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D&D 3.5 - Mega Monster Manual II-V

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Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Reading the Entries . . . . . . . . . . . . . . . . . . . . . . . .4
Statistics Block . . . . . . . . . . . . . . . . . . . . . . . . . .4
Siege Crab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
Skindancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
Slaughterstone Behemoth . . . . . . . . . . . . . . . 159
Slaughterstone Eviscerator . . . . . . . . . . . . . . 160
Snowflake Ooze . . . . . . . . . . . . . . . . . . . . . . . . . .161
Spellwarped Creature . . . . . . . . . . . . . . . . . . . .162
Spellwarped Ettin . . . . . . . . . . . . . . . . . . . . .162
Splinterwaif . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
Ssvaklor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
Stonesinger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
Summoning Ooze . . . . . . . . . . . . . . . . . . . . . . . .169
Susurrus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
Swamp Strider Swarm . . . . . . . . . . . . . . . . . . . 171
Ten-Headed Terror . . . . . . . . . . . . . . . . . . . . . . 155
Thorn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
Topiary Guardian . . . . . . . . . . . . . . . . . . . . . . . 173
Alternative Topiary Guardians . . . . . . . . .175
Triceratops Topiary Guardian . . . . . . . . . . . . .174
Trilloch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .176
Troll, Cave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
Troll, Crystalline . . . . . . . . . . . . . . . . . . . . . . . . 178
Troll, Forest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
Troll, Mountain . . . . . . . . . . . . . . . . . . . . . . . . . 180
Troll, War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181
Vasuthant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
Vermin Lord . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
Visilight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
Voidmind Creature. . . . . . . . . . . . . . . . . . . . . . 187
Voidmind Grimlock . . . . . . . . . . . . . . . . . . 187
Warbound Impaler (Lesser Battlebriar). . . . .15
Warforged . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
Warforged Charger . . . . . . . . . . . . . . . . . . . 191
Warforged Scout . . . . . . . . . . . . . . . . . . . . . 193
Web Golem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74
Witchknife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
Wood Woad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196
Woodling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
Woodling Monitor Lizard . . . . . . . . . . . . 197
Woodling Druid . . . . . . . . . . . . . . . . . . . . . 197
Yugoloth, Canoloth . . . . . . . . . . . . . . . . . . . . . 200
Yugoloth, Mezzoloth . . . . . . . . . . . . . . . . . . . . 201
Yugoloth, Nycaloth . . . . . . . . . . . . . . . . . . . . . 202
Yugoloth, Ultroloth . . . . . . . . . . . . . . . . . . . . . 204
Zezir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205
TABLE OF
CONTENTS
Monsters A to Z . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Alchemical Golem . . . . . . . . . . . . . . . . . . . . . . . .66
Ambush Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Ancient Night Twist . . . . . . . . . . . . . . . . . . . . . .111
Arcane Ooze . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
Armand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Astral Stalker . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Avalancher. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
Battlebriar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Bearhound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Boar Topiary Guardian . . . . . . . . . . . . . . . . . . .174
Boneclaw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
Bonedrinker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Brood Keeper . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
Brood Keeper Larva Swarm . . . . . . . . . . . . . . . .21
Cadaver Collector . . . . . . . . . . . . . . . . . . . . . . . . .22
Changeling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
Charnel Hound . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Chelicera . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
Chilling Fog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
Chraal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Chrysalis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Cinder Swarm . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Conflagration Ooze . . . . . . . . . . . . . . . . . . . . . . .30
Deathshrieker . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
Demon, Arrow . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
Summoning an Arrow Demon . . . . . . . . . .35
Demon, Sorrowsworn . . . . . . . . . . . . . . . . . . . . .36
Dinosaur, Battletitan . . . . . . . . . . . . . . . . . . . . . .38
Dinosaur, Bloodstriker . . . . . . . . . . . . . . . . . . . .39
Dinosaur, Fleshraker . . . . . . . . . . . . . . . . . . . . . .40
Dinosaur, Swindlespitter . . . . . . . . . . . . . . . . . .41
Dracotaur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
Dragon Eel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Dread Blossom Swarm . . . . . . . . . . . . . . . . . . . .45
Dread Harpoon Spider . . . . . . . . . . . . . . . . . . . .80
Drowned . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
Dust Wight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
Elder Odopi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Elder Redcap . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Elemental, Storm . . . . . . . . . . . . . . . . . . . . . . . . .48
Summoning Storm Elementals . . . . . . . . .48
Elite Demon War Mount . . . . . . . . . . . . . . . . 106
Ephemeral Swarm. . . . . . . . . . . . . . . . . . . . . . . . .50
Feral Yowler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
Fiendish Rage Drake . . . . . . . . . . . . . . . . . . . . 130
Geriviar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
Giant, Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54
Giant, Eldritch . . . . . . . . . . . . . . . . . . . . . . . . . . . .56
Giant, Sand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .58
Glaistig . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
Glitterfire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
Gloom Golem . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
Gnoll, Flind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
Goatfolk (Ibixian) . . . . . . . . . . . . . . . . . . . . . . . . .63
Goblin, Forestkith . . . . . . . . . . . . . . . . . . . . . . . .64
Golem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
Greater Cadaver Collector . . . . . . . . . . . . . . . . .23
Greater Seryulin . . . . . . . . . . . . . . . . . . . . . . . . .149
Greater Shadesteel Golem . . . . . . . . . . . . . . . . .73
Greater Siege Crab . . . . . . . . . . . . . . . . . . . . . . 157
Greater Ssvaklor . . . . . . . . . . . . . . . . . . . . . . . . 166
Grimweird . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75
Grisgol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76
Gulgar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78
Hangman Golem . . . . . . . . . . . . . . . . . . . . . . . . . .69
Harpoon Spider . . . . . . . . . . . . . . . . . . . . . . . . . . .80
Harssaf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
Horrific Vasuthant . . . . . . . . . . . . . . . . . . . . . . 183
Infernal Conflagration Ooze . . . . . . . . . . . . . .31
Ironclad Mauler . . . . . . . . . . . . . . . . . . . . . . . . . . .84
Justicator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85
Kenku . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86
Knell Beetle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88
Lesser Bonedrinker . . . . . . . . . . . . . . . . . . . . . . .19
Lesser Knell Beetle . . . . . . . . . . . . . . . . . . . . . . . .89
Lhosk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90
Lion Topiary Guardian . . . . . . . . . . . . . . . . . . .174
Living Blasphemy . . . . . . . . . . . . . . . . . . . . . . . . .93
Living Spell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .91
Lizardfolk, Blackscale . . . . . . . . . . . . . . . . . . . . .95
Lizardfolk, Poison Dusk . . . . . . . . . . . . . . . . . . .96
Lumi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .98
Lurking Strangler . . . . . . . . . . . . . . . . . . . . . . . 100
Mastodon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Mindshredder . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Mindshredder Larva . . . . . . . . . . . . . . . . . . 102
Mindshredder Warrior . . . . . . . . . . . . . . . 103
Mindshredder Zenthal . . . . . . . . . . . . . . . 104
Mivilorn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Mud Golem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
Necronaut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Necrothane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .143
Needletooth Swarm . . . . . . . . . . . . . . . . . . . . . 109
Night Twist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110
Nycter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Odopi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114
Ogre, Skullcrusher . . . . . . . . . . . . . . . . . . . . . . .116
Omnimental . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118
Otyugh, Lifeleech . . . . . . . . . . . . . . . . . . . . . . . 119
Petal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Phoelarch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Phoera . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Plague Brush . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Plague Spewer . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Prismatic Golem . . . . . . . . . . . . . . . . . . . . . . . . . .71
Protean Scourge. . . . . . . . . . . . . . . . . . . . . . . . . 126
Quaraphon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Rage Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Ragewalker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Rakshasa, Ak’chazar . . . . . . . . . . . . . . . . . . . . . 134
Rakshasa, Naztharune . . . . . . . . . . . . . . . . . . . 136
Redcap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Rejkar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140
Roper, Prismatic . . . . . . . . . . . . . . . . . . . . . . . . .141
Rot Reaver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .142
Runehound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145
Salt Mummy . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
Sea Tiger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147
Seryulin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .148
Shadesteel Golem . . . . . . . . . . . . . . . . . . . . . . . . .72
Shifter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
Shimmerling Swarm . . . . . . . . . . . . . . . . . . . . 152
Shredstorm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
Shrieking Terror . . . . . . . . . . . . . . . . . . . . . . . . 154
Sickening Sleep . . . . . . . . . . . . . . . . . . . . . . . . . . .94
Monster Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . 206
Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 208
Monsters Ranked by
Challenge Ratings . . . . . . . . . . . . . . . . . . . . 224
List of Monsters by ECL . . . . . . . . . . . . . . 224
Templates
Living Spell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .91
Spellwarped Creature . . . . . . . . . . . . . . . . . . . .162
Voidmind Creature. . . . . . . . . . . . . . . . . . . . . . 187
Woodling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
Animal Companions or Mounts
Dinosaur, Bloodstriker . . . . . . . . . . . . . . . . . . . .39
Dinosaur, Fleshraker . . . . . . . . . . . . . . . . . . . . . .41
Dinosaur, Swindlespitter . . . . . . . . . . . . . . . . . .41
Mastodon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Rage Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Sea Tiger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147
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CHANGELING
Illus. by M. Cavotta
CHANGELING
This peculiar humanoid has pale gray skin, thin hair, and blank
white eyes. You see hints of a nose and mouth, but its face is
bereft of expression. Its limbs are gangly and slightly misproportioned, although it moves gracefully.
CHANGELING SPY
Changeling spies have a penchant for shady dealings. Most
of them are rogues of low to middle level who work as deepcover spies for local guilds or secret benefactors. Changeling
spies rely on disguises, stealth, and honeyed words to conceal their activities and true motives.
Changelings are subtle shapeshifters capable of disguising
their appearance. They evolved through the union of dop- Combat
pelgangers and humans, eventually becoming a separate
Changeling spies deal in information and avoid combat
race distinct from either ancestral tree. Changelings do
unless they have allies to support them. Some changeling
not possess the full shapechanging ability of doppelgangspies use their natural charisma to lead small gangs of
ers, but they can create effective disguises at will. This
cloaked changeling warriors, relying on their
ability makes them consummate spies and criminals, and
minions to create flanking opportunities
many changelings live up to that potential.
for sneak attacks.
In general, changelings are prudent and cautious,
Sneak Attack (Ex): An changeling
preferring to take risks only when they feel that their
can make a sneak attack like a rogue,
chances are good or the payoff is worth it. They
dealing an extra 2d6 points of damage
appreciate the finer things in life and take great
whenever a foe is denied its Dexterpleasure in the comforts of a wealthy lifestyle
ity bonus or when the changeling
when they can obtain it. They avoid direct
is flanking.
confrontation, preferring stealthy strikes
and hasty retreats whenever possible. In
CHANGELING SOCIETY
conversation, they are soft-spoken but
Changelings do not build cities of their
have a gift for drawing out more inforown, but live among humans, goblinoids,
mation than the other party usually plans
or other races, blending in among them
to reveal.
and living in their shadow. They are
Changelings strongly resemble their dopmost commonly found in large cities,
pelganger lineage, with only a passing nod to
where they form the backbone of the crimtheir humanoid heritage. All changelings fall
inal underworld, though many find more rewithin the boundaries of Medium size, ususpectable work as entertainers, government
ally standing between 5 and 6 feet tall. Unagents, and sometimes adventurers. Even
like true doppelgangers, changelings
in large cities, they do not cluster into
do have gender in their natural
extremely large groups. A changeling
form, although they can adopt
“clan” is actually a voluntary associaany shape they like. They
tion of changelings grouped together for
speak Common, but
mutual protection rather than a group
many changelings enof blood relatives. Clan heads govern by
joy collecting other
the consent of the clan, and this posilanguages to expand
tion tends to change hands frequently.
their repertoire of disguises
Bosses maintain order and help organize
and identities.
the clan for common purposes.
Humans and elves regard
A changeling clan includes
changelings with suspicion.
30% noncombatants, primarily
Many, however, have reason
children and the elderly, who
Changeling
to do business with them. Dwarves have little
are usually the primary reason for the clan’s
patience for their deceptive and subtle manner.
existence. Changelings without dependents
Gnomes and halflings, on the other hand, enjoy matching
generally find little reason to associate with a clan
wits with changelings, though they are often rivals in
and operate alone or in smaller gangs organized by a
certain shady activities.
charismatic leader.
Many changelings revere the deity known as the TravCOMBAT
eler. Many others follow a personal philosophy of the
Changelings are reluctant fighters, preferring to intimidate
perfect form, in which physical transformation is a spirior bluff their opponents. When forced to fight, they fight
tual practice symbolizing purification. This philosophy
defensively while assessing their chances of winning the
is curiously amoral, and its practitioners include both
fight. Changelings are not above running when they find
assassins and saintly ascetics.
themselves in a losing situation.
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Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Changeling Spy, 3rd-Level Rogue
Medium Humanoid (Shapechanger)
3d6 (13 hp)
+6
30 feet (6 squares)
17 (+2 Dex, +5 +1 chain shirt),
touch 12, flat-footed 15
+2/+1
Masterwork rapier +5 melee (1d6–1/18–20) or
light crossbow +4 ranged (1d8/19–20)
Masterwork rapier +5 melee (1d6–1/18–20) or
light crossbow +4 ranged (1d8/19–20)
5 ft./5 ft.
Sneak attack +2d6
Changeling traits, change shape, evasion,
trap sense +1, trapfinding
Fort +1, Ref +5, Will +2
Str 8, Dex 14, Con 10,
Int 13, Wis 12, Cha 15
Balance +3, Bluff +10, Diplomacy +6, Disable
Device +7, Disguise +8 (+10 acting),
Gather Information +8, Hide +7, Intimidate +6,
Jump +0, Move Silently +7, Search +7, Sense
Motive +10, Tumble +7
Improved Initiative, Weapon Finesse
Any
Solitary or gang (1 plus 2–4 changeling warriors)
CHANGELING
Changeling, 1st-Level Warrior
Medium Humanoid (Shapechanger)
Hit Dice:
1d8+1 (5 hp)
Initiative:
+1
Speed:
30 ft. (6 squares)
Armor Class:
14 (+1 Dex, +3 studded leather),
touch 11, flat-footed 13
Base Attack/Grapple: +1/+0
Attack:
Rapier +2 melee (1d6–1/18–20) or
light crossbow +2 ranged (1d8/19–20)
Full Attack:
Rapier +2 melee (1d6–1/18–20) or
light crossbow +2 ranged (1d8/19–20)
Space/Reach:
5 ft./5 ft.
Special Attacks:
—
Special Qualities:
Changeling traits, minor
change shape
Saves:
Fort +3, Ref +1, Will –1
Abilities:
Str 8, Dex 13, Con 12,
Int 10, Wis 9, Cha 11
Skills:
Bluff +2, Disguise +0*, Intimidate +2,
Jump +0, Sense Motive +2, Spot +1
Weapon Finesse
Any
Solitary, gang (2–4 plus 1 3rd-level leader),
or clan (10–60 plus 30% noncombatants
plus 3rd-level boss per 10 adults, 2 5th-level
5th-level elders, plus 1 7th-level clan head)
1/2
3
Standard
Standard (including masterwork rapier and
+1 chain shirt)
Usually neutral
Usually neutral
By character class
By character class
+0
+0
CHANGELINGS AS CHARACTERS
Changeling characters possess the following racial traits.
—Medium size.
—Changeling base land speed is 30 feet.
— +2 racial bonus on saving throws against sleep and
charm effects.
— +2 racial bonus on Bluff, Intimidate, and Sense Motive
checks.
—Natural Linguist: Changelings add Speak Language to
their list of class skills for any class they adopt.
—Automatic Languages: Common. Bonus Languages:
Auran, Dwarven, Elven, Giant, Gnome, Halfling, and
Terran.
—Favored Class: Rogue.
Minor Change Shape (Su): Changelings have the
supernatural ability to alter their appearance as though
using a disguise self spell that affects their bodies but not
their possessions. This is not an illusory effect but a minor
physical alteration of a changeling’s facial features, skin
color and texture, and size, within the limits described
for the spell. A changeling can use this ability at will,
and the alteration lasts until she changes shape again. A
changeling reverts to her natural form when killed. A true
seeing spell reveals her natural form. Using this ability is a
full-round action.
Skills: *When using its minor change shape ability, a
changeling gets a +10 circumstance bonus on Disguise
checks.
25
620_17921_MonsterManual3c.indd 25
7/13/04 4:57:44 PM
Illus. by D. Allshop
CHRAAL
CHRAAL
28
Large Elemental (Cold)
Hit Dice: 9d8+45 (85 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 21 (–1 size, +8 natural, +4 deflection), touch
13, flat-footed 21
Base Attack/Grapple: +6/+15
Attack: Claw +10 melee (1d8+5 plus 1d6 cold)
Full Attack: 2 claws +10 melee (1d8+5 plus 1d6 cold) and
bite +8 melee (2d6+2 plus 1d6 cold)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, death throes, freeze
Special Qualities: Damage reduction 5/–, darkvision 60
ft., deflecting cold, elemental traits, immunity to cold,
vulnerability to fire
Saves: Fort +11, Ref +3, Will +5
Abilities: Str 21, Dex 11, Con 20, Int 9, Wis 10, Cha 14
Skills: Listen +4, Search +3, Spot +4
Feats: Improved Natural Attack (bite), Improved Natural
Attack (claw), Iron Will, Multiattack
Environment: Elemental Plane of Water
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral evil
Advancement: 10–18 HD (Large);
19–27 HD (Huge)
Level Adjustment: —
An 8-foot-tall, powerful being
seemingly constructed of magical ice confronts you. Jagged
spurs and spines form icy
ridges along its blue-black,
humanoid-shaped body, and
cold blue light leaks from
eyes, mouth, and joints of
its glistening black icy form.
Its long, muscled arms end in
sharp talons, and its mouth
opens to reveal rows of wickedly
sharp teeth.
COMBAT
A chraal is a ruthless killer, relishing the shed blood of
its enemies. It rarely retreats from a fight, attacking until
it or its opponent is slain. A chraal nearly always begins a
battle with its breath weapon. It focuses its attacks on any
creature that exhibits signs that it might have fire (magic or
otherwise) at its disposal. A chraal is too impatient to rely on
its breath weapons for long, however. It would
rather wade into melee, tearing its enemies
to pieces with its sharp claws.
Breath Weapon (Su): 60-foot cone,
3/day, 6d6 cold, Reflex DC 19 half.
The save DC is Constitution-based.
Death Throes (Ex): When
killed, a chraal explodes in an
immense blast of cold energy
that deals 10 points of cold
damage and 10 points of piercing damage to anything within
30 feet (Reflex DC 19 half). The
save DC is Constitution-based.
Freeze (Ex): A chraal
generates so much cold that
its mere touch, including all
its attacks, deals an additional
+1d6 points of cold damage. Any
metallic weapon a chraal might
wield in combat also conducts
this cold.
Deflecting Cold (Su):
The magical cold radiance
that shines from the cracks
in a chraal’s black ice gives it a
measure of defense, providing it
Chraal
with a +4 deflection bonus to Armor Class.
When a particularly evil
and hateful being perishes
on either the Elemental Plane
of Air or the Elemental Plane of
Water, its life force is sometimes
captured by the planar powers and
coalesced into a chraal. The chraal
retains no knowledge of its past life and exists
as a radiant cloud of cold energy trapped inside a monstrous
shell of hard, bluish-black ice.
Some spellcasters who specialize in summoning and
controlling extraplanar servants bind chraals to them once
they learn of the elemental’s existence. The chraals enjoy
such excursions from their home plane, relishing any
chance to inflict harm on the living. A chraal summoned
620_17921_MonsterManual3c.indd 28
and bound to a spellcaster’s service that is not given the
opportunity to hunt and kill invariably tries to turn against
its summoner.
Chraals are solitary creatures and do not intermingle or
procreate. They do not generally attack one another and
will sometimes combine their strength to defeat a common
enemy before going their separate ways.
A chraal stands 8 feet tall. Its head rests atop two broad
shoulders, and its thick arms end in wicked claws strong
enough to crush stone. A chraal weighs between 1,000
and 2,000 pounds.
Chraals cannot speak or communicate in any way, but
they have rudimentary intelligence and can be commanded to follow orders under the proper circumstances.
CHRAALS IN EBERRON
In the EBERRON campaign setting, chraals are native to the
icy plane of Risia, which is coterminous with the Material
Plane for one month every five years.
7/13/04 4:57:55 PM
CINDER SWARM
While most elementals tend toward neutrality, cinders are
most definitely evil. They glory in inflicting pain and causing destruction. Individually, they are no more significant
than a fleck of hot ash that snaps out of a campfire. Collectively, they possess great destructive power.
Each elemental composing a cinder swarm speaks Ignan,
but communicating with a single Fine elemental in the
swarm is virtually impossible. The crackle and roar of the
mass of cinders is overwhelms individual voices.
COMBAT
A cinder swarm begins by attacking the nearest creature.
However, in subsequent rounds, it will attack creatures
that demonstrate the ability to harm it, especially those
that have cold-based attacks. Unlike many fire-based
elementals, cinders have a fly speed and frequently go after
aerial opponents.
Burn (Ex): A cinder swarm’s attack deals damage as a
swarm plus fire damage from the Fine elementals’ flaming
bodies. Those swarmed by cinders also must succeed on a
DC 20 Reflex save or catch on fire. The flame burns for 1d4
rounds. A burning creature can take a move action to put out
the flame. The save DC is Constitution-based.
Creatures hitting a cinder swarm with natural weapons
or unarmed attacks take fire damage as though hit by the
620_17921_MonsterManual3c.indd 29
CINDER
SWARM
Flickering flames move along the ground and through the air
as one unified mass. It sparks and crackles, setting fire to all
it touches.
Cinder swarm
swarm, and also catch on fire unless they succeed on a
Reflex save.
Distraction (Ex): Any living creature vulnerable to a
cinder swarm’s damage that begins its turn with a swarm
in its square is nauseated for 1 round; a DC 20 Fortitude
save negates the effect. Even after a successful save, spellcasting or concentrating on spells within the area of a
swarm requires a Concentration check (DC 20 + spell
level). Using skills requiring patience and concentration
requires a DC 20 Concentration check. The save DC is
Constitution-based.
Illus. by F. Tsai
Fine Elemental (Fire, Swarm)
Hit Dice: 16d8 (72 hp)
Initiative: +10
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 25 (+6 Dex, +8 size, +1 natural), touch 24,
flat-footed 19
Base Attack/Grapple: +12/—
Attack: Swarm (4d6 plus 3d6 fire)
Full Attack: Swarm (4d6 plus 3d6 fire)
Space/Reach: 10 ft./0 ft.
Special Attacks: Burn, distraction
Special Qualities: Darkvision 60 ft., elemental traits,
immunity to fire, swarm traits, vulnerability to cold
Saves: Fort +7, Ref +18, Will +7
Abilities: Str 1, Dex 22, Con 10, Int 4, Wis 11, Cha 11
Skills: Hide +16, Spot +9
Feats: Ability Focus (burn), Ability Focus (distraction),
Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes
Environment: Elemental Plane of Fire
Organization: Solitary, flame (2–4 swarms), or blaze
(5–8 swarms)
Challenge Rating: 13
Treasure: None
Alignment: Usually neutral evil
Advancement: —
Level Adjustment: —
CINDER SWARMS IN EBERRON
Cinder swarms are native to the fiery plane of Fernia and
often find their way to Eberron at times when Fernia and
the Material Plane are coterminous.
CINDER SWARMS IN FAERÛN
Cinder swarms are born in great pits of lava that touch
on the Elemental Plane of Fire. Carried to the surface by
erupting volcanoes, they can ravage thousands of acres of
surrounding countryside. However, they are far more prevalent in the Underdark, particularly in the Serpent Deeps
(under Tashalar and Lapaliiya), the Burning Rift (under
the Jungles of Chult), and the Spawning Deep (under the
Smoking Mountains).
29
7/13/04 4:57:58 PM
GERIVIAR
GERIVIAR
Huge Giant
Hit Dice: 26d8+208 (325 hp)
Initiative: +1
Speed: 70 ft. (14 squares)
Armor Class: 37 (–2 size, +1 Dex, +28 natural), touch 9,
flat-footed 36
Base Attack/Grapple: +19/+38
Attack: Slam +29 melee (3d6+11) or exploding nodule +18
ranged (see text) or rock +18 ranged (2d8+16)
Full Attack: 8 slams +29 melee (3d6+11) and bite +23 melee
(2d6+5); or exploding nodule +18 ranged (see text)
Space/Reach: 15 ft./15 ft.
Special Attacks: Batter, exploding nodules, rock throwing,
spell-like abilities
Special Qualities: Damage reduction 10/adamantine and
magic, immunities, leap, low-light vision, regeneration 8,
rock catching, spell resistance 28, sprint
Saves: Fort +23, Ref +11, Will +13
Abilities: Str 33, Dex 12, Con 26, Int 11, Wis 17, Cha 18
Skills: Climb +19, Escape Artist +9, Jump +45, Listen +11,
Spot +11, Tumble +13, Use Rope +1 (+3 with bindings)
Feats: Awesome Blow, Cleave, Combat Reflexes, Great
Cleave, Improved Bull RushB, Improved Natural Attack,
Improved SunderB, Iron Will, Lightning Reflexes, Power
Attack, Weapon Focus (slam)
Environment: Temperate marshes
Organization: Solitary, pair, or band (6–9 plus 20% noncombatants)
Challenge Rating: 19
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 27–40 HD (Huge); 41–78 HD (Gargantuan)
Level Adjustment: —
This massive, six-limbed creature stands a full 30 feet tall. Its
rough gray hide is covered in thick, armored plates bulging
with spiky protrusions that resemble oversized caltrops. The
creature’s head is sunken between its massive shoulders, and
each of its four arms has two elbow joints, giving the creature a
rolling, smooth gait.
Geriviars are nomadic giants that have a burning hatred
to destroy anyone who encroaches on their desolate lands.
Geriviars lurk in hostile environments, preferring rough
mountains or inhospitable marshes. Wherever they lair,
geriviars typically seek isolation, whether as solitary creatures or in small family units. Some members of the race
have been pressed into service in armies, acting as living
siege weapons.
These spiky giants are extremely hostile to any other
creature they perceive as a threat, which includes almost
anything else that moves. They especially distrust any race
or creature that seeks to stake a claim on the land by building permanent structures on it. Geriviars have an incredible loathing for buildings of any sort, viewing a permanent
structure almost as a personal affront.
52
620_17921_MonsterManual3c.indd 52
Geriviars are tenacious and uncompromising in nearly
every endeavor. Once a geriviar undertakes a task or
makes up its mind to accomplish something, only death
or an incredible will can prevent it from following the task
through to its completion.
This odd behavior, combined with a geriviar’s unique set
of abilities, has led many scholars to surmise that geriviars
were originally engineered beings, created by warlords in
times long past as mobile siege engines. Since they are eminently suited for such an occupation, few who have seen a
geriviar in action can refute these claims.
Geriviars rarely stay in one place for long, possessed of a
nearly insatiable paranoia that someone might be building
on the lands they currently inhabit.
Geriviars, like many giants, carry their treasure in a sack
or other container, as long as it’s portable. They dress in just
enough clothing to stave off the cold, which they do not
prefer, and some geriviars wear armor and wield weapons,
although most prefer their natural attacks.
A geriviar stands between 25 and 30 feet tall and weighs
about twelve tons. Their minimal body hair is typically
black, and their skin ranges in tones of gray. Geriviars
speak Giant.
COMBAT
A geriviar strikes from a distance, attempting to whittle
down an opponent’s strength with thrown rocks and exploding nodules before engaging in melee. Once in close combat,
it uses its Improved Sunder feat to destroy an enemy’s weapons, or its Improved Bull Rush feat to send enemies over
cliffs or into deadly patches of marsh ground.
Batter (Ex): A geriviar is especially ferocious and adept
at attacking unattended objects. When attacking such an
object, it ignores half the item’s hardness. This ability does
not allow a geriviar to ignore half an item’s hardness when it
makes sunder attempts.
Exploding Nodules (Ex): A geriviar’s body is covered
with spherical, spiny nodules that range between 1 and 2
feet in diameter. Each of these nodules is filled with small
fragments of the armored plates covering the geriviar’s
body, as well as a volatile, explosive liquid secreted through
the giant’s skin. A geriviar can break off up to two of these
nodules each round (until it runs out) and hurl them at its
opponents as a standard action.
Each nodule is a grenadelike weapon that deals 5d6
points of piercing damage and 5d6 points of fire damage
in a 10-foot spread (DC 31 Reflex half). The save DC is
Constitution-based.
A healthy geriviar normally carries twelve nodules at a
given time. Nodules take 3d6 minutes to grow back once
broken off. A geriviar can regrow multiple nodules at the
same time. However, if a geriviar’s regeneration is negated
somehow, it takes 2 to 3 days to regrow.
Rock Throwing (Ex): A geriviar can hurl rocks of 60
to 80 pounds (Medium objects) up to 160 feet. A geriviar
can throw up to two rocks per round, using two of its four
arms to lift them from the ground or its sack, and two to
hurl them.
7/13/04 5:02:53 PM
TACTICS ROUND-BY-ROUND
A geriviar typically begins combat invisible, hoping to catch
its opponents unaware. It prefers to fight from a distance as
long as possible, weakening its enemies with ranged attacks
and delaying them with its spell-like abilities despite its
amazing melee proficiency.
Prior to combat: Invisibility.
Round 1: Throw rocks or exploding nodules at apparent
ranged attackers, such as spellcasters or archers.
Round 2: Continue with ranged bombardment, using leap or
sprint to maintain distance if necessary.
If forced into
melee, try to sunder weapons or bull
rush enemies.
Round 3: Telekinesis or reverse gravity
on melee attacker to regain
high ground and distance, or
continue ranged bombardment.
Round 4: Repeat round 3 as
necessary.
GERIVIARS
IN EBERRON
Many geriviars seek out a
The ancient goblinoid emsolitary existence, lurkpires of Khorvaire used geriviing in isolated places, paars as living siege engines, and
trolling their territories, and
a few survive to the present day
repelling “invaders.” Others
in Darguun, defending Ruukhan
form small familial bands. These groups
Draal and other large goblin settleof related geriviars roam as a unit. Those
ments. “Free” geriviars also roam seunable to keep pace with the group,
cluded valleys in the Mror Holds and
whether due to infirmity, a festerLhazaar Principalities, attacking all
ing wound, or old age (a rare state
they encounter.
indeed for a geriviar) are simply
left behind. In a battle, however,
GERIVIARS IN FAERÛN
those geriviars that have comGeriviars dwell in the region bounded
mitted to the family structure
by the Maerthwatch (a crescent-shaped
devote themselves to the idea
chain of mountains and craggy hills south
Geriviar
absolutely, fighting tenaciously
of Chessenta), the Black Ash Plain, and the
to the death to defend an attacked
Chondalwood. Small family groups of geriviars claim
member of the band.
the Black Ash Plain or have migrated southward, cutting a
The pathological rage geriviars have for structures leads
narrow swath east of the Landrise. Some have drifted as far
them to immediate violence against creatures they encounsouth as the Great Rift, where their territorial claims are
ter who have built on their territory.
more hotly contested by the indigenous inhabitants.
Geriviars have been known to join (voluntarily or otherwise) military divisions in need of siege experts. Some of
620_17921_MonsterManual3c.indd 53
GERIVIAR
GERIVIAR
SOCIETY
the giants even enjoy the duties involved, since it gives them
the opportunity to destroy the buildings they so thoroughly
loathe. Such geriviars require a stern and uncompromising
commander, however. When the time to retreat sounds,
such a leader will always be hard-pressed to pry a geriviar
from its task.
Unlike many of their giant kin, geriviars rarely take slaves.
Illus. by W. England
Spell-Like Abilities: 3/day—reverse gravity, telekinesis
(DC 19); 1/day—invisibility, shout (DC 18), stone shape. Caster
level 20th.
Immunities (Ex): Geriviars have immunity to disease,
mind-affecting spells and abilities, poison, fire, and sonic.
Leap (Ex): Geriviars can always take 10 on Jump checks.
Also, if a geriviar leaps down from a great height, a successful DC 15 Jump check negates the damage from the first 60
feet of the fall, as opposed to the first 10 feet.
Regeneration (Ex): Acid and cold deal normal damage
to a geriviar. If a geriviar loses a limb or body part, the
lost portion regrows in 3d6 minutes. The creature can
reattach the severed member instantly by holding it to
the stump.
Rock Catching (Ex): A geriviar can catch rocks (or
projectiles of similar shape). Once per round, a geriviar
that would normally be hit by a rock can make a Reflex
save to catch it as a free action. The DC is 15 for a Small
rock, 20 for a Medium one, and 25 for a Large one. (If the
projectile provides a magical bonus on attack rolls,
the DC increases by that amount.) A
geriviar must be ready for and
aware of the attack in order
to make a rock catching attempt.
Sprint (Ex): A
geriviar can sprint
on all six limbs. A
geriviar that takes
the run action
moves six times
its speed.
53
7/13/04 5:02:55 PM
GIANT, ELDRITCH
Illus. by L. Parrillo
GIANT
This giant resembles a well-formed human of enormous proportions. Its skin is tinged with a faint purple hue, and strange
arcane symbols are tattooed onto nearly every inch of its flesh.
It has light hair and eyes that seem to change color from blue to
green to violet.
56
Eldritch giants are powerful scions of arcane lore.
Ancient creatures fallen from what was once great
power, eldritch giants spend countless years
seeking out fragments of arcane knowledge.
Although they are selfish and cruel, eldritch
giants are smart enough to bargain fairly
when they must and perceptive enough
to know that open conflict distracts
them from their studies.
Eldritch giants hate storm
giants, although they are typically
too involved in their pursuit of
magical power to bother with
fighting other creatures.
An adult eldritch giant is 25
feet tall and weighs about 13,000
pounds. Eldritch giants have
incredible life spans and can live
to be more than 3,000 years old.
Eldritch giants speak Abyssal,
Common, Giant, and Terran.
Round 1: Use a quickened greater dispel magic on the foe
with the most magical auras and charge the nearest foe.
If unable to close, instead use an empowered magic missile
followed by a quickened dimension door to get close to a
spellcasting opponent.
Round 2: Continue melee combat, using
quickened greater dispel magic to strip foes of
their magical enhancements.
Round 3: If no foes are within
melee reach, use empowered magic
missile or dimension door to attack
elusive opponents.
Round 4: If the foes are still
mounting a credible threat, retreat
using dimension door. Other wise,
alternate intelligent use of spells
with full attacks.
ELDRITCH GIANT
CONFESSOR
Schemers and manipulators even
among their own people, eldritch
giant confessors have chosen the
path of divine magic rather than a
direct study of arcane power. These
giants pull together others of their
kind through deceit, manipulation, and bullying. Eldritch giant
confessors believe in the divinity
COMBAT
of magic itself, justifying their
An eldritch giant uses its spellcruel actions with a philosophy
like abilities to strip opponents
that proclaims that whatever
of their magical enhancements
you can accomplish through
before entering melee combat.
magic is morally correct.
Although its size forces it to fight
The eldritch giant conin relatively open environments, an
fessor presented here had the
Eldritch giant
eldritch giant’s ability to use dimension door makes
following ability scores before racial adjustments
it capable of devastating hit-and-run tactics.
and Hit Dice ability score increases: Str 12, Dex 8,
Spell-Like Abilities: At will—detect magic, greater dispel
Con 14, Int 10, Wis 15, Cha 13.
magic, magic missile; 3/day—dimension door, globe of invulnerability. Caster level 20th.
Combat
Eldritch Mastery (Su): An eldritch giant has an extenEldritch giant confessors herd lesser giants before them into
sive familiarity with and an intuitive grasp of arcane magic.
battle. Although these cruel creatures have great confidence
It can use spell completion items (such as scrolls) as if it had
in their physical and magical abilities, they place little value
the wizard’s class spell list and were of the appropriate level
in the lives of lesser creatures, even other eldritch giants.
to cast the spell. It can use spell trigger items (such as wands
Eldritch giant confessors carefully enhance their own abiliand staffs) as if it had the wizard’s class spell list.
ties with spells before and during a fight, especially favoring
Natural Willpower (Ex): Unlike most giants, eldritch
the use of quickened spells such as divine favor that enhance
giants have a strong innate resistance to mental compulsion,
their physical combat abilities. They gain a +2 bonus on
illusion magic, and the like. Eldritch giants have a +6 racial
all turn/rebuke undead attempts due to their Knowledge
bonus on Will saves.
(religion) skill.
Typical Cleric Spells Prepared (6/8/7/6/5/4/3): 0—detect
TACTICS ROUND-BY-ROUND
magic (2), light (2), read magic (2); 1st—bless, cure light wounds
An eldritch giant is most effective as a melee combatant,
(3), divine favor, inflict light wounds* (+32 melee touch; DC
but it benefits greatly from spending a few rounds using its
18), shield of faith (2); 2nd—bear’s endurance, bull’s strength,
spell-like abilities to strip away the magic effects of its foes.
cure moderate wounds (2), hold person (2), shatter* (DC 19);
Prior to Combat: Scout foes with detect magic and activate
3rd—cure serious wounds (DC 20) (2), daylight, dispel magic*,
globe of invulnerability.
invisibility purge, protection from energy; 4th—cure critical
620_17921_MonsterManual3c.indd 56
7/13/04 5:03:07 PM
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Eldritch mastery, low-light vision,
natural willpower
Fort +23, Ref +9, Will +19
Str 42, Dex 12, Con 28,
Int 18, Wis 16, Cha 12
Concentration +37, Diplomacy +3,
Knowledge (arcana) +32, Knowledge
(religion) +14, Knowledge
(the planes) +14, Listen +21, Sense
Motive +31, Spellcraft +34, Spot +21
Cleave, Empower Spell-Like Ability
(magic missile), Exotic Weapon
Proficiency (bastard sword), Great
Cleave, Iron Will, Power Attack,
Quicken Spell-Like Ability (greater
dispel magic), Quicken Spell-Like
Ability (dimension door), Weapon
Focus (bastard sword)
Temperate mountains
Solitary or family (2–4 plus 35%
noncombatants plus 1 wizard or
cleric of 7th–10th level plus
1–2 greater earth elementals)
15
Standard coins; double goods;
standard items
Usually neutral evil
By character class
—
wounds (2), discern lies (DC 21), divine power, inflict critical
wounds* (+32 melee touch; DC 21); 5th—Quickened divine
favor, flame strike (DC 22) (2), mass inflict light wounds* (+32
melee touch; DC 22); 6th—heal (2), harm* (DC 23).
*Domain spell. Domains: Destruction (smite 1/day, +4
melee attack, +11 damage), Magic (use spell completion and
spell trigger items as 5th-level wizard).
ELDRITCH GIANT SOCIETY
Eldritch giants dwell in isolated mountaintop towers or in
deep caverns near wellsprings of arcane power. They are
greatly interested in arcane magic, and they spend much
620_17921_MonsterManual3c.indd 57
Eldritch Giant Confessor, 11th-level Cleric
Huge Giant
25d8+274 plus 11d8+122 (557 hp)
+1
35 ft. (7 squares) in full plate armor;
base speed 50 ft.
34 (–2 size, +1 Dex, +13 natural, +9 +1 full
plate, +3 +2 light steel shield), touch 9,
flat-footed 33
+26/+51
Bastard sword +42 melee (3d8+16/17–20)
Bastard sword +42/+37/+32/+27 melee
(3d8+16/17–20)
15 ft./15 ft.
Rebuke undead 3/day (+4, 2d6+2, 11th), spells,
spell-like abilities
Eldritch mastery, low-light vision,
natural willpower
Fort +32, Ref +11, Will +30
Str 44, Dex 10, Con 32,
Int 18, Wis 24, Cha 15
Concentration +49, Diplomacy +4,
Knowledge (arcana) +42, Knowledge
(the planes) +24, Knowledge (religion) +24,
Listen +24, Sense Motive +45,
Spellcraft +44, Spot +30
Cleave, Empower Spell-Like Ability (magic missile),
Exotic Weapon Proficiency (bastard sword),
Great Cleave, Improved Bull Rush, Improved
Critical (bastard sword), Improved Overrun,
Iron Will, Power Attack, Quicken Spell, Quicken
Spell-Like Ability (greater dispel magic),
Quicken Spell-Like Ability (dimension door),
Weapon Focus (bastard sword)
Temperate mountains
Solitary or family (1 plus 2–4 plus 35%
noncombatants plus 1–2 greater earth
elementals)
GIANT
Eldritch Giant
Huge Giant
Hit Dice:
25d8+255 (337 hp)
Initiative:
+1
Speed:
35 ft. (7 squares) in full plate armor;
base speed 50 ft.
Armor Class:
32 (–2 size, +1 Dex, +13 natural,
+8 full plate, +2 heavy steel shield),
touch 9, flat-footed 31
Base Attack/Grapple: +18/+42
Attack:
Bastard sword +33 melee (3d8+16/19–20)
Full Attack:
Bastard sword +33/+28/+23/+18
melee (3d8+16/19–20)
Space/Reach:
15 ft./15 ft.
Special Attacks:
Spell-like abilities
20
Standard coins; double goods; standard
items plus +1 full plate and +2 light steel shield
Neutral evil
By character class
—
of their time researching spells, searching for lost items of
power, or crafting magic items of their own creation. Only a
few eldritch giants typically dwell in the same place, drawn
together by shared interest in specialized or esoteric knowledge about one facet of arcane magic. Groups of eldritch
giants rarely live close to others of their kind, driven to
remote regions to look for fragments of lost lore or for other
strange purposes. On rare occasions, eldritch giants will
seek out civilized lands in order to buy large quantities of
raw materials such as paper, ink, and the rare materials used
to create magic items.
57
7/13/04 5:03:12 PM
GLAISTIG
reinforcements arrive, the glaistig will try to use suggestion,
hypnotism, or fog cloud to cause a diversion and slip beneath
the surface of its watery home.
Beguiling Song (Su): A glaistig can attempt to beguile
Beautiful and enchanting, glaistigs are fey that lurk in and
creatures with its song. A glaistig sings, targeting a single
around pools, lakes, and streams. They have an insatiable
creature it can see within 300 yards of the body of water to
craving for the blood of mortals, beguiling victims to come
which it is linked (see Water Symbiosis, below). This is a sonic
close to their lair in order to drain them. They are comcharm effect, and the creature must be able to hear the glaistig
monly mistaken for vampires because of their bloodsucking
for it to take effect. The targeted creature must make a DC 19
technique, but they are not undead.
Will saving throw. A creature that successfully saves cannot
Glaistigs resemble incredibly attractive female humans
be affected again by the same glaistig’s song for 24 hours.
or half-elves, but instead of normal legs, they have goat legs
Failure indicates the creature is beguiled and moves
with long, white fur. Most have snow-white hair and eyes that
toward the glaistig, taking the most direct route available.
shimmer like water. When they smile, glaistigs try not to
If that path leads into a dangerous area (such as very deep
show their teeth, which are sharpened to cruel-looking fangs
or fast-moving water), the beguiled creature gets a second
and revealed only when they are about to strike. Glaistigs
saving throw. If that save is successful, the beguiling effect
wear long, fine robes and dresses that drape along the ground,
is broken, and that creature cannot be affected by that
which are used to hide their legs. Glaistigs loathe showing
glaistig’s song for 24 hours.
their legs to anyone, and will only reveal them to lash out in
A glaistig that desires a companion often moves out of the
anger. If someone catches sight of a glaistig’s goat legs, it will
water and bestows water breathing upon its beguiled victim
become very angered and attack the offender.
so it can take him underwater. A beguiled creature takes
Despite their single-minded lust for blood, glaistigs are
no actions other than to defend himself. (Thus, a fighter
unpredictable and capricious. If they have recently fed (say,
cannot run away or attack, but takes no defensive penalties.)
within a month), then they are just as likely to help someA beguiled victim that moves within 5 feet of the glaistig
one as they are to attack. More than a few people have been
must make a DC 19 Will saving throw or be charmed, as
attacked by a glaistig, even if it has talked and been friendly
by the charm monster spell cast by an 8th-level sorcerer. A
to them in the past. Glaistigs also enjoy dancing, and some
creature that successfully saves cannot be affected again by
lure their victims to caper and dance for many hours before
the same glaistig’s song for 24 hours. The beguiling effect
attacking them.
continues so long as the glaistig sings. A glaistig does not
Glaistigs are solitary by nature and do not even
need to continue singing to keep a victim charmed.
like other fey all that much. While they
A glaistig can use its beguiling song both above
gain no sustenance from the blood of
and below the water. Most glaistigs move into deep
sylvan creatures, glaistigs have been
water, forcing a beguiled victim to move toward
known to attack fey that come too
them. If these unlucky creatures fail their second
close into their territory. Persaving throw, they usually drown (see page 304
haps because of their similar
of Dungeon Master’s Guide). The save DC is
nature, glaistigs in particular
Charisma-based.
Blood Drain (Ex): A glaistig can
do not like dryads, and it is
suck blood from a living victim
extremely rare to find the
with its fangs by making a suctwo beings in the same tercessful grapple check. If it
ritory. An average glaistig is
pins the foe, it drains blood,
about 5 feet 2 in height and
dealing 1d4 points of Conweighs about 90 pounds.
stitution drain each round
Glaistigs speak Comthe pin is maintained.
mon, Elven, and Sylvan.
Spell-Like Abilities:
COMBAT
At will—dancing lights,
A glaistig uses its beguiling
fog cloud, hypnotism (DC 15),
song to lure victims close to
suggestion (DC 17); 1/day—water
the water, targeting specific
breathing. Caster level 8th.
individuals. If a large group comes
Water Breathing (Ex): A glaistig can
Glaistig
close to its lair, it will lurk beneath
breath either water or air.
the surface until only one or two targets remain.
Water Symbiosis (Su): Each glaistig is mystiA glaistig is mystically bound to its watery lair and cannot
cally bound to a body of water or a waterway as small as a pond
move more than 300 yards away from it.
or as large as a lake or river. A glaistig cannot move more than
Once a victim is within striking distance, a glaistig
300 yards away from its body of water and still breathe norwill cease singing and grapple the opponent. If the grab
mally. If a glaistig strays farther away, it must hold its breath
is successful, it will drain blood for as long as possible. If
or immediately start to suffocate (see Suffocation, page 304
Illus. by E. Fiegenschuh
GLAISTIG
A staggeringly beautiful maiden stands waist-deep in the water,
swaying back and forth as she sings a haunting song.
60
620_17921_MonsterManual3c.indd 60
7/13/04 5:03:19 PM
Hit Dice:
Initiative:
Speed:
Armor Class:
Glaistig
Medium Fey
6d6+12 (33 hp)
+1
30 ft. (6 squares), swim 50 ft.
15 (+1 Dex, +4 natural), touch 11,
flat-footed 14
Alignment:
Advancement:
Level Adjustment:
Always chaotic neutral
By character class
+4
GLAISTIG
Base Attack/Grapple: +3/+4
Attack:
Bite +4 melee (1d6+1) or
dagger +4 melee (1d4+1)
Full Attack:
Bite +4 melee (1d6+1) and
dagger –1 melee (1d4+1)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Beguiling song, blood drain,
spell-like abilities
Special Qualities:
Damage reduction 5/cold iron,
low-light vision, resistance to cold 10
and fire 10, water breathing, water symbiosis
Saves:
Fort +4, Ref +6, Will +9
Abilities:
Str 12, Dex 13, Con 14,
Int 13, Wis 14, Cha 19
Skills:
Bluff +14, Diplomacy +12,
Disguise +12 (+14 acting), Escape
Artist +7, Hide +3, Intimidate +12,
Knowledge (nature) +5, Listen +9,
Move Silently +7, Sense Motive +11,
Spot +8, Swim +18, Use Rope +1
(+3 with bindings)
Feats:
Ability Focus (beguiling song),
Alertness, Iron Will
Environment:
Temperate forests
Organization:
Solitary
Challenge Rating:
6
Treasure:
Standard
Glaistig Mindbender, 5th-Level Sorcerer
Medium Fey
6d6+18 plus 5d4+15 (66 hp)
+3
30 ft. (6 squares), swim 50 ft.
21 (+3 Dex, +4 natural, +2 bracers of armor
+2, +2 ring of protection +2), touch 15,
flat-footed 19
+5/+5
Dagger of venom +6 melee (1d4+1 and
poison) or bite +5 melee (1d6)
Dagger of venom +6 melee (1d4+1 and
poison) and bite +0 melee (1d6)
5 ft./5 ft.
Beguiling song, blood drain, spell-like
abilities, spells
Damage reduction 5/cold iron, low-light
vision, resistance to cold 10 and fire 10,
water breathing, water symbiosis
Fort +6, Ref +9, Will +14
Str 10, Dex 16, Con 16,
Int 12, Wis 17, Cha 24
Bluff +17, Concentration +13,
Diplomacy +15, Disguise +14 (+16 acting),
Escape Artist +10, Hide +6, Intimidate +16,
Knowledge (nature) +5, Listen +10, Move
Silently +9, Sense Motive +13, Spot +9,
Swim +17, Use Rope +3 (+5 with bindings)
Ability Focus (beguiling song), Alertness,
Iron Will, Spell Focus (enchantment)
Temperate forests
Solitary
8
Standard plus dagger of venom, bracers
of armor +2, and ring of protection +2
Always chaotic neutral
By character class
+4
of the Dungeon Master’s Guide). Once a glaistig has moved Combat
beyond the boundary of its connection, it cannot breathe
The save DCs for this glaistig sorcerer’s beguiling song (DC
normally until it has immersed itself in its body of water.
22) and spell-like abilities (hypnotism DC 18, suggestion DC
Skills: Glaistigs have a +4 racial bonus on Bluff and Sense
20) are adjusted for its higher Charisma score.
Motive checks. A glaistig has a +8 racial bonus on any Swim
Typical Sorcerer Spells Known: (6/8/6): 0—daze* (DC
check to perform some special action or avoid a hazard.
18), detect magic, ghost sound (DC 17), prestidigitation, resisIt can always choose to take 10 on a Swim check, even if
tance, touch of fatigue (+5 melee touch; DC 17); 1st—charm
distracted or endangered. It can use the run action while
person* (DC 19), disguise self, mage armor, magic missile;
swimming, provided it swims in a straight line.
2nd—daze monster* (DC 20), touch of idiocy (+5 melee
touch; DC 19).
GLAISTIG MINDBENDER
Naturally inclined toward magic and enchantments of all
kinds, many glaistigs become sorcerers that specialize in
mind-bending magic. They use these abilities to enhance
their chances of luring prey to their watery homes.
The glaistig sorcerer presented here had the following ability scores before racial adjustments and Hit Dice ability score
increases: Str 8, Dex 14, Con 12, Int 10, Wis 13, Cha 15.
620_17921_MonsterManual3c.indd 61
GLAISTIGS IN EBERRON
Glaistigs are found throughout Khorvaire. They haunt the
rivers, lakes, and woodland streams of the Shadow Marches,
Droaam, Breland, the Mror Holds (particularly near Mirror
Lake), and Valenar. Valenar elf warriors often hunt glaistigs
for sport, taking their hooves as trophies.
61
7/13/04 5:04:00 PM
Illus. by V. Rams
GNOLL
GNOLL, FLIND
Medium Humanoid (Gnoll)
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 18 (+1 Dex, +2 natural, +3 studded leather, +2
heavy steel shield), touch 11, flat-footed 17
Base Attack/Grapple: +1/+4
Attack: Flindbar +5 melee (2d4+3/19–20)
Full Attack: Flindbar +5 melee (2d4+3/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft.
Saves: Fort +5, Ref +1, Will +0
Abilities: Str 17, Dex 12, Con 15, Int 10, Wis 11, Cha 10
Skills: Listen +5, Spot +5
Feats: Weapon Focus (flindbar)
Environment: Warm plains
Organization: Solitary, pair, hunting party (1 plus 1–4 gnolls
and 1–2 hyenas), or band (1–10 plus 10–100 gnolls plus 50%
noncombatants plus 1 3rd-level sergeant per 20 adults and 1
leader of 4th–6th level (25% gnoll) and 5–8 hyenas), or tribe
(2–20 plus 20–200 gnolls plus 50% noncombatants plus 1
3rd-level sergeant (75% gnoll) per 20 adults, 1 or 2 lieutenants of 4th or 5th level (50% gnoll) and 1 leader of 6th–8th
level (25% gnoll) and 7–12 hyenas)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +2
This humanoid is slightly larger than a human and a little
broader. It has short, dirty, brown and red fur covering its
hyenalike head.
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620_17921_MonsterManual3c.indd 62
These powerful and merciless relatives of the gnolls are
often found in gnoll bands as leaders or elite hunters. While
gnolls admire and respect them, flinds have no great love for
their lesser cousins.
A fl ind appear much like a gnoll, though it is a little
shorter and broader. It stands roughly 7 feet tall and
weighs 300 to 350 pounds. A fl ind’s forehead does not slope
back as far, and its ears are more rounded than those of an
ordinary gnoll.
Flinds speak Gnoll and Common.
COMBAT
The merciless flinds are clever tacticians, preferring to use
surprise, terrain, and superior numbers to their advantage.
When commanding gnoll hunting parties, they have no
qualms about sacrificing their cousins for personal gain.
Flindbar: A flindbar resembles a pair of chain-linked
iron bars, not unlike a flail. This one-handed exotic weapon
costs 30 gp, deals 2d4 points of bludgeoning damage, has
a threat range of 19–20, deals double damage on a critical
hit, and weighs 2 pounds. Flinds treat a flindbar as a martial
weapon instead of an exotic weapon.
The wielder of a flindbar gains a +2 bonus on opposed
attack rolls made to disarm an enemy (including the roll
to avoid being disarmed if such an attempt fails). If a proficient wielder threatens a critical hit, he can make a free
disarm attempt against that opponent before confirming
the critical hit (this disarm attempt doesn’t provoke attacks
of opportunity).
Skills: A flind has a +2 racial bonus on Charisma-based
checks made to influence gnolls.
FLINDS AS CHARACTERS
Flind leaders are usually rangers or blackguards. Flind
clerics typically worship Erythnul, deity of slaughter.
Flind characters possess the following racial traits.
— +6 Strength, +2 Dexterity, +4 Constitution.
—Medium size.
—A flind’s base land speed is 30 feet.
—Darkvision out to 60 feet.
—Racial Hit Dice: A flind begins with two levels of
humanoid, which provide 2d8 Hit Dice, a base attack
bonus of +1, and base saving throw bonuses of Fort +3,
Ref +0, and Will +0.
—Racial Skills: A flind’s humanoid levels give it skill
points equal to 5 × (2 + Int modifier, minimum 1). Its class
skills are Listen and Spot. Flinds gain a +2 racial bonus on
Charisma-based checks made to influence gnolls.
—Racial Feats: A flind’s humanoid levels give it one feat.
—Weapon Familiarity: Flinds treat flindbars as martial
weapons rather than exotic weapons.
— +2 natural armor bonus.
—Automatic Languages: Common, Gnoll. Bonus
Languages: Draconic, Elven, Goblin, Orc.
—Favored Class: Ranger.
—Level adjustment +2.
Flind
7/13/04 5:04:03 PM
GOATFOLK (IBIXIAN)
the fight and adds ferocity to its attacks. When an ibixian is
within 30 feet of another goatfolk, it gains a +2 morale bonus
on attack rolls and damage rolls and a +4 morale bonus
on saving throws against fear effects.
Skills: Goatfolk have a +4 racial bonus on
Intimidate checks.
GOATFOLK
AS CHARACTERS
620_17921_MonsterManual3c.indd 63
GOATFOLK
Goatfolk characters possess the following
racial traits.
— +4 Strength, +2 Constitution, –2
Intelligence, –2 Wisdom.
—Medium size.
—An ibixian’s base land speed
is 30 feet.
—Darkvision out to 60 feet.
—Racial Hit Dice: An
ibixian begins with three levels
of monstrous humanoid, which
provide 3d8 Hit Dice, a base
attack bonus of +3, and base
saving throw bonuses of Fort +1, Ref
+3 and Will +3.
—Racial Skills: An ibixian’s monstrous humanoid levels give it skill
points equal to 6 × (2 + Int modifier, minimum 1). Its class skills
are Intimidate, Listen, Spot, and
Survival. It has a +4 racial bonus on
Goatfolk
Intimidate checks.
—Racial Feats: An ibixian’s monstrous humanoid levels
give it two feats.
—Weapon Proficiency: An ibixian is proficient with the
An amalgam of goat and human, this creature has a furry chest
greataxe and all simple weapons.
and legs that end in hooves.
— +2 natural armor bonus.
—Natural Weapons: Head butt (1d6).
Goatfolk are powerfully built goatlike creatures that
—Special Qualities (see above): Pack fervor.
—Automatic Languages: Ibixian and Common. Bonus
resemble satyrs. Unlike their hedonistic and mischievous
Languages: Elven, Giant, Gnome, Goblin, Sylvan.
fey cousins, goatfolk are much more physically focused
—Favored Class: Barbarian.
creatures who favor a barbarian lifestyle.
—Level adjustment +1.
Goatfolk choose leaders by combat, and the strongest and
most aggressive lead the pack. Thus, leadership is transitory
and prone to challenge. Both males and females assert them- GOATFOLK IN EBERRON
selves and hold these temporary positions of power.
Goatfolk settlements tend to lie in out-of-the-way places. The
These creatures call themselves ibixians, and races that
largest concentrations of ibixians can be found in the grassy
deal regularly with them use the proper name, but collosteppes and foothills surrounding the Blackcap Mountains
quially, they’ve been dubbed “goatfolk.”
in northern Breland and southern Aundair. During the
Goatfolk are bigger than most humans and almost all
Last War, Aundair used conscripted goatfolk infantry units
satyrs, standing about 6 to 6-1/2 feet tall and weighing about
against armies from Breland and Thrane. After witnessing
250 pounds.
firsthand the effectiveness of the ibixian troops, Breland folGoatfolk speak Common and their own language, Ibixian.
lowed suit. In a battle known as the Clash of Horns, goatfolk
from Aundair faced goatfolk from Breland on the field of
COMBAT
battle. After a brief yet bloody skirmish, the ibixians on both
Goatfolk enjoy melee combat. They often start fights for the
sides joined forces and turned against the armies of Aundair
sheer pleasure of fighting.
and Breland. Both armies were routed, after which the surPack Fervor (Ex): An ibixian loves to brawl with or alongviving goatfolk retreated to the Blackcaps. They remain in
side others of its kind. Doing this increases its enjoyment of
hiding to this day, fearing reprisal for their treachery.
Illus. by D. Allsop
Medium Monstrous Humanoid
Hit Dice: 3d8+3 (16 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 natural, +3 studded leather),
touch 10, flat-footed 15
Base Attack/Grapple: +3/+5
Attack: Greataxe +6 melee (1d12+3/×3) or
head butt +5 melee (1d6+2)
Full Attack: Greataxe +6 melee (1d12+3/
×3) and head butt +0 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft.,
pack fervor
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 15, Dex 11, Con 13, Int 8,
Wis 8, Cha 10
Skills: Intimidate +4, Listen +4,
Spot +4
Feats: Alertness, Weapon Focus (greataxe)
Environment: Temperate plains
Organization: Solitary, pair, brawl (3–5),
or pack (21–30 plus 25% noncombatants plus 1 adept, cleric, or
sorcerer of 3rd or 4th level and 1
barbarian of 4th or 5th level)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: 4–6 HD (Medium); 7–9 HD (Large)
Level Adjustment: +1
63
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GOBLIN, FORESTKITH
Illus. by V. Rams
GOBLIN
This small, primatelike humanoid is covered in stiff, black fur
except for its cruel and wild face.
64
These nocturnal hunters, also known as kith, are formidable despite their small size. Though they can easily stand
upright, forestkith goblins tend to run and walk on all fours
in a manner characteristic of primates, perhaps because
their arms are longer than their legs. Their mouths sport
very sharp teeth, and each hand and foot brandishes long,
curved claws adapted for climbing. They spend most of their
time in trees.
Forestkith goblins hunt most creatures that travel
through their forest territories, ignoring only those creatures larger than a horse. In lean times, forestkith goblins
often plan and execute sophisticated raids on
humanoid frontier communities for food,
preferring snatch-and-run tactics targeting the young.
A forestkith goblin stands about
3 feet tall and weighs about 40
pounds.
Forestkith goblins speak
rudimentary Goblin but are
illiterate.
COMBAT
Tree Shape (Su): A forestkith goblin can change form
into a small tree, shrub, or limb, equivalent to the tree shape
spell as cast by a 12th-level druid. A forestkith goblin
typically uses this ability at or near daybreak as a form of
camouflage, due to its dislike for daylight.
A goblin cannot dismiss this effect, but it ends automatically at sunset or if the goblin takes damage.
Skills: Forestkith goblins have a +2 racial bonus on Jump
checks. A forestkith goblin also has a +8 racial bonus on
Climb checks and can always choose to take 10 on Climb
checks, even if rushed or threatened. *A forestkith goblin
gains a +4 racial bonus on Hide checks and Move Silently
checks in forested areas, and it gains a +4 racial bonus on
Craft (weaving) checks to create nets.
FORESTKITH
GOBLIN BARBARIAN
The best forestkith goblin hunters are
barbarians. Despite their small size,
these creatures are potent combatants, as tough as any dwarf or
half-orc.
Combat
The save DC for this forestkith
goblin barbarian’s discordant
frenzy is DC 9.
Rage (Ex): Once per day,
this forestkith barbarian can
enter a state of fierce rage that
lasts 7 rounds. The following
changes are in effect as long
as he rages: AC 15 (touch 11,
flat-footed 13); hp increase by
2; Atk +7 melee (1d10+5/×3,
greataxe) or +4 ranged (special, masterwork net); Full Atk
+7 melee (1d10+5/×3, greataxe) or
+4 ranged (special, masterwork
net); SV Fort +6, Will +3; Str 19,
Con 18. At the end of his rage, the
forestkith barbarian is fatigued for the
remainder of the encounter.
Forestkith goblins excel at ambushes and use well-established
tactics to fit the prey they seek.
If fighting a larger group, they
attack the weakest members
with nets first, dragging the
entangled victims away quickly to feed on them before going
back for the rest.
Forestkith goblins attack
obviously superior foes heedlessly with the same wild frenzy and loud, discordant screams
that paralyze their weaker foes with
fright. Their lust for the kill usually overForestkith
whelms concern for individual safety. Any
attack on a more numerous, stronger, or more sophisticated foe can result in the whole forestkith goblin FORESTKITH GOBLIN SOCIETY
party being wiped out if it is not led by a druid kith elder,
Forestkith goblins do not have a sophisticated culture or
who alone possesses the wisdom and leadership to order a
written language. The only tools they routinely make are
strategic retreat.
their nets, which are highly prized by hunters for their
Discordant Frenzy (Ex): When melee ensues, forestmasterwork quality.
kith goblins go into a frenzy, jumping about chaotically and
Forestkith goblins are nomadic hunters and have no
screaming loudly. Creatures with 2 HD or fewer within 30
established home, but roam a well-defined territory, usufeet of at least three attacking forestkith goblins become
ally 5 square miles per group member. Forestkith goblins
shaken for 1d4 rounds unless they succeed on a DC 9 Will
hunt until the rays of daylight make their way through the
save. A creature that resists the effect cannot be affected by
forest canopy, whereupon they immediately go to sleep in
it for 24 hours. This is a mind-affecting fear effect. The save
their tree shape wherever they are standing.
DC is Charisma-based.
They operate with a semblance of pack unity and coordinaLight Sensitivity (Ex): Forestkith goblins are dazzled in
tion only when executing ambushes or raids for food. Forestbright sunlight or within the radius of a daylight spell.
kith goblins encountered alone are usually social outcasts.
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Hit Dice:
Initiative:
Speed:
Forestkith Goblin, 1st-Level Warrior
Small Humanoid (Goblinoid)
1d8 (4 hp)
+2
30 ft. (6 squares), climb 20 ft.
Armor Class:
Political currency in forestkith goblin society is defined
only by who can guarantee the most food. Leaders can be
either male or female, determined by who can devise and
orchestrate the most lethal ambushes and raids as well as
personally lead the charge. The leader of a forestkith goblin
pack is a barbarian of at least 3rd level, while the leader of
troop is a druid elder of at least 5th level.
FORESTKITH GOBLINS
AS CHARACTERS
Forestkith goblin characters possess the following racial
traits.
— +2 Dexterity, –2 Intelligence.
—Small size. +1 bonus to Armor Class, +1 bonus on
attack rolls, +4 bonus on Hide checks, –4 penalty on
grapple checks, lifting and carrying limits 3/4 those of
Medium characters.
—A forestkith goblin’s base land speed is 30 feet.
—Darkvision out to 60 feet.
—Racial Skills: +2 racial bonus on Jump checks. They
also have a +8 racial bonus on Climb checks and can always
620_17921_MonsterManual3c.indd 65
GOBLIN
14 (+1 size, +2 Dex, +1 natural),
touch 13, flat-footed 12
Base Attack/Grapple: +1/+2
Attack:
Bite +3 melee (1d4+1) or masterwork
net +4 ranged (see text)
Full Attack:
Bite +3 melee (1d4+1) or masterwork
net +4 ranged (see text)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Discordant frenzy
Special Qualities:
Darkvision 60 ft., light sensitivity,
tree shape
Saves:
Fort +2, Ref +2, Will +0
Abilities:
Str 12, Dex 15, Con 11,
Int 6, Wis 10, Cha 9
Skills:
Climb +9, Craft (weaving) +0*,
Hide +6*, Jump +5, Move Silently +2*
Feats:
Improved Grapple
Environment:
Temperate forests
Organization:
Solitary (outcast), family (3–6),
pack (6–16 plus one 3rd-level
barbarian kith leader), or troop
(14–34 plus three 3rd-level barbarian
kith leaders and one 5th-level druid
kith elder)
Challenge Rating:
1/2
Treasure:
No coins, no goods, standard
items plus masterwork net
Alignment:
Usually chaotic evil
Advancement:
By character class
Level Adjustment:
+1
Forestkith Goblin, 1st-Level Barbarian
Small Humanoid (Goblinoid)
1d12+2 (14 hp)
+2
30 ft. in hide armor (6 squares), climb 15 ft.;
base speed 40 ft.
17 (+1 size, +2 Dex, +1 natural, +3 hide
armor), touch 13, flat-footed 15
+1/–1
Greataxe +5 melee (1d10+3/×3) or
masterwork net +4 ranged (see text)
Greataxe +5 melee (1d10+3/×3) or
masterwork net +4 ranged (see text)
5 ft./5 ft.
Discordant frenzy, rage
Darkvision 60 ft., fast movement, light
sensitivity, tree shape
Fort +4, Ref +2, Will +1
Str 15, Dex 15, Con 14,
Int 8, Wis 12, Cha 8
Climb +11, Hide +4*, Jump +5, Move
Silently +2*
Weapon Focus (greataxe)
Temperate forests
Solitary or war party (1–3 plus 2–5 1st-level
warriors)
1
No coins, no goods, standard items plus
masterwork net
Usually chaotic evil
By character class
+1
choose to take 10 on Climb checks, even if rushed or threatened. Forestkith goblins gain a +4 racial bonus on Hide and
Move Silently checks in forested areas. They gain a +4 racial
bonus on Craft (weaving) checks to create nets.
—Weapon Familiarity. Forestkith goblins treat nets as
martial weapons rather than as exotic weapons.
— +1 natural armor bonus.
—Special Attacks (see above): Discordant frenzy.
—Special Qualities (see above): Light sensitivity, tree
shape.
—Automatic Languages: Goblin. Bonus Languages:
Common, Elven, Giant, Orc.
—Favored Class: Barbarian.
—Level adjustment +1.
The forestkith goblin warrior presented here had the following ability scores before racial adjustments: Str 12, Dex 13,
Con 11, Int 8, Wis 10, Cha 9.
The forestkith goblin barbarian presented here had the
following ability scores before racial adjustments: Str 15,
Dex 13, Con 14, Int 10, Wis 12, Cha 8.
65
7/13/04 5:04:18 PM
PRISMATIC GOLEM
A prismatic golem is a construct of pure light gathered
from the luminescence of the plane of Elysium. Celestial
spellcasters, always endeavoring to
achieve the art of perfection,
find that light compacted to
its essence makes for a
radiant servant.
A prismatic golem
has no weight and
cannot speak, although it nods to
acknowledge a valid
command.
d8
1
2
3
4
Color
Red
Orange
Yellow
Green
5
6
7
8
Blue
Indigo
Violet
White
Effect
5d6 points of fire damage
5d6 points of acid damage
5d6 points of electricity damage
10d6 points of damage (as disintegrate
spell; Fortitude DC 20 half)
5d6 points of cold damage
Insanity (as spell; Will DC 20 negates)
5d6 points of sonic damage
5d6 points of force damage
Immunity to Magic (Ex): A prismatic golem is immune
to any spell or spell-like ability that allows spell resistance.
In addition, some spells and effects function differently
against the creature, as noted here.
A prismatic spray heals the golem of 3d8 points of damage
+1 point per caster level (maximum 3d8+15). Contact with a
prismatic wall or prismatic sphere also heals the golem in this
way, and ends the spell’s effect.
Moral Code: Though unintelligent, a prismatic golem is
imprinted with the moral code of its creator. It will cease to
function on its controller’s behalf if given any instructions
that conflict with that moral code, regardless of whether the
creator’s ethics change.
Construction
Crafted from gems exposed to
the glorious light of Elysium,
a prismatic golem’s body
costs 50,000 gp to construct. Assembling the
body requires both a
DC 22 Craft (sculpting) check and a DC
22 Knowledge (the
planes) check.
CL 17th; Craft
Construct (see page
206), greater planar
binding, polymorph any
object, prismatic sphere,
wish, caster must be good
and at least 17th level; Price
250,000 gp; Cost 150,000 gp + 8,000 XP.
Combat
When commanded, a
prismatic golem moves
up to a foe and strikes him
with its tendrils. The golem
is disarmingly fast and elusive,
Prismatic golem
so it never hesitates to distance itself
from those who can hurt it.
Prismatic Body (Su): A prismatic golem’s body is comprised of scintillating colors. Creatures with 8 HD or fewer PRISMATIC GOLEMS IN EBERRON
within 20 feet of a prismatic golem are blinded for 2d4
In the EBERRON campaign setting, prismatic golems are crerounds by the flashing colors (no save). Any creature that
ated on the plane of Syrania, the Azure Sky, and are often
touches a prismatic golem is treated as though the golem
referred to as Syranian golems.
620_17921_MonsterManual3c.indd 71
GOLEM
A 10-foot-diameter sphere of scintillating, multicolored light
glides silently toward you.
had hit it with its prismatic touch attack. A prismatic golem
can be seen from miles away, and provides illumination as a
daylight spell at all times.
Prismatic Touch (Su): A prismatic golem attacks with
luminous tendrils that extend from its body. A tendril’s
color is determined randomly, since the golem lacks the
intelligence to choose colors on its own. The effect of the
touch attack is based on the tendril’s color, as shown on
the following table. The save DCs are Charisma-based.
Illus. by R. Lemen
Large Construct (Extraplanar, Good, Incorporeal)
Hit Dice: 20d10+30 (140 hp)
Initiative: +11
Speed: Fly 50 ft. (perfect) (10 squares)
Armor Class: 36 (–1 size, +11 Dex, +16 deflection), touch
36, flat-footed 25
Base Attack/Grapple: +15/—
Attack: Incorporeal touch +14 melee (prismatic touch)
Full Attack: 2 incorporeal touches +14 melee (prismatic
touch)
Space/Reach: 10 ft./5 ft.
Special Attacks: Prismatic body, prismatic touch
Special Qualities: Blindsight 60 ft., construct traits,
damage reduction 10/evil, darkvision 60 ft., immunity to
magic, incorporeal traits, low-light vision, moral code
Saves: Fort +6, Ref +17, Will +6
Abilities: Str —, Dex 33, Con —, Int —, Wis 11, Cha 11
Skills: —
Feats: —
Environment: Blessed Fields of Elysium
Organization: Solitary
Challenge Rating: 18
Treasure: None
Alignment: Always neutral good
Advancement: 21–30 HD (Large); 31–40 HD (Huge)
Level Adjustment: —
71
7/13/04 5:23:27 PM
Illus. by L. Minnis
GOLEM
WEB GOLEM
Large Construct
Hit Dice: 11d10+30 (90 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 20 (–1 size , +3 Dex, +8 natural), touch 12,
flat-footed 17
Base Attack/Grapple: +8/+17
Attack: Slam +12 melee (2d10+7)
Full Attack: 2 slams +12 melee (2d10+7) and bite +7 melee
(1d6+2 plus poison)
Space/Reach: 10 ft./15 ft.
Special Attacks: Poison, web
Special Qualities: Adhesive, construct traits, damage
reduction 10/adamantine, darkvision 60 ft., fast healing
5, immunity to magic, low-light vision, spider climb,
vulnerability to fire
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 20, Dex 17, Con —, Int —, Wis
11, Cha 1
Skills: Hide –1*
Feats: —
Environment: Any
Organization: Solitary (often with a
Huge monstrous spider) or gang
(2–4 plus 2d4 Huge monstrous
spiders)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 12–16 HD (Large);
17–22 HD (Huge)
Level Adjustment: —
prey, catching as many opponents as possible in its webs
before descending to finish them off.
Poison (Ex): Bite, Fortitude DC 15; initial and secondary
damage 1d6 Str. The save DC is Constitution-based.
Web (Sp): A web golem can use a web effect, as the spell
(DC 13), three times per day. Caster level 10th.
Adhesive (Ex): A web golem is extremely sticky.
Anyone who makes an unsuccessful melee attack against
a web golem must succeed on a DC 20 Reflex save, or the
attacker’s weapon sticks to the web golem and is yanked
out of the wielder’s grasp. Creatures using natural weapons
are automatically grappled if they fail the save. Pulling a
stuck weapon or limb loose from a web golem requires
a DC 20 Strength check. The save DC and check DC are
Strength-based.
Immunity to Magic (Ex): A web golem is immune to
any spell or spell-like ability that allows spell resistance. In
addition, certain spells function differently against the
creature, as noted below.
A grease spell slows it (as the slow spell) for 2d6
rounds, with no saving throw.
A web golem’s movement is not inhibited by a
web spell.
Spider Climb (Su): A web
golem has a continuous spider climb
ability, as the spell.
Skills: *A web golem’s body
allows it to blend in extremely
effectively when hiding among
other giant spider webs, conferring a +15 circumstance bonus on
Hide checks.
Construction
A web golem’s body is made from
layer upon layer of webbing harvested from monstrous spiders.
The material costs 1,000 gp for
construction of the body. Creating the body is a complex task
that requires a successful DC 20
Craft (weaving) or Profession
(silk maker) check.
CL 14th; Craft Construct (see
page 206), geas/quest, limited wish,
poison, polymorph any object, spider
climb, web, caster must be at least
14th level; Price 65,000 gp; Cost
33,000 gp + 2,560 XP.
This vaguely humanoid-shaped
creature is composed entirely of
webs, except for its eight spiderlike eyes and sharp mandibles.
A web golem is a construct
entirely composed of thick
layers of spider webbing. The
body is only the roughest shape of a
humanoid, with two arms, two legs,
and a stumpy head, but little definition. Its long, powerful arms can
reach up to 15 feet. The golem has
eight multifaceted eyes and the poisonous fangs of a giant spider.
A web golem stands roughly 8 feet
tall, and despite the gossamer nature
of its webbing weighs 500 pounds.
A web golem cannot speak and
gives off no discernable scent.
74
Combat
Like a spider, a web golem lurks
on high ceilings out of reach of its
620_17921_MonsterManual3c.indd 74
WEB GOLEMS
IN EBERRON
The giants of Xen’drik used
web golems to guard their sealed
vaults; some still linger there in
ancient ruins.
Web golem
7/13/04 5:23:37 PM
LIZARDFOLK, BLACKSCALE
BLACKSCALE LIZARDFOLK
WITH CLASS LEVELS
Most blackscales advance as barbarians, the race’s favored
class. Blackscale priests are actually adepts and can select
spells from the Protection and Sun domains.
BLACKSCALE
LIZARDFOLK IN EBERRON
Blackscales claim that their dark coloration and facial
features are proof of a blood connection to the dragons of
Haka’torvhak, but little proof to this claim exists.
The jungles of Q’barra are home to three distinct species of lizardfolk—the blackscales, the Cold Sun Tribes,
and the poison dusk. The blackscales are the largest of the
three, and throughout the history they have used their size
to dominate and intimidate their smaller kindred. They
are the guardians of the sacred city of Haka’torvhak
and the warriors of the dragon Rhashaak. They are
proud and arrogant, and are usually extremely hostile
toward humans who trespass into the deep jungles
This stocky, heavily muscled reptilian
of Q’barra.
humanoid stands almost 9 feet in height.
While their culture is quite primitive, the
Deep-socketed eyes and flat nasal openblack
scales have access to the vaults and arsenals
ings give its face the appearance of
of
Haka’torvhak.
High-ranking warriors or
a skull. Its scales are black, and a
priests wear glittering jewels, and the weapons
leathery crest running from the top
of its head to the middle of its back
of the blackscales are often elaborately carved
rises up as it sees you. It flexes talonand decorated. The guardians of the sacred
tipped fingers and snarls, revealing a
city may be equipped with better weapons,
row of vicious fangs.
shields, or armor—possibly
even magic relics from the
Like their smaller cousins, blackscale
deep vaults.
lizardfolk are primitive reptilian humanoids
The blackscales typithat can be very dangerous if provoked.
cally live off the “tribute”
A blackscale lizardfolk is usually 8-1/2 to 9-1/2
they extract from the othfeet tall, and weighs about 600 pounds. Its tail is 4
er tribes—officially, offerto 5 feet long.
ings made to the great
Blackscale lizardfolk speak
dragon and its guardians.
Draconic, and a blackscale
The dragon priests hold
lizard folk with an Intellithe ultimate authority
gence score of 12 or greater
within society but rarely
will also speak Common.
use this power; in the absence
of interference from a priest, the
COMBAT
most powerful warrior rules the tribe. Any of
Blackscale lizardfolk
the three species of lizardfolk can be called to
Blackscale lizardfolk
are proud and fierce fighters,
serve as dragon priests; the blackscales consider
concerned with heroic action and personal glory. Left on
the priests to be a fourth tribe, and thus see no shame in
their own, they will fight as disorganized individuals,
following their commands.
620_17921_MonsterManual3c.indd 95
LIZARDFOLK
but their leaders can force them to work together for short
periods of time. The blackscales have little patience for
tricks and traps, considering such tools to be the trade of
lesser lizardfolk.
Hold Breath (Ex): A blackscale lizardfolk can hold its
breath for a number of rounds equal to 4 × its Constitution
score before it risks drowning (see page 304 of the Dungeon
Master’s Guide).
Skills: Because of their tails, blackscale lizardfolk have a
+4 racial bonus on Balance, Jump, and Swim checks.
Illus. by S. Prescott
Large Monstrous Humanoid (Reptilian)
Hit Dice: 4d8+8 (26 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 16 (–1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +4/+12
Attack: Claw +7 melee (1d6+4) or greatclub +7 melee
(2d8+6) or javelin +3 ranged (1d8+4)
Full Attack: 2 claws +7 melee (1d6+4) and bite +5 melee
(1d6+2) or greatclub +7 melee (2d8+6) and bite +5 (1d6+2)
or javelin +3 ranged (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., hold breath, resistance
to acid 5
Saves: Fort +3, Ref +4, Will +4
Abilities: Str 19, Dex 10, Con 14, Int 8, Wis 11, Cha 7
Skills: Balance +5, Jump +12, Spot +4, Swim +10
Feats: Multiattack, Power Attack
Environment: Temperate forests
Organization: Solitary, gang (2–3), band (3–6 plus 1 leader
of 3rd–6th level), or tribe (20–40 plus 50% noncombatants plus 2 lieutenants of 3rd–6th level and 1 leader of
4th–10th level)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +3
95
7/13/04 5:27:23 PM
LIZARDFOLK,
POISON DUSK
This reptilian humanoid seems to melt out of the shadows of the
jungle. It is about three feet tall, and it has a lean, wiry build. It has
large eyes that reflect the light and a slight crest that runs down the
back of its head. It hisses at you, revealing sharp teeth.
Illus. by S. Prescott
LIZARDFOLK
While smaller than their lizardfolk cousins, the poison dusk
lizardfolk are just as dangerous when provoked.
A poison dusk lizardfolk is between 3 to 4 feet in
height, weighing 42–52 pounds. Its tail is 2 to 3
feet long, and its scales shift color with
its mood. The eyes of a poison dusk
lizardfolk are larger than those of the
other species, and males have a crest running
down the back of the head that can lie flat or
extend based on mood.
Poison dusk lizardfolk speak Draconic. A
lizardfolk with an Intelligence score of 12 or
greater will also speak Common.
Most poison dusks encountered in the
wild are rangers; exceptional individuals usually become adepts and
sorcerers serving dragons.
96
The poison dusk ranger presented here had the following
ability scores before racial adjustments: Str 12, Dex 13, Con
10, Int 8, Wis 11, Cha 9.
POISON DUSK LIEUTENANT
Poison dusk lizardfolk who advance their skills earn the
respect of the tribe and act as leaders, first of squads and
patrols and eventually of the community.
The poison dusk lieutenant presented here had the following ability scores before racial adjustments: Str 13, Dex
15, Con 14, Int 8, Wis 12, Cha 10.
Combat
The poison dusk lieutenant
uses its magic fang spell on
its claws to enhance its
combat ability.
Typical Ranger Spell Prepared (1; save DC 11 + spell
level): 1—magic fang.
POISON DUSK AS
CHARACTERS
Poison dusks are more intelligent
and dedicated than the other
COMBAT
lizard folk, and most develop
Poison dusks are far more cunning
ranger skills. Poison dusk sorthan the other species of lizardcerers and adepts are called
folk. They prefer to avoid physical
by their dragon overlords to
combat altogether if possible;
serve as dragon priests and are
when striking against a hunot found among the tribes.
man village, they will often
Poison dusk characters postry to poison the water or
sess the following racial traits:
food supply instead of launch— +2 Dexterity, +2 Constiing a direct assault. When they
tution, –2 Charisma.
do fight, they favor ambushes
—Small size. +1 bonus to
and clever traps. Bolas and
Armor Class, +1 bonus on atnets are considered to be martial
tack rolls, +4 bonus on Hide
Poison dusk lizardfolk
weapons for poison dusks, and they
checks, –4 penalty on grapoften use these tools to handicap larger foes while
ple checks, lifting and carrying limits 3/4
archers strike with poisoned arrows.
those of Medium characters.
— A poison dusk lizardfolk’s base speed is 30 feet.
Poison Use: Due to their long tradition of working with
— Racial Skills: A poison dusk lizardfolk has a +4 racial
venoms, poison dusks are never at risk when applying poisons
bonus on Balance, Jump, and Swim checks. A poison dusk
to weapons. Common poisons include black adder venom
lizardfolk can apply poison without endangering itself. Its
and blue whinnis.
chameleon skin allows it a +5 racial bonus on Hide checks.
Chameleon Skin (Ex): Poison dusks can adjust the
— +3 natural armor bonus.
colors of their scales to blend in with their surroundings.
— Natural Weapons: 2 claws (1d3) and bite (1d3).
When it is not wearing armor, robes or other covering
— Special Qualities (see above): Chameleon skin, hold
clothing, a poison dusk lizardfolk gains a +5 racial bonus
breath, low-light vision
on Hide checks.
Hold Breath (Ex): A poison dusk lizardfolk can hold its
— Weapon Familiarity: Poison dusk lizardfolk treat bolas
breath for a number of rounds equal to 4 × its Constitution
and nets as martial weapons rather than exotic weapons.
score before it risks drowning (see page 304 of the Dungeon
— Automatic Languages: Draconic, Common. Bonus
Master’s Guide).
Languages: Halfling, Sylvan.
Skills: Because of their tails, lizardfolk have a +4 racial
— Favored Class: Ranger. A multiclassed poison dusk’s
bonus on Jump, Swim, and Balance checks. The skill modiranger class does not count when determining whether it
fiers given in the statistics block include a –1 armor check
takes an XP penalty.
penalty (–2 on Swim checks) for carrying a buckler.
— Level adjustment +1.
620_17921_MonsterManual3c.indd 96
7/13/04 5:27:27 PM
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
*with longstrider.
Temperate marshes
Solitary, gang (2–3), band (5–8 plus 1 leader
of 3rd–6th level), or tribe (20–40 plus 50%
noncombatants plus 2 lieutenants of
3rd–6th level and 1 leader of 4th–10th level)
1
50% coins; 50% goods
Usually neutral
By character class
+1
POISON DUSK
LIZARDFOLK IN EBERRON
The poison dusks are one of the three species of lizardfolk
found in Q’barra. Smaller and weaker than the other breeds
of lizardfolk, they are faster and more intelligent than their
larger cousins. They are highly skilled trackers and hunters
and have long used poison, nets, and other tricks to bring
down larger prey.
The poison dusks present the greatest danger to the
human population of Q’barra. After the better part of a
century, they still hate the warmblooded invaders with
a fiery passion. Alone among the lizardfolk, they have
adapted their tactics and traditions since the arrival
of humanity. While they still shun armor, they have
adopted the use of swords and bows, which are superior
620_17921_MonsterManual3c.indd 97
Poison Dusk Lieutenant,
4th-Level Ranger
Small Humanoid (Reptilian)
4d8+12 (33 hp)
4d8+12 (33 hp)
40 ft. (8 squares) with longstrider
17 (+1 size, +3 Dex, +3 natural), touch 14,
flat-footed 14
+4/+2
Claw +6 melee (1d3+2) or longspear +6 melee
(1d6+3/×3) or masterwork longbow +8 ranged
(1d6/×3), or bola +7 ranged (1d3+2 nonlethal
or ranged trip)
2 claws +6 melee (1d3+2) and bite +4
melee (1d3+1) or longspear +6 melee (1d6+3/×3)
and bite +1 (1d3) or masterwork longbow +6/+6
ranged (1d6/×3), or bola +7 ranged (1d3+2
nonlethal or ranged trip)
5 ft./5 ft. (10 ft. with longspear)
Poison use, spells
Chameleon skin, favored enemy +2
(humanoid/human), hold breath,
low-light vision, wild empathy
Fort +7, Ref +7, Will +2
Str 14, Dex 17, Con 16,
Int 8, Wis 12, Cha 8
Balance +7, Climb +8, Hide +18, Jump +11*,
Move Silently +10, Spot +8, Survival +8,
Swim +7
EnduranceB, Improved Initiative,
Multiattack, Rapid ShotB, TrackB
Temperate marshes
Solitary, band (1 plus 5–8 poison
dusk lizardfolk), or tribe (2 plus level 20–40 plus
50% noncombatants and 1 leader of 4th–10th level)
LIZARDFOLK
Poison Dusk Lizardfolk,
1st-Level Ranger
Small Humanoid (Reptilian)
Hit Dice:
1d8+1 (5 hp)
Initiative:
+2
Speed:
30 ft. (6 squares)
Armor Class:
17 (+1 size, +2 Dex, +3 natural,
+1 buckler), touch 13, flat-footed 15
Base Attack/Grapple: +1/–2
Attack:
Claw +3 melee (1d3+1) or longsword
+3 melee (1d6+1/19–20) or shortbow
+4 ranged (1d4/×3), or bola +4 ranged
(1d3+1 nonlethal or ranged trip)
Full Attack:
2 claws +3 melee (1d3+1) and bite +1
melee (1d3) or longsword +3 melee
(1d6+1/19–20) and bite +1 melee (1d3) or
shortbow +4 ranged (1d4/×3) or bola +4
ranged (1d3+1 nonlethal or ranged trip)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Poison use
Special Qualities:
Chameleon skin, favored enemy +2
(humanoid/human), hold breath,
low-light vision, wild empathy
Saves:
Fort +3, Ref +4, Will +0
Abilities:
Str 12, Dex 15, Con 12,
Int 8, Wis 11, Cha 7
Skills:
Balance +5, Climb +4, Hide +14, Jump +4,
Move Silently +5, Spot +4, Survival +4,
Swim +3
Feats:
Multiattack, TrackB
4
50% coins; 50% goods (plus masterwork longbow)
Usually neutral
By character class
+1
to the clubs and javelins used by the Cold Sun Tribes and
the blackscale lizardfolk.
While the poison dusks consider themselves to be the
superior breed of lizardfolk, they are fanatically devoted
to the dragon Rhashaak and acknowledge the authority
of the blackscales as the chosen guardians of the great
dragon. The poison dusks generally avoid other lizardfolk,
except when they travel to Haka’torvhak for religious ceremonies or to offer tribute to the great dragon. They are
nomadic by nature and rarely stay in one area for more
than a few months. The areas inhabited by the humans of
Q’barra include many of the lands once frequented by these
traveling nomads, and this is a major cause of the friction
between the two species.
97
7/13/04 5:27:30 PM
Illus. by E. Fiegenschuh
PETAL
PETAL
120
Tiny Fey
Hit Dice: 1d6+2 (5 hp)
Initiative: +9
Speed: 15 ft. (3 squares), fly 60 ft. (good)
Armor Class: 17 (+2 size, +5 Dex), touch 17, flat-footed 12
Base Attack/Grapple: +0/–12
Attack: Dagger +7 melee (1d2–4)
Full Attack: Dagger +7 melee (1d2–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Sleep songs
Special Qualities: Damage reduction 5/cold iron, lowlight vision
Saves: Fort +2, Ref +7, Will +2
Abilities: Str 3, Dex 20, Con 15, Int 15, Wis 10, Cha 18
Skills: Craft (flower arranging) +6, Escape Artist +9, Hide
+17, Knowledge (nature) +6, Listen +4, Move Silently +9,
Spot +4, Tumble +9
Feats: Improved Initiative, Weapon FinesseB
Environment: Temperate forests
Organization: Solitary, pair, bouquet (3–6), or garden
(7–10 plus 2–6 thorns)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral good
Advancement: 2–3 HD (Tiny)
Level Adjustment: +2 (cohort)
they divest a traveler of his equipment, they garb the character in clothing made of leaves and flowers, adorning him
with beautiful garlands. The petals then leave their victim
to wake refreshed and in an idyllic environment.
While the actions of petals may be whimsical and innocent, adventurers may come to realize that the real trouble
lies not with the petals themselves, but with dangerous
creatures that might also inhabit the area. Predators and the
unscrupulous are quite happy to take advantage of opportunities provided to them by the petals.
The skin color of a petal resembles the color of a flower,
ranging from pale pastels to vibrant red or yellow. In place
of hair atop their heads, they have blossoms. These are often
of a different shade or color than their skin. Often, the
blossoms have different hues, sometimes with paler tips or
centers, even speckles or strips. Their wings are of the same
shades and patterns as their blossoms. A typical petal stands
1-1/2 feet tall and weighs 3 pounds.
Petals speak Sylvan and Common.
COMBAT
Petals like to use their sleep songs from a distance to put
travelers to sleep. They avoid close combat.
Sleep Songs (Su): Petals can sing two kinds of songs that
deal no damage but can lull a creature into a state of relaxation or sleep.
Lullaby: Any creature within a 20-foot-radius that fails a
DC 14 Will save is affected as though by a lullaby spell. A
Ahead is a small troupe of tiny humanoid-shaped creatures
creature that successfully saves cannot be affected again
dressed in garments made from leaves, their petallike
by that petal’s lullaby song for 24 hours. The save DC is
wings keeping them aloft.
Charisma-based.
Their beautifully colored
Sleep: This song reskin makes one think
quires
two or more petof flowers come to
als separated by no more
life. They sing a soft,
delightful song.
than 100 feet to be singing in unison. Any creaThese little fey ofture within 100 feet of
ten act as servants,
either singer that hears
messengers, or atthe song must succeed
on a DC 14 Will save
tendants to larger
or be affected as though
or more prestigious
by a sleep spell. Addifey including sprites
tional petals within 100
and dryads. When
feet of a target can lend
not in service to antheir voices to the song,
other fey, they tend
strengthening it and into cluster near some
creasing the save DC by
more powerful plant
Petal
1 per additional singer.
creature (such as a treant)
A creature that successfor protection.
fully saves cannot be affected again by those petals’ sleep
While nonfey may view petals as mischievous nuisong for 24 hours. The save DC is Charisma-based.
sances, petals know that they’re only doing what’s right
and proper. Every traveler and adventurer needs the benefit
of a restful sleep. All should wake refreshed and surrounded PETALS IN EBERRON
by beauty.
Petals inhabit the sylvan woodlands and flower fields of
As their way of carrying out this philosophy, petals sing travAundair. There, they go beyond their traditional roles of
elers to sleep. They then remove their sleeping victims’ armor,
helpful sprites that encourage rest. They actively defend
weapons, and equipment, piling it nearby. (Petals never steal
their pastoral demesnes against encroaching evil, using
anything; to a petal, doing so would be a wrongful act.) Once
their sleep songs as offensive tools.
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SHIFTER
SHIFTER
Shifter, 1st-Level Warrior
Medium Humanoid (Shapechanger)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +3 studded leather, +1 light shield),
touch 11, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Battleaxe +2 melee (1d8+1/×3) or throwing axe +2
ranged (1d6+1)
Full Attack: Battleaxe +2 melee (1d8+1/×3) or throwing axe
+2 ranged (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Shifting 1/day (longtooth)
Special Qualities: Shifter traits
Saves: Fort +3, Ref +1, Will –1
Abilities: Str 13, Dex 13, Con 12, Int 8, Wis 9, Cha 6
Skills: Balance +2, Climb +2, Jump +2, Listen +1, Spot +1
Feats: Alertness
Environment: Temperate plains
Organization: Solitary, gang (2–4), pack (5–12 plus 30%
noncombatants plus 2 3rd-level elders and 1 chief of
5th–8th level)
Challenge Rating: 1/2
Treasure: None
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +0
This lithe humanoid assumes a crouched posture, springing and
leaping nimbly as it walks. It has bestial features, including a
wide, flat nose, large eyes and heavy eyebrows, pointed ears, a
wild mane of hair, and long sideburns. A somewhat menacing
half-smile reveals sharp incisors.
Shifters, sometimes called “the weretouched,” are descended
from humanoids and natural lycanthropes. Shifters cannot
fully change shape but can take on animalistic features—a
state they call shifting. Shifters have evolved into a unique
race that breeds true. They have a distinct culture with its
own traditions and identity.
Shifters’ personalities are influenced by their animal
natures. Many are boorish and crude, while others are quiet,
shifty, and solitary. Just as most lycanthropes are carnivores,
shifters have a predatory personality and think of most activities in terms of hunting and prey. They view life as a challenge,
striving to be self-reliant, adaptable, and resourceful.
A typical shifter stands about 5 feet 3 inches tall and
weighs 140 pounds. Shifters speak Common and often
learn the languages of their neighbors in the wilderness
and rural areas where they live, including Elven, Gnome,
Halfling, and Sylvan.
COMBAT
Shifters are aggressive and feral in their approach to combat.
When they feel superior to their opponents, they often stalk
them like prey, remaining concealed until they can strike
with surprise. They avoid stronger opponents but fight
wildly if they are forced to.
Shifting (Su): A shifter can tap into his lycanthropic
heritage to gain short bursts of physical power. Once per
day, a shifter can enter a state that is superficially similar to a
barbarian’s rage. Each shifter has one of six shifter traits—a
characteristic that manifests when he is shifting. Each
shifter trait provides a +2 bonus to a physical ability score
(Strength, Dexterity, or Constitution) and grants some other
advantage as well.
Shifting is a free action and lasts for a number of rounds
equal to 3 + the shifter’s Con modifier. (If a shifter trait
or other effect increases the shifter’s Con modifier, use
the newly improved modifier.) A shifter can take feats to
improve this ability (see Shifter Feats, below). Every shifter
feat a shifter takes increases the duration of shifting by 1
round. For every two shifter feats a shifter takes, the number
of times per day he can tap into the ability increases by one.
So, a shifter with two shifter feats can shift two times per
day (instead of the usual one), and each use of the ability
lasts for a number of rounds equal to 5 (instead of 3) + the
shifter’s Con modifier.
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SHIFTER FEATS
The following feats are available only to shifter characters. For
additional shifter feats, see Chapter 3: Heroic Characteristics in
the EBERRON Campaign Setting.
Benefit: When you stop shifting, you immediately heal a number
of hit points equal to your character level. This benefit does not occur
if you die (at –10 hit points) before the period of shifting ends.
Shifter Defense [Shifter]
Extra Shifter Trait [Shifter]
You manifest a second shifter trait while shifting.
Prerequisites: Shifter, two other shifter feats.
Benefit: Select a second shifter trait from those described in
the Shifter Traits section. You manifest all the benefits of the
second trait except for the temporary bonus to an ability score.
Healing Factor [Shifter]
When your current period of shifting ends, you heal a limited
amount of damage.
Prerequisites: Shifter, Con 13.
150
By delving into your shifter heritage, you have developed the
ability to ignore a little damage from every attack.
Prerequisites: Shifter, two other shifter feats.
Benefit: While shifting, you gain damage reduction 2/silver.
Shifter Instincts [Shifter]
Your heritage has given you sharp senses and quick reflexes, and
you have learned to trust your equally sharp instincts.
Prerequisite: Shifter.
Benefit: You gain a +1 bonus on Listen, Sense Motive, and Spot
checks, and a +2 bonus on initiative checks.
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The shifter warrior presented here had
the following ability scores before
racial adjustments: Str 13, Dex 11,
Con 12, Int 10, Wis 9, Cha 8.
Each shifter has one special trait
from among those described below.
Beasthide (Su): While shifting, a beasthide shifter gains a +2 bonus to Constitution and natural armor that provides
a +2 bonus to AC.
Cliffwalk (Su): While shifting, a cliffwalk shifter gains a +2 bonus to Dexterity
and has a climb speed of 20 feet.
Longstride (Su): While shifting, a longstride
shifter gains a +2 bonus to Dexterity and a
bonus of +10 feet to his base land speed.
Longtooth (Su): While shifting, a
longtooth shifter gains a +2 bonus to
Strength and grows fangs that can be used as a
SHIFTER SOCIETY
natural weapon, dealing 1d6 points of damage (plus an
Shifters generally live among humans,
additional +1 for every four character levels he has)
elves, or sylvan creatures, not in settlewith a successful bite attack. He cannot attack more
ments of their own. They prefer rural or wilShifter
than once each round with his bite, even if his base
derness regions, though significant numbers of them
attack bonus is high enough to give him multiple attacks.
live in the slums of human cities, often grouping together
He can use his bite as a secondary attack (taking a –5 penalty
into criminal gangs. Many shifters earn their way as trapon his attack roll) while wielding a weapon.
pers, hunters, fishers, trackers, guides, and military scouts.
Razorclaw (Su): While shifting, a razorclaw shifter gains
Shifters usually congregate into family groups. These
a +2 bonus to Strength and grows claws that can be used
groups include about 30% noncombatants, primarily chilas natural weapons. These claws deal 1d4 points of damage
dren. A few elders govern the pack, under the leadership
(plus an additional +1 for every four character levels he
of a chief who is usually the pack’s oldest member. Some
has) with each successful attack. He can attack with one
shifters are loners, preferring the solitude of the wilderness
claw as a standard action or with two claws as a full attack
to human society or even the company of their own kind.
action (as a primary natural weapon). He cannot attack
Most shifters are inclined toward druidic religion rather
more than once per round with a single claw, even if his base
than the worship of a specific deity. They believe in the
attack bonus is high enough to give him multiple attacks.
divine power of the earth itself, the elements, and the
He can attack with a claw as a light off-hand weapon while
creatures of the earth.
620_17921_MonsterManual3c.indd 151
Illus. by M. Cavotta
SHIFTER TRAITS
wielding a weapon in his primary hand, but all his attacks
in that round take a –2 penalty.
Wildhunt (Su): While shifting, a wildhunt shifter gains a +2
bonus to Constitution and the scent ability. This ability allows
the shifter to detect approaching enemies, sniff out hidden
foes, and track by sense of smell. A wildhunt shifter can identify familiar odors just as a human does familiar sights.
A wildhunt shifter can detect opponents within 30 feet by
sense of smell. If the opponent is upwind, the range increases
to 60 feet; if downwind, it drops to 15 feet. Strong scents,
such as smoke or rotting garbage, can be detected at twice
the ranges noted above. Overpowering scents, such as skunk
musk or troglodyte stench, can be detected at triple normal
range. These stronger scents block other scents, so they can
sometimes be used to confuse or hamper this shifter trait.
When a wildhunt shifter detects a scent, the exact location
of the source isn’t revealed—only its presence somewhere
within range. The shifter can take a move action to note the
direction of the scent. Whenever the shifter comes within
5 feet of the source, he pinpoints the source’s location.
While shifting, a wildhunt shifter who has the
Track feat can follow tracks by smell, making
Wisdom (or Survival) checks to find or follow
a trail. The typical DC for a fresh trail is 10
(regardless of the surface that holds the
scent). This DC increases or decreases
depending on how strong the quarry’s
odor is, the number of creatures producing the odor, and the age of the trail.
For each hour that the trail grows cold,
the DC increases by 2. The ability otherwise follows the rules for the Track feat.
Wildhunt shifters tracking by scent
ignore the effects of surface conditions and poor visibility.
When not shifted, a wildhunt
shifter gains a +2 bonus to Survival
checks due to the lingering effects of the
scent ability.
SHIFTER
Shifting, though related to and developed from lycanthropy, is neither an affliction nor a curse. It is not passed on
by bite or claw attacks, and a shifter can’t be cured—shifting
is a natural ability for the race.
The shifter warrior presented here has the following stats
when shifted: Grp +3; Atk +3 melee (1d8+2/×3 , battleaxe) or
+2 ranged (1d6+2, throwing axe); Full Atk +3 melee (1d8+2/
×3, battleaxe) and –2 melee (1d6+1, bite); or +2 ranged (1d6+2,
throwing axe); Str 15; Climb +3, Jump +3.
Shifter Racial Traits (Ex): All shifters have the following racial traits.
— +2 Dexterity, –2 Intelligence, –2 Charisma.
—Medium size.
—Shifter base land speed is 30 feet.
—Low-light vision.
— +2 racial bonus on Balance, Climb, and Jump checks.
—Automatic Languages: Common. Bonus Languages: Elven, Gnome, Halfling and Sylvan.
—Favored Class: Ranger.
151
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Illus. by E. Fiegenschuh
SHIMMERLING
SWARM
SHIMMERLING SWARM
152
COMBAT
Fine Fey (Swarm)
Hit Dice: 11d6+3 (41 hp)
Initiative: +6
Speed: 5 ft. (1 square), fly 50 ft. (perfect)
Armor Class: 24 (+8 size, +6 Dex), touch 24, flat-footed 18
Base Attack/Grapple: +5/—
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Dazzling illumination, distraction
Special Qualities: Hive mind, immune to weapon damage,
low-light vision, swarm traits
Saves: Fort +5, Ref +15, Will +11
Abilities: Str 1, Dex 22, Con 11, Int 7, Wis 15, Cha 18
Skills: Diplomacy +6, Hide +36, Listen +16, Move Silently
+13, Sense Motive +9, Spot +16
Feats: Great Fortitude, Iron Will, Lightning Reflexes,
Toughness
Environment: Temperate forests
Organization: Solitary, pack (2–4), or colony (5–8)
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic neutral
Advancement: —
Level Adjustment: —
A shimmerling swarm often flies around out of reach of
foes to hypnotize them before singling out one to surround and attack. A shimmerling swarm deals 3d6 points
of damage to any creature whose space it occupies at the
end of its move.
Dazzling Illumination (Su): Each shimmerling in a
shimmerling swarm glows in some color of the rainbow.
When the members of a swarm concentrate this glow, the
swarm sheds light equivalent to a daylight spell. This illumination dazzles any sighted creature within a 60-foot radius
that has its eyes open, whether or not it is looking at the
shimmerling swarm.
Furthermore, the swarm’s display of light and movement is hypnotic. At the mere sight of an illuminated
shimmerling swarm, a creature within 300 feet must succeed on a DC 19 Will save or be fascinated for as long as
the swarm is in sight. Any potential threat allows another
saving throw against the effect, and an obvious threat automatically frees the creature from the effect, as does vigorous shaking. A creature that succeeds on the saving throw
is immune to that shimmerling swarm’s hypnotic form for
1 minute. This is a mind-affecting ability. The save DC is
Charisma-based.
A shimmerling swarm can activate or deactivate its
dazzling illumination as a standard action. It cannot hide
(automatically fails Hide checks) while shedding dazzling
You spy a naked and glowing elfin creature only 4 inches tall
illumination.
balancing on a leaf, and as you watch, it spreads dragonfly wings.
Distraction (Ex): Any living creature vulnerable to a
Suddenly thousands of these glowing fey fly up from nearby
shimmerling swarm’s damage that begins its turn with a
hiding spots, filling the air with a deep drone and a cacophony of
swarm in its square is nauseated for 1 round; a DC 15 Forhigh-pitched voices. They form a multihued cloud of light that
titude save negates the effect. Even after a successful save,
surges toward you.
spellcasting or concentrating on spells within the
Shimmerlings are minusarea of a swarm requires a
cule and nearly mindless
Concentration check (DC
fey that feed on pollen.
20 + spell level). Using
Individually harmless,
skills requiring patience
shimmerlings would
and concentration rebe no more worrisome
quires a DC 20 Concentrathan sparrows but for
tion check. The save DC is
their ability to swarm.
Constitution-based.
Shimmerlings form
Hive Mind (Ex): A
swarms when under
shimmerling swarm that
great stress. Common
has at least 1 hit point
triggers are a lack of food
per Hit Die (or 11 points
sources, loss of habitat,
for a standard shimmeror overhunting by predling swarm) forms a hive
Shimmerling swarm
ators. Shimmerlings collect
mind, giving it an Intelliinto swarms primarily to move the entire
gence score of 7. When a shimmerling swarm
population to another location, but a swarm also develops
is reduced below this hit point threshold, its Intelligence
an aggressive group intelligence that often seeks revenge on
score is reduced to 1. This change reduces its skill modifiers
whatever it thinks caused the stress.
to the following values: Diplomacy +4, Hide +36, Listen +2,
An individual shimmerling looks like a 4-inch tall elf
Move Silently +6, Sense Motive +2, Spot +2.
with dragonfly wings. Its skin and hair are the same color as
the glow it gives off, which can be any color of the rainbow.
A shimmerling weighs 1 ounce.
Shimmerlings speak Sylvan.
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SHREDSTORM
A shredstorm is a swarm of thousands of bladed disks crackling with electricity. Each disk is a magically animated
adamantine saw blade, roughly the size of a shuriken,
spinning at tremendous speed. The magical ingredient in
their creation that allows them to fly binds them together
into a cohesive creature that can be commanded as one by
its creator.
Shredstorms are constructs designed for use on the
battlefield to breach enemy fortifications and eviscerate
defenders. Commanders deploy them to rip through walls,
opening a passage for allied troops, or else to simply slip
into a castle and begin wiping out defenders from behind
their lines.
Each individual disk that makes up a shredstorm is 4
inches in diameter and weighs about 2 ounces.
Shredstorms do not speak.
COMBAT
A shredstorm follows the commands of its creator if that individual is within 120 feet; if uncommanded, it follows its last
orders to the best of its ability. Its creator can give it simple
programs that the construct follows in its creator’s absence,
such as “Enter the fortress and attack anyone inside.”
Due to its deadly nature and electrical aura, a shredstorm
deals 4d6 points of damage plus 2d6 points of electricity
damage to any creature whose space it occupies at the end
of its move.
Distraction (Ex): Any living creature vulnerable to a
shredstorm’s damage that begins its turn with a swarm
620_17921_MonsterManual3c.indd 153
Shredstorm
in its square is nauseated for 1 round; a DC 17 Fortitude
save negates the effect. Even after a successful save, spellcasting or concentrating on spells within the area of a
swarm requires a Concentration check (DC 20 + spell
level). Using skills requiring patience and concentration
requires a DC 20 Concentration check. The save DC is
Constitution-based.
Lightning Bolt (Su): A shredstorm can discharge part
of its electrical aura in a blast of electricity that acts as a
lightning bolt cast by a 14th-level caster (Reflex DC 17 half).
A shredstorm requires 2d6 hours after each use of this ability to build its electrical levels back up to full strength;
during this time, it deals only 1d6 points of electricity
damage to those whose space it occupies. The save DC is
Charisma-based.
Penetration (Ex): The swarm attack of a shredstorm is
treated as an adamantine magic weapon for the purpose of
overcoming damage reduction, and it strikes incorporeal
creatures as a magic weapon does. When striking an object,
a shredstorm ignores any hardness less than 20.
Illus. by A. Waters
A swirling dark cloud of metal shrapnel spins through the air
toward you, accompanied by a shrill grinding noise. Arcs of
lightning flicker within the metallic swarm.
SHREDSTORM
Fine Construct (Swarm)
Hit Dice: 14d10 (77 hp)
Initiative: +6
Speed: Fly 90 ft. (perfect) (12 squares)
Armor Class: 24 (+8 size, +6 Dex), touch 24, flat-footed 18
Base Attack/Grapple: +10/—
Attack: Swarm (3d6 plus 2d6 electricity)
Full Attack: Swarm (3d6 plus 2d6 electricity)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, lightning bolt, penetration
Special Qualities: Construct traits, darkvision 60 ft.,
immunity to electricity, low-light vision, swarm traits
Saves: Fort +4, Ref +10, Will +4
Abilities: Str 6, Dex 22, Con —, Int —, Wis 11, Cha 10
Skills: —
Feats: —
Environment: Any
Organization: Solitary or division (2–5)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —
CONSTRUCTION
Creating the “body” of a shredstorm costs 15,000 gp
for the adamantine blades. A successful DC 25 Craft
(weaponsmithing) check is required to forge the blades
from raw metal.
CL 13th; Craft Construct, fly, geas/quest, greater magic weapon,
lightning bolt, limited wish, caster must be at least 13th level;
Price 85,000 gp; Cost 50,000 gp + 2,800 XP.
153
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Illus. by W. England
SKINDANCER
SKINDANCER
158
COMBAT
Large Monstrous Humanoid
Hit Dice: 15d8+135 (202 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 25 (–1 size, +3 Dex, +7 natural, +6 deflection),
touch 18, flat-footed 22
Base Attack/Grapple: +15/+25
Attack: Slam +20 melee (2d6+6)
Full Attack: 2 slams +20 melee (2d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Trip
Special Qualities: Adaptive energy resistance, damage
reduction 15/special (see text), darkvision 90 ft., low-light
vision, reactive skin, scent
Saves: Fort +14, Ref +12, Will +14
Abilities: Str 22, Dex 17, Con 29, Int 5, Wis
16, Cha 6
Skills: Listen +14, Spot +14
Feats: Alertness, Combat Reflexes, Improved
Natural Attack (slam), Improved Initiative,
Iron Will, Power Attack
Environment: Underground
Organization: Solitary
Challenge Rating: 11
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 16–27 HD (Large)
Level Adjustment: —
This powerful humanoid
stands over 9 feet tall and
has a bestial face vaguely
reminiscent of a lizard’s.
Its skin is covered with
patches of a strangely
morphic carapace—a
constantly moving and
faintly iridescent shell that
covers its shoulders, torso, and
upper thighs. The creature has thick
forelimbs that curve slightly away from
its body. The creature looks like a cross
between a giant, a lizard, and an ape.
A skindancer enters combat fearlessly, confident that its
magical, ever-shifting skin will protect it against whatever
weapons its opponents bring to bear.
Trip (Ex): A skindancer that hits with a slam attack can
attempt to trip its opponent (+10 check modifier) as a free
action without making a touch attack or provoking attacks
of opportunity. If the attempt fails, the opponent cannot
react to trip the skindancer.
Adaptive Energy Resistance (Su): A skindancer gains
resistance to energy based on the last type of energy that
dealt damage to it. If the last type of energy was acid, it
gains resistance to acid 20. If the last type of energy was
fire, it gains resistance to fire 20, and so on. This resistance
to energy lasts for 1 minute or until another type of energy
damages the skindancer.
In most instances, a skindancer does not have
resistance to energy at the beginning
of combat.
Damage Reduction
(Su): A skindancer gains
damage reduction based
on the damage type of the
last weapon that damaged it.
If the last weapon that damaged it was a piercing weapon,
it gains damage reduction 15/
bludgeoning or slashing. If the
last weapon that damaged
it was a slashing weapon,
it gains damage reduction
15/piercing or bludgeoning. If the last weapon
that damaged it was a
bludgeoning and piercing
weapon, it gains damage
reduction 15/slashing. This
damage reduction lasts for
1 minute or until another
type of weapon damages
the skindancer.
In most instances, a
skindancer does not have damage
reduction at the beginning of combat.
Reactive Skin (Su): The magical energy
that suffuses a skindancer’s skin can turn away
Skindancer
attacks before they even touch the creature. This
energy grants a skindancer a +6 deflection bonus
to Armor Class.
Born of arcane experiments
into the changeable nature of life,
the skindancer perpetuates a perversion
of eldritch magic. This strange creature has
prodigious defensive abilities, and many theorize that skindancers were created to serve as
guardians for arcane spellcasters.
Although it is not a shapechanger, a skindancer’s flesh is
highly reactive to weapons and spell attacks. The thick protrusions that cover a skindancer’s upper body look like a hard
carapace, but in truth they shift in shape and consistency to
best resist any attack that is used against it. A skindancer
stands between 9 and 10 feet tall and weighs 800 pounds.
Skindancers speak Common.
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SKINDANCERS IN EBERRON
Skindancers inhabit caves throughout Khorvaire, although
they are a particular bane to the dwarves of the Mror Holds.
An enormous skindancer known only as Glamerskin
threatens the dwarf enclave of Eigendor, and so far, no
champion or concerted assault has succeeded in disposing
of the creature.
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SPELLWARPED
CREATURE
SPELLWARPED CREATURE
Spellwarped creatures have been tainted by powerful magic.
Long ago, powerful spellcasters infused magic into the
bodies of many creatures, seeking to make them stronger,
tougher, and more tractable. The magic used in this process
changed the nature of the affected creatures. These changes
were irreversible, and the changes bred true as the creatures matured and produced offspring of their own. The
process was a partial success, and the creatures did indeed
grow stronger and faster than normal creatures of their
kind. The creatures invariably proved unruly, however, and
they seemed more clever and quick-thinking than others of
their type. In addition, the creatures gained a strange and
alien mind-set, reacting to many situations in unusual but
cunning ways.
SAMPLE SPELLWARPED CREATURE
This example uses an ettin as the base creature.
Spellwarped Ettin
Large Aberration (Augmented Giant)
Hit Dice: 10d8+40 (85 hp)
Initiative: +4
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 21 (–1 size, +9 natural, +3 hide), touch 9, flatfooted 21
Base Attack/Grapple: +7/+19
Attack: Morningstar +14 melee (2d6+8) or javelin +6 ranged
(1d8+8)
Full Attack: 2 morningstars +14/+9 melee (2d6+8) or 2 javelins +6 ranged (1d8+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., spell absorption, spell
resistance 21, superior two-weapon fighting
Saves: Fort +11, Ref +3, Will +5
Abilities: Str 27, Dex 10, Con 19, Int 10, Wis 10, Cha 11
Skills: Listen +13, Search +6, Spot +13
Feats: Alertness, Improved Initiative, Iron Will, Power
Attack
Environment: Cold hills
Organization: Solitary, gang (2–4), troupe (1–2 plus
1–2 brown bears), band (3–5 plus 1–2 brown bears),
or colony (3–5 plus 1–2 brown bears and 7–12 orcs or
9–16 goblins)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +8
162
This hulking giant has two heads, each visage warped and twisted
by some strange force. Its heads bear hideous porcine features,
but the strange distortion makes the creature disconcerting to
look upon. The creature’s shovellike jaws have protruding lower
canines like a boar’s tusks. The creature’s skin is covered in
patchy scales and fur, and its limbs look twisted and warped like
its facial features. This warping gives the creature a stooped look,
yet it moves with apparent agility and an obvious strength.
620_17921_MonsterManual3c.indd 162
A spellwarped ettin has the vicious, unpredictable temperament of an ordinary ettin combined with the twisted
outlook common to all spellwarped creatures. Its two
heads make the creature exceptionally sharp-eyed and
alert. Those few strong enough and careful enough to
control such a creature find that it makes an excellent
guardian or scout.
Like its normal kindred, a spellwarped ettin never bathes
if it can help it, leaving the creature so grimy and dirty that
its skin resembles a thick gray hide. An adult spellwarped
ettin is about 11 feet tall, but it is so bent and stooped that
were it to stand completely upright, it would gain a foot or
two in height. A typical creature weighs 5,200 pounds or
more and lives up to 125 years.
A spellwarped ettin speaks Common and Giant. Spellwarped ettins also speak pidgin Orc and Goblin, and can
usually communicate their wishes to those who speak
those languages.
COMBAT
Spellwarped ettins are cunning, dangerous fighters. They
prefer to ambush their victims rather than charge into a
straight fight, but once battle has started, a spellwarped
ettin fights furiously until all of its enemies are dead.
When possible, a spellwarped ettin closes with spellcasters,
attempting to force them to cast spells at it so it can absorb
the spell energy.
When it absorbs spell energy, it typically uses the energy to
first increase its Constitution, then its Strength, and finally
it gains hit points from any other spell energy absorbed. If
hard-pressed and fortunate enough to absorb a spell, a spellwarped ettin will use the energy to increase its base speed
and then flee.
Spell Absorption (Su): Whenever a spell fails to penetrate a spellwarped ettin’s spell resistance, the creature
gains one of the following benefits, chosen at the time that
the spell effect is resolved.
Might: The spellwarped ettin gains a +4 enhancement
bonus to Strength for 1 minute.
Agility: The spellwarped ettin gains a +4 enhancement
bonus to Dexterity for 1 minute.
Endurance: The spellwarped ettin gains a +4 enhancement
bonus to Constitution for 1 minute.
Life: The spellwarped ettin gains temporary hit points
equal to 5 × the level of the failed spell.
Speed: The spellwarped ettin’s base speed increases by a
number of feet equal to 5 × the level of the failed spell.
Resistance: The spellwarped ettin gains resistance 10 to
one energy type (acid, cold, electricity, fire, or sonic).
Superior Two-Weapon Fighting (Ex): A spellwarped
ettin fights with a morningstar or a javelin in each hand.
Because each of its two heads controls an arm, a spellwarped
ettin does not take a penalty on attack rolls or damage rolls
for attacking with two weapons.
Skills: A spellwarped ettin’s two heads give it a +2 racial
bonus on Listen, Search, and Spot checks.
7/13/04 5:37:34 PM
CREATING A
SPELLWARPED CREATURE
Long before humans walked Eberron, dragon sorcerers
experimented on various lesser creatures in a vain attempt
to improve upon them. The dragons pitted their spellwarped creations against each other in battle, mostly for
their mutual amusement. After centuries of experimentation, they grew bored with the exercise and became more
620_17921_MonsterManual3c.indd 163
SPELLWARPED
CREATURE
SPELLWARPED
CREATURES IN EBERRON
Illus. by A. Rex
“Spellwarped” is an inherited template that can be
added to any corporeal aberration, animal, dragon,
fey, giant, humanoid, magical beast, monstrous
humanoid, plant, or vermin (referred to hereafter
as the base creature).
A spellwarped creature uses all the base creature’s
statistics and abilities except as noted here.
Size and Type: The creature’s type
changes to aberration. Do not recalculate
the creature’s Hit Dice, base attack bonus,
saves, or skill points if its type changes. The
creature gains the augmented subtype if
necessary. Size is unchanged.
Armor Class: Natural armor bonus improves by 2 (this stacks with any natural armor bonus the base creature has).
Special Qualities: A spellwarped creature has all the special qualities of the base
creature, plus the following special qualities.
Spell Resistance (Ex): A spellwarped creature
gains spell resistance equal to 11 + its Hit Dice. If
the creature already has spell resistance, use the
greater of the two values.
Spell Absorption (Su): Whenever a spell fails to
penetrate a spellwarped creature’s spell resistance,
the creature gains one of the following benefits,
chosen at the time that the spell resolves.
Might: The spellwarped creature gains a +4
enhancement bonus to Strength for 1 minute.
Agility: The spellwarped creature gains a +4
enhancement bonus to Dexterity for 1 minute.
Endurance: The spellwarped creature gains a +4
enhancement bonus to Constitution for 1 minute.
Life: The spellwarped creature gains temporary hit points
equal to 5 × the level of the failed spell.
Speed: The spellwarped creature’s base speed increases by
a number of feet equal to 5 × the level of the failed spell.
Resistance: The spellwarped creature gains resistance 10 to
one energy type (acid, cold, electricity, fire, or sonic).
Abilities: Increase from the base creature as follows: Str
+4, Dex +2, Con +4, Int +4.
Challenge Rating: HD 3 or less, as base creature;
HD 4 to 10, as base creature +1; HD 11 or more, as base
creature +2.
Alignment: Usually evil (any). Spellwarped creatures are
typically selfish and cruel.
Level Adjustment: +3.
Spellwarped ettin
immersed in the draconic Prophecies. Many
of their spellwarped creations survived the ages and continue to inhabit Eberron to this day, although few have any
recollection of their true origins.
The giants of Xen’drik learned the secrets of creating
spellwarped creatures from the dragons and revived the
arcane practice, creating spellwarped elves, orcs, ettins,
and even more monstrous creatures. Many spellwarped
creatures that once served the giants as slaves now haunt the
ruins of the giants’ shattered civilization.
SPELLWARPED
CREATURES IN FAERÛN
The origin of spellwarped creatures can be traced back to
Netheril, possibly back to the Nether Scrolls themselves.
Netherese wizards worked their spellwarped creations
into the armies of the day, even putting them to use defending cities against the phaerimm onslaught. Explorations of
Netheril’s ancient ruins enabled the Red Wizards of Thay
to unlock the secrets of creating spellwarped creatures, and
new variations have begun to emerge from the Thaymount
to perform the Red Wizards’ bidding.
163
7/13/04 5:37:37 PM
Illus. by D. Allsop
THORN
THORN
Small Fey
Hit Dice: 6d6+12 (33 hp)
Initiative: +6
Speed: 20 ft. (4 squares)
Armor Class: 19 (+1 size, +2 Dex, +3 natural, +2 leaf leather
armor, +1 buckler), touch 13, flat-footed 17
Base Attack/Grapple: +3/+2
Attack: Thorn longsword +8 melee (1d6+3/19–20) or longbow +6 ranged (1d6/×3)
Full Attack: Thorn longsword +8 melee (1d6+3/19–20) or
longbow +6 ranged (1d6/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sleep arrows, sneak
attack +2d6
Special Qualities: Damage reduction
5/cold iron, low-light vision
Saves: Fort +4, Ref +7, Will +5
Abilities: Str 16, Dex 15, Con 15,
Int 10, Wis 10, Cha 13
Skills: Diplomacy +3, Hide +17,
Listen +9, Move Silently +13,
Search +9, Sense Motive +9,
Spot +9, Survival +0 (+2 following tracks)
Feats: Improved Initiative,
Stealthy, Weapon Focus
(longsword)
Environment: Temperate
forests
Organization: Solitary, pair,
or patrol (3–5)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral
good
Advancement: By character
class
Level Adjustment: +2 (cohort)
A small humanoid-shaped
creature thickly garbed in rubbery leaves holds a buckler and
grips a thornlike longsword. Its
skin is dark green, and its hair
is brown.
Thorns get their name from the unusual longswords they
carry, which are made of thorns from carefully cultivated,
enormous rose bushes in the faerie courts. Their armor is
made from thick, rubbery leaves and gives them protection
equivalent to leather.
A thorn stands about 3 feet tall and is very slender,
weighing only 25 pounds. Its skin can be any shade of
green. Its hair is usually bark-brown, but a few have
berry-red tresses.
Thorns speak Common and Sylvan.
COMBAT
Thorns generally do not pick fights, but they will attack
anyone or anything that threatens or harms other fey.
Like most fey, though, they don’t take a direct
approach. Instead, they are sneaky creatures that
launch vicious attacks from hiding.
Sleep Arrows (Ex): Thorns carry the
sleep arrows commonly used by pixies.
Any opponent struck by one of these
arrows, regardless of Hit Dice, must
succeed on a DC 16 Fortitude save
or be affected as though by a sleep
spell. The save DC is Charismabased and includes a +2 racial
bonus.
Sneak Attack (Ex): A
thorn can sneak attack as a
rogue, gaining an extra 2d6
points of damage on a successful
sneak attack.
THORNS
IN EBERRON
Thorns inhabit the sylvan woodlands of Aundair, defending their pastoral demesnes against encroaching
evil. They also lair in the southern
Eldeen Reaches, in the vast woodlands west of Silver Lake, where they
routinely confound orc and goblinoid hunters coming down from the
Byeshk Mountains.
THORNS IN
FAERÛN
Campfire tales about thorns
The warriors of the fey
and petals (see page 120) keep
Thorn
realms, thorns are fanatical defendthe children of the Dalelands from
ers. Often, a grig, nixie, or pixie will fi nd that
straying too deeply into the surrounding woodits whimsical or mischievous nature gets it into trouble
lands. The stories suggest that thorns are creatures of misbeyond its ability to manage. Sometimes, a thorn will be
chief, not menace, and local rangers and druids who have
around to help such a creature out. These warriors also act
encountered thorns generally speak kindly of them. Indeed,
as guards or guardians for prestigious fey or important fey
thorns fancy themselves as sentinels of Cormanthor, watchsites. For instance, if a dryad ever undertakes a mission
ing over various evil sites that lie half-buried in the darkest
important enough to cause her to leave her tree for a time,
reaches of the ancient woods.
she endeavors to enlist a thorn to guard it.
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TROLL, CAVE
Instinct alone drives the powerful carnivores known as cave
trolls. Like their more intelligent kindred, these creatures
have no fear of death and attack unceasingly when hungry.
Cave trolls can live almost anywhere, although they
prefer to lair underground whenever possible. Whenever a
group of hunting cave trolls wanders near a civilized settlement, the trolls attack relentlessly, driven by their nearly
insatiable appetite, until they are slain or the entire settlement has been destroyed. A cave troll stands 10 feet tall and
weighs 800 pounds.
Cave trolls have a rudimentary understanding of the
Giant language.
COMBAT
Cave trolls are brutal, instinctive hunters. They charge into
melee combat, using their pounce and rend abilities on the
nearest target.
A cave troll normally attacks using its Power Attack feat,
taking a –3 penalty on its attack rolls and gaining a +3 bonus
on damage rolls.
Dazing Blow (Ex): The force of both of a cave troll’s claws
hitting can be overwhelming. If a cave troll hits with both claw
attacks, the opponent must make a DC 22 Fortitude save or
be dazed for 1 round. The save DC is Constitution-based.
620_17921_MonsterManual3c.indd 177
TROLL
This hulking creature is about one and a half times as tall as a
human. Its legs end in clawed, three-toed feet, and its massive
forearms end in wide, powerful hands with scythelike claws. Its
hide is rubbery-looking, and its writhing hair is thick and ropy.
Cave troll
Improved Grab (Ex): To use this ability, a cave troll must
hit with its bite attack. It can then attempt to start a grapple
as a free action without provoking attacks of opportunity.
Pounce (Ex): If a cave troll charges a foe, it can make a
full attack, including two rakes.
Rake (Ex): Attack bonus +11, damage 2d6+7. A cave troll
that gets a hold can make two rake attacks with its hind legs,
including adjustment for Power Attack feat.
Rend (Ex): If a cave troll hits with both claw attacks,
it latches onto the opponent’s body and tears the flesh.
This attack automatically deals an additional 4d6+13 points
of damage.
Skills: **Cave trolls gain a +4 racial bonus on Survival
checks when tracking by scent.
Illus. by H. Lyon
Large Giant
Hit Dice: 9d8+72 (112 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 21 (–1 size, +11 natural armor, +1 Dex), touch
10, flat-footed 20
Base Attack/Grapple: +6/+19
Attack: Claw +11 melee (2d6+12)*
Full Attack: 2 claws +11 melee (2d6+12)* and bite +6 melee
(1d8+7)*
Space/Reach: 10 ft./10 ft.
Special Attacks: Dazing blow, improved grab, pounce,
rake, rend 4d6+13
Special Qualities: Darkvision 90 ft., fast healing 8,
low-light vision, scent
Saves: Fort +14, Ref +4, Will +6
Abilities: Str 29, Dex 13, Con 27, Int 3, Wis 13, Cha 6
Skills: Jump +16, Listen +6, Spot +6, Survival +4**
Feats: Alertness, Iron Will, Power Attack, Track
Environment: Underground
Organization: Solitary or pair
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 10–14 HD (Large); 15–27 HD (Huge)
Level Adjustment: +6
*Includes adjustments for Power Attack feat.
CAVE TROLLS IN EBERRON
Cave trolls often serve more intelligent monsters such as the
dark elves of Xen’drik, the hobgoblin warlords of Darguun,
and the hag rulers of Droaam. Cave trolls inhabit small
subterranean labyrinths within the foothills of the Byeshk
Mountains separating the Eldeen Reaches and Droaam, the
Howling Peaks north of Zilargo, the Seawall Mountains
between Zilargo and Darguun, and the Ironroot Mountains
that frame the Mror Holds. Numerous cave trolls of Huge
size populate the mountains in central Argonnessen.
CAVE TROLLS IN FAERÛN
Cave trolls can be found wherever caves exist, although they
are most commonly encountered in the Galena Mountains
south of Vaasa, the Earthspur Mountains west of Impiltur,
and the foothills of the Orsraun Mountains west of Turmish.
They are also encountered in the Underdark, often serving
more intelligent creatures such as beholders, duergar, derro,
phaerimms, and deep dragons.
177
7/13/04 5:39:42 PM
Illus. by A. Stokes
TROLL
TROLL, CRYSTALLINE
Large Giant
Hit Dice: 10d8+60 (105 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 18 (–1 size, +2 Dex, +7 natural), touch 11,
flat-footed 16
Base Attack/Grapple: +7/+17
Attack: Claw +12 melee (1d6+6)
Full Attack: 2 claws +12 melee (1d6+6) and bite +7 melee
(1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9
Special Qualities: Darkvision 60 ft., immunity to acid,
low-light vision, regeneration 5, scent, vulnerability
to sonic
Saves: Fort +13, Ref +5, Will +4
Abilities: Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 8
Skills: Listen +7, Spot +8
Feats: Alertness, Iron Will, Power Attack, Track
Environment: Temperate mountains
Organization: Solitary or gang (2–5)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +5
This big, bipedal creature is about twice as tall as a human. It has
long, ungainly arms and legs. Its hide glimmers faintly, reflecting and refracting light.
More charismatic than
an ordinary troll, a crystalline troll is still only
slightly less feral. A crystalline troll’s skin is made of a
glasslike material, making the
creature look like a troll covered
in rock crystal.
Crystalline trolls stand more upright
than ordinary trolls. An adult is 11 feet
tall and weighs 600 pounds.
Crystalline trolls speak Giant.
Regeneration (Ex): Sonic attacks deal normal damage to
a crystalline troll. If a crystalline troll loses a limb or body
part, the lost portion regrows in 3d6 minutes. The creature
can reattach the severed member instantly by holding it to
the stump.
CRYSTALLINE TROLLS
AS CHARACTERS
Crystalline troll characters possess the following racial traits.
— +12 Strength, +4 Dexterity, +12 Constitution, –4 Intelligence (minimum 3), –2 Wisdom, –2 Charisma.
—Large size. –1 penalty to Armor Class, –1 penalty
on attack rolls, –4 penalty on Hide checks, +4 bonus on
grapple checks, lifting and carrying limits double those of
Medium characters.
—Space/Reach: 10 feet/10 feet.
—A crystalline troll’s base land speed is 30 feet.
—Darkvision out to 60 feet and low-light vision.
—Racial Hit Dice: A crystalline troll begins with ten
levels of giant, which provide 10d8 Hit Dice, a base attack
bonus of +7, and base saving throw bonuses of Fort +7, Ref
+3, and Will +3.
—Racial Skills: A crystalline troll’s giant levels give it
skill points equal to 13 × (2 + Int modifier, minimum 1). Its
class skills are Listen and Spot.
—Racial Feats: A crystalline troll’s giant levels give it
four feats.
— +7 natural armor bonus.
—Natural Weapons: Claw (1d6) and bite (1d6).
—Special Attacks (see above): Rend, damage 2d6 + Str
modifier × 1-1/2.
—Special Qualities: Immunity to acid,
regeneration 5, scent, vulnerability to sonic.
—Automatic Languages: Giant. Bonus
Languages: Common, Orc.
—Favored Class: Fighter.
—Level adjustment +5.
CRYSTALLINE TROLLS
IN EBERRON
Crystalline trolls inhabit the Seawall
Mountains and prey on caravans passing through the mountain range.
The gnomes of Zilargo have funded excursions into the mountains
to wipe out crystalline troll enclaves, although their efforts
have met with only modest success. Some crystalline
trolls have been captured and
enslaved by the goblin armies
of Darguun.
COMBAT
178
Like an ordinary troll, a crystalline
troll has no fear of death and
joins combat with vigor and
pleasure. It attacks the nearest
opponent. Even when being hurt
with sonic attacks, the troll will
continue its assault.
Rend (Ex): If a crystalline troll hits
with both claw attacks, it latches onto the
opponent’s body and tears the flesh. This
attack automatically deals an additional 2d6+9
points of damage.
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Crystalline troll
7/13/04 5:39:46 PM
Illus. by S. Wood
VASUTHANT
VASUTHANT
182
Small Undead
Hit Dice: 2d12 plus 4 (17 hp)
Initiative: +3
Speed: Fly 30 ft. (perfect) (6 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14,
flat-footed 14
Base Attack/Grapple: +1/+1
Attack: Slam +2 melee (1d4)
Full Attack: Slam +2 melee (1d4) and up to 4 enervating
crushes (1d4 plus 1d4 Str)
Space/Reach: 5 ft./5 ft.
Special Attacks: Enervating crush, improved grab, reality
distortion
Special Qualities: +2 turn resistance, blindsight, darkvision 60 ft., immunity to acid and cold, immunity to
light, resistance to fire 5 and electricity 5, trap light,
undead traits, unholy toughness
Saves: Fort +0, Ref +3, Will +4
Abilities: Str 10, Dex 16, Con —, Int 4, Wis 12, Cha 14
Skills: Hide +9*, Listen +4, Spot +5
Feats: Flyby Attack, Improved GrappleB
Environment: Any
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic evil
Advancement: 3–5 HD (Small); 6–9 HD (Medium); 10–16
HD (Large); 17–25 HD (Huge); 26–34 HD (Gargantuan);
35–48 HD (Colossal)
Level Adjustment: —
and 30 feet at Colossal size. Vasuthants are weightless and
know no languages.
COMBAT
A vasuthant desires to feed off the positive energy of every
living thing it encounters. In every round, the creature
attempts to use its improved grab ability to initiate an enervating crush attack.
Enervating Crush (Su): A successful grapple attempt
by a vasuthant against a living creature of the same size or
smaller pulls the victim into the center of the vasuthant.
In that round and every round thereafter, a grappled victim
takes 1d4 points of damage plus 1d4 points of Strength
damage. A creature reduced to 0 Strength by a vasuthant
dies. This is a negative energy effect.
Every point of Strength damage dealt by a vasuthant heals
the creature of 1 point of damage, or gives it 1 temporary
hit point if the creature is at full normal hit points. These
temporary hit points last for 10 minutes.
A vasuthant can grapple with one creature of its size,
or can simultaneously grapple one or two creatures one
size smaller or up to four creatures two or more sizes
smaller. Creatures that become pinned are suspended
inside the vasuthant while their life energy is crushed
out of their bodies.
The use of its enervating crush ability does not prevent a vasuthant from making slam attacks or using its
spell-like abilities.
Improved Grab (Ex): To use this ability, a vasuthant
must first hit with its slam attack. It can then attempt to
start a grapple as a free action without provoking attacks
of opportunity. If it wins the grapple check, a vasuthant
A spherical cloud of impenetrable darkness floats toward you.
immediately employs its enervating crush attack.
As it draws near, black tendrils reach out from the cloud’s
Reality Distortion (Ex): A vasuthant has limited influopaque core.
ence over the forces of time and reality. Three times per
day (but only once per round), a
Vasuthants are shadvasuthant can take a free action
owy, undead abominato reroll any unfavorable die roll
tions. These life-hungry
or force its opponent to reroll a facreatures vary greatly in
vorable die roll. The vasuthant must
size and power, each one
accept the result of the reroll.
growing larger as it sucks
Immunity to Light (Ex):
in more life energy. Smaller
Unlike many other undead
vasuthants appear as shadcreatures, a vasuthant is imowy clouds, while larger
mune to any harmful effects
varieties are colossal
of light, either natural
spheres of pitch-black
or magical. All cleric
nothingness that can
spells of the Sun dosuck up nearby light,
main as well as other
sap strength, and manipuspells with the light
late gravity and time.
descriptor (such as dayVasuthants possess immulight) produce no adverse effects
nity or resistance to most
on a vasuthant.
forms of energy.
Trap Light (Ex): A vasuthant
A Small vasuthant is about 2 feet in diameter.
effectively absorbs nearby magical and
Vasuthant
As it advances in Hit Dice and becomes larger,
nonmagical light, creating a 60-foot emanation
its diameter increases to 5 feet at Medium size, 10 feet at
of shadow. All creatures within this area, including the
Large size, 15 feet at Huge size, 20 feet at Gargantuan size,
vasuthant, gain concealment. Creatures with low-light
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620_17921_MonsterManual3c.indd 183
VASUTHANT
vision or darkvision can see normally within the area of the Combat
emanation. Light sources within the area are suppressed,
A horrific vasuthant has the same abilities as a normal
vasuthant except as noted below.
not dispelled. If a vasuthant moves out of range before the
Reality Distortion (Ex): A horrific vasuthant can use
light source’s duration expires, the light source illuminates
this ability at will, but no more than once per round.
again (though its illumination still cannot extend within
Spell-Like Abilities: 4/day—levitate, slow (DC 19), telekithe area of the vasuthant’s trap light effect).
nesis (DC 21), waves of fatigue; 2/day—reverse gravity (DC 23),
Unholy Toughness (Ex): A vasuthant gains a bonus to its
waves of exhaustion; 1/day—temporal stasis (DC 24), time stop.
hit points equal to its Charisma modifier × its Hit Dice.
Caster level 17th.
Skills: Vasuthants have a +2 racial bonus on Listen
Alter Past (Su): As a free action, a horrific vasuthant can
checks and Spot checks. *A vasuthant gains a +4 racial
produce a rift in time that enables it to replay its last turn.
bonus on Hide checks in areas of shadowy illumination.
The vasuthant returns to the position it occupied when
In areas of bright illumination, it takes a –4 penalty on
its turn began, and any effects that occurred during that
Hide checks.
time are reversed (including any readied actions or attacks
of opportunity that its actions provoked). If it used any
HORRIFIC VASUTHANT
spell-like abilities, it regains the daily uses spent. A horrific
Huge Undead
vasuthant can use this ability three times per day, but no
Hit Dice: 25d12 plus 150 (312 hp)
more than once per round.
Initiative: +10
Speed: Fly 30 ft. (perfect) (6 squares)
Trap Light (Ex): A horrific vasuthant effectively absorbs
Armor Class: 24 (–2 size, +6 Dex, +10 natural), touch 14,
nearby magical and nonmagical light, creating a 120-foot
flat-footed 16
emanation of shadow. All creatures within this area,
Base Attack/Grapple: +12/+39
including the horrific vasuthant, gain concealment. CreaAttack: Slam +21 melee (2d8+11/19–20)
tures with darkvision can see normally within the area
Full Attack: 2 slams +21 melee (2d8+11/19–20) and up to 4
of the emanation. Light sources within the area are supenervating crushes (4d6+11 plus 1d8 Str)
pressed, not dispelled. If a horrific vasuthant moves out of
Space/Reach: 15 ft./15 ft.
range before the light source’s duration expires, the light
Special Attacks: Enervating crush, improved grab, reality
source illuminates again (though its illumination still candistortion, spell-like abilities
not extend within the area of the horrific vasuthant’s trap
Special Qualities: +2 turn resistance, alter past, blindlight effect).
sight, damage resistance 15/magic, darkvision 60 ft.,
Unholy Toughness (Ex): A horrific vasuthant gains a
immunity to acid and cold, immunity to light, resistance
bonus to its hit points equal to its Charisma modifier × its
to fire 25 and electricity 25, trap light, undead traits,
Hit Dice.
unholy toughness
Skills: Horrific vasuthants have a +2 racial bonus on
Saves: Fort +8, Ref +14, Will +17
Listen checks and Spot checks. *A horrific vasuthant gains
Abilities: Str 32, Dex 23, Con —, Int 10, Wis 16, Cha 23
a +4 racial bonus on Hide checks in areas of shadowy illumiSkills: Concentration +28, Hide +22*, Listen +29, Move
nation. In areas of bright illumination, it takes a –4 penalty
Silently +28, Spot +29
on Hide checks.
Feats: Alertness, Awesome Blow, Flyby Attack, Improved
Bull Rush, Improved Critical (slam), Improved Grap- VASUTHANTS IN EBERRON
pleB, Improved Initiative, Improved Overrun, Improved
In the EBERRON campaign setting, vasuthants are native to
Sunder, Power Attack
the plane of Mabar, the Endless Night. They often lurk in
Environment: Any
ancient dungeons, hovering near treasure in hopes of
Organization: Solitary
feasting on the life energy of powerful adventurers.
Challenge Rating: 17
Treasure: None
VASUTHANTS IN FAERÛN
Alignment: Always chaotic evil
The Crown Wars ended the legacies of more than one
Advancement: 26–34 HD (Huge); 35–48 HD (Gargantuan)
elven empire, mighty Aryvandaar among them. The
Level Adjustment: —
sun elves of Aryvandaar were fearsome supremacists in
command of powerful and destructive magic. Although
A horrific vasuthant has grown massive and terrifying
their empire perished more than ten thousand years
after centuries of absorbing life energy. Horrific vasuthants
before Dalereckoning, the remains of many Aryvanhave more potent reality distortion powers than ordinary
daar sorcerers continue to haunt their empire’s ancient
vasuthants, in addition to spell-like abilities.
ruins as vasuthants—ambitious, power-hungry sun elves
A Huge horrific vasuthant is 15 feet in diameter. As
consumed by utter darkness.
it advances in Hit Dice and becomes larger, its diameter
increases to 20 feet at Gargantuan size and 30 feet at Colossal size. Horrific vasuthants are weightless and know
no languages.
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Illus. by L. Parrillo
VISILIGHT
VISILIGHT
186
Medium Outsider (Lawful)
Hit Dice: 5d8+10 (32 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 30 ft. (perfect)
Armor Class: 19 (+2 Dex, +7 natural), touch 12, flatfooted 17
Base Attack/Grapple: +5/+10
Attack: Claw +6 melee (1d6+1)
Full Attack: 2 claws +6 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Charisma drain, gaze
Special Qualities: Damage reduction 5/chaotic, outsider traits,
telepathic link 100 ft.
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 13, Dex 15, Con
15, Int 14, Wis 15, Cha 14
Skills: Hide +10, Intimidate +10, Knowledge (any
three) +10, Listen +10, Move
Silently +18, Search +10,
Spot +10, Survival +10
Feats: Improved GrappleB,
Improved Sunder, Power
Attack
Environment: Clockwork
Nirvana of Mechanus
Organization: Solitary or
patrol (2–5)
Challenge Rating: 5
Treasure: None
Alignment: Always lawful
neutral
Advancement: —
Level Adjustment: —
Visilights communicate with each other by means of
their telepathic link and body gestures. They cannot speak
and do not communicate with other kinds of creatures.
COMBAT
A visilight typically wades into
combat flailing its powerful fists,
preferring to strike opponents
that have become paralyzed by
its fearsome gaze. Its fists are
as hard as steel; it uses its Improved Sunder feat to destroy
weapons, shields, and other
annoying items.
A visilight’s natural weapons, as well as any weapons it
wields, are treated as lawfulaligned for the purpose of overcoming damage reduction.
Charisma Drain (Su): A
visi light feeds on great beauty and
presence, and it is irresistibly drawn to
exceptionally charismatic humanoids.
When confronted by a humanoid with
a Charisma score higher than its own, a
visilight attempts to grapple and pin it. Any
living creature pinned by a visilight takes
1d6 points of Charisma drain each round
on the visilight’s turn. As the visilight begins absorbing its victim’s personality,
its mask begins to reshape itself to more
closely resemble the visage of the individual being drained. For every point of
Charisma it drains, a visilight’s Charisma score temporarily increases by
1. A visilight loses these gained points of
Charisma at a rate of 1 point per hour; as this
A floating humanoid wearing a tightVisilight
occurs, its porcelain mask gradually reverts to
fitting, floor-length black dress drifts toward you. The
its original shape.
creature’s black garb contrasts sharply with the chalky whiteGaze (Su): Paralysis for 1d4 rounds, 30 feet, Fortitude DC
ness of its skin. Its face is a hollow porcelain mask, and the back
14 negates. A paralyzed opponent cannot resist a visilight’s
of its steel-haired head is missing. Hovering in the hollow of its
grapple or pin attempt. As the visilight’s Charisma score
head is a pale ball of light that shines through the mask’s eyes
improves (see Charisma Drain, above), the save DC against
and mouth.
its gaze attack increases. The save DC is 10 + 1/2 the visiThe ball of light that hovers behind a visilight’s mask is the
light’s Hit Dice + the visilight’s Cha modifier.
sentient part of the creature. This ball of light sheds bright
Telepathic Link (Ex): Visilights share a communal
illumination in a 5-foot radius and shadowy illumination
consciousness, enabling them to communicate telepathiout to 10 feet. When a visilight is killed, its ball of light
cally with other visilights. A group of visilights within 100
feet of each other are in constant contact. If one is aware of
explodes in a brief and harmless radiant burst that turns the
a particular danger, they all are. If one in the group is not
porcelain-white hands and mask to dust, leaving nothing
flat-footed, none of them are. No visilight in the group is
behind but the empty black dress.
considered flanked unless all are.
Visilights equate beauty with perfection. On their native
Skills: A visilight’s ability to float in near silence gives it
plane of Mechanus, they strive to absorb beauty, thus
a +8 racial bonus on Move Silently checks.
bringing themselves closer to perfection, while simultaneously eradicating ugliness. In these pursuits, they are both
insatiable and merciless. A visilight stands 6 feet tall and VISILIGHTS IN EBERRON
is weightless.
In the EBERRON campaign setting, visilights are native to the
plane of Daanvi, the Perfect Order.
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VOIDMIND CREATURE
SAMPLE VOIDMIND CREATURE
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VOIDMIND
CREATURE
As much as mind flayers enjoy devouring the brains of
This example uses a grimlock as the base creature.
lesser creatures, they remain interested in finding new ways
to create minions. Many creatures are preserved in mind
Voidmind Grimlock
flayer cities and communities for research, or to serve as the
Medium Monstrous Humanoid
basis for a new monstrous creation suitable as a servant for
Hit Dice: 2d8+6 (15 hp)
the illithids.
Initiative: +2
In ages past, mind flayers experimented to discover the
Speed: 30 ft. (6 squares)
proper method to create a new servitor race, consuming a
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
great many creatures’ brains in the process. Only when one
Base Attack/Grapple: +2/+6 (+10 with tentacle)
illithid proposed leaving a portion of the brain intact—
Attack: Battleaxe +6 melee (1d8+6/×3) or tentacle +6 melee
enough to preserve the motor functions of the body—was
(1d6+4)
the fi rst voidmind creature created. A voidmind creature
Full Attack: Battleaxe +6 melee (1d8+6/×3) and tentacle +6
hovers on death’s door as a result of the process of its cremelee (1d6+4)
ation, drawing power from the psionic ritual used to infuse
Space/Reach: 5 ft./5 ft. (tentacle up to 10 ft.)
it with a semblance of life.
Special Attacks: Cone of slime, constrict 1d6+6, improved
The creation of a voidmind creature requires the joint
grab, sentient tentacle
effort of three illithids, one of which must be the mind
Special Qualities: Blindsight 40 ft., damage reduction
flayer that succeeded in attaching all four tentacles to
5/magic, immunities, mind flayer host, scent, spell
resistance 12
the creature’s skull. They begin by eating portions of the
Saves: Fort +5, Ref +5, Will +2
subject’s brain until just the part is left that allows the
creature to move. Into the near-empty skull, through the
Abilities: Str 19, Dex 15, Con 17, Int 12, Wis 8, Cha 4
Skills: Bluff +1, Climb +6, Escape Artist +6, Hide +4*,
holes created by the tentacles, is poured a quantity of psioniIntimidate +1, Listen +5, Spot +3
cally charged, translucent green goo. When the voidmind
creature’s cranium is again full, the mind flayers fi ll the
Feats: Alertness, Combat Reflexes, Great Fortitude, TrackB
four holes in the skull with dabs of mucus that quickly
Environment: Underground
solidify into loose-fitting plugs. At the end of the process,
Organization: Solitary
the creature is ready and willing to do the foul bidding of
Challenge Rating: 2
its masters.
Treasure: Standard
A voidmind creature can think for itself. Although its
Alignment: Usually lawful evil
brain is nearly gone, the psionic slime put in to replace
Advancement: By character class
the gray matter gives the creature the ability to function
Level Adjustment: +5
even better intellectually than it could before the transThis eyeless, muscular humanoid has a trickle of pale green,
formation. The voidmind process also leaves a creature
translucent goo running down its neck.
faster, stronger, tougher, and (most important to the mind
flayers) unchanged in physical appearance. A voidmind
creature looks in every way like the creature from which
A voidmind grimlock serves as a spy for its mind flayer masit was made, except for the four plugged holes in its head
ters in its home enclave.
(which are evident upon close inspection, should the
opportunity arise) that occasionally leak a small amount COMBAT
of the greenish fluid. A voidmind creature makes a nearIn a battle, a voidmind grimlock uses its cone of slime
perfect spy for the illithids, able to return to its home
attack, attempting to catch as many opponents in it as posand its former life with little fear of detection while
sible, before resorting to its weapon and tentacle attacks.
gathering information in preparation for the illithids’
Cone of Slime (Su): Once per day, a voidmind griminevitable onslaught.
lock can spray forth a 30-foot cone of slime from inside
A voidmind creature is bound to its three mind flayer
its skull that deals 2d6 points of acid damage (Reflex DC
masters (see the mind flayer host special quality, below).
14 half). Any creature damaged by the slime takes a –2
However, some have won free of their masters. If all three
penalty on Will saves and is stunned for 1d4+1 rounds
of the illithids bonded to a voidmind creature are slain, the
(Fortitude DC 14 negates the stunned effect). The save
creature regains its free will, though it remains physically
DCs are Constitution-based.
altered. In addition, a carefully worded wish or miracle spell
Constrict (Ex): A voidmind grimlock deals 1d6+6 points
can free a voidmind creature of its bond and even reverse
of damage with a successful grapple check when grappling
the process, although the illithids bonded to the creature
with its tentacle.
become aware of such an attempt and usually seek out their
Improved Grab (Ex): To use this ability, a voidmind
wayward servant for the purpose of recapturing it or killing
grimlock must hit a Medium or smaller creature with its
it outright.
tentacle attack. It can then attempt to start a grapple as a
free action without provoking attacks of opportunity. A
voidmind grimlock has a +4 racial bonus on grapple checks
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Illus. by F. Tsai
VOIDMIND
CREATURE
188
made with its tentacle. If it wins the grapple check, it
magical beast, monstrous humanoid, or outsider (referred to
establishes a hold and can constrict.
hereafter as the base creature) of Tiny to Huge size.
Sentient Tentacle (Ex): A voidmind grimlock’s tentacle
A voidmind creature uses all the base creature’s statistics
attacks of its own accord. The creature can direct it to attack
and special abilities except as noted here.
certain targets, but the psionic nature of the tentacle enables
Armor Class: Natural armor bonus improves by 4 (this
stacks with any natural armor bonus the base creature has).
it to flex and move in combat without hindering the creaAttacks: A voidmind creature gains a tentacle attack.
ture’s other combat abilities. A voidmind grimlock that has
At will, the creature can extrude a tentacle (resuccessfully grappled a creature with its tentacle can attack
sembling an oversized mind flayer tenanother creature at no penalty, as long as that creature is
tacle) from the psionic slime in the
within 10 feet.
creature’s skull. This tentacle sprouts
Immunities (Ex): A voidmind
from the head of the voidmind creagrimlock has immunity to acid, gaze
attacks, mind-affecting spells and
ture and can attack with a reach 5
abilities (charms, compulsions, phantasms, patfeet longer than the base creature’s
terns, and morale effects), visual effects, illusions,
normal reach.
and other attack forms that rely on sight. It is
If the base creature can use weapalso immune to ability damage, ability drain,
ons, the voidmind creature retains this
and energy drain.
ability. A creature with natural weapons
Mind Flayer Host (Su): A voidmind
retains those natural weapons. A voidgrimlock’s mind flayer masters are inmind creature fighting without weapstantly aware if the creature takes any
ons uses the primary natural attacks of
damage, wanders out of range of their
the base creature, or the tentacle attack
control, or is the target of any magic.
if the base creature doesn’t have natural weapAlso as a result of this bond, the
ons. When it has a weapon, it usually uses the
masters can, as a standard action, see
weapon instead.
and hear through the eyes and ears of
Full Attack: A voidmind creature fighttheir bonded voidmind griming without weapons uses the natlock to a range of five miles.
ural weapons of the base creature,
Maintaining this link requires
or its tentacle attack if the base
a mind flayer to concentrate,
creature doesn’t have natural
but the mind flayer remains
weapons. If armed with a weapaware of its surroundings and
on, it uses the weapon to make its
can move normally.
full attack.
Finally, any one of the three
Damage: A voidmind creature gains a
masters can take control of the
tentacle attack. Even if the base creature already
voidmind grimlock, at will,
has a tentacle attack, use the damage value on the
as the dominate monster spell
table below for its new tentacle. In addition, a voidVoidmind grimlock
(no save). While controlling the
mind creature gains the improved grab ability
voidmind grimlock in this fashion,
with its tentacle (see Special Attacks, below).
Size
Tentacle Damage
a mind flayer can manifest its own innate psionic abilities
Tiny
1d3
through the voidmind grimlock, as though the creature
Small
1d4
were manifesting the ability itself. Any of the mind flayer’s
Medium
1d6
psionic powers used in this fashion can target or affect creaLarge
1d8
tures within range, line of sight, and line of effect of the
Huge
2d6
voidmind creature. So, for example, a mind flayer can use
plane shift to send the voidmind grimlock to another plane,
Special Attacks: A voidmind creature retains all the speor it could send itself to another plane. Likewise, the mind
cial attacks of the base creature and also gains the following
flayer could use suggestion on a target it sees through the
special abilities.
voidmind grimlock’s eyes.
Cone of Slime (Su): Once per day as a standard action,
Skills: Voidmind creatures have a +4 racial bonus on
a voidmind creature can expel the psionically charged
Bluff, Escape Artist, and Intimidate checks. *In addition, a
slime in its head in a 30-foot cone. This attack deals 1d6
grimlock’s dull gray skin helps it hide in its native terrain,
points of acid damage per Hit Die of the voidmind creature
conferring a +10 racial bonus on Hide checks when the
(maximum 20d6). A successful Reflex save (DC 10 + 1/2
creature is in mountains or underground.
voidmind creature’s racial Hit Dice + voidmind creature’s
Con modifier) halves the damage. In addition, any creature
CREATING A VOIDMIND CREATURE
that takes damage from the spray takes a –2 penalty on
“Voidmind” is an acquired template that can be added to
its Will saves and is stunned for 1d4+1 rounds (Fortitude
any living aberration, animal, dragon, fey, giant, humanoid,
save negates the stun; save DC same as above). The psionic
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slime replenishes itself automatically in 24 hours. The save
DCs are Constitution-based.
Constrict (Ex): A voidmind creature gains the ability to
constrict its victim with a successful grapple check. When
it constricts, one of its tentacles deals damage based on the
creature’s size (see the table below), plus its Strength bonus
× 1-1/2.
Constrict Damage
1d3
1d4
1d6
1d8
2d6
Improved Grab (Ex): To use this ability, a voidmind creature must hit a creature of its size category or smaller with
its tentacle attack. It can then attempt to start a grapple as
a free action without provoking attacks of opportunity. A
voidmind creature has a +4 racial bonus on grapple checks
made with its tentacle. If the creature wins the grapple
check, it establishes a hold and can constrict.
Sentient Tentacle (Ex): A voidmind creature’s tentacle
attacks of its own accord. The creature can direct it to attack
certain targets, but the psionic nature of the tentacle enables
it to flex and move in combat without hindering the creature’s other combat abilities. A voidmind grimlock that has
successfully grappled a creature with its tentacle can attack
another creature at no penalty, as long as that creature is
within a distance equal to the tentacle’s reach.
Special Qualities: A voidmind creature retains all the
special attacks of the base creature and also gains the following special abilities.
Damage Reduction (Ex): A voidmind creature has damage
reduction 5/magic.
Immunities (Ex): A voidmind creature has immunity to
acid and mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects). It is also
immune to ability damage, ability drain, and energy drain.
Mind Flayer Host (Su): Three mind flayers form a bond with
any voidmind creature they create. A different mind flayer
cannot bond itself to a voidmind creature after creation. The
creature’s masters are instantly aware if the creature takes
any damage, wanders out of range of their control, or is the
target of any magic.
Also as a result of this bond, the masters can, as a standard
action, see and hear through the eyes and ears of their bonded
voidmind creature to a range of five miles. Maintaining this
link requires a mind flayer to concentrate, but the mind flayer
remains aware of its surroundings and can move normally.
Finally, any one of the three masters can take control
of the voidmind creature, at will, as the dominate monster
VOIDMIND
CREATURE
Size
Tiny
Small
Medium
Large
Huge
spell (no save). While controlling the voidmind creature
in this fashion, a mind flayer can manifest its own innate
psionic abilities through the voidmind creature, as though
the creature were manifesting the ability itself. Any of the
mind flayer’s psionic powers used in this fashion can target
or affect creatures within range, line of sight, and line of
effect of the voidmind creature. So, for example, a mind
flayer can use plane shift to send the voidmind creature to
another plane, or it could send itself to another plane. Likewise, the mind flayer could use suggestion on a target it sees
through the voidmind creature’s eyes.
Spell Resistance (Ex): Voidmind creatures gain spell resistance equal to 10 + Hit Dice.
Abilities: Change from the base creature as follows: Str
+4, Dex +2, Con +4, Int +2, Cha –2 (minimum 1).
Skills: Voidmind creatures have a +4 racial bonus on
Bluff, Escape Artist, and Intimidate checks. Otherwise
same as the base creature.
Feats: A voidmind creature gains Alertness, Combat
Reflexes, and Great Fortitude, if the base creature meets the
prerequisites and doesn’t already have these feats.
Organization: Solitary.
Challenge Rating: +1.
Treasure: Standard.
Alignment: Usually lawful evil (an enslaved voidmind
creature has the alignment of its illithid masters, while a
free-willed voidmind creature has the alignment of the
base creature).
Level Adjustment: +3.
VOIDMIND CREATURES
IN EBERRON
Voidmind creatures are encountered throughout Khyber,
and their presence usually hearkens to an illithid enclave
in the area. Illithids will often graft antennae, grasping
mandibles, and extra raking tentacles onto their voidmind
guardians, adding to their freakish appearance and foul
demeanor. Some mind flayers do this to impress their peers
and rivals, while others strive to emulate or surpass the
ingenuity of their daelkyr overlords.
VOIDMIND CREATURES
IN FAERÛN
Mind flayers in the undercity of Oryndoll (especially members of the city’s Abysmal creed) create voidmind creatures
to terrify nonillithids throughout the Underdark. Quaggoths are by far the most common subjects for voidmind
experimentation, although illithids are always creating
horrible new voidmind varieties.
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IDENTIFYING A VOIDMIND CREATURE
An observer can notice the holes in a voidmind creature’s head
by making a DC 10 Spot check, or by succeeding on a Spot check
opposed by the creature’s Disguise check if it is actively trying to
conceal its true nature. The creature receives a +5 bonus on this
check, because the change in appearance involves minor details
only (see page 73 of the Player’s Handbook).
If the creature’s head is covered by armor or clothing, it
receives an additional +5 bonus on its Disguise check.
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WOODLING
Woodling creatures have bonded with nature; to a large
extent, they have become plant creatures. These creatures
have an unusual mind-set, much like that of a treant. They
are one with nature and at peace with it and themselves.
SAMPLE WOODLING
This example uses a monitor lizard as the base creature.
Woodling monitor lizards can sometimes be
found deep in forests where
treants dwell.
Combat
Woodling monitor lizards can be aggressive, using their powerful jaws to tear at
prey or enemies. They will also attack
anyone that threatens their habitat.
Spell-Like Abilities: 1/day—entangle
(DC 7), summon nature’s ally II.
Skills: A woodling monitor lizard has
a +8 racial bonus on any Swim check
to perform some special action or avoid
a hazard. It can always choose to take 10 on a
Swim check, even if distracted or endangered.
It can use the run action while swimming,
provided it swims in a straight line.
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This example uses a 9th-level human druid as the base
creature.
Autumn, 9th-Level Woodling Human Druid
Medium Humanoid (Human)
Hit Dice: 9d8+9 (49 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 28 (+3 Dex, +4 +2 leather armor, +4 +2 heavy
wooden shield, +7 natural), touch 13, flat-footed 25
Base Attack/Grapple: +6/+7
Attack: +1 scimitar +9/+4 melee (1d6+2/18–20) or slam +7
melee (1d6+1)
Full Attack: +1 scimitar +9/+4 melee (1d6+2/18–20) and
slam +2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Animal companion, damage reduction
5/slashing, low-light vision, nature sense, plant traits,
resist nature’s lure, trackless step, venom immunity,
vulnerability to fire, wild empathy, wild shape 3/day,
woodland stride
Saves: Fort +7, Ref +8, Will +12
Abilities: Str 12, Dex 16, Con 13, Int
10, Wis 19, Cha 8
Skills: Handle Animal +11 (+15 with
companion), Hide +3*, Knowledge
(nature) +13, Listen +15, Move
Silently +3*, Ride +5, Spot +15,
Survival +15 (+17 in aboveground
natural environments)
Feats: Alertness, Iron Will,
Lightning Ref lexes, Track,
Weapon Focus (scimitar)
Environment: Warm forests
Organization: Solitary
Challenge Rating: 11
Treasure: Standard
Alignment: Neutral good
Advancement: By
character class
Level Adjustment: +3
WOODLING
This 4-foot-long lizard has barklike skin, and its scales have
the hue and shape of leaves.
SAMPLE WOODLING
Illus. by W. England
Woodling Monitor Lizard
Medium Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +2
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 22 (+2 Dex, +10 natural), touch 12, flatfooted 20
Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (1d8+4) or slam +5 melee (1d6+4)
Full Attack: Bite +5 melee (1d8+4) or slam +5 melee
(1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/slashing, low-light
vision, plant traits, vulnerability to fire
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha 2
Skills: Climb +7, Hide +6*, Listen +4, Move Silently +6*,
Spot +4, Swim +11
Feats: Alertness, Great Fortitude
Environment: Warm forests
Organization: Solitary
Challenge Rating: 4
Advancement: 4–5 HD (Medium)
Level Adjustment: —
Monitor lizards have a +4 racial bonus on Hide checks
and Move Silently checks. *In aboveground natural areas,
the Hide bonus improves to +12 and the Move Silently
bonus improves to +8.
You see an amalgam of a human woman and a plant.
Her skin resembles bark, and leaves grow amid her hair.
She carries a scimitar and a sling and wears simple clothing
embroidered with leaves.
Woodling monitor
lizard
Woodling humans can sometimes be found in
remote forests. Usually the creature is a druid or a
ranger, but woodling creatures may be of any class.
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Illus. by E. Fiegenschuh
WOODLING
198
COMBAT
1st—charm animal (DC 15), endure elements, faerie fire, longAutumn prefers to deal with foes at a distance.
strider, magic stone; 2nd—bull’s strength, flame blade,
She uses her more powerful spells, such
heat metal (DC 16), spider climb, tree shape; 3rd—dayas baleful polymorph and ice storm, first to
light, greater magic fang, meld into stone, spike growth
finish the combat quickly.
(DC 17); 4th—dispel magic, freedom of movement,
Spell-Like Abilities: 3/day—speak
ice storm; 5th—baleful polymorph (DC 19).
with plants; 1/day—entangle (DC 10),
Possessions: +1 scimitar, +2 leather armor,
summon nature’s ally II, summon nature’s
+2 heavy wooden shield, periapt of Wisdom
ally IV.
+2, gloves of Dexterity +2, wand of cure
Animal Companion (Ex): Autumn has
moderate wounds (25 charges), 10 pp,
a dire wolverine named Grayshadow as an
18 gp.
animal companion (see Monster Manual,
page 66). Autumn and Grayshadow enjoy
Grayshadow, Dire Wolverine Animal
the link and share spells special qualities
Companion: CR 5; Large animal; HD
(see below).
7d8+31; hp 62; Init +3; Spd 30 ft,
Link (Ex): Autumn can handle Grayclimb 10 ft; AC 19, touch 13, flatshadow as a free action, or push it as a
footed 15; Base Atk +3; Grp +13;
move action. She gains a +4 circumstance
Space/Reach 10 ft./5 ft.; Atk +8
bonus on all wild empathy checks and
melee (1d6+6, claw); Full Atk +8/
Handle Animal checks made regard+8 melee (1d6+6, claws) and +3 melee
ing her companion.
(1d8+3, bite); SA rage; SQ evasion, link,
Nature Sense (Ex): Autumn gains
low-light vision, scent, share spells, two
a +2 bonus on Knowledge (nature) and
bonus tricks; AL N; SV Fort +8, Ref +8,
Survival checks.
Will +5; Str 23, Dex 18, Con 19, Int 2, Wis
Resist Nature’s Lure (Ex): Autumn
12, Cha 10.
gains a +4 bonus on saving throws against
Skills and Feats: Climb +14, Listen +7,
the spell-like abilities of fey.
Spot +7; Alertness, Toughness, TrackB.
Share Spells (Ex): Autumn can have
Rage (Ex): A dire wolverine that
any spell she casts on herself also affect
takes damage in combat flies into a berher animal companion if the latter is
serk rage on its next turn, clawing and
within 5 feet at the time. She can also
biting madly until either it or its oppocast a spell with a target of “You” on her
nent is dead. An enraged dire wolverine
animal companion.
gains +4 Strength, +4 Constitution,
Trackless Step (Ex): Autumn
and –2 AC. The creature cannot end
leaves no trail in natural surits rage voluntarily.
roundings and cannot be
Evasion (Ex): If Grayshadow is subtracked.
jected to an attack that normally allows
Venom Immunity (Ex):
a Reflex saving throw for half damage, it
Autumn is immune to all
takes no damage if it makes a successful
poisons.
saving throw.
Wild Empathy (Ex): Autumn
Link (Ex): Autumn can handle her
Autumn, woodling druid
can improve the attitude of an animal in
animal companion as a free action. She also
the same way that a Diplomacy check can
gains a +4 circumstance bonus on all wild empaimprove the attitude of a person. She rolls 1d20+10 to deterthy checks and Handle Animal checks made regarding
mine the wild empathy check result (1d20+6 if attempther dire wolverine companion.
ing to influence a magical beast with an Intelligence score
Share Spells (Ex): Any spell Autumn casts on herself
of 1 or 2).
also affects her animal companion if the latter is within
Wild Shape (Su): Autumn can change into a Small,
5 feet at the time. She can also cast a spell with a target of
Medium, or Large animal and back again three times per
“You” on her animal companion.
day, for up to 9 hours.
Skills: A dire wolverine has a +8 racial bonus on
Woodland Stride (Ex): Autumn can move through
Climb checks and can always choose to take 10 on a
natural thorns, briars, overgrown areas, and similar terClimb check, even if rushed or threatened.
rain at her normal speed and without taking damage or
other impairment. However, thorns, briars, and overgrown CREATING A WOODLING
areas that are magically manipulated to impede motion
“Woodling” is an inherited template that can be added to
still affect her.
any corporeal animal, dragon, fey, giant, humanoid, magical
Typical Druid Spells Prepared (6/5/5/4/3/1): 0—create water,
beast, or monstrous humanoid (referred to hereafter as the
cure minor wounds, detect magic, detect poison, light, mending;
base creature).
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Size
Fine
Diminutive
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal
Damage
1
1d2
1d3
1d4
1d6
1d8
2d6
2d8
4d6
Spell-Like Abilities: A woodling with a Wisdom score
of 8 or higher gains spell-like abilities depending on its Hit
Dice, as indicated on the table below. The abilities are cumulative; for instance, a woodling chimera (9 HD) can use
entangle once per day, summon nature’s ally II once per day,
speak with plants three times per day, and summon nature’s ally
IV once per day. Caster level equals the creature’s HD, and
the save DC is Charisma-based.
HD
1–2
3–5
6–7
8–10
11–12
13–15
16–18
19–20
21+
Abilities
Entangle 1/day
Summon nature’s ally II 1/day
Speak with plants 3/day
Summon nature’s ally IV 1/day
Command plants 1/day
Summon nature’s ally VI 1/day
Animate plants 1/day
Summon nature’s ally VIII 1/day
Control plants 1/day
and summon nature’s ally IX 1/day
Low-Light Vision (Ex): The creature gains low-light vision,
enabling it to see twice as well as a human in starlight,
moonlight, torchlight, and similar conditions of shadowy
illumination. It retains the ability to distinguish color and
detail under these conditions.
Plant Traits: A woodling has immunity to poison, magic
sleep effects, paralysis, polymorph, stunning, and mindaffecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects). It is not subject to extra
damage from critical hits.
Skill Bonuses (Ex): A woodling’s skin and hair resemble
bark and leaves. Any wings the creature may have are
leaflike or frondlike, and every part of the creature has a
distinctly plantlike look that changes with the seasons. It is
light green in early spring, darkening during the summer.
In autumn, it turns yellow, orange, or red like a deciduous
leaf. In the winter, it is a dry brown. A woodling has a +4
bonus on Hide checks and Move Silently checks in aboveground natural environments.
Vulnerability to Fire (Ex): Woodling creatures have vulnerability to fire. A woodling takes half again as much
(+50%) damage as normal from the effect, regardless of
whether a saving throw is allowed, or if the save is a success or failure.
Environment: Any aboveground natural.
Challenge Rating: Same as the base creature +2.
Organization: Same as the base creature, except most
of a group will be the base creature with usually only
one woodling.
Level Adjustment: +3.
WOODLING
A woodling uses all the base creature’s statistics and abilities except as noted here.
Size and Type: A woodling’s type does not change, but it
possesses fully developed plant traits (see below).
Armor Class: The base creature’s natural armor bonus
improves by 7.
Attack: A woodling retains all the attacks of the base
creature and also gains a slam attack if it didn’t already have
one. If the base creature can use weapons, the woodling
retains this ability. A creature with natural weapons retains
those natural weapons. A woodling fighting without weapons uses either its slam attack or its primary natural weapon
(if it has any). A woodling armed with a weapon uses its slam
or a weapon, as it desires.
Full Attack: A woodling fighting without weapons uses
either its slam attack (see above) or its natural weapons (if it
has any). If armed with a weapon, it usually uses the weapon
as its primary attack along with a slam or other natural
weapon as a natural secondary attack.
Damage: Woodlings have slam attacks. If the base
creature does not have this attack form, use the appropriate damage value from the table below according to the
woodling’s size. Creatures that have other kinds of natural
weapons retain their old damage values or use the appropriate value from the table below, whichever is better.
WOODLINGS IN EBERRON
Woodlings inhabit forests and jungles throughout Khorvaire and Aerenal. Aerenal elves keep woodling apes and
baboons as pets, while Valenar elves hunt woodling lizards
for sport (using their skins to fashion clothing and armor).
A tribe of wild woodling halflings called the Feryk inhabit
the jungles of Xen’drik. The Feryk, who revere a group of
ancient treants known as the Viridian Grove, used to meet
and trade with visitors, but a foul plague of unknown origin
has corrupted the Viridian Grove and turned the Feryk
savage and feral.
WOODLINGS IN FAERÛN
Folklore says that places where Silvanus touched the
ground in Toril are especially fertile and blessed. A place
where Silvanus tarried for a time contains more of his
magic, exhibiting large trees and hardy plants. The legends say that a child conceived or born in such a locale
might gain the Forest Father’s blessing and be as one with
nature, a woodling.
Special Qualities: A woodling creature has all the
special qualities of the base creature, plus the following
special qualities.
Damage Reduction (Ex): A woodling creature has damage
reduction 5/slashing.
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Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Reading the Entries . . . . . . . . . . . . . . . . . . . . . . . .4
95376720_1to37.indd 3
Zern Experiments . . . . . . . . . . . . . . . . . . . . . . 197
Zern Arcanovore . . . . . . . . . . . . . . . . . . . . . 197
Zern Blade Thrall . . . . . . . . . . . . . . . . . . . . 198
Sample Lair: The Deephollows . . . . . . . . . . 200
Monster Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . 202
Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204
Monsters by Type (and Subtype) . . . . . . . . . 220
Monsters Ranked by Challenge Rating . . 221
List of Monsters by ECL . . . . . . . . . . . . . . . . . 221
Full-Page Maps
Grand Tomb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
Sample Wilderness Lair . . . . . . . . . . . . . . . . . . .66
Underground Lair and Shrine . . . . . . . . . . . . .89
Mithral Mines . . . . . . . . . . . . . . . . . . . . . . . . . . 113
TABLE OF
CONTENTS
The Monsters
Avatars of Elemental Evil . . . . . . . . . . . . . . . . . . .7
The Elemental Nodes . . . . . . . . . . . . . . . . . . . .8
The Elemental Avatars . . . . . . . . . . . . . . . . . . .8
Black Rock Triskelion (Earth Avatar) . . . . .8
Cyclonic Ravager (Air Avatar) . . . . . . . . . . .10
Holocaust Disciple (Fire Avatar). . . . . . . . .11
Waterveiled Assassin (Water Avatar) . . . .13
Balhannoth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
Sample Lair: Balhannoth Cavern . . . . . . . .16
Bloodfire Ooze . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Bloodhulk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
Bloodhulk Fighter . . . . . . . . . . . . . . . . . . . . . .20
Bloodhulk Giant . . . . . . . . . . . . . . . . . . . . . . .20
Bloodhulk Crusher . . . . . . . . . . . . . . . . . . . . .20
Bloodsilk Spider . . . . . . . . . . . . . . . . . . . . . . . . . .24
Briarvex . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Clockroach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Clockwork Mender . . . . . . . . . . . . . . . . . . . . . . .30
Clockwork Steed . . . . . . . . . . . . . . . . . . . . . . . . . .32
Concordant Killer . . . . . . . . . . . . . . . . . . . . . . . . .34
Corrupture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
Defacer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
Demon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
Deathdrinker . . . . . . . . . . . . . . . . . . . . . . . . . .40
Kastighur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
Nashrou . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Whisper Demon . . . . . . . . . . . . . . . . . . . . . . .46
Demonhive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
Demonhive Attendant . . . . . . . . . . . . . . . . . .48
Demonet Swarm . . . . . . . . . . . . . . . . . . . . . . .48
Demonhive Queen . . . . . . . . . . . . . . . . . . . . .50
Dwarf Ancestor . . . . . . . . . . . . . . . . . . . . . . . . . . .52
Sample Lair: Corrupted Temple
of Moradin . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
Elf, Drow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
Lolth’s Sting. . . . . . . . . . . . . . . . . . . . . . . . . . . .55
Dark Sniper . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
Arcane Guard . . . . . . . . . . . . . . . . . . . . . . . . . .56
Drow Priestess . . . . . . . . . . . . . . . . . . . . . . . . .57
Drow and the Lolth-Touched Template . .59
Giant, Craa’ghoran . . . . . . . . . . . . . . . . . . . . . . . .60
Githyanki . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
Githyanki Soldier . . . . . . . . . . . . . . . . . . . . . .62
Gish . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
Githyanki Captain. . . . . . . . . . . . . . . . . . . . . .63
Gnoll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .67
Slave-Taker . . . . . . . . . . . . . . . . . . . . . . . . . . . . .67
Fiendish Cleric of Yeenoghu . . . . . . . . . . . .67
Half-Fiend Gnoll Warlock . . . . . . . . . . . . . .68
Sample Lair: The Great Geode . . . . . . . . . . .70
Golem, Fang . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
Howler Wasp . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74
Howler Wasp Queen . . . . . . . . . . . . . . . . . . .74
Inferno Spider . . . . . . . . . . . . . . . . . . . . . . . . . . . .76
Joystealer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78
Justice Archon . . . . . . . . . . . . . . . . . . . . . . . . . . . .80
Justice Archon Champion . . . . . . . . . . . . . .81
Lizardfolk, Dark Talon Tribe . . . . . . . . . . . . . . .83
Dark Talon Soldier . . . . . . . . . . . . . . . . . . . . .83
Dark Talon Champion . . . . . . . . . . . . . . . . . .83
Dark Talon Wasp Rider . . . . . . . . . . . . . . . . .84
Dark Talon Shaman . . . . . . . . . . . . . . . . . . . .84
Yarshag, Dark Talon King . . . . . . . . . . . . . . .85
Lodestone Marauder . . . . . . . . . . . . . . . . . . . . . .90
Lolth-Touched Creature . . . . . . . . . . . . . . . . . . .92
Lolth-Touched Bebilith . . . . . . . . . . . . . . . . .92
Lolth-Touched Drow Ranger . . . . . . . . . . . .92
Lolth-Touched Monstrous Spider . . . . . . .93
Lunar Ravager . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
Mageripper Swarm . . . . . . . . . . . . . . . . . . . . . . . .98
Minotaur, Greathorn . . . . . . . . . . . . . . . . . . . . 100
Nagatha. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Necrosis Carnex . . . . . . . . . . . . . . . . . . . . . . . . 104
Oaken Defender . . . . . . . . . . . . . . . . . . . . . . . . 106
Sample Lair: The Faerie Ring . . . . . . . . . 108
Ogre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Ogre Scout . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Ogre Tempest . . . . . . . . . . . . . . . . . . . . . . . . 109
Ogre Guard Thrall . . . . . . . . . . . . . . . . . . . . .110
Orc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114
Orc Berserker . . . . . . . . . . . . . . . . . . . . . . . . .114
War Howler . . . . . . . . . . . . . . . . . . . . . . . . . . .114
Orc Battle Priest. . . . . . . . . . . . . . . . . . . . . . 115
Orc Plague Speaker . . . . . . . . . . . . . . . . . . . .116
Half-Orc Infiltrator . . . . . . . . . . . . . . . . . . 117
Plague Walker . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Quanlos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Sailsnake . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Skiurid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Spawn of Tiamat . . . . . . . . . . . . . . . . . . . . . . . . 128
Blackspawn Raider . . . . . . . . . . . . . . . . . . . 130
Sample Lair . . . . . . . . . . . . . . . . . . . . . . . . 133
Blackspawn Stalker. . . . . . . . . . . . . . . . . . . 134
Bluespawn Ambusher . . . . . . . . . . . . . . . . 136
Bluespawn Burrower . . . . . . . . . . . . . . . . . 138
Bluespawn Godslayer . . . . . . . . . . . . . . . . . 140
Bluespawn Stormlizard . . . . . . . . . . . . . . . .142
Greenspawn Leaper . . . . . . . . . . . . . . . . . . 144
Greenspawn Razorfiend . . . . . . . . . . . . . . 146
Greenspawn Sneak . . . . . . . . . . . . . . . . . . . .148
Redspawn Arcaniss. . . . . . . . . . . . . . . . . . . 152
Redspawn Firebelcher . . . . . . . . . . . . . . . . 154
Whitespawn Hordeling . . . . . . . . . . . . . . 156
Whitespawn Hunter. . . . . . . . . . . . . . . . . . 158
Sample Lair . . . . . . . . . . . . . . . . . . . . . . . .161
Whitespawn Iceskidder . . . . . . . . . . . . . . .162
Tomb Spider . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
Tomb Spider . . . . . . . . . . . . . . . . . . . . . . . . . 164
Tomb Spider Broodswarm . . . . . . . . . . . . 164
Web Mummy . . . . . . . . . . . . . . . . . . . . . . . . .165
Varag . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
Varag Pack Leader . . . . . . . . . . . . . . . . . . . . 168
Verdant Prince . . . . . . . . . . . . . . . . . . . . . . . . . . 172
Vitreous Drinker . . . . . . . . . . . . . . . . . . . . . . . . .174
Windblade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .176
Windrazor . . . . . . . . . . . . . . . . . . . . . . . . . . . .176
Windscythe . . . . . . . . . . . . . . . . . . . . . . . . . . 177
Wizened Elder . . . . . . . . . . . . . . . . . . . . . . . . . . 180
Wrackspawn . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
Yuan-ti. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
Pureblood Slayer . . . . . . . . . . . . . . . . . . . . . 184
Halfblood Deceiver . . . . . . . . . . . . . . . . . . .185
Abomination Cult Leader . . . . . . . . . . . . . 186
Yuan-ti Ignan . . . . . . . . . . . . . . . . . . . . . . . . . . . 188
Yugoloth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
Corruptor of Fate . . . . . . . . . . . . . . . . . . . . . 190
Voor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
Dreadful Lasher . . . . . . . . . . . . . . . . . . . . . . 191
Zern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
Templates
Lolth-Touched . . . . . . . . . . . . . . . . . . . . . . . . . . . .93
Web Mummy . . . . . . . . . . . . . . . . . . . . . . . . . . . .165
For Player Characters:
Creatable Creatures
Bloodfire Ooze (ritual) . . . . . . . . . . . . . . . . . . . .18
Bloodhulk (animate dead) . . . . . . . . . . . . . . . . . .20
Clockroach (construct)* . . . . . . . . . . . . . . . . . . .28
Clockwork Mender (construct)* . . . . . . . . . . .30
Clockwork Pony (construct)* . . . . . . . . . . . . . .32
Clockwork Stallion (construct)* . . . . . . . . . . .32
Defacer (create undead) . . . . . . . . . . . . . . . . . . . . .38
Golem, Fang (construct)* . . . . . . . . . . . . . . . . . .72
Necrosis Carnex (animate dead) . . . . . . . . . . 104
Plague Walker (ritual) . . . . . . . . . . . . . . . . . . . 120
*Requires the Craft Construct feat
Mounts/Companion Creatures
Clockwork Pony . . . . . . . . . . . . . . . . . . . . . . . . . .32
Clockwork Stallion . . . . . . . . . . . . . . . . . . . . . . .32
Lodestone Marauder . . . . . . . . . . . . . . . . . . . . . .90
Sailsnake . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Spawn, Bluespawn Stormlizard . . . . . . . . . . .142
Spawn, Greenspawn Leaper . . . . . . . . . . . . . 144
Spawn, Redspawn Firebelcher . . . . . . . . . . . 154
Power Components
Skiurid Nugget (necromancy spells) . . . . . 127
Summonable Creatures*
Clockwork Mender (II) . . . . . . . . . . . . . . . . . . . .30
Dwarf Ancestor (V) . . . . . . . . . . . . . . . . . . . . . . .52
Howler Wasp (II). . . . . . . . . . . . . . . . . . . . . . . . . .74
Inferno Spider (VI). . . . . . . . . . . . . . . . . . . . . . . .76
Justice Archon (VII) . . . . . . . . . . . . . . . . . . . . . .80
Windrazor (III) . . . . . . . . . . . . . . . . . . . . . . . . . .176
Windscythe (VI) . . . . . . . . . . . . . . . . . . . . . . . . 177
Wrackspawn (IV) . . . . . . . . . . . . . . . . . . . . . . . 182
Yugoloth, Corruptor of Fate (VI) . . . . . . . . . 190
Yugoloth, Voor (IV) . . . . . . . . . . . . . . . . . . . . . 193
*Requires a summon monster spell of the
indicated level (or higher)
Weapons
Dragonsplit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
Greathammer . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Maquahuitl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
3
4/4/06 8:48:44 AM
DWARF ANCESTOR
A great statue come to life blocks the way threateningly. It looks
like a dwarf warrior clad in splint mail, all formed of dark granite.
It raises an enormous axe and challenges you in a gravelly voice.
Illus. by E. Widermann
DWARF
ANCESTOR
Dwarf Ancestor
CR 6
Always LG Large outsider (native)
Init –1; Senses darkvision 60 ft.; Listen +9, Spot +9
Aura ancestral spirit (30 ft.)
Languages Dwarven
AC 26, touch 8, flat-footed 26
(–1 size, –1 Dex, +18 natural)
hp 67 (5 HD); DR 10/adamantine
Fort +13, Ref +3, Will +5
Speed 20 ft. (4 squares)
Melee +1 greataxe +11 (1d12+10/×3)
Space 10 ft.; Reach 10 ft.
Base Atk +5; Grp +15
Atk Options Cleave, Power Attack
Abilities Str 22, Dex 8, Con 28, Int 8, Wis 13, Cha 14
SQ blink out
Feats Cleave, Power Attack
Skills Climb +14, Intimidate +10, Jump –4, Knowledge
(history) +7, Knowledge (the planes) +7, Listen +9,
Spot +9, Survival +1 (+3 on other planes)
Advancement 6–18 HD (Large); see text
Possessions +1 greataxe
Ancestral Spirit (Su) Any dwarf within 30 feet of a dwarf
ancestor gains a +1 morale bonus on attack rolls and
damage rolls.
Blink Out (Su) Once per day, a dwarf ancestor can become
incorporeal until the beginning of its next turn. Activating
this ability is a free action that does not provoke attacks
of opportunity.
A dwarf ancestor is the spirit of an ancient dwarf hero
brought back from the afterlife to serve by the will and
prayers of a dwarf cleric. It comes to those who plead to Moradin the Soul Forger for aid. When first summoned, a dwarf
ancestor takes up residence within a statue of a dwarf hero,
animating it. As a result, many mistake the stony creatures
for constructs on first encountering them.
STRATEGIES AND TACTICS
A dwarf ancestor is called to aid its people in times of crisis.
It defends dwarven halls with grim determination, and it
does not retreat or give quarter. It fights until destroyed or
until those dwarves it is protecting are safe.
Although of lawful good alignment, the ancestor does
not distinguish between enemies on the basis of their moral
philosophies. If its descendants are in danger, it attacks all
who threaten them. It is not unintelligent, though, and the
possessing spirit was usually a warrior in a previous life. It
focuses on the most dangerous-looking combatant first and
exploits its Power Attack to maximize damage (taking its
opponent’s armor into consideration) to defeat it quickly,
turning on the next with a Cleave attack whenever possible.
Despite its impressive damage reduction, it has no special
protection against spells, so it targets obvious spellcasters
as quickly as possible.
It is unusual to encounter more than one or two dwarf
ancestors, although in times of war the priests of Moradin
might call for additional assistance. Usually an ancestor
provides a bulwark in melee for a group of dwarf soldiers.
SAMPLE ENCOUNTERS
Dwarf ancestors are most often guardians that defend their
charges with unflagging zeal.
Guardians (EL 6): A single dwarf ancestor is called to
protect a sacred site, such as the tomb of a champion or a
temple to Moradin.
EL 6: Ulfgar Silverhand was a dwarven defender who was
killed protecting his king from a squad of orc raiders. Now he
watches over the king’s tomb as an ancestral spirit. Two dwarf
crossbow archers also guard the site, allowing the ancestor
to engage foes in melee while they attack from range.
Corrupted Guardians (EL 8): Dwarf ancestors were corrupted by duergar invaders. The ancestor spirits now guard
the evil duergar as if they were the original dwarves.
EL 8: Duergar made an unholy pact with a group of mind
flayers, trading slaves in return for the mind flayers’ aid in
capturing Fellhammer shrine with little bloodshed. Once
the dwarves guarding the shrine were captured, the
duergar entered the structure and bound the ancestral spirits to their own purposes. Two corrupted
dwarf ancestors and four duergar warriors guard
the shrine.
ECOLOGY
Dwarf ancestors appear only when they are called
to defend. They are the spirits of heroes long
dead, returned to the Material Plane in times
of need. They have no need of food, drink,
sleep, or air. An ancestor might stand for
52
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Dwarf ancestor
4/4/06 8:52:29 AM
stone) weighs 3,000 to 4,000 pounds. The summoned spirit
can be that of anything from a relatively low-level fighter
to a great champion. The outward appearance of the statue
gives no hint as to the strength of the outsider within.
Although the example given here is armed with a greataxe,
a dwarf ancestor can wield whatever weapon the statue bears
(usually a dwarven waraxe, maul, or greatclub).
Alignment: Dwarf ancestors are always lawful good. They
are the spirits of those who fought selflessly for their people,
and they are the implacable enemies of all that threaten the
dwarf clans. Corrupted ancestors, however, are usually lawful
evil.
SOCIETY
Dwarf ancestors answer the call of Moradin’s beleaguered
faithful, because they were heroes who protect those in
need. Many were themselves killed in battle and welcome
the opportunity to fight once more against their people’s
enemies. Their stony bodies suffer no pain, and they can
fight to utter destruction without fear, since they return to
Moradin’s hall at the end of the battle.
Dwarf warriors are fierce and fearless, but these reconstituted champions fight with a ruthlessness and lust for battle
that is awe-inspiring. They have nothing to lose, and their
cause is the most noble. They shout and sing in their grindpqqqqqqqqqrs ing, booming voices as their weapons whirl.
DWARF ANCESTOR LORE
Characters with ranks in Knowledge (local), Knowledge (religion), or Knowledge (the planes) can learn more about dwarf
ancestors. When a character makes a successful skill check,
the following lore is revealed, including the information from
lower DCs.
DWARF
ANCESTOR
centuries to guard a holy place, but most often it comes for a
specific battle and is released afterward. Dwarves are loath
to imprison such valiant souls, preferring to send them back
to Moradin’s halls as soon as possible.
The bond between dwarf ancestor and its statue host
cannot be severed by any means except slaying the creature
or banishing it back to Moradin’s halls (although the statue
remains behind, inert, in the latter case).
Corrupted Ancestors: Dwarf ancestors sometimes fall into
the hands of duergar. These unfortunate souls are usually
corrupted by the duergar (whom the ancestors see only
as dwarves) and turned against their true nature. In lands
where dwarf strongholds have fallen to duergar attack, some
deranged ancestors patrol ancient corridors, looking to
assuage their pain in the blood of living creatures.
Environment: Dwarf ancestors are nearly always
found in underground complexes, forming the last
line of defense for a community. Royal halls, ancestral
homes, and temples are some of the places most likely
to be guarded by a dwarf ancestor, although some dwarf
priests can summon these champions of Moradin into
other battles for a short time.
Typical Physical Characteristics: A typical dwarf ancestor enters a statue 12 feet tall. The statue is carved from the
native rock, often granite, and (depending on the kind of
SAMPLE LAIR:
CORRUPTED TEMPLE OF MORADIN
A once-proud dwarf temple has been occupied by a foul group
of duergar. The place is still protected by a pair of dwarf
ancestors summoned centuries ago, and they now follow
the will of the duergar.
Knowledge (Local)
1. Hall of Worship: This area is where ceremonies dediDC Result
cated to Moradin took place. Four statues of dwarf heroes
16
Dwarves revere their ancestral heroes and
stand watch over the temple area (none of them contain
sometimes call them into battle.
ancestors). Two more inanimate statues flank the altar.
21
Legend holds that these heroes dwell with Moradin
the Soul Forger until called by their living ancestors.
2. The Great Forge (EL 4): This chamber was for forging
and blessing magic weapons. Only the priests, temple smith,
Knowledge (Religion)
and weapon creators entered this sacred place when dwarves
DC Result
dwelt here, but now duergar come and go as they please,
10
Moradin is a lawful good dwarven deity and the
using the forge as they see fit. A hallow spell is centered on
creator of his people.
the forge. Four duergar warriors work the forge.
16
Moradin sometimes answers prayers for help by
Duergar Warriors (4): hp 9 each; MM 91.
sending an emissary.
3. Corrupted Dwarf Ancestors (EL 8): Two great statues
21
A dwarf ancestor is the spirit of a dwarf hero called
of Moradin stand in these locations, each desecrated with
to aid and defend its people.
blood and offal, and greatly damaged by the strokes of hamKnowledge (the Planes)
mers and picks. The two statues contain dwarf ancestors,
DC Result
set to guard the inner sanctum but now corrupted by the
16
This creature is a dwarf ancestor, the spirit of a
duergar. When any nonduergar attempts to pass through the
dwarf hero. This result reveals all outsider traits.
doors leading west, they move to attack.
21
Priests of Moradin call on dwarf ancestors to
Dwarf Ancestors (2): hp 67 each; see above.
defend their people in times of crisis.
4. Clerics’ Cells: These austere sleeping quarters contain
26
Dwarf ancestors are extremely resistant to damage.
ruined cots.
31
The summoned spirit can range greatly in power—
5. High Priest’s Quarters: This larger chamber housed
some spirits are the souls of simple warriors who
the temple’s high priest. It is more comfortably appointed
served honorably in their day, and some are the
than the other cells, though its furnishings have decayed
souls of epic heroes. Discovering the strength of the
spirit requires entering combat with the ancestor.
over the years. An unlocked chest contains ceremonial robes
pqqqqqqqqqrs and a scroll of heal.
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but no magic would summon a god. Only the imminent
destruction of his people might bring the Soul Forger to
fight in person.
FOR PLAYER CHARACTERS
DWARF
ANCESTOR
A cleric of Moradin can summon a dwarf ancestor using
summon monster V or a higher-level summon monster spell or
can call on a dwarf ancestor for longer periods of service with
a planar ally spell. The basic version of the creature can be
called using lesser planar ally, but advanced ancestors require
higher-level versions of the spell.
A summoner must still pay the price required for the
ancestor’s service. However, because it is called in defense of
Moradin’s children, the gp cost equivalent is one-half normal.
Typically this offering is used to craft superior or magical battle
gear for the settlement’s defenses. The cleric might instead
perform a service for the settlement, such as raising dead
combatants at no charge or embarking on a perilous quest.
DWARF ANCESTORS IN EBERRON
6. Library (EL 5): The temple’s religious and secular texts
are still on the shelves, but time and damp have made them
nearly unreadable. Of greater interest is a trove of engraved
stone tablets that contain liturgical lore. Six duergar warriors
guard this room.
Duergar Warriors (6): hp 9 each; MM 91.
TYPICAL TREASURE
A dwarf ancestor, being a spirit called into this world, possesses no treasure. A slain spirit does not leave behind
its weapon, which is destroyed along with the statue that
houses the ancestor. When ancestors are encountered with
a warband or company of dwarves, the group yields treasure
(largely in the form of equipment) commensurate with its
Encounter Level. If the PCs dare to plunder a temple of
Moradin, they can recover the offerings made to summon an
ancestor (if the money has not already been used).
ADVANCED DWARF ANCESTORS
Although the size and appearance of the statue does not
change, the spirit within might be that of a very powerful
warrior. A dwarf ancestor can have up to 18 Hit Dice (the
maximum allowed by the greater planar ally spell) but is still
Large size. More powerful champions are avatars of Moradin
and require epic-level magic to call upon. These spirits are
housed in Huge statues; such sculptures exist only in the
greatest centers of Moradin’s worship. Legend holds that
Moradin himself once appeared in the form of an ancestor,
The dwarf clans of the Mror Holds are the undisputed masters
of finance in Eberron, and the massive vaults beneath Korunda
Gate are filled with incalculable wealth in both precious metals
and magical artifacts. Dwarf ancestors, themselves often the
spirits of long-dead leaders of House Kundarak, stand guard
over these riches. Defending the wealth of clients (and of the
house) is as vital to these mercantile dwarves as protecting
their people in war. However, no one spirit is required to spend
more than two centuries performing this duty. Lesser vaults
in other centers of House Kundarak might also have ancestor
spirits watching over them.
Spirits for such duty are sent by Kol Korran, the Lord of
World and Wealth, rather than by Moradin, and they demand
the normal price for their service. Those who answer the call
to defend their people are summoned through prayers to Dol
Dorn and require only one-half normal payment.
DWARF ANCESTORS IN FAERÛN
Although any dwarf community might call on ancestors
for aid, the most famed statues of dwarf heroes are found
in Mithral Hall. This great city of the shield dwarves in the
Silver Marches was reclaimed from the dragon Shimmergloom only a few short decades earlier, and many warriors fell
at the side of their champion, Bruenor Battlehammer. King
Bruenor is now dedicated to restoring the city’s ancient glory
and to removing the threat from the Underdark for good.
Many spirits of fallen champions now inhabit the statues
of Mithral Hall, and they accompany war parties into the
Underdark or stand guard over the mithral miners who have
once again ventured into the haunted tunnels.
In addition to Moradin, the dwarven deities Berronar
Truesilver, Clangeddin Silverbeard, and Gorm Gulthyn
sometimes send ancestor spirits in response to prayer. These
gods share the portfolios of defending the dwarf community
and are receptive to requests for aid.
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ELF, DROW
Initially presented in the Monster Manual, drow are a depraved
and evil subterranean offshoot of elves. The examples below
represent four archetypes that can fill out drow encounters:
a silent assassin, a mobile archer, a spellslinging fighter, and
a fearsome cleric of Lolth.
LOLTH’S STING
Lolth’s Sting
CR 5
Drow: Lolth’s Sting, dark sniper, and arcane guard
95376720_38to59.indd 55
Illus. by F. Tsai
Female drow ninja* 4
*Class described in Complete Adventurer
NE Medium humanoid (elf)
Init +3; Senses darkvision 120 ft.; Listen +11, Spot +11
Languages Common, Drow Sign Language, Elven,
Undercommon
AC 18, touch 15, flat-footed 15
(+3 Dex, +3 armor, +2 Wis)
hp 25 (4 HD)
Immune sleep
SR 15
Fort +3, Ref +7, Will +3 (+5 with ki pool) (+5/+7 against
spells and spell-like abilities)
Weakness light blindness
Speed 35 ft. (7 squares)
Melee mwk rapier +7 (1d6+1/18–20 plus poison)
Ranged dagger +6 (1d4+1/19–20 plus poison)
Base Atk +3; Grp +4
ELF, DROW
A black-skinned elf leaps from the shadows, stark white hair and
flashing steel blade only momentarily visible before the creature
vanishes.
Atk Options poison (drow poison, DC 13, unconscious
1 minute/unconscious 2d4 hours), sudden strike +2d6
Special Actions
Combat Gear 3 doses of drow poison, 2 bags of caltrops, 2
smokesticks, elixir of hiding, elixir of sneaking, potion of
cure moderate wounds
Spell-Like Abilities (CL 4th):
1/day—dancing lights, darkness, faerie fire
Abilities Str 12, Dex 17, Con 14, Int 12, Wis 14, Cha 10
SQ able to notice secret or concealed doors, ghost step,
great leap, ki power 4/day, poison use, trapfinding
Feats Dash*, Weapon Finesse
*Feat described in Complete Warrior
Skills Bluff +7, Diplomacy +4, Disguise +0 (+2 acting), Hide
+10, Intimidate +2, Jump +7, Listen +11, Move Silently
+10, Search +3, Sense Motive +9, Spot +11, Tumble +10
Possessions combat gear plus +1 leather armor, masterwork
rapier, dagger, amulet of health +2
Light Blindness (Ex) Abrupt exposure to bright light
(such as sunlight or a daylight spell) blinds drow for 1
round. In addition, they take a –1 circumstance penalty
on attack rolls, saves, and checks while operating in
bright light.
Sudden Strike (Ex) As sneak attack (PH 50), but no extra
damage when flanking. Complete Adventurer 8.
Great Leap (Su) Always makes Jump checks as if running
with the Run feat. Complete Adventurer 8.
Ki Power (Su) Expend one daily use to activate ki-based
abilities (ghost step or ki dodge); +2 bonus on Will
saves as long as at least one daily use remains. Complete
Adventurer 8.
Ghost Step (Su) Swift action, one daily ki power use,
invisibility for 1 round. Complete Adventurer 8.
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ELF, DROW
In drow culture, assassination is a frequent means of advancement or of keeping one’s status. The clerics of Lolth, intent
on retaining their top position, train an elite group of female
drow assassins. The best of these are given the rank of Lolth’s
Sting.
The Lolth’s Sting presented here had the following ability scores before racial adjustments, Hit Dice ability score
increases, and equipment bonuses: Str 12, Dex 15, Con 14,
Int 10, Wis 13, Cha 8.
Strategies and Tactics
Abilities Str 13, Dex 20, Con 12, Int 12, Wis 12, Cha 10
SQ able to notice secret or concealed doors, battle
fortitude +1, fast movement, poison use, trackless step,
trapfinding
Feats Dodge, Mobility, Point Blank Shot, Shot on the RunB
Skills Balance +16, Climb +10, Diplomacy +2, Hide +19, Jump
+12, Listen +12, Move Silently +14, Search +12, Sense
Motive +6, Spot +12, Tumble +15
Possessions combat gear plus mithral shirt, +1 composite
longbow (+1 Str bonus) with 50 arrows, masterwork
rapier, gloves of Dexterity +2, cloak of elvenkind
Light Blindness (Ex) As Lolth’s Sting.
Flawless Stride (Ex) A dark sniper ignores movement
penalties in any terrain that slows movement. Complete
Adventurer 13.
Skirmish (Ex) +1 bonus on damage rolls and to AC in any
round in which the dark sniper moves at least 10 feet.
Complete Adventurer 12.
Battle Fortitude (Ex) Bonus on initiative checks and Fortitude
saves while wearing light or no armor and carrying a light
load. Included above. Complete Adventurer 12.
Stealth and surprise are the cornerstones of a Sting’s tactics.
When stalking her target, she prepares by consuming her
elixir of hiding and elixir of sneaking, increasing her Hide and
Move Silently bonuses to +20.
A Lolth’s Sting tries to make her first attack from hiding,
gaining her sudden strike bonus without requiring a use
of ghost step. Once combat begins, she uses ghost step to
remain invisible, attacking with her sudden strike from a
different direction each round.
If her foe is formidable and resistant to drow poison, a
Dark snipers patrol the caverns and tunnels near drow
Lolth’s Sting retreats under cover of darkness or smoke, coursettlements and outposts. They use their mobility to harass
tesy of a smokestick. She lingers in the area long enough to
opponents until stronger reinforcements arrive.
determine if her target succumbs to her poison’s secondary
The dark sniper presented here had the following abileffect, perhaps rejoining battle if an enemy falls unconscious
ity scores before racial adjustments, Hit Dice ability score
and evens the odds against her.
increases, and equipment bonuses: Str 13, Dex 15, Con 14,
In groups, Stings use invisibility, smoke, and darkness to
Int 10, Wis 12, Cha 8.
conceal their true numbers. Half the group attacks at once,
while the others cover their weapons with drow poison. In
Strategies and Tactics
alternating rounds the groups switch roles.
Dark snipers choose hiding places along the thoroughfares
of the subterranean realm. They fully exploit their superior
DARK SNIPER
darkvision, typically launching arrows when targets are still
A drow holds his bow at the ready, a hunter’s gleam in his eye. His
nearly 100 feet away.
cloak makes him seem to blend into the surrounding terrain.
In close combat, a dark sniper is constantly on the move,
using Shot on the Run extensively after moving at least 10
Dark Sniper
CR 7
feet so that he gains the benefit of his skirmish ability. His
Male drow scout* 6
Tumble skill allows him to safely withdraw from foes that
*Class described in Complete Adventurer
close to melee range. His favorite tactic involves waiting until
CE Medium humanoid (elf)
a target has moved within 30 feet, then making an attack
Init +6; Senses darkvision 120 ft.; Listen +12, Spot +12
while backing away, preventing opponents from making
Languages Common, Drow Sign Language, Elven,
more than a single attack against him.
Undercommon
A dark sniper uses terrain to his advantage and tries to
AC 19, touch 15, flat-footed 19; Dodge, Mobility, uncanny
prevent opponents from charging by moving through terdodge
rain that slows movement. In groups, dark snipers split up;
(+5 Dex, +4 armor)
if one is attacked, the others are still free to maneuver and
hp 36 (6 HD)
attack from other directions.
Immune sleep
Resist evasion; SR 17
Fort +4, Ref +10, Will +3 (+5 against spells and spell-like
abilities)
Weakness light blindness
Speed 40 ft. (8 squares); Shot on the Run, flawless stride
Melee mwk rapier +6 (1d6+1/18–20 plus poison)
Ranged +1 composite longbow +10 (1d8+2/×3)
Base Atk +4; Grp +5
Atk Options Point Blank Shot, poison (drow poison, DC 13,
unconscious 1 minute/unconscious 2d4 hours), skirmish
(+2d6, +1 AC)
Combat Gear 5 doses of drow poison
Spell-Like Abilities (CL 6th):
1/day—dancing lights, darkness, faerie fire
ARCANE GUARD
This humanoid looks somewhat like a young elf with a shock of
white hair and coal-black skin. He swings a spiked chain lazily
with one arm, while with the other he makes a magical gesture.
Arcane Guard
CR 8
Male drow fighter 2/wizard 5
NE Medium humanoid (elf)
Init +7; Senses darkvision 120 ft.; Listen +6, Spot +7
Languages Abyssal, Common, Draconic, Drow Sign
Language, Elven, Undercommon
AC 18, touch 14, flat-footed 15; Dodge
(+3 Dex, +4 armor, +1 deflection)
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Arcane guards are multitalented male drow who wield both
steel and spell. They are not quite powerful enough to continue their wizardly pursuits, but they understand the inner
workings of arcane institutes well enough that powerful
drow wizards and sorcerers want to keep them in the fold.
Arcane guards have also been trained to fight, combining
magic with their martial abilities.
The arcane guard presented here had the following ability scores before racial adjustments, Hit Dice ability score
increases, and equipment bonuses: Str 12, Dex 13, Con 14,
Int 15, Wis 10, Cha 8.
Strategies and Tactics
If he has time to prepare, an arcane guard casts shield and
fly before battle. He then tries to fly up out of reach of his
foes, to take advantage of his spiked chain’s greater reach,
and uses his potion of haste if he needs to make more melee
attacks.
If flying, an arcane guard first reduces the threat of the
most capable-looking melee combatant by using ray of
enfeeblement. He then tries to place himself within 10 feet of
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an enemy spellcaster or other ranged attacker, alternating
between spiked chain attacks and ranged spells.
In groups, arcane guards focus their spells on the most
dangerous target or on a healer, if that individual becomes a
nuisance.
DROW PRIESTESS
The humanoid has smooth, black skin and pale silver hair. She is
slightly shorter and slimmer than a human. She wears a blackened breastplate with a human-headed spider embossed on it,
and she carries a light shield with a similar decoration.
Drow Priestess
CR 9
Female drow cleric 8
NE Medium humanoid (elf)
Init +3; Senses darkvision 120 ft.; Listen +6, Spot +6
Languages Common, Drow Sign Language, Elven,
Undercommon
AC 22, touch 14, flat-footed 19
(+3 Dex, +6 armor, +2 shield, +1 deflection)
hp 48 (8 HD)
Immune sleep
SR 19
Fort +7, Ref +5, Will +10 (+12 against spells and spell-like
abilities)
Weakness light blindness
Speed 20 ft. (4 squares) in breastplate; base speed 30 ft.
Melee mwk dagger +8/+3 (1d4+1/19–20 plus poison) or
Melee light mace +7/+2 (1d6+1)
Base Atk +6; Grp +7
Atk Options poison (drow poison, DC 13, unconscious 1
minute/unconscious 2d4 hours), smite 1/day (+4 attack,
+8 damage)
Special Actions rebuke undead 3/day (+0, 2d6+8, 8th),
spontaneous casting (inflict spells)
Combat Gear 2 doses of drow poison, wand of cure moderate
wounds (34 charges)
Cleric Spells Prepared (CL 8th, 1d20+10 to overcome SR):
4th—air walk, freedom of movement, summon monster IV,
unholy blightD (DC 18, CL 9th)
3rd—bestow curse (+8 melee touch, DC 17), dispel magic,
invisibility purge, magic circle against goodD (CL 9th),
summon monster III
2nd—cure moderate wounds, death knell (DC 16, CL 9th),
shatter D (DC 16), sound burst (DC 16), summon
monster II
1st—bane, cure light wounds, doom (DC 15), entropic
shield, inflict light woundsD (+8 melee touch), summon
monster I
0—cure minor wounds (2), detect magic, detect poison,
guidance, resistance
D: Domain spell. Deity: Lolth. Domains: Destruction, Evil.
Spell-Like Abilities (CL 8th):
1/day—dancing lights, darkness, faerie fire
Abilities Str 13, Dex 16, Con 12, Int 12, Wis 19, Cha 10
SQ able to notice secret or concealed doors
Feats Augment Summoning, Combat Casting, Spell
Penetration
Skills Concentration +12, Diplomacy +5, Knowledge
(religion) +4, Knowledge (the planes) +4, Listen +6,
Search +3, Spellcraft +12, Spot +6
Possessions combat gear plus +1 breastplate, +1 light steel
shield, masterwork dagger, light mace, gloves of Dexterity
+2, periapt of Wisdom +2, ring of protection +1
Light Blindness (Ex) As Lolth’s Sting.
ELF, DROW
hp 35 (7 HD)
Immune sleep
SR 18
Fort +5, Ref +4, Will +4 (+6 against spells and spell-like
abilities)
Weakness light blindness
Speed 30 ft. (6 squares)
Melee +1 spiked chain +9 (2d4+2) or
Ranged mwk hand crossbow +8 (1d4/19–20 plus poison)
Reach 5 ft. (10 ft. with spiked chain)
Base Atk +4; Grp +5
Atk Options poison (drow poison, DC 13, unconscious 1
minute/unconscious 2d4 hours)
Combat Gear 3 doses of drow poison, wand of magic missile
(CL 5th, 25 charges), potion of bear’s endurance, potion of
cure serious wounds, potion of haste
Wizard Spells Prepared (CL 5th; 10% arcane spell failure
chance):
3rd—fly, empowered burning hands (DC 14)
2nd—scorching ray (+7 ranged touch), invisibility, see
invisibility
1st—magic missile, ray of enfeeblement (+7 ranged touch),
shield, true strike
0—detect magic, ghost sound (DC 13), touch of fatigue
(+5 melee touch, DC 13), resistance
Spell-Like Abilities (CL 7th):
1/day—dancing lights, darkness, faerie fire
Abilities Str 13, Dex 16, Con 12, Int 17, Wis 10, Cha 10
SQ able to notice secret or concealed doors
Feats Dodge, Empower SpellB, Exotic Weapon Proficiency
(spiked chain), Improved Initiative, Scribe ScrollB,
Weapon FinesseB, Weapon FocusB (spiked chain)
Skills Climb +6, Concentration +10, Intimidate +4, Jump +6,
Listen +6, Search +5, Spellcraft +11, Spot +7
Possessions combat gear plus mithral shirt, +1 spiked
chain, masterwork hand crossbow with 20 bolts, ring of
protection +1, 12 gp
Spellbook spells prepared plus 0—all; 1st—alarm, animate
rope, identify, silent image; 2nd—spider climb, web; 3rd—
vampiric touch
Light Blindness (Ex) As Lolth’s Sting.
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ELF, DROW
No group or organization wields more power in drow society
than the clerics of Lolth. Drow priestesses are respected, or
at least feared, by nearly all other drow. They act on the will
of the Spider Queen, and occasionally on their own whim,
always vying for more power and the favor of their goddess.
They serve as battlefield commanders, constables, detectives,
and judges, as the situation requires.
The drow priestess presented here had the following ability scores before racial adjustments, Hit Dice ability score
increases, and equipment bonuses: Str 13, Dex 12, Con 14,
Int 10, Wis 15, Cha 8.
Strategies and Tactics
A drow priestess relishes sowing confusion among her
opponents. Rarely encountered without other minions, a
priestess does not immediately endanger herself in melee,
instead using summon monster spells to call additional allies
to her side.
A drow priestess is willing to convert many of her spells to
spontaneously cast inflict wounds, though she saves air walk
and freedom of movement in case she needs to escape.
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DROW LORE
Characters with ranks in Knowledge (dungeoneering), Knowledge (history), or Knowledge (religion) can learn more about
drow. When a character makes a successful skill check, the
following lore is revealed, including the information from
lower DCs.
Knowledge (Dungeoneering)
DC
15
20
Result
This creature is a drow, a subterranean and
generally evil elf. This result reveals all elf traits.
Drow have strong resistance to magic but are
vulnerable to light. This result reveals all drow
traits (MM 103).
Knowledge (History)
DC
12
17
22
27
Result
This creature is a drow, a subterranean and
generally evil elf.
The drow trace their lineage back to an elf splinter
group that rejected the elves’ love of freedom and
nature.
Some drow live on the surface, but most live
underground and emerge only at night to conduct
trade or make raids.
Slaves perform most of the physical labor in drow
society.
Knowledge (Religion)
DC
15
20
25
58
Result
Most drow worship Lolth, the spider goddess. She
once fomented rebellion against the other elven
gods and then literally led her followers
underground.
Lolth is both cruel and capricious; she demands
many sacrifices and demonstrations of loyalty. She
also foments internal discord to keep her chosen
people tough and ruthless.
Religious infighting plagues the drow. Those
disaffected with Lolth’s rule seek other gods.
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If one of her allies should be reduced to negative hit points,
the priestess rushes to the side of her fallen comrade—not
to heal, but to cast death knell to gain power from his ebbing
life force.
“The spider is a perfect creature: elegant in her symmetry,
silent in her step, and deadly in her hunting. In short,
she is much like a drow.”
—Kaellara, cleric of Lolth
SAMPLE ENCOUNTERS
Drow usually operate in small groups dedicated to accomplishing some mission. Dark snipers could work in concert
with Lolth’s Stings, or at the behest of a drow priestess.
Most encounters with drow include more than one of the
dark elves—an encounter involving four to six is common.
A single drow is more likely to find reinforcements before
engaging foes, at the very least to provide witnesses to her
own prowess.
Patrol (EL 9–11): Groups of dark snipers most often patrol
a community’s boundaries as the first layer of defense.
EL 11: A squad of four male dark snipers (Krizzun, Lurnad,
Tethlar, and Zakphar) are charged with keeping a lookout
for intruders. They occupy a remote outpost that overlooks
a point where a trade route crosses a deep chasm. The group
would love to capture one of their opponents to take home
for questioning.
Strike Force (EL 9+): If the leaders of a drow community
detect a threat, they mobilize a strike force quickly. Many
drow jump at the chance to prove their abilities, curry the
favor of superiors, or simply engage in random bloodshed.
A strike force includes multiple drow, with one—usually a
priestess—in obvious command.
EL 10: A drow priestess has been dispatched to deal with
an incursion. Moving quietly through the shadows behind
her, three Lolth’s Stings await her command to kill. When
she gives the word, they eagerly move ahead invisibly to deal
death to their foes.
ECOLOGY
Unlike surface-dwelling elves, drow thrive in the lightdeprived depths. Their darkvision exceeds that of most of the
other denizens and provides a significant advantage. Their
spell-like abilities also give them a great deal of control over
illumination.
Like most humanoids, drow shape their environment to
suit them. They create cities and settlements near valuable
resources such as potable water or mithral mines. They use
slaves to farm mushrooms and other underground plants, as
well as domesticate monstrous spiders for use as mounts and
guards.
Environment: Most drow loathe the sun and prefer to
dwell deep underground. They construct sprawling underground cities of stone and metal. Their grandest buildings
have bizarre shapes with weirdly elegant sculptural adornments. Permanent effects that resemble faerie fire cover many
of their buildings, giving drow cities a ghostly look.
Typical Physical Characteristics: Like other elves, drow
are short and willowy in comparison to humans. Females are
slightly larger than males; an adult female is from 5 to 5-1/2
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feet tall and weighs between 95 and 120 pounds. Males are
around 5 feet tall and weigh between 80 and 110 pounds.
Drow have smooth black skin and finely chiseled features.
They have pale hair; white is the most common color, but
silver, gray, or white-gold hair is not unknown.
Alignment: Most drow are neutral evil, but many are
chaotic evil. In spite of their penchant for status and titles,
few drow are lawful. They value unpredictability
and a talent for improvisation.
DROW IN
EBERRON
The split between drow and elf
occurred long before the giants
of Xen’drik enslaved the elves.
Secure in their underground
enclaves, the drow were spared the
humiliation of servitude.
Today, the drow have nominal control of the continent of
Xen’drik and the ruins of the
giants’ fallen empire. Their
largest settlements still lie
underground in Khyber, partly
because of the drow’s sensitivity to light but also because the
surface of Xen’drik is a wild and
dangerous place teeming with giants
and other fearsome monsters. Still,
the drow believe that they, who have
never been slaves, are the true keepers
of elven valor and dignity.
The drow of Xen’drik worship
the scorpion god Vulkoor. Elsewere, most drow revere the Fury.
Lolth is unknown on Eberron.
Illus. by D. Hudnut
Drow consider themselves superior
to all other mortal beings and
harbor a virulent disdain for surface elves and other drow who
have returned to sunlit lands.
Drow love pleasure and despise
physical labor—except for
fighting and killing. Slaves
perform nearly all the
heavy work in drow society. The drow’s strange
architecture and epicurean tastes are only two
aspects of their hedonism.
Drow society is matriarchal.
Males are valued but considered
expendable. Drow clerics wield tremendous influence, and the faction
who can boast the senior priestess of
Lolth in a community has enough
prestige to claim control, at least
outwardly. Drow priestesses
jealously guard Lolth’s status
as the patron of all drow and
root out any backsliders
who dare put another deity
before Lolth.
The priesthood is just one layer in a
society that has a preponderance of titles.
Drow society is fragmented into many
noble houses, merchant families, and
guilds, all vying for power. The drow believe
that the strongest should rule, and the various
drow factions constantly strive to prove that they
are the strongest, often by undermining their rivals.
Lolth-touched mounts and beasts of burden (usually vermin)
abound in drow society and are mainly used by the nobility
and the priestly classes. They are far stronger and hardier
than ordinary creatures of their kind, and they ease covert
travel. Occasionally, a drow might become Lolthtouched, and such individuals (even males) are
highly respected in drow society.
For more about Lolth-touched
creatures, see page 92.
ELF, DROW
SOCIETY
DROW AND THE
LOLTH-TOUCHED TEMPLATE
DROW IN FAERÛN
Drow rule large stretches of the Faerûnian
Underdark. Internal strife has driven many back
Drow priestess
to the surface, where the drow are engaged in a
concerted effort to reclaim the forest of Cormanthor from
the elves.
Drow merchants handle a lively trade with anyone who
TYPICAL TREASURE
values wealth over any moral qualms, including the Zhents
Drow have standard treasure for NPCs of their Challenge
and certain merchant houses of Sembia.
Rating, but most encountered outside their lairs carry little
Internal strife among the drow is reflected in battles
besides fighting gear and a few spare coins. At home, drow
between the drow deities (or perhaps it’s the other way
covet platinum and adamantine trinkets and jewelry. They
around). Lolth remains the patron of the race. Rival deities
also have a taste for fantastic sculptures and tapestries,
include Ghaunadaur (the Elder Eye), Kiaransalee (a deity of
though most surface-dwellers find these items obscene or
the dead), and Vhaeraun (patron of rogues and male drow).
at least disturbing.
The goddess Eilistraee is the patron of good-aligned drow
who wish to live in peace on the surface of the world.
DROW AS CHARACTERS
See page 103 of the Monster Manual for information on drow
as characters.
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GITHYANKI
GITHYANKI
Initially presented in the Monster Manual, the relentlessly
militaristic, psionics-using githyanki dwell on the Astral
Plane. A dour, brutal, and harsh race, they were once slaves
of the mind flayers. Now they travel the planes, conquering
worlds and hunting mind flayers wherever they can be found,
all in the name of their dreaded lich-queen.
Githyanki are consummate artisans and metalsmiths.
When not waging war or staging raids, they keep busy
forging the implements they need for future conflicts. They
believe that only the strong survive and that the only true
freedom lies in power. The githyanki have vowed never to
be subjugated again.
Below are several examples of typical githyanki adventurers might encounter, separately or as a marauding raider
party.
GITHYANKI SOLDIER
This humanoid is about the size of a human but seems thin and
gaunt; the creature’s sallow skin gives him a skeletal look. He has
long hair the color of drying blood, arranged in loose braids studded with beads. He wears an elaborate, but functional, breastplate, and he carries an equally ornate and deadly greatsword.
Githyanki Soldier
CR 4
Male githyanki fighter 3
LE Medium humanoid (extraplanar)
Init +2; Senses darkvision 60 ft.; Listen +2, Spot +2
Languages Githyanki
AC 19, touch 13, flat-footed 17; Dodge
(+2 Dex, +6 armor, +1 deflection)
hp 30 (3 HD)
SR 8
Fort +6, Ref +3, Will +1
Speed 20 ft. (4 squares) in breastplate; base speed 30 ft.
Melee mwk greatsword +7 (2d6+3/19–20) or
Melee dagger +5 (1d4+2/19–20)
Ranged mwk composite longbow +6 (1d8+2/×3) or
Ranged dagger +5 (1d4+2/19–20)
Base Atk +3; Grp +5
Atk Options Point Blank Shot, Power Attack
Combat Gear tanglefoot bag, thunderstone
Spell-Like Abilities (CL 3rd):
3/day—blur, daze (DC 9), mage hand
Abilities: Str 15, Dex 15, Con 16, Int 10, Wis 10, Cha 8
Feats Dodge, Point Blank ShotB, Power Attack, Weapon
Focus (greatsword)B
Skills Intimidate +3, Listen +2, Spot +2
Possessions combat gear plus +1 breastplate, masterwork
greatsword, masterwork composite longbow (+2 Str
bonus) with 20 arrows, dagger, ring of protection +1
Githyanki soldiers exemplify the grim attitude of their
people. They approach their roles with ruthless efficiency.
The githyanki soldier presented here had the following
ability scores before racial adjustments: Str 15, Dex 13, Con
14, Int 10, Wis 12, Cha 8.
Strategies and Tactics
Githyanki soldiers are resourceful combatants who disdain
simple frontal attacks. They prefer to fight on their own terms
and at times of their choosing. Before a fight, soldiers activate
their blur abilities for an extra defensive edge.
GISH
This wiry humanoid is clad in a chain shirt with silver and gray
links that form bands and swirls like a stormy sky. The creature
also wears a buff-colored tunic that nearly matches her sallow
skin, and she carries a bow and an elaborate greatsword.
Gish
CR 8
Female githyanki fighter 2/evoker 5
LE Medium humanoid (extraplanar)
Init +2; Senses darkvision 60 ft.; Listen +3, Spot +3
Languages Common, Draconic, Githyanki, Infernal,
Undercommon
AC 18, touch 13, flat-footed 16
(+2 Dex, +5 armor, +1 deflection)
hp 42 (7 HD)
SR 12
Fort +6, Ref +5, Will +5
Speed 30 ft. (6 squares)
Melee mwk greatsword +7 (2d6+3/19–20) or
Melee dagger +6 (1d4+2/19–20)
Ranged mwk composite longbow +7 (1d8+2/×3) or
Ranged dagger +6 (1d4+2/19–20)
Base Atk +4; Grp +6
Atk Options Point Blank Shot, Precise Shot
Combat Gear potion of cure serious wounds, wand of bull’s
strength (37 charges)
Wizard Spells Prepared (CL 7th):
3rd—haste, hold person (DC 17), lightning bolt (DC 17)
2nd—glitterdust (DC 16), Melf’s acid arrow (+6 ranged
touch), scorching ray (2) (+6 ranged touch)
1st—magic missile (2), ray of enfeeblement (+6 ranged
touch), shield†, true strike
0—detect magic, ray of frost (2) (+6 ranged touch),
message, resistance
†Already cast
Spell-Like Abilities (CL 7th):
3/day—blur, daze (DC 9), mage hand, dimension door
Abilities Str 14, Dex 15, Con 14, Int 18, Wis 8, Cha 8
Feats Githyanki Battlecaster*B, Iron Will, Lightning Reflexes,
Point Blank ShotB, Practiced Spellcaster†, Precise ShotB,
Scribe ScrollB
*Feat described on page 202
†Feat described in Complete Arcane
Skills Concentration +10, Intimidate +4, Knowledge (arcana)
+9, Knowledge (the planes) +6, Listen +3, Ride +7,
Spellcraft +11, Spot +3
Possessions combat gear plus +1 chain shirt, masterwork
greatsword, masterwork composite longbow (+2 Str
bonus) with 20 arrows, 2 daggers, headband of intellect
+2, ring of protection +1
Spellbook spells prepared plus 0—all except illusion and
necromancy; 1st—burning hands, grease, sleep; 2nd—
darkness, see invisibility, spider climb; 3rd—dispel magic
Gish are the war wizards of the githyanki and lead others
into battle.
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The gish presented here had the following ability scores
before racial adjustments, Hit Dice ability score increases,
and equipment bonuses: Str 14, Dex 13, Con 12, Int 15,
Wis 10, Cha 8.
Strategies and Tactics
Skills Bluff +5, Concentration +7, Diplomacy +2, Disguise +0
(+2 acting), Hide +4, Intimidate +2, Knowledge (religion)
+3, Listen +1, Ride +5, Spot +1
Possessions combat gear plus +1 breastplate, silver sword,
masterwork composite longbow (+4 Str bonus) with
20 arrows, 2 daggers, gauntlets of ogre power, ring of
protection +1
This slim humanoid is as strong and lithe as a hunting cat. He
wears a jet-black breastplate that resembles a skeletal torso with
ribs outlined in burnished gold. He wields a massive silver sword
and carries a composite bow.
Githyanki Captain
CR 10
Male githyanki fighter 7/blackguard 2
LE Medium humanoid (extraplanar)
Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1
Languages Draconic, Githyanki
AC 17, touch 11, flat-footed 17
(+6 armor, +1 deflection)
hp 81 (9 HD)
SR 14
Fort +11, Ref +2, Will +5
Speed 20 ft. (4 squares) in breastplate; base speed 30 ft.
Melee silver sword +15/+10 (2d6+9/17–20 plus poison) or
Melee dagger +13/+8 (1d4+4/19–20)
Ranged mwk composite longbow +10/+5 (1d8+4/×3) or
Ranged dagger +9 (1d4+4/19–20)
Base Atk +9; Grp +13
Atk Options Cleave, Improved Sunder, Power Attack, poison
(purple worm poison, DC 24, 1d6 Str/2d6 Str), smite
good 1/day (+0 attack, +2 damage)
Combat Gear thunderstone, 1 dose of purple worm poison,
potion of cure moderate wounds
Blackguard Spells Prepared (CL 2nd):
1st—corrupt weapon, doom (DC 12)
Spell-Like Abilities (CL 9th):
At will—detect good
3/day—blur, daze (DC 10), mage hand, dimension door,
telekinesis (DC 15), plane shift (DC 17)
Abilities Str 18, Dex 10, Con 16, Int 12, Wis 12, Cha 10
SQ aura of evil, poison use
Feats CleaveB, Githyanki Dragonrider*, Improved Critical
(greatsword), Improved SunderB, Iron Will, Power
AttackB, Weapon Focus (greatsword), Weapon
Specialization (greatsword)B
*Feat described on page 202
GITHYANKI
Gish typically lead small squads of soldiers or serve as support
for githyanki captains (see below). Though capable in both
A githyanki captain leads strike forces and raids, sometimes
melee and ranged combat, they prefer to direct a battle from
flying at the vanguard on a red dragon mount.
the rear, where they can use their spells to support their
The githyanki captain presented here had the following
followers.
ability scores before racial adjustments, Hit Dice ability
A gish uses haste at the outset of combat to improve her
score increases, and equipment bonuses: Str 15, Dex 8, Con
allies’ offense and defense. The following round, she uses glit14, Int 12, Wis 13, Cha 10.
terdust, hoping to blind some of the enemy. She then targets
any nonblinded melee combatant with hold person or ray of
Strategies and Tactics
enfeeblement.
Like their underlings, githyanki captains make sure to actiIf able, before combat, a gish uses her blur ability and
vate blur for defense. They make free use of dimension door in
employs her wand of bull’s strength to boost her soldiers and
combat. If they need to escape, they use plane shift.
captain.
When given time to prepare, a githyanki captain casts corrupt weapon just before battle, so that his critical threats are
GITHYANKI CAPTAIN
automatically confirmed against good foes. He also seeks
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GITHYANKI LORE
Characters with ranks in Knowledge (the planes) or Knowledge
(religion) can learn more about githyanki. When a character
makes a successful skill check, the following lore is revealed,
including the information from lower DCs.
Knowledge (the Planes)
DC
12
17
22
27
32
Result
This creature is a githyanki, an Astral Planedwelling humanoid. This result reveals all
humanoid traits and the extraplanar subtype.
Githyanki are generally hostile to nongithyanki,
but they harbor a special hatred for mind flayers
because they are descended from slaves who
staged a revolt against the illithids. They also have
particularly hostile feelings toward githzerai,
another race descended from the original slaves.
Githyanki have an array of psionic powers and a
small resistance to magic. One of a githyanki’s
innate abilities enables it to become difficult to
discern.
Another githyanki ability transports it instantly
across a battlefield. Githyanki of especially high
level can also travel between the planes.
A githyanki silver sword can sever an astral
traveler’s silver cord (MM 128). The githyanki
relentlessly pursue any nongithyanki who manages
to steal one of their silver swords.
Knowledge (Religion)
DC
17
22
Result
The githyanki eschew religion and have no clerics.
The githyanki revere a lich-queen as their temporal
and spiritual leader. She is said to destroy any
githyanki who grow too powerful.
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out psionics-using enemies, using his silver sword (MM 128)
to disrupt their psionic abilities.
When fighting from dragonback, a githyanki captain rains
down arrows on his enemies, allowing the dragon to breathe
fire once or twice before jumping down into combat.
“Rebellion is a serious crime, abhorrent to our queen.
The only excuse for rebellion is success.”
—Zetch’r’r
Illus. by R. Spencer
GITHYANKI
SAMPLE ENCOUNTERS
ECOLOGY
Except for the occasional scout or spy, githyanki seldom
travel or work alone. They are most often encountered in
companies of two to four soldiers plus a leader.
Githyanki Company (EL 6–9): A typical githyanki company consists of two to four soldiers led by a gish. Its favorite
tactic is to ambush targets who have fallen for simple bait,
such as an apparently discarded weapon or a solitary githyanki.
EL 8: A company of four soldiers, led by a gish, are out
looking for any loot they
can find and have set
up an ambush. Most
of the company
hides behind cover,
but one soldier sits
in plain sight to
act as a decoy. The
githyanki fight to
the death, having
no wish to report
failure to their
superiors. They
will, however,
allow their foes
to withdraw
a f ter each
one gives up
a weapon or
magic item
worth at
least 300
gp or the
equivalent in
gold.
Raiding Force
(EL 11–16): A githyanki raiding force is
commanded by a captain,
with nearly a dozen soldiers
and a pair of gish for support.
A captain of status might also
ride a young or juvenile red
dragon.
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EL 13: The githyanki captain Zymurani and her two gish,
Catruuk and Satiim, lead a force of ten soldiers in a lightning raid on a town in search of a lost silver sword. Zymurani
oversees the raid from the back of her mount, the young red
dragon Tournoach, initiating the raid with a flyover of the
town and a well-placed cone of fiery breath. PCs might save
the town by defeating the githyanki, or by convincing them
to stop attacking long enough for the party to find the missing sword.
Most githyanki live in massive castles on the Astral Plane.
There eating and drinking are not necessary, and the
githyanki have lost their appetite for food. They require
nourishment when venturing onto other planes, however,
and most of their Astral settlements include caves where
farmers raise some livestock and tend fungus beds. Githyanki food is notoriously bland, in keeping
with their general lack of interest in the
culinary arts. Field rations usually include salted meat, dried mushrooms,
and a smattering of other preserved foods, such as dried fruit
and hardtack, which they have
stolen or acquired
through trade.
Githyanki
consider all other
sentient creatures
to be enemies,
and they harbor
a special hatred
for mind f layers. In a battle,
they usually try
to eliminate any
mind flayers first.
Githyanki might
intervene when adventurers are fighting
mind flayers, only to
turn on the party once
the illithids are dead.
Environment: Githyanki are most at home
on the Astral Plane,
where conditions such
as gravity, inclement
Githyanki soldier, gish, and captain
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SOCIETY
By their own account, the githyanki once served the mind
flayers as slaves and chattel. They won their freedom through
a brilliantly and patiently organized revolt—quite an accomplishment in the face of the mind flayers’ ability to read
thoughts. A female named Gith organized the revolt. When
the time to act was right, the slaves rose as one. Small groups
escaped into the Astral Plane, where they regrouped and
fought off scores of mind flayers that pursued them. Eventually, the mind flayers were forced to give up the struggle (or
chose to give it up, according to the mind flayers). When the
war finally ended, the slaves chose the name githyanki, which
means “children of Gith” in the secret tongue the slaves developed for their revolt.
The githyanki have never known peace. Just after helping them win their freedom, Gith ordered the githyanki
to begin a full-scale extermination of the mind flayers.
But one group among the freed slaves believed that Gith
was simply replacing one tyrannical regime with another.
A male named Zerthimon led this group of rebels, and the
crusade against the mind flayers ended prematurely as civil
war erupted among the newly freed slaves. In the end, the
race splintered into two factions: those who fled to the Astral Plane and followed Gith (the githyanki) and those who
fled to Limbo and followed Zerthimon (the githzerai). To
this day, the races cannot stand each other, and githyanki
and githzerai attack each other on sight. Only the sight of
a mind flayer can cause a githyanki and githzerai to temporarily put aside their differences and unite against the
common, most hated foe.
Githyanki live in fortified settlements organized along
military lines. Each community has a ruler, whose orders all
subordinates are bound to obey. Each community leader in
turn has a superior based in a larger settlement. A githyanki
leader’s position is far from secure. Individuals tend to be
loyal to their people as a whole, not to particular leaders.
Mutinies that remove incompetent leaders occur from time
to time, and these small internal revolts are generally tolerated as long as the mutineers succeed and can demonstrate
that they did not act capriciously. Githyanki who rebel and
fail face swift execution.
The current leader of all githyanki is Queen Vlaakith,
who has reigned for more than a thousand years. Vlaakith
is a 24th-level wizard and a lich. She slays all githyanki who
become powerful enough to challenge her rule (MM 128).
Scholars well versed in interplanar affairs suspect that these
sacrifices are part of Vlaakith’s continuing effort to achieve
godhood. Those githyanki who draw the lich-queen’s ire or
fail in an assignment might be destroyed even before they
reach sufficient power to be viewed as a threat. Most githyanki are blissfully unaware of Vlaakith’s intentions toward
them when they reach higher levels, which is why she has
ruled uncontested for so long—and because her actions leave
no witnesses.
Whatever Vlaakith’s true motivations for slaying her
brightest subjects, the githyanki have a culture without a
god and largely without religion, which suits their desire
for self-sufficiency. They do not have any clerics, but a few
pursue alternative divine spellcasting classes, mostly rangers and blackguards. Most githyanki revere Gith, but she is
honored as a legendary ancestor and heroine, not as a deity.
GITHYANKI
weather, or hunger don’t bother them. On the Material Plane,
githyanki can be found wherever they can prey on other beings. They usually remain near the fringes of civilization,
where they have a good chance of staging successful raids
without encountering too much opposition.
Typical Physical Characteristics: See page 127 of the
Monster Manual for information on typical githyanki height
and weight.
Alignment: Most githyanki have evil alignments, although
they might be lawful, neutral, or chaotic. The githyanki’s evil
largely stems from their kill-or-be-killed philosophy. Lawful
githyanki embrace their militaristic society, and they thrive
on the structure it provides. Chaotic githyanki chafe under
the yoke of military discipline and generally do all they can to
work independently or in small groups far away from a superior’s influence. Neutral githyanki acknowledge the benefits
of an established social order but privately doubt that it is the
only way their people can survive.
TYPICAL TREASURE
Most githyanki have standard treasure for NPCs of their
Challenge Rating. They favor masterwork weapons and
armor, and usually carry a few other offensive items as
well.
GITHYANKI AS CHARACTERS
See page 128 of the Monster Manual for information on
githyanki as characters.
GITHYANKI IN EBERRON
When the Gatekeepers severed the connection to Xoriat,
the githyanki and githzerai took the opportunity to turn on
their mind flayer masters, escaping their slavery en masse.
The githyanki retreated to the Astral Plane, lured by its timeless qualities. A few githyanki and githzerai stayed on the
Material Plane and formed small communities dedicated to
maintaining the magic seals imprisoning powerful remnants
of the Xoriat interlopers. Explorer’s Handbook details one such
community: Katal Hazath, on the Breland–Droaam border.
Githyanki raiding parties in Eberron are usually encountered as they hunt mind flayers in the depths of Khyber.
Unlike those in other D&D worlds, Eberron’s githyanki have
no special connection to red dragons.
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GITHYANKI
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GNOLL
Initially presented in the Monster Manual, gnolls are savage
humanoids that delight in cruelty and are always hungry
for the meat of thinking creatures. When gnolls look upon
the works of civilization, they see only the towering flames
and slaughter they wish to wreak upon them. Yeenoghu, the
Demon Prince of Gnolls, watches his children and bares a
feral grin with each atrocity they commit.
FIENDISH CLERIC OF YEENOGHU
SLAVE-TAKER
Cleric of Yeenoghu
CR 3 Fiendish
Female fiendish gnoll cleric 3
Male gnoll ranger 2
CE Medium humanoid
Init +1; Senses darkvision 60 ft.; Listen +2, Spot +3
Languages Gnoll
AC 17, touch 11, flat-footed 16; Two-Weapon Defense
(+1 Dex, +4 armor, +1 shield, +1 natural)
hp 37 (4 HD)
Fort +10, Ref +4, Will +3
Speed 30 ft. (6 squares)
Melee mwk short sword +9 (1d6+4/19–20) or
Melee mwk short sword +7 (1d6+4/19–20) and
mwk short sword +7 (1d6+2/19–20)
Ranged mwk composite longbow +5 (1d8+4/× 3) or
Ranged net +0 touch (entangle, PH 119)
Base Atk +3; Grp +7
Atk Options favored enemy humans +2
Combat Gear potion of cat’s grace, potion of bull’s strength
Abilities Str 18, Dex 13, Con 18, Int 8, Wis 12, Cha 6
SQ wild empathy +0 (–4 magical beasts)
Feats Iron Will, TrackB, Two-Weapon FightingB, Weapon
Focus (short sword)
Skills Hide +5, Listen +2, Spot +3, Survival +6
Possessions combat gear plus masterwork chain shirt, 2
masterwork short swords, 3 nets, masterwork composite
longbow (+4 Str bonus) with 20 arrows
Gnolls regularly capture slaves in their assaults on other
races. They treat slaves harshly and tend to think of the slave
population as a living larder, so they replenish their supply at
every opportunity. This duty often falls to a gnoll slave-taker.
In the hierarchy of the pack, a slave-taker usually occupies
the lowest rank above the general population.
The gnoll slave-taker presented here had the following ability scores before racial adjustments and Hit Dice ability score
increases: Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 8.
Strategies and Tactics
A gnoll slave-taker rarely acts alone. Most often, a mix of
gnolls and hyenas accompanies one. Large tribes might foster
groups of slave-takers, while smaller tribes might send out a
slave-taker with just a few hyenas as support.
In battle, a slave-taker uses nonlethal tactics so that some
foes survive the fight to become slaves. He allows his companions to charge while he hides and sneaks close enough
for an accurate net attack. If he has the advantage of surprise, a slave-taker attempts to hold his allies in check while
he drinks potions in preparation. Once he enters the fray,
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This hyena-headed being has darker fur than others of her kind,
and her eyes smolder like red coals. She barks an order and begins
to cast a spell.
GNOLL
This humanoid is slightly taller than a human. It has a furry body
and a head like a hyena’s with a brown-gray mane. Its eyes reflect
a malevolent glint in the dusk as it hefts a net.
Slave-Taker
he nets a foe or two. He then administers a few nonlethal
blows to entangled creatures, switching to lethal attacks
only if pressed or if a foe is resilient. The gnolls and hyenas
that follow a slave-taker don’t take orders well from their
nominal leader, but they know not to feast upon net-covered
foes or those a slave-taker stands over. Creatures rendered
unconscious by the attack are dragged to the gnolls’ camp
and imprisoned.
CR 4
CE Medium humanoid
Init +4; Senses darkvision 60 ft.; Listen +8, Spot +8
Languages Gnoll
AC 21, touch 10, flat-footed 21
(+8 armor, +2 shield,+1 natural)
hp 41 (5 HD); DR 5/magic
Resist cold 5, fire 5; SR 10
Fort +10, Ref +2, Will +7
Speed 20 ft. (4 squares)
Melee mwk flail +8 (1d8+3)
Base Atk +3; Grp +6
Atk Options smite good 1/day (+5 damage)
Special Actions rebuke undead 1/day (–2, 2d6+1, 3rd)
spontaneous casting (inflict spells)
Combat Gear potion of barkskin (+2), 2 scrolls of cure light
wounds, scroll of shield of faith
Cleric Spells Prepared (CL 3rd):
2nd—cure moderate wounds, bear’s endurance, spiritual
weaponD (+6 melee, 1d8+1)
1st—bane (DC 14), cause fear (DC 14), cure light wounds,
magic weaponD
0—cure minor wounds (2), detect magic, touch of fatigue
(+6 melee touch, DC 13)
D: Domain spell. Deity: Yeenoghu. Domains: Evil, War
Abilities Str 17, Dex 10, Con 16, Int 10, Wis 16, Cha 6
Feats Combat Casting, Improved Initiative, Martial Weapon
Proficiency (flail)B, Weapon Focus (flail)B
Skills Concentration +7, Knowledge (religion) +2, Listen +8,
Spot +8
Possessions combat gear plus full plate, heavy steel shield,
masterwork flail, cloak of resistance +1
Although some gnolls worship Erythnul, most tribes pay
homage to Yeenoghu, the Demon Prince of Gnolls. As a
demon lord, Yeenoghu lacks the power of a true deity, but
he “blesses” his worshipers with visitations by demons that
communicate his desires. These demons often breed with the
gnolls, producing half-fiends that then foster bloodlines of
fiendish gnolls. Half-fiend gnolls usually become leaders of
their tribes, and their fiendish gnoll offspring serve beneath
them as lieutenants. Many half-fiends demand that their
children become clerics of Yeenoghu to repay the Demon
Prince and give them access to healing magic.
Fiendish gnoll clerics of Yeenoghu serve as advisors and
bodyguards to a tribe’s leader rather than as spiritual leaders. The awe gnolls feel for Yeenoghu extends to only those
servants who show themselves to be strong enough to lead.
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Most fiendish clerics of Yeenoghu choose Evil, Destruction,
or War as domains. Typically subservient to a tribe’s halffiend, these clerics save their spells to preserve themselves
and their leader.
The fiendish gnoll cleric presented here had the following
ability scores before racial adjustments and Hit Dice ability score increases: Str 13, Dex 10, Con 14, Int 12, Wis 15,
Cha 8.
GNOLL
Strategies and Tactics
Fiendish gnoll clerics have as much authority as the leader
of the tribe grants them at any given moment. When in
command of other gnolls, they can be ruthless masters, but
if lacking such authority, they tend to keep to themselves.
Fiendish gnoll clerics never leave their leader’s side unless
commanded, relishing the privileges they are granted as
advisors and fearing the leader’s wrath should they not be
present when desired.
In combat, a fiendish gnoll cleric relies on others to occupy
foes while she casts spells. Once she has girded herself with
magic, the cleric enters melee to attack with her flail and
inflict spells. She saves her healing magic for herself and her
leader, and she uses touch of fatigue on a foe already affected
by bane or cause fear.
HALF-FIEND GNOLL WARLOCK
A creature of nightmares, this horned hyenalike humanoid flaps
huge membranous wings as she takes to the air, her cloven hooves
lifting off the cracked earth beneath her foul form.
Half-Fiend Gnoll Warlock
68
CR 6
Female half-fiend gnoll warlock* 4
*Class described in Complete Arcane
CE Medium outsider (augmented humanoid, native)
Init +2; Senses darkvision 60 ft.; Listen +6, Spot +6
Languages Abyssal, Common, Gnoll
AC 20, touch 13, flat-footed 18
(+2 Dex, +5 armor, +2 natural, +1 deflection)
hp 50 (6 HD); DR 5/magic, 1/cold iron
Miss Chance 20% ranged attacks only (entropic warding)
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 16
Fort +9, Ref +4, Will +6
Speed 30 ft. (6 squares), fly 30 ft. (average)
Melee 2 claws +7 each (1d6+3) and
bite +2 (1d4 +1)
Base Atk +4; Grp +8
Atk Options Point Blank Shot, Precise Shot, magic strike,
smite good 1/day (+6 damage)
Special Actions Point Blank Shot, Precise Shot, eldritch blast
2d6 (CL 4th, +7 ranged touch)
Combat Gear scroll of blur, scroll of cat’s grace, 4 scrolls of
cure light wounds, scroll of glitterdust, scroll of greater
invisibility
Invocations Known (CL 4th):
Least (at will)—eldritch spear* (eldritch blast range
250 ft.), entropic warding (as entropic shield plus pass
without trace; cannot be tracked by scent but can
be detected), frightful blast** (creatures struck by
eldritch blast must succeed on a DC 15 Will save or be
frightened for 1 minute)
*Blast shape invocation
**Eldritch essence invocation
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Spell-Like Abilities (CL 4th):
At will—detect magic
3/day—darkness
1/day—desecrate, unholy blight (DC 17)
Abilities Str 16, Dex 14, Con 18, Int 14, Wis 13, Cha 16
SQ deceive item
Feats Hover, Point Blank Shot, Precise Shot
Skills Bluff +8, Diplomacy +7, Disguise +3 (+5 acting),
Hide +4, Intimidate +7, Knowledge (arcana) +4,
Knowledge (religion) +4, Knowledge (the planes) +4,
Listen +6, Move Silently +4, Sense Motive +6, Spellcraft
+7 (+9 deciphering scrolls), Spot +6, Survival +3, Use
Magic Device +10 (+12 scrolls)
Possessions combat gear plus +1 chain shirt, cloak of
resistance +1, ring of protection +1
Eldritch Blast (Sp) Standard action; range 60 feet; +7 ranged
touch; 2d6 damage. Complete Arcane 7.
Deceive Item When making a Use Magic Device check, a
half-fiend gnoll warlock can take 10 even if distracted or
threatened. Complete Arcane 8.
Yeenoghu often grants half-fiend gnolls the dark powers of
a warlock. With such obvious blessings, a half-fiend warlock
rarely faces challenges to her rule, and her occult abilities
often cut such challenges short. Half-fiend gnolls produce
fiendish offspring to buttress their positions of power, and
they use their uncommon wit and charisma to intimidate
and manipulate would-be challengers into allies.
The half-fiend gnoll warlock presented here had the following ability scores before racial adjustments and Hit Dice
ability score increases: Str 8, Dex 10, Con 14, Int 12, Wis 13,
Cha 15.
Strategies and Tactics
A half-fiend gnoll warlock takes to the air when combat
begins, hovering high above while using protective and bolstering scrolls on herself. When ready, she remains aloft to
shoot foes with her eldritch blast, relying on her resistances,
damage reduction, and entropic warding to protect her from
enemy spells and ranged attacks. She uses unholy blight
against a group of wounded foes, and if necessary, uses darkness to cover her escape.
“Beware the gnolls, for they are a demon’s pawns. Let
them not breed in numbers, for they will make a
wasteland of their lands and yours. Shun them, for they
are harbingers of death.”
—Cornelius, satyr cleric of Ehlonna
SAMPLE ENCOUNTERS
Gnolls can make challenging encounters for characters of
varying levels.
Slavers (EL 6): A gnoll slave-taker, two ordinary gnolls
(MM 130), and four hyenas wander the edge of the woods
in search of humanoids to eat and take as slaves. The hyenas
charge any likely targets at first sight while the gnolls remain
behind to fire arrows. The slave-taker follows the hyenas into
melee. Once any spellcasters and archers are netted, he calls
the two gnolls to join the melee.
Raiding Party (EL 9): A fiendish gnoll cleric commands
three gnoll slave-takers, eight ordinary gnolls, and four hy-
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Gnolls eat only meat, preferably uncooked. They hunt and
raid under cover of darkness
and sleep through much
of the day. They take special delight in tormenting
and devouring intelligent
beings.
A gnoll’s life span is
around forty years, though an
individual that reaches such
an advanced age is a remarkable specimen. Most gnolls
die in their twenties while
in battle or from the rigors of a
primitive life.
A female gnoll gives birth
to two to four pups about six
months after conception. The
pups are nearly helpless for eight
weeks, doing little besides suckling and sleeping. A warrior
gnoll hands off the pups immediately after birth and returns to
her normal activities without an-
Gnoll slave-taker, fiendish cleric of Yeenoghu,
and half-fiend gnoll warlock
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GNOLL
ECOLOGY
other thought. The young grow up in crèches, left in the care
of wet nurses and slaves until they can fend for themselves. After the first two months, a young gnoll begins to grow rapidly
and develop impressive muscle mass. It begins to eat meat at
this time. Weaned pups move to a different cave where they
practice hunting skills and observe the behavior of adults.
It is not safe for them to enter the main
body of the tribe until they reach adult
size—a pup that gets underfoot makes
as good a meal as anything else.
Gnolls reach adolescence in two
years, when they enter the rest of
the tribe and begin to hunt and
make war on their own.
A gnoll tribe rarely creates its own dwelling but
moves into a cave, ruined
building, or dungeon that has
been abandoned by previous
denizens. Sometimes another
occupant inhabits the place,
and if it is weak or they outnumber it, the gnolls kill it or
drive it out. Occasionally the
tribe makes an arrangement to
coexist with a powerful inhabitant, but more often the
gnolls simply look for another suitable home.
Once a tribe has
claimed an area, the dominant female chooses the
roomiest, most desirable quarters
for herself. The leader then marks
her territory, not with musk
as an animal does, but
with a clan sigil drawn
in blood. The “donor”
is the nearest lesser
tribe member, whose
neck the leader bites
in a demonstration
of authority. She then
designates areas for childrearing and marks them in
the same way. After this,
the other gnolls compete
among themselves for living space. Scraps of fur or
leather sometimes mark
the den of a moderately
high-ranking member.
Environment: Gnolls
live on warm plains, preferring lightly wooded hills
that border grasslands.
They often encroach on
forests, mainly for hunting,
which brings them into
conflict with elves.
Illus. by W. England
enas. Their mission is to burn a nearby settlement to the
ground and kill or enslave its people. The slave-takers move
in advance of the raiders, hoping to hide in the settlement
and identify the most potent defenders before attacking. The
gnolls carry torches to set fire to buildings while the hyenas
attack whatever gets in their way. The fiendish cleric hangs
back and casts spells.
Tribal Leadership (EL 12): A
half-fiend gnoll warlock has pleased
Yeenoghu enough that the
Demon Prince of Gnolls has
sent the half-fiend’s demonic
father to help defend her in
her hour of need. When
adventurers fight their
way to the heart of the
gnolls’ lair, they find the
half-fiend gnoll warlock, four
fiendish gnoll clerics, and a
hezrou (MM 44) waiting for
them. The hezrou immediately summons more
tanar’ri and then uses
its spell-like abilities. The
gnolls give the demon a wide
berth to avoid its stench.
All four clerics charge into
melee, but when the hezrou finally enters combat,
they retreat to cast their
own spells. The warlock
flies high above and attacks
with her eldritch blast, descending
only to receive healing.
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GNOLL
Typical Physical Characteristics: An adult male gnoll
is about 7 feet tall and weighs 250 pounds. Females tend to
be larger, about 7-1/2 feet tall and weighing 300 pounds.
Gnolls strongly resemble hyenas, with very powerful jaws
and upper bodies. Their brown fur bears spots and streaks,
and a bristly mane runs down the back of the head and shoulders.
Alignment: The brutal and competitive nature of their
society, as well as their demonic patron, tends to make gnolls
chaotic evil in outlook. Some are neutral evil, but a gnoll with
a good or lawful outlook is unheard-of.
SOCIETY
Other beings generally view gnolls as vicious, brutish, and
filthy—which they are. But they are not stupid, nor are they
as simple as many assume. To underestimate them as enemies
is to fall to their cunning strategies. The smartest gnoll leaders actually play up this reputation so as to lull opponents
into false confidence. Only then do the gnolls strike—with
devastating effect.
Like hyenas, gnolls have a matriarchal society. The females
grow larger and stronger than males, and the alpha female is
the absolute ruler of a tribe for as long as she can defend her
rank. She takes for a mate the fittest specimen of the tribe,
but they form no lasting relationship. Below the alpha, the
other gnolls sort themselves according to the simple rule of
might, but the leader of the tribe can elevate or demote any
tribe member, regardless of status. The most aggressive males
can sometimes hold high rank within the tribe, although
they must endure challenges much more frequently than
females. Gnolls with the least status, and the old, are relegated
pqqqqqqqqqrs
GNOLL LORE
Characters with ranks in Knowledge (local), Knowledge
(nature), or Knowledge (religion) can learn more about gnolls.
When a character makes a successful skill check, the following
lore is revealed, including the information from lower DCs.
Knowledge (Local) or Knowledge (Nature)
DC
11
16
21
Result
This creature is a gnoll, a savage humanoid with
features of a hyena. This result reveals all
humanoid traits, including darkvision.
Gnoll society is based on strength and
intimidation. The biggest and strongest lead the
others, and a female typically leads a tribe.
Chaotic as well as evil, gnolls practice some strategy
in combat, but they sometimes succumb to their
hunger and attack with the savage fury of beasts.
Knowledge (Religion)
DC
11
16
21
70
Result
Gnolls revere the phases of the moon but have few
clerics.
Yeenoghu, the patron god of gnolls, is actually a
demon lord. The phases of the moon have a
strange relationship with the worship of Yeenoghu.
Gnolls are most prone to violence and raiding
during the nights of a new moon.
Most clerics among gnolls are fiendish
descendants of a half-fiend leader.
pqqqqqqqqqrs
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to menial positions within the tribe—especially child-rearing. Yet even these humble individuals far outrank slaves,
who must endure constant malnourishment and regular
beatings. Gnolls use slaves for cleaning and mending, and
for hard labor such as digging or felling trees.
The gnolls’ worship of Yeenoghu is closely tied with the
phases of the moon and their matriarchal society. Yeenoghu
represents the ultimate mate for female gnolls. The new
moon is a time for great sacrifices to the Demon Prince,
and gnolls increase their attacks during these times to take
as many captives as possible. The gnolls bring captured
humanoids to a special cave that represents Yeenoghu’s den.
There, brown-robed and blood-soaked acolytes slaughter the
captives while the tribe’s leader and her attendant clerics
howl for Yeenoghu’s favor. A gnoll leader fervently desires
Yeenoghu’s personal appearance, but the best she can realistically hope for is for him to send a demon. If the tribe lacks
a half-fiend leader, or has a weak leader, this demon likely
takes command of the tribe and mates with several gnolls
to produce half-fiends that will one day rule in its place.
TYPICAL TREASURE
Gnolls have standard treasure for NPCs of their Challenge
Rating. They favor armor and weapons, but clerics and warlocks also use scrolls and potions.
GNOLLS AS CHARACTERS
See page 130 of the Monster Manual for information on gnolls
as characters.
GNOLLS IN EBERRON
The largest populations of gnolls in Khorvaire roam the
monstrous realm of Droaam. They form sizable communities
throughout that land and refer to themselves overall as a “brotherhood.” However, they form the backbone of all the other
armies in competition for resources and power in Droaam.
The clever gnolls have figured out that this keeps them on the
winning side regardless of the final outcome, but they have also
created a kind of stability. They don’t care whom they work for,
and they don’t attack other gnolls. As a result, a rough balance
of power exists between the various factions in Droaam.
Many gnolls of Eberron are followers of the Devourer, the
Shadow, or the Traveler. A few follow dark druidic traditions.
Some do revere Yeenoghu as one of the Lords of Dust, especially the fiendish clerics, but most of these gnolls inhabit
the Labyrinth in the Demon Wastes.
GNOLLS IN FAERÛN
North of the Moonsea, the Great Gray Land of Thar gives
way to the open steppe known as the Ride and the Tortured
Land. The Tortured Land holds the ruins of a forgotten city
surrounded by countless tribes of flind-led gnolls. Frozen Flindyke, as it is known to bards, might have once been the center
of a flind-ruled civlization, or it might have been a bastion of
humanity amid a sea of canine humanoids. The gnolls and
flinds of the Tortured Land are led by shamans of Yeenoghu,
whose predecessors supposedly summoned the Trio Nefarious that laid Myth Drannor low, and they skirmish constantly
with each other and the human barbarian tribes of the Ride.
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SAMPLE LAIR: THE GREAT GEODE
An enormous bubble formed long ago within a range of
ancient hills, possibly the result of an intrusion from the Elemental Plane of Earth. The hollow is completely encrusted
with amethysts, of little value but breathtakingly beautiful.
A recent earthquake cracked the rock over this formation,
diverting a surface stream into the hollow so that it now
flows out through a fissure in the hillside. A gnoll tribe has
taken over this area.
1. Entrance (EL 6): Four gnoll guards (three fighter 2, one
fighter 4) are always on duty, two just inside the entrance and
one in the brush on each side of the stream. They are armed
with battleaxes and light crossbows.
2. The Pool: This immense chamber forms the living area
for low-ranking tribe members. Kobold slaves have been
digging up gems, starting with those on the floor. Heaps of
waste stone form low walls that partially divide the cavern
into smaller areas.
3. Sleeping Area: Eighty-seven unclassed gnolls inhabit
this large, unfurnished section of the cavern; during the day,
two-thirds of them sleep here while a few patrol the region
or prepare food.
4. Crèche: Currently sixty-two infants and young pups
stay here under the care of low-ranking and old females (see
area 5).
5. Nurses: Sixteen noncombatant female gnolls care for
the tribe’s young.
6. Slave Pen: High heaps of mined-out rock extend natural ridges in the walls to build up a prison area for the tribe’s
slaves. Thirty kobolds are penned here when they are not
working, and two gnolls watch them. Twelve gnolls guard
the kobolds when they are at work.
7. Common Area: Food preparation, skinning, and eating
take place here. Waste is dumped into the stream where it
exits the pool.
8. Chieftain’s Quarters (EL 6): The tribe’s leader, Gnashtooth (female gnoll ranger 5/adept 1), has appropriated this
chamber for herself. Behind a private store of food and drink
is a secret exit hatch (Spot DC 22).
9. Elite Quarters (EL 6): The tribe’s highest-ranking
warriors (six fighter 2, two fighter 4) bunk in this smaller
cavern. At any given time, four are on guard in area 1 while
the others relax here.
10. Escape Tunnels: A purple worm once tunneled
through the area, leaving wide passages suitable for emergency escape. The tunnel entrance in the main chamber is
covered by a heap of rubble, which a group of gnolls can clear
away in 10 rounds. The secret hatch in Gnashtooth’s quarters covers another passage for her own use. These tunnels
meander for hundreds of feet and eventually exit through
camouflaged openings farther along the hillside.
GNOLL
Bands of nomadic gnoll hunters also wander the Shaar,
hunting the large herds of herbivores that wander the grasslands. Most of the southern gnoll tribes have traditional
homes throughout the hills and lower mountain slopes of
every range across the Shaar, including the Dun Hills, the
Uthangol Mountains, and the Wyrmbones. They are most
common in the western half of the Shaar, especially along
the various ridges north of the Channath Vale. Gnolls have
historically preyed upon settlements along the shores of
Lake Lhespen and the caravans that move through that
region. Because of this, the Lapaliiyans to the southwest
have mounted major drives to eradicate them several times
in the past.
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JOYSTEALER
You face a cruelly beautiful, insubstantial being. It looks a little
like an elf, but the feral smile and glittering, gemlike eyes betray
it as something else.
JOYSTEALER
Joystealer
CR 5
Usually NE Medium fey (incorporeal)
Init +7; Senses low-light vision, sense emotions 60 ft.;
Listen +12, Spot +12
Languages Common, Sylvan, Khen-Zai (Fiend Folio 65)
AC 17, touch 17, flat-footed 14
(+3 Dex, +4 deflection)
Miss Chance 50% (incorporeal)
hp 27 (6 HD); DR 5/cold iron
Fort +3, Ref +8, Will +6
Speed fly 30 ft. (perfect) (6 squares)
Melee incorporeal touch +6 (1d4 Cha)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp —
Special Actions drain emotions
Abilities Str —, Dex 17, Con 12, Int 13, Wis 12, Cha 19
SQ incorporeal traits
Feats Alertness, Improved Initiative, Track
Skills Bluff +13, Diplomacy +8, Disguise +4 (+6 acting),
Hide +16, Intimidate +6, Knowledge (nature) +8,
Knowledge (the planes) +5, Listen +12, Sense Motive
+10, Spot +12, Survival +10 (+12 in aboveground natural
environments)
Advancement by character class; Favored Class rogue;
see text
Sense Emotions (Su) This ability functions like blindsense,
except that a joystealer can detect only the presence and
positions of living creatures.
Drain Emotions (Su) Once a joystealer has reduced a living
creature to 0 Charisma, it can drain emotion completely
from that opponent as a standard action. A creature so
drained can’t be affected by morale bonuses or penalties,
can’t rage, and can’t receive the benefits of any other
ability derived through inspiration or emotion. The
affected creature is also immune to fear effects.
The drain emotions effect can be countered only by
finding and destroying the joystealer who caused it or
by casting a remove curse spell on the afflicted creature
within the area of a hallow spell.
Skills Joystealers have a +4 racial bonus on Hide checks.
Beautiful, haunting, and cruel beyond mortal ken, joystealers hunt passion, feed on fear, and revel in the emotions that
they steal from others. Once they labored in servitude for
ethereal masters, but now they haunt the streets of cities or
stride through forests at the side of other fey creatures.
STRATEGIES AND TACTICS
78
Individual joystealers seduce mortals with words and deeds,
often trying to incite love or happiness, which they find
tasty with a touch of surprise and fear. If forced to fight for
its sustenance, a joystealer remains in a combat only long
enough to reduce one living creature to 0 Charisma. Then
it uses its drain emotions ability, fleeing thereafter to digest
the passions it has stolen.
A group of joystealers begins an attack from ambush,
hiding partially within solid objects. Though they are not
invisible, these incorporeal creatures enjoy an excellent racial
95376720_60to97.indd 78
bonus on Hide checks, and they take advantage of shadows,
clutter, undergrowth, and the like. If they achieve surprise,
they attack a single target and drain it to helplessness. Their
superior reflexes give them an excellent chance of catching
opponents flat-footed after the surprise round, allowing them
to potentially incapacitate a second target.
SAMPLE ENCOUNTERS
Joystealers often work in teams to feed efficiently. Such gangs
consume whatever strong emotions are available—fear being
a common one, especially as the joystealers continue to feed.
Joystealers sometimes join with other cruel fey, who use their
abilities to incapacitate victims that the joystealers then drain
of Charisma and emotion. They leave behind hopeless husks
that often just give up on living.
Individual (EL 5): Lone joystealers are threats in urban
environments or in other places where strong emotions are
plentiful, such as battlefields. Occasionally, a single joystealer might be exploring new feeding grounds or be the
sole survivor of a larger group.
Dark Pranksters (EL 8): A spiteful pixie enjoys punishing mortals who encroach on its territory, using its sleep
arrows or Otto’s irresistible dance and then allowing its two
companion joystealers to drain the victims’ emotions.
ECOLOGY
Joystealers lead a strange dual existence. They are bound to
the Ethereal Plane but always hunger for the emotions of
creatures from the material world.
The ancestors of joystealers were unseelie fey that fed on
the emotions of ordinary mortals. When the ethergaunts, or
khen-zai as they call themselves (Fiend Folio 64), decided to
reclaim the Material Plane, they sought slaves that would be
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JOYSTEALER LORE
Characters with ranks in Knowledge (the planes) or Knowledge
(nature) can learn more about joystealers. When a character
makes a successful skill check, the following lore is revealed,
including the information from lower DCs.
Knowledge (the Planes)
DC
15
20
25
Result
This is a joystealer, a fey tied to the Ethereal Plane.
This result reveals all incorporeal traits.
A joystealer’s incorporeal touch saps hope. These
creatures feed on the emotions of intelligent beings.
Joystealers are the escaped slaves of ethergaunts,
who now hunt them down.
Knowledge (Nature)
DC
15
20
25
30
Result
This is a joystealer, an urban fey creature. This
result reveals all fey traits.
Joystealers became bonded to the Ethereal Plane
and cannot take solid form. This result reveals all
incorporeal traits.
A joystealer’s incorporeal touch saps hope. These
creatures feed on the emotions of intelligent beings.
Joystealers were transformed into ethereal
creatures by an ancient race.
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“Joystealers” is a name conferred on the creatures by frightened survivors of their attacks. They call themselves insoril.
Insoril are extremely unusual fey in that they adapted to
urban environments. When humans spread into the untamed
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TYPICAL
TREASURE
JOYSTEALER
SOCIETY
lands, many fey retreated before them. The insoril lingered,
for humans were a rich and plentiful source of intense emotions—far tastier and easier to harvest than those of other
fey, elves, and the like. If several insoril previously dwelt by
a riverside, they remained in the wharves and alleyways of
a river city. If they once inhabited a wood, they haunted the
parks and back streets of a growing town.
The insoril saw themselves as a necessary part of the world, draining
excess emotions that would
only lead to conflict or pain.
Indeed, they were proud of
their role. They saw their feeding as being on a higher level
than the bloodstained hunt or the
hard labor of farming. After being
enslaved by the ethergaunts, the
insoril were put to work as mere
hunters, and they resented such
debasement. But escape has not
freed them, and their feeding is
now a desperate scramble instead of
the refined culling they once took
pride in. They hate the ethergaunts
for poisoning their purity so. As far
as other intelligent creatures are
concerned, though, joystealers are
as selfish and terrible as ever.
Illus. by J. Zhang
useful to their cause of emotional purification and physical
eradication. The joystealers were a perfect tool, being material beings that destroyed the emotions of other material
beings. The black ethergaunts began to amass large armies of
joystealers, whose abilities had no effect on their own “perfected” minds. The fey had never been especially numerous,
so it wasn’t long before all of them had been taken by
the khen-zai. Through magical manipulation and
long-term habituation to ethereal existence,
the joystealers became insubstantial, partly
fastened to the Ethereal Plane.
Joystealers have been bound to the Ethereal Plane for millennia, almost beyond
the realm of mortal memory or record.
However, they hunger still for the feelings and passions of the mortal world.
Under the subjugation of the ethergaunts, joystealers have become
cruel and evil to the extreme.
Even after escaping ethergaunt
rule, they retain their viciousness, willing to drain a mortal
of emotion eternally for a
moment’s revel in the joys of
the stolen passion.
Like all fey, joystealers are
long-lived and mature slowly.
Environment: Joystealers
are inextricably bound to the
Ethereal Plane now, but they
were urban fey before their
enslavement. They are most
likely to be encountered within
large cities, where plenty of emotion is expressed in the daily lives
Joystealer
of residents. Most joystealers restrict
themselves to consuming the emotional energy of society’s
forgotten, unless in desperate straits, to avoid drawing attention to themselves. Slums and waterfronts are their preferred
haunts. The presence of other creatures also helps the joystealers conceal themselves from pursuers once they have fed.
Typical Physical Characteristics: A joystealer is a delicate being that resembles an extremely pale elf with long hair
and androgynous features. It is coldly attractive by humanoid standards, but its eyes immediately give away its true
nature. They resemble gems, luminous and without pupils.
A joystealer’s eyes are deep ruby red when the creature is
hungry but glow golden once it has fed. A typical joystealer
stands about 5 feet tall and has a slight form.
Alignment: Joystealers are concerned only with their
own well-being, without regard for how their behavior affects
others. By that standard, they would have been considered
evil even before their transformation. Now their resentment
and despair has further darkened their souls. Joystealers are
usually neutral evil.
During their enslavement, joystealers possessed nothing of their
own, and being incorporeal, they
have no material treasure.
JOYSTEALERS WITH CLASS LEVELS
NPC joystealers advance by character class, most as rogues.
A few become spellcasters, though material components are
a problem for incorporeal creatures. The rare joystealer cleric
usually follows Nerull or Wee Jas.
Level Adjustment: +4.
JOYSTEALERS IN EBERRON
The ethergaunts served the daelkyr, their creators, nearly
ten thousand years ago, while the inhabitants of Xoriat ran
free on Khorvaire. When the gates to Xoriat were closed, the
ethergaunts took refuge on the Ethereal Plane. After the fall
of the Dhakaani civilization, humans began to move into the
goblinoid lands. The joystealers stayed to feed. Ethergaunts
observed them and began to collect them as slaves.
During the Last War, the battlegrounds of Cyre provided an
excellent base for the ethergaunts. Amid the wartime horrors,
tales of creatures that drained the very heart did not stand out
much. Only the passion of an army of Thrane zealots allowed
the joystealers to make their escape. Now many of the fugitives linger in the Mournland, hiding in the dead-gray mist.
Travelers never suspect that insubstantial creatures within the
mist might be responsible for their spiritual deadening.
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JUSTICE ARCHON
Justice archons consider themselves the purest champions
of justice in Celestia. Decisive and self-righteous, their
desire to act swiftly on behalf of justice sometimes leads
them astray.
JUSTICE
ARCHON
Archons are celestials from the plane of Celestia. They guard
that plane and all who are good or innocent, fighting fiends
wherever they find such creatures. Although glorious to
behold and created from the essence of good, archons are
Strategies and Tactics
terrifying enemies of any they see as evil.
A justice archon does not attack without provocation, but its
highly tuned sense of justice and retribution often causes
A glorious but menacing angel dives toward you. She is a radiit to become incensed at the mere sight of an evil being or
ant warrior clad in bright full plate, wielding a greatsword that
even the suspicion of an evil act. If it is unsure of who was
crackles with divine power.
Illus. by H. Lyon
Justice Archon
CR 6
Always LG Medium outsider (archon, extraplanar, good,
lawful)
Init +1; Senses darkvision 60 ft., low-light vision; Listen +10,
Spot +10
Aura magic circle against evil (10 ft.), menace (20 ft., DC 17)
Languages Celestial, Draconic, Infernal, tongues
AC 19, touch 11, flat-footed 18
(+1 Dex, +8 armor)
hp 63 (6 HD); DR 10/evil
Immune electricity and petrification
SR 16
Fort +10 (+14 against poison), Ref +8, Will +8
Speed 20 ft. (4 squares) in full plate, base
speed 30 ft.; fly 40 ft. (good) in full plate,
base fly speed 60 ft.
Melee +1 greatsword +10/+5 (2d6+5/19–20)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +9
Atk Options aligned strike (good, lawful),
justice strike
Special Actions teleport (self plus 50 lb. of
objects only)
Spell-Like Abilities (CL 6th):
At will—aid, continual flame, detect evil
Abilities Str 16, Dex 12, Con 21, Int 10, Wis 13,
Cha 14
SQ archon traits
Feats Iron Will, Improved Toughness (Complete
Warrior 101), Lightning Reflexes
Skills Concentration +14, Diplomacy +13, Intimidate
+11, Knowledge (the planes) +9, Listen +10, Move
Silently +4, Sense Motive +10, Spot +10, Survival +1
(+3 on other planes)
Advancement by character class; Favored Class paladin;
see text
Possessions full plate armor, +1 greatsword
Tongues (Su) As the tongues spell; continuous; caster
level 14th.
Magic Circle against Evil (Su) As the magic circle against evil
spell; continuous; caster level 14th.
Aura of Menace (Su) –2 penalty on attack rolls, AC, and
saves for 24 hours; Will save negates.
Justice Strike (Su) A justice archon that hits with a melee
attack can choose to use this special ability instead of
dealing normal weapon damage. Justice strike deals the
damage of the struck opponent’s primary melee attack.
This damage includes effects that apply automatically on
a hit, such as energy damage or poison, but not those
from optional effects or feats, such as Power Attack.
Teleport (Su) As the teleport spell; at will; caster level 14th.
Justice archon
responsible for the wrongdoing, a justice archon uses its detect
evil ability to locate evil creatures and charges headlong into
battle with dreadful cries of vengeance, laying into the nearest opponent with its greatsword. It uses the weapon’s normal
damage until it can discover the nature of its opponent’s
melee attack (generally as a result of being hit), then uses its
justice strike if that is more effective. If the opponent provides a serious challenge, the justice archon teleports away
to bring reinforcements or to strike again when it has some
other advantage.
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JUSTICE ARCHON CHAMPION
This imposing figure appears as an armored knight, swooping
on golden wings. His air of authority and menace is almost
palpable.
Justice Archon Champion
squads of hound archons, or a squad of sword archons (Book
of Exalted Deeds 160).
Turning evil against itself is the highest form of justice.
—Credo of the archons
CR 10
Some justice archons take levels in paladin to become more
focused champions of their cause. The justice archon champion presented here had the following ability scores before
racial adjustments and Hit Dice ability score increases: Str 15,
Dex 12, Con 14, Int 10, Wis 8, Cha 13.
Strategies and Tactics
When a justice archon champion decides violence is justified, it makes sure of its overwhelming superiority. In
addition to casting aid on itself, it casts divine favor before
joining battle.
A justice archon champion usually leads a large group of
other archons, generally six to eight justice archons, several
SAMPLE ENCOUNTER
Justice archons often fight alone, but they frequently
accompany other champions of good. They provide aerial
support to squads of hound archons or answer magical
summons to aid clerics of lawful good deities. Celestial
giant eagles or celestial giant owls regularly accompany
justice archons.
Fallen Angel (EL 8): The justice archon Hanzuriel always
deals swift judgment and harsh justice to wrongdoers. Over
the years, his impetuous decisions have slowly but steadily
drawn him off the path of righteousness. Admonished by
superiors and accused of falling from grace, Hanzuriel fled
the heavens, convinced of his moral superiority over “handwringing layabouts that hide in Celestia while evil does its
foul works.” Now unwittingly lawful neutral, Hanzuriel
travels the Material Plane with two like-minded hound
archons, judging crimes and punishing “criminals” at will.
Hanzuriel’s hound archon allies impersonate mortals to root
out the malefactors in a community. When they find someone they think has broken a law (by their sense of what is
lawful), they report to Hanzuriel, and he and they return to
destroy the individual.
JUSTICE
ARCHON
Justice archon paladin 4
LG Medium outsider (archon, extraplanar, good, lawful)
Init +1; Senses darkvision 60 ft., low-light vision; Listen +9,
Spot +9
Aura courage (10 ft., allies +4 against fear), magic circle
against evil (10 ft.), menace (20 ft., Will DC 18 negates)
Languages Celestial, Draconic, Infernal, tongues
AC 23, touch 11, flat-footed 22
(+1 Dex, +10 armor, +2 natural)
hp 129 (10 HD); DR 10/evil
Immune disease, electricity, fear, petrification
SR 20
Fort +19 (+23 against poison), Ref +12, Will +11
Speed 20 ft. (4 squares) in full plate, base speed 30 ft.; fly
40 ft. (good) in full plate, base fly speed 60 ft.
Melee +1 greatsword +17/+12 (2d6+8/19–20)
Base Atk +10; Grp +15
Atk Options aligned strike (good, lawful), justice strike,
smite evil 1/day (+3 attack, +4 damage)
Special Actions lay on hands 12 points/day, teleport (self
plus 50 lb. of objects only), turn undead 6/day (+5,
2d6+4, 1st)
Paladin Spells Prepared (CL 2nd):
1st—divine favor
Spell-Like Abilities (CL 6th):
At will—aid, continual flame, detect evil
Abilities Str 21, Dex 12, Con 24, Int 10, Wis 11, Cha 17
SQ archon traits
Feats Iron Will, Improved Toughness, Lightning Reflexes,
Weapon Focus (greatsword)
Skills Concentration +16, Diplomacy +14, Intimidate +12,
Knowledge (the planes) +9, Knowledge (religion) +5,
Listen +9, Move Silently +5, Sense Motive +9, Spot +9,
Survival +0 (+2 on other planes)
Possessions +2 full plate armor, +1 greatsword, amulet of
natural armor +2
Tongues (Su) As standard justice archon.
Magic Circle against Evil (Su) As standard justice archon.
Aura of Menace (Su) As standard justice archon.
Justice Strike (Su) As standard justice archon.
Teleport (Su) As standard justice archon.
ECOLOGY
As an outsider, a justice archon does not need to eat, drink,
or sleep. A justice archon does not contribute to the ecology of an area, and an archon avoids taking any action that
might alter an area’s natural balance, unless pursuit of justice
requires doing so.
Environment: Justice archons are native to the Seven
Mounting Heavens of Celestia. They inhabit Empyrea, the
City of Tempered Souls, on Celestia’s fi fth layer Mertion,
where reflections of their golden wings flash in its crystalclear waters.
A few justice archons choose voluntary exile from the
shining realm of Celestia. These champions remain on the
Material Plane to maintain eternal watch on infernal portals
that border the Lower Planes, guarding against incursions
by fiends.
Typical Physical Characteristics: A typical justice
archon stands about 6 feet tall and weighs 190 pounds. It
looks like a beautiful humanoid, usually an elf or human,
with gleaming golden eyes, skin, and hair. Justice archons
favor full plate armor and two-handed weapons, usually
greatswords but occasionally greataxes or glaives.
Justice archons have no gender, though one might resemble a male or female humanoid.
Alignment: Natives of Celestia, justice archons always
begin existence lawful good. When in the throes of righteous
fury, though, they might lash out at all who oppose them,
and doing this too often can lead a justice archon to change
alignment.
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JUSTICE
ARCHON
SOCIETY
Justice archons outshine other archons in zealous devotion
to what is good and right. They willingly bring succor to
the injured and the abused, but their passion lies more in
exacting retribution against those responsible for such mistreatment. Justice archons are at the forefront of war parties
that hunt down fiends, and they frequently come to the aid
of clerics who pray for assistance against evil. They harbor a
special enmity toward yugoloths. They despise beings that
do not cleave to a philosophy but exist only to cause as much
misery as possible.
If justice archons have a weakness, it is that their lust for
vengeance can cloud their sense of right and wrong. High
priests with ambitions toward great temporal power have
exploited this tendency by directing the archons’ fury against
“evil” rulers. Should a justice archon learn it has been so
manipulated, though, its revenge against the true villain is
swift, violent, and horrifying. In its fury, it might destroy all
who surround the object of vengeance, whether they share
guilt or not.
Justice archons consider themselves the purest champions
of justice in Celestia. Throne archons (Book of Exalted Deeds
162) are the judges of the heavens, but their cold deliberation
and resentment of being called to the Material Plane make
them too distant in the eyes of the justice archons. The summons to defeat evil and injustice, wherever it might be found,
is too loud to ignore, and justice archons eagerly answer.
Cooler-headed celestials recognize the usefulness of such
zealotry, but many believe the justice archons are too easily
aroused—and thus too prone to act rashly and harm the
blameless who get between them and their prey. These other
celestials encourage justice archons to engage in raids against
the Lower Planes, in which no innocents are at risk.
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JUSTICE ARCHON LORE
Characters with ranks in Knowledge (the planes) can learn
more about justice archons. When a character makes a successful skill check, the following lore is revealed, including the
information from lower DCs.
Knowledge (the Planes)
DC
16
21
26
Result
This is a justice archon, a zealous native of
Celestia. Such archons frequently lead squads of
other archons or earthly champions of good
against evil enemies of great power. This result
reveals all outsider and archon traits.
Justice archons can strike an enemy for the
damage it deals, including additional damage from
energy or poison. They are resistant to magic and
ignore some of the damage dealt by non-evil
weapons.
Justice archons hate yugoloths. A justice archon
that answers a planar ally spell usually agrees to
fight yugoloths for no payment. However, justice
archons can be impetuous in their pursuit of
justice, and they are quick to judge.
TYPICAL TREASURE
A justice archon has standard treasure for its Challenge
Rating, mostly in the form of magic weapons and armor. It
also might wear protective items and use potions to improve
its combat abilities. Remaining possessions usually serve to
enhance the archon’s glorious and imposing appearance.
Justice archons favor golden necklaces, torcs, circlets, and
other such jewelry, as well as gold enhancements to armor
and clothing.
JUSTICE ARCHONS WITH
CLASS LEVELS
The abilities of the paladin class mesh well with justice
archons’ natural desire to combat evil. Their innate spell-like
abilities do not increase in caster level with the addition of
paladin levels, but their spell resistance does increase.
Level Adjustment: +5.
FOR PLAYER CHARACTERS
A justice archon can be summoned using summon monster
VII or a higher-level summon monster spell. Treat the justice
archon as if it were on the 7th-level list on the Summon
Monster table (PH 287).
When a justice archon is called by one of the planar ally
spells, it demands only half the usual payment if asked to
fight fiends, and no payment if yugoloths are the enemy. A
justice archon might continue to fight remaining yugoloths,
even if it has accomplished the letter of a bargain struck with
its caller.
JUSTICE ARCHONS IN EBERRON
Justice archons are vanguard commanders in the eternal
battles that rage across the plane of Shavarath. Yugoloths
do not dwell there, though, being denizens of Mabar. The
fiendish armies sometimes summon yugoloths, which brings
justice archons in swarms. Justice archons might enter Eberron when Mabar is coterminous and yugoloths emerge to
plague mortals.
JUSTICE ARCHONS IN FAERÛN
Justice archons are native to the House of the Triad, home
to deities of justice and righteous warfare, including Helm,
Torm, and Tyr. They are especially hostile to denizens of the
Barrens of Doom and Despair, servants of deities who delight
in inflicting random pain and misery.
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LIZARDFOLK,
DARK TALON TRIBE
DARK TALON SOLDIER
This hulking, reptilian humanoid has scales tinged with black. He
swings an enormous club.
Dark Talon Soldier
CR 2
NE Medium humanoid (reptilian)
Init +1; Senses Listen +1, Spot +1
Languages Common, Draconic
AC 19, touch 11, flat-footed 18
(+1 Dex, +3 armor, +5 natural)
hp 19 (2 HD)
Fort +3, Ref +4, Will +1
Speed 30 ft. (6 squares)
Melee mwk maquahuitl +5 (1d10+4/×3) and
bite –1 (1d4+1) or
Melee 2 claws +4 each (1d4+3) and
bite –1 (1d4+1)
Ranged javelin +2 (1d6+3)
Base Atk +1; Grp +4
Atk Options Blind-Fight
Combat Gear potion of bull’s strength, 2 potions of cure
moderate wounds
Abilities Str 17, Dex 13, Con 16, Int 8, Wis 12, Cha 8
SQ hold breath (64 rounds)
Feats Blind-Fight
Skills Balance +6, Jump +7, Listen +1, Spot +1, Swim +7
Possessions combat gear plus masterwork studded leather,
masterwork maquahuitl, 5 javelins
Yarshag’s alchemical process makes one out of three Dark
Talon lizardfolk stronger, tougher, and meaner. These troops
are given special training with the greatclub.
The Dark Talon soldier presented here had the following ability scores before racial adjustments: Str 15, Dex 13,
Con 14, Int 10, Wis 12, Cha 8.
Strategies and Tactics
Dark Talon soldiers practice fighting in foggy conditions
and excel at making accurate attacks when sight is limited.
They use hushed calls in Draconic to keep in contact with
each other.
This hulking, reptilian humanoid has scales tinged with black. He
snarls and hefts a jagged spear.
Dark Talon Champion (Raging)
CR 4
Male lizardfolk barbarian 3
NE Medium humanoid (reptilian)
Init +1; Senses Listen +7, Spot +1
Languages Common, Draconic
AC 18, touch 9, flat-footed 18; uncanny dodge
(+1 Dex, +4 armor, +5 natural, –2 raging)
hp 59 (5 HD)
Fort +8, Ref +5, Will +4
Speed 40 ft. (8 squares)
Melee mwk falchion +11 (2d4+9/18–20) and
bite +8 (1d4+3) or
Melee 2 claws +10 each (1d4+6) and
bite +8 (1d4+3)
Ranged javelin +5 (1d6+6)
Base Atk +4; Grp +10
Atk Options Blind-Fight, rage 1/day (8 rounds)
Combat Gear javelin of lightning, potion of bull’s strength
Abilities Str 22, Dex 13, Con 20, Int 8, Wis 12, Cha 8
SQ fast movement, hold breath (80 rounds), trap sense +1
Feats Blind-Fight, Multiattack
Skills Balance +6, Jump +19, Listen +7, Spot +1, Swim +12
Possessions combat gear plus +1 studded leather armor,
masterwork falchion, 2 javelins
LIZARDFOLK
As detailed in the Monster Manual, lizardfolk are primitive
reptilian humanoids that lurk in swampy places. Most lizardfolk tend toward neutrality, but the example tribe described
here is an exception. Encounters with the Dark Talon lizardfolk can form the basis of an adventure path.
The Dark Talons are murderous lizardfolk, toughened by
alchemical infusion with black dragon blood, that seek to
conquer lands controlled by other humanoid races. Spurred
on by their mad king, Yarshag, and fanatical druids, the Dark
Talons march from their swamp on a sinister crusade.
DARK TALON CHAMPION
When not raging, a Dark Talon champion has the following
changed statistics:
AC 20, touch 11, flat-footed 20
hp 49 (5 HD)
Fort +6, Will +2
Melee mwk falchion +9 (2d4+9/18–20) and
bite +6 (1d4+2) or
Melee 2 claws +8 each (1d4+4) and
bite +6 (1d4+2)
Ranged javelin +5 (1d6+4)
Grp +8
Abilities Str 18, Con 16
SQ hold breath (64 rounds)
Skills Jump +17, Swim +10
Most of the Dark Talon tribe’s field commanders and champions are barbarians. These berserkers were among the first
lizardfolk spawned with Yarshag’s alchemical process.
The Dark Talon champion presented here had the following ability scores before racial adjustments and Hit Dice
ability score increases: Str 15, Dex 13, Con 14, Int 10, Wis 12,
Cha 8.
Strategies and Tactics
Dark Talon champions are straightforward melee combatants
who lead Dark Talon charges, raging all the way. Like Dark
Talon soldiers, these champions are adept at fighting without
the convenience of sight.
Champions lead warbands of six to ten soldiers. They also
serve as bodyguards and sergeants for the tribe’s druids.
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DARK TALON WASP RIDER
DARK TALON SHAMAN
An enormous wasp the size of a horse buzzes toward you. On its
back is a reptilian humanoid, who levels a lance at your heart.
LIZARDFOLK
Dark Talon Wasp Rider
CR 2
NE Medium humanoid (reptilian)
Init +2; Senses Listen +0, Spot +0
Languages Common, Draconic
AC 20, touch 12, flat-footed 18
(+2 Dex +3 armor, +5 natural)
hp 19 (2 HD)
Fort +3, Ref +5, Will +0
Speed 30 ft. (6 squares)
Melee mwk lance +4 (1d8+3/×3) and
bite –2 (1d4+1) or
Melee 2 claws +3 each (1d4+2) and
bite –2 (1d4+1)
Ranged javelin +3 (1d6+2) or
Ranged sling +3 (1d4+2)
Base Atk +1; Grp +3
Combat Gear potion of cat’s grace, 2 potions of cure moderate
wounds, 5 flasks of alchemist’s fire
Abilities Str 15, Dex 15, Con 16, Int 10, Wis 10, Cha 8
SQ hold breath (64 rounds)
Feats Martial Weapon Proficiency (lance)
Skills Balance +7, Jump +7, Listen +0, Ride +7, Spot +0,
Swim +9
Possessions combat gear plus masterwork studded leather,
masterwork lance, 3 javelins, sling with 20 bullets, giant
wasp mount
Wasp riders are chosen for their excellent reflexes, and they
receive special training with the lance. The Dark Talon wasp
rider presented here had the following ability scores before racial
adjustments: Str 13, Dex 15, Con 14, Int 12, Wis 10, Cha 8.
Strategies and Tactics
Wasp riders are the first wave of a Dark Talon attack. These
warriors soften up the enemy with a few volleys before the
main army engages. Once the warband meets the enemy,
the wasp riders patrol the air to guard against the enemy’s
reinforcements, hunt down foes that flee, and pick off any
targets of opportunity.
Giant Wasp Mount
An imposing reptilian humanoid, festooned with talismans,
raises her hands to call lightning from the skies as she shouts a
command.
CR 3
N Large vermin
Init +1; Senses darkvision 60 ft.; Listen +1, Spot +9
AC 14, touch 10, flat-footed 13
(–1 size, +1 Dex, +4 natural)
hp 32 (5 HD)
Immune vermin immunities
Fort +6, Ref +2, Will +2
Speed 20 ft. (4 squares), fly 60 ft. (good)
Melee sting +6 (1d3+6 plus poison)
Atk Options poison (DC 14, 1d6 Dex/1d6 Dex)
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +11
Abilities Str 18, Dex 12, Con 14, Int —, Wis 13, Cha 11
Immune vermin traits
Feats —
Skills Listen +1, Spot +9, Survival +1 (+5 to orient itself)
Dark Talon Shaman
CR 6
Female lizardfolk druid 5
NE Medium humanoid (reptilian)
Init +0; Senses Listen +3, Spot +3
Languages Auran, Common, Draconic, Druidic
AC 18, touch 10, flat-footed 18
(+3 armor, +5 natural)
hp 49 (7 HD)
Fort +7, Ref +5, Will +8; +4 against spell-like abilities of fey
Speed 30 ft. (6 squares); woodland stride
Melee 2 claws +4 each (1d4) and
bite +2 (1d4)
Base Atk +4; Grp +4
Atk Options Blind-Fight
Special Actions spontaneous casting (summon nature’s ally
spells), wild shape 1/day (5 hours)
Combat Gear potion of cure moderate wounds
Druid Spells Prepared (CL 5th):
3rd—call lightning (DC 16), poison (+4 melee touch,
DC 16)
2nd—barkskin, bear’s endurance, fog cloud
1st—entangle (DC 14), jump, longstrider, obscuring mist
0—create water, cure minor wounds, detect magic, light,
resistance
Abilities Str 10, Dex 10, Con 15, Int 12, Wis 16, Cha 12
SQ animal companion, hold breath (60 rounds), link with
companion, share spells, trackless step, wild empathy +8
(+4 magical beasts)
Feats Blind-Fight, Combat Casting, Multiattack
Skills Balance +9, Concentration +10, Handle Animal +6,
Jump +9, Knowledge (nature) +7, Listen +3, Ride +2,
Spellcraft +5, Spot +3, Survival +9, Swim +9
Possessions combat gear plus +1 leather armor, cloak of
resistance +1
Animal Companion monitor lizard (MM 275)
The typical Dark Talon shaman is ambitious, intelligent, and
charismatic. These lizardfolk see Yarshag as a near-divine
being whose dictates must be obeyed. They view nature as a
destructive force that exists to serve the lizardfolk, and they
are responsible for capturing and training monsters, leading
warbands, and policing the tribe for heresy. They fight alongside the tribe’s soldiers, though they prefer to use their spells
to support assaults, wading into melee only if forced to.
The Dark Talon shaman presented here had the following ability scores before racial adjustments and Hit Dice
ability score increases: Str 8, Dex 10, Con 13, Int 14, Wis 15,
Cha 12.
Strategies and Tactics
A typical Dark Talon warband includes a shaman, who uses
spells such as fog cloud to cover the troops. Call lightning is
useful against flying enemies and targets that are too tough
for the soldiers to take down quickly. The shaman keeps
obscuring mist and entangle in reserve to cover a retreat or
befuddle a potent foe. Other spells augment the shaman’s
combat potency.
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YARSHAG, DARK TALON KING
The king of the Dark Talons stands before you in shining plate
made of onyx-colored dragon scales. His form seems large in
the bulky armor and horned helm he wears.
The shield on his arm is like glistening ebony,
and even his curved sword is a lustrous black.
Beside him stands a massive horned beetle with
a dusky carapace.
Yarshag
Dark Talons (top to bottom):
wasp rider, champion, soldier, and shaman
CR 11
LIZARDFOLK
Illus. by W. England
Male lizardfolk fighter 1/druid 5/vermin keeper* 4
*Prestige class described in Underdark
NE Medium humanoid (reptilian)
Init +0; Senses Listen +5, Spot +5
Languages Common, Draconic
AC 28, touch 10, flat-footed 28
(+9 armor, +4 shield, +5 natural)
hp 84 (12 HD)
Immune venom
Fort +13, Ref +6, Will +16; +4 against spell-like abilities
of fey
Speed 20 ft. (4 squares) in full plate; base speed 30 ft.;
woodland stride
Melee +1 scimitar +9 (1d6+1/18–20 plus poison) and
bite +6 (1d4) or
Melee 2 claws +8 each (1d4) and
bite +6 (1d4)
Base Atk +8; Grp +8
Atk Options Blind-Fight, poison (giant wasp, DC 14, 1d6
Dex/1d6 Dex)
Special Actions spontaneous casting
(summon nature’s ally spells), vermin form or wild
shape 3/day (5 hours)
Combat Gear 10 doses of giant wasp poison, 3 potions
of cure serious wounds, 5 flasks of alchemist’s fire,
3 thunderstones, smokestick
Druid Spells Prepared (CL 9th):
5th—animal growth (DC 20), insect plague
4th—giant vermin, ice storm (2)
3rd—call lightning (DC 18), poison (+8 melee
touch, DC 18), protection from energy, wind wall
2nd—barkskin, bear’s endurance, bull’s strength,
fog cloud, summon swarm
1st—cure light wounds (2), entangle (2) (DC 16),
faerie fire, longstrider
0—cure minor wounds, detect magic, detect poison,
guidance, purify food and drink, resistance
Abilities Str 10, Dex 10, Con 14, Int 11, Wis 20, Cha 14
SQ animal companion, handle vermin, hold breath (56
rounds), link with companion, share spells, trackless
step, vermin companion, vermin empathy, wild
empathy +9 (+5 magical beasts)
Feats Blind-FightB, Craft Construct, Craft Magic Arms and
Armor, Craft Wondrous Item, Extra Wild ShapeB, Iron
Will, Multiattack
Skills Appraise +0 (+2 alchemical), Balance +2,
Concentration +9, Craft (alchemy) +10, Handle
Animal +10, Jump –3, Knowledge (nature) +12, Listen +5,
Ride +2, Spot +5, Survival +12 (+14 in aboveground
natural environments), Swim +2
Possessions combat gear plus +1 black dragonhide plate,
+2 darkwood shield, +1 scimitar, periapt of Wisdom +2,
cloak of resistance +1, ring of swimming, 5 tindertwigs,
jewelry worth 1,000 gp
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Vermin Form (Su) Spend one use of wild shape to transform
into a Tiny, Small, or Medium vermin. Underdark 45.
Handle Vermin (Ex) Apply Handle Animal to vermin.
Underdark 45.
Vermin Empathy (Ex) Apply wild empathy to vermin.
Underdark 45.
LIZARDFOLK
Giant Stag Beetle Vermin Companion
CR —
N Large vermin
Init +0; Senses darkvision 60 ft.; Listen +9, Spot +9
AC 21, touch 9, flat-footed 21
(–1 size, +12 natural)
hp 68 (9 HD )
Fort +9, Ref +3, Will +4
Speed 20 ft. (4 squares)
Melee bite +12 (4d6+10 )
Atk Options trample 2d8+3
Space 10 ft.; Reach 5 ft.
Base Atk +6; Grp +17
Abilities Str 24, Dex 11, Con 17, Int 2, Wis 12, Cha 10
Feats Alertness, Cleave, Improved Bull Rush, Power Attack
Skills Listen +9, Spot +9
Trample (Ex) Reflex DC 21 half. The save DC is Strengthbased.
A would-be fighter who found his place as a tribal druid, Yarshag looks the part of the lizardfolk warlord he has always
wanted to be. He wears the skin of the black dragon that once
oppressed his tribe, and he always surrounds himself with
able-bodied defenders. Not one to lead an attack from the
front rank, Yarshag supports his troops from a safe position
where he can observe and cast spells. When a battle is won,
he ceremoniously rides his vermin companion in to claim
the credit and the best spoils.
Yarshag had the following ability scores before racial
adjustments, Hit Dice ability score increases, and equipment
bonuses: Str 8, Dex 10, Con 12, Int 13, Wis 15, Cha 14.
Strategies and Tactics
Yarshag is never alone. His personal retinue includes two
fang golems (see page 72), a shambling mound (under a command plants spell), half a dozen Dark Talon champions, two
Dark Talon shamans, and his beetle companion.
When Yarshag fights, he relies on his spells. Selfish to the
core, he uses every augmenting spell he has on himself and
his companion if he has time. In the first round of combat, he
has his fang golems engage the enemy and casts ice storm on
the ensuing melee. He then casts call lightning, so he always
has the option of lashing out with a lightning bolt during his
turn. If he needs to, he uses wind wall to fend off accurate
ranged attacks.
To insure his attackers have little chance to get to him
quickly without magical aid, Yarshag casts animal growth
as soon as he can on the monitor lizards that serve the two
Dark Talon shamans. The Dark Talon king follows that up
with a giant vermin spell cast on three spiders he carries in
a ceramic flask. Later in the battle, he might spontaneously
cast summon nature’s ally to conjure reptiles or elementals,
further stymieing direct assaults.
Should the clash take a turn for the worst, Yarshag casts
entangle followed by fog cloud. He uses fog cloud immediately
if a melee combatant directly attacks him. He then takes the
form of a giant wasp for added mobility and an easy method
of escape, using Blind-Fight (or faerie fire) to get the better
of his assailant. If forced into direct melee, Yarshag uses his
scimitar (with poison) or his claws. He casts poison on one
of his attackers if he can afford the risk. He still uses fog
cloud and his giant wasp vermin form when the going gets
rough.
If defeat seems imminent, Yarshag expects his followers to
fight to the death—he gladly sacrifices them for his survival.
The king of the Dark Talons would rather die than actually
surrender, but he might feign capitulation to buy himself
time. In any case, the form of a Tiny vermin provides an easy
opportunity for a timely getaway.
Other Creatures and Allies
In addition to the tactics discussed earlier, a Dark Talon army
marches into battle with a number of monstrous allies. Shambling mounds use their mighty tendrils to rip apart a town’s
fortifications. Stirges swarm over the battlefield, descending upon enemy soldiers moments before the Dark Talon’s
army attacks. Ankhegs burrow tunnels under walls, creating
breaches for Dark Talon soldiers, and attack enemy troops
from underneath or behind. The appearance of lizardfolk
riding giant wasps and a bank of fog is often the beginning
of the end for the Dark Talon’s foes, most of whom expect a
simple, direct attack.
Ankhegs (MM 14): The Dark Talons managed to capture
several clutches of ankheg eggs. Now these beasts serve as
tunnelers (for sieges and home building) and guardians.
Assassin Vines (MM 20): The tribe’s druids plant these
creatures along unused paths and in out-of-the-way places
near Dark Talon settlements.
Blackscale Lizardfolk (MM III 95): These towering
brutes are among the most fanatical members of the Dark
Talon tribe.
Fang Golems (page 72): Yarshag has imparted the techniques for making these creatures to his subordinates. A few
of the most potent Dark Talon shamanss have made fang
golems for themselves.
Giant and Monstrous Vermin (MM 285): Dark Talon
druids include a number of vermin keepers, who train giant
wasps to accept riders and other monstrous vermin to serve
as war beasts.
Lizardfolk (MM 169): Many of the tribe’s combatants are
normal lizardfolk.
Poison Dusk Lizardfolk (MM III 96): The Dark Talons
include several clans of these lizardfolk. They serve as scouts
and weaponsmiths.
Shambling Mounds (MM 222): Shambling mounds
serve as living siege weapons in the Dark Talon war machine.
Powerful shamans sometimes ride these monstrous plants
into battle.
Stirges (MM 236): Dark Talon druids tend several storms
of stirges, which in turn serve the tribe in war.
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SAMPLE ENCOUNTERS
HISTORY
The Dark Talon tribe arose from a peaceful lizardfolk clan
called the Emerald Eyes. For years, a black dragon ruled over
the Emerald Eyes’ swamp, and the lizardfolk were forced to
give the dragon tribute—usually a few young lizardfolk for
its larder—in return for their continued existence. A greedy
and ambitious druid named Yarshag, who was the tribe’s elder
shaman, helped broker the deal. Yarshag thereby won a bit
of the dragon’s favor, and he undermined or quietly murdered those lizardfolk who spoke out against this ghastly
arrangement.
One day, a band of dragonslayers entered the swamp to
find and kill the black dragon. They sought the Emerald
Eyes’ help in finding the dragon’s lair. When Yarshag saw
that the interlopers were actually strong enough to eliminate
the dragon, he gladly betrayed his mistress and offered to
lead the hunters to her. However, he secretly bid his beetle
companion to bear a message of warning to the dragon. If
the slayers won their battle, Yarshag would be hailed as a
wise leader who seized the chance to free his people. If the
dragon was victorious, surely she would reward Yarshag for
leading the intruders to their doom.
The battle between the slayers and the black dragon turned
out far better than Yarshag could have dreamt. They slew the
dragon, but only one of them, a dwarf berserker, survived.
Yarshag hid during the clash and watched from a distance,
and when the dragon fell, the treacherous druid leapt upon
the dwarf and finished him off. Thus, Yarshag was left with
the dragon’s hoard and, more important, a small clutch of
dragon eggs.
Yarshag believed that he could hatch the dragons and harvest their blood, then employ the liquid to impart draconic
strength and cunning to the tribe’s young. He perfected this
process on his own children, making them stronger, tougher,
and faster. With the great wealth looted from the dragon’s
trove, he instilled greed and ambition in the tribe. Lizardfolk
who received his gifts swore personal allegiance to him, cul-
LIZARDFOLK
The Dark Talons’ tactics have thus far been effective in
overwhelming villages and small towns on the swamp’s
edge. Tales have spread through the land of a sinister mist
that rolls in from the swamp and brings terrible monsters.
The fear and uncertainty bred by such rumors sometimes
causes the tribe’s enemies to flee in panic rather than stand
and fight.
Scouting Party (EL 6): Two Dark Talon soldiers, along
with a wasp rider and his mount, patrol Dark Talon territory
for intruders. The wasp rider locates the enemy and then
reports to the soldiers. Once the soldiers strike, the wasp
rider attacks from above to pick off spellcasters or outflank
the enemy. Sometimes a wasp rider scouts ahead of a single
blackscale lizardfolk.
Raiders (EL 8): A Dark Talon shaman and four soldiers
form a raiding party to test and estimate defenses before a
Dark Talon assault. A raiding band might instead include a
shaman, four poison dusk lizardfolk, and a poison dusk lieutenant (ranger 3) on a quick and stealthy survey mission.
minating in a coup that placed Yarshag on the throne. The
few who spoke against Yarshag’s plans, particularly his desire
to expand his experiments to all the tribe’s young, were then
cowed or killed.
Since Yarshag’s rise to power, he has inflamed the tribe’s
covetousness and hatred for the outside world. These two
passions combine to make the newly renamed Dark Talon
tribe into a powerful force. Tribal druids have tamed and
raised a number of swamp monsters. Evangelists from the
tribe have formed alliances with other lizardfolk. The clans
that ally with Yarshag’s tribe become part of the Dark Talon’s
army. Those that resist become targets for conquest.
Unless Yarshag is defeated and his horrific experiments
ended, he could leave behind an enduring legacy of destruction, misery, and warfare.
Environment: Lizardfolk usually inhabit temperate
marshes, but the Dark Talons prefer underwater, air-filled
caves and burrows accessible only by swimming. Such locations are highly defensible and difficult to detect.
Typical Physical Characteristics: The elite of the Dark
Talon tribe have been infused with black dragon blood
through Yarshag’s alchemical process. They are larger, faster,
and tougher than ordinary lizardfolk, close to 7 feet tall and
weighing nearly 250 pounds. Their scales are dusky, reflecting their draconic heritage.
Yarshag’s process warps the young lizardfolk’s minds as
it enhances and strengthens their bodies. These tendencies
breed true in the next generation of lizardfolk, without
Yarshag’s influence.
Alignment: The Dark Talons’ ferocity and cruelty set
these lizardfolk apart from others. These stronger, tougher
specimens have a natural disposition toward violence.
They’re not arbitrary in their attacks, however, nor are they
wantonly destructive. Dark Talon lizardfolk are often neutral
evil, but a great number of them are neutral.
pqqqqqqqqqrs
DARK TALON LIZARDFOLK LORE
Characters with ranks in Knowledge (local) can learn more
about Dark Talon lizardfolk. When a character makes a successful skill check, the following lore is revealed, including the
information from lower DCs.
Knowledge (Local)
DC
11
16
21
26
Result
This is a lizardfolk, a reptilian humanoid, who
belongs to the Dark Talon tribe. This result reveals
all humanoid and reptilian traits.
Many Dark Talon lizardfolk are stronger, faster, and
tougher than their ordinary kin. The tribe also
includes clans of blackscale and poison dusk
lizardfolk.
The Dark Talons were once a peaceful clan but
have become aggressive conquerors who are
spreading rapidly and overwhelming small
settlements.
Yarshag, the Dark Talon king, developed an
alchemical process to infuse lizardfolk with black
dragon blood and continues to experiment on the
tribe’s young.
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LIZARDFOLK
SOCIETY
Yarshag is the king of the Dark Talon tribe, and his most
trusted lieutenants serve as field commanders and lords of
smaller settlements and Dark Talon domains. By forcing
his most powerful underlings to scatter across a number of
villages and regions, Yarshag makes it almost impossible for
potential rivals to organize and overthrow him. These feudal
leaders have tremendous autonomy in their territory, but
they all know that any failure invariably leads to execution.
Yarshag rules by fear, yet he richly rewards those lizardfolk
who best serve his needs.
Clergy among the Dark Talons are all druids. These lizardfolk have abandoned the worship of Semuanya because
Yarshag teaches that the god is dead, slain by the deities of
other races. Yarshag claims that the deity’s spirit appeared
to him in a dream and exhorted him to wreak vengeance
upon the civilized races. This philosophy helps stoke the
fury of the lizardfolk, particularly those that feel wronged
by peoples from beyond the swamps. The emerging Dark
Talon cult holds that Yarshag is a deific figure who will
one day lead the lizardfolk to control the world. Religious
impetus also helps overcome the fears and concerns some
lizardfolk feel about mingling black dragon blood with
their precious eggs. The strong, vicious lizardfolk born of
such tampering seem to confi rm Yarshag’s teachings that
their people must engage in a campaign against all other
humanoids.
The Dark Talon tribe measures stature and prestige solely
in terms of success in battle. Trophies taken from fallen opponents, treasure looted from cities, and other tangible items
serve as an easy barometer for a soldier’s success. Females
are just as likely to become soldiers as males, particularly
those strengthened by Yarshag’s process. Dark Talons also
win honor and prestige for the deeds of their children. This
social impetus ensures the tribe’s numbers remain high. It
also demands expansion into new territory.
A typical Dark Talon village is a heavily armed and
defended fortress. It features a wooden palisade or thick
brambles tended by the village’s druids—a barrier that
serves as cover and a rallying point should the community come under attack. Within these outer defenses, the
Dark Talons build their homes with the assumption that
they will eventually be assaulted. They prefer underwater,
air-fi lled caves and burrows, but if such dwellings aren’t
possible, the lizardfolk live in burrowed mounds or huts.
Pathways between the burrows are fi lled with pit traps,
snares, and other hazards. If the village is attacked, the
noncombatants rush to set these traps before taking cover
in the burrows.
The central structure of a Dark Talon village is a labyrinthine collection of narrow tunnels, flooded passages,
and tight quarters. This place serves as the living space for
the druid who leads the village. A larger settlement, or one
recently converted to Dark Talon control, usually holds
one of the black dragon hatchlings that provides the blood
needed to enhance unborn lizardfolk. The dragon is kept
deep within a room in the central complex and fed heavy
doses of a poison that reduces its intellect and keeps it docile.
This horrific chamber also holds dozens of lizardfolk eggs, a
crude alchemist’s lab that processes the blood, and tools used
to seed each egg with the vile concoction.
Dark Talon soldiers keep watch at a community’s palisade.
Contingents of four or more guards protect key points in
the settlement, the importance of the post determining the
number and strength of its sentinels. If an attack breaches the
wall, the soldiers leap from the top of one burrow to another
during the ensuing melee, avoiding the traps.
Yarshag and the Dark Talon tribe have one weakness that
could potentially spell their doom. Several lizardfolk clerics
of Semuanya, along with their followers, have secretly formed
an underground resistance. These lizardfolk know Semuanya
isn’t dead. They are horrified by Yarshag’s tampering with
their people’s eggs. They watch friends and allies being
conquered or forced to submit to Yarshag, and they endure
while icons to their god are cast down and destroyed. With
the right allies, these lizardfolk could lead an uprising that
ends Yarshag’s evil forever.
TYPICAL TREASURE
Dark Talon lizardfolk have standard treasure for their
Challenge Rating. The soldiers adorn themselves with trinkets from fallen foes. A Dark Talon village features dozens of
banners, crude statues, and other landmarks festooned with
trophies that proclaim each soldier’s accomplishments. Each
marker stands outside a soldier’s dwelling.
FOR PLAYER CHARACTERS
Dark Talon lizardfolk champions wield weapons they call
maquahuitl. These martial weapons are greatclubs embellished with teeth or claws so that they deal piercing damage
as well as bludgeoning damage.
Dmg (S)
1d8
Dmg (M)
1d10
Critical
×2
Weight1
10 lb.
Type
Bludgeoning
and piercing
1 Weight is for a Medium weapon. Small weapons weigh
half as much, and Large weapons weigh twice as much.
DARK TALON LIZARDFOLK
AS CHARACTERS
See page 169 of the Monster Manual for information on lizardfolk as characters. Other than their physical enhancements,
reflected in game terms by elite statistics, Dark Talon lizardfolk have the same racial abilities as their ordinary kin.
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LIZARDFOLK
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LUNAR RAVAGER
For a moment, the tall, humanoid figure seems to flicker like
moonlight reflected on a pond. It hefts a massive, crescentbladed battleaxe in one hand and a shield emblazoned with crescent moons in the other. Its eyes have a pale, malevolent glint.
Lunar Ravager
CR 7
Lunar ravagers are ferocious fey that live to hunt. These fearsome creatures dwell in hunting lodges nestled among the
clouds. On the nights when the moon is visible in the sky,
they ride beams of moonlight to the surface world in order
to hunt and slay. Lunar ravagers collect grim trophies and
treasure from their victims before returning to their lodge
to celebrate, rest, and prepare for the next hunt.
When a lunar ravager fights alone, it relies on its spell-like
abilities to surprise its foes, using pass without trace to leave no
sign of its presence and invisibility to close with an enemy. A
ravager observes its prey for a time to determine its victim’s
abilities and possibly gain a terrain advantage. If the adversary seems worthy, the lunar ravager uses air walk to strike
from above. Once engaged in battle, it tests its opponent’s
defenses before using Power Attack. A lone lunar ravager
facing a group usually seeks to slay a single foe, grab that
victim’s body, and flee with the trophy to a safe place to use
its moon rider ability.
Ravagers try to cover a large area during a hunt. They
spread out in a ragged line, putting between 100 feet and half
a mile between each hunter. Each ravager casts pass without
trace on itself to evade trackers. Then they sweep across the
region, driving all creatures before them. They scream war
cries, sound their bronze horns, and call out to each other
to remain in contact and track prey.
When one ravager spots a potential mark—anything from
a dragon roused from its lair to a hapless farmer caught out
at night—it sounds its horn. The entire party then uses
invisibility. Further horn calls tell the hunters where to go to
prepare an ambush, while a single ravager drives the quarry
toward its allies. Lunar ravagers fight with vicious abandon
after they’ve encircled their intended kill. Several use air
walk to attack from above, and the rest close in and use their
great size to cut off escape. A few use Power Attack right
from the start, with the rest following suit if the bold ones
are successful. The hunters continue this process throughout the night, taking trophies and looting the dead. A lunar
ravager hunting party usually flees after half its members
are slain.
LUNAR
RAVAGER
Usually CE Large fey
Init +7; Senses superior low-light vision; Listen +19, Spot +19
Languages Common, Giant
AC 24, touch 12, flat-footed 21
(–1 size, +3 Dex, +4 armor, +3 shield, +5 natural)
hp 105 (14 HD); DR 5/magic and cold iron
Fort +8, Ref +12, Will +11
Speed 40 ft. (8 squares)
Melee mwk battleaxe +14/+9 (2d6+6/×3)
Ranged javelin +9 (1d8+6)
Space 10 ft.; Reach 10 ft.
Base Atk +7; Grp +17
Atk Options Cleave, Power Attack
Spell-Like Abilities (CL 14th):
At will—air walk, faerie fire
3/day—invisibility (self only), pass without trace
1/day—clairaudience/clairvoyance (see text)
Abilities Str 23, Dex 16, Con 18, Int 11, Wis 14, Cha 8
SQ moon rider
Feats Cleave, Improved Initiative, Power Attack, Track,
Weapon Focus (battleaxe)
Skills Hide +15*, Jump +9, Knowledge (nature) +19, Listen
+19, Move Silently +19, Spot +19, Survival +19 (+21 in
aboveground natural environments)
*A lunar ravager gains a +10 racial bonus on Hide checks
made outdoors at night.
Advancement by character class; Favored Class barbarian;
see text
Possessions +1 studded leather armor, +1 heavy wooden
shield, masterwork battleaxe, 8 javelins, bronze signaling
horn
Superior Low-Light Vision (Ex) A lunar ravager can see five
times as far as a human can in shadowy illumination, and
ten times as far if moonlight is present.
Clairaudience/Clairvoyance (Sp) Visual only; a lunar ravager
can view only areas it is familiar with, which must be
illuminated with moonlight at the time of the viewing.
Moon Rider (Su) As the greater teleport spell; at will;
caster level 18th. Using this ability requires 1 minute of
concentration. When outside a lunar ravager lodge, a
lunar ravager must stand in moonlight to use this ability,
and it can transport only itself and items it carries to the
nearest lodge. When inside a lodge, a lunar ravager can
use this ability to travel to any point within 10 miles of the
lodge. A lunar ravager becomes misty and insubstantial
the moment before it teleports.
STRATEGIES AND TACTICS
“I’ve heard the horns that come with the full moon. I’ve
helped bury the headless bodies of those who’ve ventured
into the forest on such nights. Unless you wish to end up
as a ravager’s trophy, I suggest you spend the night here.”
—Ostler the barkeep, advising Regdar
SAMPLE ENCOUNTERS
Lunar ravagers hunt alone or in groups. The greater a ravager’s
ability and status, the more likely that it seeks glory alone.
Sometimes, younger lunar ravagers embark on solo hunts to
prove their mettle and earn the respect of their clan.
Individual (EL 7): A lone lunar ravager is on a quest for
blood and fame.
EL 7: Ravnha, a young lunar ravager out to prove herself,
has set a trap near a wooden bridge while under the effect
of her pass without trace ability. She has broken several of the
bridge’s supports and watches the nearby road for travelers.
When she spies a suitable group, she uses invisibility and air
walk. She then pushes out a remaining critical support and
leaps to attack from above as the bridge collapses.
Hunting Party (EL 11+): Four or more lunar ravagers
form a hunting party.
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LUNAR
RAVAGER
Typical Physical Characteristics: Lunar ravagers stand just over 9 feet tall, on average, and
weigh in the neighborhood of 550 pounds.
Their skin is fair, though females tend
toward pale, and their hair is always blond.
Alignment: Lunar ravagers are bloodthirsty, savage, remorseless killers who pay
little heed to the welfare of others even
among their kind. Thus, they are usually
chaotic evil. Some lunar ravager bands are
chaotic neutral, hunting to test their skill
and rarely killing weak foes for sport.
These neutral fey might even trade with
other creatures.
SOCIETY
Lunar ravager
EL 11: Arbha, Clonach, Ebhla, and Nuil prowl a
moonlit forest on a midnight hunt. They use characteristic tactics for a hunting party, as described above.
ECOLOGY
Lunar ravagers are supernatural hunters that some say
embody nature’s viciousness. However, they’re largely displaced from the natural world. Little more than overgrown
scavengers, they see the land below their lodges as fertile
ground for riches and prey. They hunt for meat, and they
raid settlements for strong drink and supplies.
Mating among lunar ravagers is thought to be much as it
is among humanoids.
Environment: Lunar ravagers hunt in any terrain, though
they only rarely venture underground. They prefer areas with
a clear view of the sky, close enough to civilization for easy
raiding but far enough to avoid large armies and other threats.
Lunar ravagers live within lodges that float on the clouds. In
this environment, they hunt birds and other flying creatures
between raids to the surface world.
Lunar ravager society is clannish and
based on the principles of strength,
battle prowess, bluster, and wealth. Each
clan is a family of individuals related by
blood or mating. A lunar ravager wins
status in its clan by returning from raids
with ample loot, fine trophies, and rich
food and drink. Female and male lunar
ravagers equally earn standing in their
society, based on merit.
A clan of lunar ravagers lives in a hunting lodge built on a cloud. The residents
of a lodge have basic control over their
direction of travel, but the chaotic ravagers usually allow the wind to carry
them where it will. They prefer to keep
moving rather than linger in one place
for too long. This strategy prevents overhunting of an area. It also makes lunar
ravagers difficult to handle, since they
attack randomly and move on before the local authorities
can organize.
Relations between lunar ravager clans are similarly haphazard. In a chance meeting, two clans might clash, trade
goods, swap news, engage in a debauched revel, exchange a
few members, or rob each other. Often, some or all of these
events occur, and in no particular order.
These wicked fey see crafts that lack a direct connection
to fighting, status, or easy living as a waste of time. Although
they forge their own weapons and armor, build lodges, and
make macabre jewelry, they care little for constructing other
items. They prefer to take tools and implements from others,
along with basic needs such as provisions.
Living as raiders and hunters, lunar ravagers usually seek
sustenance in remote locales, spending a few nights each
month pillaging and slaying on the surface. They avoid large
settlements, where resistance might be a real threat. If the
ravagers come across a farm or a poorly defended village,
though, they load their sacks with food, casks of ale, livestock, and even a peasant or two. As dawn nears, they sound
their horns one final time before returning to their lodge to
feast, drink, and celebrate the hunt.
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TYPICAL TREASURE
A lunar ravager lodge is filled with a vast array of treasures
and trophies, accumulated through untold centuries of
murder and theft. Since these fey are greedy folk who measure their prestige by the possessions they have stolen, they
scavenge every coin and valuable object they can find. They
take particular delight in robbing mortals of heirlooms and
sentimental valuables. Ravager lodges have double the stan-
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dard treasure for the creatures’ Challenge Rating, largely in
the form of coins and art objects. However, a lunar ravager
encountered alone carries little treasure besides its weapon
and armor, along with any trophies it might have taken
earlier in the hunt.
Lunar ravagers cherish their hunting horns, handed down
through the ages within clans. These ancient bronze horns
produce a bone-chilling tone that unmistakably declare the
approach of the hunt.
LUNAR RAVAGERS WITH
CLASS LEVELS
Lunar ravagers’ favored class is barbarian, in keeping with
their brutish tendency and love of battle, although rangers
and rogues are also common. Among their kind, a swift knife
in the back is the preferred method of settling a dispute.
Lunar ravager clerics worship Erythnul. That dread deity’s
bloodthirsty teachings appeal to their taste for murder and
destruction.
Level Adjustment: +6.
LUNAR
RAVAGER
Lunar ravagers exult in toying with their victims, and
they underestimate smaller creatures. This tendency works
against them when they face skilled opposition. Lunar ravagers hate cowardice, but they are not fools, and they retreat
before an opponent that seems to have the upper hand. A
lunar ravager’s belt is much more likely to carry the skulls
of dire animals, magical beasts, and common folk than those
of dragons, fiends, and heroes.
Some lunar ravagers embark on long journeys to demonstrate their fighting talents and improve their prestige. Such
ambitious ravagers are the smartest, bravest, and most cunning of their kind. They ally with other vicious creatures,
most notably werewolves and evil fey, to wreak havoc wherever they go. Their aim is to return home laden with enough
wealth and fame to attain leadership of their clan.
Stranded ravagers are similarly dangerous. Such an unfortunate usually wanders too far from its lodge or stays on the
surface too long, becoming trapped without the moonlight
it needs to ride home. Whether this situation arises because
of a plot by a jealous rival or mere happenstance, when the
next night comes around, the marooned reaver discovers
that its cloud lodge has drifted away. Such ravagers seek
out weaker but like-minded creatures, particularly orcs and
ogres, to torment and command. An orc tribe led by a lunar
ravager poses a great threat, for the ravager’s intellect, strong
personality, and insight make it a keen commander.
A few lunar ravagers intentionally leave their lodges
behind, preferring to rule smaller folk on earth rather than
serve among their kind amid the clouds.
LUNAR RAVAGERS IN EBERRON
The lunar ravagers of Eberron dwell primarily in Xen’drik.
Legends tell of six floating castles, each positioned high over
the continent, that once served as important centers of magical research for the empire of the giants. Lunar ravagers have
long since descended into savagery, but their homes are still
filled with untold wonders.
LUNAR RAVAGERS IN FAERÛN
Lunar ravagers are spread across Toril. They avoid civilized
lands, having learned well the power of a vengeful Harper
or a skilled mage. Rumors abound that the Red Wizards of
Thay have entered into a pact with several lunar ravager clans.
The Thayans pay the ravagers gems, gold, and other riches
in return for transport and service as mercenaries. Perhaps
the hunter fey are part of the Red Wizards’ latest scheme
against Rashemen.
LUNAR RAVAGER LORE
Characters with ranks in Knowledge (nature) can learn more
about lunar ravagers. When a character makes a successful
skill check, the following lore is revealed, including the information from lower DCs.
Knowledge (Nature)
DC
17
22
27
32
Result
This is a lunar ravager, a murderous, aggressive
fey. This result reveals all fey traits.
Lunar ravagers are expert trackers and hunters.
They can follow their prey for miles across rough
terrain.
Lunar ravagers can turn invisible and walk on the
air. They use these abilities to stalk their enemies.
A lunar ravager can transport itself back to a
hunting lodge in the clouds, but this ability takes a
while to use and requires a clear, moonlit night.
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MINOTAUR, GREATHORN
Before you is a tall and thickset minotaur with short, slatecolored fur. Its horns extend nearly 5 feet from its head, and it
wields a massive hammer.
MINOTAUR,
GREATHORN
Greathorn Minotaur
CR 7
Usually CE Large monstrous humanoid (earth)
Init –1; Senses darkvision 60 ft., scent, tremorsense 120 ft.;
Listen +8, Spot +8
Languages Giant, Undercommon
AC 15, touch 8, flat-footed 15
(–1 size, –1 Dex, +7 natural)
hp 104 (11 HD); DR 5/—
Fort +10, Ref +6, Will +7
Speed 30 ft. (6 squares); earth glide
Melee gore +17 (2d6+10) or
Melee greathammer +17/+12/+7 (3d6+10/×4) and
gore +12 (2d6+3)
Space 10 ft.; Reach 10 ft.
Base Atk +11; Grp +22
Atk Options Awesome Blow, Power Attack
Special Actions earth warp
Abilities Str 24, Dex 8, Con 20, Int 9, Wis 10, Cha 10
SQ natural cunning
Feats Awesome BlowB, Great Fortitude, Improved Natural
Attack (gore), Power Attack, Track
Skills Intimidate +3, Listen +8, Search +3, Spot +8,
Survival +3
Advancement by character class; Favored Class barbarian;
see text
Possessions greathammer
Earth Glide (Ex) A greathorn minotaur can glide through
stone, dirt, or almost any other sort of earth except metal
as easily as a fish swims through water. Its burrowing
leaves behind no tunnel or hole, nor does it create any
ripple or other signs of its presence.
Earth Warp (Su) As a swift action, a greathorn minotaur can
cause the earth and rock around it to twist and warp in a
60-foot-radius emanation around it, doubling movement
costs through that area. Natural stone, finished stone,
and dirt surfaces are subject to this effect. The effect
does not move with the minotaur; when the minotaur
leaves the area, the ground returns to normal. The
minotaur ignores the movement penalties generated by
its own or another greathorn’s earth warp ability.
Natural Cunning (Ex) Greathorn minotaurs have immunity to
maze spells, never become lost, and can track enemies.
They are never caught flat-footed.
Skills Greathorn minotaurs have a +4 racial bonus on Listen,
Search, and Spot checks.
A greathorn is a powerful subterranean relative of normal
minotaurs. It is infused with the power of elemental earth,
making it stronger and granting it the ability to manipulate
earth and stone around it.
finish off its intended victim, a greathorn minotaur attacks
ferociously and uses Power Attack as much as it can.
SAMPLE ENCOUNTERS
Greathorn minotaurs are likely to be encountered within
their lairs or leading other minotaurs underground.
Individual (EL 7): A lone greathorn minotaur has carved
a maze close to duergar territory, hoping to capture and
devour as many gray dwarves as possible. It ambushes any
humanoids that cross its path.
Pair (EL 9): Recently bonded, a mated pair fights as a team.
The female launches the initial attack. Once battle is joined,
the male emerges from the rock to catch an opponent from
a flank.
Templars (EL 11): Four greathorn minotaurs have banded
together in service to a temple to the earth aspect of the Elder
Elemental Eye (see page 8). They patrol the area near the
temple, driving off interlopers. The minotaurs use hit-andrun tactics to slowly sap an enemy group’s strength. If hard
pressed, they flee or hide within the stone, and the wounded
retreat to the temple to rouse its occupants and avenge their
fallen comrades.
ECOLOGY
Greathorn minotaurs arose in the untold reaches of the
underground realm as an offshoot of the minotaur race. Great
wells of elemental earth energy warped and twisted several
minotaur tribes, yielding the fearsome beings that now prowl
labyrinths and passages deep within the earth.
Greathorn minotaurs hunt for food, eating just about anything they kill. However, they love the taste of the flesh of
sentient creatures above all other foods. Humanoid prey is
their favorite.
Once every few years, greathorn minotaurs embark on a
great migration. Sages believe that the minotaurs follow the
ebb and flow of elemental earth energy.
Environment: Greathorn minotaurs live underground
and rarely venture to the surface. They steal developed territory from other denizens when possible, altering it to their
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GREATHORN MINOTAUR LORE
Characters with ranks in Knowledge (nature) can learn more
about greathorn minotaurs. When a character makes a successful skill check, the following lore is revealed, including the
information from lower DCs.
Knowledge (Nature)
DC
17
22
STRATEGIES AND TACTICS
100
A greathorn minotaur lurks beneath the ground, emerging to
attack prey from behind. It prefers to pick off weaker members of a group first, slowing escape and would-be rescuers
with its earth warp ability. The beast uses Awesome Blow to
knock potent fighters away from it, then renews its assault
against the original target. Relying on its greathammer to
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27
32
Result
This is a greathorn minotaur, a monstrous
humanoid that lives underground and is infused
with elemental earth. This result reveals all
monstrous humanoid traits and the earth subtype.
Greathorn minotaurs have tough, rocklike skin.
They use their enormous horns to gore their
opponents.
These creatures can hide within stone, emerging to
slay all who stumble onto their hunting grounds.
Greathorn minotaurs can warp the earth, making
movement difficult around them. They excel at
isolating an opponent from allies.
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Greathorn minotaurs are as greedy and vain as they are
gluttonous and domineering. They often settle disputes
by killing and devouring those that displease them. On
the other hand, they gladly work as mercenaries for drow,
duergar, derro, and other evil creatures that provide them
with wealth and the meat of humanoids. Mind flayers particularly favor greathorn minotaur sellswords, which make
excellent guards.
Greathorns go out of their way to murder or browbeat
others of their kind, seeing them as rivals—except when
the creatures are involved in courtship or mating. Males put
on great displays of both prosperity and prowess to attract a
mate. Once bonded, a pair stays together for life and has as
many children as possible.
In areas with “lesser” minotaurs, greathorn minotaurs are
the undisputed leaders. Blessed with higher intelligence than
their kin, greathorns unify tribes of ordinary minotaurs into
armies that terrorize the surrounding area. An army of this
sort is short-lived—the fractious nature of the minotaurs
soon tears it apart. When they are not around others of their
kind, greathorn minotaurs have been known to dominate
evil humanoids such as orcs, bugbears, and gnolls.
Temples dedicated to the earth aspect of the Elder Elemental Eye are strangely attractive to greathorn minotaurs, which
are among such temples’ most ardent supporters. Given their
egotism, piety of any other sort is rare among greathorn
minotaurs. They do have clerics, though, all of whom are
female. Those females with white fur are groomed from birth
to become priestesses of the Elder Elemental Eye and its
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servant Ogremoch, the Prince of
Evil Elemental Earth. Even the
most belligerent male defers to
an albino priestess’s wisdom
and strength.
TYPICAL TREASURE
Greathorn minotaurs relish treasure,
which they use to attract mates and
show off their power. They have standard treasure for their Challenge
Rating, about 2,600 gp, and prefer
shiny, gaudy items, including coins,
metallic art, and weapons of all kinds.
Only the priestesses read or write,
so most greathorns discard scrolls,
spellbooks, and other paper items they
acquire. For a randomly determined
hoard, replace any such items with
coins.
MINOTAUR,
GREATHORN
SOCIETY
Greathorn minotaur
FOR PLAYER
CHARACTERS
Greathorn minotaurs wield
these big, heavy hammers,
which are considered exotic
weapons for other creatures.
The incredibly heavy head of
the hammer allows it to make
devastating strikes against weapons and shields, granting the wielder
a +2 bonus on opposed attack rolls to sunder an enemy’s
weapon or shield.
Illus. by C. Frank
liking. Otherwise, they carve out long, winding mazes as
their lairs, complete with numerous dead ends, pits, and
other traps. When on the surface, greathorn minotaurs
hide during the day and move about at night.
Typical Physical Characteristics:
Greathorn minotaurs are larger
and bulkier than their ordinary kin, standing over
9 feet tall and weighing
nearly a ton. They get their
name from their enormous
horns, which can extend
5 or more feet from
their massive skulls.
Greathorn minotaurs lack the thick,
shaggy coats of their
mundane cousins, instead
sporting short, coarse fur the color of
slate.
Males are larger than females, and
their horns are longer. The fur of females tends
toward lighter colors, and individuals with pure
white fur have been documented.
Alignment: Greathorn minotaurs thrive on
mayhem and violence, killing and
destroying with no regard and
seeing only might as worthy
of respect. Most greathorn minotaurs are chaotic evil.
Dmg (S) Dmg (M) Critical
Weight1
Type
1d10
1d12
19–20/×4 30 lb.
Bludgeoning
1 Weight is for a Medium weapon. Small weapons weigh
half as much, and Large weapons weigh twice as much.
GREATHORNS WITH CLASS LEVELS
Greathorn minotaurs’ favored class is barbarian. Naturally
aggressive and prone to fits of rage, they take to this class
readily. Greathorn minotaur clerics worship the Elder
Elemental Eye (see page 7), usually choosing Destruction
and Earth as their domains. They have no knowledge of this
deity’s true nature.
Level Adjustment: +6.
GREATHORNS IN EBERRON
Greathorn minotaurs are most common in Droaam, where
they rule entire communities of minotaurs. The tribes view
the ascension of a greathorn as an auspicious event, often
using the occasion as an excuse to start a grab for more territory. Smarter monsters of Droaam, especially medusas
and ogre mages, commonly employ greathorns as officers
of minotaur units in their personal armies.
A healthy population of greathorn minotaurs lives in the
twisting chasms of the Demon Wastes.
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ORC
ORC
An orc berserker is a skilled warrior who has proven himself
in combat, both in war and in duels against his rivals in the
tribe. He is vicious and selfish. The typical berserker cares
only about acquiring personal prestige, treasure, and power.
If the tribe also happens to defeat a foe, so much the better.
Berserkers don’t so much lead as have retinues of warriors
who want to share in their fame. The easiest way for an orc
warrior to ascend in the tribe’s ranks is to impress a berserker
and earn his favor. Orc chieftains look upon their berserkers almost as prized pets. As tribal champions, berserkers
are the backbone of the group’s fighting ability. Their victories enhance the chief’s reputation. To keep them in line
and douse any thoughts they might have of taking power
for themselves, a chieftain lavishes his berserkers with loot
second only to what he takes for himself.
The orc berserker presented here had the following ability
scores before racial adjustments and Hit Dice ability score
increases: Str 15, Dex 13, Con 14, Int 8, Wis 12, Cha 10.
Orcs are among the most dangerous of evil humanoids
because of their great strength and relentless, warlike nature.
An orc at peace is an orc looking for a fight. As detailed in the
Monster Manual, orc society is like an army waging continual
war against all other creatures. It pauses only to rest between
battles. Its allies are temporary.
Orcs are organized into tribes and clans with a hierarchy
based solely on personal power. As long as an orc chieftain
can continue to lead his tribe to success in battle, they support him. Loot is a measure of triumph. An orc horde might
fail to defeat an enemy army, but the orcs see the attack as
a victory as long as the warriors sack a few villages, carry
off plenty of food, drink, and treasure, and escape to fight
another day.
This entry provides several archetypical orc adversaries: a
raging berserker, a feral bard, and a battle priest of Gruumsh.
In addition, two more unusual orc characters might threaten
the PCs: a cleric of pestilence touched by a grim deity, and a
Strategy and Tactics
spy who can pass for human.
In battle, a berserker allows his warrior hangers-on to engage
the enemy before joining the melee. He drinks his potions
ORC BERSERKER
while the warriors move in. A berserker expects his entouA brutish, battle-scarred orc charges toward you, his jagged
rage to create flanking opportunities for him, even if they
greataxe held high.
have to submit to attacks of opportunity to do so. When
fighting, a berserker aims to deal as much damage as possible,
Orc Berserker (Raging)
CR 4
using Power Attack even before learning whether he can hit
Male orc barbarian 4
his opponent.
CE Medium humanoid
An orc berserker’s bluster hides a core of cowardice. He
Init +1; Senses darkvision 60 ft.; Listen +7, Spot +0
prefers to terrorize easy targets. Unless a berserker has a
Languages Common, Orc
number of warriors to back him up, he escapes from a capable
AC 14, touch 9, flat-footed 14; uncanny dodge
foe to fetch reinforcements. The tribe is simply a resource
(+1 Dex, +5 armor, –2 raging)
that he uses for sustenance and protection. A wily orc berhp 48 (4 HD)
serker knows that if he flees a losing battle, he can always
Fort +9, Ref +3, Will +4
join a new tribe.
Weakness light sensitivity
Speed 40 ft. (8 squares)
Melee mwk greataxe +13 (1d12+10/×3)
Ranged javelin +5 (1d6+7)
Base Atk +4; Grp +11
Atk Options Power Attack, rage 2/day (7 rounds)
Combat Gear potion of jump, potion of shield of faith (+4)
Abilities Str 24, Dex 13, Con 18, Int 6, Wis 10, Cha 8
SQ fast movement, trap sense +1
Feats Power Attack, Weapon Focus (greataxe)
Skills Jump +17, Listen +7, Spot +0
Possessions combat gear plus +1 chain shirt, masterwork
greataxe, 3 javelins, cloak of resistance +1
When not raging, an orc berserker has the following changed
statistics:
AC 16, touch 11, flat-footed 16
hp 40 (4 HD)
Fort +7, Will +2
Melee mwk greataxe +11 (1d12+7/×3)
Ranged javelin +5 (1d6+5)
Grp +9
Abilities Str 20, Con 14
Skills Jump +15
WAR HOWLER
At the forefront of the orc army is a tattooed figure who howls
terrible imprecations as his followers roar with fury.
War Howler (Raging)
CR 4
Male orc barbarian 2/bard 2
CE Medium humanoid
Init +2; Senses darkvision 60 ft.; Listen +6, Spot –1
Languages Common, Orc
AC 14, touch 10, flat-footed 14; Dodge, Mobility, uncanny
dodge
(+2 Dex, +4 armor, –2 raging)
hp 34 (4 HD)
Fort +6, Ref +5, Will +4
Weakness light sensitivity
Speed 40 ft. (8 squares)
Melee mwk greataxe +7 (1d12+4/×3)
Ranged javelin +5 (1d6+3)
Base Atk +3; Grp +6
Atk Options rage 1/day (6 rounds)
Combat Gear necklace of fireballs (type I)
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Abilities Str 16, Dex 14, Con 16, Int 11, Wis 8, Cha 14
SQ fast movement
Feats Dodge, Mobility
Skills Balance +4, Intimidate +8, Jump +16, Listen +6,
Spot –1
Possessions combat gear plus +1 studded leather armor,
masterwork greataxe, 4 javelins
War howlers are rare among orcs, but their talent for inspiring blood thirst in the tribe’s warriors makes them highly
valuable. Few of them survive to become practiced warriors—their obvious leadership skills make them prime
rivals for the chieftain’s supremacy. Only the greatest orc
warlords, those whose rule and talent are beyond reproach,
have the confidence to field many war howlers.
War howlers are the bards of the orcs. They memorize
ancient chants of hatred against all other races. The clerics
of Gruumsh teach that the other humanoids stole the lands
that were the orcs’ birthright. The litanies list their enemies’
many crimes, and the war howlers’ stirring delivery drives
the other warriors forward in battle.
The orc war howler presented here had the following ability scores before racial adjustments and Hit Dice ability score
increases: Str 8, Dex 14, Con 12, Int 13, Wis 10, Cha 15.
Strategy and Tactics
This shamanistic figure is tattooed with blood-red symbols, dominated by the eye of Gruumsh. Bone fetishes and feathers dangle
from his hair and clothing. He shouts a guttural, savage prayer.
Orc Battle Priest
CR 1
Male orc cleric 1
CE Medium humanoid
Init +1; Senses darkvision 60 ft.; Listen +1, Spot +1
Languages Common, Orc
AC 17, touch 11, flat-footed 16
(+1 Dex, +6 armor)
hp 10 (1 HD)
Fort +4, Ref +1, Will +3
Weakness light sensitivity
Speed 20 ft. (4 squares) in banded mail; base speed 30 ft.
Melee mwk spear +4 (1d8+3/×3)
Ranged spear +2 (1d8+2/×3)
Base Atk +0; Grp +2
Special Actions feat of strength (+1 Str, 1 round), rebuke
undead 3/day (+0, 2d6+1, 1st), spontaneous casting
(inflict spells)
Combat Gear potion of aid
Cleric Spells Prepared (CL 1st):
1st—bless, enlarge personD (DC 12), shield of faith
0—cure minor wounds, detect magic, resistance
D: Domain spell. Deity: Gruumsh. Domains: Strength, War
Abilities Str 14, Dex 12, Con 14, Int 6, Wis 13, Cha 11
Feats Combat Casting, Weapon Focus (spear)B
Skills Concentration +4, Knowledge (religion) +0, Listen +1,
Spot +1
Possessions combat gear plus banded mail, masterwork
spear, 3 spears
ORC
When not raging, an orc war howler has the following
changed statistics:
AC 16, touch 12, flat-footed 16
hp 26 (4 HD)
Fort +4, Will +2
Melee mwk greataxe +5 (1d12+1/×3)
Ranged javelin +5 (1d6+1)
Grp +4
Special Actions bardic music 2/day (inspire courage +1,
fascinate 1 target, countersong)
Bard Spells Known (CL 2nd):
1st (1/day)—cause fear (DC 13), cure light wounds
0 (3/day)—daze (DC 12), detect magic, know direction,
prestidigitation, resistance
Abilities Str 12, Con 12
SQ bardic knowledge +4
Skills Bluff +7, Diplomacy +4, Disguise +2 (+4 acting), Jump
+14, Knowledge (history) +5, Perform +7, Tumble +9
ORC BATTLE PRIEST
An orc battle priest travels with orc raiding parties and war
bands to provide counsel and religious instruction. The priest
reads the omens, invokes prayers to Gruumsh, and makes the
proper sacrifices before and after battle. A battle priest uses
his spells to enhance other orc warriors. He grants them the
blessing of Gruumsh so that they might slay their enemies
and win glory in the deity’s name.
Orcs compete for a battle priest’s favor by offering him
bribes and other gifts. They know that warriors who receive
spells from a priest have a much better chance of surviving
a battle.
The orc battle priest presented here had the following ability scores before racial adjustments: Str 10, Dex 12, Con 14,
Int 8, Wis 15, Cha 13.
True fanatics, war howlers lead from the front. An orc berserker might have a coterie of admiring warriors, but a war
howler is a functional field commander. The courage a howler
stokes, along with his devotion to the orc cause, makes him
an inspiring figure on the battlefield.
Orc war howlers seek out enemy spellcasters, correctly rea- Strategy and Tactics
soning that such enemies can scythe through the orc ranks
A battle priest casts bless at the start of an encounter, then
with their spells. A howler starts a battle with his inspire
casts shield of faith on himself. He saves enlarge person for
courage ability. He then casts cause fear on a spellcaster’s nearanother warrior who has shown skill and talent in combat.
est defender, and finally he rages. Relying on superior speed
These priorities change if an enemy cleric, particularly a
and his Mobility feat, he lunges past the remaining enemy
cleric of Corellon Larethian, is involved in the fight. In this
warriors to attack his chosen foe. Inspired orcs follow him
case, the priest casts enlarge person on himself and charges
in, some of them tying up the enemy’s front-line fighters and
forward to slay his rival.
others protecting the war howler’s back.
Battle priests illustrate the fundamental contradiction in
orc culture. They love war, exult in slaughter, and lust after
gold, jewels, and other loot, but they value their own skin
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over the good of the tribe as a whole. A priest expects the
warriors to fight and die for his benefit, as befits a chosen
disciple of Gruumsh. Yet Gruumsh’s eye watches his priests.
The deity can forgive self-interested behavior, but he cannot
abide a cleric who cowers in the face of a true adversary. A
battle priest might hem and haw at the edge of a battle, but he
charges into the conflict when an enemy cleric is revealed.
ORC PLAGUE SPEAKER
ORC
A pallid, scrawny orc wearing full plate points a bony claw toward
you, muttering terrible words of death and disease.
Orc Plague Speaker
CR 7
Male unholy scion* orc cleric 5
*Template described in Heroes of Horror
NE Medium outsider (augmented humanoid, evil, native)
Init +5; Senses darkvision 60 ft.; Listen +4, Spot +4
Languages Abyssal, Common, Giant, Infernal, Orc
AC 22, touch 13, flat-footed 21
(+1 Dex, +9 armor, +2 deflection)
Immune mind-affecting spells and abilities, poison
Resist acid 5, cold 5, fire 5; SR 15
hp 36 (5 HD); fast healing 4; DR 5/good or magic
Fort +6, Ref +2, Will +8
Weakness light sensitivity
Speed 20 ft. (4 squares) in full plate; base speed 30 ft.
Melee heavy mace +4 (1d8+1 plus unholy strike) and
claw –1 (1d4 plus unholy strike) or
Melee 2 claws +4 each (1d4+1 plus unholy strike)
Base Atk +3; Grp +4
Atk Options unholy strike
Special Actions death touch 1/day (5d6), rebuke undead 5/
day (+4, 2d6+7, 5th), smite 1/day (+4 attack, +5 damage),
spontaneous casting (inflict spells)
Combat Gear potion of cure light wounds, Quaal’s feather
token (whip)
Cleric Spells Prepared (CL 5th):
3rd—contagionD (+4 melee touch, DC 17), dispel magic,
meld into stone
2nd—aid, bull’s strength, death knellD (DC 16), hold
person (DC 16)
1st—bane (DC 15), cause fear D (DC 15), deathwatch, cure
light wounds, shield of faith
0—create water, cure minor wounds, detect magic, read
magic, resistance
D: Domain spell. Deity: Yurtrus (Faiths and Pantheons
151). Domains: Death, Destruction
Spell-Like Abilities (CL 5th):
3/day—charm person (DC 13), protection from good
1/day—desecrate, enervation (+4 ranged touch)
Abilities Str 12, Dex 12, Con 14, Int 16, Wis 18, Cha 15
SQ familial charm
Feats Combat Casting, Improved Initiative
Skills Concentration +10, Heal +12, Knowledge (arcana) +8,
Knowledge (religion) +11, Knowledge (the planes) +6,
Listen +4, Spellcraft +13, Spot +4
Possessions combat gear plus +1 full plate, heavy mace,
periapt of Wisdom +2
Unholy Strike (Su) A plague speaker’s natural and armed
melee attacks are considered evil-aligned for the purpose
of overcoming damage reduction, and they deal an extra
2d6 points of damage against good creatures. Heroes of
Horror 157.
Familial Charm (Su) A plague speaker’s mother acts as if
under a constant charm person spell generated by the
plague speaker. Heroes of Horror 157.
Orc plague speakers are the accursed representatives of Yurtrus, the orc god of pestilence. Plague speakers do not choose
their path but are born to it. Legend holds that once each year,
on the winter solstice, Yurtrus reaches out and touches an
infant orc in the womb. This orc is born with whitish skin,
pink eyes, and a slender, weak frame. Other orcs dare not slay
this abomination, for these traits mark the child as Yurtrus’s
chosen speaker.
A plague speaker is a hallowed figure who strikes terror
into the rest of the tribe. Yurtrus is said to visit plagues upon
orcs who stray from Gruumsh’s directives. Orc tribes that go
too long without raiding their neighbors, slaying dwarves
and elves, and despoiling the land court destruction at
Yurtrus’s hands.
A plague speaker is an emissary of Yurtrus, but he is an
outcast. Although the rest of the orcs respect his position,
they also fear him, his blasphemous origins, and his vile god.
He is given a secure place to sleep (well away from the rest of
the tribe), ample food and drink, and a share of the treasure
from any raids. The speaker spends his days tending a small
shrine to Yurtrus, caring for the sick and the dead, and ensuring that the chieftain does nothing to rouse the orc deities’
ire. A plague speaker’s only company is usually his mother,
who idolizes him and might herself be a potent spellcaster.
The orc plague speaker presented here had the following
ability scores before racial and template adjustments, Hit
Dice ability score increases, and equipment bonuses: Str 8,
Dex 10, Con 14, Int 12, Wis 15, Cha 13.
Strategy and Tactics
Since a plague speaker dwells near an orc lair, but usually
not within it, he often becomes aware of disturbances in
the tribal domain before he is personally threatened. When
this happens, he readies himself to come to the tribe’s aid
and take intruders by surprise. Though the tribe’s warriors
gladly take advantage of any confusion he causes, they don’t
fight by his side. A plague speaker stands alone.
Whenever possible, before entering battle, a plague
speaker casts deathwatch. He then follows with aid, protection
from good, resistance, and shield of faith to protect himself, and
bull’s strength to increase his damage potential. He usually
announces his presence with bane, followed by cause fear or
hold person against a foe that looks like a tough fighter. If he
is able, he casts an area dispel magic and then contagion, which
he delivers on the first chance he gets after entering combat.
A plague speaker prefers to confer Yurtrus’s special gift of
contagion by using a claw attack on an opponent that appears
frail.
If the situation takes a bad turn, or if the orcs appear to be
on the verge of defeat, a plague speaker uses meld into stone
to escape his enemies. If the attackers destroy his tribe, a
plague speaker travels in search of a new home. Any orc tribe
he meets must grudgingly accept him, lest they call down
Yurtrus’s wrath.
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Strategy and Tactics
HALF-ORC INFILTRATOR
Only close examination reveals the nonhuman ancestry of this
traveler. She seems harmless, but in a flash she drives a dagger
toward your belly.
Half-Orc Infiltrator
CR 3
ORC
Orc berserker, war howler,
battle priest,
and half-orc infiltrator
Illus. by R. Spencer
Female half-orc rogue 3
NE Medium humanoid (orc)
Init +6; Senses darkvision 60 ft.; Listen +0, Spot +0
Languages Common, Orc
AC 16, touch 12, flat-footed 14
(+2 Dex, +4 armor)
hp 16 (3 HD)
Resist evasion
Fort +2, Ref +5, Will +1
Speed 30 ft. (6 squares)
Melee mwk dagger +5 (1d4/19–20)
Ranged mwk dagger +5 (1d4/19–20)
Base Atk +2; Grp +2
Atk Options sneak attack +2d6
Combat Gear potion of invisibility, potion of reduce person
Abilities Str 10, Dex 15, Con 13, Int 10, Wis 10,
Cha 12
SQ trapfinding
Feats Improved Initiative,
Weapon Finesse
Skills Balance +4, Bluff +6,
Diplomacy +5, Disguise +9 (+11 acting),
Gather Information +6, Hide +8,
Intimidate +3, Jump +2, Knowledge (local)
+5, Listen +0, Move Silently +8, Open Lock
+7, Search +4, Sense Motive +5, Spot +0,
Tumble +7
Possessions combat gear plus +1 studded leather
armor, 2 masterwork daggers, disguise kit,
masterwork thieves’ tools
A half-orc infiltrator’s goal is to gather intelligence for the
tribe and to organize an attack from within. She is not a combatant. An infiltrator either reports her findings to the tribal
chief or conducts a guerrilla campaign in the hours before
the tribe attacks. She might open a town gate and disable
the mechanism used to close it, assassinate or impersonate
an officer in the militia, free jailed convicts to help spread
confusion, start fires, and so forth. If an infiltrator is exposed,
she flees as quickly as possible. She marks those who have
harmed her and returns to hound such persons as soon as she
can, perhaps using a disguise to get close to her enemies.
A half-orc infiltrator’s combat proficiency is weak compared to a typical orc champion’s, but her excellent skills
make her a subtle opponent. She uses Bluff to feint or to
create a diversion to escape when she must fight a tough
opponent alone, and she employs Tumble to get an
advantageous position on the battlefield.
If an infiltrator is with a tribe under attack,
she uses one of two basic strategies. She
might hide at the edge of the camp or
in a rarely used side passage, trailing her
A half-orc born to an orc tribe usually fills the same
role any other orc might. Sometimes, a half-orc who
favors her human parent serves a forward-thinking orc
chieftain as a spy.
In most cases, a half-orc infiltrator is encountered
in a large settlement. She enters the area, usually posing as a mercenary or vendor, and
assesses its defenses from inside. While
she gathers information quietly, she
also makes maps of the place. An infiltrator might enter the town’s sewers in
search of a secret entrance that avoids
the walls and their guards.
If an evil cult or similar
group operates in the community, the infiltrator makes
contact with them to offer an
alliance.
The half-orc infiltrator presented here
had the following ability scores before racial
adjustments: Str 8, Dex 15, Con 13, Int 12,
Wis 10, Cha 14.
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enemies and taking them from behind when they engage
other orcs. Alternatively, she might pose as a slave to insinuate herself into a group of soft-hearted opponents, choosing
a strategic target to eliminate when the time is right.
An infiltrator is no fool. If she is unnoticed but can’t use
her sneak attack, she doesn’t reveal herself. Discretion is the
better part of valor, and she flees if the situation looks dire
or if attackers target her for elimination.
“You got nothing I can’t take, weakling.”
ORC
—Tareg, orc berserker
SAMPLE ENCOUNTERS
Orcs are raiders and warmongers. They travel in bands and
are rarely found alone.
Individual (EL 1/2–3): A lone orc is a rare sight, and such
a wanderer is usually a scout for a larger group and a capable
individual. Even orc scouts usually travel in pairs.
EL 3: Bruuna is a half-orc infiltrator traveling to the nearest settlement to scope it out for her tribe. She appears to be
a somewhat civilized half-orc.
Gang (EL 1–7): Young orcs group into gangs of two to four
to undertake small-scale forays into the territory of other
humanoids, looking to pick off travelers and raid outlying
farms and homes for glory and loot. Sometimes the members
of these gangs are redoubtable.
EL 5: Dagu, Gar, and Tareg form a gang that aims to waylay
trekkers on a nearby caravan trail. Tareg, an orc berserker, is
the group’s leader, but even he listens to the counsel of Gar
the battle priest. Dagu is a typical orc warrior (MM 203) along
for the fun.
Raiders (EL 6–9): A squad of orc raiders includes up to
twenty warriors and a few elite individuals who lead.
EL 9: On Bruuna’s heels comes a crusade led by Shamoz, a
war howler. A berserker named Heg has taken up Shamoz’s
banner, along with four battle priests and a dozen warriors.
ECOLOGY
Orcs are ferocious creatures with no respect for life or their
surroundings. Whenever possible, they inhabit natural
shelters or settlements built by other creatures, rather than
building fortifications from scratch. Wasteful and oblivious
to their consumption, orcs strip their territory bare if they
can’t expand into new lands. Their inefficiency fuels their
desire to conquer.
Harsh living and constant warfare, both of which contribute to their high mortality rate, define the existence of
orcs. These factors are offset by a strong reproductive urge,
and consequently a high birth rate. Orc females carry their
children to term in only six months, and multiple births
are common. Some orc children die due to the tribe’s unforgiving way of life, but many grow up toughened by their
upbringing.
Orcs reach physical maturity in about thirteen years, and
most are ready to take up the axe for their tribe a year or two
later. Orcs age quickly, reaching old age after only thirtyseven years.
Omnivorous and not the least bit picky, orcs can subsist on
provisions that other humanoids find unacceptable, including carrion and the flesh of sentient creatures. Still, most
orcs prefer fresh meat and blood.
Environment: Orcs usually inhabit temperate hills,
but they move into any region where they can exploit the
resources. Orcs still prefer areas with natural shelter from
direct sunlight.
Typical Physical Characteristics: An adult male orc is a
little over 6 feet tall and weighs about 210 pounds. Females
are slightly smaller but often just as strong. All orcs have gray
skin and sport wild, coarse hair, but individuals vary widely
in appearance.
Alignment: Orcs are brutish and bloodthirsty, selfish
and devious. They kill and destroy without a thought to the
consequences, and they dominate and persecute even other
orcs. Every orc craves personal authority and comfort and
is willing to eradicate rivals to secure these wants. As such,
orcs are often chaotic evil, with chaotic neutral being the
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ORC LORE
Characters with ranks in Knowledge (local) can learn more
about orcs or half-orcs. A character with Knowledge (religion)
can learn more about orc religious practices. When a character
makes a successful skill check, the following lore is revealed,
including the information from lower DCs.
Knowledge (Local)
DC
10
15
20
Result
This is an orc (or half-orc), a strong and usually
bloodthirsty humanoid. This result reveals all
humanoid and orc traits.
Orcs are bellicose and warlike. Their culture is
based on the right of might and the warrior ideal,
so they often take what they want and need from
others by raiding. They hate all other humanoid
races but reserve a special loathing for elves.
Orc crafts are based on war, religion, or survival.
Male orcs dominate, while females form the stable
base of an orc tribe.
Knowledge (Religion)
DC
10
15
20
25
Result
Orcs practice a dark religion centered on their war
deity, Gruumsh. The orc deities hate the elven and
dwarven deities.
The orc pantheon includes Gruumsh’s war
lieutenants; the mother goddess Luthic,
Gruumsh’s wife; Shargaas, the orc god of darkness
and trickery; and Yurtrus, the orc deity of death
and disease.
Oral orc litanies teach that the gods of other
humanoid races, particularly elves and dwarves,
cheated Gruumsh out of good places for his
people to dwell. This belief is the basis of orc
hatred and rage.
The orc deities sometimes bless orcs with unholy
offspring. These powerful young always rise to
positions of power within an orc tribe.
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most common exception. An orc individual or group might
adopt a differing outlook, but another creature often controls
or governs such orcs—one they fear or revere.
SOCIETY
ORC
Orc society is tribal, and it is based around the ideals of
survival, strength, fear, and war. These principles are, in turn,
founded in the orcs’ veneration of Gruumsh.
Orcs consider it a gift from Gruumsh that they can
survive in places where other sentient creatures can’t or
won’t, but they have nothing resembling racial solidarity.
Each values his or her life and comfort above the lives of
others. An orc doesn’t trust fellow tribe members enough
to become attached to them or be willing to sacrifice for
them, but seeks as much pleasure, power, and wealth as can
be acquired.
These views are an obstacle to racial unity. Orcs focus
much of their energy on gaining and maintaining status
within the tribe. The strong rule the weak, the clever control
the foolish, and the feeble are left with nothing. This worldview spills over into orcs’ treatment of everything. Continued
existence is a right only of the fit.
Survival requires resources, however, and orcs see the
world as theirs for the taking. Orc religion holds that the
dwarven and elven deities unfairly cheated Gruumsh out
of territory for his creations. So Gruumsh smote the lands
to make caves and badlands for the orcs. He also made his
children strong, so they could take whatever they needed
from others. He made them bloodthirsty and selfish, so the
frail couldn’t drag down the mighty.
Orcs learn these credos at an early age, mostly from cruel
experience. Infants are weaned quickly, lest they weaken
the mother. As they grow, orc toddlers are more and more
expected to fulfill their needs and wants for themselves.
Some long-sighted orc mothers help their children in ways
that won’t make the child dependent or incompetent, securing the young one’s loyalty later in life. Children who succeed
at taking what they need become resilient and capable by orc
standards, and they earn a place among the adults.
Modeled after Gruumsh’s absolute authority over his
lessers in the orc pantheon, orc tribes are usually led by a
chieftain who is the strongest male in the tribe. Male orcs
have complete power over the fate of their mates and children. Clerics of Gruumsh, who are also always male, are very
influential. They cull the weak and undermine ineffectual
chiefs.
Females among the orcs are commonly subservient, and
nothing about orc mating is romantic or monogamous, with
the mightiest warriors taking as many mates as they can support. But every orc subconsciously knows that those who
provide for the tribal home and give birth to the next generation are the tribe’s backbone. Further, while many female
orcs do little more than bear children and gather food, strong
females are barred only from becoming clerics of Gruumsh.
Many powerful male orcs are fiercely loyal to their mothers,
giving such females sway in the tribe despite the appearance
of male authority. Magical power also grants influence, and a
sufficiently strong female orc can carve out a place for herself
if she can defeat the males who would subjugate her.
Few professions have specific gender associations in orc
culture. Male orcs happen to favor warrior roles, and gifted
females favor spellcasting. This latter instance foments a
belief among orcs that noncombat magic is a feminine craft;
males who practice magic had better be useful in battle to
avoid the appearance of weakness.
Orcs of both genders are averse to jobs that are laborintensive with little quick reward. Thus, orcs take sentient
creatures as slaves. Slaves do the work no orc wants to do,
such as farming or mining. An orc who owns a slave gains
status, wealth, and personal comfort based on the amount of
work that slave provides.
TYPICAL TREASURE
Though a tribe’s wealth is disproportionately distributed
toward the top of the chain of command, orcs have standard
treasure for their Challenge Rating. Most orcs favor weapons,
armor, and portable treasures that display both affluence
and ability. An orc berserker might string the eye teeth of
dwarves he has slain into a silver necklace, while another
orc might wield a bejeweled elven longsword to show his
enemies he has beaten a rich adversary.
ORCS AS CHARACTERS
See page 204 of the Monster Manual for information on orcs
as characters.
ORCS IN EBERRON
The orcs of Eberron number fewer than most other humanoid races, and they live in inhospitable and remote places.
They are unusual in that they are neither as destructive nor as
evil, in general, as orcs in other settings. Most orcs live in the
Shadow Marches, and the Ironroot and Endworld Mountains
hold decent populations. Khorvaire’s orcs cling to traditional
ways, and those of the Shadow Marches live and interbreed
with humans. Many orcs still serve the Gatekeeper druid
sect that helped cut Eberron’s ties with Xoriat during the
ancient war with the daelkyr. Too many orcs, however, have
turned against the ancient ways and now worship the Dragon
Below, fighting their kin to release the horrors the Gatekeepers trapped in Khyber.
ORCS IN FAERÛN
Orcs in Faerûn are varied. Those from the North and the
Spine of the World are known as mountain orcs, and they are
the oldest of their kind on Toril. The East is home to gray orcs,
which are more civilized and devout than mountain orcs
but no less evil. Rare in the lands lit by the sun, deep orcs,
or orogs, are descended from mountain orcs that became
trapped underground.
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Illus. by w. England
SPAWN OF
TIAMAT
SPAWN OF TIAMAT
matches its color, which combined with the word “spawn,”
forms part of its name. Blackspawn raiders and blackspawn
stalkers, for example, are born only to black dragons.
Although spawn first began to appear within clutches of
dragon eggs, most of them breed true and now are rapidly
multiplying.
Evil dragons recognize the birth of a spawn of
Tiamat as a fortunate omen, a sign of their creator’s
favor. That said, spawn rarely remain with their parents
for long. They mature much more quickly than true
dragons, reaching adulthood in only a few years.
Spawn of Tiamat usually congregate with other
creatures, whether in packs of their kind or
with like-minded individuals of other races,
particularly evil dragons. Reports have
surfaced recently of hobgoblin clerics
and warlords gathering spawn of
Tiamat and other evil dragons for a
great battle. Whether this is part of
Tiamat’s plan for the Dragonfall
War or stems from the goblinoids’
general antipathy toward other
races is unknown.
Regardless of their place in
the world, all spawn share an
unswerving loyalty to Tiamat, which their
would-be allies would do well to remember.
The spawn of Tiamat also share her undying
hatred of good dragonkind, and they look down upon
nondragons of all sorts.
The deity Tiamat, Creator of Evil Dragonkind, has long
sought domination of the world for herself and her progeny. For eons she has struggled against Bahamut, the King
of Good Dragons, in a confl ict called the Dragonfall
War, and most people believed that this battle would
last for millennia to come.
Recently, however, Tiamat unveiled her latest and
most terrifying tactic. She created diverse and numerous creatures with the blood of chromatic dragons
and sent forth these spawn to spread destruction
and evil. This incursion of evil dragonblood
creatures threatens the balance of the war
and, by extension, the world.
To thwart her ambitions, Bahamut
created the noble dragonborn (Races
of the Dragon 5), but the challenge
of fighting evil dragonkind
demands even more heroes
than the Platinum Dragon
can produce. Today, Tiamat
has the upper hand. It might
well fall to the player characters to prevent her spawn
from permanently tipping
the Dragonfall War in favor
of evil.
Every spawn of Tiamat has some vestige
of the power of the Queen of Evil Dragons in its
blood. Many, though, are born not directly to her
but to individual evil dragons throughout the world.
Spawn of Tiamat in Eberron
Whether chosen by Tiamat herself or only by fickle
Tiamat is not pleased with the attitude many of her chilchance, some chromatic dragon eggs hatch into the Holy symbol
dren have adopted. She is proud of the role chromatic
of Tiamat
spawn described in this section. Usually a single
dragons played in defeating the fiends and the quori,
egg is so touched, but occasionally an entire clutch
but she feels that they now waste time worrying about
produces spawn of Tiamat (which might not even be all the
the Prophecy instead of subjugating the world.
same kind). A given spawn is born only to a dragon that
Some chromatic dragons agree with her and have
rededicated
themselves to her cause. In addition, she has
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whispered promises of a return of the great Dhakaani
Empire to certain hobgoblin warlords in Darguun. Using
TIAMAT
these contacts, Tiamat has been able to seed the world with
The Chromatic Dragon, Creator of Evil Dragonkind
her spawn, and they are ready for when the call to battle
Lesser Deity
Symbol: Five-headed dragon
goes forth.
Home Plane: Baator
Chromatic dragons not allied with Tiamat see the spawn’s
Alignment: Lawful evil
arrival as a dire portent that must somehow be related to the
Portfolio: Evil dragons, conquest, greed
Prophecy, but they are oblivious to the true danger. They
Worshipers: Evil dragons, spawn of Tiamat, conquerors
continue to do that for which Tiamat condemns them: They
Cleric Alignments: NE, LE
wait and watch, hoping to learn the true nature of these
Domains: Destruction, Dragon*, Evil, Greed*, Law,
new dragonblood through observation and reflection on
Trickery, [Hatred, Scalykind, Tyranny]
the Prophecy.
Favored Weapon: Heavy pick (bite)
All manner of spawn now inhabit Argonnessen. The dif*Domains described in Draconomicon.
ferent varieties have begun to circulate throughout the world
Domains presented inside brackets are found in
the FORGOTTEN REALMS® Campaign Setting. If your
and can be found in Xen’drik, Khorvaire, and Aerenal. Few
campaign is set in Faerûn, you can add these
have gained a foothold in Sarlona.
domains to the deity’s list (possibly replacing
See specific spawn entries for more details on their place
other domains if desired).
in Eberron.
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Tiamat is the Creator of Evil
Dragonkind and the mother of
her spawn
Illus. by W. Reynolds
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BLUESPAWN AMBUSHER
The ground trembles, and a blue form bursts from the ground in
a shower of dirt and stones. The creature has the shape of a giant
badger, but it bears the thick scales, sharp horn, and gnashing
teeth of a blue dragon. Suddenly, its body crackles with electricity
as sparks leap and arc across its scales.
SPAWN OF
TIAMAT
Bluespawn Ambusher
CR 4
Always LE Medium magical beast (dragonblood)
Init +0; Senses darkvision 60 ft., low-light vision,
tremorsense 60 ft.; Listen +4, Spot +4
Languages Draconic
AC 18, touch 10, flat-footed 18
(+8 natural)
hp 30 (4 HD)
Immune electricity
Fort +6, Ref +4, Will +3
Speed 20 ft. (4 squares), burrow 20 ft. (earth and stone)
Melee 2 claws +8 each (1d8+4) and
gore +6 (1d6+2)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +8
Special Actions electricity burst
Abilities Str 19, Dex 10, Con 14, Int 3, Wis 14, Cha 13
Feats Ability Focus (electricity burst), Multiattack
Skills Climb +7, Hide +0, Listen +4, Spot +4
Advancement 5–10 HD (Medium)
Electricity Burst (Su) A bluespawn ambusher can activate
an electricity burst as a standard action once every
1d4 rounds. Any creature within 10 feet must succeed
on a DC 16 Reflex save or take 4d6 points of electricity
damage. A successful save results in half damage. The
save DC is Constitution-based.
The burst damage increases by 1d6 for each
additional HD.
Bluespawn ambushers worship Tiamat as their progenitor,
and they willingly serve evil dragons and other followers
of Tiamat as guards and hunters. Although dim-witted,
they’re more than simple beasts and are capable of cunning
tactics.
They fight to the death only when commanded to do so by
an evil dragon or a follower of Tiamat.
Bluespawn ambushers that serve as guardians lure intruders into tight, dangerous quarters such as narrow corridors
or trails. The ambushers remain out of sight, beneath the
surface, then burst from the ground behind their foes to
attack. This maneuver cuts off the intruders’ escape route,
while the ambushers’ electricity bursts serve as beacons to
draw more guards or alert their masters.
Sample Encounter
Bluespawn ambushers hunt in packs, usually containing
an equal number of males and females. An odd number
likely represents a group of males protecting a nest or a
group of females out hunting after giving birth (see Ecology below). Either makes for a more dangerous encounter,
since bluespawn ambushers become much more aggressive
in such cases.
Pack (EL 9 or 11): Six males let loose lightning bursts into
the night to call back females from the hunt as their young
hatch. The young have not yet emerged from the eggs, and the
females are some distance off. PCs who investigate the lights
on the horizon might encounter the six females dragging
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BLUESPAWN AMBUSHER LORE
Characters with ranks in Knowledge (arcana) can learn more
about bluespawn ambushers. When a character makes a successful skill check, the following lore is revealed, including
the information from lower DCs. Those who recognize the
creatures’ ancestry can also use Knowledge (religion) to learn
more.
Knowledge (Arcana)
DC
14
19
24
Strategies and Tactics
Bluespawn ambushers live up to their name. They hunt in
tight-knit packs containing as many as a dozen members.
A pack roams on the surface or lies in wait near a source of
water until prey approaches, then swiftly disappears below
the ground. Tunneling, the bluespawn ambushers surround
their prey, and then claw their way to the surface. Upon resurfacing, they blast the prey with their electricity burst.
The ambushers don’t expect anything to survive this
assault, so they remain on the surface for a moment afterward to verify the kill. Should prey live to fight back or flee,
they burrow underground again the next round. Thereafter,
each bluespawn ambusher pursues the quarry from underground, rising to the surface to use its electricity burst,
then returning below the surface to wait until the ability
recharges.
If this strategy doesn’t work, bluespawn ambushers rely
on their claw and gore attacks. Ultimately, they prefer to live
and fight another day, so they typically flee if overwhelmed.
29
34
Result
This creature is a bluespawn ambusher, a
predatory magical beast related to blue dragons.
This result reveals all magical beast traits.
Bluespawn ambushers are immune to electricity.
They can release bursts of electricity from their
bodies and swiftly burrow beneath the earth.
Bluespawn ambushers prefer to attack prey near
sources of water in the deserts in which they dwell.
They possess a degree of intelligence and can
speak pidgin Draconic.
Bluespawn ambushers follow regular migration
patterns when hunting. Some desert dwellers
know these patterns and travel to avoid the
creatures.
Bluespawn ambushers produce offspring only
once every ten years. Females lay eggs
underground, then leave to hunt. Males watch the
eggs and signal hatching with electricity bursts at
night.
Knowledge (Religion)
DC
14
19
Result
Bluespawn ambushers are some of Tiamat’s
spawn.
Bluespawn ambushers revere Tiamat as their
progenitor and often follow the orders of her more
intelligent worshipers.
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food back to their nests or the whole pack of
twelve as they await the emergence of the
hatchlings.
Ecology
SPAWN OF
TIAMAT
Illus. by C. Frank
Bluespawn ambushers eat anything
that falls to their electricity burst
but rarely trouble themselves with
Tiny or smaller prey. Instead, they
wait for a suitable number of Small
or larger creatures before springing their ambush. A single
ambusher can subsist for more
than a month on a Small creature.
After a large meal, bluespawn
ambushers retreat underground
to rest. They lie just beneath
the surface, with only the
tips of their noses exposed
(allowing them to breathe). Most
intelligent creatures recognize this
and understand the danger (by succeeding on a Spot check opposed by
the bluespawn ambusher’s Hide check
to notice it). Scavengers, attracted to the
carcasses, sometimes fall prey to a second surprise attack
by the bluespawn ambushers.
Bluespawn ambusher
Bluespawn ambushers mate for life and produce offspring
only once every ten years. After laying eggs underground,
darken as they age. The scales of the oldest are darkly fringed
the females leave to hunt while the males watch over the
or lined with black.
clutches. A male signals the hatching with electricity bursts,
Alignment: With their simple agenda and loyalty to blue
summoning the female so that both parents can attend the
dragon masters, bluespawn ambushers are always lawful
emerging young.
evil.
Other spawn of Tiamat value bluespawn ambushers as
guardians and sentinels. The ambushers’ ability to lurk below Typical Treasure
Bluespawn ambushers rarely have any treasure, but they do
ground and their tremorsense form a potent combination.
share a hoarding instinct with dragons. Should their prey
Blue dragons, powerful half-dragons, and blackspawn raidbe carrying treasure, ambushers bury the spoils near a water
ers all make use of these creatures. Though ambushers are
source on their migration route so they can admire it as they
desert natives, their masters bring them across the world on
pass through. Only a 20% chance exists that they have coins,
campaigns in Tiamat’s name.
goods, or items.
Environment: Bluespawn ambushers prefer warm deserts, especially those with dunes of loose sand that make
burrowing easier. In such environments, packs of four to Bluespawn Ambushers in Eberron
twelve ambushers migrate from watering hole to oasis to
Most bluespawn ambushers live mainly in the Blade Desert
creek, preying on creatures that go to such places to drink.
of Valenar. Scholars trace their ancestry to a blue dragon
Their travel path depends on the season and what prey is
named Blaphinex, who was killed by other dragons as punlikely to be available in given areas, and it rarely changes.
ishment for what they saw as unnatural interest in the beasts
Some desert dwellers have learned these migration patterns
of the deserts.
and avoid watering holes when bluespawn ambushers are
likely to be nearby. They might travel far across the desert Bluespawn Ambushers in Faerûn
Bluespawn ambushers can be found wherever blue dragons
to avoid the voracious hunters.
live, but most dwell in Unther, the seat of Tiamat’s power.
Typical Physical Characteristics: Bluespawn ambushers
Several packs serve Hurthoogul, a male hobgoblin worshiper
are thick-bodied, burly creatures. A typical specimen stands
of the Chromatic Dragon, who claimed the title “Talon of
about 3 feet tall at the shoulder, and its body is about 4 feet
Tiamat.” He has marshaled a few tribes of goblins and hoblong and nearly as wide. With its dense muscles and thick
goblins into a small army on the Black Ash Plain, and he
scales, it weighs about 350 pounds.
hopes to gather more forces to expel Mulhorand’s influence
Female bluespawn ambushers can be distinguished from
and gain dominance over the nation. The Mulhorandi have
males by their slightly narrower heads and longer horns.
not discovered this fact.
Young bluespawn ambushers have scales of light blue, which
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the enemy to avoid the lines of lightning. Against creatures
with immunity or significant resistance to electricity, stormlizards change their tactics, relying on their gore attacks and
setting up flanks.
BLUESPAWN STORMLIZARD
A hulking creature, as big as a horse and twice as wide, circles
around you with surprising speed. It looks similar to a wingless
blue dragon, but its body shape is more burly. It lowers its horn
at you but seems to be waiting for something. Suddenly you
notice another of the beasts circling you, taking a similar stance. Sample Encounters
Electricity crackles along their horns.
Bluespawn stormlizards are almost never encountered alone.
SPAWN OF
TIAMAT
Bluespawn Stormlizard
CR 6
Always LE Large magical beast (dragonblood)
Init –1; Senses darkvision 60 ft., low-light vision; Listen +5,
Spot +8
Languages —
AC 23, touch 8, flat-footed 23
(–1 size, –1 Dex, +15 natural)
hp 69 (6 HD); DR 5/magic
Immune electricity
Fort +11, Ref +4, Will +4
Speed 40 ft. (8 squares)
Melee gore +13 (2d6+12)
Space 10 ft.; Reach 5 ft.
Base Atk +6; Grp +18
Atk Options Improved Bull Rush, Improved Overrun, Power
Attack, deadly charge 4d6+12, magic strike
Special Actions electricity arc, electricity link
Abilities Str 27, Dex 9, Con 22, Int 2, Wis 14, Cha 8
SQ Tiamat’s blessing (electricity)
Feats Improved Bull Rush, Improved Overrun, Power Attack
Skills Jump +12, Listen +5, Spot +8
Advancement 7–11 HD (Large); 12–17 HD (Huge); 18 HD
(Gargantuan)
Deadly Charge (Ex) A bluespawn stormlizard typically
begins a battle by charging at an opponent. In
addition to the normal benefits and hazards of a
charge, this allows the bluespawn stormlizard to deal
4d6+12 points of damage with its gore attack.
Electricity Arc (Su) 100-ft. line, once every 1d4 rounds,
standard action, damage 6d6 electricity, Reflex DC 19
half. The save DC is Constitution-based.
Electricity Link (Su) When bluespawn stormlizards gather,
electricity surges between them. As a swift action, a
bluespawn stormlizard can cause a line of electricity
to fire from its horn to that of another bluespawn
stormlizard within 100 feet. Creatures in the line must
succeed on a DC 19 Reflex save or take 3d6 points of
electricity damage. The save DC is Constitution-based.
Tiamat’s Blessing (Electricity) (Su) All spawn of Tiamat
within 5 feet of or riding on a bluespawn stormlizard
gain immunity to electricity.
Tiamat created bluespawn stormlizards to serve her other
spawn as mounts, a role they take to readily. Often on the
forefront of her forces, stormlizards enjoy charging over foes,
or pushing into an enemy line and then blasting creatures
between them with their electricity link.
Strategies and Tactics
Bluespawn stormlizards work best in a pack of two to eight.
Roughly half of the pack’s members charge into melee, while
the rest circle around to set up a killing zone with their
electricity link, preferably catching several foes at once. The
stormlizards continually shift positions to make it harder for
Usually they travel in groups of four or eight, with equal
numbers of males and females.
Blackspawn Knights (El 9): Two blackspawn raiders
(see page 130) ride on twin bluespawn stormlizards. Eager
for glory, both raiders charge their mounts into melee and let
the stormlizards decide whether or not to use their electricity
link.
Pack (EL 10–12): Packs of stormlizards might be groups
of mates or simply siblings.
EL 10: Four bluespawn stormlizards, two male twins and
two female twins, hunt together for a meal large enough to
sate all of them. The individuals range far apart from one
another, keeping their eyes open for Medium or larger creatures. When one spots likely prey, it roars loudly to alert the
others and charges in to occupy the quarry until the rest of
the pack arrives.
Ecology
Bluespawn stormlizards are always same-sex twins. Each
egg holds two stormlizards, and the twins hatch and develop
together, inseparable for life. Although an adult can use its
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BLUESPAWN STORMLIZARD LORE
Characters with ranks in Knowledge (arcana) can learn more
about bluespawn stormlizards. When a character makes a
successful skill check, the following lore is revealed, including the information from lower DCs. Those who recognize
the creatures’ ancestry can also use Knowledge (religion) to
learn more.
Knowledge (Arcana)
DC
16
21
26
31
Result
This creature is a bluespawn stormlizard, a
predatory magical beast related to blue dragons.
This result reveals all magical beast traits.
Bluespawn stormlizards are immune to electricity.
They attack with their horns and cause terrible
damage when they charge. One can release a line
of electricity from its horn to strike the horn of
another. The boom and crackle of lightning gives
them their names.
Bluespawn stormlizards are born in same-sex
pairs, and twins spend their whole lives together.
Bluespawn stormlizard twins hatch from the same
egg. If one twin is killed, the other flies into a
murderous rage.
Knowledge (Religion)
DC
16
21
Result
Bluespawn stormlizards are some of Tiamat’s
spawn.
Bluespawn stormlizards often serve followers of
Tiamat as mounts or guardians.
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SPAWN OF
TIAMAT
Illus. by c. Frank
electricity link with any other stormlizard, it first learns to For Player Characters
use the ability with its twin.
Bluespawn stormlizards make useful mounts, especially if
If one of a pair is killed, the other fl ies into a rage of grief
raised from the egg in captivity and properly handled. Stormand loss, killing indiscriminately until it is killed itself. If
lizard twins must remain near each other, and often a pair
separated for long, both become listless and refuse to eat,
of twins is trained together. Riding a stormlizard requires
slowly starving to death unless reunited. Thus, a pair must
an exotic saddle.
seek another pair of twins as mates, and all four use the same
Even a domesticated stormlizard retains its evil alignment
lair for egg laying. However, stormlizards don’t mate for
and takes pleasure in slaughter, so controlling it can be diflife, and even within a mated pack, partners might change.
ficult if a rider does not wish to kill an opponent (Handle
All members of a mated group provide for and guard the
Animal DC 20). The DCs of Handle Animal and Ride checks
hatchlings, but once their young are old enough to hunt,
increase by 5 for nonspawn riders. All DCs further increase
the parents split up: Twin fathers take twin sons and twin
by 10 if a stormlizard is separated from its twin.
mothers take twin daughters.
Carrying Capacity: A light load for a bluespawn stormAny creature capable of training wild animals can ride
lizard is up to 1,040 pounds; a medium load, 1,041–2,080
bluespawn stormlizards as mounts. They are surprisingly
pounds; and a heavy load, 2,081–3,120 pounds.
tractable so long as twins remain within sight or hearing
of each another. Fortunately for those who ride them, their Bluespawn Stormlizards in Eberron
electricity link never affects a rider unless one somehow gets
Bluespawn stormlizards live in large numbers on Argonbetween other stormlizards. However, bluespawn stormnessen and Xen’drik. Far smaller populations eke out an
lizards are driven to kill; if a rider repeatedly spares enemies,
existence in less hospitable regions of Khorvaire, mainly
the mount grows irritable and eventually rebels. Some riders
at the edges of Q’barra and within Droaam. The monstrous
armies of Droaam have yet to discover the beasts’ usefulness
try to keep their stormlizard mounts in check by “fleeing”
as mounts, seeing them only as dangerous predators, but it’s
from foes they don’t wish to kill, but they play a dangerous
only a matter of time until stormlizard cavalry forms the
game by doing so.
vanguard of their forces.
Environment: Bluespawn stormlizards live in warm
lands. They’re more populous in arid regions but can adapt
to any temperate or warm environment that provides a dry Bluespawn Stormlizards in Faerûn
Many evil creatures ride stormlizard mounts, including
place to sleep. Mated pairs look for dry caverns in which to
members of the Cult of the Dragon. What their riders don’t
lay eggs and tend young; lacking this, they make do with
know is that the beasts have a higher loyalty. Bluespawn
an area of large boulders or even a
stormlizards recognize other spawn of Tiamat as kindred
closely packed stand of trees.
creatures and refuse to attack them. When the time
Typical Physical Charis right for Tiamat’s assault on the world,
acteristics: A bluespawn
her stormlizards will serve no other
stormlizard stands roughly
master.
6 feet tall at the shoulder
and weighs about 4,000
pounds. Males carry slightly
more bulk than females,
but otherwise they look very
similar. With plentiful feeding, though, stormlizards
can attain tremendous size.
Such behemoths often serve
bluespawn godslayers as
mounts.
Older stormlizards have
darker scales and scarred
faces, the result of sparring
matches over mates.
Alignment: With their
blue dragon heritage and animal intelligence, bluespawn
stormlizards are always lawful
evil.
Typical Treasure
Bluespawn stormlizards don’t carry
treasure or eat metal when feeding.
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GREENSPAWN RAZORFIEND
A draconic shape leaps from the water, slashing with razortipped, clawed wings. A frill on its forehead and extending down
its back suggests a green dragon was somehow involved in the
creation of this beast.
SPAWN OF
TIAMAT
Greenspawn Razorfiend
CR 7
Always LE Large magical beast (dragonblood)
Init +7; Senses darkvision 60 ft., low-light vision; Listen +8,
Spot +9
Languages Draconic
AC 19, touch 12, flat-footed 16; Dodge, Mobility
(–1 size, +3 Dex, +7 natural)
hp 85 (10 HD); DR 5/magic
Immune acid, paralysis, sleep
Fort +10, Ref +10, Will +5
Speed 50 ft. (10 squares), swim 50 ft.; Spring Attack
Melee 2 wingblades +15 each (2d6+6/18–20/×3) and
bite +10 (1d8+3)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Base Atk +10; Grp +20
Atk Options augmented critical, magic strike
Special Actions breath weapon
Abilities Str 22, Dex 17, Con 16, Int 5, Wis 15, Cha 12
SQ Tiamat’s blessing (acid), water breathing
Feats Dodge, Improved Initiative, Mobility, Spring Attack
Skills Jump +22, Listen +8, Spot +9, Swim +14
Advancement 11–19 HD (Large); 20–30 HD (Huge)
Augmented Critical (Ex) A greenspawn razorfiend’s
wingblade threatens a critical hit on a natural attack
roll of 18–20, dealing triple damage on a successful
critical hit.
Breath Weapon (Su) 20-ft. cone, once every 1d4 rounds,
5d6 acid damage, Reflex DC 18 half.
The breath weapon’s damage increases by 1d6 for
every 2 additional HD.
Tiamat’s Blessing (Acid) (Su) All spawn of Tiamat within 5
feet of a greenspawn razorfiend gain immunity to acid.
Water Breathing (Ex) A greenspawn razorfiend can breathe
underwater indefinitely and can freely use its breath
weapon while submerged.
Skills A greenspawn razorfiend has a +8 racial bonus on
Jump checks. It also has a +8 racial bonus on any Swim
check to perform some special action or avoid a hazard.
It can always choose to take 10 on a Swim check, even if
distracted or endangered. It can use the run action while
swimming, provided it swims in a straight line.
Against multiple foes, a single razorfiend maneuvers to
catch as many creatures as possible in its acid breath, even
if this provokes attacks of opportunity. A surrounded razorfiend tries to fight its way out, focusing on one enemy until
it can clear a path for escape.
Razorfiends are most dangerous in groups. They are intelligent enough to focus all their attacks on one individual,
typically the one that most threatens the group. They use
their breath weapons liberally, since they are immune to
acid, and spray one another with impunity.
Sample Encounters
Razorfiends might be encountered alone or in mated pairs,
or used to guard Tiamat’s armies.
Mated Pair (EL 7 or 9): The party stumbles upon the nest
of a pair of razorfiends. Only one is in the lair, guarding the
eggs, and it viciously attacks the intruders. Once combat
begins, the razorfiend calls for its mate with a sharp roar.
The mate arrives 1d4 rounds later and tries to pick off a PC
near the periphery of the battle.
Group (EL 10+): Three or more razorfiends work
together to take down large prey or slaughter many weaker
creatures.
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GREENSPAWN RAZORFIEND LORE
Characters with ranks in Knowledge (arcana) can learn more
about greenspawn razorfiends. When a character makes a
successful skill check, the following lore is revealed, including the information from lower DCs. Those who recognize
the creatures’ ancestry can also use Knowledge (religion) to
learn more.
Knowledge (Arcana)
DC
17
22
27
32
Sometimes called “harrowblades” by wood elves and other
forest denizens, greenspawn razorfiends are voracious predators of woodland and swamps. Due to their modified wings,
they lack the ability to fly, but they can jump a surprising
distance.
Strategy and Tactics
Razorfiends are cunning hunters that are fond of hit-andrun tactics. They typically lie in wait under the surface of
water or amid undergrowth, then use Spring Attack to great
advantage. They know that one blow will eventually strike a
vulnerable spot and deal massive damage.
Result
This creature is a greenspawn razorfiend, a vicious
magical beast related to green dragons. This result
reveals all magical beast traits.
Greenspawn razorfiends are immune to acid,
paralysis, and sleep. They have an acidic breath
weapon and extremely sharp, bladed wings with
which they slash at foes.
Greenspawn razorfiends live to kill and prefer to
ambush opponents, leaping in and out of combat
to rip prey to shreds.
Greenspawn razorfiends form mated pairs that
defend their nests ferociously. One guards the
eggs while the other hunts, staying nearby to
respond to an alarm.
Knowledge (Religion)
DC
17
22
27
Result
Greenspawn razorfiends are some of Tiamat’s
spawn.
Greenspawn razorfiends can often be found
among worshipers of Tiamat.
Tiamat’s armies use greenspawn razorfiends as
shock troops to take advantage of their ferocity
and love of slaughter.
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Greenspawn
razorfiend
Greenspawn razorfiends have inherited the draconic trait of hoarding wealth, and they collect
from their prey anything that glitters or shines.
As a result, a razorfiend hoard includes double coins
and double goods, with standard items. They never have
objects made from cloth, leather, or similar materials, generally preferring metal.
SPAWN OF
TIAMAT
Treasure
Illus. by A. Lyon
Those employed by other spawn roam about encampments but are barely under control. In battle, they are
released first as shock troops.
In the wild, razorfiends mate for life. Each year,
the female produces a clutch of three to six eggs,
which she buries under loose dirt or hides in a
shallow bog. Mates take turns guarding their nest.
One stays with the eggs while the other hunts and
protects their territory.
Environment: Greenspawn razorfiends
live primarily in temperate or warm forests and
marshes. They prefer to build nests near bodies of
fresh water, which they also use to ambush prey.
Typical Physical Characteristics: A greenspawn razorfiend stands about 6 feet tall at the
shoulder and can reach 20 or more feet in length.
An adult weighs roughly 6,000 pounds. Its wings
are modified for slashing attacks, and as a razorfiend grows older, the claws become longer and the
membranes shrink. When folded, a razorfiend’s
wings resemble knife blades.
Razorfiends’ scales have a dirty green color that
helps them lurk in forest pools.
Alignment: Greenspawn razorfiends live for
slaughter, but their green dragon heritage and
modest intelligence predispose them to a lawful
evil alignment.
EL 11: Four
razor fiends have been let
loose by their hobgoblin handler near a busy trade route to Greenspawn Razorfiends in Eberron
perfect their violence in the “wild.” They initiate the attack
Many greenspawn razorfiends are found within and near
with their acid breath, then use Spring Attack to move in,
the strongholds of hobgoblin warlords in Darguun who
slash once, and back away. In subsequent rounds, they harry
have pledged themselves to Tiamat’s army. The razorfiends
foes from multiple directions, concentrating first on whoever
guard hatcheries that incubate eggs of all other kinds of
deals the most damage.
spawn. Other razorfiend populations have been established
in Q’barra and the swamplands of the Shadow Marches, as
well as the interior of Xen’drik.
Ecology
Greenspawn razorfiends were among the first spawn created by Tiamat, and the first originated in her realm in the Greenspawn Razorfiends in Faerûn
Nine Hells. Scores of eggs were distributed to her draconic
Greenspawn razorfiends are thriving in forests throughout
and hobgoblin servants throughout the world, interbred as
Faerûn. They have been spotted within the Chondalwood,
troops for Tiamat’s grand army.
as well as within Thesk and Aglarond. Reports of creatures
Now, razorfiends are present in nearly every force of
resembling razorfiends have surfaced around the High Moor
Tiamat’s followers, guarding key installations such as dragonand the Serpent Hills, despite their inhospitable climes, and
spawn hatcheries. Her servants have placed other razorfiends
rumors exist of similar beings in the Vast Swamp of eastern
in carefully selected regions to harass settlements and fronCormyr.
tier areas in preparation for the great invasion.
Greenspawn razorfiends attack anything that enters their
territory. It isn’t the hunt they enjoy so much as the killing,
and they slay larger and smaller creatures with equal glee.
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WHITESPAWN HORDELING
A creature the size of a gnome comes howling at you, slashing
the air with two short swords made of bone. It has a fang-filled
mouth in a head like that of a white dragon, and thick ivory scales
cover its body.
SPAWN OF
TIAMAT
Whitespawn Hordeling
CR 1
Usually CE Small monstrous humanoid (cold, dragonblood)
Init +0; Senses darkvision 60 ft.; Listen –1, Spot –1
Languages Draconic
AC 13, touch 11, flat-footed 13
(+1 size, +2 natural)
hp 13 (2 HD)
Immune cold
Fort +2, Ref +3, Will +2
Weakness vulnerability to fire
Speed 40 ft. (8 squares), fly 20 ft. (clumsy)
Melee short sword +3 (1d4/19–20) and
bite +1 (1d4) or
Melee short sword +1/+1 (1d4/19–20) and
bite +1 (1d4)
Ranged dart +3 (1d3)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp –2
Special Actions breath weapon
Abilities Str 11, Dex 10, Con 14, Int 4, Wis 9, Cha 9
Feats Multiattack, Two-Weapon FightingB
Skills Balance +10, Climb +5, Hide +4, Jump +4, Listen –1,
Spot –1
Advancement by character class; Favored Class barbarian;
see text
Possessions 2 short swords, 4 darts
Breath Weapon (Su) 30-ft. cone, once every 1d4 rounds,
damage 1d6 cold, Reflex DC 13 half.
Skills Whitespawn hordelings have a +5 racial bonus on
Balance and Climb checks.
Whitespawn hordelings live for violence. They rove in huge
hordes, fighting anything they encounter.
Strategies and Tactics
Whitespawn hordelings employ little strategy. All the members of a group charge and mob foes. Some attack with swords
and bites, while others who can’t yet get into melee hurl darts
and use their breath weapons against enemies. If their melee
attacks cannot pierce a target’s armor, they turn to their cold
breath; if neither tactic works, they flee.
Sample Encounters
Whitespawn hordelings are almost never encountered alone.
Most groups include at least six members.
Pair (EL 2): A pair of whitespawn hordelings are probably
the only survivors of a recent battle.
EL 2: Two blood-spattered hordelings seek more of their
kind after a deadly fight with orcs. They carry two severed
orc limbs as food.
Pack (EL 5): Whitespawn hordelings group into packs of
about six that form war parties. A single pack has most likely
split from the larger group to attack a separate target.
EL 5: Six whitespawn hordelings scout ahead of the rest of
a war party. They attack anything except chromatic dragons
or other spawn.
War Party (EL 7–9): A war party comprises two to four
packs. War parties range apart from the main horde, either
at the behest of a powerful and intelligent leader or when
most of the hordelings are involved in some other activity,
such as egg-laying.
EL 8: Twelve whitespawn hordelings attack a town, charging into the outlying houses in the dead of a winter night.
They were sent to test the town’s defenses by a blackspawn
raider (see page 131), who watches from nearby.
Horde (EL 10–18): Larger than war parties, hordes contain up to 150 members, all of whom are combatants. One
hordeling barbarian exerts some control over the group, but
it is not much of a leader.
EL 11: Thirty-two whitespawn hordelings descend from
the mountains, led by a 5th-level hordeling barbarian. Fleeing
frost giants that attacked their tribe, they destroy everything
in their path.
Ecology
Whitespawn hordelings subsist as nomadic hunters, the
whole horde moving as one group. When prey is sighted,
the horde splits into packs and war parties. They approach
the quarry from several sides, then charge in to kill as many
creatures as they can. Because hordelings aren’t adept at
stealth, such attacks rarely catch all of a herd. Thus, they fill
the role of natural predators: The healthiest and most alert
prey survive to propagate.
A horde never remains long in one place. The hordelings
leave lands they’ve hunted out or those whose inhabitants
drive them away. Only mating season slows them down.
After the eggs are laid, the hordelings hunt down large or
numerous prey. They place the eggs within the carcasses and
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WHITESPAWN HORDELING LORE
Characters with ranks in Knowledge (nature) can learn more
about whitespawn hordelings. When a character makes a
successful skill check, the following lore is revealed, including the information from lower DCs. Those who recognize
the creatures’ ancestry can also use Knowledge (religion) to
learn more.
Knowledge (Nature)
DC
11
16
21
26
Result
This creature is a whitespawn hordeling, a
monstrous humanoid related to white dragons.
This result reveals all monstrous humanoid traits.
Whitespawn hordelings are immune to cold and
vulnerable to fire. They can breathe cones of cold.
Whitespawn hordelings are most commonly found
in cold lands. They travel in great hordes and
attack en masse.
Whitespawn hordelings are nomadic but wander
with little direction. They abandon lands they’ve
overhunted or that other creatures drive them from.
Knowledge (Religion)
DC
11
16
Result
Whitespawn hordelings are some of Tiamat’s
spawn.
Whitespawn hordelings worship Tiamat and serve
her armies as expendable troops.
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SPAWN OF
TIAMAT
Society
Whitespawn hordeling
Whitespawn Hordelings in Eberron
Whitespawn hordelings are barely more intelligent than
Whitespawn hordelings live mainly in the Frostfell and on
animals, ruled by emotion and instinct more than by
remote, northerly islands in the Lhazaar Principalities that
rational thought. Some nevertheless can craft crude tools
even the pirate lords dare not approach. The hordelings lack
and weapons of bone or horn. Their few cultural traditions
the means to build boats, but every five years during the dead
revolve around mating and egg laying.
of winter they engage in migrations, fluttering and swimThe most threatening member of the horde becomes the
ming across pack ice to other islands and even to Khorvaire.
leader. Such “leadership” consists mainly of intimidation and
Scholars of the planes note that these migrations coincide
lasts only as long as the other hordelings fear and respect that
with Risia’s coterminous period and are surely related. The
individual. The leader might be a barbarian, or occasionally a
pirates, and occasionally the dwarves of the Mror Holds,
cleric, but often it’s simply another hordeling that’s meaner
have so far dealt with these small incursions, but they worry
than the rest.
that a cold enough winter could form an ice bridge across
Whitespawn hordelings grudgingly accept the rule of
the Bitter Sea. Such an event would offer an easy crossing to
other creatures, usually more intelligent and powerful spawn
thousands of hordelings; if they were to establish a foothold
of Tiamat. However, they willingly serve white dragons,
in the Demon Wastes, nothing would prevent them from
which the hordelings worship as embodiments of Tiamat.
spreading across the continent.
Whitespawn hordelings speak a crude dialect of
Draconic.
Whitespawn Hordelings in Faerûn
Whitespawn hordelings can be found wherever white
Typical Treasure
dragons live. Some sages speculate that the creatures are
Whitespawn hordelings typically have no treasure other
the result of inbreeding among half-white dragon kobolds,
than their weapons. Even leaders don’t carry more than what
but this theory doesn’t explain their close associations with
they need to fight. Always on the move and trading with no
white dragons. Metallic dragons say the hordelings appeared
one, hordelings don’t understand the concept of possessions,
in Faerûn recently (as dragons reckon time) and were loosed
which would only weigh them down.
on the world by Tiamat herself, but humanoid scholars scoff
at the idea that the god would create such stupid minions.
Illus. by A. Swekel
await hatching. The reason for doing so
is unclear, since the bodies provide little
warmth to the eggs, and hordelings are
unaffected by cold. Whitespawn hordelings say they want the young to “hear the
call of blood,” and this practice ensures
an immediate source of nourishment for
the hatchlings. The eggs hatch in about
a week, and the young mature swiftly.
Hordelings rarely live long past their
prime.
Environment: Whitespawn hordelings roam cold lands, rampaging from
one area to the next. Any sort of cold terrain, from mountains to deserts, might
contain them.
Typical Physical Characteristics:
Whitespawn horde-lings average 3-1/2
feet in height and 40 pounds in weight.
Females have slightly narrower shoulders than males and weigh a bit less.
Alignment: Whitespawn hordelings
are usually chaotic evil. Their society is
savage and dedicated to the maleficent
Tiamat. Rarely, a neutral evil hordeling
appears; such individuals are usually
clerics. Lawful or good hordelings are
unheard-of.
Whitespawn Hordelings with Class Levels
Whitespawn hordelings’ favored class is barbarian, though few
live long enough to acquire such training. Clerics are usually
neutral evil and serve Tiamat, but most hordes lack them.
Level Adjustment: +1.
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Whitespawn Berserker
WHITESPAWN HUNTER
A white-scaled humanoid slinks along the ice, sizing you up
with reptilian eyes. Its face is reminiscent of a white dragon’s,
with a short crest and a beaklike nose. It carries a cruel-looking
polearm.
This white-scaled humanoid has a reptilian face with a short crest
and a beaklike nose. It whirls a spiked chain, seemingly made
from rusted iron, through the air before it.
Whitespawn Berserker (Raging)
SPAWN OF
TIAMAT
Whitespawn Hunter
CR 4
Always CE Medium monstrous humanoid (cold,
dragonblood)
Init +5; Senses darkvision 60 ft., low-light vision; Listen +6,
Spot +6
Languages Common, Draconic
AC 17, touch 11, flat-footed 16
(+1 Dex, +5 armor, +1 natural)
hp 39 (6 HD)
Immune cold, paralysis, sleep
Fort +4, Ref +6, Will +6
Weakness vulnerability to fire
Speed 20 ft. (4 squares) in breastplate; base speed 30 ft.
Melee ranseur +8/+3 (2d4+3/×3) or
Melee handaxe +8/+3 (1d6+2/×3)
Ranged shortbow +7 (1d6/×3)
Base Atk +6; Grp +8
Space 5 ft; Reach 5 ft. (10 ft. with ranseur)
Combat Gear potion of cure moderate wounds, potion of pass
without trace, potion of protection from good, potion of
resist fire
Abilities Str 15, Dex 12, Con 14, Int 8, Wis 13, Cha 10
SQ ice step
Feats Alertness, Improved Initiative, Track
Skills Listen +6, Spot +6, Survival +8
Advancement by character class; Favored Class barbarian;
see text
Possessions combat gear plus masterwork breastplate,
ranseur, handaxe, shortbow with 20 arrows and 10 cold
iron arrows
Ice Step (Ex) Whitespawn hunters ignore all movement
penalties associated with snow or ice on the ground.
They always succeed on Balance checks against effects
caused by ice or by spells or special abilities with the cold
descriptor.
Skills Whitespawn hunters have a +4 racial bonus on
Survival checks.
Whitespawn hunters are brutish, crafty stalkers of the frozen
realms. They revere Tiamat as the ultimate predator.
Strategies and Tactics
CR 6
Male whitespawn hunter barbarian 2
CE Medium monstrous humanoid (cold, dragonblood)
Init +6; Senses darkvision 60 ft., low-light vision; Listen +8,
Spot +6
Languages Common, Draconic
AC 17, touch 10, flat-footed 17; uncanny dodge
(+2 Dex, +6 armor, +1 natural, –2 rage)
hp 93 (8 HD)
Immune cold, paralysis, sleep
Fort +12, Ref +8, Will +9
Weakness vulnerability to fire
Speed 30 ft. (4 squares) in breastplate; base speed 40 ft.
Melee mwk spiked chain +16/+11 (2d4+10) or
Melee handaxe +15/+10 (1d6+7/×3)
Ranged mwk composite shortbow +11/+6 (1d6+5/×3)
Space 5 ft; Reach 5 ft. (10 ft. with spiked chain)
Base Atk +8; Grp +15
Atk Options rage 1/day (9 rounds)
Combat Gear oil of magic weapon, 3 potions of bull’s strength,
3 potions of cure light wounds, potion of resist fire
Abilities Str 24, Dex 14, Con 22, Int 6, Wis 12, Cha 13
SQ fast movement, ice step
Feats Alertness, Improved Initiative, Track
Skills Listen +8, Ride +4, Spot +6, Survival +8
Possessions combat gear plus +1 breastplate, masterwork
spiked chain, handaxe, masterwork composite shortbow
(+5 Str bonus) with 20 arrows, 5 adamantine arrows, and
10 cold iron arrows, cloak of resistance +1, hemp rope
(50 ft.), 10 pitons, ivory token of Tiamat worth 200 gp
Ice Step (Ex) As whitespawn hunter
When not raging, a whitespawn berserker has the following
changed statistics:
AC 19, touch 12, flat-footed 19
hp 77 (8 HD)
Fort +10, Will +7
Melee mwk spiked chain +14/+9 (2d4+7) or
Melee handaxe +13/+8 (1d6+5/×3)
Grp +13
Abilities Str 20, Con 18
Whitespawn berserkers represent the ideal of the race. They
are both crafty and merciless.
The whitespawn berserker presented here had the following ability scores before racial adjustments and Hit Dice
ability score increases: Str 15, Dex 12, Con 14, Int 8, Wis 10,
Cha 13.
Whitespawn hunters track their prey for miles, staying out
of sight for as long as possible before launching an attack.
They try to trap their foes in terrain that limits escape, such
as ice floes or chasms. Once confident of the kill, after harrying opponents with their shortbows, they close and attack
with wild abandon. In melee, they take advantage of their
Strategies and Tactics
weapon’s reach.
Whitespawn berserkers use their superior wilderness skills
Hunting groups prefer to keep one or more individuals out
to pursue prey more effectively, but once in combat, they
of sight to watch the engagement, entering when reinforceyield to unbridled battle fury.
ments are required or when victory seems certain.
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Sample Encounters
SPAWN OF
TIAMAT
Illus. by A. Swekel
Typical Physical Characteristics: Whitespawn hunters average 5 feet in height and 125 pounds in weight. They
Whitespawn hunters prefer to travel in small groups, the
have white-scaled skin and wiry builds, and they move with
better to bring down prey. However, they are fractious and
surprising grace. Females are slightly smaller and slimmer,
competitive by nature and often fight among themselves,
with less pronounced facial features than males.
especially when dividing the spoils. Leaders often ride
Alignment: Whitespawn hunters are always chaotic evil.
whitespawn iceskidders (see page 163).
They are single-minded when both hunting and committing
Individual (EL 4): A whitespawn hunter encountered
terrible acts of depravity, especially against their slaves.
alone is usually a scout for the tribe.
EL 4: After a run-in with a band of orcs, a tribe of
whitespawn hunters sends out individuals to track down Society
Life among whitespawn hunters is brutal and short, with
their enemies.
most activity dedicated to the hunt. Status within a tribe
Pair (EL 6): Most whitespawn hunters travel in pairs.
depends strictly on strength and the willingness to defend
When they encounter prey, one moves in to attack, and the
one’s position. Males are typically in charge, though in some
other hangs back to make a surprise attack at the optimal
tribes powerful females dominate. When a tribe grows too
moment.
large to feed, the leader splits off, taking as many potential
EL 6: Two young whitespawn hunters are sent out to bring
mates and sturdy combatants with him as he can. Massive
down the largest game possible so they can be accepted as
bloodshed often results from such schisms.
adults in the tribe. They cooperate with each other to an
After mating, female whitespawn hunters hide their eggs
extent, but only one can win the right of adulthood—the
inside icebergs and other isolated locations where temperaloser is to be killed or exiled.
tures rarely rise above freezing, abandoning them to their
Hunting Group (EL 10): A hunting group generally
fate. The eggs hatch after six months, and the young must surconsists of two whitespawn hunters, a whitespawn berserker
vive on their own—often by devouring their weaker siblings.
with a whitespawn iceskidder mount, and an additional
The survivors are deemed strong enough to join the tribe
iceskidder. The group uses coordinated tactics to track and
when it returns to the area, and they are taught additional
ambush intruders into their territory. They attack anything
skills to become better hunters. Coming of age is a brutal
they deem edible (that is, most creatures).
ritual: A pair of adolescents must undergo a hunt to bring
Ecology
down a large and dangerous creature. They hunt together,
Whitespawn hunters prowl the frozen realms far from
but only one can bring down the prey and earn adult status.
civilization. They live a nomadic lifestyle, following herds
The other is either killed by the rest of the tribe or flees into
of large, dangerous game such as dire elk, polar bears, and
the wilderness in hopes of creating his own tribe—few such
even remorhazes. They build and camp in easily transindividuals survive.
portable huts, which are hauled by slaves or whitespawn
hordelings.
Whitespawn hunters are rapacious
meat-eaters and can quickly deplete an
area’s stocks of game. When times are
lean, they subsist on carrion, the flesh
of slaves, and the bodies of fallen tribe
members. They even devour the bones,
leaving virtually nothing behind to
indicate their presence other than bits
of gore and tufts of fur.
Tribes of whitespawn hunters instinctively know when to move on to find
richer game or to avoid the worst winter
storms. Their paths often intersect with
those of other tribes, resulting in open
warfare. The winning tribe seizes slaves
and mates from the loser.
Environment: Whitespawn hunters
inhabit the most desolate wastes, preferring cold plains and frozen waterways.
Occasionally a pack finds its way into
a mountainous region where game is
more plentiful.
Whitespawn berserker
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VERDANT PRINCE
A figure blending nature into a humanoid form appears on a
tree limb. Curved and woody antlers grow from its head, a mane
of leaves spills down its back, thornlike spikes protrude from its
shoulders, and lichen covers its wrists like bracers. Its eyes flicker
with green light.
VERDANT
PRINCE
Verdant Prince
172
CR 11
Usually NE Medium fey
Init +12; Senses low-light vision; Listen +12, Spot +12
Languages Elven, Common, Druidic, Sylvan
AC 26, touch 23, flat-footed 18; Dodge, Mobility
(+8 Dex, +5 deflection, +3 natural)
hp 136 (16 HD); DR 10/cold iron
Resist evasion
SR 20
Fort +14, Ref +23, Will +17
Weakness double damage from cold iron
Speed 40 ft. (8 squares)
Melee staff of the woodlands +13/+8 (1d6+6)
Space 5 ft.; Reach 5 ft.
Base Atk +8; Grp +11
Combat Gear expended staff of the woodlands (acts as +2
quarterstaff and allows wielder to use pass without trace
at will), wand of magic missile (5th)
Spell-Like Abilities (CL 16th):
At will—dimension door (only when starting point and
destination are adjacent to a tree or plant creature),
disguise self (DC 16)
1/day—baleful polymorph (DC 20), call lightning storm
(DC 20), changestaff, cure critical wounds, fire seeds
(DC 21), repel metal or stone, wall of thorns
Abilities Str 17, Dex 26, Con 18, Int 16, Wis 15, Cha 21
SQ oath bond, unearthly grace
Feats Combat Casting, Dodge, Improved Initiative, Improved
Toughness (Complete Warrior), Mobility, Stealthy, TrackB
Skills Appraise +8, Balance +15, Bluff +15, Climb +8,
Concentration +13, Diplomacy +14, Disguise +10
(+12 acting), Escape Artist +13, Gather Information +7,
Handle Animal +6, Hide +15, Intimidate +17, Jump +14,
Knowledge (arcana) +8, Knowledge (local) +8, Knowledge
(nature) +10, Listen +12, Move Silently +15, Search +8,
Sense Motive +11, Sleight of Hand +15, Spellcraft +10 (+12
deciphering scrolls), Spot +12, Survival +11 (+13 following
tracks, +13 in aboveground natural environments), Swim
+8, Tumble +19, Use Magic Device +19 (+21 for scrolls),
Use Rope +8 (+10 involving bindings)
Advancement by character class; Favored Class druid;
see text
Oath Bond (Su) A verdant prince can strike a powerful
supernatural bargain with another willing creature. The
bargain can be nearly anything, but must involve an
exchange of services or goods. A verdant prince can make
an oath bond with only one creature at a time.
If either party does not hold up its end of the bargain, it
takes a –6 penalty to all ability scores and is sickened until
the bargain is fulfilled. When a bargain isn’t fulfilled, the
wronged party becomes immediately aware of the broken
oath and gains a constant awareness of the oathbreaker’s
distance and direction. This awareness does not extend
across the boundaries of planes, but it does relate the
information that an oathbreaker is not on the same plane.
Only death or a wish or miracle spell can end an
oath bond before the bargain is fulfilled or negate the
penalties that a broken oath bond imposes. When the
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oath bond is negated by death or magic, the other party
becomes aware that the oath was ended or suppressed
but not how or where.
Unearthly Grace (Su) A verdant prince adds its Charisma
modifier as a bonus on saving throws, and as a deflection
bonus to Armor Class. Included above.
Verdant princes lend aid to those in need and grant the
desires of the greedy, but those who strike a bargain with the
fey understand too late what they’ve given up in exchange.
Tyrants among faeriekind, verdant princes employ formidable spellcasting ability and magic items.
STRATEGIES AND TACTICS
A verdant prince fights much like a sorcerer or wizard. It typically begins combat by casting changestaff to create a treant
ally to engage in melee. The prince then retreats to a hardto-reach spot, such as a high tree branch, from which it can
cast spells at foes and use magic items. The verdant prince
fears foes wielding cold iron and uses repel metal or stone and
wall of thorns to keep them at bay. If engaged in melee, it uses
Tumble and dimension door to escape.
A verdant prince remains in combat for as long as possible,
casting cure critical wounds to heal and employing spells and
items until they run out. If, despite these efforts, the fey ends
up in dire straits, it flees for a few rounds using dimension door
to gain some distance and then hides and uses disguise self in
hopes of fooling its foes. If successful in fleeing, a verdant
prince often returns to the scene of the battle the next day
to track foes and gain revenge through some ambush.
SAMPLE ENCOUNTERS
The first encounter with a verdant prince seems inoffensive,
if a bit sinister. Princes prefer to bargain with those they
encounter and to strike a favorable oath bond. They often
use disguise self to appear less threatening and offer aid in
exchange for something they desire. Verdant princes often
employ evil fey or plant creatures as allies in battle, using
them as shields against melee combat.
Woodland Seraglio (EL 13): A verdant prince uses a
beautiful forest glade to entrap travelers. Three satyrs gambol
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VERDANT PRINCE LORE
Characters with ranks in Knowledge (nature) can learn more
about verdant princes. When a character makes a successful
skill check, the following lore is revealed, including the information from lower DCs.
Knowledge (Nature)
DC
21
26
31
Result
This creature is a verdant prince, a kind of fey that
often aids others in exchange for a service or gift.
This result reveals all fey traits.
Verdant princes cast some druid spells and
possess powerful protections against magic. As
with many fey, cold iron weapons deal more
damage to them—even more than is typical for
creatures of their type.
Verdant princes are evil and cruel, and they enjoy
entrapping victims in supernatural oaths that seem
beneficial but are not.
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Verdant
prince
VERDANT
PRINCE
about the nearby woods playing their pipes, four evil dryads
live in oak trees surrounding the glade, and two evil nymph
sisters luxuriate in a pool in the glade’s center. The satyrs
hope to attract sentient creatures into the verdant prince’s
trap with their music and tales of pleasant times to be had.
The other fey lie in wait, listening for the change in a satyr’s
music that signals an approaching victim. When the targets
enter the glade, the dryads and satyrs attempt to pacify them
with suggestion and charm person. If that ploy works, the verdant prince shows itself to make an oath bond with the most
pliable person. If the ploy fails, the nymphs reveal themselves
to blind and stun foes, then everyone attacks.
ECOLOGY
SOCIETY
Verdant princes are leaders of evil fey and plant creatures.
Those that reside long in a verdant prince’s realm often
become evil over time as they repeatedly acquiesce to their
lord’s will and participate in its plots.
A verdant prince lives to fulfill its selfish desires. The
creature lairs in a home built by its subjects, sups on the
fruit of their labor, benefits from them as spies, and takes
whatever it desires. Although frequently cruel and imperious to individuals, a verdant prince makes an effort to appear
magnanimous and forgiving to its subjects at large.
This fey delights in tricking a creature into an oath bond
that leads to anguish and despair. The verdant prince takes
care to fulfill its end of the bargain while requesting something that seems innocuous but will cause strife.
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TYPICAL
TREASURE
Illus. by R. Mimura
Dryads or nymphs who mate with verdant princes, or who
are themselves evil, sometimes give birth to verdant princes.
Verdant princes mature swiftly after birth, becoming fullgrown and independent after a season. Powerful and
convinced of their superiority, verdant princes care little
for their mothers and typically despise their fathers, even
if either parent was also a verdant prince. Like many other
fey, verdant princes are nearly immortal.
Verdant princes have a diet much like that of humans
but require one-third of the food a human of the same size
needs. Thus, verdant princes have little impact on the environment and often rely on fey servants to fetch them what
they require.
Environment: Verdant princes prefer temperate forests
but can live in any environment that sustains humans.
Typical Physical Characteristics: A verdant prince
stands about 6 feet in height. Slender yet muscular, it looks
humanoid with a number of plant features. Most verdant
princes’ leaves and moss remain green throughout the year.
A few, however, turn color with the seasons; some princes
even lose their leaves in the fall.
Alignment: Verdant princes are born mischievous; their
cruel streak increases as they mature over the course of a
season. By maturity, nearly all become evil, but a few might
be more lawful or chaotic than others. Students of fey lore
hypothesize that a verdant prince’s alignment and vile nature
varies according to the season of birth. Spring princes tend to
be chaotic but less cruel, while winter princes cleave rigidly
to their words (even when not an oath bond) but are more
despicably black-hearted than most.
A verdant prince typically possesses double standard treasure
for its Challenge Rating, approximately 15,000 gp. This treasure is almost always magic items from defeated foes. Having
no power to detect magic, verdant princes plunder only obvious magic such as wands, scrolls, potions, and staffs. They
give other treasureto underlings or to creatures who enter
into oath bonds with them.
VERDANT PRINCES WITH
CLASS LEVELS
Verdant princes’ favored class is druid. Rogue and scout (see
Complete Adventurer) are associated classes for the purpose
of advancement.
Level Adjustment: +4.
VERDANT PRINCES IN FAERÛN
Unknown to all but the eldest son and daughter of each
generation, the Adarbrent noble family of Waterdeep has
for decades sent their firstborn to the Kryptgarden forest to
pledge an oath to King Witchthorn, a verdant prince. These
children must perform an unspecified service for the prince
by their eleventh year. In exchange, the family’s businesses
and homes gain secret fey guardians. The bargain has worked
well for the family; King Witchthorn has never asked anything of them. Now the Adarbrents view the verdant prince
as a fatherly benefactor, thinking nothing of chaining another
generation to whatever dark plans the fey has in store.
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YUAN-TI
YUAN-TI
As detailed in the Monster Manual, the deadly yuan-ti are
masters of intrigue and deception, constantly plotting and
scheming for power. To the yuan-ti, open warfare is a waste
of resources. A dagger in the back, a vial of poison slipped
into a drink, an insurrection fomented among trusted
retainers—these are the weapons of choice. Confident in
their effectiveness, the yuan-ti employ these methods against
their own kind and against other races.
This section presents three sample yuan-ti agents. The pureblood slayer is a spy and assassin who ventures into human
society. The halfblood deceiver performs a similar role among
the savage humanoids. Where the slayer targets powerful warriors, politicians, and spellcasters, the deceiver seizes control
of a tribe and turns it into an unwitting weapon of the yuan-ti.
The abomination cult leader is an example of a powerful yuanti who stands at the center of a vast network of underlings,
conspiracies, and shadowy plans. It manipulates events to suit
its needs, sets its enemies against each other, and uses its skill
at diplomacy to win allies and to isolate enemies.
Yuan-ti racial traits are summarized on page 263 of the
Monster Manual.
PUREBLOOD SLAYER
The humanoid figure before you is clad in form-fitting black
clothing. The glint of chainmail can be seen from beneath a fold
in her shirt. She appears human, but for a moment her eyes take
on a snakelike appearance. Without a sound, she draws a rapier
and leaps to attack.
Pureblood Slayer
184
CR 10
Female yuan-ti pureblood rogue 1/assassin 7
NE Medium monstrous humanoid
Init +4; Senses darkvision 60 ft.; Listen +17, Spot +17
Languages Abyssal, Common, Draconic, Elven, Yuan-Ti
AC 21, touch 14, flat-footed 21; Dodge, Mobility, improved
uncanny dodge, uncanny dodge
(+4 Dex, +6 armor, +1 natural)
hp 60 (12 HD)
SR 22
Fort +4 (+7 against poison), Ref +15, Will +6
Speed 30 ft. (6 squares); Spring Attack
Melee +1 human bane rapier +14/+9 (1d6+1/18–20 plus
poison) or
Melee +1 human bane rapier +16/+11 (1d6+3/18–20 plus 2d6
plus poison) against humans
Ranged mwk composite longbow +14/+9 (1d8+1/×3 plus
poison)
Space 5 ft.; Reach 5 ft.
Base Atk +9; Grp +10
Atk Options Blind-Fight, death attack, poison (Large
scorpion venom, DC 14, 1d4 Con/1d4 Con), sneak attack
+5d6
Special Actions alternate form
Combat Gear 3 doses of Large scorpion venom, 1 dose of
purple worm poison (DC 24, 1d6 Str/2d6 Str), 1 dose of
shadow essence (DC 17, 1 Str drain/2d6 Str)
Assassin Spells Known (CL 7th, 10% arcane spell failure
chance):
3rd (3/day)—deep slumber (DC 16), false life, magic circle
against good
2nd (4/day)—alter self, cat’s grace, fox’s cunning,
invisibility
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1st (4/day)—feather fall, jump, obscuring mist, true strike
Spell-Like Abilities (CL 12th):
At will—detect poison (CL 6th)
1/day—animal trance (DC 12), cause fear (DC 11), charm
person (DC 11), darkness, entangle (DC 11)
Abilities Str 12, Dex 18, Con 13, Int 16, Wis 11, Cha 11
SQ alternate form, poison use, trapfinding
Feats AlertnessB, Blind-FightB, Dodge, Mobility, Spring
Attack, Weapon Finesse
Skills Balance +6, Concentration +8, Disguise +14 (+19 when
impersonating a human), Hide +19, Listen +17, Move
Silently +19, Spot +17, Tumble +18
Possessions +2 mithral shirt, +1 human bane rapier,
masterwork composite longbow (+1 Str bonus) with
40 arrows
Death Attack (Ex) DC 20, paralysis effect lasts 1d6+7 rounds
(DMG 180).
A pureblood slayer is a highly trained assassin charged with
venturing into human lands in disguise, identifying powerful figures and potential threats to yuan-ti plans, and either
slaying them or subverting them with bribes, promises of
power, and other temptations.
The pureblood slayer presented here had the following
ability scores before racial adjustments and Hit Dice ability score increases: Str 12, Dex 15, Con 13, Int 14, Wis 10,
Cha 8.
Strategies and Tactics
A pureblood slayer always enters a fight with a clear plan and
well-considered preparations. Unless she has surprise or can
ambush her foes, she chooses discretion as the better part of
valor. The typical slayer is well aware that she cannot stand
toe-to-toe with a heavily armored paladin, a raging barbarian,
or a skilled fighter. Only when she strikes with surprise can
she defeat her enemies.
The slayer uses her Disguise skill to draw close to an opponent and observe him for a time. Once she has watched him
long enough to use her death attack ability, she hides, casts
invisibility, poisons her rapier, and moves in for the kill. If
possible, she begins her preparation while watching her
quarry. By using Spring Attack, she can slash at her opponent
and move away before he can react.
The exact approach that a slayer uses depends on where she
plans to make her attack. She prefers public places with large
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YUAN-TI LORE
Characters with ranks in Knowledge (nature) can learn more
about yuan-ti. When a character makes a successful skill check,
the following lore is revealed, including the information from
lower DCs.
Knowledge (Nature)
DC
13
18
23
28
Result
This is a yuan-ti, an evil snakelike being. This result
reveals all monstrous humanoid traits.
Yuan-ti have deadly poisonous bites, and some can
also burn enemies with acid.
Some yuan-ti can disguise themselves to infiltrate
humanoid societies and sow discord.
Yuan-ti consider themselves to be favored by their
evil deity and wish to advance their own status.
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4/4/06 9:16:16 AM
HALFBLOOD DECEIVER
This creature is built like an orc warlord, but it moves with
greater speed and confidence. It studies you with the probing
eye of a master tactician. It licks its lips as if carefully weighing
its options.
Halfblood Deceiver
CR 6
Male yuan-ti halfblood barbarian 2
CE Medium monstrous humanoid
Init +6; Senses darkvision 60 ft.; Listen +15, Spot +15
Languages Common, Draconic, Giant, Goblin, Orc,
Undercommon, Yuan-ti
AC 21, touch 14, flat-footed 21; uncanny dodge
(+2 Dex, +5 armor, +4 natural)
hp 77 (9 HD)
SR 18
Fort +8, Ref +7, Will +8
Speed 40 ft. (8 squares)
Melee mwk greataxe +12/+7 (1d12+3/×3) and
bite +10 (1d6+1/×3 plus poison)
Ranged mwk composite longbow +12/+7 (1d8+2/×3)
Space 5 ft.; Reach 5 ft.
Base Atk +9; Grp +11
Atk Options Blind-Fight, poison (DC 16, 1d6 Con/1d6 Con),
produce acid (3d6 acid damage)
Special Actions rage 1/day (8 rounds)
Combat Gear potion of invisibility
Spell-Like Abilities (CL 9th):
At will—detect poison (CL 6th)
3/day–animal trance (DC 18), cause fear (DC 17), entangle
(DC 17)
1/day—deeper darkness, neutralize poison, suggestion
(DC 19)
Abilities Str 14, Dex 15, Con 16, Int 20, Wis 16, Cha 22
SQ alternate form, chameleon power, fast movement,
trapfinding
Feats AlertnessB, Blind-FightB, Improved Initiative,
Multiattack, Skill Focus (Disguise), Weapon Focus (bite)
Skills Bluff +18, Concentration +10, Diplomacy +14, Disguise
+21, Hide +10 (+20 with chameleon power), Intimidate +8,
Jump +6, Listen +15, Move Silently +10, Spot +15
Possessions combat gear plus +1 mithral shirt, masterwork
greataxe, masterwork composite longbow (+2 Str bonus)
with 20 arrows, Quaal’s feather token (bird)
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Produce Acid (Sp) A halfblood deceiver has the ability to
psionically exude acid from its body, dealing 3d6 points
of acid damage to the next creature it touches, including
a creature hit by its bite attack. If the halfblood deceiver
is grappling or pinning a foe when it uses this power, its
grasp deals 5d6 points of acid damage. The acid becomes
inert when it leaves the halfblood deceiver’s body, and
the halfblood deceiver is immune to its effects.
Chameleon Power (Sp) A halfblood can psionically change
the color of his equipment and skin, granting it a +10
circumstance bonus on Hide checks.
A halfblood deceiver infiltrates orc, goblin, and ogre tribes
while in disguise, assassinates the current chieftain or helps
a puppet rise to power, and then manipulates the humanoids
to serve his ends. In this manner, the yuan-ti turns potential
enemies into useful allies. A sudden orc attack or similar
calamity could very well be the work of a halfblood furthering some unguessable yuan-ti machination.
The halfblood deceiver presented here had the following
ability scores before racial adjustments and Hit Dice ability score increases: Str 10, Dex 13, Con 14, Int 12, Wis 8,
Cha 15.
YUAN-TI
crowds and background noise, such as a tavern or inn. The
slayer adopts the guise of a traveler or adventurer, observes her
target as he eats or drinks, and then strikes at him from the
anonymity of the crowd of patrons. This tactic allows her to
use a variety of disguises and keep her opponents off balance.
In the wilds, the slayer relies on her alternate form ability
to draw close to her victims. She hides in the grass, watches
her foe, and strikes at him while still in snake form. This
tactic is also useful against a victim’s mount or allies. A wellplaced bite can kill a horse, leaving the victim stranded in
the middle of nowhere and giving the slayer plenty of time
to plot her next move.
When the slayer is forced into a confrontation, such as
when defending a yuan-ti lair, she relies on Spring Attack
to defeat opponents. She poisons several arrows and uses
ranged attacks to soften up resistance before darting in to
attack. If possible, she uses invisibility to stand in the open
and observe a foe.
Strategies and Tactics
A halfblood deceiver relies on trickery. His combat training
and wild rage make him a skilled warrior, but underneath
that berserker façade lurks a cunning, calculating mind. A
deceiver rages only when doing so is a surprise tactic or when
necessary for its survival. The deceiver wields the tribe he
leads or influences like a rapier, carefully guiding it against
the yuan-ti’s enemies. The deceiver slips from tribe to tribe,
using each of them in turn and abandoning them when they
no longer serve his purposes.
A deceiver’s campaigns of terror are wide in scope and difficult to detect. In the fall, he leads his orc tribe to raid and
burn a kingdom’s crops, cutting into the food supply. When
the orcs are finally run down and slain, the deceiver escapes.
Over the winter, he infiltrates a goblin tribe in the mountains. When spring comes, the deceiver leads the goblins
on raids against granaries and other storage centers. These
attacks might appear unrelated but combine to put immense,
continual pressure on the region’s food supply. Burnt crops,
raided caravans, and destroyed stores all add up to famine,
even during years with excellent weather.
Deceivers seize power through careful manipulation and
intelligent planning. Their overwhelming personalities
and potent intellects allow them to easily outmaneuver the
simple goblin and orc chieftains they encounter. Usually,
a deceiver helps a subchief attain power and then rules
through that proxy. While a deceiver invariably draws some
suspicion, he can deflect the simple-minded orcs and goblins
by leading them on successful raids. Few evil humanoids
question a leader who brings them gold, slaves, food, and
strong drink.
When confronted in battle, a deceiver weighs the risks of
exposing himself against the reward of victory. A deceiver
never feels loyalty to the tribe he leads. After all, he need
only adopt a new disguise and find a new tribe to begin
manipulating anew. The deceiver’s long-term, strategic view
of situations leads him to cut and run rather than fight, unless
he feels the odds are absolutely in his favor.
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ABOMINATION CULT LEADER
A bizarre cross between a serpent and a humanoid stands before
you. It wears a chainmail shirt and carries a flaming falchion. A
horde of snaky humanoids, ogres, and other creatures surround
it. With a single hissed threat, it transforms the rabble into an
attentive body of soldiers that move with well-trained precision.
YUAN-TI
Abomination Cult Leader
186
CR 9
Yuan-ti abomination marshal* 4
*Class described in Miniatures Handbook
CE Large monstrous humanoid
Init +4; Senses darkvision 60 ft., scent; Listen +21, Spot +21
Languages Common, Draconic, Giant, Gnoll, Goblin, Orc,
Undercommon, Yuan-Ti
AC 24, touch 9, flat-footed 24
(–1 size, +5 armor, +10 natural)
hp 127 (13 HD)
SR 22
Fort +12, Ref +7, Will +15
Speed 30 ft. (6 squares), climb 20 ft., swim 20 ft.
Melee +1 flaming falchion +17/+12/+7 (2d6+8/15–20 plus
1d6 fire) and
bite +15 (2d6+2 plus poison)
Ranged longbow +11/+6/+1 (2d6/×3)
Space 10 ft.; Reach 10 ft.
Base Atk +12; Grp +21
Atk Options Blind-Fight, auras, constrict 1d6+7, improved
grab, poison (DC 19, 1d6 Con/1d6 Con), produce acid
Special Actions aversion, grant move action 1/day
Spell-Like Abilities (CL 13th):
At will—animal trance (DC 19), detect poison (CL 6th),
entangle (DC 18)
3/day—deeper darkness, neutralize poison (DC 21),
suggestion (DC 20)
1/day—baleful polymorph (DC 22; snake form only), fear
(DC 21)
Abilities Str 21, Dex 10, Con 20, Int 22, Wis 20, Cha 24
SQ alternate form, chameleon power
Feats AlertnessB, Blind-FightB, Combat Casting, Improved
Critical (falchion), Improved Initiative, Multiattack, Skill
FocusB (Diplomacy), Weapon Focus (bite)
Skills Bluff +19, Climb +13, Concentration +21, Diplomacy
+22, Intimidate +21, Knowledge (history) +18, Listen +21,
Sense Motive +19, Spot +21, Swim +25
Possessions +1 mithral shirt, +1 flaming falchion, longbow
with 20 arrows, brooch of shielding
Auras (Ex) Affects all allies within 60 feet who can hear
an abomination cult leader, have Int 3 or higher, and
understand the abomination. The abomination’s aura is
dismissed if it is dazed, unconscious, stunned, paralyzed,
or otherwise unable to be heard or understood by its
allies. Miniatures Handbook 13.
The abomination can project one of the following
minor auras and can switch auras as a swift action.
Master of Tactics: +7 bonus on damage rolls when flanking.
Motivate Dexterity: +7 bonus on Dexterity-based checks,
including initiative checks.
The abomination projects the following major aura in
addition to whichever minor aura it chooses to use.
Motivate Attack: +1 bonus on melee attack rolls.
Constrict (Ex) An abomination cult leader deals 1d6+7 points
of damage with a successful grapple check.
Improved Grab (Ex) To use this ability, an abomination cult
leader must hit an opponent of up to Large size with a
bite attack. It can then attempt to start a grapple as a free
95376720_164to199.indd 186
action without provoking attacks of opportunity. If it wins
the grapple check, it establishes a hold and can constrict.
Aversion (Sp) As the antipathy spell; at will; caster level 16th.
This is a psionic compulsion effect targeting one creature
within 30 feet. The target must succeed on a DC 25 Will
save or gain an aversion to snakes and yuan-ti for 10
minutes. Affected creatures must stay at least 20 feet
away from any snakes or yuan-ti, alive or dead; if already
within 20 feet, they move away. A subject unable to move
away, or one attacked by a snake or yuan-ti, is overcome
with revulsion. This revulsion reduces the creature’s
Dexterity score by 4 points until the effect wears off or the
subject is no longer within 20 feet of a snake or yuan-ti.
Grant Move Action (Ex) As a standard action, grant an extra
move action to all allies (but not self) within 30 feet.
Each of the affected allies takes this extra move action
immediately. Miniatures Handbook 13.
Produce Acid (Sp) As the halfblood deceiver.
Chameleon Power (Sp) As the halfblood deceiver.
Skills A yuan-ti abomination has a +8 racial bonus on Climb
checks and can always choose to take 10 on a Climb check,
even if rushed or threatened. It also has a +8 racial bonus
on any Swim check to perform some special action or avoid
a hazard. It can always choose to take 10 on a Swim check,
even if distracted or endangered. It can use the run action
while swimming, provided it swims in a straight line.
An abomination cult leader is a commander and mastermind
among the yuan-ti. It leads a small cell of purebloods and halfbloods, and a variety of orcs, ogres, and other brutish creatures
who serve as mercenaries, slaves, and allies. The cult leader’s
magnetic personality allows it to transform even the most
fumbling rookie into a confident, hard-fighting warrior.
The cult leader presented here had the following ability
scores before racial adjustments and Hit Dice ability score
increases: Str 13, Dex 8, Con 14, Int 12, Wis 10, Cha 15.
Strategies and Tactics
An abomination cult leader is at its best when surrounded
by a number of underlings. Its marshal class levels grant it
enormous leadership abilities. Even puny goblins or kobolds
are dangerous when commanded by a cult leader.
Usually, a cult leader acquires followers from among
the survivors of tribes and clans subverted by a halfblood
deceiver. As intended, the tribe causes enough trouble for
civilized lands that a local ruler raises an army to defeat it. At
that point, the deceiver leads the survivors to the cult leader
that commands him. These survivors become virtual slaves,
forced to choose between serving the yuan-ti and trying to
survive in the wilds.
With orc, ogre, goblin, and gnoll servants gathered in
this manner, the abomination cult leader is a daunting foe.
Followers quickly learn that servitude has its rewards as the
abomination leads them to victory in battle and rewards
them with treasure. The yuan-ti weeds out malcontents and
incompetents, then executes them.
The cult leader keeps its motivate dexterity aura active
most of the time. When battle begins, it and its allies gain
a significant bonus on initiative. Once battle is joined, the
abomination switches to its master of tactics aura. It then
grants a move action to allies to get them into flanking positions. At that point, they cut through the enemy.
While the battle rages, the abomination keeps its allies between it and its enemies. It uses its reach to lash out with its
4/4/06 9:16:20 AM
falchion. Baleful polymorph and suggestion allow it to handle
foes that are too strong for its allies. When faced with large
numbers of opponents, it relies on its fear ability.
An abomination cult leader seeks power, wealth, and
strength. It deals openly with other evil creatures. Even
the mightiest necromancer or evil priest cannot resist the
abomination’s honeyed words, well-considered plans, and
thoughtful counsel. With both Intelligence and Charisma
over 20, the abomination is smart enough to create intricate, effective plans and influential enough to win allies
to help see them through.
YUAN-TI
Yuan-ti pureblood slayer,
abomination cult leader, and
halfblood deceiver
chambers and then abandon the clutch to the care of servants called broodguards. Young receive training almost
from hatching and mature quickly.
Environment: Yuan-ti are most comfortable in warm
forests, usually steaming jungles. Sometimes they inhabit
subterranean passages, even right beneath human cities.
Typical Physical Characteristics: Purebloods closely resemble
humans and have similar builds.
Halfbloods have a variety of serpentine features, such as snake
heads or tails. They are otherwise
about the size of humans. Abominations are entirely snakelike; they
can reach 12 feet in length and weigh
up to 300 pounds.
Alignment: Interested only in advancing their own status within their
cruel society, yuan-ti are usually chaotic evil.
SOCIETY
ECOLOGY
Yuan-ti build elaborate cities, erecting temples to
their evil pantheon and
snatching slaves and
sacrifices from the surrounding inhabitants.
Yuan-ti consider
themselves favored and
devote considerable attention to breeding ever
more perfect specimens. Affection has
nothing to do with
the process. After
mating, females lay
their eggs in brood
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Illus. by D. Hudnut
Cult
leaders
command both
halfblood deceivers and pureblood
slayers, setting them
both to advance its subtle aims
and plans. Even the yuan-ti under its
command have little idea of the
true scope of their master’s goals.
Yuan-ti society revolves around status, with
the bigger and more powerful abominations
at the top of the heap. Individual yuan-ti
continually strive to increase their status,
even at the expense of their fellows.
Yuan-ti worship a fiendish
entity called Merrshaulk, a
great, serpentine demigod.
They believe themselves to be
the deity’s favored children
and see other creatures
as fit only for exploitation and slaughter.
All yuan-ti are coldly
intelligent, but the
abominations rule
through both brains
and physical intimidation. The lesser
yuan-ti dare not
disobey their terrifying leaders.
TYPICAL
TREASURE
Yuan-ti have double standard treasure for NPCs of their
Challenge Rating. They gather wealth for
themselves and especially seek magic
items to give them an edge.
YUAN-TI AS
CHARACTERS
See page 263 of the Monster Manual for information
on yuan-ti purebloods as
characters.
187
4/4/06 9:16:22 AM
YUAN-TI IGNAN
The creature before you resembles a giant serpent with a humanoid upper body. Long, sharp horns crown its head, and its tail
splits about two-thirds of the way along its length, ending in
sharp hooks. It carries a heavy mace in one hand and a small
shield in the other. The colors of its scales shift from dull brown
to dark red, and a slight heat haze surrounds it.
YUAN-TI
IGNAN
Yuan-ti Ignan
CR 7
Always CE Large monstrous humanoid (fire)
Init +1; Senses darkvision 60 ft.; Listen +8, Spot +8
Languages Common, Ignan, Yuan-Ti
AC 19, touch 10, flat-footed 18
(–1 size, +1 Dex, +1 shield, +8 natural)
hp 93 (11 HD); DR 10/magic
Immune fire
SR 15
Fort +7, Ref +8, Will +9
Weakness vulnerable to cold
Speed 30 ft. (6 squares)
Melee heavy mace +16/+11/+6 (2d6+5 plus 1d6 fire) and
gore +13 (1d8+2 plus 1d6 fire) and
tail slap +13 (1d8+2 plus 1d6 fire)
Space 10 ft.; Reach 10 ft.
Base Atk +11; Grp +20
Atk Options Power Attack, constrict, improved grab, magic
strike, tail grapple
Abilities Str 21, Dex 13, Con 18, Int 6, Wis 14, Cha 11
Feats Alertness, Multiattack, Power Attack, Weapon Focus
(heavy mace)
Skills Listen +8, Move Silently +4, Spot +8, Survival +5
Advancement by character class; Favored Class barbarian;
see text
Possessions light steel shield, heavy mace
Constrict (Ex) A yuan-ti ignan deals automatic tail slap
damage (including fire damage) with a successful grapple
check. It also deals this damage when it successfully uses
improved grab with its tail slap attack.
Improved Grab (Ex) To use this ability, a yuan-ti ignan must
hit an opponent of up to Large size with a tail slap attack.
It can then attempt to start a grapple as a free action
without provoking attacks of opportunity. If it wins the
grapple check, it establishes a hold and can constrict.
Tail Grapple (Ex) A yuan-ti ignan’s long, powerful tail allows
it to coil around a foe without hampering its ability to
defend itself or to fight with the weapons it wields. If
the ignan grapples a foe using its improved grab ability,
it does not lose its Dexterity bonus to AC. It can make
a single grapple check against the foe grappled in this
manner as a swift action each round. The ignan is free
to perform most other actions as normal; if it wants to
move, it must obey the standard rules for moving while in
a grapple.
The yuan-ti ignan loses the option to spend its swift action
in this manner if it uses a standard or full action to
grapple the foe trapped in its tail. The reverse is also
true. Once the yuan-ti ignan uses its swift action in this
manner, it cannot take a standard or full action to grapple
the foe already trapped in its tail.
A yuan-ti ignan can use armed or natural attacks against a
creature grappled in this manner.
Ignans are the product of yuan-ti experimentation designed
to create a creature resembling an abomination with elemental qualities, in this case fire. Some part of yuan-ti ignans’
bloodline includes salamanders, but they are still mostly
serpent.
STRATEGIES AND TACTICS
Yuan-ti ignans are fiercely aggressive creatures, more
inclined to charge into melee combat than to lay traps or
spring ambushes. They are simple, brutish fighters. When
the yuan-ti must repel invaders, or when they prefer a blatant
display of pure force, they deploy the ignans.
Working alone, a yuan-ti ignan seeks to pin down enemy
spellcasters by grappling them with its tail, then uses its
heavy mace to deal with other opponents in melee combat.
Because yuan-ti ignans are so cruel, though, they often save
the last strike in a full attack to deliver a quick mace blow to
a grappled opponent.
When working in groups (usually two to four), yuan-ti
ignans are actually less effective. Their bloodlust overrides
their puny common sense. When one ignan successfully
grapples an opponent, the others virtually ignore any
remaining enemies and instead attempt to seize control of
the grappled creature in a ghastly tug-of-war. (The highest
grapple check wins; if the grappled opponent has the highest result, it takes advantage of the confusion to pull free.)
Once the grappled creature is dead or beyond their reach,
the others turn their full attention back to the remaining
foes. Without the commanding presence of a smarter yuanti, ignans do not use battle tactics.
SAMPLE ENCOUNTERS
Yuan-ti ignans generally fight for their more intelligent
yuan-ti masters. Those encountered alone are usually the
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YUAN-TI IGNAN LORE
Characters with ranks in Knowledge (nature) can learn more
about yuan-ti ignans. When a character makes a successful skill
check, the following lore is revealed, including the information
from lower DCs.
Knowledge (Nature)
DC
17
22
27
32
Result
This creature is a yuan-ti ignan, the result of bizarre
yuan-ti breeding experiments with elementals. This
result reveals all monstrous humanoid traits and
the fire subtype.
Yuan-ti ignans are aggressive fighters, their
bloodlust fueling their fiery nature. Their skin is
searing hot to the touch, and they are immune to
fire attacks.
The yuan-ti ignan’s forked, barbed tail allows it to
grab and crush an opponent with a single attack.
A yuan-ti ignan attacks by trapping its enemies
within its coils. Even when the ignan has a victim
grappled, it still fights and dodges its enemies
without any hindrance.
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4/4/06 9:16:28 AM
ECOLOGY
enclave is easily identified by the scorched appearance of
the surroundings. When the rest of the tribe lairs underground (say, in the ruins of an old temple), yuan-ti ignans
generally occupy the deepest parts of the enclave, where
their intense body heat actually serves the tribe by keeping
the tunnels warm.
Typical Physical Characteristics: A yuan-ti ignan is
10 to 14 feet long and weighs 250 to 400 pounds.
Females are usually darker than males,
tending toward grays and browns
rather than reds.
YUAN-TI
IGNAN
survivors of a battle that destroyed a yuan-ti stronghold.
With their great strength and physical toughness, ignans
are better at surviving the chaos of battle or a surprise raid
than their superiors.
Individual (EL 7): A lone yuan-ti ignan seeks to begin
an encounter as close to its opponents as possible. This lone
brute patrols the jungle around a yuan-ti stronghold. It slips
from one copse of trees to another. Rather than travel
a steady circuit through an area, it waits
at one sentry point for a time before
moving to the next spot.
Bodyguard (EL 9): A yuan-ti
abomination keeps a single ignan as a personal bodyguard.
In battle, the abomination
waits for its ignan servant to
grapple a foe. It then uses
its aversion ability to force
the grappled creature’s
allies to move away,
making it difficult for
them to help.
TYPICAL
TREASURE
Like yuan-ti, ignans
settle wherever they can
establish a temple—
anywhere from remote
ruins to forgotten passageways underneath
human settlements.
YUAN-TI
Despite their formiIGNANS WITH
dable combat prowess,
ignans are not trusted
CLASS LEVELS
by the majority of yuanYuan-ti worship Merrshaulk,
ti, and are considered
who prompted and directed
highly expendable. Their
the formation of the yuan-ti
unpredictable cruelty makes them a
bloodline. Yuan-ti ignans very
Yuan-ti ignan
danger to the tribe, and when not sufficiently
rarely become clerics. They leave spelloccupied, they commit acts of wanton destruccasting to the yuan-ti purebloods.
tion out of sheer boredom. Stories persist of yuan-ti
Level Adjustment: +8.
fortresses overrun and now controlled by renegade ignans.
Thus, the yuan-ti take care to keep beasts and slaves on hand
YUAN-TI IGNANS IN EBERRON
when they must breed enough ignans to form a fighting
Yuan-ti ignans have been spotted in the jungles of Xen’drik.
force. These creatures form a ready supply of sport to keep
Rumors persist of a great stone fortress overrun with these
the ignans occupied.
creatures, who fan out in raids on the surrounding area. Woe
As a result of this risk of insurrection, yuan-ti leaders freto any expedition caught in the jungle when the ignans seek
quently manufacture reasons for ignan gangs to undertake
victims to sate their boundless appetite for violence.
lengthy missions outside the enclave. Wise yuan-ti gather
their ignans on the eve of battle, rarely sooner.
Sometimes, a yuan-ti ignan that breaks away from its YUAN-TI IGNANS IN FAERÛN
masters forms its own tribe. These creatures sometimes see
The yuan-ti of the Serpent Hills created ignans as a favor to
value in forcing others to obey their will, especially if doing
the red dragons who make their lairs there, in return for cerso nets them more captives. Weaker humanoid creatures,
tain magical treasures. Red dragons employ yuan-ti ignans
especially goblins and kobolds, are prime candidates for
as guards for their lairs or shock troops in battle against the
servitude.
area’s copper dragons.
Environment: As with all yuan-ti, yuan-ti ignans are
found most often in warm forests. Their part of the yuan-ti
Illus. by A. Stokes
Yuan-ti ignans have standard
treasure for their Challenge
Rating, about 3,600 gp, but
never carry flammable items.
These creatures enjoy burning and destroying items
too much to keep such fragile goods. They prefer gems,
which are difficult to damage
with flames.
Ignans with class levels
have treasure appropriate
to NPCs of their Challenge
Rating.
189
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Contents
Monsters by Challenge Rating . . . . . . . . . . . . .4
Monsters by ECL . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Reading the Entries . . . . . . . . . . . . . . . . . . . . . . . .5
MMV_01.indd 3
Monster Feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . 204
Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206
Monsters by Type (and Subtype) . . . . . . . . . 222
Feats
Battle Magic Tactics . . . . . . . . . . . . . . . . . . . . . . .84
Brutal Throw . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
Daunting Presence . . . . . . . . . . . . . . . . . . . . . . . .80
Kuo-Toan Monasticism . . . . . . . . . . . . . . . . . . . .97
Mage Slayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85
Mind-Shattering Strike . . . . . . . . . . . . . . . . . . .97
Sense Quintessence . . . . . . . . . . . . . . . . . . . . . .110
Spell
Earthbind. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Templates
God-Blooded . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65
Gruumsh-Blooded . . . . . . . . . . . . . . . . . . . . . . . .65
Imix-Blooded . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65
Kord-Blooded . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
Orcus-Blooded . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
Phantom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Thoon Thrall. . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
Vecna-Blooded . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
Yeenoghu-Blooded . . . . . . . . . . . . . . . . . . . . . . . .67
Xorvintaal Dragon . . . . . . . . . . . . . . . . . . . . . . . .43
Xorvintaal Exarch. . . . . . . . . . . . . . . . . . . . . . . . .47
TABLE OF
CONTENTS
The Monsters
Arcadian Avenger . . . . . . . . . . . . . . . . . . . . . . . . . .8
Banshrae. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Blackwing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Burrow Root . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Dalmosh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Deadborn Vulture . . . . . . . . . . . . . . . . . . . . . . . . .18
Deadborn Vulture Zombie . . . . . . . . . . . . . .18
Demon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
Adaru . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
Carnage Demon . . . . . . . . . . . . . . . . . . . . . . . .22
Draudnu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
Gadacro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Solamith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Demonthorn Mandrake . . . . . . . . . . . . . . . . . . .30
Devil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
Gulthir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
Remmanon . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
Stitched Devil . . . . . . . . . . . . . . . . . . . . . . . . . .36
Dragons of the Great Game . . . . . . . . . . . . . . . .38
Chorranathau the Inscrutable. . . . . . . . . . .40
Morlicantha . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
Singh the Immense . . . . . . . . . . . . . . . . . . . .45
Elemental Mage . . . . . . . . . . . . . . . . . . . . . . . . . . .48
Ken-Kuni . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
Ken-Li . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
Ken-Sun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
Ember Guard . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
Ethereal Defiler . . . . . . . . . . . . . . . . . . . . . . . . . . .54
Fetid Fungus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56
Frostwind Virago . . . . . . . . . . . . . . . . . . . . . . . . .58
Garngrath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
Gem Scarab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
God-Blooded . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64
Nozgûg, Gruumsh-Blooded Orc. . . . . . . . .64
Creating God-Blooded Templates . . . . . . .67
Golem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
Force Golem . . . . . . . . . . . . . . . . . . . . . . . . . . .68
Magmacore Golem . . . . . . . . . . . . . . . . . . . . .70
Graveyard Sludge. . . . . . . . . . . . . . . . . . . . . . . . . .72
Greenspawn Zealot . . . . . . . . . . . . . . . . . . . . . . .74
Guulvorg . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76
Haunt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78
Bridge Haunt . . . . . . . . . . . . . . . . . . . . . . . . . .78
Forest Haunt . . . . . . . . . . . . . . . . . . . . . . . . . . .80
Taunting Haunt . . . . . . . . . . . . . . . . . . . . . . . .82
Hobgoblin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84
Hobgoblin Duskblade . . . . . . . . . . . . . . . . . .84
Hobgoblin Spellscourge . . . . . . . . . . . . . . . .85
Hobgoblin Warcaster . . . . . . . . . . . . . . . . . . .86
Hobgoblin Warsoul . . . . . . . . . . . . . . . . . . . .87
Illurien . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90
Jaebrin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
Kuo-toa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94
Kuo-toa, Crazed . . . . . . . . . . . . . . . . . . . . . . . .94
Kuo-toa Exalted Whip . . . . . . . . . . . . . . . . . .95
Kuo-toa Harpooner . . . . . . . . . . . . . . . . . . . . .96
Kuo-toa Monitor . . . . . . . . . . . . . . . . . . . . . . .97
Malastor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
Merchurion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .102
Mind Flayers of Thoon . . . . . . . . . . . . . . . . . . 104
Thoon Disciple . . . . . . . . . . . . . . . . . . . . . . . 104
Shadow Flayer . . . . . . . . . . . . . . . . . . . . . . . . .107
Thoon Infi ltrator . . . . . . . . . . . . . . . . . . . . . 109
Thoon Thrall . . . . . . . . . . . . . . . . . . . . . . . . . .111
Thoon Soldier . . . . . . . . . . . . . . . . . . . . . . . . .113
Madcrafter of Thoon . . . . . . . . . . . . . . . . . .114
Scyther of Thoon . . . . . . . . . . . . . . . . . . . . . .116
Stormcloud of Thoon . . . . . . . . . . . . . . . . . .118
Thoon Hulk . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Thoon Elder Brain . . . . . . . . . . . . . . . . . . . . 121
Mockery Bug . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Mockery Monarch . . . . . . . . . . . . . . . . . . . 126
Mockery Drone . . . . . . . . . . . . . . . . . . . . . . 127
Phantom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Kugan, Phantom Ghast Ninja . . . . . . . . . 130
Ruin Chanter . . . . . . . . . . . . . . . . . . . . . . . . . . . .132
Ruin Elemental . . . . . . . . . . . . . . . . . . . . . . . . . 134
Rylkar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
Rylkar Harridan. . . . . . . . . . . . . . . . . . . . . . 136
Rylkar Madclaw . . . . . . . . . . . . . . . . . . . . . . 137
Rylkar Tormentor . . . . . . . . . . . . . . . . . . . . 138
Rylkspawn Swarm. . . . . . . . . . . . . . . . . . . . 138
Sanguineous Drinker . . . . . . . . . . . . . . . . . . . .142
Scouring Construct . . . . . . . . . . . . . . . . . . . . . 144
Scouring Slinger . . . . . . . . . . . . . . . . . . . . . 144
Slinger Scorpion . . . . . . . . . . . . . . . . . . . . . .145
Scouring Stanchion . . . . . . . . . . . . . . . . . . .145
Shaedling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .148
Shardsoul Slayer . . . . . . . . . . . . . . . . . . . . . . . . 150
Siege Beetle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152
Skull Lord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
Skull Lord . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
Bonespur . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
Serpentir. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
Spectral Rider . . . . . . . . . . . . . . . . . . . . . . . . 160
Spawn of Juiblex . . . . . . . . . . . . . . . . . . . . . . . . .162
Lesser Spawn of Juiblex . . . . . . . . . . . . . . . .162
Greater Spawn of Juiblex . . . . . . . . . . . . . . .163
Elder Spawn of Juiblex . . . . . . . . . . . . . . . . 164
Spirrax . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .166
Steelwing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .168
Thrym Hound . . . . . . . . . . . . . . . . . . . . . . . . . . 170
Tirbana . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
Tirbana Eyewing . . . . . . . . . . . . . . . . . . . . . 172
Tirbana Drowser . . . . . . . . . . . . . . . . . . . . . 173
Tirbana Slayer . . . . . . . . . . . . . . . . . . . . . . . . 173
Tirbana Spawner . . . . . . . . . . . . . . . . . . . . . .174
Troll, Bladerager . . . . . . . . . . . . . . . . . . . . . . . . 180
Tusk Terror . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .182
Ushemoi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
Arkamoi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
Hadrimoi . . . . . . . . . . . . . . . . . . . . . . . . . . . . .185
Lashemoi . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
Turlemoi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188
Vampire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
The Black Duke . . . . . . . . . . . . . . . . . . . . . . 190
The Red Widow . . . . . . . . . . . . . . . . . . . . . . 193
Verdant Reaver . . . . . . . . . . . . . . . . . . . . . . . . . . 196
Vinespawn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198
Vivisector. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200
Wild Hunt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202
Master of the Hunt . . . . . . . . . . . . . . . . . . . 202
Hound of the Hunt . . . . . . . . . . . . . . . . . . . 202
For Player Characters
Creatable Creatures
Blackwing (create undead) . . . . . . . . . . . . . . . . . .13
Bonespur (create undead) . . . . . . . . . . . . . . . . . 156
Force Golem (construct) . . . . . . . . . . . . . . . . . . .69
Magmacore Golem (construct) . . . . . . . . . . . . .71
Sanguineous Drinker (create undead) . . . . . .143
Scouring Slinger (construct) . . . . . . . . . . . . . .147
Scouring Stanchion (construct) . . . . . . . . . . .147
Serpentir (create undead) . . . . . . . . . . . . . . . . . 159
Shardsoul Slayer (construct) . . . . . . . . . . . . . .151
Spectral Rider (create greater undead). . . . . . .161
Mounts/Companion Creatures
Blackwing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
Deadborn Vulture . . . . . . . . . . . . . . . . . . . . . . . . .19
Gem Scarab (Improved Familiar) . . . . . . . . . .63
Steelwing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .169
Tirbana Eyewing (Improved Familiar) . . . 172
Race
Jaebrin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93
Summonable Creatures
Arcadian Avenger (IV) 1 . . . . . . . . . . . . . . . . . . . .9
Demon, Adaru (IX) 1 . . . . . . . . . . . . . . . . . . . . . . .22
Demon, Carnage (IV) 1 . . . . . . . . . . . . . . . . . . . . .24
Demon, Gadacro (IV) 1 . . . . . . . . . . . . . . . . . . . . .28
Demon, Solamith (VII) 1 . . . . . . . . . . . . . . . . . . .29
Devil, Gulthir (VI) 1 . . . . . . . . . . . . . . . . . . . . . . .33
Fetid Fungus (II) 2 . . . . . . . . . . . . . . . . . . . . . . . . .57
1 Requires a summon monster spell.
2 Requires a summon monster or summon
nature’s ally spell.
Items
Kuo-Toan Harpoon . . . . . . . . . . . . . . . . . . . . . . . .96
Razorfeather Ammuntion . . . . . . . . . . . . . . . .169
Siege Chitin Armor . . . . . . . . . . . . . . . . . . . . . 153
Howling Helm . . . . . . . . . . . . . . . . . . . . . . . . . . 191
3
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MONSTERS BY CR
MONSTER
TABLES
Monster
Tirbana eyewing
CR
1/2
Fetid fungus
Jaebrin
Ushemoi, lashemoi
1
1
1
Gem scarab
Shaedling
Tirbana drowser
2
2
2
Demon, gadacro
Hobgoblin duskblade
Kuo-toa, crazed
Mind Flayer of Thoon,
Thoon thrall
Rylkar madclaw
Skull lord, bonespur
3
3
3
3
3
3
Demon, carnage
Golem, force
Golem, magmacore
Graveyard sludge
Haunt, taunting
Hobgoblin warcaster
Kuo-toa harpooner
Rylkspawn swarm
Skull lord, serpentir
Tirbana slayer
Ushemoi, arkamoi
Vivisector
4
4
4
4
4
4
4
4
4
4
4
4
Demonthorn mandrake
Greenspawn zealot
Hobgoblin spellscourge
Mind Flayer of Thoon,
Thoon infiltrator
Mind Flayer of Thoon,
stormcloud of Thoon
Sanguineous drinker
Shardsoul slayer
Tirbana spawner
Ushemoi, hadrimoi
Verdant reaver
5
5
5
Arcadian avenger
Deadborn vulture zombie
Devil, gulthir
Kuo-toa monitor
Mind Flayer of Thoon,
scyther of Thoon
Rylkar tormentor
Skull lord, spectral rider
Spawn of Juiblex, lesser
6
6
6
6
Haunt, bridge
Kugan, phantom ghast ninja
Kuo-toa exalted whip
7
7
7
5
5
5
5
5
5
5
6
6
6
6
Monster
Skull lord
Vinespawn
CR
7
7
Banshrae
Blackwing
Burrow root
Deadborn vulture
Demon, solamith
Elemental magi, ken-kuni
God-blooded, Nozgûg
Hobgoblin warsoul
Mind Flayer of Thoon,
shadow flayer
Mind Flayer of Thoon,
Thoon soldier
Troll, bladerager
Tusk terror
Ushemoi, turlemoi
8
8
8
8
8
8
8
8
Devil, stitched
Mockery bug, mockery drone
Rylkar harridan
9
9
9
Demon, adaru
Demon, draudnu
Elemental magi, ken-li
Haunt, forest
Mind Flayer of Thoon,
madcrafter of Thoon
Mind Flayer of Thoon,
Thoon disciple
Ruin elemental
Spawn of Juiblex, greater
Thrym hound
Dragons of the great game,
Morlicantha
Elemental magi, ken-sun
Ember guard
Guulvorg
Mind Flayer of Thoon,
Thoon hulk
Dragons of the great game,
Singh the Immense
Mockery bug,
mockery monarch
Ruin chanter
Spawn of Juiblex, elder
Steelwing
8
8
8
8
8
10
10
10
10
10
10
10
10
10
13
13
13
13
13
14
14
14
14
14
Devil, remmanon
Illurien
Mind Flayer of Thoon,
Thoon elder brain
15
15
Ethereal defiler
Frostwind virago
16
16
15
Monster
Malastor
Siege beetle
CR
16
16
Dalmosh
Merchurion
Vampire, Red Widow
17
17
17
Dragons of the great game,
Chorranathau
Scouring construct,
scouring slinger
Scouring construct,
scouring stanchion
Spirrax
Wild hunt,
hound of the hunt
18
18
18
18
18
Vampire, Black Duke
19
Garngrath
20
Wild Hunt,
master of the hunt
22
MONSTERS BY ECL
Monster
Arcadian avenger
Banshrae
Elemental magi:
Ken-kuni
Ken-li
Ken-sun
Ethereal defiler
Greenspawn zealot
Hobgoblin:
Duskblade
Spellscourge
Warcaster
Warsoul
Jaebrin
Kuo-toa:
Crazed
Exalted whip
Harpooner
Monitor
Nozgûg
Shaedling
Singh the Immense
Troll, bladerager
Ushemoi:
Arkamoi
Hadrimoi
Lashemoi
Turlemoi
HD
8
15
LA ECL
2 10
4 19
8
12
17
22
6
5
5
5
4
2
13
17
22
26
8
3
5
4
10
1
1
2
3
4
1
4
7
7
14
2
4
10
4
6
7
4
13
6
3
4
3
3
1
3
2
5
7
14
7
9
8
7
15
11
4
9
2
12
4
4
2
4
8
13
4
16
4
MMV_01.indd 4
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Introduction
Welcome to Monster Manual V. This book contains new
READING THE ENTRIES
Each monster entry is organized in the same format,
as outlined below. For complete information about the
characteristics of monsters, consult the glossary of this
book, the Player’s Handbook (PH), or the Dungeon Master’s
Guide (DMG).
We want this book to be as useful to DMs as possible, so the
statistics are presented in a format that makes them easier to
use right off the page. This format is divided into five sections
separated by horizontal lines. Each section serves a specific
purpose; you need to reference different sections at different
times during an encounter.
IDENTIFICATION AND ENCOUNTER
The top section identifies the creature and gives the information you need at the start of an encounter.
Name: This word or phrase identifies the creature.
CR: This value is the Challenge Rating of an individual
creature of this kind.
Race, Class, and Level: This information is provided only
for creatures that have class levels.
Alignment: The one- or two-letter abbreviation that
appears here denotes the creature’s alignment. A term that
describes how likely this alignment is to apply, as defined
in the glossary, might also appear here. Specific NPCs don’t
include the extra term.
Size and Type: The creature’s size category and its type
(and subtype or subtypes, if applicable) are given here.
Init: This value is the creature’s modifier on initiative
checks.
Senses: The Senses entry indicates whether the creature
has darkvision, low-light vision, scent, or some other sensory special quality, along with the creature’s modifiers on
Listen and Spot checks (even if the creature has no ranks
in those skills).
Aura: This indicates special abilities that take effect
anytime another creature comes within a certain distance,
such as a devil’s fear aura.
DEFENSIVE INFORMATION
This section provides the information you need when characters are attacking the creature.
AC: This entry gives the creature’s Armor Class against
most attacks, followed by its AC against touch attacks and its
AC when flat-footed. If the creature has feats or other abilities
that modify its Armor Class under specific circumstances
(such as the Mobility feat), they are noted here.
hp: This entry consists of the creature’s full normal hit
point total (usually average rolls on each Hit Die), followed
by the creature’s Hit Dice in parentheses. If the creature has
fast healing, regeneration, damage reduction (DR), or some
other ability that affects the amount of damage it takes or
the rate at which it regains hit points, that information also
appears here.
Immune: Any immunities the creature has are indicated
here. This includes immunity to specific types of energy as
well as other immunities (such as immunity to poison or to
sleep effects).
Resist and SR: If the creature has resistance to certain
kinds of attacks, that information is given here. The creature’s
spell resistance, if any, appears after the other resistances on
the same line.
Fort, Ref, Will: This entry gives the creature’s saving
throw modifiers. Altered saving throw bonuses for specific
circumstances also appear on this line.
Weakness: This entry details any weaknesses or vulnerabilities the creature has, such as light sensitivity or
vulnerability to a type of energy.
INTRODUCTION
creatures for use in the DUNGEONS & DRAGONS ® game. The
monster entries are generally alphabetical by name, but
closely related monsters are grouped together under a single
heading. In addition to the table of contents at the front of
this book, monsters are listed by type and subtype on page
222, and by Challenge Rating and ECL on page 4.
This introduction explains how to read each creature’s
entry. Refer to the glossary on pages 206–222 for definitions
of terms you are not familiar with.
Languages: This entry gives the languages the creature
speaks or understands, as well as any special abilities relating to communication (such as telepathy or an inability
to speak).
OFFENSIVE INFORMATION
Refer to this section when it’s the creature’s turn to act in
combat. All a creature’s combat options are detailed here,
even those that are not strictly offensive.
Speed: This entry begins with the creature’s base land
speed in feet and in squares on the battle grid, followed by
speeds for other modes of movement, if applicable.
Melee/Ranged: Typically, these entries give all the
physical attacks the creature can make when taking a full
attack action. The fi rst attack described is the creature’s
preferred form of attack, usually a melee attack of some sort
but possibly (as in the example below) a ranged attack. If the
creature can make only a single attack (for instance, when
it is taking an attack action), use the first indicated attack
bonus. Occasionally, a creature has separate options indicated
for single attacks and for full attacks. For example, a Small
creature with the Manyshot and Rapid Shot feats might have
the following entries:
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INTRODUCTION
Melee masterwork longsword +8/+3 (1d6/19–20)
Ranged +1 longbow +8 (2d6+2/×3) with Manyshot or
Ranged +1 longbow +10/+10/+5 (1d6+1/×3) with Rapid Shot
Each set of attack routines is prefaced by a boldface word
indicating whether the attacks are melee or ranged. Next
comes the weapon used for the attack, the modified attack
bonus, the amount of damage the attack deals, and information about critical hits. If the weapon has the “default” critical
hit characteristics (threat on a 20 and ×2 damage), this portion
of the entry is omitted.
Space and Reach: These entries define how large an area
the creature takes up on the battle grid, as well as how far
a creature’s natural reach extends and any reach weapons it
might use.
Base Atk: The Base Atk entry gives the creature’s base
attack bonus without any modifiers.
Grp: This entry gives the creature’s grapple modifier.
Atk Options: Special abilities that the creature can employ
to modify its normal attacks appear here. Such abilities might
include feats such as Power Attack or special abilities such
as smite evil.
Special Actions: This entry gives any special actions
that the creature can take on its turn in place of making
attacks.
Combat Gear: Possessions that the creature can use
an action to employ on its turn appear here. Such items
might include doses of poison (applied poisons, not natural
ones), scrolls, potions, oils, wands, staffs, rods, and other
wondrous items.
Spells Known or Spells Prepared: This entry appears
for spellcasters. It occurs as “spells known” for sorcerers
and members of other classes who do not prepare spells,
and “spells prepared” for wizards, clerics, and others who
do prepare them in advance. It begins with the creature’s
caster level for spells. If a creature’s rolls to overcome spell
resistance are based on a number other than its caster
level (because of the Spell Penetration feat, for example),
the creature’s total modifier is given after the expression
“spell pen.” Spells known are detailed from highest level
to 0 level, and each includes an attack bonus and a saving
throw DC, if appropriate. If the character casts some spells
at a different caster level than others, that information is
also specified here.
A cleric’s statistics block also includes the name of his deity
(if applicable) and the domains to which he has access. Each
domain spell he has prepared is marked with a superscript D.
The granted powers of his domains might appear as combat
options or resistances, or not at all if they only modify
information presented elsewhere.
Spell-Like Abilities: Any spell-like abilities the creature possesses appear here. The entry begins with the
creature’s caster level for these abilities. As with spells,
this entry includes attack bonuses and saving throw DCs
when appropriate.
OTHER INFORMATION
Information presented in this section is rarely specifically
relevant during an encounter, but it’s useful for other
purposes.
Abilities: The creature’s ability scores appear here in the
customary order (Str, Dex, Con, Int, Wis, Cha).
SA: For the purpose of determining the effect of feats and
the application of templates, the creature’s special attacks
are given here even if they appear elsewhere in the statistics
block. Specific NPCs don’t include this information.
SQ: Only those special qualities not shown elsewhere
in the statistics block are included here. For each creature,
special qualities include any abilities that aren’t delineated
as special attacks.
Feats: This entry lists all the feats the creature possesses, including those that appear elsewhere in the
statistics block.
Skills: This entry shows all the skill modifiers for skills
in which the creature has ranks. Modifiers are also provided
for skills to which racial modifiers, bonuses from synergy,
or other modifiers apply, even if the creature has no ranks
in those skills.
Possessions: This entry lists the items the creature is
wearing or carrying that aren’t considered combat gear. If the
creature has combat gear, the expression “combat gear plus”
appears to remind you to refer to the Combat Gear entry.
Spellbook: This entry gives the spells in the creature’s
spellbook, if it has one. The notation “spells prepared plus”
indicates that the spells the creature has prepared are part of
this list, but those spells are not reiterated here.
SPECIAL ABILITY DESCRIPTIONS
The final portion of the statistics block consists of paragraphs explaining special abilities noted earlier. When
you’re running a monster, it’s good to be familiar with these
descriptions beforehand. However, they are written for ease
of use and include important information such as save DCs
and damage.
STRATEGIES AND TACTICS
This section contains guidance for running the creature.
Does the creature favor charging into combat or attacking
at range? Does it prefer weapons or spells?
SAMPLE ENCOUNTERS
This section briefly describes the groups a creature forms
and the relationship it might have to other creatures. Is it a
solitary monster, or does it tend to gather in hordes? Sample
encounters detail the Encounter Levels of groups or even
specific adventure seeds.
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ECOLOGY
LORE
Monster Manual V offers a table of lore with each monster’s
entry. That lore can be gleaned by a character who makes an
appropriate Knowledge check. The baseline DC to identify
a monster and remember one bit of information about
its special abilities or vulnerabilities is equal to 10 + the
monster’s CR. (This is a change from the description of the
Knowledge skill, PH 78.) As can be seen on individual tables
in the monster entries, every 5 points by which the check
result exceeds the DC yields another piece of information.
Information specific to the creature, such as its type of
damage reduction, spell-like abilities, or immunities, comes
with higher check results.
The preceding rule addresses specific creatures well, but
more can to be said about creatures of general types. Consider
the adaru demon (page 20) as an example. It’s a CR 10 creature. Identifying it specifically requires a successful DC 20
Knowledge (the planes) check. However, since lowly CR 2
demons such as the dretch are out there, sharing outsider and
tanar’ri traits with the adaru, it’s reasonable to assume that
identifying those outsider and tanar’ri traits is a relatively
easy task.
Except when otherwise noted, an appropriate and successful DC 15 Knowledge check reveals all of a creature’s
type and subtype traits as defined in the glossary. This
often includes information about energy resistance or
various immunities. For instance, a DC 15 Knowledge
(arcana) check reveals that dragons are hard to kill
(12-sided HD) and resilient (all good saves). They have
darkvision out to 60 feet and low-light vision, and they
are immune to sleep effects and paralysis effects. They eat,
sleep, and breathe.
SOCIETY
Intelligent creatures often form societies and have particular
worldviews. Here are details about their thoughts, social
interactions, religion, and government. How do creatures
view themselves, each other, and other races? What do they
value? What’s “normal” for them?
SAMPLE LAIR
Some creatures (the rylkars and the tirbanas) have an entry
showing a sample lair complete with area descriptions.
TYPICAL TREASURE
This information expresses typical treasure values and treasure preferences. Some creatures don’t have treasure. Others
have their treasure merely expressed in their Possessions
entries. This section of the description is where you can find
more information if it applies. For cultured societies, sample
art objects, jewelry, and other creature-specific flavor pieces
might be described.
A creature that has been advanced by class levels has treasure equal to an NPC of its Challenge Rating, not its ECL.
INTRODUCTION
Where does the creature live? What does it hunt or eat? What
hunts or eats it? When appropriate, the ecology section offers
insights into the creature’s life cycle.
Environment: Specific terms to describe climate (warm,
temperate, or cold) and terrain (plains, hills, forests, marshes,
mountains, or deserts) are used to let you know where a
creature prefers to live. Some creatures are subterranean.
Others have no place in the natural environment (particularly constructs and undead) and might be found anywhere.
Extraplanar outsiders are assigned a plane of origin.
Typical Physical Characteristics: This section states
the average height of a bipedal creature, or whatever’s most
appropriate for a nonbipedal one, and the creature’s weight.
It discusses any significant physical differences between ages
or genders.
Alignment: The creature’s statistics block indicates its
alignment. Here is a discussion of the creature’s philosophy
or its general behavior within the gamut that an alignment
offers.
CREATURES AS CHARACTERS
If a creature offers exciting possibilities for play as a character,
this section provides the statistics and level adjustment.
CREATURES WITH CLASS LEVELS
If the creature advances by class, but is not suitable for play as
a character, this section discusses its favored class and associated classes (if any), and it might offer information about its
deity and domains or other class-based information.
ADVANCED CREATURES
If a creature advances by Hit Dice, the Advancement line in
its statistics block gives the break points. This section of the
description, when present, discusses the whys and wherefores
of the creature’s increased size and abilities. For example,
given a subterranean creature, are the larger specimens found
deeper in the earth? Is its growth a result of good feeding,
good environment, age, or simple happenstance?
FOR PLAYER CHARACTERS
If the creature can be useful to a player character as an animal
companion, familiar, planar ally, mount, or summoned
monster, relevant information is included here.
CREATURES IN EBERRON
OR CREATURES IN FAERÛN
These sections (not present for every creature) describe the
creature’s niche in the EBERRON campaign setting or in the
FORGOTTEN R EALMS campaign setting.
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ARCADIAN AVENGER
A female with angular features and bright, metallic flesh stalks
toward you, her wings as sharp and threatening as her two readied
swords. Each of her movements is framed by perfect symmetry—she
never moves her right blade forward without moving the left blade
back in equal measure. Sparing a glance for each part of the room
in turn, she starts the cycle over again.
ARCADIAN
AVENGER
Arcadian Avenger
CR 6
Usually LG Medium outsider (extraplanar, good, lawful)
Init +6; Senses darkvision 60 ft.; Listen +12, Spot +12
Languages Celestial, Common
AC 19, touch 12, flat-footed 17
(+2 Dex, +1 shield, +6 natural)
hp 60 (8 HD)
Fort +9, Ref +8, Will +7
Speed 30 ft. (6 squares); fly 30 ft. (good)
Melee mwk longsword +12/+7 (1d8+3/19–20) or
Melee mwk longsword +8/+3 (1d8+3/19–20) and
mwk longsword +8 (1d8+1/19–20)
Space 5 ft.; Reach 5 ft.
Base Atk +8; Grp +11
Atk Options aligned strike (lawful, good), blade rend, magic
strike, wrath
Special Actions elude chance
Abilities Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 12
SA aligned strike, blade rend, elude chance, magic strike,
wrath
Feats Improved Initiative, Two-Weapon Defense, TwoWeapon Fighting
Skills Balance +13, Diplomacy +14, Heal +12, Intimidate +12,
Knowledge (the planes) +11, Listen +12, Sense
Motive +12, Spot +12
Advancement by character class; Favored Class crusader;
see text
Possessions 2 masterwork longswords
Blade Rend (Ex) If an Arcadian avenger hits a single target
with at least one attack from each of her swords during a
full attack, she deals an extra 2d6 points of damage.
Wrath (Ex) Any time the Arcadian avenger sees an ally fall in
battle, she gains a +2 morale bonus on melee damage
rolls. The bonus lasts for 1 minute.
Elude Chance (Su) Three times per day, as an immediate
action, an Arcadian avenger can tap directly into the
power of law, allowing her to avoid the uncertainty of
chance. When an Arcadian avenger activates this ability,
her next melee attack or saving throw is treated as if the
result of the die roll were 10.
Arcadian avengers populate the grand legions of Arcadia,
providing the force necessary to protect the utopian plane.
Although they have humanoid features, Arcadian avengers
spring forth from the pure forces of law, and as such their
outlook and thoughts are as alien to the mortal races as are
those of demons and devils. Arcadian avengers see all situations as a series of applied rules, and are free of hesitation,
doubt, and remorse. Because of this, they come into conflict
even with good creatures that have broken rules or laws.
STRATEGIES AND TACTICS
Arcadian avengers approach combat as a systematic series of
calculations, constantly assessing the most logical means of
attack. They weigh each foe’s ability to harm them and balance that against their ability to take that foe down quickly.
This usually means that Arcadian avengers focus first on
spellcasters and other nonmelee types, attempting to nullify
these powerful figures before they can unleash their magic.
An Arcadian avenger spends a round measuring her ability
to hit a foe before employing her elude chance ability—her
preferred tactic is to wait until she has hit with her first attack
in a round and then use elude chance to ensure that her blade
rend ability affects the foe.
Multiple Arcadian avengers move in perfect concert, using
5-foot adjustments to create situations when each flanks a foe
she is attacking.
SAMPLE ENCOUNTER
Arcadian avengers are usually encountered with a spellcaster
or other creature capable of summoning them away from
Arcadia. They are drawn to outbreaks of chaos and disorder,
and they find their way to mortal realms more frequently in
times of strife and war.
Punishers (EL 10): A group of four Arcadian avengers has
been sent to apprehend the party because of a past action that
disturbed law or order. The characters must decide whether
to fight the avengers. To avoid doing so, they need to find
some way to atone for their crimes.
ECOLOGY
Arcadian avengers defend the perfect harmony of Arcadia,
specifically the lawful edicts of that plane. With their strict
code of conduct and adherence to law over good, it would
seem at first that Arcadian avengers should be more at home
within the rigid lockstep of Mechanus than as a part of the
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ARCADIAN AVENGER LORE
Characters who have ranks in Knowledge (the planes) can
learn more about Arcadian avengers. When a character makes
a successful skill check, the following lore is revealed, including the information from lower DCs.
Knowledge (the Planes)
DC
16
21
26
Result
This creature is a lawful good outsider called an
Arcadian avenger. Such creatures are the primary
soldiers in the legions that defend Arcadia.
Arcadian avengers are dangerous in melee
combat. Their attacks become more powerful if
one of their allies is slain. They can be summoned
to serve lawful creatures.
Their affinity with law allows Arcadian avengers to
strike more reliably.
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ARCADIAN AVENGERS WITH
CLASS LEVELS
Arcadian avengers advance in the crusader class (Tome
of Battle 8), relying on faith and martial power to work
their will. If you don’t use Tome of Battle in your campaign, advance Arcadian avengers as paladins.
Both classes are considered associated for an
Arcadian avenger.
Level Adjustment: +2.
ARCADIAN
AVENGER
SOCIETY
provides them with all they need. Each Arcadian avenger
possesses two masterwork longswords. These functional
weapons are the tools of the avengers’ job and are seldom
seen as anything more than utilitarian goods.
FOR PLAYER
CHARACTERS
A non-evil, lawful spellcaster can
summon an Arcadian avenger
using summon monster IV or a
higher-level summon monster
spell. Treat the Arcadian avenger as if it were on the 4th-level
list on the Summon Monster
table (PH 287). Non-evil,
lawful clerics can use a
planar ally spell to call
an Arcadian avenger,
who demands payment in the form
of a task furthering the cause of law.
Illus. by R. Horsley
peaceful harmony of Arcadia. Certainly, their extreme views
on law occasionally bring them in conflict with other forces
of good. These incidents are rare, however, since the avengers
hold to the ideals of Arcadia, where laws are created for the
greater good. It is in mortal realms where Arcadian avengers
often find these forces at odds.
Environment: Arcadian avengers are extraplanar creatures from the Peaceable Kingdoms of Arcadia. They live
there in great barracks, as befits their role in the legions that
defend the plane. However, like all areas of
Arcadia, the military housing of the Arcadian avengers is beautiful by
almost any standard, with
practice yards and training areas set amid carefully
sculpted gardens and orderly
rows of flowering trees.
Typical Physical Characteristics: Arcadian avengers all stand
5 feet 8 inches tall and weigh 125
pounds, resembling attractive, athletic female humans with full wings.
Their flesh, wings, and armor seem
made of the same silvery metal. Arcadian avengers are similar to one
another in appearance.
Alignment: Arcadian avengers
are benevolent and helpful, but they
see adherence to the rules as more
important than kindness. They are
usually lawful good, but some fall
into lawful neutral behavior, forgoing compassion in the execution of
their duties.
ARCADIAN AVENGERS
IN EBERRON
Arcadian avengers are native to Daanvi, the Perfect
Arcadian avengers live a simple,
Order. They commonly venture to Shavarath to lend
ascetic lifestyle among the ordered
their swords and hone their skills in battle. On
bounty of Arcadia. Their lives are
Eberron itself, Arcadian avengers hunt those who
Arcadian
avenger
as structured as the laws they defend.
work chaos, so they can be found in the Demon
Arcadian avengers are divided into legions,
Wastes and similar places across the world. More
and each legion is given a specific task that defines its
than one Arcadian avenger participated in the Last War, and
purpose within the grand armies of law. The avengers are
some of these remain in Khorvaire in self-imposed exile or
perfect embodiments of the harmony of Arcadia—free
as centers of celestial cults.
of ambition and inner conflict, they live in peace within
their homes despite their occasional bloody tasks. Arca- ARCADIAN AVENGERS IN FAERÛN
dians avengers are much more strongly aligned with law
In the House of the Triad, legions of Arcadian avengers make
than with good, and as such, they are housed on Buxenus,
their home, protecting the petitioners of Toril’s heaven from
the second layer of Arcadia.
the influences of other planes and entities. Although the
avengers are bound in duty to the House of the Triad, a great
TYPICAL TREASURE
number of them are loyal to Helm. All Arcadian avengers take
Arcadian avengers have little use for treasure. Like other
their duty as watchers and protectors of the law extremely
Arcadians, they find that the bounty of their native plane
seriously, and Helm’s dogma suits them well.
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FROSTWIND VIRAGO
A pale female with smooth, attractive features and glossy blue eyes,
this creature is draped in a fur cloak. Despite the fact that flakes of
frost dust her shoulders, face, and arms, she seems charming.
FROSTWIND
VIRAGO
Frostwind Virago
CR 16
Usually NE Medium fey
Init +6; Senses low-light vision; Listen +30, Spot +30
Aura mind freeze (30 ft.)
Languages Auran, Common, Elven, Sylvan
AC 30, touch 24, flat-footed 24; Dodge, Mobility
(+6 Dex, +8 deflection, +6 natural)
hp 285 (30 HD); DR 10/cold iron
Immune cold
SR 25
Fort +15, Ref +23, Will +22
Speed 30 ft. (6 squares); fly 60 ft. (perfect), swim 20 ft.;
Flyby Attack, Spring Attack
Melee 2 frostbite touches +21 each (2d6+10 plus 2d6+10
cold)
Space 5 ft.; Reach 5 ft.
Base Atk +15; Grp +18
Atk Options Improved Disarm, Whirlwind Attack
Special Actions captivating call, icy vortex
Abilities Str 17, Dex 22, Con 20, Int 16, Wis 17, Cha 20
SA captivating call, frostbite touch, icy vortex, mind freeze
aura
Feats Combat Expertise, Dodge, Flyby Attack, Improved
Disarm, Improved Toughness, Iron Will, Mobility, Track,
Spring Attack, Weapon Finesse, Whirlwind Attack
Skills Bluff +30, Diplomacy +30, Escape Artist +30,
Hide +30, Intimidate +30, Move Silently +30, Knowledge
(nature) +15, Listen +30, Move Silently +30, Sense
Motive +30, Spot +30, Survival +30 (+32 in aboveground
natural environments), Swim +23
Advancement 31–40 HD (Medium)
Mind Freeze Aura (Su) At the end of each of a frostwind
virago’s turns, creatures within 30 feet of her must
succeed on a DC 30 Will save or be shaken for 1 round.
Those who fail by 5 or more are dazed for 1 round, and
those who fail by 10 or more are stunned for 1 round.
The save DC is Charisma-based. A frostwind virago can
suppress this ability at will as a free action. Frostwind
viragos are immune to this aura.
Frostbite Touch (Su) A frostwind virago’s touch disrupts
matter and freezes it. Each die of damage is modified by
the frostwind virago’s Charisma bonus.
Captivating Call (Su) When a frostwind virago speaks and
wills it to be so, all creatures (other than frostwind
viragos) within a 300-foot-radius spread must succeed
on a DC 30 Will save or become captivated. This is a
language-based, sonic mind-affecting ability. A creature
that successfully saves cannot be affected again by that
same frostwind virago’s call for 24 hours. The save DC is
Charisma-based.
A captivated victim walks toward the frostwind virago,
taking the most direct route available. If the path leads
into a dangerous area, that opponent receives a second
saving throw. Captivated foes can take no actions other
than to avoid attack. A captivated victim within 5 feet of a
frostwind virago stands there and offers no resistance to
the fey’s attacks. The effect continues for as long as the
frostwind virago speaks and for 1d4 rounds thereafter. A
bard’s countersong ability allows a captivated victim to
attempt a new Will save.
Icy Vortex (Su) A frostwind virago can produce a whirling
mass of ice shards that lasts 1 round in a 30-foot radius
around herself. Creatures in the area take 4d6 points of
piercing damage plus 4d6 points of cold damage (Reflex
DC 30 half). The save DC is Charisma-based.
Skills A frostwind virago has a +8 racial bonus on any Swim
check to perform some special action or avoid a hazard.
She can choose to take 10 on a Swim check, even if
distracted or endangered. She can use the run action
when swimming, provided she swims in a straight line.
Frostwind viragos are embodiments of the unforgiving and
indiscriminately cruel heart of deep winter.
STRATEGIES AND TACTICS
A frostwind virago prefers to look like a fur-clad maiden and
lure her victims in with a captivating call, suppressing her
mind freeze aura until her victims are close by. The scheming fey then activates her aura, focusing her attacks on those
who are not affected by her call. She uses Whirlwind Attack
whenever this allows her to make more than two attacks,
and she favors this technique when surrounded by enemies,
even if those opponents are captivated, dazed, or stunned.
If her adversaries are spread out, she uses her icy vortex to
deal with them.
SAMPLE ENCOUNTER
Frostwind viragos are rare. They are usually found alone, but
some ally themselves with frost giants or rule over weaker
malevolent creatures in cold climes.
A Cold Welcome (EL 16): A frostwind virago lights a
lantern at the top of her ice tower during mountain blizzards.
The dark mountain path to her lair is treacherous, and she
rewards with icy death any who make it to her door.
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FROSTWIND VIRAGO LORE
Characters who have ranks in Knowledge (nature) can learn
more about frostwind viragos. When a character makes a successful skill check, the following lore is revealed, including the
information from lower DCs.
Knowledge (Nature)
DC
26
31
36
Result
This creature is a frostwind virago, a coldhearted
fey that can captivate a creature just by speaking
to it. Her touch chills to the bone.
A frostwind virago can daze and stun those who
merely come near her. She can call forth a vortex of
ice shards in a wide area around herself.
Cold cannot hurt frostwind viragos, and they are
so cold that fire doesn’t unduly harm them. They
are highly resistant to spells, and only weapons
made of cold iron can easily damage their icy
forms.
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ECOLOGY
SOCIETY
Frostwind viragos consider themselves the handmaidens of
Auril (Frostburn 42), the sinister Frostmaiden of the frostfell.
They desire nothing less than the domination of the world
by ice. From their homes in the frozen wilderness, these fey
act as lone and heartless agents of winter, hunting wanderers
and ill-fated locals. Such frostwind viragos enjoy the hunt
and the kill, but even they can be swayed by a humble offer
of tribute.
Others of these fey set themselves up as monarchs in
snow-covered lands, ruling over other creatures native to
cold climes, including frost folk who revere the virago as
TYPICAL TREASURE
Given that their prey is humanoid, and that tribute is the only way
to stay their icy hands, frostwind
viragos amass quite a collection of
treasure. They have standard treasure
for their Challenge Rating, mostly
in the form of goods and items taken
from travelers.
FROSTWIND VIRAGOS
IN EBERRON
Illus. by J. Chan
Frostwind viragos are imbued with the essence of bitter
winter. Their blood is freezing to the touch and thick like
molasses, and even their touch imparts a bitter chill. They
live in remote cold locales, where they subsist on the
frozen flesh of mammals they have slain, consuming snow and ice for water.
A frostwind virago is devoid of love, but
she can experience desire, often taking a
frost folk (Frostburn 130) champion or
other humanoid as a lover in such
cases. The relationship is short
and stormy, resulting in a frostwind virago child.
Environment: Frostwind
viragos prefer to live in cold
mountains, usually within a
carved cave of ice or a natural
cavern overlooking a pass.
The virago claims those who
wander into her territory.
Typical Physical Characteristics: Frostwind viragos
are the size of female elves,
about 5 feet tall and 90 pounds.
Their skin is pale, and their hair
is blonde to stark white. A frostwind virago’s eyes are solid blue,
lacking any hint of white.
Alignment: Frostwind viragos
despise warm-blooded intelligent
creatures that use their cleverness
to avoid the freezing grasp of the
cold months. They are remorseless killers who toy with their
prey, but they can be reasoned
with, and they see the value of
working toward a common cause
Frostwind virago
with other creatures. These fey are usually neutral evil.
FROSTWIND
VIRAGO
semidivine. Within such malign courts, frostwind viragos
scheme to control other lands. Their subjects carry out
complex plots of destruction and misfortune constructed to
show the implacable nature of the cold season.
A few frostwind viragos find a place among
frost giants. The giants respect the frostwind
virago as a mighty spirit of winter, and the fey
resides among them as a protector and advisor.
More than one frost giant monarch has a frostwind virago as a counselor.
Universal among frostwind viragos is their hatred for fey of temperate
and warm climes. Such fey that wander
into a frostwind virago’s territory are
doomed to prolonged suffering before they are allowed to succumb to
the cold.
Frostwind viragos can be found in
the Icehorn Mountains north of
the Eldeen Reaches, as well as the
northern Ironroot Mountains of
Karrnath and the Mror Holds. At
least one of these malevolent
fey lives in the Icewood of
northern Karrnath, where she
draws travelers toward the Madstone. The
dwarves of the Mror Holds and the people
of the mainland Lhazaar Principalities suffer the depredations of frostwind viragos in the Hoarfrost
Mountains as well.
FROSTWIND VIRAGOS IN FAERÛN
Among the most feared creatures in the North, these handmaidens of Auril (Faiths and Pantheons 91) above) are found
throughout Icewind Dale and the lands of the Frozenfar.
Frostwind viragos prefer to live in the treacherous reaches
of the Spine of the World. Though some frostwind viragos
have been seen as far south as the Sword Coast during the
winter, they prefer to stay well to the north, preying on the
folk of the Savage Frontier.
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GOD-BLOODED CREATURE
When a deity, its avatar, or its aspect appears on the Material
Plane, any blood it sheds retains part of its divine essence.
Gathered in sufficient quantities, this blood can be used
to bathe as part of a special ritual, creating a god-blooded
creature.
GOD-BLOODED
CREATURE
NOZGÛG, GRUUMSH-BLOODED ORC
A web of blackened veins pulse across this orc’s rippling muscles, his
left eye a scarred socket. As he lifts a great spear above his head, he
unleashes a piercing war cry.
Melee +1 spear +14/+9 (1d8+8/×3)
Ranged javelin +8/+3 (1d6+5)
Grp +12
Abilities Str 20, Con 14
Skills Climb +7, Jump +7, Swim +3
Gruumsh’s Glare (Su) DC 15
Nozgûg is an independent raider covered in glory—a paragon
among his people. He had the following ability scores before
Hit Dice and racial ability score adjustments: Str 15, Dex 13,
Con 14, Int 8, Wis 12, Cha 10.
Strategies and Tactics
Nozgûg (Raging)
CR 8
Male Gruumsh-blooded orc barbarian 5/fighter 2
CE Medium humanoid
Init +5; Senses darkvision 60 ft.; Listen +4, Spot +0
Languages Common, Orc
AC 14, touch 9, flat-footed 14; 25% fortification, improved
uncanny dodge
(+1 Dex, +4 armor, +1 natural, –2 raging)
hp 84 (7 HD); divine endurance
Fort +11, Ref +2, Will +3
Speed 30 ft. (6 squares) in hide armor, base speed 40 ft.
Melee +1 spear +16/+11 (1d8+11/×3)
Ranged javelin +8/+3 (1d6+7)
Base Atk +7; Grp +14
Atk Options Cleave, Power Attack, rage 2/day (7 rounds)
Special Actions Gruumsh’s fury, Gruumsh’s glare
Combat Gear potion of blur, potion of jump
Abilities Str 24, Dex 13, Con 18, Int 6, Wis 10, Cha 8
SQ trap sense +1
Feats CleaveB, Improved Initiative, Improved Toughness,
Power AttackB, Weapon Focus (spear)
Skills Climb +9, Jump +9, Intimidate +3, Listen +4, Spot +0,
Swim +5
Possessions combat gear plus +1 hide armor of light
fortification, +1 spear, 6 javelins, amulet of natural
armor +1 (shaped like a symbol of Gruumsh)
Fortification (Ex) 25% chance to ignore the additional
damage dealt by a critical hit or sneak attack. This benefit
comes from Nozgûg’s armor.
Divine Endurance (Su) Nozgûg can take a free action to gain
damage reduction 10/—. He can suppress this ability
with another free action. Once the damage reduction has
prevented 40 points of damage, Nozgûg loses all benefits
of the god-blooded template, including this ability.
Gruumsh’s Fury (Su) Once per day, as a swift action, Nozgûg
can draw upon the power of the divine blood within his
body to gain a +4 bonus (+8 against elves) on melee
damage rolls for the rest of his turn.
Gruumsh’s Glare (Su) Once per day, Nozgûg can cause
a baleful, glowing red eye to appear in his empty eye
socket. The eye creates a 60-foot cone of red energy. All
creatures in this area must succeed on a DC 17 Fortitude
save or be paralyzed for 1 round. Elves take a –4 penalty
on this save. The save DC is Constitution-based.
When not raging, Nozgûg has the following changed
statistics:
AC 16, touch 11, flat-footed 16
hp 70
Fort +9, Will +1
Nozgûg has only two purposes in life—to slay and to pillage.
He uses his Gruumsh’s glare ability to paralyze his enemies,
then charges in to murder a helpless foe. Gruumsh’s fury he
reserves for a worthy enemy or an elf. Wishing to keep his
divine talents, he activates his divine endurance only if he
thinks he might lose the fight otherwise.
Sample Encounters
Becoming god-blooded is invariably a great honor, and godblooded creatures serve as warlords and champions. Sites
where creatures can acquire the god-blooded template are
protected fiercely.
Nozgûg’s Raiders (EL 9): Nozgûg raids accompanied by
an orc berserker (MM4 114), an orc war howler (MM4 114),
and six orc warriors (MM 203). His warriors provide flanks
and sometimes use the aid another action to give Nozgûg
more of an advantage. The berserker wades in independently,
and the war howler provides support. Nozgûg focuses his
attacks on elves, moving to other targets only after all elves
are slain.
Neversleep Citadel (EL 9+ per encounter): High in
the Altan Tepes Mountains, an ancient order of orc priests
watches over a bubbling cauldron filled with blood spilled
by Gruumsh. According to legend, Gruumsh bled on this
spot when Corellon cut the orc god’s eye from its socket.
The clerics allow orc champions who perform great deeds
in Gruumsh’s name and can make it to the cauldron to
bathe within, granting them a measure of the god’s power.
Nozgûg is one such champion, and the citadel is now
his home.
The citadel protecting the cauldron houses a small army
of orc barbarians, fighters, and clerics. Some of these are
half-dragons. A young adult red dragon protects the place
due to an ancient pact between Gruumsh and Tiamat. This
dragon leaves and is replaced by another when it reaches
adulthood.
CREATING A GOD-BLOODED
CREATURE
“God-blooded” is an acquired template that can be added
to a creature (referred to hereafter as the base creature)
favored by the deity in question, as defined in the specific
deity entries.
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Imix-Blooded
Illus. by R. Horsley
“Imix-blooded” is an acquired template that can
be added to any evil creature. A creature gains this
template through service to Imix, Prince of Evil Fire
Elementals. The creature must perform a great deed
in the name of Imix, and then, when the signs and omens
are promising, stand in a brass cauldron fi lled with oil and
set it alight. If Imix is pleased, he
appears and squeezes a single
drop of his fiery blood into the
cauldron, granting the creature this template.
Subtype: An Imixblooded creature gains
the fire subtype.
Special Actions: An
Imix-blooded creature
gains the following special action.
Imix’s Wrath (Su): An Imixblooded creature is wreathed in
Gruumsh-Blooded
flames that don’t harm its
“Gruumsh-blooded”
equipment. Once per day,
is an acquired temas a swift action, an
plate that can be
Imix-blooded creaadded to any orc.
ture can cause fire
Gruumsh-blooded
to flow from its
orcs are typically created
body over its weapons.
at unholy sites, where
All the creature’s melee
clerics of Gruumsh tend
attacks deal an exiron cauldrons fi lled
tra 4 points of fi re
with their god’s bubbling
damage until the
green blood. When an orc
end of its turn. If an
bathes in the blood, his left
Imix-blooded creature
eye shrivels and falls
casts a fi re spell while
out, leaving an empty
affected by this quality,
socket. The eye doesn’t
that spell deals an extra
regrow even if the
number of points of damorc subsequently loses
age equal to the Imix-blooded creature’s
this template.
caster level.
Special Actions: A GruumshSpecial Qualities: An Imix-blooded
Nozgûg, Gruumsh-blooded orc
blooded orc gains the following special
creature gains the following special qualities.
actions.
Burn (Su): The fires that cloak an Imix-blooded creature lash
Gruumsh’s Glare (Su): Once per day, a Gruumsh-blooded
out to harm those who would dare attack it. Any creature that
orc can cause a baleful, glowing red eye to appear in his
hits an Imix-blooded foe with a melee attack takes 3 points
empty eye socket. The eye creates a 60-foot cone of red
of fire damage.
energy. All creatures in this area must succeed on FortiDeath Throes (Su): Imix is quick to reward those who
tude saves (DC 10 + 1/2 the orc’s HD + his Con modifier)
follow him, but his fiery anger is legendary. When killed,
or be paralyzed for 1 round. Elves take a –4 penalty on
an Imix-blooded creature explodes in a 30-foot-radius
this save.
burst that deals fire damage to each creature or object in
Gruumsh’s Fury (Su): Once per day, as a swift action, a
the area equal to 1d6 × 1/2 the Imix-blooded creature’s
Gruumsh-blooded orc can draw upon the power of the divine
Challenge Rating. A successful Reflex save (DC 10 + 1/2
blood within his body to gain a +4 bonus (+8 against elves)
the Imix-blooded creature’s HD + its Cha modifier) halves
on damage rolls for the rest of his turn.
this damage.
GOD-BLOODED
CREATURE
Challenge Rating: Same as the base creature +1.
Special Actions: The base creature gains the following
special action.
Divine Endurance: A god-blooded creature can take
a free action to gain damage reduction
10/— from the mingling of divine blood
with its material form. The creature can
suppress this ability with another free
action. Once the damage reduction has
prevented 40 points of damage, the
creature loses all benefits of the
god-blooded template, including
this ability, except when otherwise noted.
Other Abilities: All godblooded creatures receive other
abilities based on the blood
they bathe in. See the deity
entries below.
Level Adjustment: +1.
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GOD-BLOODED
CREATURE
Kord-Blooded
“Kord-blooded” is an acquired template that can be added to
any non-evil living creature that has a Strength score of 16
or higher. Each year, the major temples to Kord hold a great
wrestling tournament, and the tournament’s winner wrestles
an aspect of Kord. Whoever pins the other wins. If Kord’s
aspect loses, he cuts his palm and drips a drop of blood on
the victor’s brow, bestowing this template. Sometimes Kord
bestows this honor on a skilled, relentless competitor that
lost the match.
Saves: A Kord-blooded creature gains a +4 bonus on saves
against poison and disease.
Special Actions: A Kord-blooded creature gains the following special action.
Kord’s Athleticism (Su): Once per day, as a swift action, a
Kord-blooded creature can call upon the blood invested
in him to gain a tremendous surge of prowess. For the
next minute, the Kord-blooded creature gains a +4 bonus
on Strength and Dexterity checks, Strength- and Dexterity-based skill checks, and grapple checks. The creature
also gains a +1 bonus on damage rolls to which Strength
normally applies.
Special Qualities: A Kord-blooded creature gains the
following special quality.
Kord’s Toughness (Su): Whenever a Kord-blooded creature
would take Constitution damage, that damage is halved.
Orcus-Blooded
“Orcus-blooded” is an acquired template that can be added
to any evil undead creature. The sacrifice of good-aligned
creatures totaling 20 or more Hit Dice causes an aspect of
Orcus to appear and bathe the petitioner with black, tarry
blood poured from a golden chalice. The undead creature
covered in this blood then grows goatlike horns and gains
the Orcus-blooded template. The horns disappear when the
template is lost.
Resist: An Orcus-blooded creature gains +4 turn resistance.
Special Qualities: An Orcus-blooded creature gains the
following special qualities.
Herald of Orcus (Su): An Orcus-blooded creature gains
a +1 bonus to the save DCs of necromancy spells it casts,
as well as a +1 bonus to the save DCs of its spell-like and
supernatural abilities.
Wand of Orcus (Su): Once per day, as a swift action, an Orcusblooded creature can summon a minor wand of Orcus. The
wand appears in the creature’s hand and lasts for 1 minute.
It functions as a +2 morningstar.
Once per day, while the wand exists, the Orcus-blooded
creature can use it to deliver a melee touch attack. An opponent so touched must succeed on a Fortitude save (DC 10 +
1/2 the Orcus-blooded creature’s HD + its Cha modifier) or
take 4 points of Constitution damage. If that foe fails the save,
the Orcus-blooded creature gains 2 temporary hit points per
HD that enemy possesses. These temporary hit points last
for 1 hour.
Vecna-Blooded
“Vecna-blooded” is an acquired template that can be added to
any evil creature capable of casting 2nd-level or higher arcane
spells. When an arcane spellcaster manages to unravel the
Seven Riddles of Vecna, that individual can become Vecnablooded. None know the true nature of these riddles, but
solving them sends a caster to a pocket dimension known as
the Oubliette of Secrets. There, after exposure to a number
of bizarre tortures and ordeals at the hands of a strange
creature known as the Anchorite, the caster emerges as a
Vecna-blooded creature. The creature loses all distinguishing
characteristics, hair, and other traits, keeping only a small,
thin mouth, the faintest trace of a nose, and eyes. These
changes are permanent and remain even after the creature
loses this template.
Some sages believe that several Anchorites exist, and that
they are the most powerful of Vecna’s servants. They seek out
lost secrets and forgotten lore. Several point to the disappearance of Delether of Hardby as the Anchorites’ work. Every
page of the books in Delether’s library had been carefully
removed and replaced with cured human skin—apparently
taken from Delether, judging by the faint remnants of his
tattoos found in several of the volumes.
Special Actions: A Vecna-blooded creature gains the
following special actions.
Enigma Aura (Su): Once per day, as a standard action, a
Vecna-blooded creature can wrap itself in an aura that makes
creatures within 120 feet intermittently forget it’s there. At
the start of each affected creature’s turn, that creature has a
50% chance to be unable to attack the Vecna-blooded creature
in any way, including with spells and special abilities. The
aura lasts for 1 minute after it’s activated.
Hidden Spell (Su): Once per day, as a swift action, a Vecnablooded creature can cause flat-footed opponents to take a
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GOD-BLOODED LORE
Characters who have ranks in Knowledge (religion) can learn
more about god-blooded creatures. When a character makes
a successful skill check, the following lore is revealed, including the information from lower DCs.
Knowledge (Religion)
DC
15
20
25
30
Result
God-blooded creatures are divine champions
infused with the essence of their deity. The god’s
blood within them makes them incredibly durable,
but if they are sorely wounded, the god’s power
fades from them.
This result reveals one randomly chosen special
action or special quality that the specific template
grants.
This result reveals a second, randomly chosen
special action or special quality.
This result reveals a third, randomly chosen
special action or special quality.
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Yeenoghu-Blooded
“Yeenoghu-blooded” is an acquired template that can be added
to any gnoll. A gnoll champion gains the Yeenoghu-blooded
template by killing a fellow gnoll who has this template and
drinking his blood. In this manner, Yeenoghu ensures that
his children continually strive to prove themselves against
each other and their enemies. Occasionally, when an aspect
of Yeenoghu appears before a tribe, the gnolls attack it in a
frenzy to become Yeenoghu-blooded. Those who survive and
devour the aspect’s flesh gain this template.
A creature that gains this template becomes shrouded in
noxious, putrid air. Flies and maggots swarm over its body,
marking its link to the fearsome Demon Prince of Gnolls.
It grows long, yellow fangs, and a mixture of pus and drool
spills over its lower lip.
Melee: A Yeenoghu-blooded creature gains a secondary
bite attack that deals 1d6 points of damage.
Special Actions: A Yeenoghu-blooded creature gains the
following special actions.
Rot Fangs (Ex): Once per day, as a swift action, a Yeenoghublooded creature can imbue its bite with a dreadful necrotic
energy. The next time the gnoll hits an opponent with a bite,
that foe must succeed on a Fortitude save (DC 10 + 1/2 the
gnoll’s HD + its Con modifier) or take 1d6 points of Constitution damage.
Special Quality: A Yeenoghu-blooded creature gains the
following special quality.
Gore Stench (Su): A Yeenoghu-blooded creature is caked with
putrid filth, dried blood, and gore. Maggots crawl through
its fur, and a horrific stench and a swarm of flies surround it
all times. Living creatures (except for gnolls) within 10 feet
of a Yeenoghu-blooded creature must succeed on a Fortitude
save (DC 10 + 1/2 the gnoll’s HD + its Con modifier) or be
sickened for 1 minute. If a creature successfully saves against
this ability, that creature need not save again for 24 hours. A
delay poison or neutralize poison spell removes the effect from
a sickened creature. Creatures that are immune to poison or
that have a saving throw bonus against poison receive those
benefits against the stench.
TYPICAL TREASURE
A god-blooded creature usually carries icons of its faith,
to mark the favor of the gods and to display its piety. Godblooded NPCs have equipment appropriate to NPCs of
their Challenge Rating—slightly more than normal for
their level.
CREATING GOD-BLOODED
TEMPLATES
The example templates given in this entry cover some of
the entities found in the D&D world. If you wish to add
god-blooded creatures to Eberron, Faerûn, or your campaign
setting, use the following guidelines.
A god-blooded template should physically alter its recipient
in a manner in keeping with the god’s ethos and important
physical traits. Powers granted by the template might further
change the recipient. In the examples given in this entry,
Gruumsh’s single eye, Imix’s fiery body, and Orcus’s horns
mark the creature that receives the deity’s blood. Similar
traits should be gained from templates you create.
All god-blooded templates share the divine endurance
special quality. This ability reflects a combination of the
supernatural protection offered by divine blood. As presented, the template produces a creature that seems incredibly
difficult to harm at the start of an encounter. If the characters
persist in attacking, though, they eventually strip away that
defense. If you prefer a permanent template, change the
damage reduction to 5/magic and remove the limit on the
damage it can absorb.
The template should grant two special abilities in addition
to divine endurance. You can add a third if that ability has
little direct effect on combat. The Vecna-blooded template
provides a good example of such an ability with its cloak of
mystery. The cloak adds some interesting story elements to
the creature, but it has little effect during a fight.
The creature’s abilities should be useful regardless of its
final Challenge Rating. Abilities that deal a fixed amount of
damage are difficult to judge, since that damage doesn’t scale
as the creature’s CR increases. Instead of such abilities, focus
on attacks that require saving throws and impose conditions,
since save DCs improve as Hit Dice increase, forcing the
PCs to make saving throws appropriate for the creature’s
challenge. Keep the duration conditions such as paralyzed,
dazed, or stunned short—they take a target out of the fight.
Longer durations are fine for dazzled, sickened, and other
conditions that impose penalties.
Avoid abilities that add static bonuses to ability scores,
attacks, or AC, instead choosing abilities that make it apparent
to the characters and players that the god-blooded creature is
infused with the power of its deity. The PCs (and the players)
should see a clear link between the creature’s altered form,
the power it calls upon, and the effects it can create.
GOD-BLOODED
CREATURE
–4 penalty on saves against spells the creature casts on that
same turn.
Special Qualities: A Vecna-blooded creature gains the
following special qualities.
Cloak of Mystery (Su): All knowledge of the Vecna-blooded
creature fades from the world. Its original name, its deeds
before becoming Vecna-blooded, and so forth, disappear from
memory. Only Vecna and the Vecna-blooded creature retain
this knowledge.
A Vecna-blooded creature gains immunity to all divination
spells cast against it or cast to learn information about it.
Such divination fails to reveal any information. The Vecnablooded creature immediately learns the name, appearance,
and location of the caster who attempted the divination.
Unlike other god-blooded abilities, the Vecna-blooded
creature retains this special quality after it loses other abilities
from this template.
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HOBGOBLIN
HOBGOBLIN
Hobgoblins are brutal and disciplined evil humanoids
that form highly organized, conquest-driven kingdoms.
They also willingly serve as mercenaries for other evil
creatures.
This section presents four sample members of hobgoblin
society and expands on the social order of these creatures.
Hobgoblins are so ruthless in their training that the
process alters their bodies. The results are nothing short
of monstrous.
Hobgoblin traits are summarized on page 154 of the
Monster Manual.
HOBGOBLIN DUSKBLADE
A hobgoblin clad in a chain shirt marches toward you. He holds his
longsword out threateningly, and his shield is covered in runes.
Hobgoblin Duskblade
CR 3
Male hobgoblin duskblade* 3
* Class described in PH2
LE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Listen +0, Spot +0
Languages Common, Draconic, Goblin
AC 19, touch 12, flat-footed 17
(+2 Dex, +5 armor, +2 shield)
hp 26 (3 HD)
Fort +6, Ref +3, Will +3
Speed 30 ft. (6 squares)
Melee mwk longsword +7 (1d8+2)
Ranged longbow +5 (1d8)
Base Atk +3; Grp +5
Atk Options arcane channeling
Duskblade Spells Known (CL 3rd):
1st (5/day)—burning hands (DC 12), ray of enfeeblement
(+5 ranged touch), shocking grasp (+5 melee touch),
swift expeditious retreat (swift action, duration 1 round)
0 (5/day)—acid splash (+5 ranged touch), ray of frost
(+5 ranged touch), touch of fatigue (+5 melee touch,
DC 11)
Spell-Like Abilities (CL 3rd):
Combined total of 4/day—dancing lights, detect magic,
flare (DC 11), ghost sound (DC 11), read magic
Abilities Str 15, Dex 14, Con 16, Int 13, Wis 10, Cha 8
SQ armored mage
Feats Battle Magic Tactics*, Combat CastingB, Weapon
Focus (longsword)
* New feat; see sidebar.
Skills Concentration +9, Listen +0, Move Silently +5, Ride +8,
Spellcraft +7, Spot +0
Possessions +1 chain shirt, +1 light steel shield, masterwork
longsword, longbow with 20 arrows
Arcane Channeling (Su) A hobgoblin duskblade can cast
and deliver any touch spell he knows with a melee
attack. The spell must have a casting time of 1 standard
action or less. Casting a spell in this manner does not
provoke attacks of opportunity. If he hits, the hobgoblin
duskblade deals normal weapon damage, then resolves
the spell’s effect on the struck creature.
Armored Mage (Ex) A hobgoblin duskblade does not have an
arcane spell failure chance when wearing light armor and
carrying a light shield.
Hobgoblin duskblades are skilled warriors who learn to
combine armed fighting and spellcasting. Ages ago, a
mighty hobgoblin wizard named Tartak Firehand stole
such techniques from his elf enemies. Now a large number
of hobgoblin tribes use duskblades to support wizards and
sorcerers in battle.
The duskblade presented here had the following ability
scores before racial ability score adjustments: Str 15, Dex 12,
Con 14, Int 13, Wis 10, Cha 8.
Strategies and Tactics
Before engaging, hobgoblin duskblades use ray of enfeeblement to soften up the enemy. They then enter melee
and use arcane channeling to imbue their attacks with
shocking grasp, acid splash, or ray of frost. Burning hands is
reserved for tight situations when one hobgoblin duskblade endangers few or none of his comrades by casting
the 15-foot cone.
If they’re weakening an enemy for subsequent magical
attack by other arcane casters, hobgoblin duskblades or the
spellcasters they support delay or ready their actions in melee
so that they act on consecutive initiative counts, preventing
the enemy from taking action to foil their combined attacks.
Hobgoblin duskblades use touch of fatigue and Battle Magic
Tactics with their melee attacks. They then cast swift expeditious retreat to retreat beyond the blast radius of area spells
cast by more powerful spellcasters.
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NEW FEAT:
BATTLE MAGIC TACTICS
Through intense training and impeccable timing, you and your
allies learn to augment each other’s magical attacks when you
focus your efforts on a single target.
Prerequisites: Spellcraft 6 ranks, arcane caster level 3rd.
Benefit: Each time you cast a spell that requires the target to
make a saving throw, that target gains a Battle Magic Tactics
token after the spell resolves. A creature gains a token
whether the save succeeds or fails, but a creature that avoids
a spell through spell resistance does not gain a token. Each
Battle Magic Tactics token imposes a cumulative –1 penalty
on saving throws against the spells of spellcasters that have
this feat. At the end of each round, all Battle Magic Tactics
tokens disappear.
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HOBGOBLIN
Hobgoblin duskblade and spellscourge
The scars of old burns and healed wounds cover this hobgoblin. His
breastplate is battered but etched with a single rune. He whirls a
barbed chain about him.
Hobgoblin Spellscourge
CR 5
Usually LE Medium monstrous humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Listen +1, Spot +1
Languages Common, Goblin
AC 17, touch 12, flat-footed 15; Dodge, Mobility
(+2 Dex, +5 armor)
hp 41 (5 HD)
Fort +5, Ref +7, Will +7; +2 against spells, spell eater
Speed 30 ft. (6 squares)
Melee +1 spiked chain +9 (2d4+5)
Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain)
Base Atk +5; Grp +8
Abilities Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 8
Feats Dodge, Iron WillB, Mage Slayer*, Mobility
* New feat; see sidebar.
Skills Jump +9, Knowledge (arcana) +3, Listen +1, Move
Silently +5, Spellcraft +3, Spot +1, Tumble +8
Advancement by character class; Favored Class fighter
Possessions +1 chain shirt, +1 spiked chain, cloak of
resistance +1
Spell Eater (Su) If a hobgoblin spellscourge succeeds on his
save against a spell, he gains 5 temporary hit points and
a +2 bonus on attack rolls. The attack bonus lasts for 1
round, and the temporary hit points last for 1 minute.
Illus. by R. Spears
HOBGOBLIN SPELLSCOURGE
Spellscourges are elite soldiers. They undergo intensive
training, daily exposure to spells, and cruel rituals, granting
them special defenses against magic. In war, spellscourges
race forward to slay enemy spellcasters. When rivalries
among hobgoblin mages turn violent, spellscourges serve
as choice assassins.
Strategies and Tactics
A spellscourge engages spellcasters, particularly lightly
armored or unarmored ones, shutting them down in a wide
area using his spiked chain. He uses Mobility and Tumble
to get into position to accomplish this goal.
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NEW FEAT: MAGE SLAYER
You have studied the ways and weaknesses of spellcasters and
can time your attacks and defenses against them expertly.
Prerequisites: Spellcraft 2 ranks, base attack bonus +3.
Benefit: You gain a +1 bonus on Will saves. Spellcasters you
threaten cannot cast defensively (they automatically fail their
Concentration checks to do so), but they are aware that they
cannot cast defensively while being threatened by you.
Special: Taking this feat reduces your caster level for all your
spells and spell-like abilities by 4.
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Hobgoblin spellcasters aren’t afraid to throw weak area
spells into enemies that have spellscourges among them,
counting on the spellscourges’ defenses to resist the spell. The
spell damages opponents while augmenting the spellscourges
through their spell eater ability.
HOBGOBLIN
Hobgoblin Spellscourges as Characters
Hobgoblin spellscourges are elite creatures that have the
racial characteristics of hobgoblins, along with the abilities
granted by their grueling ritualistic training. The typical
spellscourge advances as a fighter, but some tribes train
barbarians or monks with these abilities. Spellscourges often
enter the occult slayer prestige class (Complete Warrior 66).
Level Adjustment: +2.
HOBGOBLIN WARCASTER
A gaunt hobgoblin clad in red robes gestures toward you. From his
fingers lance two darts of magical energy.
Hobgoblin Warcaster
CR 4
Usually LE Medium monstrous humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Listen +0, Spot +5
Languages Common, Draconic, Giant, Goblin
AC 15, touch 12, flat-footed 13
(+2 Dex, +1 armor, +2 natural)
hp 33 (4 HD); DR 5/magic
SR 14
Fort +4, Ref +6, Will +6; +2 against spells, spell eater
Speed 30 ft. (6 squares)
Melee mwk staff +4 (1d6–1)
Ranged mwk dagger +7 (1d4–1)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +3
Atk Options magic strike
Special Actions pillar of magic
Wizard Spells Prepared (CL 4th):
2nd—false life, flaming sphere (DC 15), web (DC 15)
1st—expeditious retreat, magic missile (2), shield
0—daze (DC 13), flare (DC 13), resistance, read magic
Spell-Like Abilities (CL 4th):
At will—detect magic
Abilities Str 8, Dex 15, Con 16, Int 16, Wis 10, Cha 12
SA magic strike, pillar of magic, spell-like abilities, spells
SQ arcane talent
Feats Battle Magic Tactics*, Combat Casting, Iron WillB
* New feat; see sidebar, page 84.
Skills Concentration +9 (+13 casting defensively),
Intimidate +7, Knowledge (arcana) +9, Listen +0, Move
Silently +6, Spellcraft +11, Spot +5
Advancement by character class; Favored Class wizard
Possessions bracers of armor +1, masterwork staff, 3
masterwork daggers
Spellbook spells prepared plus 0—all in PH; 1st—cause fear,
chill touch, endure elements, mount, protection from good,
ray of enfeeblement; 2nd—ghoul touch, scare
Spell Eater (Su) If a hobgoblin warcaster succeeds on his
save against a spell, he gains 5 temporary hit points and
a +2 bonus on attack rolls. The attack bonus lasts for 1
round, and the temporary hit points last for 1 minute.
Pillar of Magic (Su) Once per day, a hobgoblin warcaster can
grant all goblinoids within 30 feet spell resistance 14 for
1 minute.
Arcane Talent (Ex) A warcaster casts spells as a 4th-level
wizard.
Warcasters are elite casters trained specifically for warfare.
The most promising young hobgoblin arcane casters endure a
grueling series of rituals and tests that slowly warp and alter
their bodies. Scores of hobgoblins exposed to this regimen
die hideous deaths, but those who survive become potent
spellcasters with magic in their veins.
Warcasters are the lowest-ranking products of this process.
They consider those who gained arcane skill through study
rather than ritual transformation to be lesser beings. When
a hobgoblin army marches to war, the warcasters provide
artillery support. They also work with spellscourges and
duskblades to target and destroy enemy spellcasters.
Strategies and Tactics
Warcasters use false life to fortify themselves before a battle
begins. Just prior to engaging the enemy, they use shield to
defend themselves while the spellscourges and duskblades they
lead move into position. Warcasters are acutely aware that they
have no more than four or five spells to contribute to a fight, so
they hold back until they’ve gauged their opponents’ defenses.
They unleash their magic with precision against targets that
duskblades have set up with the Battle Magic Tactics feat.
A warcaster targets an area, preferably where duskblades
have softened up the enemy, with web. He then rolls a flaming
sphere into trapped creatures, dealing more damage in the
process as the fire interacts with the magical webbing. He
uses magic missile to finish off those who look badly injured,
then casts expeditious retreat to leave the battlefield.
Hobgoblin Warcasters as Characters
All hobgoblin warcasters are elite creatures that have the
racial characteristics of hobgoblins, as well as the abilities
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MONSTROUS HUMANOID
(GOBLINOID)
The gruesome rituals and training that some of the hobgoblins in this entry go through changes their type to monstrous
humanoid. This means they’re immune to abilities that affect
only humanoids. However, abilities that affect creatures with
the goblinoid subtype still affect these creatures despite their
new type. So a ranger who has humanoid (goblinoid) as a
favored enemy still receives the bonuses that ability provides
when using it against the monstrous humanoid goblinoids
presented here.
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granted by their torturous upbringing. However, hobgoblin
warcasters favor the wizard class. A hobgoblin warcaster’s
wizard levels stack with his Hit Dice to determine spells per
day and spells contained in his spellbook. No class except
wizard is considered associated for a hobgoblin warcaster.
Level Adjustment: +3.
HOBGOBLIN WARSOUL
Hobgoblin Warsoul
CR 8
Usually LE Medium monstrous humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Listen +8, Spot +10
Languages Common, Draconic, Dwarven, Elven, Giant,
Goblin
AC 20, touch 14, flat-footed 17
(+3 Dex, +2 armor, +1 deflection, +4 natural)
hp 88 (10 HD); DR 10/magic
SR 18
Fort +9, Ref +12, Will +13; +2 against spells, spell eater
Speed 30 ft. (6 squares)
Melee mwk quarterstaff +10/+5 (1d6–1)
Ranged mwk dagger +14/+9 (1d4–1)
Space 5 ft.; Reach 5 ft.
Base Atk +10; Grp +9
Atk Options magic strike
Special Actions soul tyrant
Combat Gear brooch of shielding, potion of cure serious wounds
Wizard Spells Prepared (CL 9th):
5th—cone of cold (DC 21), hold monster (DC 20)
4th—dimension door, shout (DC 20), wall of ice
3rd—dispel magic, fireball (DC 19), haste, lightning bolt
(DC 19)
2nd—false life, flaming sphere (DC 18), scorching ray (+14
ranged touch), shatter (DC 18), web (DC 17)
1st—expeditious retreat, grease (DC 16), mage armor, magic
missile (2), shield
0—daze (DC 15), flare (DC 16), resistance, read magic
Spell-Like Abilities (CL 9th):
At will—detect magic
Abilities Str 8, Dex 16, Con 18, Int 21, Wis 14, Cha 15
SA magic strike, soul tyrant, spell-like abilities, spells
SQ arcane talent, cult of power
Feats Battle Magic Tactics*, Combat Casting, Improved
Initiative, Iron WillB, Spell Focus (evocation)
* New feat; see sidebar, page 84.
Skills Concentration +17 (+21 casting defensively),
Diplomacy +8, Intimidate +15, Knowledge (arcana) +17,
Listen +8, Move Silently +8, Spellcraft +20, Spot +10
Advancement by character class; Favored Class wizard
Possessions combat gear plus bracers of armor +2, ring of
protection +1, masterwork staff, 3 masterwork daggers,
cloak of resistance +2
Spellbook spells prepared plus 0—all in PH; 1st—cause
fear, chill touch, endure elements, mount, protection
from good, ray of enfeeblement; 2nd—detect thoughts,
ghoul touch, scare, whispering wind; 3rd—clairaudience/
clairvoyance, tongues; 4th—lesser geas, scrying; 5th—
teleport, magic jar
HOBGOBLIN
Like an undead creature, this hobgoblin is incredibly emaciated,
and her skin is pulled tight across her bony frame. Her red robes
and staff mark her as a spellcaster of some sort.
Spell Eater (Su) If a warsoul succeeds on her save against a
spell, she gains 5 temporary hit points and a +2 bonus
on attack rolls. The attack bonus lasts for 1 round. The
temporary hit points last for 1 minute.
Soul Tyrant (Su) As a swift action, a warsoul can draw arcane
power from a willing hobgoblin within 30 feet who has 10
or fewer hit points. That hobgoblin is immediately slain,
leaving behind a desiccated corpse. The warsoul heals 1
hit point per Hit Die she has, and she receives a +2 bonus
to the save DC of the next spell she casts. She also gains
a +2 bonus on any attack roll required by the next spell
she casts. If that spell deals damage, the warsoul receives
a bonus on the damage roll equal to her Hit Dice.
Arcane Talent (Ex) A warsoul casts spells as a 9th-level
wizard.
Cult of Power (Ex) A warsoul is accompanied by 2d4 1stlevel hobgoblin warriors who have sworn their lives to
her. These thralls willingly sacrifice themselves for their
master’s soul tyrant ability.
Occasionally, a warcaster displays an incredible talent for
spellcasting, quickly racing ahead of her peers and mastering potent spells. As she endures more rituals and delves
deeper into her studies, the warcaster grows in power until
her flesh becomes little more than a withered vessel for her
soul. She even learns to consume the essence of her “lessers”
to augment her spells. Invariably, she comes to either lead a
tribe or die at the hands of a rival.
Strategies and Tactics
Warsouls never enter battle without several utterly loyal
minions. Such hobgoblin warriors, compelled into obedience by the warsoul’s great power and magnetic personality,
believe that dying in their master’s name is the surest way
to attain an exalted state in the afterlife. They gladly perish
to hold back an approaching enemy or to fuel the warsoul’s
soul tyrant ability.
Preferring to fight alongside duskblades, spellscourges, and
a few allied warcasters, warsouls take care to cast defensive
spells before a struggle begins. Only a truly cunning opponent can catch warsouls without their mage armor, false life,
and shield spells cast. They use haste to augment their minions
right before engaging.
A typical warsoul might use the following sequence of
actions.
Round 1: Cast web to slow down or immobilize enemy
fighters. Warsouls prefer for their warriors to bring the battle
to the enemy.
Round 2: Cast fireball targeting the area of the web, so as
to free up the battlefield while adding damage to the normal
effect of the fireball.
Round 3: Order an attack on the toughest enemy, delay
to maximize the save penalty that target takes from allies’
Battle Magic Tactics, and cast hold monster on that foe.
Round 4: Cast scorching ray to finish off the held target.
Round 5: Cast an area spell targeting the largest group of
opponents.
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If the fight goes against the warsoul, she uses dimension
door to escape with her hide intact. If her side is losing but
she can save some of her troops, she uses wall of ice to cover
their retreat before casting dimension door.
Hobgoblin Warsouls with Class Levels
HOBGOBLIN
Hobgoblin warsouls are elite, and they advance as wizards.
A hobgoblin warsoul’s wizard levels stack with her Hit Dice
to determine spells per day and spells contained in her
spellbook. No class except wizard is considered associated
for a hobgoblin warsoul.
Level Adjustment: +4.
Illus. by T. Giorello
SAMPLE ENCOUNTERS
Hobgoblins rely on tightly coordinated, highly organized
tactics. They travel in structured groups made up of members
whose abilities work together to create a stronger whole.
Magic Marauders (EL 6): Two hobgoblin duskblades and
a warcaster form the smallest combat formation in specialized hobgoblin units. The duskblades act as bodyguards until
they wade into melee to weaken foes with their Battle Magic
Tactics feat.
Warsoul Retinue (EL 9): A warsoul usually fights
alongside two duskblades, a warcaster, and a spellscourge.
In combat, this unit seeks out and slays enemy spellcasters.
The duskblades form a defensive wall for the warcaster and
the warsoul, while the spellscourge races forward to
harass or kill enemy casters. The warcaster focuses his
spells on enemy warriors, and the warsoul does the
same with her damaging spells. She uses her incapacitating spells, such
as hold monster, on any
spellcaster unfortunate
enough to draw the spellscourge’s attention.
ECOLOGY
Hobgoblins are born predators. Unlike orcs and other
savage humanoids, hobgoblins are naturally clever and
adaptable, agile and hardy. Hobgoblins easily overcome
competing creatures when the two groups’ numbers are
equal or favor hobgoblins.
Although few hobgoblin societies are agricultural, hobgoblins acquire food with little trouble through hunting,
raiding, and conquest, as well as by maintaining small
herds of livestock. They favor meat, and they can and do
eat whatever they can kill, sometimes including other
sentient creatures.
Hobgoblins reproduce in the same manner as humans,
though breeding is strictly controlled in the majority of
tribes (see Society). Young hobgoblins are born nearly helpless,
but they mature more quickly than their human counterparts do.
Environment: Hobgoblins prefer warm, hilly regions,
but they are second only to humans in terms of adaptability.
They can survive in almost any climate or terrain.
Typical Physical Characteristics: Hobgoblins are
lean and tall—usually over 6-1/2 feet tall and 250 pounds
and built for agility. They have orange skin that blues or
reddens near their flat noses. Coarse hair, ranging in color
from red-brown to gray, grows on their heads as well as
on their arms and legs. Male hobgoblins can grow beards,
and some even have pattern balding like males of other
humanoid races.
Alignment: Hobgoblins organize themselves
into strict hierarchies that have harsh laws, with
the mightiest and most cunning hobgoblins
at the top. But they are also murderous and
tyrannical, with little compassion or room in
their cold hearts for “softer” emotions. They
are usually lawful evil.
SOCIETY
Hobgoblins have a rigid, unforgiving
society based on the idea that continued existence depends on martial
superiority. Their hierarchy is formed
Hobgoblin warcaster and warsoul
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HOBGOBLIN LORE
Characters who have ranks in Knowledge (local) can learn
more about hobgoblins. When a character makes a successful skill check, the following lore is revealed, including the
information from lower DCs.
Knowledge (Local)
DC
11
16
21
Result
Hobgoblins are goblinoid creatures that are
stronger and better organized than their smaller
cousins.
Hobgoblins use coordinated tactics to defeat their
enemies. They flank opponents, swarm around
foes, and work as a team.
Hobgoblins are clever, and they use magic to
twist themselves into better and more specialized
soldiers and spellcasters. Some have even become
monstrous humanoids.
The warrior ideal doesn’t mean that other castes are looked
down upon. All hobgoblin warriors recognize the need for
craftspersons, healers, and similar members of a tribe. Only
a fool would believe that the hobgoblin war machine could
function without such pieces. However, no member of a lower
caste dares defy or insult a warrior unless the lower-caste
hobgoblin wants to die.
Religious leaders are the exception to this rule—lower
than warriors but able to advise and even challenge their
superiors. Most hobgoblin priests are adepts, and these
priests oversee aspects of hobgoblin life such as arranged
marriage and nonmilitary instruction, including the
Common language. Hobgoblin children form few attachments; their primary bond is usually with an adept or cleric
who instruct them. Hobgoblin despots have one or more
religious advisors who have great influence in the tribe and
over their leader.
Individual hobgoblins are taught from birth to protect
themselves and their personal space. By extension, the
personal space of the tribe is a communal responsibility,
made up of the space occupied by each member of the tribe.
An individual hobgoblin pays attention to his surroundings and is always alert for opportunities or threats. The
tribe works to control its environment, dominating weaker
sentient creatures and lashing out at perceived dangers. No
room is left for emotional considerations—compassion is a
weakness, and personal freedom a potential hazard to the
tribe’s overall safety.
In this vein, while two hobgoblins might risk a tryst for
the sake of lust, hobgoblins don’t marry for love. The priests
select those who should breed to produce the strongest offspring, and marriages are arranged along those lines. Other
marriages are forged to ensure alliances, shore up a position
of power, or to take power away from another hobgoblin.
Offspring are the property of their parents, instructed in
the harsh hobgoblin way of life by father, mother, and the
tribe’s priests.
Similarly, adult hobgoblins are the property of their
superiors, and the only way to avoid the order of a superior
is to die through ritual suicide or to destroy that superior
and his or her allies. Such events are rare, however, and most
hobgoblins serve their tribe faithfully until they no longer
can. Aged and feeble hobgoblins commit ritual suicide in
a ceremony designed to honor their deity Maglubiyet and
the tribe.
HOBGOBLIN
to place each hobgoblin within his or her appropriate social
position while supporting nearly endless war. They have
an insatiable thirst for conquest and dominance over all
other creatures.
These goblinoids have two basic modes. They either seek
to conquer their neighbors, or they gather their strength for
the next attack while making raids and feints against their
enemies. A hobgoblin tribe at peace is a tribe that is merely
between wars.
Unlike orcs and other dim-witted evil humanoids,
hobgoblins take a long-term, strategic view of their confl icts. A hobgoblin king might even strike an alliance or a
nonaggression pact with a nonhobgoblin realm that has a
tolerable ethos. Although hobgoblins thirst for conquest
and the imposition of their tyranny over all other intelligent
creatures, they recognize that their plans might require years
of continual fighting.
To this end, hobgoblins organize into rigid castes, with
each caste charged with a specific task. Slaves occupy the
lowest rung in hobgoblin society, followed by nonwarrior
craftsmen, religious leaders, and then warriors. Hobgoblins
are assigned to a caste based on ability and tribal needs, with
no regard for gender or personal preference.
Given this warrior ideal, success in combat is the best way to
advance to the top of the social order. Thus, even a hobgoblin
blacksmith or cleric takes up arms to earn respect from his
fellows. Braver hobgoblin warriors submit themselves for
brutal training and crueler rituals to toughen them for battle.
Countless hobgoblins fail to survive the process.
With regard to hobgoblin culture, the term “warrior”
should not be confused with “nonspellcaster.” Spellcasters
can be honored members of the hobgoblin hierarchy, and as
with other members of the society, those spellcasters who
succeed in battle are the most revered. In fact, hobgoblin
wizards readily subject themselves to gruseome ordeals to
steel themselves for war.
TYPICAL TREASURE
Hobgoblins value usable treasure, such as equipment and
magic items, but they also collect jewelry and money. They
have standard treasure for their Challenge Rating. Elite
hobgoblins usually have equipment usual for NPCs of their
Challenge Rating rather than standard treasure.
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ILLURIEN
A dancing array of droplets swirls before you. In the midst of this
storm stands a slender but extremely tall female clad in gray robes.
She has no facial features other than her vivid blue eyes. With a
graceful motion, she beckons to you.
ILLURIEN
Illurien
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CR 15
NE Large outsider (evil, extraplanar)
Init +11; Senses low-light vision, darkvision 120 ft., blindsight
60 ft.; Listen +32, Spot +32
Aura storm of visions (30 ft.)
Languages understands all languages; cannot speak;
telepathy 120 ft.
AC 24, touch 16, flat-footed 24; uncanny dodge
(–1 size, +7 Dex, +8 natural)
Miss Chance 20% (cloud of foresight)
hp 230 (20 HD); fast healing 5; DR 15/good; rejuvenation
Immune disease, electricity, paralysis, poison, polymorph,
sleep, stunning
Resist acid 20; SR 24
Fort +21, Ref +21, Will +21
Speed 40 ft. (8 squares); fly 80 ft. (perfect)
Melee tempest lash +28/+23/+18/+13 (1d8+6 plus tempest
lash)
Space 10 ft.; Reach 10 ft.
Base Atk +20; Grp +30
Atk Options aligned strike (evil), magic strike
Special Actions cloud of foresight
Spell-Like Abilities (CL 20th):
At will—analyze dweomer, arcane sight
1/day—plane shift
Abilities Str 22, Dex 24, Con 25, Int 36, Wis 24, Cha 21
SA aligned strike, tempest lash, magic strike, spell-like
abilities, storm of visions
SQ pointed knowledge
Feats Alertness, Great Fortitude, Improved Initiative, Iron
Will, Lightning Reflexes, Weapon Finesse, Weapon Focus
(tempest lash)
Skills Bluff +28, Appraise +36, Decipher Script +36,
Diplomacy +11, Gather Information +30, Intimidate +30,
Knowledge (arcana) +36, Knowledge (architecture and
engineering) +36, Knowledge (dungeoneering) +36,
Knowledge (geography) +36, Knowledge (history) +36,
Knowledge (local) +36, Knowledge (nature) +36,
Knowledge (nobility and royalty) +36, Knowledge
(the planes) +36, Knowledge (religion) +36,
Listen +32, Search +36 (+38 secret doors), Sense
Motive +30, Spellcraft +38 (+40 deciphering scrolls),
Spot +32, Survival +7 (+9 in aboveground natural
environments, +9 on other planes, +9 to avoid getting
lost, +9 to follow tracks, +9 underground), Use Magic
Device +28 (+30 scrolls)
Storm of Visions (Su) The watery drops that surround
Illurien are the collected fragments of the knowledge
she has accumulated. At the end of each of Illurien’s
turns, creatures within 30 feet of her must succeed on
a DC 25 Will save or be dazed for 1 round, as visions of
exotic truths captivate their minds. A successful save
negates the effect, but each creature in the area must
make a new saving throw at the end of each of Illurien’s
turns. The save DC is Charisma-based. This is a mindaffecting ability.
Cloud of Foresight (Su) Drawing on her boundless lore,
Illurien uses opponents’ tendencies and desires
against them. This causes her opponents to have a
20% miss chance. Once per round, as an immediate
action, Illurien can impose a –8 penalty on a single
attack roll, check, or saving throw made by an opponent
within 60 feet.
Rejuvenation (Su) If slain, Illurien reappears in the
Athenaeum Nefarious (see below) two days later.
Tempest Lash (Su) Illurien attacks by lashing her foes with a
knifelike weapon formed from the droplets that surround
her. Anyone struck by this tempest lash must succeed
on a DC 25 Will save or take 1d4 points of Intelligence
damage. Illurien heals 5 hit points for each point of
Intelligence damage she deals with this attack.
Pointed Knowledge (Su) Illurien understands all languages,
and she instantly knows facts about creatures she speaks
to telepathically, such as their age, where they were born,
and the important events of their lives.
A strange creature composed of countless tears and raindrops,
Illurien of the Myriad Glimpses is a collector of information
and a keeper of secrets. She is fascinated by the contents of
other minds, believing it is her right to obtain and preserve
such knowledge for herself.
STRATEGIES AND TACTICS
Illurien engages those she meets in polite telepathic conversation, but this behavior is just an excuse to examine
their minds. Once Illurien has selected the brightest
intellect among her chosen targets, she moves in, subjecting her foes to her storm of visions. She uses her tempest
lash to deal Intelligence damage to her preferred enemy,
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ILLURIEN LORE
Characters who have ranks in Knowledge (the planes) can
learn more about Illurien. When a character makes a successful skill check, the following lore is revealed, including
the information from lower DCs.
Knowledge (the Planes)
DC
25
30
35
40
Result
This is Illurien of the Myriad Glimpses, a strange
creature that steals knowledge from the minds
of her victims. She is amoral and unworthy of
trust. Her home is the Concordant Domain of the
Outlands.
The cloud that surrounds Illurien can rob mortals
of their senses. Her attacks drain her target’s mind
while healing Illurien’s wounds. It is said that she
resides in a secret library in the Outlands known
as the Athenaeum Nefarious.
Illurien’s knowledge protects her in combat, and
she is immune to disease, electricity, paralysis,
poison, polymorph, sleep, and stunning. She
is resistant to acid and magic and capable of
spontaneously traveling between the planes. She
can be called to a place in the Outlands referred
to as the Shrouded Dispensary, where she can be
coaxed into sharing her knowledge.
If killed, Illurien merely rejuvenates, reappearing
inside the Athenaeum Nefarious within two days.
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4/19/07 2:44:47 PM
relying on her cloud of foresight to foil that opponent’s
defenders. During combat, she sometimes uses her pointed
knowledge to intimidate and threaten her opponents. If
pressed, she uses plane shift to flee to the Athenaeum Nefarious (see Environment).
SAMPLE ENCOUNTER
Illurien is a unique
native of the Concordant Domain of
the Outlands. Where
she came from and who created her,
if anyone did, is a mystery. Some suspect
she is a minion of Vecna, but Illurien, VecSOCIETY
na’s clergy, and Vecna himself say nothing
Illurien considers herself
on this subject.
a scholar, a collector, and a
She gains sustenance through collecting
sage. The knowledge she
knowledge, but her consumption of
possesses is in demand.
other minds doesn’t destroy the
Creatures from across the
information she gathers.
planes seek Illurien’s counsel,
Rather, that cognition bedespite her fees, which are brutalcomes a part of Illurien
ly personal and coldly constructed.
and her storm of visions.
Illurien doesn’t otherwise
TYPICAL TREASURE
eat or drink, and unlike othIllurien rarely carries treasure, but she might be
er outsiders, she doesn’t
caught ferrying a tome of disturbing teachings or
breathe. She has no physia mystifying item to the Athenaeum Nefarious.
cal needs or desires beyond her
Illurien of the
If she is carrying valuables, those objects are
Myriad Glimpses
thirst for erudition.
worth as much as standard treasure for Illurien’s
Environment: Illurien resides
Challenge Rating (22,000 gp). The sword she
in an extraplanar repository referred to as the Athenaeum
carries to the Shrouded Dispensary is worth slightly more
Nefarious, a place so well hidden in the wilderness of the
than this total.
Outlands that few have found it—and fewer still return
If it occurs anywhere other than the Shrouded Dispenfrom it. The library contains stacks of dark and forgotten
sary, Illurien’s death spawns hints to the location of the
lore, baleful traps, vile guardians, and several one-way
Athenaeum Nefarious in minds recently touched by the
portals to other planes. A clue to the whereabouts of this
tempest lash. Creatures that survive her attacks might be left
sinister vault is the perpetual storm that enshrouds it. Only
with the ability to find Illurien’s gloomy home.
MMV_06.indd 91
Illus. by T. Giorello
ECOLOGY
ILLURIEN
Illurien travels the planes in search of knowledge and mysteries to steal and keep for herself.
Mindful Murder (EL 15): Illurien has come to steal information from one of the PCs’ sagacious allies. She talked
with that NPC for a while, then attacked him, drained him of
intelligence, and slew him. After the murder, Illurien methodically inspected the slain man’s organs and body parts to see
his specific internal workings. The characters
now have a grisly
murder to solve, and
the corpse, drained
of much of its knowledge, utters only the
name “Illurien” if questioned with a speak
with dead spell.
Illurien can use plane shift to arrive precisely within the
Athenaeum Nefarious.
The Shrouded Dispensary, a building 100 miles from the
center spire of the Outlands, is where those who wish to speak
with Illurien can call her. She comes if she’s willing, carrying
a sword of the planes (DMG 228) and protected by the effect the
Outlands has on magic, spell-like abilities, and supernatural
abilities. Only Illurien can use the Dispensary’s planar gate,
which leads to the Athenaeum Nefarious.
Physical Characteristics: Illurien is a graceful, humanlike, female figure, roughly 8 feet tall, with shimmering
silver-gray skin. She has no distinct facial features other
than a pair of silver-tinted eyes with blue irises. Close
examination shows that she is composed entirely of iridescent droplets, but this watery composition forms organs
and even bonelike structures. So, despite her elemental
nature, she does have vulnerable spots. Illurien touches the
ground only when she must, otherwise floating or flying
everywhere she travels.
Alignment: Illurien lets no emotions stand
in the way of her calculated collecting. She can
feign kindness when doing so suits her ends,
but pleasantries can’t sway her. She enjoys plucking information from
unwilling minds, and
she doesn’t care if
she causes suffering, but she
isn’t gratuitously
violent. Illurien is
neutral evil.
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Illus. by W. Reynolds
MIND FLAYERS
OF THOON
MIND FLAYERS OF THOON
Mind flayers have long explored the cosmos beyond their
underground lairs, traveling the Inner Planes and Outer
Planes aboard vessels they call nautiloids. One such vessel, on
a mission of exploration over a century ago, traveled farther
than others. Setting a course for the uncharted reaches of
the Astral Plane, the mind flayers crossed over into the Far
Realm, a place of madness and disorder.
They returned or, perhaps, were sent back dramatically
changed, capable of great feats of construct crafting and selective breeding. Though the physical changes were dramatic,
the more profound change was to the very consciousness of
those illithids. They now speak reverently of a being/god/
philosophy known to them as Thoon. The mind flayers of
Thoon claim to be able to commune with this presence from
the Far Realm, as well as receive instructions from it.
So far those “instructions” haven’t demonstrated any longterm purpose. The mind flayers of Thoon have traversed
the planes, moving from place to out-of-the-way place and
gathering a mysterious substance they call “quintessence.”
After collecting this substance from captured creatures and
rare materials, the mind flayers of Thoon either store it in
glowing ovoid structures called matrices or use it to power
their constructs and bizarre creatures.
Most mind flayers of Thoon are identical to the mind flayers
described in the Monster Manual, but others have been twisted
by their time in the Far Realm or through experimentation
with quintessence. This entry describes the altered illithids,
along with their humanoid spies, construct servitors, and the
Thoon elder brain.
Because of their strong connection to mind flayers, the nonillithid creatures described in this section require Knowledge
(dungeoneering) for their lore checks instead of the typical
skill. Because of the secrecy and obscurity of this cult, many
lore DCs are also higher than normal. To even know the word
“Thoon” requires a DC 20 Knowledge (dungeoneering) check,
which is assumed in the lore entries.
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WHAT IS THOON?
Thoon could be anything from an epic-level outsider to a
demigod to a full-fledged deity.
Thoon might also be nothing more than a guiding philosophy—the illithids’ term for the collection of quintessence and
the strange experiments that they conduct.
In fact, you don’t necessarily need to decide what Thoon is.
Thoon itself is likely to remain beyond the characters’ direct
knowledge—unless the PCs go into the Far Realm or Thoon
somehow emerges into the rest of the D&D cosmology.
One of the reasons the PCs might find it difficult to learn
about Thoon is that the mind flayers themselves are incapable
of describing Thoon in detail, even under magical compulsion. They genuinely seem unable to understand questions
such as “Is Thoon a god?” The mind flayers answer, “Thoon is
Thoon, and Thoon is all!” Almost any question about Thoon’s
nature gets the same response.
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MMV_07.indd 104
THOON DISCIPLE
This human-shaped creature has an octopuslike head with four
lashing tentacles. It is clad in ornate, heavy armor and wields
a flail.
Thoon Disciple
CR 10
Mind flayer cleric 4
NE Medium aberration
Init +5; Senses darkvision 60 ft.; Listen +13, Spot +13
Languages Undercommon; telepathy 100 ft.
AC 23, touch 11, flat-footed 22
(+1 Dex, +9 armor, +3 natural)
hp 90 (12 HD)
SR 25
Fort +9, Ref +4, Will +15
Speed 20 ft. (4 squares) in full plate, base speed 30 ft.
Melee 4 tentacles +11 each (1d4+1) or
Melee heavy flail +12/+7 (1d10+2/19–20)
Space 5 ft.; Reach 5 ft.
Base Atk +9; Grp +10
Atk Options Improved Disarm, improved grab
Special Actions extract, mind blast, rebuke undead 7/day (+6,
2d6+8, 4th)
Cleric Spells Prepared (CL 4th):
2nd—cure moderate wounds, hold person (2) (DC 17),
spiritual weaponD
1st—cure light wounds, divine favor, protection from goodD,
shield of faith (2)
0—cure minor wounds, detect magic (3), light
D: Domain spell. Deity: Thoon. Domains: Evil, War.
Spell-Like Abilities (CL 8th):
At will—charm monster (DC 18), detect thoughts (DC 16),
levitate, plane shift, suggestion (DC 17)
Abilities Str 12, Dex 12, Con 16, Int 20, Wis 21, Cha 19
SA extract, improved grab, mind blast, spell-like abilities,
spells
Feats Ability Focus (mind blast), Combat Casting, Combat
Expertise, Improved Disarm, Improved Initiative,
Martial Weapon Proficiency (heavy flail), Weapon Focus
(heavy flail)
Skills Bluff +14, Concentration +19, Diplomacy +15,
Disguise +4 (+6 acting), Hide +4, Intimidate +10,
Knowledge (religion) +15, Knowledge (the planes) +13,
Listen +13, Move Silently +4, Sense Motive +9,
Spellcraft +20, Spot +13
Possessions +1 full plate, +1 heavy flail
Improved Grab (Ex) To use this ability, a Thoon disciple must
hit a creature of up to Large size with a tentacle attack.
It can then attempt to start a grapple as a free action
without provoking attacks of opportunity.
If it wins the grapple check, it establishes a hold and
attaches a tentacle to the opponent’s head. A Thoon
disciple can grab a Huge or larger creature, but only if it
can somehow reach the foe’s head. If a Thoon disciple
begins its turn with at least one tentacle attached, it
can try to attach its remaining tentacles with a single
grapple check. The opponent can escape with a single
successful grapple check or an Escape Artist check, but
the Thoon disciple gets a +2 circumstance bonus for
every tentacle that was attached at the beginning of the
opponent’s turn.
Extract (Ex) If a Thoon disciple begins its turn with all
four tentacles attached to its opponent and makes a
successful grapple check, it extracts that opponent’s
4/19/07 2:46:46 PM
Mind flayers of Thoon have a vastly
different agenda from normal illithids
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4/19/07 2:46:49 PM
surprised that these mind flayers are accomplished at disarming.
Although a Thoon disciple can
be effective as a melee combatant,
it’s equally deadly in the back
ranks of a mind flayer force.
A Thoon disciple has a potent
mind blast, and it can often keep
a hold person spell going long
enough for another mind flayer to perform a brain extraction.
brain, instantly killing that creature.
Constructs, elementals, oozes,
plants, and undead are immune.
Mind Blast (Sp) 60-foot cone, stun
for 3d4 rounds, Will DC 20
negates.
Illus. by W. Mahy
MIND FLAYERS
OF THOON
Next to the Thoon elder
brain, Thoon disciples have
the closest connection with
the mysterious presence called Thoon. Devoted to whatever principles they think Thoon
supports, these clerics provide healing
and divine magic to other mind flayers of
Thoon. Unlike shadow flayers, Thoon disciples are normal mind flayers.
30
35
that wade into battle wearing heavy armor and
swinging massive flails.
Thoon disciples aren’t offensive spellcasters. They
use their divine magic for emergency healing or to
augment their defenses.
Thoon disciples are clerics with the Evil and War
domains. They don’t worship a god, necessarily,
just a mysterious force called “Thoon.”
Knowledge (Religion)
DC
25
30
106
MMV_07.indd 106
Ecology
Unless they have a good reason to leave
the safety of the nautiloid vessel, Thoon
disciples remain within the inner
chambers. They rely on shadow flayStrategies and Tactics
ers and rank-and-file mind flayers to
Thoon disciples can heal their allies and
collect brains for sustenance.
hold their own in melee combat. These
Environment: When Thoon disabilities make them versatile additions
ciples leave the nautiloid vessel, they
to encounters with the mind flayers
prefer underground dwellings. Thoon
of Thoon.
disciples take care to construct a shrine to
Thoon disciples are particuThoon wherever they’re based, gatherlarly challenging when they have
ing broken bits of treasure and casting
a few rounds to prepare by casting
it before an otherwise featureless alshield of faith and divine favor before the
tar. When the mind flayers of Thoon
battle begins. They have more than twice as
move elsewhere in search of quintesmany hit points as a standard mind flayer and
sence, these shrines are left behind for
much better armor, so they’re far more durable.
later explorers to puzzle over.
PCs who face Thoon disciples in melee might be
Thoon disciple
Typical Physical Characteristics: A
Thoon disciple is the same height and weight as
pqqqqqqqqqrs a typical human. Because they wear heavy armor, disciples
appear bulkier and stronger than typical mind flayers. Like
THOON DISCIPLE LORE
other mind flayers, Thoon disciples are genderless.
Characters who have ranks in Knowledge (dungeoneering) or
Alignment: Thoon disciples are neutral evil, but they
Knowledge (religion) can learn more about Thoon disciples.
When a character makes a successful skill check, the following
have a slight tendency toward lawfulness because they’re in
lore is revealed, including the information from lower DCs.
positions of authority. Regardless, when a Thoon disciple
receives “visions from Thoon,” it carries out those directions
Knowledge (Dungeoneering)
from the Far Realm, no matter how chaotic or nonsensical
DC Result
they seem.
25 Thoon disciples are mind flayer war priests
Result
Thoon disciples worship a force—maybe a god,
maybe not—called Thoon. Some explorers have
found shrines to Thoon, consisting of plain altars
with smashed, ruined treasure all around them.
Whatever Thoon is, it lies in a place beyond the
planes called the Far Realm.
Society
A Thoon disciple regards itself as second only to the Thoon
elder brain among the followers of Thoon. Since the elder
brain agrees with this assessment, Thoon disciples handle
the day-to-day leadership chores that the Thoon elder brain
can’t do itself.
Because the Thoon disciples manage the shadow flayer
breeding program, they eagerly use suggestion and charm
monster to make shadow flayers perform errands for them.
Many Thoon disciples are secretly pleased that the shadow
flayers have diminished psionic ability—it makes the shadow
flayers more pliable.
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SHADOW FLAYER
In the shadows, you see a creature with jet-black skin. Four tentacles
extend from its face, and two milky white eyes stare forth from the
darkness of its form.
Shadow Flayer
CR 8
MIND FLAYERS
OF THOON
Usually NE Medium aberration
Init +7; Senses darkvision 60 ft.; Listen +10, Spot +10
Languages Undercommon; telepathy 100 ft.
AC 16, touch 13, flat-footed 13
(+3 Dex, +3 natural)
hp 52 (8 HD)
SR 25
Fort +4, Ref +5, Will +8
Speed 30 ft. (6 squares)
Melee 4 tentacles +9 each (1d4+1) or
Melee mwk spear +10 (1d8+1/×3)
Ranged mwk dagger +10 (1d4+1/19–20 plus poison)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +7
Atk Options Quick Draw, improved grab, poison (DC 17, 1
Str drain/2d6 Str)
Special Actions extract, mind blast, shadowcloak
Spell-Like Abilities (CL 8th):
At will—detect thoughts (DC 14), plane shift
Abilities Str 12, Dex 16, Con 14, Int 19, Wis 15, Cha 15
SA extract, mind blast, shadowcloak, spell-like abilities
SQ poison use
Feats Improved Initiative, Quick Draw, Weapon Finesse
Skills Bluff +10, Concentration +12, Diplomacy +7,
Disguise +2 (+4 acting), Hide +13, Intimidate +4,
Knowledge (the planes) +10, Listen +10, Move
Silently +13, Sense Motive +7, Spot +10, Survival +2 (+4
on other planes)
Advancement by character class; Favored class rogue
Possessions masterwork spear, 4 masterwork daggers (each
poisoned with shadow essence)
Improved Grab (Ex) To use this ability, a shadow flayer must
hit a creature of up to Large size with a tentacle attack.
It can then attempt to start a grapple as a free action
without provoking attacks of opportunity.
If it wins the grapple check, it establishes a hold and
attaches a tentacle to the opponent’s head. A shadow
flayer can grab a Huge or larger creature, but only if it can
somehow reach the foe’s head. If a shadow flayer begins
its turn with at least one tentacle attached, it can try to
attach its remaining tentacles with a single grapple check.
The opponent can escape with a single successful grapple
check or an Escape Artist check, but the shadow flayer
gets a +2 circumstance bonus for every tentacle that was
attached at the beginning of the opponent’s turn.
Extract (Ex) If a shadow flayer begins its turn with all
four tentacles attached to its opponent and makes a
successful grapple check, it extracts that opponent’s
brain, instantly killing that creature. Constructs,
elementals, oozes, plants, and undead are immune.
Mind Blast (Sp) 60-foot cone, stun for 3d4 rounds, Will
DC 16 negates.
Shadowcloak (Su) A shadow flayer can draw on its own inner
stores of quintessence to briefly become invisible. By
expending a swift action and taking 5 points of damage,
a shadow flayer becomes invisible for 1 round. Unlike
with the invisibility spell, shadowcloak doesn’t end when a
shadow flayer attacks.
Poison Use (Ex) A shadow flayer is skilled in the use of
poison and never risks accidentally poisoning itself when
applying poison to a weapon.
Though the followers of Thoon have many normal mind flayers
among them, they also have shadow flayers, part of a breeding
program that emphasizes stealth over psionic ability.
Strategies and Tactics
A shadow flayer is a monster that thrives on surprise. It’s a
good candidate for an ambush encounter, or it can appear
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HOW QUINTESSENCE WORKS
Mind flayers can’t predict what creatures and substances contain
quintessence, but some of the Thoon creatures (madcrafters of
Thoon, Thoon infiltrators, and stormclouds of Thoon) can detect
quintessence using the detect magic spell-like ability. It appears
as a black, coruscating aura.
Not every creature of the same race (or every substance of the
same composition) contains quintessence—its presence seems
to be random. The mind flayers use Thoon infiltrators and Thoon
thralls to find potential quintessence sources. If the creatures
that contain quintessence are weak, Thoon thralls kidnap them.
If not, the more powerful Thoon creatures go to work.
If mind flayers find quintessence in rare substances, they
“mine” it, bringing it to the nautiloid vessel or to a madcrafter
of Thoon. Sometimes mind flayers must dominate servitors to
handle the menial aspects of quintessence collection. They do
so by first undermining a community using Thoon infiltrators
and Thoon thralls, employing traditional mind flayer abilities to
crush what resistance remains in the weakened community.
Extracted and refined quintessence is a green, glowing fluid. A
typical source (such as a creature, a chunk of some rare mineral ore,
or an unusual plant) provides about a gallon of liquid. Madcrafters
of Thoon can store quintessence within themselves to create
scythers of Thoon and stormclouds of Thoon, and the vast processors aboard the nautiloid ship store quintessence in their matrices.
Each matrix holds about 10 gallons of quintessence.
Matrices of quintessence have a strong aura when viewed
using detect magic. Smaller quantities of refined quintessence
have a moderate or stronger aura, depending on the amount.
The school of the magic is never clear.
If a PC is harvested for quintessence, it’s harder to restore
that character’s life. Even if the surviving PCs save their comrade’s body, the quintessence must be recovered for any spell
short of greater resurrection to work.
Mind flayers of Thoon can garner quintessence from an
extracted brain as well, although doing so ruins the ordinary
nutrition value of the brain.
The most important game aspect of quintessence collection is
that it proceeds at the speed of the plot. That is, if an adventure
depends on the mayor’s daughter, the iron ore in a nearby mine,
or the PCs themselves being strong potential sources of quintessence, then you’re well within your rights to make it so. As a
DM, you have better things to do than track exactly how much
quintessence the mind flayers are gathering and expending.
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Illus. by A. Stokes
MIND FLAYERS
OF THOON
Shadow flayer
in the middle of the fight to give the PCs one more thing
to worry about.
Like traditional mind flayers, shadow flayers are less durable
than other monsters of their Challenge Rating. Shadow flayers
are also somewhat less versatile, since they don’t have all the
enchantment-based psionic abilities that regular mind flayers
have. With their ability to quickly turn invisible, they’re better
at the tentacle attacks that lead to brain extraction.
Shadow flayers usually carry daggers coated with shadow
essence, a potent but slow-acting poison. If they are facing a
significant foe, they use shadowcloak, fling their daggers from
a safe hiding place, then flee. After a minute, when the poison
has run its course, they return, shadowcloaking again to
surprise weakened PCs with tentacle attacks and grapples.
Ecology
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MMV_07.indd 108
Shadow flayers are physiologically similar to mind flayers,
but a shadow flayer has a less prominent cranium and a correspondingly less powerful mind. Shadow flayers eat brains
and reproduce as mind flayers do.
Environment: Shadow flayers call the nautiloid vessel
home, but they venture farther from it than other mind flayers of Thoon do. When the nautiloid enters an underground
cave or other hidden lair, shadow flayers play a key role in
the initial scouting effort—at least until Thoon infiltrators
and thralls can be crafted.
Typical Physical Characteristics: A shadow flayer is the
same height and weight as a human. Like mind flayers, they
are genderless. The only obvious differences from normal
mind flayers are the shadow flayer’s jet-black skin and slightly
smaller cranium.
Alignment: Shadow flayers are usually neutral evil. They
have a slightly chaotic tendency that breeding hasn’t yet
stamped out.
Society
Shadow flayers see themselves as spies and hunters for Thoon.
They’re haughty about their ability to infiltrate places unseen
and their ability to bring back brains.
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SHADOW FLAYER LORE
Characters who have ranks in Knowledge (dungeoneering)
can learn more about shadow flayers. When a character
makes a successful skill check, the following lore is revealed,
including the information from lower DCs.
Knowledge (Dungeoneering)
DC
18
23
28
Result
This is a shadow flayer, a mind flayer with ebony
skin. It can turn invisible at will.
These dark-skinned mind flayers are part of a
breeding program under the guidance of Thoon.
They can briefly turn invisible, but doing so is
painful—perhaps the breeding program isn’t
perfected yet.
One side effect of the breeding process that leads
to shadow flayers is diminished psionic ability.
They’re incapable of any subtle psionic tricks, but
their mind blast remains potent.
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THOON INFILTRATOR
Everything about this person seems normal, until you see the cluster
of metallic tentacles protruding from the back of the neck.
Thoon Infiltrator
CR 5
Always CE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft.; Listen +1, Spot +1
Languages Common; telepathy 100 ft. (only with Thoon thrall)
AC 16, touch 13, flat-footed 13; Dodge
(+3 Dex, +3 armor)
hp 37 (5 HD); fast healing 5; eventual comeback
Fort +4, Ref +7, Will +5
Speed 30 ft. (6 squares)
Melee rapier +8 (1d6+2/18–20)
Ranged throat dart +8 (1d4+2 plus poison)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Grp +7
Atk Options poison (DC 15, 1d6 Wis/1d6 Wis)
Special Actions spawn thrall, submerge tentacles
Spell-Like Abilities (CL 5th):
At will—detect magic
3/day—charm person (DC 14)
1/day—dimension door
Abilities Str 14, Dex 16, Con 17, Int 18, Wis 13, Cha 17
SA poison, spawn thrall, spell-like abilities, throat dart
Feats Dodge, Sense Quintessence*
* New feat; see sidebar.
Skills Balance +5, Bluff +11, Diplomacy +15, Disguise +11
(+13 acting), Hide +11, Intimidate +5, Jump +4, Listen +1,
Move Silently +11, Sense Motive +9, Spot +1, Tumble +11
Advancement by character class; Favored Class rogue
Possessions masterwork studded leather, masterwork rapier
Eventual Comeback (Ex) The Far Realm parasite that powers
a Thoon infiltrator can survive the death of its host,
then revive that host. When a Thoon infiltrator reaches
–10 hit points, it doesn’t actually die. All life functions
cease, however, and the Thoon infiltrator is functionally
a corpse for the purpose of resolving spells that affect
dead bodies. It takes a DC 25 Search check to detect a
slight vibration in the neck-tentacles that indicates that
the creature is not fully dead. Removing the tentacles
from the neck (a bloody process that requires a full-round
action) kills a Thoon infiltrator for good.
If the tentacles aren’t removed, a Thoon infiltrator
can effectively resurrect itself. After it has spent a month
in the near-death state, a Thoon infiltrator returns to
consciousness at full normal hit points. It then frees itself
from burial with dimension door and tries to reestablish
contact with its mind flayer masters.
Throat Dart (Su) The tentacles that represent a Thoon
infiltrator’s parasite aspect can extend themselves up the
infiltrator’s throat and out its mouth, from where they can
shoot a poison dart at a nearby target. The dart functions
as a thrown weapon with a range increment of 10 feet.
Spawn Thrall (Su) If a Thoon infiltrator can spend an
uninterrupted minute with a helpless humanoid, the
infiltrator can turn it into a Thoon thrall by snaking its thin
neck-tentacles into the victim’s mouth. Sleeping creatures
automatically awaken when a Thoon infiltrator attempts
this, so it works only on creatures that are bound,
magically held, or truly unconscious. A Thoon infiltrator
can create one Thoon thrall per week in this manner.
Submerge Tentacles (Ex) A Thoon infiltrator usually hides
its neck-tentacles with a cloak, high collar, or scarf. But
if it expects close scrutiny, it can submerge the tentacles
beneath the flesh, leaving only a rough patch of skin
behind. Doing so takes a full-round action.
While its tentacles are submerged, a Thoon infiltrator
can’t use its spell-like abilities, throat dart, telepathy, or
spawn thrall. If a Thoon infiltrator dies with its tentacles
submerged, no search short of dismemberment can
reveal the tentacles’ presence, and the Thoon infiltrator’s
eventual comeback ability functions normally.
Skills The facial features of a Thoon infiltrator are as
malleable as clay, granting the creature a +8 racial bonus
on Disguise checks.
MIND FLAYERS
OF THOON
Shadow flayers have a natural rivalry with Thoon thralls,
which are individually much weaker but often make better
spies because they’re so well disguised. The Thoon elder brain
sometimes has to discipline shadow flayers who treat Thoon
thralls too cruelly.
Shadow flayers also take pains to distinguish themselves from
“ordinary” mind flayers, pointing out their controlled breeding.
Each shadow flayer believes that it is the acme of mind flayer
evolution, purpose-bred to do the will of Thoon.
The parasitic Thoon infiltrator is an undercover spy for the mind
flayers of Thoon, able to build secret networks of Thoon thralls
while appearing as innocuous as an ordinary human.
Strategies and Tactics
A Thoon infiltrator is a good recurring villain for low-level
PCs. In time, it can lead them into contact with the more
powerful mind flayers of Thoon. It functions particularly well
in the company of several Thoon thralls it has created.
In battle, a Thoon infiltrator is a capable sword-wielder,
and it can surprise an unsuspecting PC with its throat darts.
Perhaps more important is its ability to direct the actions of
any Thoon thrall it is with. The mere presence of a Thoon
infiltrator makes each Thoon thrall more effective.
Because the mind flayers of Thoon have only so many Far
Realm parasites, each Thoon infiltrator is a precious resource.
Fortunately for the illithids, a Thoon infiltrator can escape
death at the hands of the PCs, either in the short term (by
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WHY NOT A TEMPLATE?
Given how Thoon infiltrators come into being—a parasitic
infestation at the hands of illithids—creating a template for
them makes a certain amount of sense. Mechanically, though,
it just isn’t worth the effort because the template would change
every thing about the creature. When the local sheriff gets
turned into a Thoon infiltrator, only his appearance and basic
memories remain intact—the rest is a product of the mind
flayer transformation. Thus, it’s easier just to build the infiltrator as a normal monster and stipulate that it looks like whatever
it was beforehand.
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using dimension door when the PCs have the upper
hand) or the long term (with its eventual comeback ability).
Illus. by E. Widermann
MIND FLAYERS
OF THOON
Ecology
The mind flayers had some living humanoid captives aboard their nautiloid vessel
when they breached the Far Realm. To
the illithids’ surprise, the humanoids
were quickly infected with a parasite native to the Far Realm, becoming Thoon
infiltrators. The mind flayers’ surprise
turned to delight when they realized that a
Thoon infiltrator could both impersonate
“ordinary” folk and detect quintessence.
Since then, the mind flayers have
learned a little more about the life cycle
of the Thoon infiltrator parasite. In its unattached state, the parasite looks like a bundle
of thin, metallic tentacles about the size of
a housecat. When brought into proximity
to a humanoid, the tentacles burrow into
the brain and vital organs of the host creature, killing it, then reassembling the host
body tissue by tissue. After a day of spasmodic twitching, the host body arises, appearing as
it did before (other than the tentacles at the base
of its skull) but wholly devoted to Thoon and
the mind flayers.
The reconstituted body no longer
needs to eat, sleep, or breathe, but it can
do those things voluntarily if it wants
to appear humanoid.
Society
So far, the Thoon infi ltrators’ life
Though a Thoon infiltrator is a monstrous
span and means of reproduction are
humanoid in terms of game mechanics,
Thoon infiltrator
unknown to either the mind flayers or the
it’s an outsider from the Far Realm in terms
infiltrators themselves. The mind flayers have
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developed a technique for transferring the parasite from one
humanoid to another after an hour of gruesome surgery. They
THOON INFILTRATOR LORE
do so only when a Thoon infiltrator has become too notorious
Characters who have ranks in Knowledge (dungeoneering)
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NEW FEAT: SENSE QUINTESSENCE
You are capable of discerning sources of quintessence, a
magic substance precious to Thoon.
Prerequisites: Detect magic (as a spell or spell-like ability),
affiliation with Thoon.
Benefit: When you use detect magic, you also detect any
quantities of quintessence within the spell’s area.
The amount of information revealed depends on how long
you study a particular area or subject.
1st Round: Presence or absence of quintessence.
2nd Round: Number of different quintessence sources, and
the size and potency (moderate or strong) of the most powerful quintessence source.
3rd Round: The location and potency of each quintessence
source.
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MMV_07.indd 110
to be effective in the outside world, or when they have a
living captive they think would make a particularly good
host. Most Thoon infiltrators are out in the world doing
the secret work of the mind flayers, so only a few unattached parasites are available to the mind
flayers of Thoon at a given time.
The mind flayers of Thoon have experimented with different hosts for the Thoon
infiltrator parasite, but so far, it accepts only
a humanoid as a host.
Environment: A Thoon infiltrator prefers the same environment its host lived in
before infestation, although this is strictly a
matter of comfort and camouflage. Thoon infiltrators have a slight distaste for warmer climes,
simply because humanoids there tend to wear less
clothing, so it’s harder to hide the neck-tentacles.
Typical Physical Characteristics: A Thoon
infiltrator retains the height and weight of its host
creature. In most cases, that’s a human. Aside
from the metallic tentacles projecting from the
base of its skull, a Thoon infiltrator looks identical to a normal person.
Although Thoon infiltrators don’t have genders, their hosts do. Thoon infiltrators never
produce offspring.
Alignment: Unlike the other followers of
Thoon, Thoon infiltrators are always chaotic evil.
They chafe at the control of the mind flayers
and grow impatient with the long-term plans
for careful quintessence-gathering.
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can learn more about Thoon infiltrators. When a character
makes a successful skill check, the following lore is revealed,
including the information from lower DCs. A character who
has ranks in Knowledge (nature) can attempt this check, but
the DCs increase by 10.
Knowledge (Dungeoneering)
DC
20
25
30
Result
This is a Thoon infiltrator, a monstrous humanoid
created by mind flayers. They are sent to infiltrate
civilization to appease Thoon.
The creature’s neck-tentacles grant some psionic
abilities and the ability to create thralls. The
person they are attached to is dead and gone, but
the tentacles can animate the body and access its
memories.
Detaching the tentacles and destroying them is the
only way to truly kill one of these parasites.
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THOON THRALL
Purple veins pop out from the person’s skin as he—or perhaps
it—gazes at you, wild-eyed.
Thoon Thrall, Human Commoner
CR 3
Male Thoon thrall human commoner 1
LE Medium monstrous humanoid
Init +1; Senses darkvision 60 ft.; Listen +7, Spot +7
Languages Common; telepathy 100 ft. (only with Thoon
infiltrator); thrall to Thoon infiltrator
AC 14, touch 11, flat-footed 13
(+1 Dex, +2 armor, +1 natural)
hp 14 (3 HD); dormancy; overdrive healing 5; immolate
Fort +3, Ref +4, Will +2
Speed 40 ft. (8 squares); 30 ft. when dormant
Melee spear +6 (1d8+4)
Ranged spear +4 (1d8+4)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +5
Abilities Str 16, Dex 12, Con 12, Int 11, Wis 9, Cha 7
SA immolate
Feats Alertness, Great Fortitude, Weapon Focus (spear)
Skills Craft (any) +4, Listen +7, Spot +7
Possessions leather armor, 2 spears
Dormancy (Ex) A Thoon thrall spends most of its time in
a dormant state. When it is dormant, a Thoon thrall’s
overdrive healing doesn’t function, and the thrall doesn’t
move at full speed. It appears exactly as it did before a
Thoon infiltrator turned it into a Thoon thrall.
As a full-round action, a Thoon thrall can end its
dormancy. Throbbing, veinlike growths emerge from its
skin, and the thrall’s true nature becomes apparent. If
a Thoon infiltrator is within 100 feet, a Thoon thrall can
end its dormancy as a swift action.
Once a Thoon thrall ends its dormancy, it can’t return
to a dormant state. Due to overdrive healing, a Thoon
thrall cannot survive out of dormancy for long.
Thrall to Thoon Infiltrator (Ex) A Thoon thrall responds
to the commands of the nearest Thoon infiltrator as if
dominated, with no save allowed.
Overdrive Healing (Su) This ability works like fast healing
5, but a thrall can gain hit points beyond its full normal
hit points as temporary hit points. A thrall’s skin begins
to blister and swell when this happens, and the thrall
grows visibly larger. Once its temporary hit points equal
or exceed its full normal hit points, a Thoon thrall must
make a save every round or explode (see below).
Immolate (Su) When a Thoon thrall is fully healed and has
temporary hit points equal to or greater than its full
normal hit points, it might explode, its body unable
to contain the energy within. At the end of its turn, if
a Thoon thrall’s temporary hit points equal or exceed
MMV_07.indd 111
its full normal hit points, it must succeed on a DC 11
Fortitude save. If it fails, it explodes, dealing 3d6 points of
fire damage to all creatures within a 10-foot-radius burst,
plus an extra 1d6 points of fire damage for each Thoon
infiltrator and additional Thoon thrall within 30 feet
(Reflex DC 11 half). The explosion kills the Thoon thrall.
A Thoon thrall can voluntarily fail this save, but it
does so only on a direct order from a Thoon infiltrator.
Thoon thralls are the foot soldiers of the secret cabals that the
Thoon infiltrators direct. They remain in their humanoid guise
until discovered or ordered into battle, then they undergo a
final transformation and go out in a blaze of glory.
The Thoon thrall presented here uses a 1st-level human
commoner as the base creature. It had the following ability
scores before racial modifications: Str 10, Dex 10, Con 10, Int
11, Wis 11, Cha 11.
MIND FLAYERS
OF THOON
of heritage. Unlike the other followers of Thoon, each Thoon
infiltrator began life in the Far Realm and remembers something of its existence there.
Because the Far Realm is beyond the rest of the universe—and
beyond reason itself—Thoon infiltrators remember their time
there imperfectly, and those memories are almost impossible
to convey to others. Each Thoon infiltrator has an aching desire
to return to the madness of the Far Realm, and most believe
that the ultimate goal of Thoon is a return to the Far Realm or
an intrusion of the Far Realm into the rest of the universe.
Strategies and Tactics
Thoon thralls work well in the company of other Thoon
thralls and a Thoon infiltrator to direct them. Beyond
that, they’re straightforward grunts that can take a lot of
punishment—especially if they get a round or two of
overdrive healing before the battle begins.
The most important strategic element to remember about
Thoon thralls is that the Thoon infiltrator that created the
thrall needs to carefully consider whether it’s worth throwing
away a thrall in a particular battle. A Thoon thrall can take
its true form only once. After it leaves dormancy, overdrive
healing forces it to immolate before long. So, an awakened
thrall is always a dead thrall—an expended resource to the
Thoon infiltrator.
Ecology
Unlike the transformation into a Thoon infiltrator, which
completely remakes the creature, the transformation into a
Thoon thrall leaves the creature largely intact. The creature
looks the same, behaves the same, and retains its own free
will—unless a Thoon infiltrator is around. A Thoon thrall
must eat, sleep, and breathe as it did before becoming a Thoon
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THOON THRALL LORE
Characters who have ranks in Knowledge (dungeoneering)
can learn more about Thoon thralls. When a character makes
a successful skill check, the following lore is revealed, including the information from lower DCs. A character who has
ranks in Knowledge (nature) can attempt this check, but the
DCs increase by 10.
Knowledge (Dungeoneering)
DC
20
25
Result
This is a Thoon thrall, a member of a secret cabal
that reveres mind flayers. When it comes out of
dormancy, it grows freakishly large, then explodes.
The mind flayers of Thoon control Thoon thralls
through human-looking intermediaries called
Thoon infiltrators.
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Senses: A Thoon thrall gains darkvision out to 60 feet if
it doesn’t already have better.
Languages: A Thoon thrall can communicate telepathically with any Thoon infiltrator within 100 feet. It also gains
the following special quality.
Thrall to Thoon Infiltrator: A Thoon thrall responds to the
commands of the nearest Thoon infiltrator as if dominated,
with no save allowed.
HD: Add two monstrous humanoid Hit Dice. This improvement grants a base attack bonus increase of +2, a +3 bonus on
Reflex and Will saves, 2d8 hit points, 2 × (2 + Int modifier)
skill points, and feats at the usual rate.
A Thoon thrall also gains the following special quality and
special attack.
Overdrive Healing (Su): This ability works like fast healing
5, but the thrall can gain hit points beyond its full normal hit
points as temporary hit points. The Thoon thrall’s skin
begins to blister and swell when this happens, and the
Society
thrall grows visibly larger. Once its temporary hit
Thoon thralls have no society of
points equal or exceed its full normal hit points,
their own, but they remember how
the Thoon thrall must make a save every round
to function in the communities they
or explode (see below).
lived in before their transformation.
Immolate (Su): When a Thoon thrall is
The mind flayers of Thoon regard Thoon
fully healed and has temporary hit points
thralls as beneath contempt or as tasty snacks,
equal to or greater than its full normal hit
depending on their appetite at the mopoints, it might explode, its body unable
ment. Life for Thoon thralls is horrific,
to contain the energy within. At the end
since they are forced by Thoon inof its turn, if a Thoon thrall’s tempofi ltrators to do unspeakable things
rary hit points equal or exceed its full
and undermine their own communormal hit points, it must succeed on
nities. Many welcome the chance to
a Fortitude save (DC 10 + 1/2 the
end their dormancy and immolate
Thoon thrall’s HD + its Con modithemselves.
fier). If it fails, it explodes, dealing
2d6 points of fire damage to all creaThoon Thralls
tures within a 10-foot-radius burst,
with Class Levels
plus an additional 1d6 points of fire
Thoon thralls can continue to advance
damage for each Thoon infiltrator
in character classes after becoming
and Thoon thrall within 30 feet.
a thrall. They have the same fa(It’s always near itself, so even
vored classes as the humanoid
a lone Thoon thrall explodes
they are created from, unfor 3d6 points of fire damage.)
less their new alignment
Creatures that succeed on a
precludes advancement in
Reflex save (DC 10 + 1/2 the
such classes. In this case,
Thoon thrall’s HD + its Con moditreat rogue as the thrall’s favored class.
fier) take half damage. The explosion
Thoon thrall
kills the Thoon thrall.
CREATING A THOON THRALL
A Thoon thrall can voluntarily fail this save, but it does
“Thoon thrall” is an acquired template that can be added to
so only on a direct order from a Thoon infiltrator.
any humanoid creature that a Thoon infiltrator could reasonAC: A Thoon thrall is slightly more durable than it was
ably render helpless for 1 minute (referred to hereafter as the
in its previous life. Increase the base creature’s natural armor
“base creature”).
bonus by 1.
Challenge Rating: Same as the base creature +2.
Speed: When not dormant, a Thoon thrall’s speed increases
Type: The base creature’s type changes to monstrous
by 10 feet in whatever mode the creature most often employs
humanoid. It does not gain the augmented subtype but
(usually land speed).
retains other subtypes except those from alignment and
Abilities: The base creature’s ability scores are modified
humanoid race.
as follows: Str +6, Dex +2, Con +2, Wis –2, Cha –4.
Illus. by E. Widermann
MIND FLAYERS
OF THOON
thrall. Even reproductive ability is unaffected, although any
offspring aren’t Thoon thralls.
Environment: A Thoon thrall either continues to live
where it did before its transformation or follows a Thoon
infiltrator on a dark errand. A few serve the mind flayers of
Thoon directly as servants, but the illithids prefer their own
thralls to the explosive ones created by Thoon infiltrators.
Typical Physical Characteristics: When in dormancy,
Thoon thralls are indistinguishable from what they looked
like as humanoids. When they end their dormancy, however, they begin to grow muscle at a freakish rate, gaining
40 to 50 pounds as they reach the point when they might
immolate.
Alignment: Thoon thralls are usually lawful evil, but that’s
because they are puppets to their Thoon infiltrator masters,
not because they necessarily behave wickedly when not under such influence.
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THOON SOLDIER
This biped is covered with armor plates, yet it moves with a sinuous quality. With a liquid, bubbling sound, it extrudes claws and
axe-blades from its arms.
Thoon Soldier
CR 8
Always N Medium construct
Init +3; Senses darkvision 60 ft., low-light vision; Listen +1,
Spot +1
Languages speaks specific Undercommon phrases;
understands telepathic commands
AC 20, touch 13, flat-footed 17
(+3 Dex, +7 natural)
hp 75 (10 HD)
Immune construct immunities
Resist fire 10
Fort +3, Ref +6, Will +4
Speed 30 ft. (6 squares)
Melee 2 arm-axes +14 each (1d8+7/×3)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Grp +14
Atk Options depends on aspect (see below)
Special Actions aspect of bloody slaughter, aspect of the
fiery sun, aspect of the impervious tower, aspect of the
ravenous horde, aspect of the death blossom
Abilities Str 25, Dex 16, Con —, Int —, Wis 12, Cha 5
SA aspect of bloody slaughter, aspect of the impervious
tower, aspect of the ravenous horde, aspect of the fiery
sun, aspect of the death blossom
SQ construct traits
Feats —
Skills Listen +1, Spot +1
Advancement 14 HD (Large); see text
Aspect of Bloody Slaughter (Ex) By expending a swift action
and taking 5 points of damage, a Thoon soldier can
reconfigure its limbs to deal damage to multiple adjacent
foes. When in this aspect, a Thoon soldier can make a
Whirlwind Attack (as the feat) with its arm-blades as a
full-round action, and it can make attacks of opportunity
as if it had the Combat Reflexes feat. A Thoon soldier can
have only one aspect active at a time. When adopting
MMV_07.indd 113
this aspect, a Thoon soldier says in Undercommon,
“Slaughter for Thoon!”
Aspect of the Fiery Sun (Ex) By expending a swift action and
taking 5 points of damage, a Thoon soldier can channel
quintessence from its body, creating heat. The Thoon
soldier’s melee attacks deal an extra 2d6 points of fire
damage, and creatures that hit it with a natural weapon or
a nonreach melee weapon take 1d6 points of fire damage.
A Thoon soldier can have only one aspect active at a
time. When adopting this aspect, a Thoon soldier says in
Undercommon, “All will burn for Thoon!”
Aspect of the Impervious Tower (Ex) By expending a swift
action and taking 5 points of damage, a Thoon soldier
can extrude extra armor plates and bolster its magical
defenses. When using this aspect, a Thoon soldier
gains a +4 resistance bonus on saving throws and a +4
deflection bonus to AC. A Thoon soldier can have only
one aspect active at a time. When adopting this aspect, a
Thoon soldier says in Undercommon, “Stand and fight!
Thoon is Thoon!”
Aspect of the Ravenous Horde (Ex) By expending a swift
action and taking 5 points of damage, a Thoon soldier
can reconfigure its lower limbs for greater speed and
maneuverability. When in this aspect, a Thoon soldier’s
speed increases to 40 feet, and it can make a melee
attack in the middle of its move as if it had the Spring
Attack feat. A Thoon soldier can have only one aspect
active at a time. When adopting this aspect, a Thoon
soldier says in Undercommon, “Walk with Thoon!”
Aspect of the Death Blossom (Ex) A Thoon soldier has one
final mode it enters if it starts its turn with between 5 and
20 hit points left. By expending a swift action and taking
5 points of damage, a Thoon soldier can reconfigure its
body to explode when destroyed. If destroyed when in
the aspect of the death blossom, a Thoon soldier deals
8d6 points of fire damage to all creatures within a 40foot-radius burst (Reflex DC 15 half). A Thoon soldier can
have only one aspect active at any time. When adopting
this aspect, a Thoon soldier says in Undercommon,
“Death blooms in the name of Thoon! Thoon! Thoon!”
A Thoon soldier doesn’t change out of the aspect of
the death blossom until it’s fully healed. The save DC is
Constitution-based.
MIND FLAYERS
OF THOON
Special Qualities: A Thoon thrall retains all the special
qualities of the base creature and gains the following special
quality.
Dormancy (Ex): A Thoon thrall spends most of its time in a
dormant state. When it is dormant, a Thoon thrall’s overdrive
healing doesn’t function, and the thrall doesn’t move at full
speed. It appears exactly as it did before a Thoon infiltrator
turned it into a Thoon thrall.
As a full-round action, a Thoon thrall can end its dormancy.
Throbbing, veinlike growths emerge from its skin, and the
thrall’s true nature becomes apparent. If a Thoon infiltrator
is within 100 feet, then a Thoon thrall can end its dormancy
as a swift action.
Once a Thoon thrall ends its dormancy, it can’t return to
a dormant state. Due to overdrive healing, a Thoon thrall
cannot survive out of dormancy for long.
Level Adjustment: —. Because of the total vulnerability
to Thoon infiltrator domination and the nature of overdrive
healing, Thoon thralls are unsuitable as PCs.
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THOON SOLDIER LORE
Characters who have ranks in Knowledge (dungeoneering)
can learn more about Thoon soldiers. When a character
makes a successful skill check, the following lore is revealed,
including the information from lower DCs. A character who
has ranks in Knowledge (arcana) can attempt this check, but
the DCs increase by 10.
Knowledge (Dungeoneering)
DC
23
28
33
Result
This is a Thoon soldier, a construct built by mind
flayers of Thoon to act as an infantry soldier.
A Thoon soldier can change between a number
of aspects that enhance its body, changing speed,
defense, or combat prowess.
When badly damaged, a Thoon soldier will enter
an “aspect of the death blossom” and will explode
if destroyed. It remains in that mode until the
mind flayers repair it.
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Last, of course, comes the aspect of the death
blossom. PCs who ignore the ominous phrase the
soldier utters might not live to regret their choice.
Illus. by W. Mahy
MIND FLAYERS
OF THOON
Ecology
Thoon soldier
Thoon soldiers are constructs made in the quintessencecocoons of the nautiloid vessel that the mind flayers of
Thoon call home.
Strategies and Tactics
Thoon soldiers are straightforward melee combatants, but
because they can change aspects, they can feel like different
monsters even when you throw multiple Thoon soldiers at
the PCs.
A Thoon soldier instinctively assesses the tactical
situation at the beginning of each turn, choosing an
appropriate aspect. In the first round, this is often the
aspect that provides the most maneuverability—aspect
of the ravenous horde.
Thoon soldiers understand aspect changes on a roundby-round basis, but unless directed by someone else, they
don’t “think ahead” with regard to aspects. At the beginning of its turn, a Thoon soldier simply picks whichever
aspect is useful at moment. If opponents gang up on it,
it switches to aspect of the fiery sun (against two foes)
or aspect of bloody slaughter (against three or more). A
Thoon soldier uses aspect of the impervious tower when
it senses that spells might deal the most damage during
a particular round.
Thoon soldiers are formed within cocoons that must be
supplied with quintessence by the mind flayers of Thoon.
When a Thoon soldier emerges from a cocoon, it finds the
nearest mind flayer and awaits orders.
Thoon soldiers are programmed to return to the cocoons inside the nautiloid vessel if they enter the aspect
of the death blossom but survive the
battle. Quintessence from the vessel’s
stores repairs them at a rate of 1 hit
point per day.
Environment: Thoon soldiers form
the best security patrols that the mind flayers of Thoon have, so they’re as common as
mind flayers within the nautiloid vessel (or
other base for Thoon followers). They’re less
common outside, because they attract undue attention and require supervision from a sentient
follower of Thoon.
Typical Physical Characteristics: A Thoon soldier
is 6 feet tall and weighs 300 pounds. Its armor allows it surprising mobility, and the mutability of its form makes it look
like it is always in motion.
Alignment: Thoon soldiers strictly follow their
programming, making them neutral.
Advanced Thoon Soldiers
The cocoons do not advance Thoon soldiers on a Hit-Dieby-Hit-Die basis. Occasionally, a Large 14 HD Thoon soldier
spontaneously emerges from a cocoon. Such a Thoon soldier
is a CR 10 monster.
MADCRAFTER OF THOON
This immense, sluglike creature has a mane of canisters, each
containing a glowing, green fluid. The front of its body seems like
it is all mouth—a maw dripping with spittle.
Madcrafter of Thoon
CR 10
Usually NE Huge aberration
Init +4; Senses darkvision 60 ft.; Listen +17, Spot +17
Languages Undercommon; telepathy 100 ft.
AC 20, touch 8, flat-footed 20
(–2 size, +12 natural)
hp 125 (10 HD); fast healing 5
Immune acid
Fort +11, Ref +3, Will +9
Speed 20 ft. (4 squares)
Melee bite +16 (2d8+15 plus 4d6 acid)
Space 15 ft.; Reach 10 ft.
Base Atk +7; Grp +25
Special Actions launch spawn, mind blast
Spell-Like Abilities (CL 10th):
At will—detect magic
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MIND FLAYERS
OF THOON
how the madcrafter can do other tasks during most of the
birthing process.
In combat, a madcrafter of Thoon is strongest if it can
begin at range, launching two spawn in the first 2 rounds
to put some defenders between itself and its foes. If it can
damage those adversaries with acid from the birthing
fluid, all the better. Then, it assesses the tactical situation, using launch spawn even more if opponents are
overcoming or outmaneuvering its other spawn and if it
can afford to take the damage. It makes melee attacks if
it must, but it prefers to let its constructs fight while it
uses mind blast.
A madcrafter of Thoon’s biggest weakness is its slow speed.
It is acutely aware that it can’t outrun opponents or flee
determined pursuit, so it retreats through narrow passages
that it can cover with acid.
Illus. by D. Allsop
Abilities Str 30, Dex 10, Con 26, Int 19, Wis 15, Cha 13
SA launch spawn, mind blast, spell-like abilities
Feats Alertness, Improved Initiative, Sense Quintessence*,
Weapon Focus (bite)
* New feat; see sidebar, page 110.
Skills Concentration +21, Intimidate +14, Knowledge
(arcana) +17, Knowledge (the planes) +17, Listen +17,
Spot +17, Survival +2 (+4 on other planes)
Advancement unknown; see Advanced Madcrafters of Thoon
Launch Spawn (Su) A madcrafter of Thoon usually takes
a full day to give birth to a stormcloud of Thoon or a
scyther of Thoon. When threatened, however, it can
create constructs far more rapidly, then expel them in
globules of caustic spittle. Once per round, as a swift
action, a madcrafter of Thoon can spit a stormcloud of
Thoon or a scyther of Thoon into any unoccupied square
within 60 feet.
The caustic birthing fluid that surrounds the
new construct covers the square the construct
lands in and all adjacent squares. Creatures
in those squares take 6d6 points of acid
damage (Reflex DC 23 half ). For 1 minute
afterward, any creature that steps in a
square covered by acid takes 3d6 points
of acid damage.
A typical madcrafter of Thoon has
enough stored quintessence to safely use
its launch spawn ability twice per day. If it
uses launch spawn a third time, it loses
its fast healing ability for the rest of the
day. The fourth and subsequent times it
uses launch spawn, it takes 20 points of
damage.
Mind Blast (Sp) 60-foot cone, stuns for 3d4
rounds (Will DC 15 negates). Unlike its mind
flayer cousins, a madcrafter of Thoon can use
mind blast only three times per day.
A madcrafter of Thoon is a living factory for
some of the quintessence-fueled constructs
employed by the mind flayers of Thoon.
Strategies and Tactics
Because a madcrafter of Thoon can create its own
allies, it’s a good choice for a lone monster—but it won’t
be alone for long. The swift action required to launch
spawn doesn’t mean that the madcrafter is truly creating
new constructs in the blink of an eye. It instead represents
Madcrafter of Thoon
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DESIGNING MADCRAFTER ENCOUNTERS
Because the madcrafter of Thoon is essentially a monster that
spawns other monsters, you should be aware of a few special considerations when planning a madcrafter of Thoon encounter.
The first consideration: Madcrafters handle high-level PCs
poorly because they depend on CR 6 monsters to do much
of their dirty work. The CR 10 madcrafter is indeed a suitable
challenge for four 10th-level PCs. But two CR 10 madcrafters
don’t challenge four 12th-level PCs in the same way, because
the CR 6 scythers of Thoon just can’t hurt the PCs. Nor would
four CR 10 madcrafters challenge a 14th-level group. You can,
however, mix a single madcrafter with other monsters to get
the encounter level you desire.
The second consideration is your own fun at the table. You
can use the madcrafter of Thoon to spawn construct after construct, and if you’re tactically minded, you can give the PCs fits
with this monster. You’re the one responsible for tracking all
those monsters, and nobody at the gaming table is having any
fun when it takes you 10 minutes to move your army of constructs. Think carefully about how many monsters you want to
be running at a time.
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MIND FLAYERS
OF THOON
Ecology
Looking at them, it’s difficult to believe that the madcrafters of Thoon were once mind flayers. Contact with
the Far Realm and Thoon has twisted them into the
immense, sluglike creatures they are today.
A madcrafter of Thoon subsists entirely on quintessence.
Because madcrafters of Thoon are slow and vulnerable
out in the world, other creatures gather quintessence
for them.
Though the madcrafters of Thoon are no longer mind
flayers, they have a similar life cycle. The asexual madcrafters
give birth to thousands of tadpoles in a spawning pool deep
within the nautiloid vessel (not the same pool the Thoon elder
brain lives in). The tadpoles feast on each other in a frenzy
of cannibalism punctuated by long periods of group torpor.
Eventually, one massive madcrafter of Thoon, grown fat from
consuming its siblings, slithers from the spawning pool and
immediately demands its first taste of quintessence.
The madcrafters of Thoon need only quintessence to
survive from that point forward, but they have a vestigial
appetite for sentient brains. They don’t derive nutrition from
brains, but a sentient brain sends a madcrafter of Thoon into
fits of ecstasy. Thoon elder brains and Thoon disciples use
fresh brains as rewards to keep their construct-producing
madcrafters in line.
Environment: A creature that churns out constructs
is valuable, so the mind flayers of Thoon usually keep the
madcrafters safe in their main base. If an outpost beyond the
nautiloid vessel is safe, the mind flayers might try to move
a madcrafter of Thoon there, because it’s useful to have a
construct factory and quintessence repository on site. Still,
doing so is tricky, because the madcrafters are slow and attract
a lot of attention.
Typical Physical Characteristics: A madcrafter of
Thoon is almost 20 feet long and weighs about ten tons.
Aside from forelimbs and a head, a madcrafter’s anatomy is
confusing and alien. Its most prominent feature is its oozing,
gaping mouth.
Alignment: Madcrafters of Thoon are neutral evil, but
with a twist. They’re more lawful when given a regular diet
of quintessence and more chaotic when denied quintessence
or given too many brains to eat.
Society
Alone among the mind flayers of Thoon, the madcrafters of
Thoon actually consume quintessence. The other followers
of Thoon gather it because Thoon directs them to, and they
covet it for the power it promises. The madcrafters, however,
have a direct connection to quintessence and a craving for
it that sometimes overwhelms their reason. Consequently,
the mind flayers keep the madcrafters well fed—a starving
madcrafter lashes out at everyone and does almost anything
to attain more quintessence.
Quintessence isn’t the madcrafters’ only dependency. They
are addicted to the pleasure of eating sentient brains. Even
a madcrafter that feeds on a matrix of quintessence starts
to feel hunger pangs soon afterward, never feeling sated by
quintessence consumption. If given a sentient brain, however,
it might be lost in pleasure for hours, its hunger for quintessence forgotten.
Advanced Madcrafters of Thoon
The mind flayers of Thoon don’t have any madcrafters with
more than 10 Hit Dice—yet. Some Thoon disciples theorize that feeding a madcrafter of Thoon a large amount of
quintessence might cause it to grow, perhaps exponentially.
The Thoon elder brain is considering more aggressive
quintessence-gathering to experiment with overfeeding a
madcrafter of Thoon.
SCYTHER OF THOON
Before you is a silvery automaton with four arms, perfectly
constructed to wield the two wicked-looking scythes it carries. Its
eyes glow as they cast forth beams of illumination. It crouches as if
preparing to attack.
Scyther of Thoon
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MADCRAFTER OF THOON LORE
Characters who have ranks in Knowledge (dungeoneering)
can learn more about madcrafters of Thoon. When a character
makes a successful skill check, the following lore is revealed,
including the information from lower DCs.
Knowledge (Dungeoneering)
DC
25
30
35
116
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Result
This is a madcrafter of Thoon, a sluglike aberration
that can vomit out constructs.
Madcrafters of Thoon used to be mind flayers, but
they were twisted by contact with the Far Realm.
They retain some of the mind flayers’ mental
powers.
Madcrafters of Thoon are fueled by a mysterious
substance called quintessence, which the mind
flayers of Thoon gather for them.
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CR 6
Always N Medium construct
Init +2; Senses darkvision 60 ft., illumination, low-light
vision; Listen +1, Spot +1
Languages understands telepathic commands
AC 18, touch 12, flat-footed 16
(+2 Dex, +6 natural)
hp 69 (9 HD); natural healing
Immune acid, construct immunities
Resist electricity 10
Fort +3, Ref +5, Will +4
Speed 30 ft. (6 squares)
Melee 2 mwk scythes +11 each (2d4+6/×4)
Ranged searing light +8 touch (damage varies; see below)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +10
Special Actions dispelling touch
Abilities Str 18, Dex 14, Con —, Int —, Wis 13, Cha 5
SA dispelling touch, searing light
SQ construct traits
4/19/07 2:47:24 PM
Strategies and Tactics
Scythers of Thoon are best used in groups with other
scythers, when they’re strongest and most interesting.
The most common tactic for a group of scythers is to have
all but one rush into melee, while the remaining scyther
uses searing light against a target that is either about to drop
or can’t be attacked by other scythers in melee.
Without a sentient mind to guide them, scythers of
Thoon use their dispelling touch only if a magical effect is
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MIND FLAYERS
OF THOON
Scythers of Thoon are constructs vomited forth by madcrafters of Thoon. They serve as foot soldiers to advance the
cause of Thoon.
Scyther of Thoon
Illus. by W. Mahy
Feats —
Skills Listen +1, Spot +1
Advancement unknown; see Advanced Scythers of
Thoon
Possessions 2 masterwork scythes
Illumination As long as at least two other scythers
of Thoon are within 30 feet, the glowing eyes
of a scyther shed light in a 60-foot cone and
provide shadowy illumination in a 120-foot
cone. A scyther of Thoon can close its eyes
to douse the illumination, but doing so
leaves it blind.
A scyther of Thoon that has only
one other scyther within range still
has glowing eyes, but those eyes
provide only a 20-foot radius of
bright illumination and a 40-foot
radius of shadowy illumination.
A scyther of Thoon by itself
has faintly glowing eyes that
provide shadowy illumination
in a 5-foot radius.
Natural Healing (Ex) A scyther
of Thoon is capable of
natural healing, albeit very
slowly. A scyther of Thoon
heals 1 hit point for every 8
hours it remains motionless.
Searing Light (Sp) A scyther of Thoon can focus its
glowing eyes to emit a damaging beam of light
that functions as a searing light spell; at will; +8
ranged touch; caster level 6th. Unlike the spell,
a scyther of Thoon’s searing light deals an extra
1d8 points of damage for each scyther of Thoon
within 30 feet (maximum 5d8), including the scyther
emitting the searing light.
After one scyther of Thoon has used searing light, the
glowing eyes of any others within 30 feet dim briefly, and
none of those creatures can use searing light during the
same round.
Dispelling Touch (Su) With a successful melee touch attack,
a scyther of Thoon can wipe away spells and magical
effects. This ability functions as a targeted dispel magic
spell (caster level 6th). Against each ongoing spell
currently in effect on the object or creature touched, a
scyther makes a dispel check at +6 against a DC of 11 +
the spell’s caster level.
Each time a scyther of Thoon uses dispelling touch, it
takes 10 points of damage.
preventing them from damaging their target, and it must
be something obvious such as a magical wall or a visible
defensive spell. With a mind flayer or even a stormcloud
of Thoon to guide them, scythers of Thoon can put dispelling touch to better tactical use, ending beneficial spells,
grounding foes who use fly spells, and otherwise wreaking havoc with carefully built plans. Thoon disciples in
particular have enough ranks in Spellcraft to know what
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SCYTHER OF THOON LORE
Characters who have ranks in Knowledge (dungeoneering)
can learn more about scythers of Thoon. When a character
makes a successful skill check, the following lore is revealed,
including the information from lower DCs. A character who
has ranks in Knowledge (arcana) can attempt this check, but
the DCs increase by 10.
Knowledge (Dungeoneering)
DC
21
26
31
Result
This is a scyther of Thoon, a foot soldier construct
invented by the mind flayers of Thoon.
Scythers of Thoon can shoot fiery beams of light
from their eyes. These beams are weaker if a
scyther is not near other scythers of Thoon.
Scythers of Thoon can neutralize magic spells with
a touch. They are immune to acid and resistant to
electricity, and they heal without requiring repair.
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spells the PCs are using and whether it’s worthwhile to
attempt a dispelling touch.
MIND FLAYERS
OF THOON
Ecology
After being given enough quintessence and metal ore,
madcrafters of Thoon spit out scythers that then await
orders from any telepathic creature of Thoon (usually a mind
flayer). Unlike Thoon hulks and Thoon soldiers, scythers of
Thoon don’t need to return to their “parent” to heal—they
do so naturally.
Environment: Most scythers of Thoon are kept in
squads of four to six within the mind flayers’ base, but
outside the nautiloid vessel. Scythers are plentiful, so mind
flayers often order a pair of scythers to follow them around
as menial servants.
Typical Physical Characteristics: A scyther of Thoon
is 5-1/2 feet tall and weighs 250 pounds. It relaxes its lower
arms when walking, giving it a lumbering gait, but it uses
both arms to swing its scythes in combat.
Alignment: Scythers of Thoon are neutral, with behavior
solely dependent on their programming and orders.
Advanced Scythers of Thoon
As with stormclouds of Thoon, madcrafters of Thoon don’t
regurgitate scythers that have any more than 8 Hit Dice.
Advanced madcrafters of Thoon might give birth to stronger
scythers of Thoon.
STORMCLOUD OF THOON
This floating metal egg has an array of tentacles hanging from its
underside, many of which have sharp blades or grasping claws at the
end. Eyelike spots near the front glow with malign intelligence.
Stormcloud of Thoon
CR 5
Usually NE Medium construct
Init +2; Senses darkvision 60 ft., illumination, low-light
vision, tremorsense 60 ft. (see below); Listen +7, Spot +7
Languages Undercommon; telepathy 100 ft.
AC 17, touch 12, flat-footed 15
(+2 Dex, +5 natural)
hp 64 (8 HD); natural healing
Immune acid, construct immunities
Fort +2, Ref +8, Will +9
Speed 30 ft. (6 squares), fly 10 ft. (perfect), swim 20 ft.;
levitative movement
Melee 4 tentacles +8 each (1d4+1)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +7
Atk Options Combat Reflexes
Special Actions lightning bolt (5d6; DC 12; see below)
Spell-Like Abilities (CL 5th):
At will—detect magic
3/day—shield
Abilities Str 13, Dex 14, Con —, Int 5, Wis 16, Cha 9
SA lightning bolt, spell-like abilities
SQ construct traits
Feats Combat Reflexes, Sense Quintessence*, Weapon
Focus (tentacle)
* New feat; see sidebar, page 110.
Skills Listen +7, Search +0, Spot +7, Swim +9
Advancement unknown; see Advanced Stormclouds of
Thoon
Illumination The glowing eyes of a stormcloud of Thoon
shed light in a 60-foot cone and provide shadowy
illumination in a 120-foot cone. A stormcloud of Thoon
can close its eyes and eliminate the illumination, but
doing so leaves it blind.
Tremorsense (Ex) A stormcloud of Thoon must bury one
of its tentacles a few inches under the ground for its
tremorsense to function. Doing so is a swift action, but
a stormcloud loses tremorsense if it moves out of the
square in which it set the tentacle.
Natural Healing (Ex) Unlike most constructs, a stormcloud
of Thoon is capable of natural healing, albeit very slowly.
A stormcloud of Thoon heals 1 hit point for every 8 hours
it remains motionless.
Levitative Movement (Ex) Even when the creature uses its
land speed, the body of a stormcloud of Thoon is actually
floating about 5 feet off the ground, propelled by an
unseen force. A stormcloud of Thoon’s tentacles don’t
need to touch the ground when moving, and the creature
is unaffected by difficult or hazardous terrain.
When a stormcloud of Thoon flies more than 5 feet
above the ground, its speed slows dramatically.
Lightning Bolt (Sp) As the lightning bolt spell; at will; DC 12,
caster level 5th. A stormcloud of Thoon must tap into its
quintessence reserves to use this ability, causing it to take
10 points of damage whenever it does so.
Skills A stormcloud of Thoon has a +8 racial bonus on any
Swim check to perform some special action or avoid a
hazard. The creature can always choose to take 10 on a
Swim check, even if distracted or endangered. It can use
the run action when swimming, provided it swims in a
straight line.
Stormclouds of Thoon, constructs birthed by madcrafters
of Thoon, are floating sentinels that are adept at locating
quintessence sources and spotting the enemies of the mind
flayers of Thoon.
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STORMCLOUD OF THOON LORE
Characters who have ranks in Knowledge (dungeoneering)
can learn more about stormclouds of Thoon. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. A character
who has ranks in Knowledge (arcana) can attempt this check,
but the DCs increase by 10.
Knowledge (Dungeoneering)
DC
20
25
30
Result
This egg-shaped construct is a stormcloud of
Thoon. It is a creation of the mind flayers.
A sect called the mind flayers of Thoon uses
stormclouds of Thoon to scout for brains and
gather a substance called quintessence. The
construct is a capable melee combatant, and it can
emit a lightning bolt seemingly at will.
A stormcloud of Thoon is immune to acid. It has
the ability to heal naturally, unlike most constructs.
This healing happens slowly, however.
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Strategies and Tactics
and won’t go out of their way to help or harm others unless
directed to do so.
Society
Illus. by A. Stokes
Unlike most constructs, stormclouds of Thoon are fully
sentient. Even so, they’re dullards in a community of evil
geniuses, so they rarely put their
intellects to much use.
Socially, a stormcloud of
Thoon is a very passive creature. Among the mind flayers of
Thoon, everyone else is smarter
than a stormcloud and capable of ordering it around. As
a result, stormclouds of Thoon
usually don’t communicate or
interact beyond what’s required to accomplish their
assigned tasks.
Stormclouds of Thoon
Ecology
blame their limited intelStormclouds of
lect for their incomplete
Thoon are creatunderstanding of the will
ed by madcrafters of
of Thoon, not realizing that
Thoon. Storm clouds
the Thoon elder brain and the
range farther from the
Thoon disciples might likewise be
mind flayer base than othin the dark about the larger purer constructs. It’s easy for
pose behind Thoon veneration and
a madcrafter of Thoon to
quintessence-gathering.
regurgitate a stormcloud of
Out in the field, however, a stormThoon, so the mind flayers of
cloud of Thoon can put its sentience to use,
Thoon aren’t overly concerned when
assessing the risks in each encounter before
enemies destroy a stormcloud. The illithids
rushing headlong into battle. Mind flayers
Stormcloud
of Thoon
don’t send their stormclouds of Thoon too far
often put stormclouds of Thoon in charge of
afield simply because the ovoid constructs can
scythers of Thoon or even Thoon soldiers. If
reveal the mind flayers’ presence.
something unusual happens, a stormcloud tries to think
Environment: Stormclouds of Thoon can travel with
of the best response rather than mindlessly executing
ease over most kinds of terrain. Even when technically using
programming.
their land speed or swimming, they’re actually floating, so
underwater depths, muck-filled swamps, and difficult terrain Advanced Stormclouds of Thoon
pose no barrier to their travels.
Madcrafters of Thoon don’t create stormclouds of Thoon that
Typical Physical Characteristics: A stormcloud of
have any more than 8 Hit Dice. No stormcloud of Thoon has
Thoon floats about 4 feet above the ground. Its tentacles
gained Hit Dice, but the mind flayers are waiting for stronger
are about 6 feet long on average, and it weighs about 100
versions of the construct to evolve.
pounds. Eyelike structures form a radial pattern on the
Some mind flayers believe that stronger madcrafters of
front of its egg-shaped head. The tentacles that protrude
Thoon might create stronger stormclouds of Thoon and
in a jumble from the bottom of a stormcloud’s head serve
scythers of Thoon, so the secret to an advanced stormcloud
a variety of functions.
is to create an advanced madcrafter. Other illithids think
Alignment: Stormclouds of Thoon are neutral evil, but
that since stormclouds of Thoon are actually sentient,
that alignment represents more their casual willingness
it might be worthwhile to teach them skills (which you
to perform evil deeds for their masters than an innate,
can model with class levels in classes such as fighter and
supernatural evil. Stormclouds have only a rudimentary
rogue). Thoon disciples are awaiting the guidance of Thoon
sense of right and wrong—they just do what they’re told
on this matter.
MIND FLAYERS
OF THOON
A stormcloud of Thoon is a useful creature to mix into a
group of shadow flayers, Thoon soldiers, or scythers
of Thoon. It adds some detection abilities and
a ranged area attack that those monsters lack. A stormcloud of Thoon’s
lightning bolt comes at a price,
however, so it’s better as a melee
combatant than as a magic artillery piece.
In battle, a stormcloud of
Thoon floats near the melee
combatants, attacking with
its tentacles but remaining alert for foes who
group in clusters or
lines. If it can hit
three or more opponents with a lightning
bolt, it moves into position to do so.
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THOON HULK
This amalgamation of rubbery flesh and artificial parts has heavy
axelike blades instead of hands and twisted, slimy tentacles covering
the lower half of its face.
Illus. by D. Allsop
MIND FLAYERS
OF THOON
Thoon Hulk
CR 13
Always NE Large construct
Init +1; Senses darkvision 60 ft., low-light vision; Listen +4,
Spot +4
Languages understands telepathic commands
AC 26, touch 14, flat-footed 25; deflection shield
(–1 size, +1 Dex, +4 deflection, +12 natural)
hp 112 (15 HD)
Immune construct immunities
Resist acid 20, cold 20, electricity 20, fire 20, sonic 20
Fort +5, Ref +6, Will +9; defense overdrive
Speed 40 ft. (8 squares)
Melee 2 arm-axes +18 each (1d12+8) and
4 tentacles +13 each (1d6+4)
Space 10 ft.; Reach 10 ft.
Base Atk +11; Grp +23
Atk Options critical knockback, improved grab
Special Actions attack overdrive, extract
Abilities Str 27, Dex 13, Con —, Int —, Wis 18, Cha 10
SA attack overdrive, defense overdrive, extract
Feats —
Skills Listen +4, Spot +4
Advancement 16–20 HD (Large); 21 HD (Huge); see text
Def lection Shield (Su) A Thoon hulk has a force screen
around it at all times, granting it a +4 deflection
bonus to AC.
Defense Overdrive (Ex) As an immediate action, a Thoon
hulk can gain a +2 bonus on saving throws for 1 round.
Using this ability deals 10 points of damage to the Thoon
hulk. If a Thoon hulk uses this ability, its attack overdrive
ends immediately.
Critical Knockback (Ex) If a Thoon hulk threatens a critical
hit with its arm-axes, its target flies back 10 feet in a
straight line away from the Thoon hulk, landing prone.
The Thoon hulk chooses the path, but that path must
be away from the Thoon hulk in as direct a path as
possible. Intervening obstacles shorten or prevent
the knockback. The Thoon hulk still rolls to confirm
the threat, dealing appropriate damage depending on
whether the threat is confirmed.
Attack Overdrive (Ex) As a swift action, a Thoon hulk can
gain a +2 bonus on attack rolls and damage rolls for 1
round. Using this ability deals 10 points of damage to the
Thoon hulk. If a Thoon hulk uses this ability, its defense
overdrive ends immediately.
Improved Grab (Ex) To use this ability, a Thoon hulk must hit
a creature of up to Huge size with a tentacle attack. It can
then attempt to start a grapple as a free action without
provoking attacks of opportunity.
If it wins the grapple check, it establishes a hold and
attaches a tentacle to the opponent’s head. A Thoon
hulk can grab a Gargantuan or larger creature, but only
if it can somehow reach the foe’s head. If a Thoon hulk
begins its turn with at least one tentacle attached, it
can try to attach its remaining tentacles with a single
grapple check. The opponent can escape
with a single successful grapple check or an
Escape Artist check, but the Thoon hulk gets
a +2 circumstance bonus for every tentacle
that was attached at the beginning of the
opponent’s turn.
Extract (Ex) If a Thoon hulk begins its
turn with all four tentacles attached to its
opponent and makes a successful grapple
check, it extracts that opponent’s brain,
instantly killing that creature. Constructs,
elementals, oozes, plants, and undead are
immune.
Born of Thoon-inspired f leshcrafting
within the mind flayers’ nautiloid vessel,
Thoon hulks are pitiless brutes that
obey their illithid masters’ telepathic
commands.
Strategies and Tactics
The Thoon hulk is a brute that makes
it a good complement to mind flayers.
Thoon hulks make up the vanguard of
a mind flayer assault.
Mind f layers (including Thoon
disciples and shadow flayers) also take advantage of the Thoon hulks’ immunity to
stunning. Thoon hulks can stand wherever they want and not worry about whether
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Thoon hulk
4/19/07 2:47:36 PM
they’re getting in the way of a mind flayer’s mind blast.
This makes them effective defenders to shield their mind
flayer masters.
In melee combat, a Thoon hulk’s favorite technique is
to grapple with tentacles and extract brains in time-honored mind flayer fashion.
Ecology
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THOON HULK LORE
Characters who have ranks in Knowledge (dungeoneering)
can learn more about Thoon hulks. When a character makes a
successful skill check, the following lore is revealed, including
the information from lower DCs. A character who has ranks
in Knowledge (arcana) can attempt this check, but the DCs
increase by 10.
Knowledge (Dungeoneering)
DC
28
33
38
Result
This is a Thoon hulk, a construct built as a
mindless automaton by the mind flayers of Thoon.
Like a mind flayer, it can extract brains.
Thoon hulks can enter an overdrive state that
makes them tougher, but doing so damages their
internal processes.
Mind flayers birth Thoon hulks in cocoon
structures that also heal the hulks. Their
amalgamated bodies are highly resistant to all
forms of energy.
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Advanced Thoon Hulks
A undamaged Thoon hulk sometimes emerges from the cocoon
slightly tougher than before (with extra Hit Dice). If a Thoon
hulk that has 20 Hit Dice is placed in a cocoon, it emerges a
week later as a Huge Thoon hulk with 21 Hit Dice.
THOON ELDER BRAIN
Floating in the air is a purple, bulbous mass that looks like a giant
brain with trailing tentacles. You sense its telepathic power as an
oily wave washes across your consciousness.
Thoon Elder Brain
MIND FLAYERS
OF THOON
As constructs, Thoon hulks don’t eat, sleep, or breathe. But
unlike more mechanical creations, Thoon hulks have an
innate desire to keep moving. This trait makes them poor
guards for lengthy assignments in enclosed spaces, although
they do well when given patrol duty along a path at least a
few hundred yards long.
Unlike mind flayers, Thoon hulks can’t derive sustenance
from the brains they extract. They take brains back to the
nautiloid vessel if they contain quintessence, or give them
to the nearest mind flayer if ordered to do so.
A Thoon hulk emerges from its cocoon with three arms.
Two have axelike blades attached to them, and the third is
clawed. Thoon hulks don’t use their clawed hands in combat,
although they can pick up items, open doors, and manipulate
objects with them.
Environment: Cocoonlike structures within the nautiloid’s inner chambers create Thoon hulks from quintessence,
carefully crafted metal parts, and vivisected bodies of mind
flayers that the Thoon elder brain found unworthy.
Damaged Thoon hulks are returned to the cocoons, where
they heal 1 hit point per day.
Typical Physical Characteristics: A Thoon hulk is 10 feet
tall, but it looks shorter because it is usually hunched over. It
weighs 1,000 pounds, and its masses of bulging muscle and
deadly arm-axes clearly set it apart from normal mind flayers.
Bits and pieces of a Thoon hulk look like mind flayer flesh,
but metal components are a major part of its anatomy.
Alignment: Without wills of their own, Thoon hulks are
never lawful or chaotic. Their creation and the deeds they do
leave them forever stained with evil.
CR 15
Usually NE Large aberration
Init +6, dual action; Senses darkvision 60 ft.; Listen +6,
Spot +6
Languages Undercommon; telepathy 1 mile
AC 26, touch 11, flat-footed 24
(–1 size, +2 Dex, +15 natural)
hp 174 (12 HD); fast healing 10
SR 26
Immune acid, fear
Fort +14, Ref +6, Will +14
Speed 10 feet (2 squares), fly 20 ft. (perfect), swim 30 ft.
Melee 8 tentacles +17 each (1d6+8 plus 2d6 acid)
Space 10 ft.; Reach 10 ft.
Base Atk +9; Grp +21
Atk Options Combat Reflexes, acid burn
Special Actions confusion sphere, overmind blast
Spell-Like Abilities (CL 15th):
At will—charm monster (DC 20), detect magic, detect
thoughts (DC 18), mage armor, plane shift, suggestion
(DC 19).
3/day—dominate monster (DC 25)
Abilities Str 26, Dex 14, Con 30, Int 25, Wis 23, Cha 23
SA acid burn, confusion sphere, dual action, overmind blast,
spell-like abilities
Feats Ability Focus (confusion sphere), Combat Reflexes,
Improved Initiative, Sense Quintessence*, Weapon Focus
(tentacle)
* New feat; see sidebar, page 110.
Skills Bluff +21, Concentration +25, Diplomacy +25,
Intimidate +23, Knowledge (arcana) +22, Knowledge
(religion) +22, Knowledge (the planes) +22, Listen +6,
Sense Motive +21, Spellcraft +24, Spot +6
Advancement 13–19 HD (Large); 20–36 HD (Huge)
Dual Action (Ex) A Thoon elder brain is a creature made
up of multiple minds, all touched by the unreality of the
Far Realm. Make two initiative checks for the creature.
The higher result represents a mental action turn, and
the lower result is used for a physical action turn. This
means a Thoon elder brain can do more in a single round
than most creatures. For example, it could perform an
overmind blast (a purely mental action) on initiative
count 17, then move and make a tentacle attack (a
physical action) on initiative count 12. These initiative
counts can change if a Thoon elder brain readies an
action or delays to let its other half go first.
Acid Burn (Ex) The acid delivered by a Thoon elder brain’s
tentacles continues to burn in the round after the Thoon
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MIND FLAYERS
OF THOON
elder brain hits. At the beginning of each of a Thoon elder
brain’s physical action turns, the acid deals 4d6 points
of acid damage to any creature the Thoon elder brain hit
with a tentacle attack during the previous round. The
damage is always 4d6 points, regardless of how many
times the Thoon elder brain hit the creature.
Confusion Sphere (Su) A Thoon elder brain can scramble the
thoughts of nearby creatures. This ability functions like a
confusion spell (CL 15th, Will DC 22 negates), except that
all creatures (except for creatures of Thoon) within a 10foot radius centered on the Thoon elder brain are subject
to the effect. The effect lasts 15 rounds, but it cannot end
for an affected creature when that creature is still within
10 feet of the Thoon elder brain. At the beginning of each
affected creature’s turn, roll on the table below.
d%
01–10
Effect
Attack the Thoon elder brain with melee or
ranged weapons, or close with the elder brain if
attack isn’t possible.
11–20 Act normally.
21–50 Do nothing but mutter “Thoon . . . Thoon . . .”
51–70 Flee from the Thoon elder brain at top speed.
71–100 Attack nearest creature.
Overmind Blast (Su) A Thoon elder brain can project the
horror of its consciousness against a single foe within
100 feet. That target must succeed on a DC 22 Will save
or take 2d6 points of Wisdom damage. Though overmind
blast isn’t a fear effect, a creature that has immunity to
fear or a save bonus against fear receives a +4 bonus on
the saving throw. The save DC is Charisma-based.
A creature that is reduced to 0 Wisdom by an overmind
blast is unconscious, but its body mutters, “Thoon . . .
Thoon . . . ” repeatedly until consciousness returns.
A Thoon elder brain is an elder brain that has been twisted
by its time in the Far Realm and now leads the mind flayers
of Thoon.
Strategies and Tactics
A Thoon elder brain is best used as a climactic encounter—the
big, bad monster at the end of an adventure. By the time the PCs
reach a Thoon elder brain, they should have fought their way
past dozens of mind flayers and other creatures of Thoon.
A Thoon elder brain’s tactics depend on whether it believes
one or more foes to be vulnerable to its powers of domination.
If so, the elder brain uses each of its mental actions to order
an opponent to turn on that foe’s allies. If this tactic fails
twice, the Thoon elder brain abandons it.
Its tactics also depend on the number of opponents. If a
Thoon elder brain is beset by multiple foes in melee, it uses
its confusion sphere to disrupt its opponents’ tactics and its
tentacles to damage anyone who isn’t confused. In situations
when a Thoon elder brain has allies or is facing only a few
adversaries, it uses its overmind blast from a safe distance.
With its physical action, it readies a tentacle attack in case a
foe moves within reach.
Ecology
Like a traditional mind flayer elder brain, a Thoon elder brain
subsists on tadpolelike immature mind flayers. Also, like all
creatures of Thoon, it requires distilled quintessence on a
weekly basis, or it slowly starves.
Environment: The sole known example of a Thoon elder
brain has spent its entire existence floating within a briny
pool in a central chamber of the Thoon nautiloid. However,
if a Thoon elder brain reproduces itself, any underground
environment is appropriate. A Thoon elder brain is always
near mind flayers and other creatures of Thoon.
Typical Physical Characteristics: A Thoon elder brain
is 8 feet across and weighs about 800 pounds. Its tentacles
reach a length of almost 20 feet. It’s difficult for a Thoon elder
brain to uncurl its tentacles completely, so its effective reach
is only 10 feet.
A Thoon elder brain doesn’t visibly age. Sometimes individual tentacles atrophy and wither away, but they’re quickly
replaced with fresh, quintessence-fueled limbs.
Alignment: A Thoon elder brain is neutral evil, as are
most followers of Thoon. Its efforts to gather quintessence
without regard for the costs to others are unapologetically
evil. It keeps its followers tightly organized among themselves
(a lawful trait), but it can behave unpredictably and without
a clear long-term plan (a hallmark of chaos).
Society
Just one Thoon elder brain currently exists. It’s the one that
leads the mind flayers of Thoon from place to place, searching
out new sources of quintessence.
In most respects, a Thoon elder brain behaves like a traditional mind flayer elder brain. It’s imperious, brilliant, and
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AN ELDER BRAIN AT CR 15?
Both Lords of Madness and Underdark have statistics for a mind
flayer elder brain. It’s a fine monster, but it’s CR 25, which limits
how many campaigns can use it—it’s difficult to build an adventure in which both CR 8 mind flayers and their CR 25 leader
pose appropriate challenges.
The Thoon elder brain occupies encounter-design space closer
to the rank-and-file mind flayer. Because it relies on a smaller
set of psionic abilities, it’s also easier for a DM to run.
The existence of this elder brain doesn’t necessarily mean that
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a CR 25 elder brain that goes to the Far Realm comes back at
CR 15. Whatever a Thoon elder brain was before it returned to
the Far Realm is beyond the realm of PC knowledge.
You can certainly file off the serial numbers, so to speak, and
use a Thoon elder brain as a normal mind flayer elder brain. If
you want both sorts of elder brains in your game, you can posit
that Thoon elder brains lead smaller mind flayer colonies, and
the elder brains described in Lords of Madness and Underdark
lead vast mind flayer cities.
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MIND FLAYERS
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MMV_07.indd 123
Illus. by D. Allsop
third Thoon thrall. The Thoon creatures use typical tactics,
attempting to kill the characters. The infiltrator is not worried
about death, since it can revive itself later on.
Hidden Headquarters (EL 9): A Thoon infi ltrator, four
Thoon thralls, and a stormcloud of Thoon have set up an outpost in an out-of-the-way cabin near a small town. The Thoon
infi ltrator and Thoon thrall go about their business, while
the hidden stormcloud uses its tremorsense to detect interlopers (making the group difficult to surprise). If caught, the
Thoon thralls and the
stormcloud of Thoon
try to hold off the PCs
while the Thoon infi ltrator runs into the
woods, carrying off
important papers, including a map showing
the location of the mind
flayers’ main base.
Quintessence Prospectors (EL 9): The
characters have found
evidence that a seemingly normal person is
not who she appears to
be, but if they go after
her, they get more than
they bargained for.
They quickly discover
that she is a Thoon infiltrator, but a bigger
surprise is the shadow
flayer lurking nearby,
ready to grab a captive
if the Thoon infiltrator
telepathically identifies
someone as a target.
If the PCs have any
NPC allies who seem
Advanced Thoon
like easy targets, the
Elder Brains
shadow flayer goes after
Thoon elder brain
If you add Hit Dice to a Thoon elder brain,
them. Otherwise, it grabs the character who
increase its spell resistance and caster level by 1 for every
seems like the weakest threat.
Hit Die you add.
Intruder Response Team (EL 11): The PCs have been
detected near a Thoon stronghold. Four scythers of Thoon
SAMPLE ENCOUNTERS
and a Thoon soldier receive telepathic orders: Destroy any
Because of the wide range of Challenge Ratings among the
intruders they find. None of the constructs is particularly
followers of Thoon, they can serve as villains for adventures
subtle, although one of the scythers stays back and aims
spanning many level ranges.
searing light at an unengaged character.
Spy Ring (EL 7): A Thoon infiltrator and two Thoon
Birthing Suite (EL 11): In a large, oval room, a madcrafter
thralls are the mind flayers’ first foothold in a community.
of Thoon is processing quintessence while a Thoon soldier
They keep a low profile, but part of their mandate is to learn
stands guard. The Thoon soldier rushes into melee combat
all they can about powerful travelers passing through town.
when the PCs enter, and the madcrafter retreats, launching
The Thoon infiltrator might decide to preemptively attack
spawn. It then unleashes a mind blast or two at the characters.
the characters before they can become a threat, or perhaps
If the PCs engage the madcrafter in melee or start to gain
the PCs interrupt the infiltrator in the midst of spawning a
the upper hand against the Thoon soldier, the madcrafter
utterly confident in its abilities. However, it has been touched
by the Far Realm, so it sometimes behaves in strange ways,
telepathically broadcasting gibberish or making arbitrary
decisions that seem to make quintessence-gathering more
difficult. Whether the Thoon elder brain is irrational or
merely several moves ahead of everyone else is an unanswered question.
The Thoon elder brain communicates telepathically with
the rest of the mind flayers of Thoon, delivering orders and
making announcements in a telepathic
“voice” so intense that
it’s slightly painful.
It ends each message with, “All hail
Thoon!”
If the PCs are adventuring within a
mind flayer base or
the nautiloid vessel
itself, they should
hear several telepathic messages from the
Thoon elder brain before they encounter it
in person. The messages range from the
mundane—“Gleaner
Group Twelve, report
to the Black Spire.
All hail Thoon!”—to
the threatening—
“Intruders have been
detected. Kill all but
the elf. Bring the elf
to the main quintessence processor. All
hail Thoon!”
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MIND FLAYERS
OF THOON
launches more spawn and continues to use mind blast with
its standard action until it is no longer capable of doing so.
War Patrol (EL 12): A Thoon disciple and two Thoon
soldiers are searching for enemies. If the disciple thinks
they can defeat the PCs, it directs the Thoon soldiers into
melee and starts using mind blast (which the Thoon soldiers
are immune to) in the ensuing battle. If the Thoon disciple
is near death, it retreats, ordering any remaining Thoon
soldiers to cover its escape. The Thoon soldiers fight until
destroyed—the mind flayers are confident that more will
emerge from the cocoons.
Brain Patrol (EL 14): A Thoon hulk and two normal mind
flayers (MM 186) are hunting for any sentient creatures,
intending to claim their brains. Lately, the followers of Thoon
have been unable to find a sufficient supply of brains, so not
only are these creatures hunting out in the open with little
regard for secrecy, they are reckless and exceptionally dangerous. The mind flayers lurk well behind the Thoon hulk, so
the PCs might not know they’re facing multiple enemies at
first. Tactics are simple: The mind flayers use mind blast, and
the Thoon hulk grapples. If their adversaries seem reasonably
subdued, the mind flayers attempt to extract the brain of any
creature a Thoon hulk is grappling.
If a mind flayer is defeated, the other flees, telepathically
ordering the Thoon hulk to fight as a rear guard. If both mind
flayers are defeated, the Thoon hulk fights until destroyed.
Sanctum Battle (EL 17): The central chamber of the
Thoon nautiloid ship houses the elder brain’s pool, along
with bizarre artifacts and multiple shrines to Thoon. When
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THOON ELDER BRAIN LORE
Characters who have ranks in Knowledge (dungeoneering)
can learn more about a Thoon elder brain. When a character
makes a successful skill check, the following lore is revealed,
including the information from lower DCs. When possible,
cast the information in one of two ways: fragmentary reports
from creatures that have barely survived contact with creatures of Thoon or hints from ancient texts that describe the
consequences of delving into the Far Realm.
Knowledge (Dungeoneering)
DC
30
35
40
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MMV_07.indd 124
Result
This is a Thoon elder brain, a powerful aberration.
It possesses incredible telepathy, which it uses
to issue commands to minions of Thoon. Its
tentacles are coated in acid.
Unlike most creatures, a Thoon elder brain is
capable of simultaneously engaging in mental and
physical combat at full efficiency. Among its potent
mental attacks is a confusion effect that affects
everyone near the Thoon elder brain.
The Thoon elder brain was an immature elder
brain when it crossed over into the Far Realm.
It came back twisted by that place of madness,
devoted to a mysterious force named Thoon. Since
then, it has commanded a nautiloid vessel across
the planes, searching for a mysterious substance
called quintessence.
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intruders arrive, they see only one Thoon hulk and two Thoon
disciples. The Thoon elder brain lurks in the background,
then reveals itself at a dramatic point in the battle, rising
from its briny pool.
The chamber itself is circular, with a high ceiling and a
recessed area encircling the pool. A narrow passageway leads
in, allowing the Thoon hulk to block the way with its body
to buy some time for the others. The Thoon disciples cast
spells, and the elder brain uses overmind blast and its spell-like
abilities. When the elder brain leaves its pool and gets close
to the PCs, the Thoon disciples move behind it to heal it.
TYPICAL TREASURE
Thoon disciples and shadow flayers have standard treasure, as
do Thoon infiltrators and Thoon thralls (though infiltrators
usually take any appealing items away from thralls). Thoon
hulks, Thoon soldiers, stormclouds of Thoon, and scythers
of Thoon don’t have any wealth of their own, but they are
often assigned duties that put them near treasure; generate
standard treasure for them in this case.
Madcrafters of Thoon are incapable of going out to acquire
wealth, but many followers of Thoon pay them tribute.
Shadow flayers and Thoon disciples that want servants of
their own might trade treasure or fresh brains to a madcrafter
willing to create one. Madcrafters have standard treasure.
Mind flayers of Thoon maintain a large treasure hoard that
can be found near the Thoon elder brain. Art items in the
treasure hoard have twice the value indicated on page 55 of
the Dungeon Master’s Guide. Because the mind flayers of Thoon
have been traveling across the planes gathering quintessence,
their hoard is a good place to introduce particularly weird,
other worldly treasures, such as strangely marked coinage,
bizarre and disturbing art, and magic items with ornamentation that is clearly of extraplanar origin.
The value of quintessence—to anyone except the followers of Thoon—is deliberately left vague. This doesn’t have
to remain true in your campaign, however. Perhaps quintessence can be used as a substitute for experience points in
item and construct creation. Quintessence could instead
be a material component for new spells or rituals you
introduce into your campaign, or it could be an optional
component that makes certain types of magic more potent.
Items and constructs created using quintessence can have
weird quirks and drawbacks. Spells cast using it are bizarre
or take on aberrant aspects. The moral implications of using
a material gathered from innocent (or not) sentient creatures
also comes into play. If you use quintessence in one or more
of these ways, or make it valuable at all, consider that value
when assigning treasure to encounters you create using the
followers of Thoon.
THOON IN EBERRON
Many mind flayers built a nautiloid vessel and somehow
found their way back to Xoriat, the Realm of Madness.
They also managed to return to Eberron. The journey itself
is supposed to be impossible, so many of the great powers of
4/19/07 2:47:45 PM
THOON IN FAERÛN
Shortly after the most recent appearance of an avatar of
Ilsensine (Expanded Psionics Handbook 222) in the grand and
highly religious illithid city of Oryndoll (Underdark 168), an
adventurous band of mind flayers from the Loretaker creed
left the Lowerdark on a pilgrimage to the Cavern of Thought
on the fiendish plane of Deep Caverns. Whether they arrived
in Ilsensine’s abode is unknown, a fact none of the pilgrims
now confirm or deny. They brought back with them the belief
in Thoon, a doctrine seen as heretical by the orthodox clergy
of the illithid deity in Oryndoll. So the followers of Thoon,
outcast from their home city, now travel the Underdark,
occasionally raiding the surface, searching for quintessence
and spreading the philosophy of Thoon.
MIND FLAYERS
OF THOON
Eberron (the Inspired, the dragons, and the Lords of Dust, for
starters) want to know how the mind flayers of Thoon accomplished the journey. What the mind flayers met on Xoriat is
also a mystery that other powers might like to unravel.
Thoon could be a daelkyr overlord so powerful as to nearly
be a god. This mysterious entity could instead be another
creature floating on the insane currents of Xoriat’s layers. Or
Thoon could be a philosophical mission initiated by some
entity, chance contact, or dark force awakening on Xoriat.
Regardless of the truth, the mind flayers of Thoon are a
dire threat to Eberron. Their beliefs could spread through
Khyber, emboldening the forces of madness. If the doctrine
of Thoon spreads wide enough, and enough quintessence is
gathered, the return of Xoriat might be close behind.
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INTRODUCING THOON INTO YOUR GAME
The mind flayers of Thoon crave quintessence above all else,
and the machinations they undertake to fill their matrices might
bring them into conflict with the PCs.
Most campaigns involving Thoon introduce the mind flayers
and their servitors in one of two ways: Low-level campaigns
start with Thoon infiltrators and their thralls, while mid-level
campaigns confront the mind flayers and their more powerful
creations directly.
THE LOW-LEVEL THOON CAMPAIGN
If you’re introducing Thoon to your low-level game, here are
some seeds for possible adventures.
• A small frontier village has repulsed a large band of orc marauders. Scattered reports from the frontier indicate that
some villagers exploded after being affected by strange magic. The characters are sent to investigate the village—right
into the arms of a Thoon infiltrator, a lurking stormcloud of
Thoon, and several Thoon thralls. The stormcloud of Thoon
senses quintessence within the PCs, but the characters move
out of range after only 1 round—before it’s clear which of
them contains quintessence. Because the infiltrator doesn’t
want to reveal itself, it directs its Thoon thralls to cause
havoc near its lair, hoping to attract attention. Meanwhile,
it sends its most trusted thrall to join the party, spreading
rumors of a reward if “someone” can put an end to the disturbance. When the PCs near the lair, all the thralls converge,
and the traitor reveals its true nature.
• Following the trail of a questing high-level paladin they’re supposed to deliver a message to, the characters find a cave with
several slain mind flayers and five egglike containers—matrices
of quintessence, which neither the PCs nor the paladin have
heard of. If the characters take the matrices, a recovery team of
infiltrators and thralls starts to shadow them, attacking whenever it’s inconvenient for the party. The followers of Thoon
don’t reveal their purpose, leaving the PCs to wonder, “Who
are these guys who keep attacking us? And why?”
• A Thoon infiltrator disguised as a master alchemist gives the
PCs a magic ankh capable of detecting quintessence (functionally giving the Sense Quintessence feat to a spellcasting
character), then sends them out on a series of missions to
gather it. Eventually the characters might grow suspicious of
where all the quintessence is going—especially when they
notice that some people have quintessence within them as
well. When they confront the master alchemist, the mind
flayers waiting in the wings reveal themselves.
THE MID-LEVEL THOON CAMPAIGN
The simplest way to introduce the mind flayers of Thoon to a
mid-level party is to include a group of them at an adventure
site, where the aberrations are engaged in some quintessencegathering. Beyond the most obvious way, here are a couple of
adventure seeds for mid-level characters capable of tussling
with the mind flayers of Thoon.
• Members of an extended family of nobles start disappearing,
and the PCs must figure out who’s kidnapping them, then
rescue them. The kidnappers are mind flayers that have discovered that the family’s bloodline is rich in quintessence.
Rather than harvest quintessence from the nobles directly,
they plan to mentally enslave them, then artificially breed
hundreds more—a “quintessence herd.”
• A dwarf stronghold has been overwhelmed by mind flayers
and their servitors, and a few refugees beg the characters to
liberate their home. Most dwarves survived the mind flayer
takeover, and they’re being forced to mine quintessence-rich
ore from caverns underneath the stronghold.
SUBSEQUENT EXPOSITION
Once you’ve introduced the followers of Thoon, the players and
their characters should get curious about what all this “Thoon”
and “quintessence” stuff is. It’s okay if the players (and characters) don’t know exactly what they’re facing. You’re trying to
evoke a sense of weirdness—a “What is the deal with these
guys?” feeling among your players.
But once you’ve evoked that feeling, the PCs are bound to
employ everything—research to interrogation to divination
spells—to learn more about these strange creatures. That’s
good. An explanation at this point helps ground the followers
of Thoon in the world and makes subsequent encounters with
them more interesting. You don’t need to hand a full description
of Thoon to the characters on a silver platter, but if they make
reasonable inquiries, they get reasonable information back. The
various lore sidebars throughout this section have high DCs—
the mind flayers have many means to guard their secrets, to be
sure—but it makes for a better game if the characters eventually
learn the true nature of what they’re fighting.
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SKULL LORD
SKULL LORD
Dark rumors speak of the skull lords, powerful undead
beings created by the magic unleashed at the death of the
mighty necromancer Vrakmul. These undead wish to call
their master back from beyond mortality, using their mastery
over bones as a tool and a weapon. In their quest, they show
no mercy to the living or the walking dead that refuse to
follow them.
SKULL LORD
Tall and regal, a skeletal figure wearing breastplate and wrapped
in a flowing black cloak steps toward you. It regards its surroundings with each of its three human skulls. Shining blue
flames gutter in its eye sockets, and it wields a staff of bones with
skulls at each end.
Skull Lord
CR 7
Usually LE Medium undead
Init +4; Senses darkvision 60 ft.; Listen +12, Spot +12
Languages Common, Draconic, Infernal
AC 21, touch 14, flat-footed 17
(+4 Dex, +5 armor, +2 natural)
hp 78 (12 HD); DR 5/bludgeoning
Immune cold, undead immunities
Resist +4 turn resistance (see skull loss)
Fort +4, Ref +8, Will +10
Weakness skull loss
Speed 20 ft. (4 squares) in breastplate, base speed 30 ft.
Melee bone staff +12/+7 (1d6 plus 1d6 cold) or
Melee bone staff +10/+10/+5 (1d6 plus 1d6 cold)
Ranged bone shard +10 (1d6 plus 1d6 cold; see triple
skulls)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +6
Atk Options Point Blank Shot, Precise Shot
Special Actions triple skulls
Combat Gear scroll of inflict serious wounds, scroll of
invisibility, scroll of meld into stone, scroll of sculpt sound,
scroll of wall of fire, scroll of warp wood
Abilities Str 11, Dex 19, Con —, Int 14, Wis 15, Cha 17
SA triple skulls
SQ create spectral rider, undead traits
Feats Point Blank Shot, Precise Shot, Two-Weapon Fighting,
Weapon Finesse, Weapon Focus (bone staff)
Skills Bluff +8, Diplomacy +7, Disguise +3 (+5 acting),
Hide +5, Intimidate +10, Knowledge (arcana) +12,
Knowledge (dungeoneering) +7, Knowledge (religion) +12,
Listen +12, Move Silently +5, Sense Motive +7,
Spellcraft +9 (+11 deciphering scrolls), Spot +12,
Survival +2 (+4 underground), Use Magic Device +18
(+20 scrolls)
Advancement 13–24 HD (Medium)
Possessions combat gear plus breastplate, royal outfit
Skull Loss When a skull lord is reduced to two-thirds of its
full normal hit points, its creator skull shatters. The skull
lord loses the ability to create undead, though extant
undead remain under its control. When a skull lord is
reduced to one-third of its full normal hit points, its
spitting skull shatters, and it loses its bone shard ability.
If a skull lord is healed so that its hit points once again
exceed one-third or two-thirds of its full normal total, the
appropriate skull reappears. The skull lord then regains
the use of the ability granted by the skull.
A skull lord and the undead it controls have +4 turn
resistance as long as the skull lord has all three of its skull
heads. This turn resistance is reduced to +2 if a skull lord
has only two heads, and it is lost when a skull lord has
only one head remaining.
Bone Staff (Su) A skull lord’s bone staff functions as a
masterwork quarterstaff that deals an extra 1d6 points of
cold damage. A bone staff is treated as a natural weapon
for the purpose of the skull lord’s use of its Weapon
Finesse feat.
If a skull lord loses possession of its bone staff, the
bone staff is destroyed. A skull lord can create a new
bone staff as a swift action. To do so, it must slay one of
its created undead servitors within 30 feet. The chosen
servitor is instantly destroyed as the bone staff reappears
in the skull lord’s hands.
Triple Skulls (Ex) Each round as a swift action, a skull lord
can use one of these abilities: bone beckon, bone shard,
or create servitor. If a skull lord loses a skull (see skull
loss), it loses access to one of the abilities.
Bone Beckon (Su) A skull lord can use its beckoning
skull to bring forth fragments of bone from the body
of an opponent within 30 feet that has a skeletal
system. The creature must succeed on a DC 19 Will
save or take 2d6 points of damage as the shards are
torn from its body. Nonintelligent undead creatures
do not get a save.
A skull lord can instantaneously cause the shards to
be absorbed by a corporeal undead of its choice within
30 feet (including itself). The chosen undead heals 5
points of damage. Alternatively, a skull lord can hold the
shards in the mouth of its spitting skull (see the bone
shard ability).
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SKULL LORD LORE
Characters who have ranks in Knowledge (religion) can learn
more about skull lords. When a character makes a successful
skill check, the following lore is revealed, including the information from lower DCs.
Knowledge (Religion)
DC
17
22
27
32
Result
This creature is a skull lord, a sinister undead with
powers over lesser undead creatures. Skull lords
are capable of raising skeletal undead to do their
evil bidding.
Skull lords wield bone staffs and spit bone shards
at range. Both attacks deal cold damage, and a
skull lord is immune to cold-based attacks.
Skull lords can cause bone shards to be wrenched
from a creature’s body, then subsequently spit
them back at the same creature with unerring
accuracy.
When a skull lord takes enough damage, it loses
one of its skulls and the special power granted to
it by that skull. Its ability to create undead goes
first, followed by its spitting skull. Destroying
the skulls also makes turning a skull lord and its
minions easier.
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SKULL LORD
Illus. by S. Prescott
create a spectral rider (page 160) from the remains of a
Bone Shard (Su) A skull lord’s spitting skull can spit
mounted warrior. The spectral rider is loyal to the skull
shards of bone from its mouth. A bone shard attack
lord, but it is not controlled. Through use of this
has a range increment of 30 feet.
ability, a skull lord can have one spectral rider
If a skull lord has used the bone
servant at a time, creating a new one only after
beckon ability to hold bone shards
an existing servant is destroyed.
wrenched from a creature, it
can fire those shards with
this ability. If the skull
The twelve skull lords arose from
lord fires bone shards at
the ashes of the Black Tower of
the same creature the
Vrakmul.
Whether they were created
shards were taken from,
intentionally
by that mad necromanthe bone shard attack
cer or came forth spontaneously from
automatically hits unless
the target has total cover
the foul energies of his fallen sanctum,
or total concealment. A
none can say. However, legends state
skull lord must make
that since Vrakmul’s fall, the twelve
this special bone shard
have sought his lost regalia—a mask
attack in the round
of the skull, a rod of withering, and a staff
immediately after
it brings forth the
of necromancy. With these items, they
shards with its bone
plan to recall Vrakmul from destrucbeckon ability.
tion, rejoining his shattered soul and
Create Servitor
re-forming his phylactery so that he
(Su) A skull lord’s
might rise as a lich.
creator skull can
create a bonespur
(page 156), a serpentir
Strategies
(page 158), or a
and Tactics
skeleton from nearby
Skull
lords prefer to
bones and bone
avoid direct conflict
shards. Undead
created by this ability
in favor of mastermindare automatically under
ing attacks by those they
the skull lord’s control.
command. Typically, a skull lord
A skull lord can have
sends
its servitors and minions
a number of undead
into melee while it hangs back,
under the control of its
creator skull equivalent
using them as a shield. A skull lord
to an EL 7 encounter.
uses scrolls and its bone beckon
For example, a skull lord
and bone shard abilities against foes
might have four bonespurs,
that
attack directly, and creates more
three serpentirs, or a cloud giant
servitors as the need arises. Skull lords are
skeleton under its control. It could
Skull lord
also control a mix of undead, such as
equally effective in melee combat, however,
five human skeletons, three bonespurs,
and they put their grisly bone staffs to good
and a serpentir.
use
if
pressed.
Servitors in the presence of a skull lord at the
beginning of an encounter earn experience points
Sample Encounter
for PCs as normal if they are fought and defeated.
Servitors created during combat are treated as
A skull lord is never encountered without undead minions,
summoned monsters, which do not provide additional
and independent sentient undead might willingly serve a
experience points.
skull lord. Individual skull lords avoid congregating so that
Create Spectral Rider (Su) Once per month, a skull lord
they cannot be struck down all at once.
can engage in a 12-hour ritual under the dark moon to
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VRAKMUL?
The skull lords’ background information makes reference to
the necromancer Vrakmul, establishing these creatures as
being limited in number and having a specific goal. You can
take this idea and run with it, inventing the history of Vrakmul
and deciding what purpose the twelve skull lords play in your
campaign. Alternatively, skull lords might simply be a powerful
new form of undead with no specific background or number.
Skull lords might be the result of failed attempts at achieving
lichdom, the undead remains of a race of three-headed beings,
or a single creature formed from the magical amalgamation of
three corpses.
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SPECTRAL RIDER
The figure approaching you appears as an aged knight clad in
ornamental full plate, but the images and crests on his armor are
twisted and malformed. A prancing lion is misshapen and sprouts
fiendish bat’s wings, and a floral coat of arms has become a twisted
mass of rotting black vines. In a skull-like face, the knight’s eyes
burn with a cold, unholy light.
SKULL LORD
Spectral Rider
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CR 6
Usually LE Medium undead
Init +2; Senses darkvision 60 ft.; Listen +2, Spot +10
Aura desecration (30 ft.), magic circle against good (10 ft.)
Languages Common, Infernal
AC 19, touch 11, flat-footed 18; 23, touch 15, flat-footed 22
using ghost shift
(+1 Dex, +8 armor, +4 deflection using ghost shift)
hp 45 (7 HD); DR 10/bludgeoning
Immune cold, undead immunities
Fort +2, Ref +4, Will +7
Speed 20 ft. (4 squares) in full plate, base speed 30 ft.
Melee longsword +8 (1d8+6/19–20) or
Melee defiling touch +7 (1d6+4)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +7
Atk Options Mounted Combat, Power Attack, smite good
1/day (+4 attack, +7 damage), unholy strike
Special Actions phantom steed, shroud of living days
Abilities Str 18, Dex 14, Con —, Int 12, Wis 15, Cha 19
SA defiling touch, phantom steed, smite good, shroud of
living days, unholy strike
SQ undead traits
Feats Mounted Combat, Power Attack, Weapon Focus
(longsword)
Skills Bluff +12, Diplomacy +14, Disguise +12 (+14 acting),
Intimidate +16, Listen +2, Ride +10, Spot +10
Advancement 8–20 HD (Medium)
Possessions full plate, longsword
Desecration Aura (Su) As the desecrate spell; continuous;
caster level 7th. This aura also causes holy symbols of
good-aligned deities to dissolve into an acidic spray of
noxious gas. Attended holy symbols are allowed a DC 17
Will save against this effect. Anyone within 5 feet of an
affected holy symbol takes 1d6 points of acid damage.
Magic Circle Against Good (Su) As the magic circle against
good spell; continuous; caster level 7th. A spectral rider’s
magic circle is continuously active but can be suppressed
by dispel magic. The spectral rider can activate it again as
a free action on its next turn.
Ghost Shift (Su) A spectral rider and its equipment can
become incorporeal as an immediate action when it
moves. It becomes corporeal at the end of its move.
When incorporeal, a spectral rider gains a +4 deflection
bonus to AC due to its Charisma bonus, but it doesn’t
lose its armor bonus to AC.
Defiling Touch (Su) A spectral rider that hits a target with a
melee touch attack deals damage equal to 1d6 points +
its Cha bonus.
Unholy Strike (Su) A spectral rider’s touch and any weapon it
wields deals an extra 2d6 points of damage against good
creatures.
Phantom Steed (Su) As the phantom steed spell; at will;
caster level 7th. A spectral rider can use this ability as a
swift action. Its steed also becomes incorporeal when a
spectral rider uses its ghost shift ability.
Shroud of Living Days (Su) At will, a spectral rider can appear
as it did in life. This is an illusion, but only true seeing
reveals the spectral rider’s hideous undead form.
Spectral riders act as elite bodyguards and retainers to their
skull lord masters.
Strategies and Tactics
In combat, spectral riders prefer to let lesser undead minions
go before them. They then often summon their phantom
steeds and charge while incorporeal into the back ranks of the
enemy to attack spellcasters. However, spectral riders target
paladins and divine spellcasters who are obviously goodaligned first in any fray. Their contempt for such opponents
is extreme, as is their fear of the power these foes bring to
bear against evil creatures and undead.
Whether engaging single foes or small groups, spectral
riders delight in deceit and betrayal. They use their shroud
of living days ability to approach, then offer a hand in friendship, subsequently attacking with their defiling touch. Once
melee is joined, spectral riders lay into opponents—they save
smite attacks for the most powerful good characters.
Sample Encounter
Each spectral rider is born of particular circumstances, and
encounters with a rider can play into an extensive back story.
Due to the method of a rider’s creation, instances when more
than one appears are rare.
Fallen Champion (EL 6): Sir Drevamor Tain was one
of the most famed knights of his day. A vision of youth,
strength, and beauty, Tain was cut down in the early days of
his adventuring career. But his example inspired his sons to
become the finest knights of the realm.
Now, three hundred years later, a skull lord has defiled
Sir Drevamor’s tomb and raised the long-dead knight as a
spectral rider. Tain patrols the region his family protected
for generations, his true nature concealed by his shroud of
living days. The common folk believe Tain to be a hero come
to fight the evil sweeping across their land. Sadly for them,
the spectral rider plans to deliver as many innocent victims
as possible to the skull lord.
Ecology
Spectral riders are knights of the skull lords. Blackguards
and evil knights are the individuals who most commonly
become spectral riders after death. However, even the holiest of paladins can be polluted by foul necromantic magic
and twisted into these dark warriors. The rituals that create
a spectral rider involve unspeakable desecrations of the
corpse. In the case of paladins or holy knights, deception is
used to lure the spirit back to its body, binding a pure soul
to tainted dead flesh.
Environment: Spectral riders serve at their master’s pleasure, and they go where they are sent. If freed from service,
spectral riders haunt their ancestral lands or the place where
they were slain, spreading evil and death wherever they go.
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Spectral riders are bound
to the master who created them, and they
are unified by a contemptible hatred of
the living. This hatred manifests in a vicious need to corrupt other mortal knights
and send them to their graves, ensuring that
the ranks of undeath always have new recruits.
Typical Treasure
Spectral riders gather their
former family heirlooms and
treasures for themselves. They
have double standard treasure
for their Challenge Rating,
usually in the form of jewels, art objects, and treasured
magic arms and armor.
For Player Characters
A spellcaster of 12th level or higher can create
a spectral rider using a create greater undead
spell. The PC must find a suitable subject
corpse—a mounted warrior of at
least 6th level at the time
of his or her death.
SKULL LORDS
IN EBERRON
From their appearance alone, the
skull lords are typically assumed to
be agents of Vol the lich queen. In fact,
the skull lords are some of Vol’s most potent
Spectral rider
foes, seeking vengeance against the self-styled
Queen of the Dead for allowing the power
of undeath to be controlled by her living servants. Skull
lords operate independently across Khorvaire, engaging in
pqqqqqqqqqrs schemes to raise Vrakmul, as well as opposing the Order of
the Emerald Claw and the Blood of Vol cult.
Illus. by R. Horsley
Society
All spectral riders take great pleasure
in employing deception and trickery,
even those who were paragons of
good when they lived. Spectral riders
created from paladins and good knights
relish the irony of their newfound taste
for deceit.
SKULL LORD
Typical Physical Characteristics:
When not hidden behind their shroud
of living days, these mournful undead
knights can be identified by the ghostly
skull-like visage within their helms. Their
armor resembles what the individual wore
in life, but it is studded with spikes and
barbs. Coats of arms are twisted into mockeries of their original form, with honorable
crests and emblems besmirched by evil.
Spectral riders average 6 feet in height,
but their skeletal forms weigh only
40 pounds.
Alignment: Spectral riders
believe in order and discipline, and they enjoy lording
their power and influence over the
lesser minions of their masters.
They reluctantly bow to authority,
willingly serving necromancers or
skull lords if this service gives them
a chance to spread wickedness
among the living. They are
almost always lawful evil.
SPECTRAL RIDER LORE
Characters who have ranks in Knowledge (religion) can learn
more about spectral riders. When a character makes a successful skill check, the following lore is revealed, including the
information from lower DCs.
Knowledge (Religion)
DC
16
21
26
Result
Spectral riders are elite undead knights in the service
of skull lords or powerful necromancers. They ride
ghostly steeds that they can summon at will.
These dark knights spread desecration with every
step, and they can assume a ghostly incorporeal form
as they move. They are protected against goodness,
and their weapons are made unholy by their touch.
Spectral riders can slay creatures with a mere touch,
and good creatures fall more easily to this defilement.
They can assume the guise of their former mortal
form to deceive those they seek to destroy.
SKULL LORDS IN FAERÛN
The Battle of Bones is a popular destination for Faerûn’s
necromancers, and it is rumored that the fi rst skull lords
were spawned in that cursed place. Today, necromancers who
create bonespurs and serpentirs are drawn to the bleached
bone-drifts of these lifeless fields. The faithful of Velsharoon
are rumored to be creating great forces of serpentirs there
for their own dark purposes.
The skull lords are said to hold their infrequent meetings at the Battle of Bones, typically in deepest winter. In
the weeks before these unholy assemblies, spectral riders
are seen ranging from the High Forest to the Dragonmere,
and everyone fears their passage. The purposes of the
skull lords are inscrutable, though, and their meetings
are brief.
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VINESPAWN
As you approach it, the vine-covered tree before you suddenly shudders. A towering mass of tendrils peels away from the trunk to form
a distinct creature, the tight mesh of its vine form thrashing as it
lurches toward you.
VINESPAWN
Vinespawn
CR 7
Usually N Large plant
Init +5; Senses low-light vision; Listen +3, Spot +4
Languages —
AC 18, touch 14, flat-footed 13; Dodge, Mobility
(–1 size, +5 Dex, +4 natural)
hp 102 (12 HD); DR 5/slashing
Immune plant immunities
Weakness vulnerability to fire
Fort +11, Ref +11, Will +4
Speed 30 ft. (6 squares), climb 30 ft.
Melee 2 slams +14 each (1d8+6)
Ranged vine net +13 touch (entangle)
Space 10 ft.; Reach 10 ft.
Base Atk +9; Grp +19
Atk Options Power Attack
Special Actions engulf, spawning
Abilities Str 22, Dex 21, Con 17, Int 5, Wis 10, Cha 12
SA engulf, spawning
SQ plant traits
Feats Dodge, Improved Natural Attack (slam), Lightning
Reflexes, Mobility, Power Attack
Skills Climb +14, Hide +14 (+22 in forest), Listen +3, Move
Silently +8, Spot +4
Advancement 13–24 HD (Large); 25–36 HD (Huge)
Vine Net (Ex) A vinespawn can hurl parts of its body up to 30
feet as a ranged attack. Each of these tightly wound balls
of vine opens in flight to form a net that can entangle
a creature up to one size category larger than the
vinespawn. A vinespawn can create one vine net per day
for every 4 Hit Dice that it has (normally three per day).
Engulf (Ex) As a standard action, a vinespawn can flow
over Medium or smaller creatures, entrapping them
within its form. The vinespawn simply moves into
the opponents’ space; any creature whose space it
completely covers is subject to the engulf attack. A
vinespawn cannot make slam or vine net attacks during
a round in which it engulfs. It can engulf as many
creatures as can fit in its space.
Opponents can make attacks of opportunity against a
vinespawn, but if they do they are not entitled to a saving
throw. Those who do not attempt attacks of opportunity
must succeed on a DC 18 Reflex save or be engulfed; on
a success, a creature moves aside or back (opponent’s
choice) to move out of the vinespawn’s path. The save
DC is Strength-based.
As a swift action, a vinespawn can crush engulfed
creatures, dealing 2d6+12 points of nonlethal damage.
Engulfed creatures are considered grappled and trapped
within the vinespawn’s body, but they can attempt to
damage the vinespawn or escape from it as with a normal
grapple. A vinespawn is not considered to be grappling
when it has engulfed a creature, and it cannot be pinned
by an engulfed creature.
A creature engulfed by a vinespawn is subject to any
area effect to which the vinespawn is subjected. Grappled
and engulfed creatures lose any Dexterity bonus to AC
but gain a +4 bonus on Reflex saves for having cover.
An engulfed creature takes half damage from any attack
that deals piercing damage to the vinespawn. This half
damage is calculated before the vinespawn’s damage
reduction is applied to the attack.
A vinespawn can choose to expel engulfed creatures
as a standard action. If a vinespawn is killed, any engulfed
creatures are freed.
Spawning (Ex) As a standard action, a vinespawn can
attempt to insert its spawning root down the throat of
an engulfed humanoid, monstrous humanoid, or giant.
An unconscious engulfed creature cannot resist the
spawning root. A vinespawn must succeed on a grapple
check to infect any other creature. The engulfed creature
takes 1d6+8 points of damage as the thorny appendage
burrows into its stomach. The presence of a spawning
root prevents talking, the casting of any spells with verbal
components, and other activities requiring speech.
Removing a spawning root requires a successful grapple
check by the creature invaded by the root, but doing so
deals an extra 1d6 points of damage. If the vinespawn
is killed, the spawning root can be removed without
dealing damage.
A spawning root nourishes an unconscious creature,
keeping it breathing while the vinespawn uses periodic
swift actions to deal nonlethal damage and keep the
target unconscious. If the target creature is left in this
state for 1 day, vines grow through its veins. On the
fourth day in this state, the victim dies as an adult
vinespawn exits the body of its parent.
A vinespawn that is attacked during the spawning
process can fight back but cannot move without
disengaging its spawning root. Only if reduced to 20 or
fewer hit points does it break off, disengaging the vine,
dealing damage as above, and fleeing with engulfed
creatures in tow.
If extracted before the fourth day, the victim is
sickened even when returned to consciousness. Such
victims die in 2d4 days unless remove disease is used to
destroy the vines that can be seen growing beneath
their skin.
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VINESPAWN LORE
Characters who have ranks in Knowledge (nature) can learn
more about vinespawns. When a character makes a successful skill check, the following lore is revealed, including the
information from lower DCs.
Knowledge (Nature)
DC
17
22
27
Result
This mobile mass of vines is a vinespawn, a skilled
and cunning hunter.
A vinespawn has a vicious slam attack and can
hurl parts of its own body at opponents as vine
nets. It can engulf opponents by simply rolling
over them, trapping and crushing creatures within
the mesh of its body.
Vinespawns do not feed on living creatures,
but those they hunt meet a more grisly fate.
Vinespawns reproduce by spawning within a living
host, which becomes a new vinespawn after four
days.
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Skills Vinespawns have a +8 racial bonus on Climb checks
and Hide checks. They can choose to take 10 on Climb
checks even if rushed or threatened. In forested areas,
a vinespawn’s racial bonus on Hide checks increases
to +16.
ECOLOGY
VINESPAWN
Illus. by M. Coimbra
As plant creatures, vinespawns do not hunt for food. They
are thus indifferent to the birds and animals sharing their
woodlands. Only Small or larger creatures are suitable for spawning, so
Creatures of the deep woodlands, vinespawns are cunning
vinespawns ignore all others.
hunters who strike without warning.
During the day, vinespawns sun
themselves on the highest boughs
STRATEGIES AND TACTICS
of the trees they call home, keepVinespawns prefer to ambush prey, and
ing watch for suitable prey. As dusk
they usually flee from a fight in which
falls, they creep forth to seek water
they are at a disadvantage from the start.
in secluded pools and streams, and
Vinespawns initiate combat by hurling vine nets
then they begin to hunt.
at those bearing slashing weapons, then charge
Environment: Vinespawns
into melee.
dwell in vine-choked groves of
tall trees in temperate and warm
A vinespawn batters its opponents
with slams, engulfing any creaforests. Within the vines, they
tures it can. It uses further
fashion intricate nests that have
vine nets to hinder ranged
several distinct chambers. The
attackers and flanking foes.
nests of a vinespawn pack are
When it has rendered an eninterconnected. In areas where
gulfed victim unconscious,
vine growth rises well above the
a vinespawn retreats into the
ground, vinespawn nests rise with
surrounding trees.
it. These creatures sometimes lair
Once it is in a place of safety, a vinespawn
high in the forest canopy, spawning
engages in spawning. Unless attacked, the
safely out of reach of any threats.
vinespawn stays hidden until the proTypical Physical Charcess is complete.
acteristics: Vinespawns are
towering creatures composed
SAMPLE
of living vines in a tightly woven mesh. Their bodies
ENCOUNTERS
Vinespawns are cunning huntare supple but strong.
ers driven solely by their need to
A vinespawn stands
Vinespawn
spawn. Vinespawns typically dwell alone in
12 feet tall and weighs
the deep forest, though groups of these creatures
1,500 pounds.
are known to lurk along trade routes. Such groups typically
Alignment: Vinespawns are creatures focused only on
number six or fewer vinespawns, led by the largest and most
the need to spawn. They are neutral.
aggressive specimen. The members of larger packs inevitably
turn on each other in their competition for suitable spawn- SOCIETY
ing hosts and space.
When strong winds batter the forest, vinespawns climb to
Creeping Death (EL 7): A single vinespawn lurks in the
the highest branches of their tree sanctuaries. There, they
trees near a well-traveled path, waiting for unsuspecting
contort their bodies to catch and funnel the wind, creating
creatures to pass beneath it. Once it has engulfed its prey, it
a cacophony of strange wailing sounds that can be heard for
returns to its nearby lair.
miles. Though the creatures’ reasons for doing so remain a
Bivouac Bushwack (EL 11): Four vinespawns lurk in
mystery, they do so in unison. Those who hear these sounds
the woodlands around an established campsite. Though
describe them as the cries of the damned. Numerous stories
merchant caravans and adventurers regularly stop here, no
of haunted woodlands have no doubt been inspired by the
travelers have been through the area in a number of weeks.
presence of vinespawns.
Members of the pack are growing bold.
The vinespawns attack when campers settle in for the TYPICAL TREASURE
night. When battle begins, three of the creatures hurl vine
Vinespawns have no interest in treasure, but the gear of those
nets from different directions before charging. The fourth
they have engulfed sometimes remains caught up in the tight
hangs back to use its vine nets against those who flee or who
vine mesh of their bodies. Such gear might include weapons,
deal significant damage with ranged attacks.
jewelry, and magic items. Vinespawns have standard treasure
for their Challenge Rating.
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WILD HUNT
A giant elflike creature in a mithral breastplate, its helm bearing
the proud antlers of a great stag, streaks across the sky on the back
of a phantom stallion. Flames leap up in its wake, and four hounds
the size of bears precede the rider. Silhouetted by the shimmering
moon, the stag-helmed rider draws back a black bow, an arrow
nocked for the kill.
WILD HUNT
Master of the Hunt
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CR 22
Usually CN Large fey
Init +15; Senses darkvision 60 ft., low-light vision; Listen +45,
Spot +45
Languages Aquan, Auran, Common, Elven, Ignan, Sylvan,
Terran
AC 42, touch 32, flat-footed 26
(–1 size, +15 Dex, +10 armor, +7 insight)
hp 560 (32 HD); DR 15/cold iron and epic
Immune electricity, exhaustion, fatigue, mind-affecting
spells and abilities
Resist cold 20, fire 20; SR 30
Fort +24, Ref +33, Will +28
Speed 30 ft. (6 squares), fly 60 ft. (perfect); total freedom
Melee +5 flaming burst halberd of speed +33/+33/+28/+23/+18
(2d8+23 plus 1d6 fire/19–20/×3 plus 2d10 fire)
Ranged +5 seeking mighty composite
longbow +36/+31/+26/+21 (2d6+17/×3) or
Ranged +5 seeking mighty composite longbow +28
(8d6+68/×3) with Manyshot or
Ranged +5 seeking mighty composite longbow
+34/+34/+29/+24/+19 (2d6+17/×3) with Rapid Shot
Space 10 ft.; Reach 10 ft.
Base Atk +16; Grp +32
Atk Options Improved Precise Shot, Mounted Archery,
Mounted Combat, Point Blank Shot, Power Attack,
Precise Shot, moonhunter, selected prey
Special Actions moon eye, summon mount
Abilities Str 35, Dex 40, Con 38, Int 20, Wis 30, Cha 35
SA moon eye, moonhunter, selected prey, summon mount
Feats Improved Precise Shot, Manyshot, Mounted Archery,
Mounted Combat, Point Blank Shot, Power Attack,
Precise Shot, Rapid Shot, Track, Weapon Focus (halberd),
Weapon Focus (composite longbow)
Skills Balance +50, Handle Animal +47, Hide +46, Knowledge
(geography) +40, Knowledge (nature) +40, Listen +45,
Move Silently +50, Ride +50, Search +40, Spot +45,
Survival +45 (+47 following tracks, avoiding getting lost,
avoiding hazards, or in aboveground natural environments)
Advancement —
Possessions +5 mithral breastplate, +5 flaming burst halberd
of speed, +5 seeking mighty composite longbow (+12 Str
bonus) with 30 adamantine arrows, 30 silver arrows, and
30 cold iron arrows, quiver of Ehlonna
Total Freedom (Su) A master of the hunt acts as if constantly
under the effect of a freedom of movement spell. He
ignores the maximum Dexterity bonus limitation of any
armor he wears.
Moonhunter (Su) Whenever a master of the hunt shoots an
arrow while outdoors when the moon is in the sky, the
arrow grows to the size of a spear as soon as it is loosed
from the bow. These immense arrows deal an extra
20 points of damage to any creature they strike that is
outdoors while the moon is in the sky.
Moon Eye (Sp) The moon is the mirrored eye of the Wild
Hunt. At will, as a swift action, a master of the hunt can
use discern location, as the spell, against any creature
outdoors while the moon is in the sky. Caster level 20th.
Selected Prey (Su) Three times per day, as a swift action, a
master of the hunt can point to one opponent within 60
feet, marking that foe as selected prey. The selected prey
glows with moonlight as if affected by a faerie fire spell.
Further, the master of the hunt receives a +5 morale bonus
on attack rolls and damage rolls against his selected prey,
and all critical threats the master of the hunt scores against
the selected prey are automatically confirmed. A master of
the hunt can have only one selected prey at a time, and the
effect ends when the moon sets.
Summon Mount (Sp) At will, as a swift action, a master of
the hunt can use phantom steed as the spell, but he can
create a mount only for himself. Caster level 20th.
Hound of the Hunt
CR 18
Usually CN Large magical beast
Init +15; Senses darkvision 60 ft., low-light vision, scent;
Listen +19, Spot +19
Languages Sylvan
AC 35, touch 20, flat-footed 24; Dodge, Mobility
(–1 size, +11 Dex, +15 natural)
hp 370 (20 HD); DR 15/cold iron and magic
Immune electricity, exhaustion, fatigue, mind-affecting
spells and abilities
Resist cold 10, fire 10; SR 25
Fort +25, Ref +23, Will +16
Speed 90 ft. (18 squares), fly 90 ft. (perfect); Spring Attack,
total freedom
Melee bite +37 (2d6+25 plus dimensional anchor)
Space 10 ft.; Reach 10 ft.
Base Atk +20; Grp +41
Atk Options Power Attack, moonhunter, skirmish (+10d6)
Special Actions hunter’s howl
Abilities Str 45, Dex 32, Con 36, Int 6, Wis 30, Cha 26
SA dimensional anchor, moonhunter, skirmish, hunter’s howl
SQ freedom of movement
Feats Dodge, Improved Initiative, Mobility, Power Attack,
Spring Attack, Track, Weapon Focus (bite)
Skills Hide +20, Listen +19, Move Silently +20, Spot +19,
Survival +21
Advancement —
Total Freedom (Su) As the master of the hunt.
Dimensional Anchor (Su) Any creature hit by a hound of the
hunt’s bite is affected by dimensional anchor, as the spell,
for 1 round. This effect allows no save or spell resistance.
Moonhunter (Su) Whenever a hound of the hunt bites a foe
while outdoors when the moon is in the sky, the wound
deals an extra 20 points of damage.
Skirmish (Ex) A hound of the hunt deals an extra 10d6 points
of damage on all attacks made during a round in which
it moves at least 10 feet. This extra damage applies only
to attacks made on the hound’s turn. A hound can deal
this extra damage only to living creatures that have a
discernible anatomy.
Hunter’s Howl (Su) As a free action, a hound of the hunt can
release an echoing howl. Those within a 120-foot-radius
spread must succeed on a DC 28 Will save or be shaken
for 1 minute. A creature that saves cannot be affected by
that same hound of the hunt’s howl for 24 hours.
Skills Hounds of the hunt are accomplished hunters that can
stalk their prey as silently as a shadow. They have a +8
racial bonus on Hide and Move Silently checks and a +4
racial bonus on Listen and Spot checks.
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The Wild Hunt sends the bravest heroes of the land fleeing before the master of the hunt and his hounds.
STRATEGIES AND TACTICS
WILD HUNT
A master of the hunt savors the hunting experience. He
chooses one highly skilled or mighty creature to stalk, then
runs that creature down in an exciting chase.
When his prey stands its ground or a master of the hunt
tires of the chase, he marks his target with the selected
prey ability. His hounds then charge in, tying up the victim
and its allies in melee. The master fires arrows at his target to
kill it, then disdainfully dispatches others foolish enough
to stand against him.
SAMPLE ENCOUNTER
ECOLOGY
Masters of the hunt were fey monarchs
who ruled their courts for centuries before the tedium of
existence drove them to hunt powerful mortals. Now they
spend their time searching for worthy foes. They are enduring, tireless, and immortal.
The hounds of the hunt are ferocious canines made bloodthirsty by centuries of training and magical alteration. They
are almost as durable as their masters.
Environment: The Wild Hunt can roam across an entire
world, but a master of the hunt prefers to stalk prey at night
in the wide outdoors.
Typical Physical Characteristics: Masters of the hunt
are lithe and regal elflike creatures, standing 8 feet in height
and weighing 300 or more pounds.
Hounds of the hunt are slavering monstrosities the size
of grizzly bears. Their coats glitter slightly as if covered in a
sheen of starlight.
Alignment: A master of the hunt is an amoral creature
that thrills in the pursuit and slaying of mortal foes. He isn’t
cruel, but he is certainly merciless. Those masters of the hunt
that aren’t chaotic neutral are chaotic evil.
TYPICAL TREASURE
Masters of the hunt care nothing for glittering gold or
sparkling jewels. The thrill of the hunt is all they lust after.
Their listed possessions are all they have.
MMV_11.indd 203
The Wild Hunt
Illus. by E. Widermann
The Wild Hunt is a rare event that
usually occurs toward the end
of the year.
Night of the Hunt: In late
autumn, a master of the hunt
appears with four hounds,
stalking the land and slaying the mighty. The hunter
eventually chooses a PC who is
particularly skilled at avoiding capture
as prey. That character’s allies oppose
the hunt at their peril.
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WILD HUNT LORE
Characters who have ranks in Knowledge (nature) can learn
more about the Wild Hunt. When a character makes a successful skill check, the following lore is revealed, including the
information from lower DCs.
Knowledge (Nature)
DC
32
37
42
Result
This large, elflike creature is a master of the hunt,
a cruel fey that seeks to prove his skill against the
mightiest foes. The four hounds that accompany
him are hounds of the hunt, magical beasts totally
loyal to their master. The master is an archer
of incredible skill, and the hounds are frightful
hunters with supernatural howls.
The moon is the eye of the Wild Hunt, and anyone
under its light is more susceptible to the attacks of
a master and his hounds. A master of the hunt can
summon a steed instantly, and he can mark a foe
as his quarry, making it easier to find and slay that
creature.
A master of the hunt cannot be bargained with.
Only those who elude him for a night or slay him
can expect to survive. He is most vulnerable to
epic weapons crafted from cold iron, while the
hounds are vulnerable to cold iron weapons
imbued with magic.
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