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Chapter 1: Running Adventures Valuable Items……………………..67
Running Games in Athas…………… 5 Additional Magical Items………. 68
Adventure Scenarios…………………6 Athasian Trinkets………………… 74
Experience………………………………7 Appendix A: Generators
Survival………………………………….8 City-state Generator…………….. 77
Environmental Hazards ……………10 Wilderness Feature Generator… 80
Athasian Time…………………………11 Athasian Settlement Generator. 82
Chapter 2: Mass Combat Ruin Generator……………………. 84
Mass Combat .…………………………14 Vegetation Generator…………… 88
Sieges................................17 Hydrography Generator………… 88
Chapter 3: Monsters Rocky Formations………………… 89
Monster Statistics…………… ……..19 Ground Features…………………. 89
Monster Descriptions……………….21 Relief Generator………………….. 90
Miscellaneous Monsters………… …55 Appendix L: House Rules
Monsters from Other Settings…… 56 House Rules………………………… 92
Chapter 4: Encounters Inspirational Material…………… 94
Encounter Tables…………………….58
NPC Encounters…………………….. 62
Encounter Complications………… 63
Chapter 5: Treasure and Magic
Items
Treasure………………………………..65

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Running Games landscapes and phenomena that will go
beyond the imagination of many.

in Athas Providing Challenges from the


Environment
Welcome to the brutal world of Athas; a
A good chunk of the challenges players
post-apocalyptic world ravaged by magic
should face are those provided by the
and ruled by tyrant sorcerer-kings,
harsh wilderness. Perhaps one day is
where simple survival is a daily
particularly hot and they must cross the
challenge. For DMs interested in
desert sand dunes, so the challenge
running games in this world ravaged by
should be how to cross the desert when
sorcery, some aspects of the game and
the dunes are so hot they are able to
skills should be emphasized to provide
burn one’s feet, or maybe after a harsh
the best experience possible, specially
sandstorm they got lost in the desert
but certainly limited to:
and now the PCs realize that they may
Keeping Athas Interesting and not have enough water and food to go
Unique back safely to the nearest settlement. All
Athas is intended to work differently of these make the world gritty and
than other traditional fantasy worlds, challenging, and without dropping a
even after taking into account that it is a single monster on the table, tension
post-apocalyptic setting. Exotic plants, would be always high and every decision
weird animals and unique landscapes could mean life or death.
dot the world of Dark Sun, so DMs Resource Management
should play with imaginative Because survival is a key aspect when
descriptions for the locations the PCs having adventures in Athas, DMs must
get to explore, for example by describing make sure to keep track of the items
colorful flowers growing on the walls of carried by the PCs, with the amount
a canyon, or exotic colors of boulders on waterskins and rations reminded, all
the rocky badlands, all of these will arrows counted, and the breakage of
provide PCs the feeling that the world armor and weapons joining together to
they are in is different and mysterious, entice players to get creative and use
and even if Athas is a harsh deadly every trick at their disposal to live
planet, it is still beautiful and could even another day.
create a thrill for exploration and
curiosity. For a good source of
inspiration of what details could be
added, one should not go further than
reading about Earth’s many deserts, as
very often our planet provides incredible

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Adventure 4. Become Employees for a
Merchant House
Scenarios The PCs are employed by a Merchant
House to participate in mercantile
All of the adventure scenarios present in
operations, ranging from doing caravan
the Old School Essentials™ are
runs, setting up outposts and rooting
perfectly able to fit in a Dark Sun, with
out competition, all with the objective of
the following being a series of examples
ensuring profits.
of what kind of adventures could also be
had in Athas, which could be used as
5. Promote City’s
inspiration for DMs. Templar/Noble
1. Protect Home Base/City The PCs are employed by a noble house
The city or settlement the PCs are in is or templar to undermine political
facing outside threats that could cause opponents, taking part in assassinations,
its destruction. The PCs are employed by backstabbing and many potential
one or more factions inside the base to situations with morally questionable
deal with these threats one way or the implications.
other to ensure the safety of their home. 6. Gladiator Combat
2. Veiled Alliance operations The PCs are pit fighters (maybe even
The Veiled Alliance is attempting to slaves), participating in gladiator
promote its plans to undermine the combat, fighting in tournaments against
Sorcerer Kings, avoid persecution or take powerful and cunning opponents in
down traitors and enemies. PCs will have front of bloodthirsty audiences, either
to work through operatives with code for glory, wealth or their freedom.
words, fear that templars could find 7. Take part in Intercity War
them at any turn and may be forced to PCs are part of a City-State’s army and
deal with shady organizations where must participate in military battles and
right and wrong can blur together. operations to earn victory and wealth in
3. Restore Athas the name of a Sorcerer-King.
The PCs must help a druid or cleric to 8. Dethrone a Sorcerer-King
defend or expand a natural formation The PCs join or maybe even lead a
against a defiling force, which can be rebellion against an evil Sorcerer-King,
defilers, a dangerous beast or an evil gaining allies and enemies and
artifact. eventually taking part in a final battle for
freedom and the fate of Athas.

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Experience
XP in the Dark Sun setting may be Experience may be granted by the use of
gained from four sources: treasure class or race abilities that follow the
recovered, monsters defeated, resources class’ respective archetype, looking to
acquired and class related actions incentivise roleplaying and creative
(optional). problem solving, given at the DM’s
discretion.
➢ Fighters: Showcasing Martial
Treasure that PCs bring back from an Prowess (50 xp per level).
adventure works the same as in Old ➢ Gladiator:Taking the final hit on a
School Essentials™ and other B/X foe (100 XP).
based games. ➢ Ranger: Performing Survival Tasks
The value of XP: Characters gain 1 XP (100 XP).
per 1 ceramic piece (cp) value of the ➢ Cleric: Promoting Elemental Patrons
treasure. (100 XP).
➢ Druid: Defeating Defiler (200 XP per
level)
➢ Templar: Enforcing King’s Law (100
All monsters defeated by the party (i.e. XP).
slain, outsmarted, captured, scared away, ➢ Preserver: Maintaining Spell’s
etc.) grant XP based on how powerful secrecy (100 XP).
they are. Similar to how it works in Old ➢ Defiler: Defiling the land (50 XP per
School Essentials™ and other B/X level).
based games. ➢ Thief: Thieving skill successful use
(20 XP per level).
➢ Bard: Effective use of poison (100
The findings of water sources, food or a XP).
place for shelter grant XP based on how ➢ Psionicist: Using psionics to solve
valuable these are. problems (40 XP per level).
Water Source: Water accounts for 50 ➢ Dwarf: Complete Focus (300 XP).
XP x Number of days it lasts. If an ➢ Elf: Promote tribe’s well being (20 XP
Oasis or other significant body of water per level).
is discovered, it is worth up to 2,000 XP. ➢ Halfling: Practice another race
culture (50 XP).
Food Source: Food accounts for 25 XP x ➢ Half-Elf: Better a human or elf in
Number of days it is able to feed one their customs (150 XP).
person. ➢ Half-Giant: Shift alignment (100
XP).
Place for Shelter: Finding a good place ➢ Mul: Show strength or resistance
to take refuge is worth 20 XP x number (50XP).
of days it was used or safe. ➢ Thri-kreen: Perform hunt (100 XP).

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Survival
In a world of survival, characters may
Due to the barren conditions of Athas,
have extended periods of time just
water is an important resource,
caring for their day-to-day needs. The
especially when adventuring in the
following rules may be used in
wilderness.
conjunction to the rules for wilderness
adventuring present in Old School Water Consumption
Essentials™. An active character (hard exertion,
walking, riding, etc.) needs 1 gallon of
water per day, also known as a water
unit
Food Consumption
The amount of food a character needs to
eat per day is known as food unit, or
the amount of food a normal human
needs for survival
Unusual Races
Thri-kreen: Thri-kreen only consume
half the amount of water and food units
per day.
Mul: Mul can stand up to 2 days without
consuming water or food .
Half-giants: Half-Giants consume
double the amount of water and food
units per day.
Effects of Starvation
Everyday a character spends a day
without the proper amount of food or
water, they receive a penalty of losing
1d6 CON per day. Once the character’s
CON drops to 0, the character dies.
Recovering from Starvation
A character suffering from the effects of
starvation able to find food and water to
Terrain Modifiers Some types of terrain survive may recover slowly. The
modify the speed at which characters recovering character regains 1d8 CON
can travel: each subsequent day they receive food
● Broken lands, desert, salt flats, : and water once more (assuming the
33% slower. character is safe from starvation), until it
● Jungle, mountains, salt marshes: regains its original CON score.
50% slower.

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Foraging
Foraging for herbs, fruits, nuts, etc. On a
Survival tasks are downtime activities success, the character finds 1d4 food
that may be attempted during units, medicinal herbs or 1d4 water
wilderness travel. These actions will units.
require a check to determine success or Treating Illness
failure. The character may treat illnesses,
provided they have proper remedies or
Survival check: Unless otherwise other required objects set by the DM.
stated, all survival checks have a chance On a success, the character treats status
of 1-in-6 of success. ailments like poison, paralysis or
diseases (assuming they can be cured).

Gear Crafting
Pathfinding The character is able to create a weapon
It allows the character to look for the or armor, assuming the character has the
right path to their destination if they are necessary materials to craft one. This is a
currently lost in direction. long and complicated process, especially
in the wilderness, therefore multiple
Gear Repairing successful attempts are required to
The character sharpens weapons and create a weapon or armor. The following
armor. A Broken weapon or armor is table describes the amount of attempts
repaired on a success. Only one piece of necessary depending on the material for
gear may be repaired at a time, an metal armor or weapons.
equipment may need at least two
successful attempts to be repaired

Tending Wounds
The character may tend wounds,
provided they have bandages, proper
herbs or other required objects set by
the DM. On a success, the wounded
character recovers 1d3 hit points, on top
of recovery from resting.

Hunting
When hunting, success means
encountering animals which may be
suitable for eating (if they can be
caught!). This is in addition to the
normal chance of random encounters.

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Environmental
Hazards Any character unprotected for extreme
temperatures receives damage
Athasian weather is harsh and as deathly depending on the temperatures listed on
as its inhabitants. For this reason, DMs tables to the left:
are encouraged to place challenges that ● Hot: 1d2 Damage Daily
come from the environment itself. ● Cold and Very Hot: 1d4
Damage Daily.
● Furnace: 1d6 Damage Daily
See the tables below to determine the
highest temperature in the day and
temperature effects. Roll on the table below to determine
wind strength.

Sailing Speed: It modifies the sailing


speed of Silk Skimmers on the silt sea.
Sandstorm: Sandstorms give a penalty
of -4 on attack rolls and a penalty of +1
on all Survival tasks.
Tornado: It causes 1d6 damage to all
unprotected characters.
Gray Death: Silt Sandstorms that gives
unprotected characters -4 on attack
rolls, a penalty of +1 on all Survival tasks
and increases water consumption by 2.

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Athasian Time marked difference in temperature or
weather patterns. However, the year is
Every city state has its own calendar, but divided into three equal phases: high
that most commonly used and sun, sun descending, and sun ascending.
considered the Calendar of Tyr. Highest sun is the first day of the year in
In the calendar of Tyr, years are counted the calendar of Tyr and lowest sun
off using a pair of concurrently running indicates the midpoint of the year
cycles; one of eleven parts, the other of (which, incidentally, occurs at midnight,
seven. The eleven-part, or endlean cycle, and is generally observed in night time
is counted and spoken first, in the order ceremonies).
presented below. The seven-part, or
seofean cycle, is counted and spoken Year of the Messenger
second. The endlean cycle is complete Every 45 years, a brilliant comet visits Athas.
when Athas two moons, Ral and Guthay, By night one can read by the messenger’s
meet in the heavens in a major eclipse light, and it can be seen clearly in the full
that occurs once every 11 years. The light of day. Folklore
seofean cycle is more abstract, meeting holds that the messenger visits the dragon
when agitation in the cosmos leads to every 45 years to deliver to him important
information reconnaissance that the stars
fury. Every 77 years the cycle repeats
have observed since its
itself, ending with a year of Guthay’s last visit.
Agitation and starting again with a new
year of Ral’s Fury. Each 77-year cycle is Starting the Campaign
called a king’s age; there have been 183 For campaign purposes, the calendar starts
complete king’s ages since Tyr adopted on High Sun (the first day of the year) of the
this calendar (more than 14,500 years). Year of Priest’s Defiance, in the 170th King’s

The Merchant’s Age. The next Year of the Messenger will be


the Year of Enemy’s Slumber, six years away.

Calendar
While each city-state has its own official
calendar, the dynastic merchant houses
have, over the centuries, come to use a
standardized book of days. This has
evolved slowly over time as the need to
efficiently coordinate activities with
trading partners grew. The calendar is
generally referred to as the Merchant’s
Calendar.

Each year is made up of exactly 375 days:


the exact time between highest suns.
Athasians have no seasons that govern
their thinking of time, as there is no

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Mass Combat together in conjunction is known as a
Legion.
Athas is a world where the sword is the
one that rules. With resources being
scarce, and the kings scheming with Hit Points (hp)
each other for control over the A Unit's amount Hit Points is
Tablelands, armies are raised almost determined by the table on the next
daily in the city-states, villages and page. When units form a centuria, the
marauding tribes on the desert, leaving hit points of each unit are added
the world either waging war or together.
preparing for the next one. For these Battle Rating (br)
reasons, the PCs may be involved in A Unit battle rating is a bonus
battles, and the following rules may be representing offense and defense during
used to manage them. combat. When different types of units
form a centuria, the centuria battle
rating is determined by the unit with the
It could be used anytime as the DM sees highest battle rating.
fit, but as a rule of thumb, any hostile Movement Rate
encounter where each of two or more The speed at which units may move on
sides have at least 50 creatures on the battlefield. When different units
their side may be required to use mass form a centuria, the movement rate is
combat. determined by the unit with the lowest
movement rate.
Morale
Armies need to be organized to be Morale is the capacity of an army to
effective, so the following are ways that maintain cohesion and belief in victory.
any army may be organized. When different units form a centuria,
the morale is determined by the unit
Units: with the highest morale.
A group of 5-10 men form a unit, the Battle Rank (Optional Rules)
most basic division of any army. These Battle rank is a badge of veterancy, to
determine the battle rating of an army gain one up, units or centuriae must
and may be joined together. Units range defeat at least one enemy unit or
between many types of specializations, centuria and survive a battle without
depending on the type of individuals retreating. Ranks are written in roman
that form them. numbers from 1 to 3 (I-III) and grant an
Centuria: extra point of battle rating per rank.
A group of 5-10 units form a centuria, Battle Formations
they are the most common subdivision Special stances that units may take that
of an army, as they are the ones that modify their stats, usable depending on
tend to reach the middle ground of the situation. Battle formations are only
flexibility and strength in numbers to be available for centuriae composed of the
effective. A group of centuriae operating same type of unit.

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Skirmish: The unit is able to quickly
attack at melee or range and then move
Arm/Disarm: The unit is able to mount again if it hasn’t spent all of its
and dismount barricades, siege movement for that turn.
machines and traps, taking 1d4 turns to Turtle: The unit raises its shields up the
mount or dismount them. air and becomes immune to ranged
Berserk: Increases the morale and attacks, but suffers a penalty of -2 battle
battle rating of the unit by 1 for one turn. rating against chargers, skirmishers and
Charge: The unit moves at double its diamond formations.
movement rate, but at the cost of having
–1 to its battle rating for the next turn
afterwards.
Diamond: Increases the battle rating by Units that may have spellcasters or
+1 when attacking in melee, but at the psionicist may cast their powers at once
cost of having –1 battle rating when to another unit or centuria, with the
attacked. same effects and limitations of magic
Hoplite: The unit stands in place and and psionics, as well as only being able
gains +2 battle rating, but at the cost of to do it in units and centuriae of the
not being able to move. same type. Doing so, however, leaves
Phalanx: The unit gains +2 battle rating them vulnerable to attacks, suffering a
against attackers who charge, skirmish penalty to –3 battle rating if they are
and in diamond formation, but moves at attacked that same turn.
half its movement rate.
Range: The unit is able to attack at a
range of up to 40 yards.

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Determine the battle rating of the unit
or centuria plus any bonus or penalty
from special formations. Additionally,
the following may be taken into account:
Commanders:
If any of the units attacking or defending
have the leader of their army, said
attacking or defending unit or centuria
has +1 to their battle rating.
PC Combat:
Turns: Mass combat is divided by turns,
If the unit or centuria the PCs are on
unlike regular combats that use rounds attacks or is defending, they get to
participate in a regular combat
encounter, if they win their army get +1
Roll 1d6: For each side at the start of battle rating that turn.
each round. Metal Equipment:
Winner: The side with the highest roll Metal Equipment grants +1 battle rating
acts first. Other sides act in order from Supplies: Armies without a steady
highest to lowest roll. supply of food and water suffer a penalty
Ties: Either both sides may roll again or of -2 battle rating and -2 morale.
actions on both sides may be resolved
simultaneously. (This means that both
sides may inflict deadly blows on each
After determining the Battle Rating of
other!)
each faction, both sides roll 1d6 and add
them to their Battle Rating. The side
who has a higher result gets to apply
The leader of the army must always said result as damage against target unit.
check for morale for any unit or centuria Exceptions:
before making orders. If the morale Range Attacks: The defending side
check fails, instead doesn’t get to damage the attacker if it
retreating, the unit or centuria stay still wins.
or keep their previous order for the rest Flank and rear attacks: If the attack
of the turn. comes from the rear of the flanks, the
defender doesn’t apply damage back.

Once morale has been checked, the


leader make the orders, in the following Losing side checks morale, if the check
order: fails, the morale rating decreases by 1. If
1. Movement (If applicable). a unit of centuria fails its morale check
2. Formation (If applicable). three times in battle, it will lose
3. Attack Target. cohesion and flee from the battlefield.

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Sieges
When Sieges take place, the attacking
Battering-Rams
side needs the use of specialized
Very effective against gatehouses. Rams
weapons to penetrate the enemy’s
cost the same as a closed wagon (400
fortress. The use of engineers is crucial
cp).
to operate them, and their presence is
Attack rolls: Are made using a THAC0
crucial between victory or defeat.
of 19 [0] and occur at the same point in
the combat sequence as missile fire.
Attack modifiers: May be applied for
weather conditions, maneuverability,
Sieges are managed the same way a mass etc.
combat would, with exception of siege Damage: Deals 1d6+5 hull points
weapons and how they interact with damage against Gatehouses and 1d4+4
walls, gates and other defensive against walls.
structures.
Catapults
Fire either large rocks or flaming pitch.
The walls of the fort are the only thing Catapults cost 100 CP.
protecting the defenders against the Range: 150–300 yards.
attacker. Their stats are listed as follows: Attacks roll: Attacks with THAC0 17
Hull Points (hp) [+2]. Fires every 5 rounds. Attack
The wall’s structural integrity and ability modifiers: May be applied for weather
to keep moving when damaged. conditions, maneuverability, etc.
Analogous to a character’s hit points. A Catapult Shot
wall that reaches 0 hull points is Inflicts 3d6 hull damage against
destroyed. structures. Shots cost 5 CP each.
Armour Class (AC) Catapult Shot, Pitch
The wall’s ability to resist damage from Sets a 10’×10’ area of a structure on fire.
attacks. The burning does 1d6 hull points of
Price of Walls damage per turn (for at least one turn)
For more details regarding the price and and will spread to other areas of the
construction walls and fortresses, see walls if not extinguished. A Pitch Shot
Strongholds, p42. cost 25 CP.

Disposing of the engineers operating the


weapons or outright attacking them
once will render them useless.

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Monster Saving Throw Values (SV)
The monster’s saving throw values:

Statistics ➢ D: Death/poison.
➢ W: Wands.
Monsters are described by the following ➢ P: Paralysis/petrification.
statistics. ➢ B: Breath attacks.
➢ S: Spells/rods/staves.
Armor Class (AC) Save as HD: The HD at which the
The monster’s ability to avoid damage in monster saves is listed in parentheses
combat. (with NH indicating that it saves as a
Ascending AC: The optional AAC score normal human). This is not always equal
is listed afterwards in square brackets. to the monster’s HD rating-unintelligent
monsters typically save at half their HD
Hit Dice (HD) rating; magical monsters may save at a
The number of d8s rolled to determine higher HD rating.
an individual’s hit points.
Asterisks: One or more asterisks after Some monsters save as a character class.
the HD number indicate the number of In this case, the class and level are listed
special abilities the monster has, for the in parentheses after the saving throw
purpose of XP calculation (see p228). values:
Modifiers: Modifiers to the HD (e.g. +3,
Attack Roll “to Hit AC 0” (THAC0)
–1) are applied to the hit point total after
rolling the specified number of d8s. The monster’s ability to hit foes in
Fractional Hit Dice: Some monsters combat, determined by its Hit Dice (see
are listed as having less than one HD, Monster THAC0 by Hit Dice, p125).
either as ½ (roll 1d4) or as a fixed Attack bonus: The monster’s attack
number of hit points. bonus (required when using the optional
Average hit points: The average hit rule for Ascending AC) is listed
point value is listed in parentheses. afterwards in square brackets.
Movement Rate (MV) The speed at
Attacks Usable Per Round (Att) which the monster can move. Every
monster has a base movement rate and
The attacks that the monster can use
an encounter movement rate (noted in
each round, with the inflicted damage in
parentheses, one third of the base
parentheses. (Note that monsters’ attack
movement rate).
and damage rolls are not modified by
STR or DEX, unless specified.)
Modes of movement: If the monster
Alternative attack routines: Square
has multiple modes of movement (e.g.
brackets are used to distinguish between
walking, flying, climbing), they are listed
alternative attack routines that a
individually, separated by slashes.
monster may choose from.

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Morale Rating (ML) ➢ Wandering monsters in the
The monster’s likelihood to persist in wilderness: The second value
battle. See in Classic Fantasy Morale, indicates the number of monsters
p123. encountered roaming in the
wilderness.
Alignment (AL) ➢ Monster lair in the wilderness:
The monster’s affiliation to Law, The second value multiplied by 5
Neutrality, or Chaos. If “any” is listed, indicates the number of monsters
the referee may roll randomly or choose found in a lair in the wilderness.
the creature’s alignment. Treasure Type (TT)
The letter code used to determine the
XP Award (XP) amount and type of treasure possessed
Pre-calculated XP reward for defeating by the monster(s) (see Treasure Types,
the monster. Old School Essentials). The letters listed
are used as follows:
➢ A to O: Indicate a hoard: the sum
Number Appearing (NA) wealth of a large monster or a
Listed as two values, the second in community of smaller monsters,
parentheses. usually hidden in the lair. For
Zeros: If the first value is a zero, monsters with a lair encounter size
monsters of this type are not usually (see Number Appearing) of greater
encountered in dungeons. If the second than 1d4, the amount of treasure in
value is a zero, monsters of this type are the hoard may be reduced, if the
not usually encountered in the number of monsters is below
wilderness and do not usually have lairs. average.
Usage: The use of these values depends ➢ P to V: If listed for an intelligent
on the situation in which monsters are monster, indicate treasure carried
encountered: by individuals (P to T) or a group
➢ Wandering monsters in a (U, V). If listed for an unintelligent
dungeon: The first value monster, indicate treasure from the
determines the number of monsters bodies of its victims.
encountered roaming in a dungeon
level equal to their HD. If the
Psionics Summary (PSI)
monster is encountered on a level Gives a complete listing of the
greater than its HD, the number creature's innate psionic abilities. Listed
appearing may be increased; if are the powers or wild talents the
encountered on a level less than its monster is able to cast as well as the
HD, the number appearing should number and rank.
be reduced. Wild Talents (WT): Wild Talents may
➢ Monster lair in a dungeon: The optionally be used at the discretion of
second value lists the number of the DM.
monsters found in a lair in a
dungeon.

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Monster
Descriptions The dune freaks, or anakore, are a race
of dimwitted humanoids. They are
nomadic burrowers who are constantly
moving through the sandy wastes of
Athas
Humanoid bird people.These creatures
rarely leave their homes high in the AC 7[12], HD 3(14 hp), Att 2x weapon
mountains, but sometimes they venture (1d4 or by weapon), Thac0 17[+2] MV
into the inhabited regions of the 40’(20’) burrow, SV D12 W13 P14 B15 S16
Tablelands. Languages: Common, (3), ML 7, AL Neutral, XP 95, NA 2d6,
Aaracokra TT P

AC 7[12], HD 1+2(6 hp), Att 1 x weapon PSI: WT: Life Detection


(1d6 or by weapon), Thac0 19[0] MV Powers: 2
6’(36’) flying, SV D12 W13 P14 B15 S16 (1), Infravision: 90’.
ML 6 (8 with chieftain), AL Chaotic, XP Light sensitivity: Suffer a –2
20, NA 1d10 (3d10), TT D penalty to attack rolls and a –1
penalty to AC when in bright
PSI: WT: All-Round Vision, light (daylight, continual light).
Know Direction Powers: 2 Drag under: The Anakore drags
Dive Attack: If the aarakocra is the target underground and hits
flying, it can dive straight it with poisonous claws. The
toward a target and then hits it target must Save vs paralysis, if
with a melee weapon attack, the it fails it is paralyzed for 1d4
attack deals an extra 1d6 (3) rounds, if it succeeds the target
damage to the target. is then able to escape.
Leader: A 2 HD leader (with
11hp) is present for every 20
aaracokras.

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Two feet long or less omnivore, it is one Demihumans who dwell in the most
of the smallest in the stony barren forlorn wastes of Athas. They have a
regions. Lives in small caves and tiny taste for the flesh of intelligent races.
crags.
AC 7[12], HD 3(14 hp), Att 2 x weapon
AC 4[15], HD 1(4 hp), Att 1 x weapon (1d4+2 claws or by weapon), Thac0
(1d4+2 claws or bite), Thac0 19[0] 16[+3] MV 40’, SV D12 W13 P14 B15 S16
MV 40’, SV D12 W13 P14 B15 S16 (1), ML (3), ML 8, AL Chaotic, XP 80, NA 1d10
6, AL Neutral, XP 15, NA 2d10 (4d10), TT (1d10), TT M
Nil
PSI: Hypnosis, Domination WT:
PSI: Kinetic Fist Powers: 2 Life Detection Powers: 3 Rank:
Rank: 1st 2nd.
Infravision: 60’ Poisonous Claws: Belgois
Boneclaw: Once in a very great secret poison when attacking
while, a baazrag is born being with their claws. Target must
much larger than normal. This save vs death and lose 1d4 CON
creature is a boneclaw. The on a failure. Once the target’s
boneclaw stands more than 8 CON reaches 0, it falls
feet tall. HD: 4(18 hp), Att 2 x unconscious and Belgois may
weapon (1d4+2 claws), MV 60’ feast on it.
XP 125 TT Nil.

22
Braxat is a huge humanoid of mixed Brambleweed is a thick, thorny, vine-like
stock, mostly a combination of plant that grows with incredible speed,
mammalian and reptilian. They are true creating an almost impassable wall
terrors of the desert, usually attacking at around sources of water in the desert.
night in search of fresh meat.
AC 8[12], HD 1** (4 hp), Att d100 x
AC 0[19], HD 10 (45 hp), Att 1 x weapon needle (1 damage per needle), Thac0
(2d10 by spiked club), Thac0 11[+8] MV 19[0] MV 0, SV D12 W13 P14 B15 S16 (1),
45’, SV D6 W7 P8 B8 S10 (10), ML 11, AL ML N/A, AL Neutral, XP 15,
Neutral, XP 2300, NA 0 (1d2), TT V NA 100(100), TT Nil

PSI: Invisibility, Kinetic Shield, **: Each Hit Die counts for 10
Mind Bar, Telekinesis WT: square feet of the plant
Chameleon Power, Control Plant Needles: Brambleweed
Sound Powers: 10 Rank 2nd does not make an attack, but if a
Infravision: 90’ victim is thrown into a section
Breath weapon: 10’ long line of of brambleweed make an attack
acid, 2d10 damage (save versus roll.
breath for half).
Resistance to non-metal
weapons: Only suffer 1 point of
damage to non-metal or
non-magical weapons.

23
B’rohg are giant, slim, humanoid giants Cacti are a vile form of plant life that
with four arms and two legs. They are dwells anywhere there is sand. It feeds
often hunted for combat in the on the blood of its victims. They often
gladiatorial arenas of Athas due to their rest among a group of normal cacti if
strength, size and combat prowess one is available.
● False appearance: While they
AC 7[12], HD 5+3 (25 hp), Att 4 x remain immobile, cacti seem
weapon (1d8 by fist or weapon), Thac0 indistinguishable from other
15[+4] MV 40’, SV D10 W11 P12 B12 S14 normal cacti.
(4), ML 6, AL Neutral, XP 575, NA 1d12 ● Blindsight: Cacti can only
(1d12), TT J perceive 30’ around them, they
are blind beyond this point
PSI: WT: Know Direction, Sand Cactus
All-Round Vision Powers: 2 Sand cacti are well protected; the entire
Multi-arm Defense: Whenever plant (except the needles) is hidden
a B’rogh is not attacking with below the sand. The body is from 5-8
any pair of hands, it gains -2[+2] feet across and about 4 feet thick.
AC for each pair.
Multi Attacks: B’rogh can AC 8[12], HD 5 (22 hp), Att 4-8 x spine
attack up to four times, but after (1d3 per appendage), Thac0 15[+4] MV 0,
their second attack each SV D10 W11 P12 B12 S14 (4), ML N/A, AL
subsequent attack will get a -2 Neutral, XP 575, NA 0(1), TT Nil
penalty to their attack roll.
PSI: WT: Life Detection
Underground Plant: It preys
from underground, it has 0 [20]
AC when its main body is
buried, around 6’-8’
underground.

24
Hunting Cactus
Hunting cacti stand 3 feet high and have Spider Cactus
a number of oval shaped pods attached Spider cactus patches look like any
to the main trunk. They rely mostly on patch of harmless cacti until a victim is
their psionic abilities to detect prey. showered by their needles. The victim is
then dragged into the cactus, where the
AC 8[12], HD 5+5 (27 hp), Att 6-8 x spine feeding needles make a slow feast of the
(1d4 per appendage), Thac0 15[+4] MV hapless being.
0, SV D10 W11 P12 B12 S14 (4), ML N/A,
AL Neutral, XP 575, NA 0(1), TT Nil AC 7[13], HD 3 (20 hp), Att 1 x spine
(1d4 by needle), Thac0 17[+2] MV 0,
PSI: WT: Life Detection SV D12 W13 P14 B15 S16 (1), ML N/A, AL
Poison spines: Any creature hit Neutral, XP 150, NA 0(2d4), TT Nil
by its spines must save vs
paralysis, failure causes PSI: WT: Life Detection
paralysis on the target for 1d6 Poison needle: Any creature
rounds. hit by its spines must save vs
paralysis, failure causes
paralysis on the target for 1d6
rounds. Once hit by its needle,
the target is slowly brought to
the cactus, which starts
attacking with 1d8 extra needles
(1d4 damage per needle.

25
Kirre
These great cats are gifted with psionic The kirre is one of the more vicious
powers that they use to stalk prey. Like animals of the forests and jungles of
all cats, they prefer to kill with their Athas. Resembling a tiger in many ways,
natural weapons. the kirre is a beast not to be trifled with.
Psionic Cat
Feline creatures which are dark green in AC 6[14], HD 6+6 (33 hp), Att 4 x claws
color and have black or yellowish-brown (1d4+2 by claws), Thac0 13[+6] MV 55’,
vertical striping. Growing to a length of SV D10 W11 P12 B13 S14 (6), ML 9, AL
7’, they can weigh over 250 pounds. Neutral, XP 700, NA 1(1), TT Nil

AC 6[14], HD 4+2 (20 hp), Att 3 x claws PSI: Levitation, Telekinesis,


(1d4 by claws), Thac0 17[+2] MV 50’, Kinetic Leap, Thought Shield,
SV D10 W11 P12 B13 S14 (4), ML 7, AL Invisibility, Crush Life WT: Life
Neutral, XP 375, NA 1(1d4), TT Nil Detection, All-Round Vision,
Know Direction Powers: 12
PSI: Domination, ESP, Rank: 3rd
Invisibility WT: Life Detection, Pursuit: Always pursue prey
All-Round Vision, Know that flees.
Direction, Life Detection Favored prey: Often develop a
Powers: 10 Rank: 2nd taste for a certain type of meat
Pursuit: Always pursue prey (this may include humans!),
that flees. hunting that creature with
Favored prey: Often develop a preference.
taste for a certain type of meat Infravision: 90’
(this may include humans!), Surprise: On a 1–4, in woodland
hunting that creature with or desert, due to camouflage.
preference.
Infravision: 90’
Surprise: On a 1–4, in
woodland, due to camouflage.

26
Cilops are relentless hunters who are The cistern fiend appears as a giant,
prized by the templars of all the vaguely green but translucent worm
city-states for their unique tracking with a great mass of coiling pinkish
abilities. The creatures look like tentacles surrounding a hideous mouth,
enormous centipedes that reach lengths it preys near water sources.
exceeding 15 feet.
AC 0[20], HD 10+10 (55 hp), Att 4 x whip
AC 3[17], HD 5 (27 hp), Att 2 x bite (2d6 (1d6 by tentacle), Thac0 9[+10] MV 40’,
by fang), Thac0 15[+4] MV 50’, SV D12 SV D6 W7 P8 B8 S10 (10), ML 11, AL
W13 P14 B15 S16 (5), ML 10, AL Neutral, Neutral, XP 3000 , NA 1(1), TT Water
XP 500, NA 1d4(1d4), TT Nil
PSI:Mind Bar, Telekinesis, Mind
PSI: Levitation, Telekinesis, Link, Thought Shield, Crush
Precognition, Thought Shield, Life WT: Life Detection,
Crush Life WT: Life Detection, All-Round Vision, Know
All-Round Vision, Know Direction, Powers: 8 Rank: 3rd
Direction, Powers: 8 Rank: 3rd Life Absorption: if a cistern
Danger Sense: It cannot be fiend bites a target, the victim
surprised. will have to save vs death and
Poison: Causes victims to on a failure receive 4d8 damage,
become horribly sick for ten out of which half that amount
days (save versus poison): no will heal the Cistern Fiend.
physical activity possible except Infravision: 90’
half speed movement. Poison bite: Any creature hit
Infravision: 90’ by its bite must save vs
Pursuit: Always pursue prey paralysis, failure causes
that flees. paralysis on the target for 1d6
rounds.

27
Through the skies and clouds of Athas
slowly fly these deadly giants. Cloud rays
can sometimes be seen crossing the
evening sky.

AC 5[15], HD 12+7 (61 hp), Att 2 x attack


(2d10 by tail or bite), Thac0 12[+7] MV
6’(120’) flying, SV D6 W7 P8 B8 S10 (12),
ML 10, AL Neutral, XP 2,700, NA 0(1),
TT Nil

PSI:Mind Bar, Telekinesis,


Kinetic Shield, Thought
Shield, Levitation, Astral
Projection WT: All-Round Crodlu are large reptiles that roam the
Vision, Know Direction, deserts and scrub land in herds.
Powers: 10 Rank: 3rd Sometimes they are kept by herders as
Levitation: Cloud Rays can cattle.
cast levitation on themselves
without restriction. AC 4[16], HD 2+4 (14 hp), Att 1 x attack
Inertial Barrier: The cloud (1d6 by claw or bite), Thac0 15[+4] MV
ray can create a skin-tight 40’, SV D12 W13 P14 B15 S16 (2), ML 6, AL
psychokinetic barrier around Neutral, XP 40, NA 0(5d6), TT Nil
yourself that resists blows,
cuts, stabs, and slashes, as well PSI: WT: All-Round Vision,
as providing some protection Know Direction Powers: 2
against falling. Said barrier
lasts 1d10 rounds.
Infravision: 300’
Dream Travel: When casting
Astral Projection, it can select
a location and cast teleport to
said location.

28
Lair: A drake's habitat is dictated by his
home elemental plane. Earth drakes, for
Drakes are gargantuan, reptilian instance, can find a home virtually
monsters that use Athas as their anywhere on Athas, but prefer rocky
personal hunting grounds. Drakes areas and mountains to the open sands.
comprise a very powerful, Air drakes, as well, know few limitations,
non-intelligent group of creatures on and can ride the winds from the Ringing
Athas. If natural instinct, cunning, and Mountains to the Sea of Silt and beyond
ferocity were measurable, drakes would their lairs are usually high in the
surpass many other creatures. mountains. Fire drakes can live in the
arid sands, but are always on the lookout
Innate Psionics: They are feared for for volcanoes or hot springs; they'll even
their size, speed, and devastating set a forest on fire to bask in the comfort
abilities in combat, the latter due, in of the flames for a time. Water drakes
great part, to their very powerful are
psionics. the most limited on Athas, preferring
ponds and other bodies of water to make
PSI: Body Control, Cell Adjustment, their homes.
Clairaudience, Clairvoyance, Crush Life,
Kinetic Shield WT: All-Round Vision,
Life Detection. Powers: 18 Rank: 4th
Infravision: 120’
Attack pattern: Although powerful
psionicists, most drakes prefer physical
combat. All drakes have
claw/claw/bite/tail lash attacks, psionics,
and a breath weapon (usable thrice per
day).
Breath Weapons: Can be used up to
three times per day. Unless noted
otherwise, all caught in the area suffer
damage equal to the drake’s current hit
points (save versus breath for half).
Shapes:
a. Cloud: 50’ long, 40’ wide, 20’ high.
b. Cone: 2’ wide at the mouth, 30’ wide
at far end.
c. Line: 5’ wide along the whole length.
Valuable Body Parts: Drake's body
parts are usable to create very durable
items and gear, making them very
valuable.

29
Air Drake Earth Drake
They spend most of their time soaring Often mistaken for an outcropping of
the Athasian skies. rock, it is covered with thousands of
small, spiny scales.
AC -2[22], HD 20+9 (99 hp), Att 4 x
attack (2d8+1d10), Thac0 5[+14] MV AC -4[24], HD 20+20 (110 hp), Att 4 x
40’(60’)flying, SV D2 W2 P2 B2 S4 (20), attack (3d8+1d12), Thac0 5[+14] MV
ML 12, AL Neutral, XP 5,000, NA 0(1), 50’(30’)burow, SV D2 W2 P2 B2 S4 (20),
TT Body Parts ML 12, AL Neutral, XP 5,500, NA 1(1),
TT Body Parts
PSI: Refer to main entry +
Levitation and Telekinesis PSI: Refer to main entry +
Wind Attack: They are able to Molecular Agitation, Molecular
cast a 60’ diameter, circular Manipulation, Telekinesis,
bubble of tornado-like winds. Dimension Door.
Anyone caught inside the area Earth Shaping: Once per day
will be buffeted for 3d10 points They are able to create
of damage (save versus breath 50-cubic-feet of solid matter in
weapon for half damage). This the form of dirt, stones, and
counts as their Breath boulders from the elemental
Weapon. plane of earth, causing 3d10
Dive Attack: If the Air Drake is damage (save vs breath for
flying, it can dive straight half).
toward a target and then hits it Breath Weapons: 100’ long line
with a melee weapon attack, the of rock spikes out its mouths.
attack deals an extra 2d8
damage to the target.

30
Fire Drake Water Drake
They enjoy inflicting pain for the The most elusive of all drakes.They live
pleasure of watching their victims writhe near a deep water source, if possible; and
in agony. A fire drake’s greatest delight to aquifers deep below the ground.
comes from torturing a potential meal.
AC -1[21], HD 20+5 (90 hp), Att 4 x
AC -3[23], HD 20+5 (95 hp), Att 4 x attack (2d10+2d8), Thac0 5[+14] MV
attack (2d10+2d8), Thac0 5[+14] MV 45’, 35’(60’)Swimming, SV D2 W2 P2 B2 S4
SV D2 W2 P2 B2 S4 (20), ML 12, AL (20), ML 12, AL Neutral, XP 5,000, NA
Neutral, XP 5,000, NA 0(1), TT Body 0(1), TT Body Parts
Parts
PSI: Refer to main entry +
PSI: Refer to main entry + Mind Dimension Door, Mind Over
Link, Mass Domination, Body, Shape Alteration,
Telekinesis, Molecular Telekinesis, Molecular
Agitation. Manipulation
Fire Summoning: able to cast a Ice Sphere: They are able to
50’ diameter sphere of fire. The gate a 30’ diameter sphere of Ice
fire will burn for 1d6 +4 rounds. for 1d10 rounds. Anyone caught
An unprotected take 4d10 fire inside this sphere must save
damage per round that they versus breath weapon or be
remain in the fire (save vs frozen inside it. Individuals will
breath for half damage). take 1d8 points of cold damage
Breath Weapons: 90’ long cone per round and will suffocate
of fire. unless rescued.
Breath weapons: : Boiling
Water line, 100’ range, 20’
diameter.

31
32
Fire immunity: Unharmed by fire.
Mundane damage immunity: Can
Fortunately, there is only one dragon in only be harmed by magical attacks.
the Tyr Region, and perhaps in the Psionic Resistance: Only affected by
entire world of Athas. Its appearance is 4th rank Powers
reptilian in many ways: it has a long, Arcane Defiling Powers: Can cast
snake-like neck, whip-like tail, and scaly Spells like a 14th level Defiler, it will
hide. Yet it walks on two legs, its hands always defile.
have long, well developed fingers and Spells known: Charm Person, Detect
thumbs, its bone structure seems faintly Magic, Shield, Read Magic (1st level).
humanoid, and its head is long and Phantasmal Force, Mirror Image, ESP,
narrow, with a distinctly mammalian Detect Invisible (2nd level). Fire Ball,
appearance. Haste, Lightning Bolt, Hold Person (3rd
level). Massmorph, Wall of Fire, Wall of
Mysterious Origin: The dragon Ice, Remove Curse, Curse (4th level).
wanders over all parts of Athas, usually Wall of Stone, Cloudkill, Conjure
alone. Occasionally, it visits a Elemental (5th level). Anti-Magic Spell,
sorcerer-king, leaving disaster and chaos Death Spell, Disintegrate (6th level).
in its wake. Nobody knows, however, Levitate: The dragon can levitate at will
where it comes from, being a secret only with no restrictions.
known by the sorcerer kings. Breath Weapon: It can thrice per day
breath a 50’ long cone of burning sand.
AC -5[25], HD 40** (200 hp), Att 4 x It deals damage equal to its current hit
attack (2d10+15 by claws and tail), Thac0 points (save vs breath for half damage).
0[+19] MV 60’(60’)Flying, SV D2 W2 P2
B2 S2 (21), ML 12, AL Lawful, XP 10,000,
NA 1, TT H

PSI: Accelerated Motion, Telekinesis,


Cell Adjustment, Mass Domination,
Hypnosis, Body Control, Thought
Shield, Crush Life, Molecular Agitation,
Mind Bar, Molecular Rearrangement,
Precognition, Teleport, Invisibility,
Clairaudience, Clairvoyance, Detect
Magic, Astral Projection WT: All-Round
Vision, Control Sound, Sight Link, Life
Detection, Send Thoughts, Control
Light, Know Direction, Animate Shadow
Powers: 25 Rank 4th
Infravision: 300’

33
They are known for obsessive attitudes Dwarves who die before completing a
about the tasks they perform and as major focus are often condemned to live
such, are considered extremely reliable out their afterlives as demented
workers. banshees.

AC 4[15], HD 1 (4 hp), Att 1 x weapon AC 0[20], HD 2+2 (10 hp), Att 1 x


(1d8 or by weapon), Thac0 19[0] MV weapon (1d4+6 by fist or weapon),
60’(20’), SV D8 W9 P10 B13 S12 (Dwarf, Thac0 19[0] MV 60’(20’), SV D8 W9 P10
1)), ML 8(10 with leader), AL Lawful, XP B13 S12 (Dwarf, 1)), ML 12, AL Chaotic,
15, NA 1d6(5d8), TT G XP 25, NA 1d6(5d8), TT G

PSI: WT: Sight Link, Know PSI: WT: Sight Link, Know
Direction Powers: 2 Direction Powers: 2
Leader: A leader of level 1d6 + 2 Mundane damage immunity:
is present for every 20 dwarves. Can only be harmed by magical
The leader may have valuable attacks.
equipment: 5% chance per level. Rage: It enters a desperate rage(
Focus: When performing tasks +2 attack and damage bonus,
related to their quest, they gain may not leave the fight) for 2d6
+1 to Saves and +2 to attacks. rounds.

34
Athasian Elves stand 6’-7’ tall. They are Erdlus are flightless, featherless birds
tribal raiders, nomads and traders all covered with flaky gray-tored scales.
across the dunes and steppes of Athas. They weigh as much as 200 pounds and
stand up to seven feet tall. They are used
AC 5[14], HD 1+1* (5 hp), Att 1 x weapon as mounts and cattle.
(1d8 by fist or weapon), Thac0 18[+1] MV
120’(200’)running, SV D12 W13 P13 B15 AC 7[12], HD 3 (13 hp), Att 2 x attack
S15 (Elf, 1), ML 6(8 with leader), AL (1d6/1d4 by claw or bite), Thac0 17[+2]
Chaotic, XP 15, NA 1d6(2d12), TT E MV 90’, SV D12 W13 P14 B15 S16 ( 3), ML
6, AL Neutral, XP 35, NA 5d10, TT Nil
PSI: One random power WT:
Send Thoughts, Catfall Powers: PSI: WT: All-Round Vision,
2 Rank 1st Know Direction Powers: 2
Elven Run: It can run up 200’ Max load: Carry up to 4,500
for 2d6 rounds one per day. coins unencumbered; up to
Leader: Groups of 15+ are led by 9,000 at half speed.
an elf of level 1d6 + 1. The leader
may have magical items: 5%
chance per level for each magic
item table.

35
A gaj is a psionic horror, a predatory The Giants of Athas are huge, lumbering
insectoid creature that feeds by draining creatures who commonly inhabit the
the mind of intelligent creatures. islands of the Sea of Silt. All the Giants
of Athas share one characteristic, and
AC 2[18], HD 7 (31 hp), Att 2 x attack that is savagery. Though humanoid
(1d6+2 by claw), Thac0 13[+6] MV 60’, giants can be congenial and friendly
SV D8 W9 P10 B10 S12 (7), ML 9, AL when properly approached, they have
Neutral, XP 1,250, NA 1d2, TT Nil short tempers and are very easily
agitated.
PSI:Mind Bar, Domination, Hypnosis, Beasthead Giant
Mind Link, Thought Shield, Crush Life Though somewhat smaller than
WT: Life Detection, All-Round Vision, humanoid giants, beasthead giants are
Sight Link, Send Thought Powers: 7 actually more dangerous. They have a
Rank: 2nd human looking body and the head of a
Mandible Grapple: The victim must beast.
save vs. paralyze or be held by the
mandibles for 1d6 rounds. AC 3[17], HD 15 (67 hp), Att 2 x attack
Mind Consumption: When it holds its (2d8+4 by fist or weapon), Thac0 5[+14]
victim, it uses its antennae to feed from MV 60’, SV D6 W7 P8 B8 S10 (12), ML 10,
its mind. The victim loses 1d4 points of AL Neutral, XP 1,100 NA 1d4+2(2d6),
INT or WIS, if any of those two stats fall TT O
to 0, the victim dies.
PSI:Mind Bar, Clairvoyance,
Crush Life, Kinetic Fist WT:
Detect Life, Know Direction
Powers: 5 Rank: 2nd
Psionic Resistance: Only
affected by 2nd rank Powers and
onwards.
Beasthead: The head has the
shape of a beast, and it can
make an attack similar to that
creature, as listed below:
● Eagle, goat 1d8+4
● Wolf 1d10+2
● Id Fiend 1d6+6
● Kirre 1d10 (2 attacks)
● Braxat 2d8 (breath
weapon, target save vs
breath for half
damage).

36
Desert Giant Plain Giant
Desert giants are humanoid in Plains giants have facial features more
appearance. Desert giants live on desert akin to an elf than a human. Plains
islands. giants live on islands that have terrain
similar to the scrub plains of Athas.
AC 4[16], HD 13 (58 hp), Att 1 x attack
(1d8+4 by fist or weapon), Thac0 7[+12] AC 5[15], HD 10 (58 hp), Att 1 x attack
MV 40’, SV D8 W9 P10 B10 S12 (9), ML 8, (1d6+4 by fist or weapon), Thac0 10[+9]
AL Neutral, XP 1,000 NA 2d6(3d6), TT J MV 40’, SV D8 W9 P10 B10 S12 (9), ML 7,
AL Chaotic, XP 1,000 NA 2d6+2(3d6+4),
PSI: WT: Detect Life, Know Direction TT J
Powers: 3
Psionic Resistance: Only affected by PSI: WT: Send Thoughts, Know
2nd rank Powers and onwards. Direction Powers: 3
Throw Hurl Rocks: When in combat, Psionic Resistance: Only affected by
they can throw rocks that deal 2d10+5 2nd rank Powers and onwards.
damage, They can do so three times per Throw Hurl Rocks: When in combat,
day. they can throw rocks that deal 2d10+5
Boulder throwing: Up to 200’ damage, They can do so two times per
Fortress: On desert islands. This day.
climate is nearly identical to the deserts Boulder throwing: Up to 150’
of Athas, save that these islands are Fortress: in the most heavily vegetated
surrounded by the Sea of Silt. areas on their islands, making their
homes in the midst of these brush areas.

37
The gith are a race of grotesque Highly valued as guards and
humanoids that appear to be a peculiar mercenaries. half giants can be found
mixture of elf and reptile. They tend to from one end to Athas to the other.
organize their society more along the
lines of a nomadic hunting clan, going
wherever the game takes them. AC 7[13], HD 4 (18 hp), Att 1 x attack
(1d6+4 by weapon), Thac0 17[+2] MV
AC 8[12], HD 2 (9 hp), Att 1 x attack 40’, SV D10 W11 P12 B13 S14 (4), ML 7, AL
(1d4+2 by weapon), Thac0 17[+2] MV 40’, Varies, XP 125 NA 1d4+1(1d10), TT O
SV D12 W13 P14 B15 S16 (2), ML 6(8 with
leader), AL Chaotic, XP 30 NA 2d6(3d6), PSI: WT: Cat Fall, Sight Link
TT M Powers: 2
Shifting Alignment:
PSI: Clairvoyance, Half-giants routinely change
Clairaudience, Crush Life, their alignments to match
Kinetic Fist, Telekinesis WT: whatever situation has most
Detect Life, Know Direction influenced them lately.
Powers: 5 Rank: 1nd
Leader: A leader of level 1d6 + 2
is present for every 20 dwarves.
The leader may have valuable
equipment: 5% chance per level.

38
Standing no more than 3 Hej-kin are a race of vile-looking
1/2 feet in height, and unlike their humanoids who inhabit the natural
counterparts from other worlds, subterranean caverns and tunnels of
Athasian Halflings are xenophobic Athas.
headhunters and cannibals who hunt
and kill trespassers in their mountain AC 10[10], HD 2 (8 hp), Att 2 x attack
forests. (1d4 by weapon), Thac0 19[+0] MV 40’,
SV D11 W12 P13 B14 S15 (1), ML 6, AL
AC 7[13], HD 1 (4 hp), Att 1 x attack Neutral, XP 30 NA 1d10(3d8), TT O(C)
(1d4+2 by weapon), Thac0 19[+0] MV
30’, SV D11 W12 P13 B14 S15 (1), ML 6 (8 PSI: Body Equilibrium, Thought
with leader), AL Lawful, XP 20 NA Shield WT: Life Detection,Send
2d8(3d10), TT V(E) Thoughts Powers: 4 Rank: 1st
Earth Glide: It can move
PSI: Telekinesis, Kinetic Wave, through non magical earth or
Thought Shield, Mind Link WT: stone without thrace.
Cat Fall, Send Thoughts
Powers: 4
Rank: 1st
Leader and militia: Tribes are
led by a halfling of level 1d6 + 1.
A militia of 5d4 2HD warriors is
also present.
Hoard: Only have treasure type
E when encountered in the
wilderness.

39
The id fiend is a psionic predator whose The inix is a large lizard midway in size
greatest weapon is its ability to draw between a kank and mekillot. It weighs
images of its victims' fears from their about two tons and grows up to sixteen
minds. feet long. They are widely used as
mounts.
AC 6[14], HD 5+5 (27 hp), Att 3 x attack
(1d8 by claw or bite), Thac0 15[+4] MV AC 6[14], HD 6 (27 hp), Att 2 x attack
40’, SV D10 W11 P12 B13 S14 (5), ML 6, AL (1d6 by claw or tail), Thac0 15[+4] MV
Neutral, XP 475 NA 1(2), TT Nil(A) 100’, SV D10 W11 P12 B13 S14 (6), ML 6,
AL Neutral, XP 500 NA 1(2), TT
PSI: Crush Life, Cell Nil(Rider)
Adjustment, Invisibility,
Telempathic Projection WT: Life PSI: WT: All-Round Vision,
Detection, Chameleon Power Know Direction Powers: 2
Powers: 7 Rank: 2nd Max load: Carry up to 3,500
Incite Panic: Once per day it coins unencumbered; up to
can incite fear to up to 1d6 7,000 at half speed.
victims, if the victim fails a save
vs spell, it becomes afraid for
1d6 rounds and becomes unable
to act straight.

40
Four feet tall reptile that live in clans inKanks are large docile insects, often
the desert. They are very adept in weigh as much as 400 pounds and stand
psionics and interested in magic. up to four feet tall at the back, with
bodies as long as eight feet from head to
AC 3[17], HD 3 (12 hp), Att 1 x attack (1d6 abdomen. They are often used as
by claw or weapon), Thac0 15[+4] MV mounts and cattle.
30’, SV D11 W12 P13 B14 S15 (6), ML 6, AL
Chaotic, XP 500 NA 1d6(1d10+4), TT U AC 5[15], HD 2 (8 hp), Att 1 x attack (1d6
by claw), Thac0 19[+0] MV 120’, SV D12
PSI: Kinetic Leap, Kinetic W13 P14 B15 S16 (6), ML 6, AL Neutral,
Shield, Mind Bar, Telekinesis XP 50 NA 0(5d10), TT Nil(Rider)
WT: Chameleon Power, Control
Sound Powers: 8 Rank 2nd PSI: WT: All-Round Vision,
Magic Spells: They are able to Know Direction Powers: 2
cast spells as a 3rd level cleric. Max load: Carry up to 4,000
Spells Known: Cure Light coins unencumbered; up to
Wounds, Detect Magic (1st 8,000 at half speed.
Level), Hold Person (2nd
Level).
Magic Kleptomania: They
tend to always look to steal
magic items from others.

41
Megapedes are colossal centipedes Mekillots are mighty lizards weighing up
which roam the sandy deserts of Athas. to six-tons, with huge, mound-shaped
They have a very long (100 to 150 feet), bodies as long as 30 feet. They are used
segmented body which sports a pair of to pull caravan wagons.
legs nearly every two feet
AC 3[17], HD 11 (44 hp), Att 1 x attack
AC 3[17], HD 10 (40 hp), Att 5 x attack (1d6 by tongue), Thac0 9[+10] MV 40’,
(1d6 by claw), Thac0 11[+8] MV 40’, SV SV D6 W7 P8 B8 S10 (11), ML 6, AL
D6 W7 P8 B8 S10 (10), ML 6, AL Neutral, Neutral, XP 2,600NA 2(1), TT Nil
XP 2,300NA 1d4(1), TT Nil
PSI: WT: Know Direction,
PSI: Mind Link, Thought Shield, Control Sound Powers: 2
Reduction, Cell Adjustment Swallow: On a natural 20 on
WT: All-Round Vision, their attack roll, the Mekillot
Chameleon Power Powers: 6 may grab its victim with its
Rank: 2nd tongue and pull it inside of its
Poisonous Bite: Megapedes mouth. The victims must save
insert their fangs into their vs paralysis, and it fails, it is
victim, which must save vs swallowed by the Mekillot and
poison and receive 3d6 poison dies immediately, crushed by
damage on a fail. the Mekillot’s insides.

42
Mul are a cross-breed of dwarf and 20’ tall behemoths that roam the deserts
human that are raised for the causing devastation on their path,
gladiatorial games often played on mostly with their combination of psionic
Athas. While all are born into captivity, and defiling abilities.
some escape and make their homes in
the plains and oasis of the Athasian AC -5[25], HD 15 (67 hp), Att 5 x attack
deserts. (2d6 by claws or fangs), Thac0 5[+14]
MV 50’, SV D4 W5 P6 B5 S8 (15), ML 9,
AC 8[12], HD 3+4 (16 hp), Att 1 x attack AL Chaotic, XP 4,000 NA 1(1), TT Nil (F)
(1d8 by spear or weapon), Thac0 15[+4]
MV 40’, SV D12 W13 P14 B15 S16 (3), ML PSI: Crush Life, Molecular Agitation,
7, AL Chaotic, XP 60 NA 1d6+1(2d6+2), Molecular Rearrangement, Kinetic wave,
TT L (C) Teleport, Thought Shield WT: Life
Detection, Control Sound Powers: 10
PSI: Kinetic Leap, Control Body Rank: 3rd
WT: Sight Link, Control Sound Defiling Spells: It has powers that
Powers: 4 Rank: 1st manifest similar to magic and defile the
Leader: A leader of level 1d6 + 2 land around it, it can cast each of them
is present for every 10 Mul. The twice per day.
leader may have valuable Spell known: Fireball, Dispel Magic,
equipment: 5% chance per level. Disintegrate, Cloud kill
Draining attack: Thrice per day, it heals
the damage it causes, either by attacks
or its powers.

43
Pterrans are a race of lizard men who Pterrax are large pteranodon-like
inhabit the Hinterlands near the Ringing creatures which are capable of flight.
Mountains. While most never make it They occupy the plains and rocky
past the mountains, some small clans barrens of Athas. Pterrax are sometimes
have made their homes on the desert encountered near the edges of the Forest
side, living in the forests and jungles Ridge near the Ringing Mountains,
near the Forest Ridge, near the rocky where they are commonly used by
barrens which border the deserts of pterrans as flying mounts.
Athas.
AC 7[13], HD 5 (23 hp), Att 2 x attack
AC 8[12], HD 3 (12 hp), Att 1 x attack (1d8 by claws), Thac0 17[+2] MV 40’(60’)
(1d6 by claws or weapon), Thac0 17[+2] Flying, SV D10 W11 P12 B13 S14 (5), ML 7,
MV 40’, SV D12 W13 P14 B15 S16 (2), ML AL Neutral, XP 225 NA 1d6(1d6), TT Nil
6, AL Neutral, XP 55 NA 1d10(2d10+5),
TT J (C) PSI: Thought Shield WT: Know
Direction, All-Round Vision
PSI: ESP, Thought Shield WT: Powers: 3 Rank: 1st
Know Direction, Life Detection Dive Attack: The Pterrax dives
Powers: 4 Rank: 1st onto its target and bites it,
Poison Weapons: Pterran input dealing 2d6 extra damage.
poison into their weapons,
victims of these must save vs
poison, and on a fail it loses 1
STR or CON for 1d20 days. If any
of those stats falls to zero, the
victim dies.

44
45
Animal Transformation:
Pyreens are able to transform
Pyreens are mysterious beings that roam into any animal they desire at
the world of Athas. They are powerful will.
psionicists and very powerful druids. Hunger and Thirst Immunity:
They travel about Athas attempting to Pyreen are able to survive
set things right, although it looks like a without ever eating food or
hopeless battle. Few know of their drinking water.
existence, and fewer still have ever met Psionic Resistance: They are
one. They are sworn enemies of defilers, only affected by psionic powers
and their actions indicate they are bent of rank 4.
on the destruction of the sorcerer-kings. Language Knowledge: Pyreens
Pyreens are humanoid, although they know all humanoid languages in
are not identifiable as any of the current Athas.
humanoid or demi-human races, rather, Speak with Plants and
they have characteristics of all of them. Animals: Pyreens are able to
talk to all plants and animals.
AC 0[20], HD 16 (72 hp), Att 1 x attack Magical Equipment: Pyreens
(1d8+3 by weapon), Thac0 5[+14] MV 60’, tend to be equipped with at
SV D2 W3 P4 B3 S6 (16), ML 12, AL least 3 magical items, usually
Neutral, XP 6,000 NA 1, TT V weapons, rings and wands.

PSI: Cell Adjustment, Mind Bar,


Mind Link, Teleport, Crush Life,
Molecular Rearrangement,
Molecular Agitation, Dimension
Door, Telekinesis, Control
Density, Thought Shield,
Hypnosis, Astral Projection,
Accelerated Motion, Levitation,
Body Weaponry, Clairvoyance,
Clairaudience WT: Sight Link,
Chameleon Power Powers: 18
Rank: 4th
Divine Magic: Pyreens have
access to spells from all
elemental spheres. They cast
magic similar to a 14th level
Druid.
Rejuvenate: Three times per
day they are able to cast the
Spell Rejuvenate on Defiled
lands.

46
The razorwing is a small-bodied slate The sand bride is a negative material
gray creature that looks a bit like a small plane creature trapped on Athas. It uses
pterrax. It has bone white edges on its its powers of illusion to lure victims to a
wings which are very sharp. cold death. The sand bride usually
creates the illusion of an oasis, with
AC 6[14], HD 4 (19 hp), Att 3 x attack itself as a beautiful woman (or more
(2d4 by wings or bite), Thac0 17[+2] MV rarely, a man). It feeds on the life force of
40’(60’) Flying, SV D10 W11 P12 B13 S14 intelligent beings.
(5), ML 7, AL Neutral, XP 175 NA
2d4(2d4), TT Nil AC 0[20], HD 6 (27 hp), Att 2 x attack
(1d0 by arm), Thac0 13[+6] MV 60’, SV
PSI:WT: Detect Life, Control D10 W11 P12 B13 S14 (6), ML 9, AL
Sound Powers: 3 Chaotic, XP 725 NA 1, TT C
Surprise Advantage: +1 to all
surprise rolls. Illusion: Twice per day, a Sand
Charge Attack: Once per day, Bride can create the Illusion of
they can charge with their wings an Oasis in the desert and take
against an enemy and deal the form of a beautiful man or
double damage on their next woman to trick a thirsty
attack. traveller.
Mundane damage immunity:
Can only be harmed by magical
attacks.

47
with its tentacles and drag them
below the silt. Upon being
Silt Horror is the name given to a group dragged inside the Silt, the
of predators that dwell in the sea of victim may be able to survive for
sand. While they vary in size and color, 1d4 rounds. An open doors
all of them are characterized by a large check may allow the victim to
number of tentacles, and an unending free itself from the Silt Horror’s
hunger. Few are the creatures that hold.
escape once a silt horror has its tentacles
around them. Multiple Tentacles: A Silt
Horror has up to 10 tentacles
AC 8[12], HD 18 (80 hp), Att 10 x attack from which to attack with, each
(1d6 by tentacle), Thac0 7[+12] MV 60’, tentacle counts as it’s creature,
SV D2 W3 P4 B3 S6 (18), ML 7, AL following the statistics listed
Neutral, XP 7,000 NA 1, TT Nil below:
Horror Tentacle
PSI: Thought Shield, AC 5[15], HD 2+1 (10 hp)
Precognition,
Domination WT: Create
Sound, Sight Link
Powers: 6 Rank: 2nd
Conscription: Three
times per day, a Silt
Horror can grab one
victim and deal 1d8
damage per every round
that it holds it. An
open doors check may
allow the victim to free
itself from the Silt
Horror’s hold.
Gust of Air: On the
rare occasions when a
horror is losing a fight,
it uses its air jet to
escape. It moves by
jetting out a large gust
of air, sliding itself
backwards through the
silt at a rate of 50 yards
per round.
Drag Inside: Three
times per day, when it attacks, it
attempts to grasp an opponent
48
These small lizard-like men are common The Athasian sloth is fast, cunning, and
on Athas. They usually live the life of very bloodthirsty. A family of sloths can
raiders, although occasionally a lair will eat a whole halfling village in one night
be found. and is usually not afraid to try.

AC 7[13], HD 2 (8 hp), Att 1 x attack (1d3 AC 5[15], HD 11 (49 hp), Att 3 x attack
by claws or weapon), Thac0 19[+0] MV (2d8 by claws), Thac0 7[+12] MV 40’, SV
40’(120’) running, SV D12 W13 P14 B15 D6 W7 P8 B8 S10 (11), ML 6, AL Neutral,
S16 (2), ML 6, AL Chaotic, XP 40 NA XP 1,100 NA 0(1d4), TT Nil
4d4(5d6+5), TT J (A)
PSI: WT: Detect Life,
PSI: Clairaudience WT: Chameleon Power Powers: 4
Chameleon Power, All-Round Poison Resistance: +4 to
Vision Powers: 3 Rank: 1st saving throws.
Leader: Groups of 15+ are led by Powerful Bite: Its teeth do
a Leader. The leader may have 2d10 damage on a successful
magical items: 5% chance per bite. If the victim fails a save vs
level for each magic item table. paralysis, the sloth sinks its
Running: Silt Runners tend to teeth into its prey and hangs on,
attack by overrunning their doing an additional 1d10 of
opponents, they may run to damage per round.
their targets at 120’ a round up Halflings Preference: Will
to four times a day. prioritize halflings on sight.

49
The so-ut, or rampagers, are fierce The crystal spider is a voracious predator
creatures that live only for the sake of that spins a glass web. The web is very
destruction. They know no fear and hate sharp and can focus a damaging beam of
the things of men, like weapons and light at a potential victim.
buildings.
AC 2[18], HD 4(17 hp), Att 2 x attack
AC -4[24], HD 14+2 (65 hp), Att 2 x (2d4 by claws and bite), Thac0 17[+2]
attack (2d6 by claws or bite), Thac0 MV 40’, SV D12 W13 P14 B15 S16 (4), ML
7[+12] MV 40’, SV D6 W7 P8 B8 S10 (11), 7, AL Neutral, XP 120 NA 1d4(3d4), TT Q
ML 12, AL Chaotic, XP 2,500 NA 1, TT
Nil PSI: Kinetic Shield WT: Control
Light Powers: 4 Rank: 1st
Fear Aura: Two times per day, Light Beam: After taking a
the So-ut emanates an aura 30’ round to prepare, the spider
around it, any creature inside shoots a light beam from its
this range must save vs spell eyes as an attack roll. Target
and be frightened for 1d4 rounds creature receives 3d6 damage
on a fail. and must save vs wands and be
Poison Claw: When attacking blinded on a failure.
with its claws, the So-ut secretes Poison needle: Any creature
acidic poison. Any creature hit hit by its spines must save vs
by this attack must save vs paralysis, failure causes
poison and receives 10 extra paralysis on the target for 1d6
damage on a fail. Any armor hit rounds.
in this manner automatically
melts off and becomes
ineffective.

50
Ssurrans are nomadic, humanoid A snake 50’ long with a hard, chitinous
reptiles. Some are raiders while others shell. It is usually seen flying during the
are simple hunters. As lizard men of the day looking for prey to attack at dusk.
desert, they have adapted to the heat of
the Athasian day and are active even AC 3[17], HD 6 (27 hp), Att 1 x attack
during the blazing midday heat. (1d6 by bite), Thac0 15[+4] MV 30’(50’)
flying, SV D8 W9 P10 B10 S12 (7), ML 6,
AC 4[16], HD 3(12 hp), Att 1 x spear (1d8 AL Neutral, XP 1,100 NA 1, TT Q
by weapon), Thac0 7[+12] MV 40’, SV
D12 W13 P14 B15 S16 (3), ML 6, AL PSI: WT: Create Sound,
Lawful, XP 80 NA 2d8(5d6), TT R Animate Shadow Powers: 6
Fire Resistance: They receive
PSI: WT: Know Direction, Life only half damage from fire
Detection Powers: 4 Rank: 1st based attacks.
Fire Resistance: They receive Paralyzing Bite: They can bite
only half damage from fire their opponents and secret a
based attacks. strong poison, a failed save vs
Shaman: For each group of 10 paralysis causes the victim to
or more ssurrans encountered, be paralyzed for 1d4 days.
one is a shaman/leader with Life Leeching: It would try to
maximum hit points and 3rd take away its victim to a Lair
level clerical abilities. It has a and start leeching 1d4 CON per
5% chance to hold valuable day for the duration of its
equipment. poison. If the victim's CON falls
to 0, it dies.

51
Tareks are big, musclebound, and Thri-kreen are a race of large, intelligent
hairless bipeds that inhabit the hilly and insects often referred to as mantis
mountainous areas of Athas. warriors. They are found in most areas
of Athas and they prefer to roam the
AC 7[13], HD 2+2(10 hp), Att 1 x spear plains where they have
(1d4+4 by weapon), Thac0 7[+12] MV hunting territories.
40’, SV D12 W13 P14 B15 S16 (2), ML 6, AL
Lawful, XP 125 NA 2d8(5d6), TT P AC 5[15], HD 3+2(15 hp), Att 4 x attacks
(1d4 by claw or weapon), Thac0 16[+3]
PSI: Mind Link, Crush Life, ESP MV 40’, SV D12 W13 P14 B15 S16 (3), ML
WT: Animate Shadow, Send 9, AL Chaotic, XP 150 NA 2d12(2d12),
Thoughts Powers: 6 Rank: 1st TT R
Beyond Death: Even after one
fatal blow, Tareks can keep PSI: Kinetic Shield, Kinetic
fighting after having their hit Leap, ESP WT: Chameleon
points reduced to 0. They only Power, Send Thoughts Powers:
stop after 1 round or their hp 6 Rank: 1st
being reduced to -10, whichever Multi-arm: Thri-kreen have
comes first. four arms and can use up to four
weapons at once. They receive a
penalty of -2 on their attack roll
if they carry any extra weapon.

52
Tohr-kreen are larger, cultured versions A Thrax is a dreadful creature that exists
of thri-kreen. They are more civilized by draining the water from its victims.
than their smaller cousins, and not The thrax is very intelligent and is an
nearly as aggressive. However, when they implacable foe.
do fight, they are more deadly than the
thri-kreen AC 3[17], HD 9(40 hp), Att 1 x attacks
(2d6 by fist or weapon), Thac0 11[+8]
AC 3[17], HD 6(25 hp), Att 4 x attacks MV 40’, SV D8 W9 P10 B10 S12 (9), ML 9,
(1d4 by claw or weapon), Thac0 16[+3] AL Neutral, XP 700 NA 1(1), TT R
MV 40’, SV D8 W9 P10 B10 S12 (6), ML
10, AL Lawful, XP 300 NA 1(1d4), TT R PSI:Mind Bar, Telekinesis, Mind
Link, Thought Shield, Crush
PSI: Kinetic Shield, Kinetic Life WT: Life Detection,
Leap, ESP WT: Chameleon All-Round Vision, Know
Power, Send Thoughts Powers: Direction, Powers: 8 Rank: 2nd
8 Rank: 2nd Drain Water: A successful hit
Multi-arm: Tohr-kreen have by a thrax on an unarmored
four arms and can use up to four victim causes 2d6 points of
weapons at once. They receive a damage, and the victim must
penalty of -1 on their attack roll save vs. petrification, and on a
if they carry any extra weapon. failure, the victim starts losing
Paralyzing Bite: They can bite water from their body. After 2
their opponents and secret a rounds in this state, the victim
strong poison, a failed save vs dies dehydrated.
paralysis causes the victim to
be paralyzed for 1d6 rounds.

53
Villichi are females born to normal Zhackals are small pack animals that
humans, but mutated humans with travel about feeding off of the emotions
enhanced psychic abilities and an of those about to die.
extreme sensitivity to sunlight.

AC 7[13], HD 4(19 hp), Att 1 x attacks AC 7[13], HD 1(5 hp), Att 1 x attacks (1d4
(1d4 by weapon), Thac0 11[+8] MV 40’, by bite), Thac0 19[+0] MV 40’, SV D10
SV D10 W11 P12 B13 S14 (4), ML 9, AL W11 P12 B13 S14 (4), ML 9, AL Neutral,
Lawful, XP 150 NA 1(1), TT K XP 120 NA 2d6(3d6), TT Nil

PSI: Telekinesis, Thought PSI: Mind Bar, Mind Link,


Shield, Body Control, Crush Invisibility WT: Chameleon
Life, Kinetic Wave WT: Detect Power, Send Thoughts Powers:
Life, Control Sound Powers: 9 7 Rank: 2nd
Rank: 2nd

54
Misc. Monters
Some other minor Monsters are less
Floaters are small, aerial, jelly fish that
common or too unimportant to be listed
drift above the Sea of Silt.
with the rest. Most of these are domestic
animals such as pets, familiars and
AC 9[11], HD 1/4(1 hp), Att 1 x attacks (1
companions by sting), Thac0 19[+0] MV
20’(30’)Flying

These brightly-colored beetles are highly


prized for the pleasant humming sounds
they produce. Better trading houses have The scourge of the Tablelands, kes’trekel
at least one. are vile avian creatures that feast upon
desert carrion.
AC 8[12], HD 1/4(1 hp), Att 1 x attacks (1
by sting), Thac0 20[-1] MV 20’ AC 9[11], HD 1/2(2 hp), Att 1 x attacks (1
by beak), Thac0 18[+1] MV 20’(40’)Flying

Multi-colored, spiny-backed lizards,


critics are frequently reluctant house
guests in Athas. They are innately
psionic and tune themselves to their
feeders.

AC 7[13], HD 1/2(2 hp), Att 1 x attacks (1


by bite), Thac0 19[+0] MV 20’

PSI: WT: Life Detection,


All-Round Vision, Know
Direction, Powers: 4

55

Monsters ●
Mummy
Neanderthal (Caveman)
● Noble
from other ●

Nomad
Normal Human

settings ●

Pirate
Pterosaur
This section is to describe the list of ● Purple Worm
monsters present in other campaign ● Rat
settings that may be compatible with ● Roc
games in Athas. The descriptions for this ● Salamander
monster can be found in the classic ● Scorpion, Giant
fantasy rules for Old School ● Skeleton
Essentials™. ● Snake
● Spider, Giant
● Acolyte ● Stegosaurus
● Bandit ● Stirge
● Basilisk ● Trader
● Bat ● Triceratops
● Beetle, Giant ● Tyrannosaurus Rex
● Berserker ● Veteran
● Brigand ● Weaser, Giant
● Buccaneer ● Wight
● Caecilia ● Wraith
● Carcass Crawler ● Wyvern
● Cats, Giant ● Zombie
● Cave Locust
● Centipede, Giant
● Cyclop
● Dervish
● Driver Ant
● Elemental
● Ferret, Giant
● Ghoul
● Golem
● Insect Swarm
● Killer Bee
● Living Statue

56
57
Encounters
Tables
The following tables are made to provide
some guidelines to DMs to determine
encounters for the PCs. Demihuman,
slave worker, and templar patrol
encounters must be organized by the
DM. The following tables require the use
of the OSE Dark Sun Monster Manual
and Old School Essentials Classic
Fantasy Rule Set™.

Roll 1d12 and look up on the table


depending on the type terrain the PCs
currently find themselves in.

58
59
60
61
NPC Encounters
This procedure generates parties of NPC
adventurers. As the procedure is fairly
involved, referees may wish to
pre-generate some NPC parties for use
in random encounters. The following
general details apply to all types of NPC
party described:
● Spells: If spell casters are
present, choose or roll their
memorized spells.
● Equipment: Normal
adventuring gear.
● Treasure: Treasure types U+V,
shared among the group.
● Marching order: Decided by
referee. If the classes presented Composition: 1d4+4 characters of
in this book are not in use, the random class and level (see below).
referee should replace the listed Alignment: Either roll the alignment of
classes by equivalents in use in each NPC or roll once for the party.
the campaign.

Composition: 1d6+3 characters of


random class and level (see below).
Alignment: Either roll the alignment of
each NPC or roll once for the party.
Mounts: 75% chance of being mounted
in the wilderness.
Valuable Items: Per individual: there is
a chance of the NPC having a metal or
magic item from each suitable valuable
item sub-table (see Magic Items, p). The
chance per sub-table is 5% per level of
the NPC. Rolled items that cannot be
used by the NPC should be ignored (no
re-roll).

62
Encounter
complications The table below describes possible
complications the monsters may be
Athas is a living world, and the struggle facing. These shall be rolled at the DMs
for survival is a challenge that almost all discretion with the intent of adding
of Athas inhabitants face. The following depth to an encounter.
tables will help DMs to decide in what
state the PCs may find encounters in the
wilderness. The intent of these is to give
DMs some inspiration and provide the
possibility of emergent narrative within
the game.

The table below describes what actions


the creature of a potential encounter
may be taking at the moment of finding
the players. For some results the DM will
be required to fill the blanks, but most
times re-rolling the encounter table
should be enough.

63
64
Treasure 1. If a percentage value is given, first roll
d100 to see whether this item is present
Since Athas is a metal-poor-world, the in the hoard.
treasure tables found in Old School 2. If a range of values is given (e.g.
Essentials™ are inappropriate for coins 100-1,000cp, 6d6 gems), decide upon
found in a lair. The DM may use these that range to determine the quantity of
tables instead for all Dark Sun treasure. this item that is present in the hoard.
3. For gems and valuable items, the
procedures for determining the value
and properties of the items in the hoard
Monster listings note which treasure
are found in later sections.
type is present in the creature’s lair and
which it may carry on its person. Each Manual Adjustments
treasure type (see overleaf) lists one or If the value of the randomly generated
more types of coins or items that may be treasure is significantly above or below
found in the hoard. For each item in the the average value of the treasure type,
list: the referee may adjust the results
manually.

65
Because metal coins are more valuable
on Athas, they are somewhat more rare
in treasures. No platinum or electrum
pieces are regularly minted on Athas.
The metal is occasionally found in small
amounts, but not enough to warrant
inclusion on the table.

Where metals are very rare, gems


become a more frequent medium of
exchange. On Athas, gems are fairly Art is not usually a part of lair treasures
common and still quite valuable. on Athas. Such finds will be specially
placed by the DM.

66
Valuable Items Rings, Rods, Staves, Wands, and
Miscellaneous Magic: These items
Valuable Items is a denomination for function just as described in Old School
items of high utility whose properties Essentials™. Such items rarely consist
ensure superiority of their users while of metal, but rather are fashioned from
adventuring. By all intents and purposes, the finest alternate materials available.
valuable items work the same as magic
items, but the terminology is changed to Armor and Shields: Substitute the
also include Masterwork Weapons and following table for the one present in
Metal weapons and armor (details found Old School Essentials™. Unless the
in equipment p.14). material is listed, the DM may choose
the material of the armor set.

Use of magical items never causes a


defiling effect on the surrounding
grounds. However, defilers who create
magical items do cause destruction at
the time of manufacture.

Potions and Oils: On Athas, potions


are drawn from the juices of fruits,
known as magic fruits.

Scrolls: Scrolls found as part of a


treasure will always be papyrus and will
lack a case of any kind, unless otherwise
noted. As such, these delicate scrolls
often do not survive the combat in
which they are won. The spells on a
scroll can be either wizard or priest, as
indicated in Old School Essentials™ .
The process of setting a spell to a scroll
inherently strips the spell of defiler or
preserver characteristics. Thus, spells
cast from scrolls do not cause defiler
destruction.

67
Weapons: For valuable weapons, all
valuable weapons found as monster
loot have a 25% of being a master The ring of life also bestows upon its
work, 5% of being made of metal and wearer recuperative powers within or
1% of being made of steel. For magical around them.
weapons, all of them found as part of a ● Land healing: 1 time per day,
treasure are metal or have metal the ring is able to heal defiled
components. Nonmetal weapons can be land in a 5’ radius around the
enchanted as well, but magical wearer.
adjustments must still take into account ● Improved healing: After a
the inherently poorer quality of the complete bed rest, the wearer
material used. Weapons are determined recovers 1d3 extra hit points.
as in Old School Essentials™ . Weapons
can have intelligence, and those with
intelligence 15 or greater can have a
psionic power (25% chance).
This item is a small "Y " shaped stick
that must be held in both hands to use.
Additional With each charge expended this item
will locate and pull its holder toward any
Magical Items accumulation of water of at least one
gallon within 1,000 yards.
These new magical items can be found ● Water Priority: If multiple
as part of lair treasures in Dark Sun. accumulations of water reside in
Because they do not appear in Old the rod's range, it draws itself to
School Essentials™, the DM may grant the largest one.
them if it is applicable or convenient for
the campaign.

Life Sap extracted from a Tree of Life


and blessed by a Druid or Cleric, with
This item scrambles the wearer's psionic powerful healing energies and
abilities, making casting psionic powers properties.
or wild powers more difficult. ● Land healing: Pouring a vial on
● Casting Psionics: Instead of defiled land will heal an area of
casting an intended power, a 5’x5’.
different one is casted, picked ● Healing: Consuming it will heal
by the DM. 1d6+6 hit points, as well as all
● Removing it: Only the person ailments or diseases (Not
who places the amulet around curses)
someone's neck can remove it, ● Damaging Undead: Throwing
unless supernatural means of it at undead creatures will cause
removal are found. them 2d8 damage.

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This fruit’s effects are identical to the Applying this oil on a surface, it grants
psionic power mind bar, but does not the recipient increased toughness
require the consumer to know psionics ● Granted Bonus: +3 Bonus to
to begin or maintain. AC and 2d4 hp
● Duration: The benefits last for
24 Hours. Applying multiple
When a psionic character eats it, it flasks of this oil during said
temporarily increases the total amount duration would not cause a
of psionic powers available to cast by noticeable effect.
1d6.
● Duration: The effects last for 12
hours. When this oil is rubbed on the body it
● Multiple Consumption: effectively “masks” the person from all
Consuming multiple pieces of senses except normal vision.
this fruit has an opposite effect, ● Masking: Senses such as smell,
decreasing the amount of hearing, infravision, and any
powers available by 1d4 if two or means of psionic detection
more are eaten within a 12 hour cannot detect the presence of
period. someone covered in this oil.
● Duration: The benefits last for
24 Hours. Applying multiple
When a psionic character eats it, the flasks of this oil during said
next 1d4 powers he cast may be 1 rank duration would not cause a
higher than what the character is noticeable effect.
allowed to.
● Duration: The effects last for 12
hours. While under the influence of the ring’s
● Multiple Consumption: power, a specific type of wild animal
Consuming multiple pieces of becomes docile and responds to simple
this fruit during said duration commands given by the wearer.
would not cause a noticeable ● Range: The animal is able to be
effect. controlled at a range of up to
100’.
1d100 Type of Creature
Those who eat this fruit have no need to 01-20 Kank
breathe air while submersed in silt. 21-49 Erdlu
● Duration: This fruit has a 50-79 Inix
duration of 2d6+2 turns. 80-95 Mekillot
96+ Other (DM’s Choice)

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Wearer’s of this ring receive a special The wearer of this ring can store psionic
protection against mental attacks, points in the device for future use on a
protecting them. two-to-one basis.
● Mental Defense Bonus: The ● Psionic Charging: Any power
ring grants a bonus on all saving known by the caster may be
throws against Psionic Powers. stored, as long as he is able to
Most rings grant a +1 bonus, but cast it. Afterwards, the caster
more valuable versions of it may may activate the power without
grant a bonus of up to +5. having spent his own mental
energy. After casting it, the
power is spent.
The ring allows the wearer to enhance ● Number of Charges:
certain psionic powers, making said Depending on the ring, it may
power to be cast at a higher power. be able to hold 1d10 powers (as
● Higher Rank: Once per day, determined by the DM).
the wearer is able to cast a ● Power Decay: After 1d10 days,
group of 1d8 Psionic Powers the power would decay and the
(Determined by the DM) at a charge would banish.
higher Rank.

This staff is constructed by halflings of


When a Psionic Character wears this the Ringing Mountains who travel to the
ring, any power that deals damage to an harsher Tyr region, empowered with
enemy will be enhanced to deal various psionic powers (which are
improved damage. unknown, as the halflings do not share
● Increased Damage: The ring this information).
grants a bonus on all damage ● Charges: Up to 20 charges. The
dealt through a psionic power. staff becomes useless after
Most rings grant a +1 bonus, but running out of charges.
more valuable versions of it may ● Staff Powers:
grant a bonus of up to +5. 1. Cast Create Water and Purify
Food and Water, these spells
consume 3 charges .
2. Point North direction (+1 on
This ring enables the wearer to walk on direction roll)
silt without sinking into it. The wearer’s 3. Detect and identify any
feet don’t actually touch the silt, always predator around 100 yards.
remaining above the surface. 4. Cast Conjure Lesser
Elemental (Water), this
consumes 2 charges.

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This device creates a gust of wind strong This wand creates storm clouds which
enough to pick up sand or dirt particles then creates brief rain showers.
and fling them at a designated target. ● Range and Duration: 1d3
● Area Affected: The amount of turns, affecting an area 100 yards
material affected is 10 cubic feet in diameter.
per charge expended. ● Rain: The amount of rain
● Damage: 3d6 damage per produced by this effect is
charge. minimal, though it can supply
● Charges: When found these up to six humanoids (or three
wands have 2d10+20 charges and humanoids and one half-giant)
cannot be recharged. with enough water for one day,
provided they have some means
of collecting the water.
Once a charge is expended the wand ● Charges: Up to 5d10+20
indicates to the wielder the presence of charges. These wands cannot be
items which use psionic power, or those recharged.
under the influence of or using psionic
powers. These wand function on psionic,
not magical power. This device functions comparably to the
● Detection range: 30-foot psionic power body control, protecting
radius of the wielder. the possessor from forms of energy such
as electricity, fire, cold or heat.
● Damage Absorption: When
This device temporarily negates the carrier of the cube receives
activated psionically powered items, or damage, the cube takes the
removes psionic effects from individuals. damage instead.
● Duration: Psionic items ● Cube Hit Points: 200
affected by this wand do not ● When HP go to 0: When the
function for 1d4+4 rounds. cube has 20 hp left, it starts
● Range: 30’ emanating heat, and when hp
● Psionic Targets: Entities under go to 0, the cube explodes in a
the influence of psionic powers 30’ radius area, dealing 10d10
have all connections with their psionic damage to any creature
person severed. on radius (save vs breath for
● Charges: The wand can half damage).
function once per round, each
negation draining one charge.
The wand cannot be recharged.

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These magical saddles are used by The fire flute is made from the stem of a
travelers to speed their voyages across burnflower. When played, the player is
the perilous desert. These saddles are able to control non-magical flames at a
crafted of lizard skin, and fit either 30’ radius, changing their size and shape
kanks, inix, or crodlu. or moving them.
● Mount Speed:Once affixed to
the mount, the creature travels
at 150% of its normal movement The helm is the rune covered, bony skull
rate through desert terrain. plate of an id fiend. The inside has been
● Resource Consumption: The laced with a fine web of iron threads.
creature with this saddle ● Psionic Powers: A character
mounted on will require only with this helm can use it to cast
25% of water intake each day. the Tower of Iron Will psionic
power, 1d4 times per day, at rank
1 if weared by a non-psionic
This very unusual item is made from a character and highest rank if
thick hide. The owner places the bag weared by a psionic character.
over his head for one full turn. When he
takes it off, he looks like someone else.
● Keeping the Ilusion: The These cloaks are always some shade of
owner must keep the bag on his green and made from a variety of plant
person for it to maintain the fibers. It grants the power to the wearer
disguise. to regain energy through the sun.
● Condition of the Ilusion: The ● Energy Recovery: For each
bag does not change the owner’s turn of lying motionless in the
body, voice, or mannerisms, this sun, the cloak heals its wearer 1
disguise is only useful with hit point.
people that know the imitated ● Nourishment: A full hour also
person casually. eliminates his need for one meal
and half his daily water.

These boots can vary in color from a


deep red to a dark, mossy green. Those A lyre of silence is a harp-like
are the colors of the hej-kin hide used to instrument that must be strung with the
make them. braided tendons of a bat. When it is
● Psionic Powers: Wearing these played, it makes no audible sound. It
boots allow the wearer to cast enables a character to perceive sound
the psionic powers Catfall at will waves visually, by converting the sound
and Body Equilibrium 1d4 times waves to light impulses (it works in
per day. much the same way as feel light).

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Made from bits of bone sewn together
with Kirre gut, the most noticeable
feature is the distinctive hide covering.
Curious characters may discover that the
hide is from a nightmare beast.
● Charges: Up to 20 charges. The
gauntlets become useless after
running out of charges.
● Psionic Powers: These
gauntlets allow the wearer to
use the accelerated motion or
body weaponry psionic powers,
at rank 1.

Although this item looks like a common


mirror, it is not. The reflective paint used
to coat the back of the glass is mixed
with the ground skull of a psionic cat.
● Psionic Powers: When the
mirror activates, it casts the
clairvoyance psionic power,at
2nd rank. Anyone else looking
into the mirror sees the distant
scene.

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Athasian
Trinkets
Small objects in size and value, may be
placed for dressing, decoration or fill
small pockets.

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City-state
Generator
As with any other setting, DMs are
allowed and sometimes encouraged to
make the world their own. Originally the
Dark Sun Box Set™ mentioned seven
city-states present in the Tyr Region,
however more cities were implied to
exist to the north, south and east, so the
following tables may be used to create
city-states, whether in the Tyr Region or
other unknown lands in Athas.

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Wilderness Stoney Barrens

Feature
Generator
During exploration, nature itself
presents a wide variety and diversity of
sights and locations, and even a dying
planet like Athas presents an immense
amount of beauty and allure. To quickly
develop what kind of locations a group
would find, use the following method:

Sandy Wastes
Biomes will determine the chance of
finding certain natural features, check
on one of the following tables depending
on the biome. Then, roll twice on said
tables to get an idea of what type and
combination of features PCs are about to
find. It is good to point out, however,
that locally some types of features
denote the presence of another (e.g:
vegetation and a settlement clearly
denote the presence of some kind of
hydrography). Rocky Badlands
Verdant Belt

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Mountains Silt Sea

Scrub Plains Forests

Salt Flats

Features are categorized in settlements,


ruins, vegetation, rocky formations,
hydrography, relief and ground features.
Each category presents its own generator
to provide detail of the type of feature
one can find out in the wilderness, listed
individually following the next page:

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Athasian
Settlement
Generation
To generate villages and towns built
across the tablelands, the following
tables may be used. Rolling once in each
table may be enough to generate a good
settlement, but DMs may roll multiple
times to add multiple factors describing
the settlement and/or its situation.

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Ruin Generator
For ruins and dungeons found in the
wilderness, DMs may use these tables to
generate them quickly.

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Appendix L:

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Vegetation Hydrography
Generator Generation
Meant to be used to generate strange Despite the ravaged state of Athas, many
and/or unique plants. It is different types of hydrography exist.
recommended to use this generator Note that active water formations tend
multiple times for higher eco-diversity. to be surrounded by life, so consider
Roll one time for the type of vegetation rolling in the vegetation tables to
and density tab;es and twice for the compliment hydrography.
plant features:

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Rocky Ground
Formations Features
Rock formations are very common in For interesting and odd qualities of the
Athas, as numerous and diverse as traversed soil, roll on the following
deserts can be. For generating Rocky tables:
formations, roll on the following tables:

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Relief
Generator
For elevation, use the following tables:

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House Rules honestly could not see my games
without it, so I just added it back on my
This appendix will be written from the games. I did not straight up use the one
perspective of the Author talking to any used by 3rd edition onwards, as I
potential DM, as it is a more personal thought it just had a power spike too
piece, at least in relation to the rest of high, so I am using the modifiers I read
this book. Every table has its own share in the game Castles and Crusades™,
of house rules, a way DMs exercise their which I find more fitting for OSE™ .
power as masters of the game by
modifying, adding or removing rules to Ability Score Modifier
make their games more fun. This Assign each modifier to each ability
specific appendix is to showcase the score, all bonuses granted to any ability
house rules that I, the author score determined by its number will be
(u/Lixuni98) use on the table. Some of tied to the modifier, as determined by
these are more heretical relative to OSR the following table.
gaming than others, but are the ones
that I find more practical and overall
fun, and the goal is that I can at least
provide you with ideas for your games
that you may find cool or appealing for
you as a DM or your players.

This was a mechanic introduced in 3rd


edition onwards, which is doing ability Difficulty Checks
checks by rolling a d20 and adding a The following table is to give an idea to
Modifier determined by the character’s DMs of what number represents what
ability score, success determined by difficulty.
whether or not the roll of the die is
equal or higher than a number set by the
DM, called Difficulty Check, the
highest it is the more difficult the task
the character is attempting to do is as
well.

Personally, I love this mechanic, it is


simply too simple and elegant that I
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material) and adding it all together for a
devastating and brutal attack!
Introduced in 5th edition, rolling with This is a way to provide players with the
advantage means rolling the dice two choice of spending resources in a
times and choosing the highest result, meaningful and dramatic way. Maybe
while rolling with disadvantage is the they are facing an opponent way more
opposite, rolling the dice two times and powerful than they are, in which this
choosing the lowest result. Simple, rule may give them a chance of surviving
elegant, it is useful to use instead of by spending something arguably of less
bonuses and penalties, which is why I worth than their lives.
use it.

Old School Essentials™ have these in a


way. Rolling a 20 on an attack roll equals
an automatic hit, while rolling a 1 means
automatically failing. I personally love
the idea of critical hits, which is why use
the following variant instead:
Critical hit: On a natural roll of 20, the
attacker deals the maximum amount of
damage possible, while adding a second
damage roll plus all damage modifiers
(e.g: A fighter with 14 STR attacks with a
sword and roll a natural 20. The damage
dealt is 9(1d8+STR) plus an additional
roll of 1d8+STR.

Critical breakage is a ruling that allows


for more brutal attacks at the cost of
one’s weapon. Basically, whenever an
attacker with a weapon rolls a natural
20, aside from applying the damage
done by critical hit, he gets to roll for
damage a third time at the cost of
breaking the weapon (no matter the

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Inspirational
Material
Inspiration is crucial in rpgs, and Dark
Sun is no exception. For all potential
DMs out there who want to catch a feel
of the setting, the following is a reading
list of novels, movies, tv shows, etc, to
provide an idea of the themes of Athas:

● The Prism Pentad Series™ (Troy


Denning)
● The Dune Series™ (Frank
Herbert)
● The Barsoom Series™ (Edgar
Rice Burroughs)
● The Scroll of Saqqara™ (Pauline
Gedge)
● Mad Max™ Movie Series
● Book of Eli™
● Dark Sun: Shattered Lands™
● The Counter-Earth Series™
(John Norman)
● The Fallout™ Game Series
● The Conan the Barbarian™
Stories (Robert E. Howard)
● The Dying Earth™ (Jack Vance)
● The Spartacus™ TV series
● Stargate™
● Eternal Champions™ Series
(Michael Moorcock)

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