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 3 620_17921_MonsterManual3c.indd 3 7/13/04 4:44:29 PM 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. 24 620_17921_MonsterManual3c.indd 24 7/13/04 4:57:41 PM 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. 62 620_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 7/13/04 5:04:08 PM 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. 620_17921_MonsterManual3c.indd 64 7/13/04 5:04:11 PM 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. 620_17921_MonsterManual3c.indd 120 7/13/04 5:29:36 PM 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. pqqqqqqqqqqqqqqqqqqqqrs 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. pqqqqqqqqqqqqqqqqqqqqrs 620_17921_MonsterManual3c.indd 150 7/13/04 5:35:25 PM 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 7/13/04 5:36:25 PM 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. 620_17921_MonsterManual3c.indd 152 7/13/04 5:36:29 PM 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 7/13/04 5:36:32 PM 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. 620_17921_MonsterManual3c.indd 158 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. 7/13/04 5:36:46 PM 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. 172 620_17921_MonsterManual3c.indd 172 7/13/04 5:39:25 PM 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. 620_17921_MonsterManual3c.indd 178 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 620_17921_MonsterManual3c.indd 182 7/13/04 5:40:56 PM 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. 183 7/13/04 5:40:59 PM 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. 620_17921_MonsterManual3c.indd 186 7/13/04 5:41:11 PM VOIDMIND CREATURE SAMPLE VOIDMIND CREATURE 620_17921_MonsterManual3c.indd 187 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 187 7/13/04 5:41:15 PM 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 620_17921_MonsterManual3c.indd 188 7/13/04 5:41:18 PM 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. pqqqqqqqqqqqqqqqqqqqqrs 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. pqqqqqqqqqqqqqqqqqqqqrs 620_17921_MonsterManual3c.indd 189 189 7/13/04 5:41:22 PM 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. 620_17921_MonsterManual3c.indd 197 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. 197 7/13/04 5:42:02 PM 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). 620_17921_MonsterManual3c.indd 198 7/13/04 5:42:07 PM 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. 199 620_17921_MonsterManual3c.indd 199 7/13/04 5:42:10 PM 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 95376720_38to59.indd 52 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. 53 95376720_38to59.indd 53 4/4/06 8:52:33 AM 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. 54 95376720_38to59.indd 54 4/4/06 8:52:35 AM 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. 55 4/4/06 8:52:38 AM 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) 56 95376720_38to59.indd 56 4/4/06 8:52:43 AM 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 95376720_38to59.indd 57 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. 57 4/4/06 8:52:45 AM 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. pqqqqqqqqqrs 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. pqqqqqqqqqrs 95376720_38to59.indd 58 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 4/4/06 8:52:47 AM 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. 59 95376720_38to59.indd 59 4/4/06 8:52:48 AM 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. 62 95376720_60to97.indd 62 4/4/06 8:54:45 AM 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 pqqqqqqqqqrs 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. pqqqqqqqqqrs 63 95376720_60to97.indd 63 4/4/06 8:54:47 AM 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. 64 95376720_60to97.indd 64 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 4/4/06 8:54:49 AM 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. 65 95376720_60to97.indd 65 4/4/06 8:54:54 AM GITHYANKI 66 95376720_60to97.indd 66 4/4/06 8:54:55 AM 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, 95376720_60to97.indd 67 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. 67 4/4/06 8:55:03 AM 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 95376720_60to97.indd 68 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- 4/4/06 8:55:05 AM 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 95376720_60to97.indd 69 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. 69 4/4/06 8:55:07 AM 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 95376720_60to97.indd 70 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. 4/4/06 8:55:12 AM 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. 71 95376720_60to97.indd 71 4/4/06 8:55:14 AM 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 pqqqqqqqqqrs 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. pqqqqqqqqqrs 4/4/06 8:55:34 AM “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 95376720_60to97.indd 79 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. 79 4/4/06 8:55:35 AM 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. 80 95376720_60to97.indd 80 4/4/06 8:55:39 AM 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. 81 95376720_60to97.indd 81 4/4/06 8:55:43 AM 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. pqqqqqqqqqrs 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. pqqqqqqqqqrs 82 95376720_60to97.indd 82 4/4/06 8:55:45 AM 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. 83 95376720_60to97.indd 83 4/4/06 8:55:46 AM 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. 84 95376720_60to97.indd 84 4/4/06 8:55:48 AM 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 85 95376720_60to97.indd 85 4/4/06 8:55:50 AM 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. 86 95376720_60to97.indd 86 4/4/06 8:55:55 AM 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. pqqqqqqqqqrs 87 95376720_60to97.indd 87 4/4/06 8:55:57 AM 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. 88 95376720_60to97.indd 88 4/4/06 8:55:59 AM LIZARDFOLK 89 95376720_60to97.indd 89 4/4/06 8:56:00 AM 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. 95 95376720_60to97.indd 95 4/4/06 8:56:21 AM 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. 96 95376720_60to97.indd 96 4/4/06 8:56:23 AM 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- pqqqqqqqqqrs 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. pqqqqqqqqqrs 97 95376720_60to97.indd 97 4/4/06 8:56:26 AM 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 pqqqqqqqqqrs 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 95376720_98to123.indd 100 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. pqqqqqqqqqrs 4/4/06 8:59:49 AM 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 95376720_98to123.indd 101 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. 101 4/4/06 8:59:51 AM 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) 114 95376720_98to123.indd 114 4/4/06 9:00:32 AM 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 115 95376720_98to123.indd 115 4/4/06 9:00:34 AM 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. 116 95376720_98to123.indd 116 4/4/06 9:00:36 AM 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. 117 95376720_98to123.indd 117 4/4/06 9:00:38 AM 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 pqqqqqqqqqrs 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. pqqqqqqqqqrs 118 95376720_98to123.indd 118 4/4/06 9:00:43 AM 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. 119 95376720_98to123.indd 119 4/4/06 9:00:45 AM 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 pqqqqqqqqqrs 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. pqqqqqqqqqrs 128 95376720_124_163.indd 128 4/4/06 9:04:26 AM Tiamat is the Creator of Evil Dragonkind and the mother of her spawn Illus. by W. Reynolds 95376720_124_163.indd 129 4/4/06 9:04:29 AM 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 pqqqqqqqqqrs 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. pqqqqqqqqqrs 136 95376720_124_163.indd 136 4/4/06 9:04:53 AM 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 137 95376720_124_163.indd 137 4/4/06 9:04:54 AM 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 pqqqqqqqqqrs 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. pqqqqqqqqqrs 142 95376720_124_163.indd 142 4/4/06 9:05:08 AM 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. 143 95376720_124_163.indd 143 4/4/06 9:05:10 AM 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. pqqqqqqqqqrs 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. pqqqqqqqqqrs 146 95376720_124_163.indd 146 4/4/06 9:05:19 AM 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. 147 95376720_124_163.indd 147 4/4/06 9:05:21 AM 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 pqqqqqqqqqrs 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. pqqqqqqqqqrs 156 95376720_124_163.indd 156 4/4/06 9:05:47 AM 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. 157 95376720_124_163.indd 157 4/4/06 9:05:49 AM 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. 158 95376720_124_163.indd 158 4/4/06 9:05:51 AM 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 159 95376720_124_163.indd 159 4/4/06 9:05:53 AM 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 95376720_164to199.indd 172 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 pqqqqqqqqqrs 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. pqqqqqqqqqrs 4/4/06 9:15:45 AM 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. 95376720_164to199.indd 173 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. 173 4/4/06 9:15:47 AM 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 95376720_164to199.indd 184 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 pqqqqqqqqqrs 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. pqqqqqqqqqrs 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) 95376720_164to199.indd 185 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. 185 4/4/06 9:16:18 AM 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 95376720_164to199.indd 187 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 pqqqqqqqqqrs 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. pqqqqqqqqqrs 188 95376720_164to199.indd 188 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 95376720_164to199.indd 189 4/4/06 9:16:30 AM 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 4/19/07 2:29:54 PM 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 4/19/07 2:29:55 PM 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: 5 MMV_01.indd 5 4/19/07 2:29:57 PM 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. 6 MMV_01.indd 6 4/19/07 2:29:58 PM 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. 7 MMV_01.indd 7 4/19/07 2:29:59 PM 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 pqqqqqqqqqrs 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. pqqqqqqqqqrs 8 MMV_02.indd 8 4/19/07 2:35:10 PM 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. 9 MMV_02.indd 9 4/19/07 2:35:12 PM 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. pqqqqqqqqqrs 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. pqqqqqqqqqrs 58 MMV_04.indd 58 4/19/07 2:40:49 PM 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. 59 MMV_04.indd 59 4/19/07 2:40:51 PM 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. 64 MMV_04.indd 64 4/19/07 2:41:05 PM 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. 65 MMV_04.indd 65 4/19/07 2:41:07 PM 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 pqqqqqqqqqrs 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. pqqqqqqqqqrs 66 MMV_04.indd 66 4/19/07 2:41:11 PM 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. 67 MMV_04.indd 67 4/19/07 2:41:12 PM 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. pqqqqqqqqqqqqqqqqqqqqrs 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. pqqqqqqqqqqqqqqqqqqqqrs 84 MMV_05.indd 84 4/19/07 2:43:04 PM 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. pqqqqqqqqqqqqqqqqqqqqrs 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. pqqqqqqqqqqqqqqqqqqqqrs 85 MMV_05.indd 85 4/19/07 2:43:06 PM 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 pqqqqqqqqqqqqqqqqqqqqrs 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. pqqqqqqqqqqqqqqqqqqqqrs 86 MMV_05.indd 86 4/19/07 2:43:11 PM 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. 87 MMV_05.indd 87 4/19/07 2:43:12 PM 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 88 MMV_05.indd 88 4/19/07 2:43:14 PM pqqqqqqqqqrs 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. pqqqqqqqqqrs 89 MMV_05.indd 89 4/19/07 2:43:18 PM 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 90 MMV_06.indd 90 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, pqqqqqqqqqrs 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. pqqqqqqqqqrs 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. 91 4/19/07 2:44:48 PM 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. pqqqqqqqqqrs 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. pqqqqqqqqqrs 104 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 MMV_07.indd 105 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. pqqqqqqqqqrs 4/19/07 2:46:52 PM 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 pqqqqqqqqqqqqqqqqqqqqrs 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. pqqqqqqqqqqqqqqqqqqqqrs MMV_07.indd 107 107 4/19/07 2:46:56 PM 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 108 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. pqqqqqqqqqrs 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. pqqqqqqqqqrs 4/19/07 2:46:58 PM 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 pqqqqqqqqqqqqqqqqqqqqrs 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. pqqqqqqqqqqqqqqqqqqqqrs MMV_07.indd 109 109 4/19/07 2:47:03 PM 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 pqqqqqqqqqrs 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) pqqqqqqqqqrs 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. 110 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. pqqqqqqqqqrs 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. pqqqqqqqqqrs 4/19/07 2:47:04 PM 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 pqqqqqqqqqrs 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. pqqqqqqqqqrs 111 4/19/07 2:47:08 PM 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. 112 MMV_07.indd 112 4/19/07 2:47:10 PM 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. pqqqqqqqqqrs 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. pqqqqqqqqqrs 113 4/19/07 2:47:13 PM 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 114 MMV_07.indd 114 4/19/07 2:47:15 PM 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 pqqqqqqqqqqqqqqqqqqqqrs 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. pqqqqqqqqqqqqqqqqqqqqrs MMV_07.indd 115 115 4/19/07 2:47:20 PM 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 pqqqqqqqqqrs 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 MMV_07.indd 116 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. pqqqqqqqqqrs 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 MMV_07.indd 117 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 pqqqqqqqqqrs 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. pqqqqqqqqqrs 117 4/19/07 2:47:25 PM 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. pqqqqqqqqqrs 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. pqqqqqqqqqrs 118 MMV_07.indd 118 4/19/07 2:47:30 PM 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. 119 MMV_07.indd 119 4/19/07 2:47:32 PM 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 120 MMV_07.indd 120 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 pqqqqqqqqqrs 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. pqqqqqqqqqrs MMV_07.indd 121 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 121 4/19/07 2:47:40 PM 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 pqqqqqqqqqqqqqqqqqqqqrs 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 122 MMV_07.indd 122 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. pqqqqqqqqqqqqqqqqqqqqrs 4/19/07 2:47:41 PM MIND FLAYERS OF THOON 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!” 123 4/19/07 2:47:42 PM 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 pqqqqqqqqqrs 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 40 124 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. pqqqqqqqqqrs 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. pqqqqqqqqqqqqqqqqqqqqrs 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. pqqqqqqqqqqqqqqqqqqqqrs MMV_07.indd 125 125 4/19/07 2:47:47 PM 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). pqqqqqqqqqrs 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. pqqqqqqqqqrs 154 MMV_09.indd 154 4/19/07 2:53:51 PM 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 pqqqqqqqqqqqqqqqqqqqqrs 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. pqqqqqqqqqqqqqqqqqqqqrs 155 MMV_09.indd 155 4/19/07 2:53:53 PM 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 160 MMV_09.indd 160 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. 4/19/07 2:54:06 PM 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. pqqqqqqqqqrs 161 MMV_09.indd 161 4/19/07 2:54:08 PM 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. pqqqqqqqqqrs 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. pqqqqqqqqqrs 198 MMV_11.indd 198 4/19/07 2:59:11 PM 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. 199 MMV_11.indd 199 4/19/07 2:59:12 PM 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 202 MMV_11.indd 202 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. 4/19/07 2:59:22 PM 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. pqqqqqqqqqrs 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. pqqqqqqqqqrs 203 4/19/07 2:59:23 PM