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Awnsheglien of Cerilia:

Azrai Bloodline
Corruption (optional)
Awnsheghlien Class Features
The bloodline of Azrai is
Prestige Class The following are the class features of the
Awnsheghlien.
derived from the most vile Weapon and Armor Proficiency: The
and evil of gods. Azrai’s The Awnsheghlien are fearsome beings. Awnsheghlien receives no additional armor or
divine power corrupts all it Twisted by the dark blood of Azrai, these evil weapon proficiencies.
comes in contact with. beings were once humans, elves, dwarves, or st
Bloodform: At 1 level The Awnsheghlien
Any scion that possesses other races. Now they are twisted gains the Bloodform feat, even if it doesn’t meet
the bloodline of Azrai must monstrosities, controlled by their dark blood. the prerequisites.
fight its dark callings or Use of this Prestige Class is limited to NPC's. Bonus Bloodline Feats: The Awnsheghlien
succumb to evil. In game gains an additional bonus Bloodline Feat at
terms, Azrai’s bloodline every level. The Awnsheghlien must meet the
may attempt to possess Requirements prerequisites to acquire a feat.
the scion to commit evil To qualify to become an awnsheghlien, a
Long Life: The Awnsheghlien are often long
acts a number of times per character must fulfill all the following criteria: th
lived creatures. At 5 level, the Awnsheghlien
session equal to the Race: Any
gains the Long Life bloodline feat.
character’s Bloodline Feats: Minor Bloodline (Azrai) th
Improved Long Life: At 10 level, the
Strength Bonus. To resist Special: The character must have committed
Awnsheghlien gains the Improved Long Life
the dark thoughts, the a terrible evil act that leads them down the dark
bloodline feat.
character must make a path. This act can even be done for the greater th
Greater Long Life: At 15 level, the
Will save vrs. a DC of 10 + good. It is the act itself that must be judged.
Awnsheghlien gains the Greater Long Life
the Bloodline Strength bloodline feat.
Bonus. Game Rule Information
Awnsheghlien have the following game
The DM decides when the statistics.
attempted possession Hit Die: d10
occurs, and what actions
will be taken. The actions
taken should always be in Class Skills
the character’s best The Awnsheghlien can choose any ten skill to
interest, to achieve some be class skills. One or two of these skills can
goal or desire of the be skills exclusive to some other class. See
character. The chapter 4: Skills in the Player’s Handbook for
possession lasts no longer skill descriptions.
then 1 round / Bloodline Pick Any 10 Skills
Strength Bonus. Skill Points at Each Level: 2 + Int

Level Base Attack Bonus Fort Ref Will Special


1 +1 2 2 2 Bloodform, Bloodline Feat
2 +2 2 2 2 Bloodline Feat
3 +3 3 3 3 Bloodline Feat
4 +4 3 3 3 Bloodline Feat
5 +5 4 4 4 Long Life, Bloodline Feat
6 +6/+1 4 4 4 Bloodline Feat
7 +7/+2 5 5 5 Bloodline Feat
8 +8/+3 5 5 5 Bloodline Feat
9 +9/+4 6 6 6 Bloodline Feat
10 +10/+5 6 6 6 Improved Long Life, Bloodline Feat
11 +11/+6/+1 7 7 7 Bloodline Feat
12 +12/+7/+2 7 7 7 Bloodline Feat
13 +13/+8/+3 8 8 8 Bloodline Feat
14 +14/+9/+4 8 8 8 Bloodline Feat
15 +15/+10/+5 9 9 9 Greater Long Life, Bloodline Feat
16 +16/+11/+6 9 9 9 Bloodline Feat
17 +17/+12/+7 10 10 10 Bloodline Feat
18 +18/+13/+8 10 10 10 Bloodline Feat
19 +19/+14/+9 11 11 11 Bloodline Feat
20 +20/+15/+10 11 11 11 Bloodline Feat
True Death Attack Saves: Fort +41, Ref +27, Will+35
[Bloodline]
The awnshegh can kill its
The Gorgon Abilities: Str 32, Dex 15, Con 27, Int
24, Wis 23, Cha 25
opponents instantly. Skills: knowledge (war) +57,
Prerequisite: Bloodform, knowledge (tactics) +57,
True Bloodline (Azrai) knowledge (nobility) +27,
Benefit: True Death Gaze knowledge (siege craft) +17,
allows the Awnshegh to knowledge (bloodlines) +57,
instantly slay living beings knowledge (arcana) +27,
at will. Pick a type of knowledge (religion) +17,
attack from the following knowledge (humanoids) +37,
list: knowledge (politics) +37,
• Gaze: by sight knowledge (weaponry) +37,
knowledge (torture) +47, spot
• Breath: by breath +71, listen +71, jump +31,
weapon climb +31, Concentration
• Sonic: by sound +38, bluff +12, diplomacy
• Touch: by touch +32, intimidate +47, sense
• Bite: by bite attack motive +27, spellcraft +27
Feats: Endurance, Great Fortitude,
This power is a partial Leadership, Toughness,
action that can be Power Attack, Cleave, Great
activated at will. All Cleave, Improved Bull Rush,
targeted creatures with HD Sunder, Weapon Focus,
Weapon Specialization,
less then or equal to 1/4 of
the Awnshegh’s Bloodline Improved Critical
Ability Bonus must make a Epic Feats: Damage Reduction (x8),
Fortitude Save vrs a DC Overwhelming Critical
(Greatsword), Devastating
equal to 10 + 1/4 of the Once human, Raesene the Black Prince has
Awnshegh’s Bloodline Critical (Greatsword), Epic
been the Gorgon for centuries now, and his the Leadership, Epic Will,
Ability Bonus or drop to - most feared awnshegh in all Cerilia. He is a
10 Hit Points. Legendary Commander
massive, giant, stony-skinned humanoid with a Blood: Azrai; Bld 100
True Stone Attack bull-like head complete with horns, and Regency: 200
[Bloodline] powerful goatlike legs with diamond-hard Bloodline Feats: True Bloodline, Bloodform,
The awnshegh can turn hooves. Everything about the Gorgon suggests Greater Long Life, Bloodline
opponents to stone. that he is power and terror personified. Alertness, Bloodmark, Divine
Prerequisite: Bloodform, Aura, Epic Regeneration,
True Bloodline (Azrai) True Damage Resistance,
Benefit: True Death Gaze Large Humanoid Awnsheghlien Poison Resistance, Epic
allows the Awnshegh to Class: Fighter 25 / Wizard 15 / Resistance, True Death
turn living beings to stone Awnsheghlien 20 Attack (Gaze), True Stone
at will. Pick a type of Hit Dice: 25d10+200 (Fighter), Attack (Gaze)
attack from the following 15d4+120 (Wizard),
list: 20d10+160 (Awnsh) CR: 45
Hit Points: 741
• Gaze: by sight Initiative: +2 (Dex)
Treasure: Kingstopper, A Gentle Word,
Lifender
• Breath: by breath Speed: 40 ft. Alignment: Lawful Evil
weapon AC: 30 (-1 size, +1 Dex, +13
• Sonic: by sound Kingstopper, +7 Gentle
• Touch: by touch Word)
Attacks: Lifender +59/+54/+49/+44, Combat
• Bite: by bite attack Kick +50 The Gorgon is one of the most powerful
Damage: Lifender 2d6+23, Kick beings in all of Cerilea. His physical strength is
This power is a partial 2d6+11 matched by very few, as is his tactical mind.
action that can be Special Attacks: Kick; Death Gaze; Great He is a terrible foe.
activated at will. All Cleave; Improved Bull Rush; The Gorgon revels in martial combat, and
targeted creatures with HD Power Attack; Stone Gaze; seldom uses his Death or Stone Gaze against
less then or equal to 1/2 of Sunder; Spells blooded individuals, preferring instead to kill
the Awnshegh's Bloodline Special Qualities: Damage Reduction 69/+5; them with his Tighmaevril weapon and absorb
Ability Bonus must make a +45 to Poison Saves; their bloodline. He will use the gaze attacks
Fortitude Save vrs a DC Immune to Necromancy without moments thought against unblooded
equal to 10 + 1/2 of the Spells and Effects; characters and NPCs that assault him.
Awnshegh's Bloodline Specialization; Devastating Kick: This is considered a move equivalent
Ability Bonus or be turned Critical; Regeneration 1; SR action, and can be used at will. The attack is
to stone as per the Flesh 30; Domain Spells made at +50 to an opponent. If it hits, treat as
to Stone spell in the PHB.
Spells Known a Bull Rush (without the attack of opportunity). the Gorgon has access to any Realm Spell he
0. Arcane Mark, Dancing In addition, the attack does 2d6+11 damage. needs.
Lights, Daze, Detect Death Gaze: This power is a partial action
Magic, Detect Poison, that can be activated at will. All targeted Equipment of Note
Disrupt Undead, creatures within line of sight of the Gorgon, who Lifender: Lifender is a +6, Keen, Tighmaevril
Flare, Ghost Sound, have 11 or less HD must make a Fortitude Greatsword. Thought to be one of the most
Light, Mage Hand, Save vrs a DC of 21 or drop to -10 Hit Points. powerful Tighmaevril weapons forged, it is the
Mending, Open/Close, Stone Gaze: This power is a partial action Gorgon’s weapon of choice. In the Gorgon’s
Prestidigitation, Ray that can be activated at will. All targeted hands it has the following stats:
creatures within line of sight of the Gorgon, who
of Frost, Read Magic,
have 22 or less HD must make a Fortitude • To Hit: +59 / +54 / +49 / +44
Resistance
1. Alarm, Comprehend Save vrs a DC of 32 or be turned to stone as • Damage: 2d6+23 (One Handed), 2d6+28
Languages, Detect per the spell “Flesh to Stone” in the PHB. (Two Handed)
Secret Doors, Detect Specialization: When human, Raesene was • Critical: 15-20/x2+1d6, subject must make
Undead, Endure one of Anuire’s premier swordsmen. He was a Fort save (DC 51) or die instantly on a
Elements, Hold Portal, skilled in many weapons, and even specialized critical.
Identify, Protection in a few, making him a truly dangerous foe. Kingstopper: This suit of +5 giant sized plate
from Chaos, Now, with more than a thousand years of mail armor was made for the Gorgon over thirty
Protection from Evil, weapons practice and warfare, he wields nearly years ago by the dwarven smith’s of Mur-Kilad.
Protection from Good, every weapon found in Cerilia as if he were a A Gentle Word: A worn +5 tower shield that
Protection from Law, specialist with it (only a 5% chance that the the Black Prince has possessed since before
True Strike Gorgon does not have Epic Weapon the battle of Deismaar.
2. Detect Thoughts, Specialization and Epic Weapon Focus with
Locate Object, any given weapon).
Obscure Object, See Devastating Critical: The Gorgon gains the
Invisibility feats Improved Critical, Overwhelming Critical,
3. Clairaudience/Clairvo and Devastating Critical with any weapon he
yance, Fireball, Specializes in. This means that the weapon’s
Lightning Bolt, threat range is doubled, and on a successful
Tongues critical hit, the opponent must make a Fortitude
4. Detect Scrying, Save vrs a DC of 51 or die instantly.
Locate Creature, Furthermore, an additional +1d6 points of
Scrying, Wall of Fire bonus damage is dealt on a successful critical
5. Dream, False Vision, hit. If the weapon’s critical modifier is x3, add
Mirage Arcana, +2d6 points of bonus damage instead, and if
Teleport the multiplier is x4, add +3d6 points of bonus
6. Analyze Dweomer, damage instead. Creatures immune to critical
Chain Lightning, hits can’t be affected by Devastating Critical.
Legend Lore, True Spells: The Gorgon is a powerful wizard as
Seeing well as a warrior. He normally has the following
7. Drawmij's Instant spells memorized:
Summons, Spells Prepared (Wiz 4/6/6/6/5/5/4/3/1):
Forcecage, Greater 0 Detect Magic, Read Magic,
Scrying , Teleport Resistance x2
st
without Error 1 Comprehend Languages x2,
8. Discern Location, Protection from Chaos, Protection
Protection from from Evil, Protection from Good,
Spells. Protection from Law
nd
2 Detect Thoughts x2, Locate Object,
* Italics indicate Spell Mastery Obscure Object, See Invisibility x2;
rd
3 Clairaudience/Clairvoyance, Fireball
x2, Lightning Bolt x2, Tongues
th
4 Detect Scrying x2, Scrying x2, Wall of
Fire
th
5 Dream, False Vision, Mirage Arcana,
Teleport x2
th
6 Analyze Dweomer, Chain Lightning,
Legend Lore, True Seeing
th
7 Forcecage, Greater Scrying , Teleport
without Error
th
8 Protection from Spells
Domain Spells: Domain spells require a
month of preparation and casting to complete.
nd
See page 81 of the Birthright 2 Edition
Rulebook for Details on Realm Magic. Assume
Initiative: +18 (+10 Dex, +8 Superior
The Raven Speed:
Initiative)
30 ft.
AC: 22 (+6 Dex, +6 Mithril
Chainmail)
Attacks: Frostbrand +39/+34/+29/+24,
Flametongue +40/+35/+30/+25
Damage: Frostbrand 1d8+1d6(cold)+7,
Flametongue 1d8+1d6(fire)+8
Special Attacks: Whirlwind Attack; Spring
Attack; Spells
Special Qualities: Invulnerability; Regeneration
1; SR 20 vrs Necromancy;
Shadow Form; Travel;
Deflection; Favored Enemy
(human) +2, Favored Enemy
(elf) +1
Saves: Fort +32, Ref +31, Will+29
Abilities: Str 20, Dex 30, Con 23, Int
30, Wis 30, Cha 25
Skills: knowledge (war) +60,
knowledge (tactics) +60,
knowledge (nobility) +30,
knowledge (bloodlines) +25,
knowledge (arcana) +50,
knowledge (religion) +40,
knowledge (Azrai) +55,
knowledge (politics) +30,
knowledge (torture) +30, hide
+50, move silently +50, spot
+58, listen +58, jump +20,
climb +20, Concentration
+36, bluff +27, diplomacy
+27, intimidate +27, sense
motive +27, spellcraft +27
Feats: Ambidexterity, Combat
In almost seventy-five years, no one has Reflexes, Leadership,
gazed upon the face of Warlord Tusilov, now Lightning Reflexes, Dodge,
known as the most ruthless general of Expertise, Improved Critical
Vosgaard, the Raven. Given the harshness by (Longsword), Improved
which he conquered the realm, many believe Unarmed Strike, Improved
he has started to change into an awnshegh, Initiative, Deflect Arrows,
though none can prove it. Spring Attack, Weapon
At times, the Raven refers to himself as the Focus (Longsword), Weapon
Son of Azrai, an affectation that disturbs many. Specialization (Longsword),
Many say the Raven wields power with an ease Whirlwind Attack
that terrifies even the hardest of hearts. Epic Feats: Blinding Speed, Epic
Whether “Son of Azrai” is an assumed title by a Leadership, Exceptional
proud warrior or it has some shred of truth to it Deflection, Infinite Deflection,
is unknown. The sheer hubris of this title (and Perfect Two-Weapon
the incumbent dangers it involves) is enough to Fighting, Reflect Arrows,
impress even the might Gorgon. Superior Initiative, Epic
Many rumors swirl about the Raven in terms Weapon Focus, Epic
of evils or powers he has “but keeps secret.” If Weapon Specialization
any are to be believed, the Raven can fly by Blood: Azrai; Bld 77
night on wings of darkness, steal bloodline Regency: 100
strength from a ruler with a glance, and attack a Bloodline Feats: True Bloodline, Bloodform,
foe with a least seven sword blows in a second! Improved Long Life,
Bloodline Alertness,
Medium Vos Awnsheghlien Heightened Ability,
Class: Ranger 5 / Fighter 18 / Invulnerability, Epic
Wizard 14 / Awnsheghlien 10 Regeneration, Shadow Form,
Hit Dice: 5d10+30 (Rng), 18d10+102 Travel, Greater Resistance
(Fighter), 14d4+84 (Wizard), CR: 35
10d10+60 (Awnsh)
Hit Points: 479
Spells Known Treasure: Frostbrand, Flametongue, Domain Spells: Domain spells require a
0. Arcane Mark, Dancing Mithril Chainmail, two +1 month of preparation and casting to complete.
nd
Lights, Daze, Detect daggers See page 81 of the Birthright 2 Edition
Magic, Detect Poison, Alignment: Lawful Evil Rulebook for Details on Realm Magic. Assume
Disrupt Undead, the Raven has access to any Realm Spell he
Flare, Ghost Sound, Combat needs.
Light, Mage Hand, The Raven is a formidable enemy in battles of
Mending, Open/Close, arms or spells. He uses the Shadows to his Equipment of Note
Prestidigitation, Ray advantage and attempts to isolate and weaken Frostbrand: This +2 frost longsword (+1d6
of Frost, Read Magic, any formidable enemies before moving in for points of cold damage to each hit) does not
Resistance the kill. shed any light except when the air temperature
1. Alarm, Cause Fear, Invulnerability: The Raven can only be killed is below 0 degrees F. Its wielder is protected
Change Self, Color under a certain set of circumstances that are from fire, since the sword absorbs the first 10
Spray, Comprehend set by the DM for his campaign. points of fire damage each round that the
Languages, Detect Shadow Form: Once per day, the Raven and wielder would otherwise suffer.
Undead, Enlarge, all his gear becomes 2-dimentional and The frostbrand sword also has a 50% chance
Hold Portal, Identify, incorporeal for up to 5 ½ hours. While of extinquishing any fire into which its blade is
Magic Missile, incorporeal, the Raven can only be harmed by thrust. This power extends to a 10-foot radius
Obscuring Mist, Ray other incorporeal beings, +1 or better magic and includes lasting effects such as wall of fire
of Enfeeblement, weapons, or magic, with a 50% chance to but excludes instantaneous effects such as
Silent Image, Sleep, ignore damage from a corporeal source. While fireball, meteor swarm, and flame strike.
True Strike a shadow, the Raven moves at his normal In the Raven’s hands it has the following stats:
2. Blur, Detect Thoughts, movement rate, but may also climb or cross • To Hit: 43 / +38 / +33 / +28
Fog Cloud, Scare, any surface without hindrance, as easily as a
Web shadow falls across a floor. When in shadow
• Damage: 1d8 + 1d6 (cold) + 7
3. Dispel Magic, Fireball, form, the Raven cannot effect or harm his • Critical: 17-20/x2
Fly, Haste, Slow environment and always succeeds at move Flametongue: This +3 flaming burst
4. Charm Monster, silently checks. longsword (+1d6 points of fire damage to each
Confusion, Travel: 6 times per week, the Raven may hit, +1d10 points of damage on a critical strike)
Hallucinatory Terrain, cast Teleport without error on himself and 33 is crisscrossed with veins of a dark mineral.
Shadow Conjuration companions. This ability requires the Teleport Flame bursts forth from the veins when the
5. Animate Dead, to start and end in shadow. sword tastes blood, continuing to burn until the
Greater Shadow Reflection: The Raven can reflect any sword is sheathed.
Conjuration, Shadow ranged attack (including spells that require Its wielder is protected from ice, since the
Evocation, Transmute ranged touch attacks) by making a reflex save sword absorbs the first 10 points of ice damage
Rock to Mud against a DC of 20 (if the ranged weapon has a each round that the wielder would otherwise
6. Greater Shadow magical bonus to attack, the DC increases by suffer.
Evocation, Mislead, that amount). If reflecting a spell, add the spell In the Raven’s hands it has the following stats:
Project Image, level to the DC to reflect the attack. If • To Hit: +44 / +39 / +34 / +29
Shades successful, the Raven reflects the ranged • Damage: 1d8 + 1d6 (fire) + 8
7. Control Undead, attack back on the attacker at his base ranged
Delayed Blast attack bonus of +43. This is considered a free
• Critical: 17-20/x2 + 1d10 (fire)
Fireball, Ethereal action for the Raven and can be performed as
Jaunt, Finger of Death often as desired in a round.
Spells: The Raven normally has the following
spells memorized:
Spells Prepared (Wiz 4/7/7/6/6/5/6/3):
0 Detect Magic x2, Ghost Sound x2
st
1 Change Self, Color Spray, Enlarge,
Magic Missile x3, Obscuring Mist
nd
2 Blur, Detect Thoughts, Fog Cloud x2,
Scare, Web x2
rd
3 Dispel Magic, Fireball x2, Fly, Haste,
Slow
th
4 Charm Monster, Confusion,
Hallucinatory Terrain, Shadow
Conjuration x3
th
5 Animate Dead, Greater Shadow
Conjuration, Shadow Evocation,
transmute Rock to Mud, True Strike
(Quickened)
th
6 Greater Shadow Evocation, Mislead,
Project Image, Shades x2
th
7 Control Undead, Delayed Blast
Fireball, Finger of Death
th
8 Protection from Spells
Weapon Immunity
[Bloodline]
Rhuobhe Manslayer
The awnshegh is immune When Azrai came to the elves with his plan to
to a specific type of destroy the humans, Rhuobhe and hundreds of
weapon. elves eagerly allied themselves with the god.
Prerequisite: Bloodform, Although the elves deserted him upon finding
Great Bloodline (Azrai) what Azrai stood for, Rhuobhe remained with
Benefit: The awnshegh the god of evil. He was astonished that his
becomes impervious to a fellow elves could forsake their hatred of the
specific type of weapon. humans so quickly. As a result of his loyalty,
The awnshegh takes no Rhuobhe was bathed in Azrai’s power at
damage from any Deismaar. Rhuobhe Manslayer has used his
weapons of the specific power to further his agenda of human
type, including magical extermination.
weapons.
The awnshegh can choose
from the following: Medium Sidhelien Awnsheghlien
Unarmed Attacks, Axes, Class: Ranger 16 / Sorcerer 15 /
Spears, Arrows, Bolts, Awnsheghlien 10
Swords, Daggers, Darts, Hit Dice: 16d10+32 (Ranger), 15d4+30
Hammers, Lances, (Wizard), 10d10+20 (Awnsh)
Polearms, or Staffs. Hit Points: 247
Special: This feat can be Initiative: +49 (+7 Dex, +42 Battlewise)
taken multiple times. Each Speed: 40 ft.
time it is taken, it must AC: 26 (+4 Dex, +12 Elven Plate
apply to a different weapon Mail +4)
type. Attacks: Heartspiller +40/+35/+30/+25
Winged Death +41/+36/+31/
+26
Conjure Weapon Damage: Heartspiller 1d10+9, Winged
[Bloodline] Death 1d10+1d6+8
The scion can conjure a Special Attacks: Improved Many Shot; Swarm
magical weapon. of Arrows
Prerequisite: Epic Special Qualities: Darkvision; Create Arrows;
Bloodline (Any), Weapon Arrow Immunity; See
Focus Invisibility; Favored Enemy
Benefit: The scion has the (Humans) +4; Favored
ability to conjure a magical Enemy (Orogs) +3; Favored
weapon into existence as Enemy (Goblins) +2; Favored
a free action. The scion Enemy (Dwarves) +1; Fear;
can choose to apply this Regeneration 1; Damage
feat to any weapon the Reduction 42/+1; Battlewise
scion has Weapon Focus Saves: Fort +23, Ref +23, Will+21
in. The conjured weapon Abilities: Str 20, Dex 24, Con 15, Int
is considered a +5 weapon 20, Wis 14, Cha 17
Weapon Focus (Bastard
for the purpose of hitting Skills: knowledge (war) +40,
Sword), Manyshot, Improved
creatures with Damage knowledge (tactics) +40,
Manyshot, Swarm of Arrows
Resistance. The conjured knowledge (elves) +20,
Blood: Azrai; Bld 95
weapon deals an knowledge (arcana) +25,
Regency: 100
additional +1d6 magical knowledge (torture) +45, hide
Bloodline Feats: True Bloodline, Bloodform,
damage. The conjured +57, move silently +57, spot
Improved Long Life,
weapon can only be +49, listen +49, jump +10,
Bloodline Alertness,
wielded by the scion, and climb +10, Concentration
Improved Enhanced Sense,
disappears from existence +32, bluff +25, diplomacy
Fear, Epic Regeneration,
if it loses consciousness. +25, intimidate +55, sense
Epic Damage Resistance,
This feat can be used to motive +12, spellcraft +25
Battlewise, Detect Illusion,
create ammunition for Feats: Point Blank Shot, Far Shot,
Weapon Immunity, Conjure
ranged weapons. Precise Shot, Rapid Shot,
Weapon
Special: This feat can be Weapon Focus (Long Bow),
CR: 30
taken multiple times. Each Weapon Focus (Bastard
Treasure: Heartspiller; Winged Death;
time it is taken, it must Sword), Leadership, Track,
Anger’s Turning; Cloak of
apply to a different weapon Scribe Scroll, Quicken Spell,
Elvenkind; Boots of Elvenkind
type. Empower Spell, Extend Spell
Alignment: Neutral Evil
Epic Feats: Distant Shot, Epic Weapon
Focus (Long Bow), Epic
Combat the Manslayer has access to any Realm Spell
When Rhuobhe prepares himself for combat, he needs.
his entire realm knows it. Perhaps there’s
tension in the air, or perhaps a faint rumbling in Equipment of Note
the earth signals his intent. When Rhoubhe Heartspiller: This +4 Bastard Sword of Life
don’s his weapons and armor, his domain waits Stealing has a chance of bestowing one
with bated breath, eagerly anticipating the negative level on its target whenever it deals
destruction of Rhuobhe’s enemies. damage, just as if the target had been struck by
Improved Many Shot: As a standard action, an undead creature. The target is allowed a
Rhuobhe can fire seven arrows at a single fortitude save against a DC equal to the amount
target. All seven arrows use the same attack of damage dealt to avoid the level drain. One
roll to determine success (with a -2 penalty on day after being struck, subjects must make a
the attack). Fortitude save (DC 23) for each negative level
Swarm of Arrows: As a full round action, or lose a character level.
Rhuobhe can fire an arrow at his full base In the Manslayer’s hands it has the following
attack bonus at each opponent within 30 feet. stats:
Create Arrows: Rhuobe does not carry a • To Hit: 40 / +35 / +30 / +25
quiver of arrows. He can conjure radiant blue
arrows of energy at will. These arrows are
• Damage: 1d10 + 9
considered +5 weapons for the purpose of • Critical: 19-20/x2
hitting creatures with Damage Resistance. The Winged Death: This +3 Mighty Composite
arrows do an additional +1d6 magic damage. Bow is Rhuobhe’s ranged weapon of choice,
Arrow Immunity: The blood of Azrai has built nearly a thousand years ago by his own
altered Rhuobhe’s skin, darkening and hand.
toughening it. He can no longer be harmed any In the Manslayer’s hands it has the following
arrows or bow launched projectiles, though stats:
other ranged weapons can still harm him. • To Hit: +41 / +36 / +31 / +26
See Invisibility: Rhuobhe can see through all • Damage: 1d10 + 1d6 (magic) + 8
illusions, including invisibility. He is also cursed
with abhorrence towards daylight. All actions
• Critical: 19-20/x2 + 1d6 (magic)
Anger’s Turning: This +3 small wooden
taken in an area with normal daylight or higher
shield was finely crafted by a friend of
is made at a -4 penalty.
Rhuobhe’s shortly before the battle of Mount
Fear: Forty-two times per day, the Manslayer
Deismaar.
may cause fear in a single opponent he
touches as per the spell on page 203 of the
PHB.
Battlewise: Rhuobhe an all allies within 200
feet that he can communicate with gain a divine
bonus of +42 to their initiative rolls. This bonus
only applies if the allies are able to effectively
communicate tactics with Rhuobhe.
Spells: The Manslayer is an experienced
elven sorver. He possesses the ability to cast
the following spells:
Sorcerer Spells (Sor 6/7/7/7/6/6/6/4):
0 Dancing Lights, Daze, Detect Magic,
Detect Poison, Flare, Ghost Sound,
Light, Open/Close, Read Magic
st
1 Charm Person, Chill Touch, Jump,
Magic Missile, Expeditious Retreat
nd
2 Blindness, fog cloud, levitate, web,
Darkness
rd
3 Blink, Dispel Magic, Fly, Haste,
Lightning Bolt
th
4 Fire Shield, Ice Storm, Minor Globe of
Invulnerability, plant growth,
Polymorph self
th
5 Animate Dead, conjure Elemental,
Contact Other plane, dismissal
th
6 Disintegrate, Otiluke’s freezing sphere,
Chain Lightning
th
7 Prismatic Spray, Limited Wish
Domain Spells: Domain spells require a
month of preparation and casting to complete.
nd
See page 81 of the Birthright 2 Edition
Rulebook for Details on Realm Magic. Assume
Animal Affinity
(Spiders) [Bloodline]
The Spider
You have a natural affinity The Spider is one of the most gruesome-
for communicating with looking awnshegh still alive today and the least
spiders. sane creature in Anuire. Its spider like frame,
Prerequisite: Minor its cunning, madness, and its abhorrent need to
Bloodline (Azrai) kill elves and anyone who stands in its way
Benefit: Animal Empathy makes it even more repellent than it ever was
is a class skill for the when it was simply Tal-Qazar the Goblin King.
scion. The scion has
empathic communication
to a range of 60 feet with Large Aberration Awnsheghlien
Spiders. The empathic Class: Fighter 2 / Awnsheghlien 10
communication provides Hit Dice: 4d8 + 20 (Large Spider),
the scion a divine bonus 10d10+50 (Awnsh) Spider can target a foe with 10 or less HD. On
equal their Bloodline Hit Points: 136 a successful bite attack, the foe must make a
bonus to Animal Empathy Initiative: +5 (+5 Dex) Fortitude Save vrs a DC of 20 or drop to -10 Hit
with Spiders. Speed: 40 ft., climb 30 ft (Web: 50 ft., Points and die.
climb 40 ft.) Leap Attack: As a full attack action, the
AC: 22 (-1 size, +5 Dex, +8 Spider leap up to 30 feet in the air and land on
Bloodline Leap natural) a target up to 50 feet away. The Spider makes
[Bloodline]
Attacks: Claw +17/+17/+12/+12/+7/ a jump check vrs a DC of 10 + the distance to
The scion can leap mighty +7, Bite +19 melee the target. If it succeeds it lands on the target
distances. Damage: Claw 1d6+5, Bite 1d8+5 and makes a single attack with either a claw or
Prerequisite: Major bite with a +2 bonus to hit and +3d6 damage.
Special Attacks: Death Bite; Leap Attack;
Bloodline in Azrai, Reynir, Web: As a move equivalent action, the Spider
Web
or Brenna can cast a Web as the spell Web (pg 271 PHB).
Special Qualities: Darkvision; Fear;
Benefit: The scion does This web does not burn, and dissolves in
Regeneration 1; Animal
not have the usual 1d20+20 hours.
Affinity (Spiders); Spittle
maximums for jumping Fear: Forty-two times per day, the Manslayer
Saves: Fort +18, Ref +12, Will+7
distance. For leaps of may cause fear in a single opponent he
Abilities: Str 20, Dex 20, Con 20, Int
maximum horizontal touches as per the spell on page 203 of the
11, Wis 10, Cha 12
distance, the jump reaches PHB.
Skills: knowledge (riddles) +8,
its peak (one-forth the Animal Affinity (Spiders): At will, the Hydra
knowledge (goblins) +8,
horizontal distance) at the can communicate with any arachnid nearby
knowledge (spiders) +8, hide
halfway point. such as spiders and monstrous spiders. If the
+11, move silently +11, spot
Furthermore, the scion Spider is encountered within the Spiderfell, then
+42, listen +42, jump +47,
receives a divine bonus on 6d6+6 Tiny Monstrous Spiders, 2d6 Small
climb +17
jump checks equal to the Monstrous Spiders, and 1d6-1 Medium
Feats: Ambidexterity; Two-Weapon
scion’s Bloodline Strength Monstrous Spiders will respond to the Spider’s
Fighting; Improved Two-
Bonus. summons.
Weapon Fighting; Greater
Two-Weapon Fighting Spittle: If the Spider’s life is in serious
Leap Attack [Bloodline] Blood: Azrai; Bld 95 danger, it uses a spray of blinding spittle to aid
The scion can attack with Regency: 10 in its escape. Once per day, as a free action,
mighty leaps. Bloodline Feats: True Bloodline; Bloodform; the Spider can attempt to blind 1d4+1
Prerequisite: Great Greator Long Life; Animal individuals. The spider makes a touch attack at
Bloodline in Azrai, Reynir, Affinity (Spiders); its full ranged base attack bonus (+19) against
or Brenna; Bloodline Leap Invulnerability; Epic 1d4+1 opponents. If successful, each target is
Benefit: The scion can Regeneration; Bloodline allowed a Reflex Save against a DC of 20 or
make a single leap attack Alertness; Enhanced Sense; become Blinded (per the spell Blindness on pg
as a full attack action. Bloodline Leap; Leap Attack; 180 PHB) for 1d6+1 rounds. Furthermore, the
Treat this leap as a charge True Death Attack (Bite) spittle does 1d6 acid damage for each round
action (pg 124 of the CR: 15 the target is blinded.
PHB). The scion receives Alignment: Chaotic Evil
a +2 bonus to hit, and
does an additional damage Combat
based on the scion’s size:
The Spider is not the most powerful Anuirean
Tiny +1d4
awnshegh, but it is still a powerful foe. With its
Small +1d6
spider legs, it can move quickly from side to
Medium +2d6
side, easily dodging attacks. Its primary attacks
Large +3d6
are its powerful claws followed by the bite of its
Huge +4d6
razor-sharp teeth.
The scion must succeed at
Death Bite: This power is a partial action that
a jump check for this
can be activated at will by the Spider. The
attack to succeed.
The Hydrakin Template
Hydrakin is a template that
The Hydra
The Hydra is a monstrous reptilian creature
can be added to any with multiple heads and a voracious appetite. It
corporeal creature the was once a large crocodile that was infected
Hydra has consumed. with the taint of Azrai at some point after the fall
The creature’s type of Deismaar. It grew to larger proportions and
changes to Awnsheghlien. consumed a blooded scion who came to slay it,
It uses all the base that scion’s head sprouted out of its gargantuan
creature’s statistics and body, now linked with the Hydra’s brain. Since
special abilities except as then various blooded heroes have fallen to the
noted here. beast, now evident as part of the creature’s
Speed: The Hydrakin collection of heads.
gains the ability to swim at
its base speed +10. Huge Animal (Aquatic) Awnsheglien
AC: Natural armor Class: Awnsheghlien 6
improves by +2 as it grows Hit Dice: 7d8+35 (Giant Crocodile),
scales. 6d10+30 (Awnsh)
Special Attacks: The Hit Points: 151
Hydrakin retains all of the Initiative: +1 (Dex)
special attacks of the base Speed: 20 ft., swim 30 ft.
creature and also applies AC: 21(-2 size, +1 dex, +12
a poison attribute to either natural)
its bite or claw attack Attacks: Bite (Main Head) +21, Bite
(Hydrikin Poison, Injury (Small Heads) +16/+16, Tail
DC 12, Initial Damage 0, Slap +16
Secondary Damage 1d6 Damage: Bite (Main Head) 2d8+15,
Str). Bite (Small Heads) 1d4+7,
Special Qualities: A Tail Slap 1d12+22
Hydrakin retains all of the Special Attacks: Power Attack; Improved Grab
special qualities of the Special Qualities: Invulnerability; Unreadable
base creature and also Thoughts; Improved Animal
gains the following: Affinity (Serpents); Fear;
• Darkvision 60’ feet. Hydrakin
• Immune to poison and Saves: Fort +14, Ref +10, Will+8
disease. Abilities: Str 35, Dex 12, Con 20, Int 8,
Saves: Same as base Wis 14, Cha 4
creature. Skills: hide +17, spot +7, listen +7,
Abilities: Increase one wilderness lore +3, intimidate
of the Base creature’s +18
corporal stats (Str, Dex, or Feats: Power Attack; Improved Improved Grab: As a full round action, the
Con) by +8, and decrease Grapple Hydra can perform a grapple action against an
one of the mental stats Blood: Azrai; Bld 47 opponent per the rules on page 137 of the
(Wis, Int, Chr) by -8. Bloodline Feats: Epic Bloodline; Bloodform, PHB. If successful, on the following round and
Skills: A Hydrakin has 2 Long Life; Detect Life; Fear; every round the grapple is maintained , the
skill points plus its Invulnerability; Unreadable Hydra can make an attack action with its main
Intelligence modifier. Thoughts; Improved Animal head and four smaller heads. The attack with
These points must be Affinity (Serpents) the main head is made at +21, the four smaller
spent on the skills Spot, CR: 12 heads each attack at +16.
Listen, Hide, or Sneak. Treasure: None Improved Animal Affinity: At will, the Hydra
Feats: Hydrakin gain the Alignment: Chaotic neutral can communicate with any reptilian creatures
Minor Bloodline (Azrai) nearby such as snakes and lizards. If the
feat and Bloodform. Combat Hydra is encountered within the Harrowmarsh,
Terrain: Harrowmarsh Finding the Hydra is almost as difficult as then 2d6+2 Snake (constrictor), 1d6 Snake
Organization: Same as surviving a meeting with it. It has absorbed (giant constrictor), and 1d4-1 Crocodile will
the base creature. some intelligence and cunning from its own respond to the Hydra’s summons.
Challenge Rating: Same prey, and it uses the swamp to avoid being Hydrakin: The Hydra reproduces asexualy;
as the base creatures +1. seen until it can get an easy attack on its foes. what it eats is sometimes reproduced as a
Alignment: Always The Hydra’s primary attacks are bites from its composite with traits of the Hydra and other
Chaotic Neutral or Chaotic collection of heads on one prey. Usually, only prey. Whenever prey is eaten, there is a 2%
Evil. two small heads and the large, central crocodile chance per hit-point that it will be disgorged in
Advancement: Same as head can bite one target and the Hydra lashes 1d8 days as a hydrakin (See sidebar).
the base creatures. its tail at another. Fear: Eighteen times per day, the Hydra may
Invulnerability: The Hydra can only be killed cause fear in a single opponent it touches as
under a certain set of circumstances that are per the spell on page 203 of the PHB.
set by the DM for his campaign.
The Binman
This grisly being is the result of a horrible
experiment conducted over a century ago by a
mad wizardess from Sendoure named Danita
Kusor. This creature was created by grafting
various body parts and limbs from elves,
dwarves, and humans together into one form,
but it remained inert despite the intense magic
used on it.
Kusor was interrupted at her gruesome work
by a wandering awnshegh seeking power, she
slew it with spells. As a result, she and what is
now known as the Binman each absorbed
some of the attacker’s fleeing birthright. The
Binman became animate, if not quite alive.
After an initial period of adjustment, the mute
Binman gained control over its body. Having
retained some basic warrior’s abilities, it
attempted to kill Danita Kusor, but only
succeeded in forcing her to flee for her life; she
now resides in Chimaeron as its namesake
awnshegh, the Chimaera. The Binman left
behind the ruined tower in the Iron Peaks and
headed through Rohrmarch to Binsada.
The Binman currently wanders the lands of
Binsada, Zikala, and Sendoure, seeking a true
purpose and more power. The Binman
generally kills anyone who threatens or
challenges it, but it also has befriended thieves
Special Qualities: Undead; +2 Turn Resistant;
and honest folk alike (though said friends are
SR 20 vrs Necromancy
few and far between). The Binman sometimes
Saves: Fort +7, Ref +7, Will+7
lends itself out as a mercenary. It has fought
Abilities: Str 22, Dex 17, Con --, Int 10,
against the invading forces of the Sphinx,
Wis 10, Cha 8
helped Sendoure ward off an attack by a
Skills: Climb +4, Hide +16,
coalition of orog tribes from Coullabhie, and has
Intimidate +8, Jump +4,
worked with adventurers and other
Listen +7, Move Silently +2,
awnsheghlien alike in short term quests of
Swim +2, Wilderness Lore +2
power and gold. Few know or can gauge how
Feats: Cleave, Improved Unarmed
much power the Binman wields, and fewer still
Strike, Minor Bloodline,
can guess how it will react in any given
Power Attack, Weapon
circumstance; it is my theory that its component
Focus: Unarmed, Endurance
parts had conflicting natures and certain parts
Blood: Azrai; Bld 15
of its past lives come to the fore at random. It
Bloodline Feats: Minor Bloodline, Bloodform,
may be this chaotic nature that protects the
Blood History, Resistance,
Binman from clashes with other blooded
Superior Will
creatures, but a battle between the Binman and
CR: 8
the Sphinx is inevitable.
Treasure: Longsword, Adamantine
Breastplate, Cloak of
Elvenkind
Medium Undead Awnsheghlien
Alignment: Chaotic Neutral
Class: Awnsheghlien 3 / Barbarian 5
Hit Dice: 2d12 (Undead) , 3d10
(Awnsheg) , 5d12 (Barbarian) Special
Hit Points: 84 The Binman is unpredictable in and out of
Initiative: +3 (Dex) battle. It is a chaotic being which lacks control.
Speed: 40 ft. The Binman normally uses its Barbarian Rage
AC: 22 (+3 Dex, +7 Admantine ability as soon as it enters combat. It tends to
Breastplate, +2 Natural) be drawn toward the foe that most reminds it of
Attacks: Longsword +15/+10; or its creator. As such it will attack female magic
Claws +16/+11 users that it has not befriended before any
Damage: Longsword 1d8+6, Claws other foe.
1d3+6
Special Attacks: Paralysis; Cleave; Power
Attack
Paralysis: Those hit by the Binman’s claw AC: 15 (-1 size, +3 Dex, +3
attack must succeed at a Fortitude save (DC Natural)
14) or be paralyzed for 1d6+2 minutes. Elves Attacks: Bite +14/+9 melee
are immune to this paralysis. Damage: Bite 2d8+12
Undead: The Binman is immune to mind- Special Attacks: Trip; Spring Attack
influencing effects, poison, sleep, paralysis, Special Qualities: Scent
stunning, and disease. Not subject to critical Saves: Fort +11, Ref +11, Will+9
hits, subdual damage, ability damage, energy Abilities: Str 26, Dex 17, Con 20, Int 7,
drain, or death from massive damage. Wis 12, Cha 10
Blood History: Once per day, the Binman Skills: Hide +7, Listen +7, Move
may add +2 to any skill that one of the Silently +9, Spot +9,
individuals his body is made of may have Wilderness Lore +6
known in life. This bonus last for 20 minutes. Feats: Run; Endurance; Dodge;
Mobility; Spring Attack
Blood: Azrai; Bld 17
Bloodline Feats: Minor Bloodline, Bloodform,
The Wolf Bloodmark, Bloodline
Alertness, Superior Will
CR: 6
Alignment: Neutral

Combat
The Wolf uses its superior speed,
maneuverability, and knowledge of the terrain
to its advantage. Its preferred method of attack
is to use Spring Attack to assault and Trip foes.
Trip: When the Wolf hits with a bite attack, it
can attempt to trip its opponent as a free action
without making a touch attack or provoking an
attack of opportunity. If the attempt fails, the
opponent cannot react to trip the Wolf.
Spring Attack: The Wolf can move before
and after a standard attack action, providing
that its total distance moved is not greater than
its speed. Moving in this way does not provoke
an attack of opportunity from the defender it
attacks.
The Wolf is a mysterious and shy beast that is
rarely seen outside its current territory; its range
of movement is know to change with the
seasons and the encroachment of elven and
human settlers, but there has been little change
in its territory in decades. Wolfgaard, the
official name for the Wolf’s territory, while
mapped and referred to as a distinct and
separate domain, is simply an independent
group of provinces under the regency and
control of Hjorig.
The Wolf is not the fearsome beast that
everyone suspects it is. When its hungry, it
kills, preferring to kill things with less
intelligence than himself: Intelligence tends to
bring out caution in the creature.
The Wolf either consumed a being with Azrai’s
blood or was infected in an unknown way. It is
a blooded awnshegh, but all this taint has done
is increase its size and intelligence.

Large Animal Awnsheghlien


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

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