
is immune to that same creatme's frightful presence for 24 as any natural weapons.
hours. Frightful presence is a m ind-affecting fear effect. -l'roficienr witb whatever type of armor (light, m edium
or heavy) it is described as wearing, as well as all lighter types.
Gaze (Su): A gaze attack takes effecr when opponents look Giants no t described as wearing armor are norproficienrwich
at the creature's eyes. The atrnc k can have almos t an y sort of armor. Gianrs are proficienr wirh shields if they are proficient
effect: penili.carion, death, charm, and so on. T he typical with an y form of armor.
range is 30 feet, bm check the creature's enrry for details. - Giants ear, sleep, and breathe.
The rype of saving 1hrow for a gaze attack varies, but iris
usually a Will or For titude save (DC 10 + 1/ 2 gazing creat ure's Goblinoid Subtype: Coblinoids are srealchy h uman-
racial HD + gazin g crearure's Ch a modi.ii.er; the exact DC is oids who live by h unting and raiding and who all speak
given in the c rearure's descriptive text). A successful saving Goblin.
throw negates rhe effect. A m on ster's gaze arrack is described
in abbreviated form in ils description. Good Subtype: A subtype usually applied only to outsid-
Each opponent within ra nge of a gaze arrack musr attempt ers n ative to the good-aligned O ute r Planes. Most crearures
a saving rhrow each round ar rhe beginning of his or her rurn that have th is subtype also have good aligrunems; however,
in the initiative order. Only looking directly at a creature that if their alignm ents change, they sriU retain the su btype.
has a gaze arrack leaves an opponenr vulnerable. O pponents Any effect thM depends on alignmem affects a creature that
can avoid rhe need ro a1temp r rhe saving throw by not look- has this subtype as if the crearure has a good alig nment,
ing at the creature, in one of two ways. no matter what its aligiuuent actually is. The creature also
Averting Eyes: The opponent avoids looking a r the crea- suffers effects according TO its acrual alignm ent. A creature
ture's face, instead looking ar its body, watching its shadow, that bas the good su bt ype overcom es damage red uction as
tracking ir in a reflecrive surface, and so on. Each round, rhe if its nat ura l weapon s and any weapons it wields were good-
opponenr has a 50% chance to nor need to an empr a saving aligned (see Dam age Reduction, ab ove).
Humanoid Type: A humanoid usually has rwo arms, two without provoking anacks of opportunity (see Grapple, PH
legs, and one head, or a hu manlike torso, arms, and a head. t55) . No initial touch arrack is required.
Humanoids have few or no supernatural or enraordinary Unless orherwise noted, improved grab works only
abiliries, bur mosr can speak and usually have well-devel- against opponents at least one size category smaller rhan
oped societies. They usually are Small or Medium. Every rhe creature. The crearnre has rhe option ro conducr the
humanoid creatme also has a subtype, such as elf, gobli.Doid, grapple normally, or simply use the part of its body it used
or reptilian. in rhe improved grab ro hold the opponent. If ir chooses to
Humanoids that have 1 Hit Die exchange the feat ures of do the larrer, ir rakes a -20 penalty on grapple checks, but is
their humanoid Hir Die for the class features of a PC o r N PC nor con sidered grappled itself; rhe creature does nor lose its
class. Huma noids of this son are presented as 1st-level war- Dexterity bonus to AC, still threatens an area, and can u se
riors, which means rhat rhey have average combar abiliry and irs remaining attacks againsr other opponents.
poor saving throws. A successful hold does nor deal any exrra damage unless
Humanoids rhar have more than 1 Hit Die (for example, the creature also has rhe constrict ability. If rhe creature does
gnolls and bugbears) are the on ly human oids who make use not constrict, each successful grapple check it makes during
of the features of rhe humanoid I ype. successive rounds auromarically deals the damage indicated
Features: A humanoid has the following features (unless for the attack that established the hold. Otherwise, it deals
orherwise noted in a creature's enrry). constriction damage as well (the amount is given in the
- 8-sided H it Dice, or by character class. crearnre's descriptive text).
-Base attack bonus equal to 3/ 4 toral Hit Dice tas When a crearuregers a hold afcer an improved grab arrack,
cleric). it pulls the opponent inro irs space. This act does nor provoke
- Good Reflex saves (usually; a humanoid·s good save attacks of opportunity. lt can even move (possibly carrying
varies). away the opponent), provided ir can drag rhe opponent's
-Skill poims equal to (2 + I nt modifier, minimum 1) per weight.
Hit Die, with quadruple skill poinrs for the first Hit Die, or
by character class. Incorporeal Subtype: Some creatures are incorporeal
Tmits: A humanoid possesses the following traits (unless by nature, while others (such as t hose char become ghosts)
otherwise noted in a creature's enrry). can acquire rhe incorporeal subtype. An incorporeal crea-
- Proficient with all simple weapons, or by character ture has no physical body. Ir can be harmed o nly by other
class. incorporeal creatures, magic weapons or creatures that
- Proficient with whatever type of armor (light, medium, srri_ke as magic weapons, and spells, spell-like abilities, or
or heavy) it is described as wearing, or by character class. supernatural abilities. Ir is immune ro all nonmagical arrack
If a humanoid does not have a class and wears armor, it is forms. Even whe n hit by spells, including rouch spells, or
proficient with that type of armor and all lighter types. magic weapon s, it has a 50% chance to ignore any damage
Humanoids nor indicated as wearing armor are not profi.ciem from a corporeal source (except for positive energy, negative
with armor. Humanoids are proficient with shields if rhey energy, force effects such as magic missile, or attacks made
are proficient with any form of armor. w ith ghost rouch weapons). Nondamaging spell effects
- Humanoids breathe, eat, and sleep. affect incorporeal creatures normally unless rhey req uire
corporeal targets to function (such as implosion) or tbey
Immediate Action: Some monsters have special abilities create a corporeal effect that incorporeal creatures would
thar rbey can employ by raki_ng an immediate action. Much normally be unaffected by (sllch as a web or wall of stone
like a swift action (see page 219), an immediate action con- spell). Although it is not a magical arrack, holy water can
sumes a very small amount of time, bur represenrs a larger affect incorporeal undead, bur a hit with holy water has a
expenditure of effort and energy rhan a free action. Unlike 5096 chance of not affecting an i ncorporeal creature.
a swifr action, an immediare action can be performed at any An iJKorporealcrearnre's attacks pass through (ignore) nat-
time-even if it's not t he creature's turn. ural armor, armor, and shields, although deflection bonuses
\Vhen a creature uses an immediate action on its mrn, that and force effects (such as 111agc armor) work normally against
is the same as usi11g a swi.ft action, and that action counts as it. Nonmagical attacks made by an incorporeal creature with
the creamre's swi.fr action for that rurn. A crearure cannot a melee weapon have no effect on corporeal rargers, and any
use another immediate action or a s,vift action until after irs melee attack an incorporeal crearnre makes with a magic
next mm if it has used an immediate action when it is not weapon against a corporeal target has a 50% miss chance,
currendy its mrn. A creature also cannot use an immediate except for attacks it makes wirh a ghost touch weapon, while
action if it is c urrently Har-footed. are made normally (no miss chance).
Any equipment worn or carried by an incorporeal crea-
lnurmnity: A creature that has immunity to an effect is ture is also incorporeal as long as it remai ns in rhe crearure's
never harmed (or helped) by t hat effect. A crearure cannot possession. An object rhar the creature relinquishes loses
suppress an immunity in order to receive a beneficial effect. its incorporeal quality (and rhe creature loses the ability
to man ipulate the object). If an incorporeal creature uses a
Improved Grab (Ex): If a crearure that has chis ability hits thrown weapon or a ranged weapon, the projectile becomes
with a melee weapon (usually a claw or bite attack), it deals corporeal as soon as it is fired and can affect a corporeal
normal damage and anemprs ro srarr a grapple as a free action targe t normally (no miss chance). Magic irems possessed by
an incorporeal creature work normally wich respect to their adjustment ot -1-2 indicates that a 1st-level drow wizard is the
effects on rbe creature or on anor her rarger. Similarly, spel Is eguivalem of a 3rd-level charncrer.
cast by an incorporeal creature affect corporeal creatures Some creatures' level adjustment entries include the word
normally. "(cohort)." Although these creatures might be problematic
An incorporeal creature has no n atural armor bonus but as PCs, they m ake good companions for a character wh o
has a deflection bonus equal to irs Charisma bonus (always has ta ken th e Leadership fea r. Some other creatures aren't
at least +1, even if rhe creature's Charisma score does not inte nded for use as PCs ~r cohorrs but c an become compan-
normally provide a bonus). ions through the use of the Improved familiar fear. In these
An incorporeal crearure can encer or pass through solid cases, the level adjustment entry is a dash followed by rhe
objects, bur must remain adjacent to tbe object's exterior, words "(Improved Familiar)."
and so cannot pass entirely through an object whose space Level adjustmem is nor the same thi ng as an ad_iusrmenr
is larger than irs own. Ir can sense the presence of creatures to a creature's Challenge Raring because of some special
or objects within a square adjacenr rn ics currenr location, qua Iities ir possesses. Challenge Raring reilecrs how difficult
bur enemies have total concea lment (5090 miss chance) from ,111 opponent is to fight Ln a limited number of encounters.
an incorporea l creature that is inside an object. In order to level adjustment shows how powerful a creature is as a player
see farther from the object it is in and arrack norma lly, the cha racter or cohort in campaign play. For instance, a drow
incorporeal creature mus t emerge. An incorporeal creature receives a +1 adjustment to its Challenge Rating ro account
inside an object has total cover, but when it attacks a creature for its special abilities, i11dicating that ir's rougher in a fight
outside the object it only has cover, so a crearure outside with th an its Hit Dice would suggest, but its level adjustment is
a readied action could strike at it as ir attacks. An incorporeal +2 to balance its abilities over long-term play.
creamre cannor pass through a force effect.
Incorporeal cream res pass through and operate in water Living: Any creatllre that has a Conscicurion score is
as easily as they do in air. Incorporeal creatures cannot a livi ng creature. Constructs and undead are n or living
fall or rake falling damage. Incorporeal crearn res cannot crearures.
make trip or grapple arrempcs, nor can they be tripped or
grappled. In fac t, they cannot rake any physical action that Livi.ng Construct Subtype: A living construct is a n ew
would move or man ipulace an opponent or its equipment, subtype of cons truer, a created being given sentience and free
nor are they subject to such actions. Incorporeal creatures wi IJ th rough powerful and complex creation enchantments.
h ave no weight and do nor set off rraps rhat are triggered Living constructs combine aspects of both constructs an d
by weight. living creatures, as detailed below.
An incorporeal crearure moves silenrly and cannot be l-'cnturcs: A living construct derives irs H it Dice, base arrack
heard with listen checks if it docsn·t wish to be. lt has no bonus progression, saving throws, and skill points from rhe
Srrengrh score, so ics De;.,.,erity modifier applies ro both its class ir selects.
melee arracks and its ranged attacks. Nonvisual senses, such Tn1its: A living construct possesses the foUm.v ing traits
as scent a11d blindsighr, are either ineffective or only partly (unless otherwise noced in a crearure's entry).
effeccive wirh regard to incorporeal creatures. Incorporeal - Unlike other con strucrs, a living con struct h as a Con-
creatures have an innate sense of direction and can m ove at s titution score. A living construct does n or gain bonus bit
full speed even when they can nor see. points by size bur gains (or loses) bonus h it points through
a Constitution bonus (or penalry) as with orher living crea-
Lawful Subtype: The lawful subrype usually applies only rnres.
to outsiders native to the lawful-aligned O uter Planes. Most - Unlike other constructs, a living construct does not
creatures that have this subtype also have lawful align ments; have low-light vision or darkvision.
however, if rheir alignmencs change, rhey still rerain rhe s11b- - Unlike orher constructs, a living construct is not
rype. Any effect thar depends on alignmenc affects a crearu re immune ro mind-influencing effeccs.
that has this subrype as if the creature has a lawful alignment, -Immunity to poison , sleep effects, paralysis, disease,
no maner what its alignment actually is. The creature also nausea, fatigue, exhaustion, and energy drain.
suffers effects according to ics actual alignment. A crearure -A living construct cannot heal damage naturally.
that has the lawful subtype overcomes damage reduction as - Unlike other consrructs, living constructs are subject
if i ts natural weapons and any weapons it wields were lawful- to extra damage from critical h its, effects requiring a Forti-
al.igned (see Damage Reduction, above). tude save, death from massive da,mage, nonlethal damage,
stunn ing, ability damage, ability drai n, and death effects or
Level Adjustment: Cenain rnonsrers can used as the basis necromancy effects.
for interescing, viable player characters. These creatures have - U n i ike od1er constructs, a living construct can use the
a level adjuscmenr entry, which is a number rhar is added to run action.
the creamre's roral Hir Dice ro arrive at its effective char- -Living constructs can be affected by spells thar rarget
acter level. A creature rhat has multiple special abilities is living creatures as well as by those that target conscructs.
more powerful as a player character [han its H it Dice alone Damage dealt to a living construct can be healed by a rn re
would indicate. For example, a d row elf has spelJ resistance, /,ght wounds spell or a repair light damage spell, for example,
bonuses to irs ability scores, and spell-like abilities. l ts level and a living cons rrncr is vulnerable to a harm spell. However,
spells from rhe healing subschool provide only half effect primary arrack un less rhe creature's description i.ndicares
ro a livi ng consrrucr. ot.henvise (using the ma nu facrn red weapon cons umes m ost
- A living cons1 ruc r responds slightly diffe rently from o[ the crearure's acrenrion), and any natural weapon s the
oth er livi ng c rearures w hen reduced to O hi1 poims. A living crearure also uses are con sidered secondary na tura l attacks.
construct char has O hir points is disabled, just like a living These secondary attacks d o not inrerfere with the primary
crearure. He ca n o nly rake a si ng lc move acrion or standard arrack as arracki ng wirh a n off-hand weapon docs, but rhey
acrion in eac h round, bur s1re nuous activity does nor risk rake th e usu al -5 penalry (or -2 wirh t he Mulciartack fear)
further injury. When bis hit points are less than Oand g reater for su ch attacks, even if rhe n arnral weapon used is no rma lly
rhan -10, a living consrruc c is inert. He is unconscious and the creature's prim ar y natural weapon.
helpless, a nd he cannot perform any actions. However, an
inert living cons1ruct does 1101 lose additional hit poims Monstrous Humanoid Type: Monstrous hwnanoids are
unless more damage is deah co him, as wi th a living creature similar co human o ids, bu1 rhey have mon srrous or animalis-
char is scable. ric features. They ofren have magical abilities as well.
- Can be raised or rcsurrec1ed. frnt11res: A monstrous human oid has the following fea-
-Does not n eed 10 ear, sleep, or breathe, bur can still ben- mres.
efit from che effects of consumable spells and magic items - 8-sided Hir Dice.
such as ltnod frast and potions. - Base arrack bonus equal ro !Ola I Hit Dice (as fighter).
- Does nor need ro sleep. but muse resr for 8 hours before -Good Reflex and Will saves.
preparing spells. - Skill points egual ro (2 T l nr modifier, minimum 1) per
Hit D ie, with quadruple skill points for the first Hit Die.
low-Light Vision (Ex): A creature char has low-lighr Tmits: A monst rous humanoid possesses rhe following
vision can see twice as far as a human in scarlighc, moonlight, rrairs (unless ochcrwise nored in a creature's entry).
torchlight. and similar conditions of shadowy illuminarion. - Dark\'ision ou1 10 60 feet.
lr retains the ability co distinguish color and derail under - Proficient wirh all simple weapons and any weapons
these conditions. mentioned in irs enrry.
- Proficient w ith wha tever rype of arrnor(ligh1, medium.
Magic Strike: Narnral weapon a1tacks made by a creature or heavy) it is described as wearing, :JS well as all ligbrer typ es.
that has chis ab iliry arc trcarcd as magic for rhe purpose of Monstrous humanoids no t ind ica1ed as wearing a rmor a re
overcoming damage reduc1ion. Whe n ir applies, "m agic nor proficien1 wi th am1or. Monsrrous humanoids are pro-
srrike" appea rs in rhe r\tk O ption s line ofa creature's statis- ficient with shields if 1h cy are proficicn1 with any form of
tics block. armor.
- Monstrous huma noids car, s leep, :111d brcarhe.
Magical Beast Type: Magical beasts are similar to an i-
mals bur can have lnrclligence scores hig her than 2. Magical Movement Modes: C reatures c::in have modes of move-
beasts usua lly h ave supernatura l or ext raordinary ab ilities, ment orher than walking and runni ng. These are n atural.
bur sometimes are merely bizarre in appearance or habits. nor magical, un less speci fically noted in a monster descr ip-
Features: A m agical beast has 1be followingfearures. tion.
- 10-sided Hir Dice. Burrow: A creatu re char has a burrow speed can tu nnel
- Base attack bonus equal ro roral Hit Dice (as figh ter). through din, bur nor rhrough rock unless rhe descriprive
- Good Forrirude and Reflex saves. re:-., says otherwise. Crearures can nor cbarge or run while
- Skill poinrs equal ro (1 + lnt modifier, minimum 1) per burrowing. Mose burrowing c reatures do nor leave behind
Hir Die, wirh quadruple skill points for the first Hit Die. runnels orher crearures can use (either because rhe material
Tmit;: A magical bcasr possesses rhe following rraits (unless they runnel rhrough fills in behind them or because they do
otherwise noted in a creature's entry). nor actually dislocate any material when burrowing); see rhe
- Darkvision ouc ro 60 fee1 and low-light vision. individual creature dcscrip1 ions for demi ls.
- Proficienr with ns natural weapons only. Climb: A creacu re chat has a climb speed has a +S racial
- Proficient wirb no armor. bonus on Climb checks. The c rearure must succeed on a
-}.fagical beasts cat, sleep, and breathe. Climb c h eck co climb any wall or slope rha1 has a DC higher
chan 0, bm it always can choose co rake LO (see Checks
Manufactured Weapons: Some monsters employ m an- without Roils, PH 65). even if rnshed or threarened while
ufactured weapons w hen chey arrack. Creatures rhat use climbing. The crcacure climbs a1 the given speed while
swords, bows, spears, a nd 1hc li ke follow che same rules as climbing. If i1 ch ooses a n accelerated c limb (sec rhc Climb
characters, i11clL1ding 1hose foradd irional attacks from a high skill, PH 69), ir moves nr double the give n climb speed (or it s
base arrack bonus and two-weapon fighting penalties. T his base la nd speed, whichever is lower) and atremprs a single
category also includes "found items," suc h as rocks and logs, C limb check at a -5 pen alty. Crea1u res cannot run while
rbar a creature wields in combat- in essence, any weapon climbing. A c rea1ure rc rnins irs Dexterity bonus to Armor
rb ar is nor intrinsic ro t he creature. Class (if any) w hile clin1bing, a nd opponents get no special
Some cream res combine arracks wi th natural and manu- bonus on rheir aflacks agai ns1 n climbing creature.
facrured weapons when 1hey m ,1ke a full attack. W h en they Fly: A cream re tlu1 has a fly speed can move 1hrougb the air
do so, rhe manufacrn rcd wea pon auack is considered the at rhe indicated speed if carrying no more than a light load;
see Carryi ng Capacity, PH 16 1. (Nore rhar medium armor The primary weapon is given in the crearure's Auack
does not necessarily constirurc a medium load.)All fly speeds en try, and the primary weapon or weapons is given first in
include a parcn1he1ical note in<licaring ma neuverability, as the creature's Full Auack entry. A crea tu re's primary narural
follows: weapon is its most effect ivc na1 ura l arrnck, usually by virrue
-Perfect: The crearure ca n pe rform almost any aerial of the creature's physiology, trai 11 i ng, or innare ralenr wi th
maneuver ir wishes. Ir moves through rhe air as well as a the weapon. An atrack with a prirna1·y narnral weapon uses
human moves over smoorh ground. the creature's fu 11 attack bo nus. Allacks with secondary natu-
- Good: The crearure is ve ry agile in rhe air (like a house- ral weapons are less effective and a rc made with a -5 pe nalty
fly or a hummingbird), but cannorchange direction as readily on the attack roll, no matle r how many rhere are. (Crearures
as those rhar have perfect maneuverability. that have the Multiattack [eat take o n ly a -2 penalty on sec-
-Average: The crearure can fly as adroitly as a small ondary attacks.)
bird. Nat ural weapons have types jusr as othe r weapons do. The
-Poor. The cre,Hure flies as well as a very large b ird. most common are summarized below.
-Clumsy: The creature can barely maneuver ar all. Bite: The creature arracks with its mouth, dealing piercing,
A crearure rhar flies can make dive anacks. A dive arrack slashing, and bludgeoning damage.
works just like a charge, but the diving cream re must move a Claw or Ta/011: The c rearure rips wit h a sharp appendage,
minimum of 30 feet and descend at leasr 10 feet. Ir can make dealing piercing and slashing damage.
only claw or talon attacks, bur these deal double damage. A Gore: The creature spears the opponent wirh an anrler,
creature can use rhe run acrion while flying, provided it flies horn, or similar appendage, dealing piercing damage.
in a srraighr line. Slap or Slam: The creature barrers opponems with an
For more information, see Tac tical Aerial Movement, appendage, dealing bludgeoning damage.
DMG20. Sti11g: The creature srabs wi th a stinger, dealing piercing
Stv1111: A crearure that has a swim speed can move rhrough damage. Sting attacks usually deal da mage from poison in
water at char speed without making Swim checks. l t h as a addirion ro hit point damage.
+8 racial bonus on any Swim check ro perform some special Tentacle: The creatu re flails a1 opponents with a powerful
action or avoid a h azard. The crearure can always can choose te ntacle, dealing bludgeoning (and sometimes slashing)
co rake 10 on a Swim check, even i [ disrracred or endangered. damage.
The c rearure can use the run action while swimming, pro-
vided ir swims in a st raight line. Nonabilities: Some creatures lac k certai n abili ry scores.
These c,eatures do not have an abi Iity score of 0 -t hey lack
Native Subtype: A subrype applied only to o utsiders. rhc ,1bility alrogerher. The modifier fo r a no nabiliry is +O.
These creatures bave mortal ancesrors or a s rrong connec- Orher effects of nonabilit ies are derai led below.
tion to the Material Plane a nd can be raised, reinca rnated, Strength:Any creatme t hat can physically manipulate or her
or resurrected just as other livi ng crearnres can be. Creatures objects has at least 1 point of Stre11g rh.
char have chis subtype are narive ro rhe Marerial Plane (hence A creature t lrnt has no Strength score can't exen force, usu-
the subrype·s name). ally because it has no physical body (a whisper demon, for
Unlike true outsiders, na tive oursiders need to eat and example). The crearn re aucomatica lly fa i Is Srrengrb checks.
sleep. If rhe crearure can attack, it applies its Dexrerir}' modifier ro
its base attack bonus instead of a Strength modifier.
Natural Weapons : Natural weapons are weapons that are Dexterity: Any creature rhat can move has at leasr l poinr
physically a part of a crearure. A crearure maki ng a melee of Dexterity.
arrack with a natural weapon is considered armed and does A creature that has no Dexterity score can't move. Ifit can
nor provoke attacks of opporrnniry. Likewise, ir threarens perform actions (such as casting spells), ir applies irs Imel-
any space it can reach. ligence modifier to initiative checks instead of a Deirreriry
Crearures do nor receive ad<litional anacks from a high modifier. The crearure amomacically foils Reflex saves and
base attack bonus when using narural weapons. The number Dexterity c hecks.
of artacks a crearure can make with its natural weapons Co11stitutio11: Ai1y living creatm·e has at leasr J point of
depends on rhe type of the at tack-generally, a crearure can Consrirution.
make one bite attack, one arrack per claw or remade, one A creature that has no Consti1utio11 has 110 body (a srone
gore arrack, one s ting auack, or one slam arrack (airhough specter, for example) or no me1abolism (:1 clockwork s ral·
Large creatures that have arms or arm like limbs can make a lion). lt is immune to any effect rhai requires a Fonirude
slam artack with each arm). Refer 10 the individual m onster save un less the effect works on o bjecrs o r is harmless. For
descriptions. example, a zombie is unaffected by any kind of poison bur
U nless otherwise noted, a n:11 urn! weapon threatens a criti- is susceptible ro a d1s1J1 legrnl r sp ell. T he crearnre is also
cal hit o n a narurn l ar rack roll of 20. i mmune to abiLity damage, ability drai n, and energy drai n ,
\'v'ben a creature has more t ha 11 one natural weapon, one and automa tically [ails Constiru tion c hecks. A creature that
of them (or someti mes a pair o r set of rhem) is the primary has no Constitution cannot 1ire :ind rhus can ru n indefi·
weapon. All rhe crcarurc's re maining natural weapons are nirely without tir ing (unless the creature's description says
secondary. it can not run).
Jntrlligrnce: Any crearure chat can think, learn, or remem- - 8-sided Hit Dice.
ber has ar least l poinL of lnrel Iigence. -.Base attack bonus equal ro 1oral H ii Dice (as fighter).
A cream re rhar has no lntelligence score (such as a blood- - Good Fonimde, Reflex, and Will saves.
silk spider) is mindless, an au romaron operating on si mple - Skill points equal to (8 + lnt modifier) per Hit Die, wirh
insrincrs or programmed ins tr uctions. It has immunity to quadr uple skill points for chc firsr Hit Die.
mind-affecting spells and abilities (ch,m n s, compulsions, Trails: An oursider possesses rhe following tra irs (unless
phantasms, patterns, and morale effects) and auromarically otherwise nored in a crealure's entry).
fails lnrelligence checks. - Darkvision our co 60 feet.
Mindless crearures do not gain fea ts or skills, although - Unlike most or her living creatures, an outsider does nor
rhey might have bonus fears or racial skill bonuses. have a dual narure-its soul and body form one un it. When
Wisdom: Any crea1 me rhar can perceive its environmem an outsider is slain , no soul is set loose. Spells that restore
in any fashion has ar least 1 point of Wisdom. souls to their bodies, such as misc drad, reinrnrnate, and rernr-
Anything rhar has no Wisdom score is an objec t, nor a rectio11, don't work on an outsider. It rakes a different magical
crearure. Anyrbing without a Wisdom score also has no effect, sucb as !11niled 1111sli, 11'1sli, 1111rncl~, or lrne rernrrcct1011 co
Charisma score. resrore it co life. An outsider that has 1be native subtype (see
Charisma: Any crearure capable of telling rhe difference page 214) can be raised, rcincarnawd, or resurrected just as
between itself and things that are nor itself has ar leasr 1 point other living creatures can be.
of Charisma. -Proficient with all simple and martial weapons and any
Anything rhar has no Charisma score is an object, nor a weapon s menrioned in irs entry.
crearure. Anything wirhout a Charisma score also has no -Proficient wirh wharever type of armor(light, medium,
\Xlisdom score. or heavy) it is described as wearing, as well as all lighter rypes.
Oursiders not indicated as wearing armor are not proficient
Ooze Type: An ooze is an amorphous or mutable creature, wirh armor. Oucsiders are proficient with shields if they are
usually mindless. proficient ,virh any form of armor.
featrmis: An ooze has the following features. - Outsiders breathe, bm do nor need co eat or sleep
-10-sided Hie Dice. (although they can do so if they wish). Native outsiders
-Base am1ck bonus equal co 3/4 total Hie Dice (as breathe, ear, and sleep.
cleric).
- No good saving throws. Paralysis (Ex or Su}: A paralysis attack renders rhe victim
- Skill points equal ro (2 + Int modifier, minim um l) per immobile. Paralyzed crearurcs cannot move, speak, or cake
Hie Die, wir h quadruple s ki ll poi ms fo r Lhe first HiLDie, if any physical action s. The creatu re is rooted to the spot, frozen
the ooze has an lnrelligence score. However, most oozes are and help less. Pa ral ysis works on the body, and a ch arac ter
mindless and gain no skill points or feats. can us ually resisrit with n successf u l Fortitude saving throw
Trails: An ooze possesses the following rrairs (unless oth- (rhe DC is given in the crearure's description). Unlike hold
erwise noreJ in a creature's eni ry). person and similar effects, a paralysis effect does not allow a
- .l'viindless: No lnrelligence score, and immunity co all new save each round. A winged creature flying in the air at
mind-affecting spells anJ abilities (charms, compulsions, rhe rime rhat it is paralyzed ca nnot flap its wings and falls.
phamasms, panerns, and morale effects). A swimmer can't swim and might drown.
-Blind (bur have rhe blindsight special quality), with
immuniry ro gaze anacks, visual effects, illusions, and other Plant Type: This type comprises vegetable creatures. Note
arrack forms rhar rely on sight. char regularplanrs, such as one finds growing in gardens and
- Immunity ro poison, sleep effecrs, paralysis, polymorph, fields, lack Wisdom and Charisma scores (see Nonabiliries,
and stunning. above) and are no r creatures, but objects, e\·en though they
-Some oozes have rhe ability to deal acid damage co are alive.
objects. In such a case, the amount of damage is equal to features: A plant creature has the following features.
to+ 1/ 2 ooze's HD+ ooze's Con modifier per full rou nd of -8-sided Hie Dice.
comacr. - Base arrack bonus equal to 3/4 total Hit Dice (as
-:',for subject 10 extra damage from critical hits or cleric).
flanking. - Good Fortitude saves.
-Proficient with irs narural weapons only. -Skill points equal lO (2 + lnr modi lier, minimum l ) per
-Proficient with no armor. Hir Die, wirh quadruple skill poinrs for the first Hit Die, if
-Oozes eat and breathe, but do not sleep. rhe plant creatu re has an I ncelligence score. However, some
plant crearures are mimlless and ga in no skill points or
Outsider Typ e: An outsider is at least partially composed feats.
of the essence (but not necessarily the marerial) of some Traits: A planr creature possesses th e following traits
plane other than the Material Plane. Some creatures start out (unless orherwise n oted i n a creature's entry).
as some orb er type and become outsiders when they a rtain a - low-light vision.
higher (or lower) stare of spitirual existen ce. - 1.mrnuniry to all mind-affecting spells otabiliries (charms,
Features: An omsider has the fol lowing [earures. compulsions, pbam asms, parrerns, and morale effects).
-1 mmu n iry to poison, sleep effec1s, paralysis, polymorph, damage at a fixe d rare per rou n<l, as g iven in the e ntry (for
and ST1.111ning. example, a d read blossom swarm hns regeneration 5). Cerrnin
-Nor subjecl LO ex1ra <lamage rrom cri1ical h irs. at tack forms, Lypically fire and acid, dea l lerhal damage ro t he
-Proficient wi th i1s natura l weapons o nly. creature, which doesn't go away. T he cre,1ture's descriptive
-Proficienr wi rh no armor. tex t describes the derails.
- Plants breat he and ear, but do nor sleep. A regenerating creature that has been rendered uncon-
scious through nonlethal damage can be killed with a coup
Poison (Ex): Poison a1 tacks deal initial da mage, su ch as de g race (PH J 53). T he attack ca 11 no r be of a rype char auro-
ability damage (sec page 205) or some other effect, to the matical ly converts to nonle thal damage.
opponent on a failed Fortitude save. Unless otherwise noted, Attack forms rhat don't deal hit poinrclamage (for example,
another saving throw is required l minure larer(regarcUess of most poisons) ignore regeneration. Regeneration also does
the first save's result) to avoid secondary damage. A creature's nor restore hir points lost from srarvarion, rhirsc, or suffoca-
descriprive texr provides the de tails. tion.
A creature that has a poison attack is immune to irs own Rege nerating cream res can regrow losr porrions of cheir
poison and the poison of others of i1s kind. bodies and can rean ach severed limbs or body pans; derails
The Fortitude save DC agai nst a poison arrack is equal to are in the creature's descriptive text. Severed pans rhar are
10- 1/ 2 poisoning creature's racial HD T poisoning crearure's nor reattached wither and die normally.
Con modifier(rhe exacr DC is given in the crearure's descrip- A crearure musr have a Constilution score ro have rhe
tive rein). A successful save avoids (negares) rhe damage. regeneration abiliry.

Pounce (Ex): \Xlhen a creature rhat has this ability makes Rend (Ex): If a creature tha1 has this ability hirs wich rhe
a charge. it can follow with a full arrack-including rake specified narural arrack, it larches onro the opponent's body
arracks if the creat ure also has rhe rake ability and rears the Aesh. A rend a1tack deals damage equal ro rhe
creature's natural auack + 1-1/ 2 1imes its St r modifier. The
Psionics (Sp): These are spell-like abilities that a creature creature's descriptive text gives rhc exacr amounr.
generates wi th the power of its m ind. The saving 1hrow (if
any) against a psionic abili ty is 10 + rhe level of the spell rhe Reptilian Subtype: These creatures a re scaly and ·usually
ability resembles or duplicates+ 1he creature's C ha modi- cold-blooded. The reprilian sub1ype is on ly used LO describe
fier. a set ofbumanoid races, ii ot a ll nnimals and monscers rha t
are truly reptiles.
Racial Hit D i.ce: The Hit Dice a mons ter has by virtue
of what ty pe of c reature i1 is. 1-Li.r Dice gained from raking Resistance to Energy (Ex):/\ c rea rure rhai has this spe-
class levels are no t racial Hi1 Dice. For example, the corrup- cial quality ignores some da1m1ge of I he i nclicated rype each
roroffate assassin described in t his book is a 12 L-l D creature time ir takes damage of tbni kin d (commonly acid, cold, fire,
because of its five levels of assassin, bu1 it has 7 rncia I Hit Dice o r electric ity). The e nt ry indicates the amount a nd t ype of
(rhe same number as a 1ypica l cor rupror offare wi1ho ut any damage igno red. for example, a wrackspawn bas resistance
class levels). to fire 5, so it ignores the first 5 poinrs of fire damage dea lt
ro ir anyri.me ir rakes fire damage.
Rake (Ex): A creature tha1 has this ability gains extra natu-
ral arracks when it grapples its foe. Normally, a monster can Scent (Ex) This special quality a Ilows a creature ro detec t
attack with only one ofi1s natural weapons while grappling, approaching enemies, sniff om hidden foes, and track by
buc a monsi:er that has the rake nbili1y usually gains two sense ofsm ell. Crearures rhar have 1he scenr abi.lirycan iden-
additional claw arracks that it ca n use only against a grappled tify familiar odors just as humans do familiar sighrs.
foe. Rake arracks are not subject to the usual - + penalty for The creature can dc1ect opponents wirh in 30 feer by sense
arracking with a natural weapon in a grapple. ofsmell. If the opponent is upwind, the range increases ro 60
A monsrer that has the rake abili1y mus1 begin its turn feet; if downwind, it drops ro 15 fce1. St rong scenes, such as
grappling co use its rake- it can't begin a grapple and rake smoke o r rotting garbage, can be de tected at rwice the ranges
in the same turn. noted above. Overpowering seems, such as skunk m usk o r
rroglodyre stench , can be derecred at triple normal range.
Ray (Su or Sp): This form of mack works like a ranged \Xl'he n a creature de1ec1s a scent, 1he exact location of the
attack (see Aiming a Spell, Pl I 175). Hitring wirh a ray arrack source is nor revealed- o nly i1s presence somewhere wirhin
requ ires a successful ranged touch arrack roll, ignoring range. The crea1ure can take a move ac t ion co note the direc-
armor, natural armor, and shield and using the c:reamre's tion of the seen1. Whenever rhe crearure comes wi thin 5 feer
ranged attack bonus. Ray artacl<s h ave no range increment. of Lhe source, the creature pinpoims 1he source's locatio11.
The creature's descriptive rex t specifies rhe maximum range, A creature rhat h as the Track Ccat and the scent ability
effects, and any applicable savi ng 1hrow. can follow trac ks by sme 11, making a sucessfu I Wisdom (or
Survival) check to find or fol low a track. The t ypical DC for
Regeneration (Ex): A crearn re tha1 has th is ability is a fresh trail is LO (no mauer wh:1 t k ind of s urface ho lds che
d ifficult ro kill. D,1mage dea l! 10 1he creat ure is treated as non- scent). T h is DC i ncreases or decreases depending on how
lethal damage. The crearure automatically heals no nlethal srrong the quarry's odor is, the numbe r of creatures, and che
CREATURE Sizes
Size AC/Attack Grapple Hide Space Reach (Tall) Reach (long)
Category Modifier Modifier Modifier Dimension''' Weight'~* (in squares) (in sq uares) (in squares)
Fine +8 -16 +16 6 in. or less 1/8 lb. or less 1/2 ft. (1/1 00) 0 ft. (0)
Diminutive +4 -12 +12 6 in.- 1 ft. 1/8 lb. - 1 lb. 1 ft. (1/25) 0 ft. (0)
Tiny +2 -8 +8 1 ft.-2 ft. 1-8 lb. 2-1/2 ft. (1 /4) 0 ft. (0)
Small +l -4 +4 2 ft.-4 ft. 8 - 6016. 5 ft. (1) 5 ft. (1)
Medium +0 +0 +0 4 ft.-8 ft. 60- 500 lb. 5 ft. (1) 5 ft. (l) Sft.(1)
large -1 +4 -4 8 ft.-16 ft. 500- 4,000 lb. 10 ft. (2 X 2) 10 ft. (2) 5 ft. (1)
Huge -2 +8 -8 16 ft.-32 ft. 2 -16 tons 15 ft. (3 X 3) 15 ft. (3) 10 ft. (2)
Gargantuan -4 +12 - 12 32 ft.-64 ft. 16 - 125 tons 20ft.(4 x 4) 20 ft. (4) 15 ft. (3)
Colossal -8 +16 -16 64 ft. or more 125 tons or more 30 ft.+ (6 X 6+) 30 ft.+ (6+) 20 ft.+ (4+)
* Biped's height, quadruped's body length (nose to base of tail).
** Assumes that the creature is roughly as dense as a regular animal. A creature made of stone will weigh considerably more.
A gaseous creature will weigh much less.

age of rhe rrail. For each hour Lhat the trail is cold, rhe DC resista nce if the speU the abili t y resembles or duplicates
increases by 2. The abiliry orherwise fol lows the rules for the would be subject ro speU resisrance.
Track fear. Crearures tracking by scenr ignore the effecrs of A spell-like ability usually has a limit on how often it can
surface conditions and poor visibility. be used. A spell-like abiliry that can be used ar will has no
uselimir. Using a spell-like ability is a standard acrion unless
Shapechanger Subtype: A shapechanger has the super- otherwise nored, and doing so while threatened provokes
narural ability to assume one or more alrernate forms. Many aHacks of opportunity. lr is possible to make a successful
magical effects allow some kind of shape shifting, and not Concenrrarion check ro use a spell-like ability defensively
every crearure th3t can change shapes has rhe shapechanger and avoid provoking arracks of opportunity, just as when
subrype. casring a spell. A spell-like ability can be disrupted just as a
Tmits: A shapechanger possesses the follmving traits spell can be. Spell-like abilities cannot be used to counter-
(unless otherwise noted in a creature's entry). spell, nor can they be cou nrerspel lc<l.
- Proficie nt with its natural weapons, with simple weap- For crearnres char have spell-li ke abil ities, a designated
ons, and wit h any weapons mentio ned in the creature's casrer leveldefmes howdifficulr ir is co dispel their spell-like
description. effects and to defi ne any level-depende nr variables (s uch as
-Proficient wirh any armo r mentioned in the c reature's range and dura tion) 1he abilities might have. The creature's
description, as well as al.I lighter [orms. If no form of armor caster level never affects which speil-like abilities the c rea-
is mentioned, the shapechanger is not proficienrwirh ar mor. rure has; sometimes the given c ~srer level is lower tha n the
A shapechanger is proficient w ith shields if it is proficient level a spellcast ing charac te r would need to cast the spell of
with any rype of armor. the same name. If n o caster level is speci lied. the caster level
is equal to the c rearure's racial H i1 Dice.
Size: The n ine size categories are (in ascending order) The saving throw (if any) against a spell-like abiliry is 10
Fine, Diminutive, Tiny, Small, Medium, Large. Huge, Gar- + the level of the spell the ability resembles or duplicates+
gantuan, and Colossal. A creature's size provides a modifier the creature's Cha modifier.
ro its Armor Class and anack bonus, a modifier on grapple Some spell-like abilities duplicate spells that m ight work
checks it artemprs, and a modi lier on Hide checks. The Crea- differently or be of a differenr level when cast by characters of
m re Sizes table above provides a summary of the arrribures different classes. A monster's spell-Ii ke a bi Ii Iies a re presumed
thar apply to each size category. to be the sorcerer/wiza rd versions. If the spell in question
is nor a sorcerer/ wizard spell, rhcn default to cleric, druid,
Sonic Attacks {Su): Unless otherwise noted, a sonic bard, paladin, and ranger, in that order.
atrack follows rhe rules for spreads (see Aiming a Spell, PH
L75). The range of the spread is measured from the creature Spell Resistance (Ex): A cream re char has spell resistance
using the sonic attack. Once a sonic arrack has taken effect, can avoid the effects of spells and spell-like abiliries char
deafening rhe subject or stopping its ears does not end t he directly affect ir. To determine if a spel l or spell-like ability
effect. Stopping one's cars ahead of time allows opponents to \vorks against a creature that has spell resistance, the caster
avoid having ro attempt saving th rows against mind-affecting muse artempr a caster level check (ld20 + caster level). If
sonic anacks, bur not other ki nds of son ic arracks (s uch as the check resul t equals or exceeds the creature's spell resis-
chose that deal damage). Stopping one's ears is a full-round rnnce, the spell works normally, alrhough the crearurc is srill
action and requires wax o r other soundproof material to stuff allowed a saving throw.
inro the ea rs.
Spells: Sometimes a creatu re can cas t arcane or divine
Sp ell-Lil,e (Sp) Abilities: Spell-li ke abilities are magical spells jusr as a member o[ a spellcasring class can (a nd can
and work j ust like spells (though they are not speUs and so activate magic irems accord ingly). Such creatures are subject
have no verbal, somatic, materia l, focus, or XP componenrs). to the same spe.llcasting rules rhar cha racters arc, except as
They go away in an an rimagic field and are subject co spell fol lows.
A spelkasting crea1ure rha r lacks hands or arms c.111 pro- way free w ith any light slashing or piercing weapon (rhe
vide any somatic componenr a spel I might require by moving amou nr ofcutting damage required to get free is noted in the
irs body. Such a crea1ure also does need marerial componenrs crea1ure description), or ir can jusr try to escape the grapple.
for its spells. The creature can cast rhe ,pell by eirher rouch- The Armor Class of rhe imerior of a creat ure rhat sivallows
ing the required componenr (but not if rhe component is in whole is norm;i lly 1.0 + 1/2 its na1t1ral armor bonus, with no
anorhercrearure's possession)or having rhe requ ired cornpo- mod ifi e rs for size or Dexterity. if t he swallowed creature
nenr on irs person. Sorne1imes spellcasring cremures utilize escapes rhe grapple, s uccess puts it back in che attacker's
the Eschew Materials fear ro avoid fussing with noncostly mou th, where ir might be bircen or swa llowed again.
components.
A spellcasting crearnre is not acrually a member of a class Sw arm Subtype: A swarm is a collecrion affine, Diminu-
unless its enrry says so, and ir does nor gain any class abiliries. tive, or Tiny crearnres rhar acts as a single creature. A swarm
For example, a creature I har cases arcane spel Is as a sorcerer has the characteristics of its type, except as nored here. A
cannot acquire a familiar. A crearure that has access to cler ic swarm has a single pool ofHi1 Dice and hit points, a single
spells mus r prepare them in the normal manner and receives in itiative modifier, a single speed, nnd a single Armor Class.
domain spells ifnoted, but ir does nor receive domai n g ranted A swa rm an empts savi ng throws ,IS a single crearnre.
powers unless it has at leasr o ne level in the cleric class. A s ingle swarm occupies a square (i[ir is m ade up of nonfly-
ing creatures) or a cube (of flying crearures) 10 feet on a side,
S ummon (Sp): A creature rha1 has rhe mmmo11 ability can bm its reach is Ofeet, like its component crearures. In order
summon specific other creatures ofirs kind much as rhough ro auack, it moves imo an opponenr's space, which provokes
casting a m111mo11 mon,ter spell, bur ic usually has only a lim- at1acks of opporrnnity. Ir can occupy rhe same space as a crea-
ited chance of success (as specified in rhe creature's enr ry). ture of any size, since it c rawls all over irs p rey. A swarm can
Roll d 0 b: On a fa ilure, no creature answers the summons. move th rough sq ua res occupied by enem ies and v ice versa
Summoned crearu res auto matically rerurn whe nce t hey w itho ut i mpedi menr, although th e swarm provokes arracks
came after 1 h our. A crea1urc that has just been su mmoned of opport un ity if it does so. A swarm can move through
cannoc use ics own summon abiliry for 1 hour. cracks o r holes large e nough for irs component crearures.
.Most creatures char have che abiliry to summon do noc use A swarm of Tiny creacures consists of 300 nonflying
ir lighcly, since it leaves them beholden co the summoned creatures or 1,000 flying cream res. A swarm of Diminu1ive
crearure. ln general. 1hey use ir only when necessary ro save creatures consists of 1,500 nonf1ying creatures or 5,000
their own lives. flying crea1 ures. A swarm of fine crearures consists of
An appropriate spell level is given for each summoning 10,000 creat ures, wherher rhey are /:lyi ng or nor. Swarms of
ability for purposes of Concent ration checks a nd au emprs no nfl ying crearnres include ma ny more creacures rhan cou ld
10 dispel rhe summoned creature. As stared on page 37 o [ t he normally fi r in a 10-foor square based on their normal space,
Dungeon ,vfosler's G11ide, no experience points are awa rded for because creatures in a swarm arc packed tightly togecher
summoned monsters. and genera lly crawl over each ocher and rheir prey when
moving or arcacking. larger swarms are represemed by
Supern atural (Su) Abilities: Supemarural abilities are multiples of single swarms. (A swarm of 15,000 centipedes
magical and go away in an antimagic field bur are no1 subject is ten centipede swarms, each swarm occupying a 10-fooi
to spell resisrance. Supernacu ral abilities cannot be dispelled. square.) The area occupied by a l:irge swarm is completely
Using a supernat ural abili1y is a standard action unless otl,- shapeable, rhough 1he swarm usually remains in con tiguous
erwise nored. Snperna1ural ab ilities might have a use lim it squa res.
or be usable at will, jusr like spell-like abilities. However, Trn ils: A swarm has no clear fronr or back and no discern-
supernarural abilities do not provoke artacks of opportunit y ible a naromy, so it is nor subject 10 exrra damage from critical
and never require Concentration checks. Unless otherwise hits or flanking. A swarm made up of Tiny crearnres takes
no red, a supernarural ability has an effective caster level equal half damage from slashing and piercing weapons. A swarm
10 the crearure's Hir Dice. composed of Fine or Diminutive creatures is immune to all
The saving th row (if any) againsr a supernatural abilicy is weapon damage.
LO + L/ 2 the crearu re's HD + rhe creature's ability modi f1e r Recluci ng a swarm ro ohit points or lower causes ir to break
(usually Charisma). up, thoug h cl.image raken until tha t poinr does not degrade its
ability to attnck or resist attack. S,:vnrms are never staggered
Swallow Whole (Ex): If a creature that has 1his abilit y or red uced to a dying srare by dnmage. Also, they can nor be
begins irs turn with an opponenr held in ics mourh (sec cripped, grappled, or bull rushed, and rbey cannot grapple
l mproved Grab, page 211), ir can arrempc a new grnpplc check an opponenr.
(3s rhough anempting 10 pin the opponenr). Tf i1 succeeds, ,\ swarm is immune ro any spell or effect rhar targets a
it swallows its prey, and che opponent rakes bire damage. specific number of creatures (including single-targe1 spel ls
Unless otherwise nored, rhe opponent can be up ro o ne size such as disi ntegrate), wi th t he exceprion of mind-affecting
category smaller than the swallowing crea1ure. spells a nd abilities (charms, compulsions, phantasms, pat-
Being swallowed has various consequences, depe nding o n terns, a nd morn le effects) if t he swarm has an Intelligence
the creature doing the swallowing. A swallowed c reature is score and a h ive mind. A swarm takes half again as much
considered co be grappled, while rhe creature chat did the damage (·t-50°{,) from spells or effects char affecr an area, such
swallowing is nor. A swallowed crea1ure can try 10 cur ics as splash weapons and many evocation spells.
Swarms m ade up of Oim inurive or Fine crearures are sus- Tanar'ri Subtype: Many demons belong to the race of
ceprible ro h igh winds such as rhar created by a gust of 111111d evil outsiders known as t he tana r'ri.
spell. For purposes of determining the effects of wind on a Trails: A canar'ri possesses the follmving t raits (unless oth-
swarm, rrear rhe swarm as a crearure of the same size as its erwise noted in a cream re's entry).
constiruenr creatures (see \Vinds, DMG 95). For example, a -Lmmunity t0 electricity and poison.
clockwork m e nder swarm (Dim inurive crearnres) ca n be - Resistance to acid 10, cold 10, and fi.re 10.
blown away by a severe wind. \'Qind effects deal 1d6 poi nts -Sum mon (Sp) Tanar'ri share rhe ability to summon
of nonlerhal damage to a swarm per spell level (or Hit Dice orhers of their kind (the success c hance and kind of tanar'ri
of rhe originating creature, in rhc case of effects such as an summoned are nored in each monster description).
air eJemental's whirlwind). :\ swarm rendered unconscious -Telepath}'·
by means of nonlerhal damage becomes disorganized and
dispersed, a nd does not re-form unril its hit points exceed Telepathic Link (Ex): Creatures tha t have this abiliry
irs nonlet hal damage. share a commun al consciousness, enabli ng them to com-
Sll'arm Attack: Creatures rhat have the swarm subrype don't municate telepathically with other crearures of their ki11d.
make standard melee arracks. lJ1sread, they deal auromaric A group of such crearures within a certain distance of each
damage ro any creature whose space rhey occupy ar rhe end orher (specified in rhe creature's entry) are in constant con-
of their move, with no arrack roll needed. Swarm attacks tact. If one is aware of a particular danger, they all are. If one
a re nor s ubject to a miss chance for concealment or cover. A in rhc group is nor flar-footed, none of ch em are. No crearure
swarm's s raristics block has '"swa rm" i n the Arrack and Full i.n rhe g roup is con sidered flanked unless all are.
Arrack enrries, with no arrack bonus given. The amo unt of
damage a swarm deals is based on its Hir Dice, as shown Telep athy (Su): A creature that has rhis abiliry can com-
below. municare releparhically wirh any orher creature within a
cerrain range (specified in rhe creature's enrry, usually 100
Swarm HD Swarm Base Da mage feer) that has a language. It is possible ro address m ultiple
1-5 l d6 creatures at once telepathically, althoug h maintaining a rele-
6-10 2d6 parh ic conversatio n with more rhan o ne creature at a time is
11- 15 3d6 just as difficult as simultaneously speaking and listening IO
16-20 4d6
21 or more 5d6 multiple people ar rhe same rime.

A swarm's at tacks a re nonmagical, un less the swarm's Tram p le (Ex): As a full-rou nd acrion, a crearure chat has
description stales otherwise. Damage reduc tion sufficien l ro this abi lity can move up lo twice its speed and literally run
reduce a swarm attack's damage to 0, being incorporeal, and over a ny opponents ar least one siz.e category smaller t han
orher special abilities usually give a crearure immuni1y (or itself. The creature merely has to move over the opponents
at least resistance) ro damage from a swarm. Some swarms in irs path; any c rearure whose space is completely covered
also have acid, poison, blood drain, or other kinds of at tacks by rhe trampling creature's space is subjecr ro rhe trample
in addicion ro normal damage. attack.
Swarrns do not threate n crea1ures i n their square, and do lf a target's space is largerthan 5 fee l, iris only considered
not make attacks of opporruni ry with t heir swarm arrack. rrarnpled if che rrampli ng creature moves overall rh e sq uares
However, they distract foes whose squares rhey occupy, as ir occupies. If the trampling crearure moves over only some of
described below. a rarger's space, the target can make an arrack of opponuniry
Distractio11 (Ex) Any living creature vulnerable ro a swarm·s against the rrampling creature at a -4 penalty. A rrampling
damage rhat begins its rum with a swarm in its square crearure that accidentally ends irs movement in an illegal
is nausea red for 1 round; a Fortitude save (DC 10 + 1/2 space rerurns t0 the last legal position it occupied, or the
swarm's HD+ swarm's Con m odifier; rhe exact DC is given closes1· legal positio n, if rh erc's a legal position that's closer.
in a swarm's description) nega tes the effect. Spellcasting or A trample arrack deals bludgeoning damage (the crearure's
concentrari ng on spells within the area of a swarm requires slam damage+ 1-1/ 2 rimes its Srr modifier). The creat ure's
a Concemration check (DC 20 + spell level). Using skills descriptive text gives the exact amounr.
char involve patience and concenrrarion requires a DC 20 Trampled opponents can arrempr arcacks of oppormniry,
Concenrrarion check. bur rhese rake a -4 penalty. If t hey do nor make arracks of
opporrun ity, trampled o pponents can attempt Reflex saves
Swift Action: Some monsters have special abilities thac to take ha] f damage. The save DC against a crearure's trample
rhey can employ by raking a swift action. A swift action arrack is 10 + 1/ 2 crearure's HD+ cream re's Srr mod ifier (rhe
consumes a very small amoum of rime, bur represents a exact DC is given in the creature's descriptive text). A tram-
larger ei..l)endirure of efforr and energy than a free action. pling cream re can only dea I rra mplmg damage ro each target
t\ creature can perform one swifr acrio n per rurn wi thout once per round, no mat ter how m any times irs movement
affecting i ts ability ro perform other ac tio ns. I n rhat regard, rakes it over a rarge r crearu re.
a swift action is like a free action. However, ir can perform
only a single swift action per turn, regardless of,vha1 other Trem orsense (Ex): A creature chat has tremorsense is
actions irrakes. sensitive ro vibrations in the ground and can auromarically
pinpoi nr the location of anything char is in contacr w:irh the
ground. Aquatic c reatures t hat have trernorsense can also crearures. These spells rurn unclead crearures back im o rhe
sense the location of creatu res moving rhrougb warer. The living creatures they were before becoming undead.
abi lity's range is specified in ,he creature's descriptive rext. -Profi cienr with its natura I weapons, all simple weapons,
and any weapons me11 1ioned in. its enrry.
Turn Resistance (Ex): A creature rhar has this special -Proficienr with whatever type of armor (lighr, medium,
quality (usually an undeacl) is less easily affec ted by clerics or heavy) it is described as wen ring, as well as all lighrer rypes.
or paladins (see Turn or Rebuke Undead, PH L59). W hen Unclead no t indicated as we:iring armor are 1101 proficient
resolvi ng a ttlrn, rebuke, command, or bols ter at tempt, add with armor. Undead are profic ie nt with shields if 1hey are
che indicated number to the c reature's Hit Dice toral. For proficient with any form of armor.
example, a vitreous drinker has 1.4 Hit Dice a nd +6 rum resis- - Undeacl do not breathe, ca, , or sleep.
tance. Arrempts to tu rn, rebuke, command, o r bols te r treat a
virreous drinker as though it had 20 Hir Dice, tho ugh it is a Vermin Type: This type includes insecrs, arachnids, o rher
L4 HD creature for any other purpose. arthropods, worms, and similar i nvertebrates.
Feal"rcs: Vermin have rhc following foarurcs.
Typical Treasure: This e nrry in a monsrer description - 8-sided Hit Dice.
describes how much wealth a creature owns. (Sec DMG 52- 56 - Base attack bonus equal 10 3/4 total Hit Dice (as
for derails abour treasure, parricu larly Tables 3-5 rhrough 3-8.) cleric).
In most cases, a creature keeps valuables in its home orlair and - Good Forrirude saves.
has no treasure with it when ir travels. lnrelligem crearnres -Skill points equal to (2 -,. lnr modifier, minimum 1) per
char own useful, portable treasure (such as magic items) rend Hir Die, with quadruple skill poinrs for rhe first H ir Die, if
ro carry and use these, leaving bulky items ar home. rbe vermin has an I n1clligence s core. However, most \·ermin
are mindless and gain no skill points or fears.
U ndead Type: Undead arc once-I iving crearures animated Trnits: Vermin possess the following rraits (unless orher-
by spiritual o r s upernarural forces. wise nored in a creature's entry).
Features: An u ndead creature has the following fearures. -Mind less: No lnrelligencc score, and immuniry ro all
-12-sided Hit Dice. mind-affecting spel ls and abilities (charms, compulsions,
- Base arrack bonus equa l to 1/ 2 toral Hit Diec (as phantasms, pat rems, and morale effects).
wizard). - Darkvision ou1 to 60 [eel.
- Good Wil I saves. -Proficient with their n;11ural weapons only
-Skill points equal lO (4 + Int modifier, minimum 1) - Profi cient with no armor.
per Hit Die, with quadruple skill poinrs for rhe fi rs, Hi , - Vermin breathe, ea1, and sleep.
Die, if the undeacl creature has an Intelligence score. How-
ever, many undc;id are mind less and gain no skill points Vulnerability to Energy: Some c rea tures have vulner-
or fears. ability to a certain kind of ene rgy effect (typica lly either
Troits: An undead creature po~sesses the following rrairs cold or Ftre}. Such a c reature rakes half again as m uch (+5Mo)
(unless o therwise noted in a creature's entr y). damage as normal from the effect, regardless of whet her
- No Constirucion score. a saving th row is allowed, or if I he save is a success or
-Dark vision our ro 60 leer. failure
-Immunity to all mind-affecting spells a nd abilities
(charms, compulsions, phantasms, parrerns, and morale Water Subtype: This subt ype usually is used for elemen-
effects). tals and outsiders that have a connecrion ro rhe Elemental
- Immunity w poison, ,leep effects, paralysis, srunning, Plane of Wa ter. Creal urcs rhat have I he water subtype always
disease, and death effec ts. have swim speeds and can move in water wirhouc making
- Not subject to ex era damage from critical hits, nonlethal Swim checks. A water creature can breathe underwater and
damage, ability drain, or energy drain. Immune ro damage ro usually can breathe air as well.
its physical ability scores (Strength, Dexterity, and Cons riru-
tion), as well as to fatigue and exhaustion cffecrs. Yugoloth Subtype: Possibly 1he greediest, mosr selfish
-Cannot heal damage on its own if it has no Intelligence beings in rhe Omer Planes, yugolorhs reign supreme among
score, alrhough it can be healed. Negative energy (such as the evi I o utsiders of Gehenna.
an m_nict spell) ca n heal undead creatures. The fast healing Trnils: A yugolorh possesses I he fo llowing traits (unless
special quality works regardless of the crearure's Tnrelligence 01berwise noted in a creature's e nt ry).
score. - l mmun ity ro acid ;ind poison.
- Immunity to any effect char requires a Forrirude save -Resista nce to cold 10, electricit y I 0, and fire 10.
(unless the effect also works o n o bjects or is harmless). - Telepathy.
- Uses irs Charisma modifier ror Concenrrarion checks.
-Not at risk o ( demh from massive damage, but when
reduced to O h ir poinrsor less, i1 is immcdiarely destroyed.
- Not affec ted by rnrsl' tl~nd and rw1w1·1111tc spells o r
abilities. Rrrnn-eclio11 and lrne rcrnrn•cl,on ca n affec t undead
(Goblinoid): varag.
MONSTERS BY TYPE (Good): justice arc hons.
(AND SUBTYPE) Humanoid: drow (all), fiend ish cleric ofYeenoghu, githyanki,
Aberration: balhannoth, howler was p, lodestone maraude r, gnoll slave-taker, lizardfolk, Leith-touched drow ranger, ores,
mageripper swarm, zern arcanovore. varag.
(Air): cyclonic rava ger. (Incorporeal): joystealer, whisper demon.
Animal: sailsnake. (Lawful): clockwork mender, justice archons.
(Aquatic): corrupt ure.
Magical Beast: blackspawn sta lker, bloodsilk spider,
(Archon): justice archons. bluespawn amb usher, bluespawn burrower, bluespawn storm-
(Augmented Humanoid): half-fiend gnoll wa rlock, ore plague lizard, greenspawn leaper, greenspawn razorfiend, quanlos,
speaker. redspawn firebelcher, skiurid, tomb spider, tomb spider brood-
(Chaotic): demons, Leith-touched bebilith, wrackspawn. swarm, whitespawn iceskidder.
(Cold): whites pawn hordeling, whites pawn hunter, whites pawn Monstrous Humanoid: blackspawn raider, blackspawn exter-
iceskidder. minator, blues pawn god slayer, greathorn minotaur, greens pawn
Construct: clockroach, clockwork me nder, clockwork steed, sneak, greenspawn sneak raid leader, nagatha, redspawn ar-
fang golem. caniss, whitespawn hordeling, whitespawn hunter, yuan-ti (all),
(Dragonblood): s pawn ofTiamat (all). yuan-ti ignan, zern, zern blade thrall.
(Earth): black rock triskelion, craa'ghoran giant, greathorn (Native): dwarf ancestor, ha lf-fien d gnoll warlock, ore plague
minotaur. speaker.
Elemental: black rock t riskelion, cyclonic ravager, holocaust Ooze: bloodfi re ooze, corrupture.
d isciple, waterveiled assassin, inferno spider. Outsider: concordant killer, corrup ter of fate , demons,
(Elf): drow (all), Leit h-touched drow ranger. demon hive, dwarf ancestor, half-fiend gnoll warlock, justice
(Evil): corrupter of fate, demons, demonhive, Leith-touched archons, Loith-touched bebilith, ore plague speaker, voo rs, wi n-
bebilith, ore plague speaker, wrackspawn, voors. drazor, windscythe, wrackspawn.
(Extraplanar): black roc k triske lion, clockwork mende r, Plant: briarvex, oaken defender, wizened e lder.
concordant ki ller, corrupter of fate, cyclonic ra vager, demons, (Reptilian): lizardfolk.
demonhive, githyanki, holocaust disciple, inferno spider, justice (Swarm): magerippe r swar m, tomb spider broodswarm.
arc hons, Leith-touched bebilith, skiurid, voors, waterveiled as- (Tanar'ri): kastigh ur demon.
sassin, windrazor, windscythe, wrackspawn. Undead: bloodhulk, deface r, necrosis carnex, plague walker,
Fey: joystealer, lunar ravage r, verdant prince. vitreous d rinker, web mu mmy.
(Fire): bloodfire ooze, ho locaust d isciple, inferno spider, red- Vermi n: Le ith-touched monstrous spider.
spawn arcaniss, redspawn fi rebelcher, yuan-ti ignan. (Water): waterveiled assassin.
Giant: craa'ghora n giant, ogres. (Yugoloth): corrupte r of fate, voors.

ABOUTTHE DESIGNERS AN DREW FINCH has played D&D for 25 website, including d20 MODERN adventures
GWENDOLYN F.M. KESTR EL wo rks for years and wo rked at Wizards of the Coast and advice columns. His roleplaying game
Wizards of the Coast as a game designer. for the last 10 years. In addition to put- design credits include d20Apocalypse, d20
Her previous des ign credits include Fan- ting in his 2 cents on the creation of D&D Cyberscape, and d20 Critical Locations.
tastic Locations: Fane of the Drow, Races 3rd Edition, Andrew did a two-year stint
of the Dragon, and Monster Manual Ill. as RPG Deve lopment Manager before TRAVIS STOUT works as a freelance game
designer. In addition to writing several
Gwendolyn lives in Washington State with becoming the Director of New Business
articles for Dragon Magazine, Travis also
her husband, game developer Andy Col• for R&D. Monster Manual Ill is the D&D
contributed to Player's Guide to FaerCm.
lins. They host a gaming convention, ap- book he is the most proud of having
propriately titled "GwenCon," each fall. worked on. j D WIKER is currently free lancing while
also working as president of The Game
JE NNIFER CLARKE WI LKES wo rks for CHRISTOPHER LINDSAY's credits include
Complete Psionic, in addition to his many
Mechanics, a d20 des ign studio. Some of
Wizards of the Coast as a roleplaying and
JD's recent titles include d20 Future, the
miniatures editor. Her previous design contributions to the D&D website and the
Star Wars Hero's Guide, and the Galactic
credits include Savage Species, Sandstorm. RPGA. Christopher spends his hours out-
Campaign Guide.
Storm wrack, and Races ofthe Dragon. s ide gaming studying various martial arts
and spending time with his wife, a horde SKIP WILLIAMS freelances from his home
MATTHEW SERNETT worked for Paizo
of kids, and a cat t hat is gracious enough in Wisconsin, where he te nds a garden and
Publishing as the editor-in-chief of Draoon
to s hare the same living space. a growing orchard when not creating new
Magazine before joining Wizards of ~he fantasy he roes and villains. His numerous
Coast as a game des igner. His previous KOLJA RAVEN LIQUETTE is perhaps best des ign credits include Monster Manual,
design credits include Monster Manual Ill, know n fo r creating The Wa king Lands Races ofthe Wild, and Draconomicon.
Fiend Folio, and Tome of Magic. website, but has also written mate rial for
Races of the Dragon, Weapons of Legacy,
ERIC CAGLE has done several design jobs
and various articles and enhancements for
for Wizards of the Coast, including d20
the Wizards of the Coast website.
Apocalypse, Races of Destiny, and Monster
Manual Ill. He has also written for Draoon OWEN K.C. STEPH ENS, a freelance writer
Magazine, the Game Mechanics, ;nd living in Oklahoma, has writ ten numer-
Green Ronin. ous articles for the Wiza rds of the Coast
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